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Hicks_206 (DayZ)

Exp Update 0.61.135961

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"Dynamic Spawning" will be a great way to bring the immersion up a few notches...but what about hordes?

These events would not have to be dynamically triggered as it would "simply" need to be a server-side scripting event...right?

As I see it...nightfall should bring about horde swarms around random structures within the larger cities, churches, hospitals, and high-loot areas.

I can imagine the conversation between survivors as they make their way across Chenarus...

"Hey dude! Remember we need to be indoors soon...the Hordes have been active here lately!"

I understand the need to keep the server load down...but the more Infected the better!

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Yup, Guys...

The more I think about it Brian's question about feedback for potential features/content once the core game gets sorted boils down (for me only of course) to the interactions between survivors and the infected.

While the in-game experience is varied and open the one constant should always be the core game objectives which are;

1: Survive in a world that is harsh, hostile, and vast.

2: Survive encounters and interactions with others.

3: Survive against the Infected.

The devs are keeping the faith with these core elements and when I think about these as the "pillars" that Rocket once described then I am reminded of just how honest the team has remained on their promises of delivering a true successor to the Mod.

The timelines have become an entirely separate debate and I personally have found myself caught up in this ancillary argument many times and it is good to keep the original perspectives relevant in this mid-development grind we find ourselves in.

That being said, as I have played through 0.60 for way too long I realize that 0.61 is actually a bigger milestone than I originally thought it would be. We are getting the first taste of predators, vehicles that might actually resemble vehicles, and a better immersive experience overall via increased audio and visual quality.

The World is vast, that's a given...and when they nerf the walking speed and introduce a stamina modifier to running then it will become, well, VASTLY vast!

The World is hash but needs better zoning and obviously a much better player controller to model it. I would even submit that we get a much greater variance in weather from the coast to the northern map so going up into the less popular areas is something that a player needs to prepare for and random bandits would be less willing to endure. The addition of predators and the aforementioned colder climate will make your playstyle far more rewarding/survivable if you focus on it.

I don't think player/player interactions are even an issue, as the SA will give you every chance to have whatever experiences you want. And to mention Base building would be premature as we are still not close enough to see the Devs version.

And then there's the Infected. I always try to make a distinction between them and Zombies as it has always been something that the team has tried to make clear, and I understand the logic behind it. DayZ SA is a deliberate attempt to immerse a player in a deliberate scenario that describes how an event occurred that resulted in the devastation of this part of the World and you, the "Survivor" are left to your own devices to endure. The parallels between SA and WorldWarZ and I Am Legend are very clear to me and I applaud the effort to keep this storyline focused on the non-paranormal concepts of "good-folks-gone-bad". So on this point, the roles the Infected should play in your experiences should remain a large consideration when it comes to streamlining content and features for the team...to always keep the story firmly based on this unknown biological catastrophe and to let the player develop his/her own experiences based on the original insertion into the game as someone on the beach...with that damn flashlight and battery...and nothing else.

The Infected are the key to keeping the central storylines (that we create on our own) somehow tied together and bound to a common cause. Having a Bandit holdup, a KOS incident, a Hermit sighting, or a fellow survivor team-up occurrence within the overall story backdrop of this post-infection world, and with the Infected as the constant, gives my experience a much fuller one than simply logging in to play a few hours at a time to just explore, kill, get killed, repeat. When I log in to resume playing a current character I should always be drawn towards the inevitability of Infected encounters or at least having them play a role anytime I choose to go into towns or areas they frequent.

So...it's the Infected, then...

Edited by philbur
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Hopefully we see .61 exp before The end of October , I was hoping to kill wolves on Halloween :( . It's been a while since I've played good ol' experimental I can't even remember what I did in the last exp lol .

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8 hours ago, odin_lowe said:

Only Hicks drop by to answer our questions, and he's not the one programming all the core elements, so it's not slowing the DEVs, like, at all....

The rest of the team continues to program and build DayZ all the while he answers our questions. And it's not like he's on the thread every minutes to check questions and answer them. He waits a while and answers to a bunch of them at once.

Still, it is curious, perhaps frustrating to some, that Hicks would start up the exp .61 thread more than two weeks ahead of when it would be relevant.  I still don't understand why he did it.  If he wasn't trolling, he must surely have known what it would devolve into after a couple weeks.

I've still got my fingers crossed for an October release.  I've even started chanting "I'm Cauthiously OptimisticTM" in hopes that a little hoodoo will move things along faster.  I invite anyone who feels frivolous to join in my ritual.  The optimum time is UTC Tuesday 07:00.  @Espa Help feed the spirit bomb.

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Yeah, Frustrating is one word for it. The only reasoning I see is that Half of the battle is keeping people engaged with the progress of the title, especially whilst it's in a state of limbo.

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Yup, definitely frustrating. It's great to talk and ponder about what the new patch will be like but it's hard to talk about it when I haven't played it!

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Fingers and Toes crossed to see a video by Brian upon 0.61 release with a walkthrough of new features, new content, bugs we might expect to see (so we don't go apeshit on the feedback tracker with stuff they already know about) and info on what he wants us to pay particular attention to.

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On 10/15/2016 at 6:26 PM, blackberrygoo said:

Hopefully we see .61 exp before The end of October , I was hoping to kill wolves on Halloween :( . It's been a while since I've played good ol' experimental I can't even remember what I did in the last exp lol .

Hopefully, I have a notion that we are going to get 0.61 out in this month, and good time of the year as well. 

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On 10/15/2016 at 10:33 PM, emuthreat said:

Still, it is curious, perhaps frustrating to some, that Hicks would start up the exp .61 thread more than two weeks ahead of when it would be relevant.  I still don't understand why he did it.  If he wasn't trolling, he must surely have known what it would devolve into after a couple weeks.

I've still got my fingers crossed for an October release.  I've even started chanting "I'm Cauthiously OptimisticTM" in hopes that a little hoodoo will move things along faster.  I invite anyone who feels frivolous to join in my ritual.  The optimum time is UTC Tuesday 07:00.  @Espa Help feed the spirit bomb.

 

Hahaha you killed me. 

For sure expecting an October release. . Seems likely since PAX Aus is November 4-5 and they're going to want to talk about their new patch and what's upcoming. I'm imagining that this may actually be a huge turning point in DayZ. .

Here's hoping. . And giving my Chi to the Devs in hopes we get it all fixed in the next few days. 

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3 hours ago, Surviv0r1969 said:

this is exactly what i was on about the other day here and got slated m8, slow dont even come close, never known a game developed so so slowly, longest early access game ever!!

Dude, let me retry this. They are adding NEW Core engine modules to the game right now. We had the renderer zone in 0.60, next up, we have the new sound engine for 0.61. Next up will be new player controller in 0.62.  Those huge parts of game engine takes tImes, ALOT OF TIME. Don't expect for development to go faster until those are done. You say it is the slowess and longest game developped in early access, but how many of these other early games developped a game engine on the side? You mentionned Ark the other day was way faster, this is correct, but you know why, because ark use a premade game engine, unreal 4. 

Finally, remember when 0.60 was finally released with the new renderer? The huge changes that came with it in terme of FPS and graphic quality, tons of people that cried their life because it took so long to release mentionned the wait has worth it. They delivered a great renderer, same will go with audio engine and player controller. 

Great things take times..

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On 10/15/2016 at 9:33 PM, emuthreat said:

Still, it is curious, perhaps frustrating to some, that Hicks would start up the exp .61 thread more than two weeks ahead of when it would be relevant.  I still don't understand why he did it.  If he wasn't trolling, he must surely have known what it would devolve into after a couple weeks.

I've still got my fingers crossed for an October release.  I've even started chanting "I'm Cauthiously OptimisticTM" in hopes that a little hoodoo will move things along faster.  I invite anyone who feels frivolous to join in my ritual.  The optimum time is UTC Tuesday 07:00.  @Espa Help feed the spirit bomb.

I pretty clearly explain why - and throughout the thread try and keep people updated outside of the Status Reports, post some videos, some screenshots, etc.

Im cleaning the thread up and getting it back on track. This isn't the place to vent about development speed, or postulate on stuff post .61 - there are topics for that, lets keep it on target folks!

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7 minutes ago, Hicks_206 (DayZ) said:

Im cleaning the thread up and getting it back on track.

Will you at least push any new items, weapons or vehicle in .61?

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2 minutes ago, igor-vk said:

Will you at least push any new items, weapons or vehicle in .61?

No - I spoke about this and why during our last panel (RTX 2016). (I mean, smaller cosmetic items that dont require any animations, etc such as clothing might make it in, but no vehicles, firearms, tools, that sort) Everything that touches the areas primarily impacted by the new animation system, user actions, player controller, etc are only being configured for the new system. We're no longer putting work into the supporting new content on the legacy tech.

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I'd like to have a nice chat but normally it does not work when you do write about tych server data via what I know who stole it so I removed, and when I write my frustration with the development of this game so it also removes

Edited by kubina222

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5 minutes ago, kubina222 said:

I'd like to have a nice chat but normally it does not work when you do write about tych server data via what I know who stole it so I removed, and when I write my frustration with the development of this game so it also removes

This topic is for the discussion of development of 0.61 experimental branch. You went off topic, and were given a private gentle warning to head to other threads for other discussions. Following up your warnings you posted a very, very vulgar image and thus - were warned again. If you would like to talk about those issues feel free to make a new topic, or email support@dayz.com.

Lets keep this thread on topic guys.

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So upon further thought of how .61 may turn out to be, I'm getting anxiously excited for it to come out! 

For the while we've been subjected to mainly PvP type encounters while all other threats fell by the wayside - Now it'll be absolutely opposite of that. If the Weather is modified to actually kill us with cold rain and hypothermia, if wolves are lurking in the woods that we lurk in, and if Infected are rolling out World War Z style. . Man, it's just going to be awesome.

---

Hicks, if you don't mind telling us, how's the vehicle desync going so far? I know you said earlier that we may get initial release of .61 without them added in. . Is that still holding up, or are those problems mostly rectified? 

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48 minutes ago, Espa said:

So upon further thought of how .61 may turn out to be, I'm getting anxiously excited for it to come out! 

For the while we've been subjected to mainly PvP type encounters while all other threats fell by the wayside - Now it'll be absolutely opposite of that. If the Weather is modified to actually kill us with cold rain and hypothermia, if wolves are lurking in the woods that we lurk in, and if Infected are rolling out World War Z style. . Man, it's just going to be awesome.

---

Hicks, if you don't mind telling us, how's the vehicle desync going so far? I know you said earlier that we may get initial release of .61 without them added in. . Is that still holding up, or are those problems mostly rectified? 

Don't overhype yourself too much - while I expect to see a shift, 0.61 isn't going to completely change how the build is played. We still have plenty of issues that need to be addressed between beta and 1.0 to get the game as fluid and enjoyable as possible (as well as getting as many infected as we can get to safely populate Chernarus)
We're definitely focused on trying to increase the risk from environment, and make the experience a little less PvP madness (trying to push the very interim state of the build to more of a balance)

Like I say - cautious optimism, and always be vigilant providing actionable feedback!

As far as vehicle sync goes, the focus for the team has been trying to dial in the remaining blockers on Player to Player - getting vehicles there is still on the list. (Although they are working much better than initially after the new player sync changes)

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Hicks, I know you already mentionned that vehicle persistence was not an issue but more of a bug with vehicle physics and orientation on server startup resulting in a destroyed vehicle. Any progress made toward this in 0.61?

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@Hicks_206 (DayZ)

I was wondering if with the implementation of the light render upgrade, will we be able to see flares/lights from kilometers again? Like this picture from the mod. Or is this something that will continue to happen with balance passes.... ala dayZ beta?

JbShCmt.jpg

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10 hours ago, Hicks_206 (DayZ) said:

I pretty clearly explain why - and throughout the thread try and keep people updated outside of the Status Reports, post some videos, some screenshots, etc.

Im cleaning the thread up and getting it back on track. This isn't the place to vent about development speed, or postulate on stuff post .61 - there are topics for that, lets keep it on target folks!

I understand the purpose of the thread, it's the timing that had me confused. Anywho, back on track.

There seems to be a bit of a survivalist push coming along with this patch, what with the improved environmental threats such as wolves and the increased effects of weather conditions.  It seems like it will be a harsh winter in Chrenarus, and the cold consumes energy at an increased rate.
I know the addition of wolves and improved zombie spawning mechanics will be putting more stress on the servers, but is there any chance that non-predatory wildlife will also see an increase in numbers and variety this patch? 

I miss chasing those derpy goats through the hills.  And if the cold is as brutal as your Vybor video demonstrated, it seems like survivors are going to need to have some significant sources of dense nutrition available.  A number of people were bummed about the lack of Boars in .60, mostly for the backpacks.

Also, are there any plans to make the carp yield two filets again.  I never understood why half of each fish was taken away in the first place.

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And, while you are thinking about sound, Brian....

When will we see a noticeable improvement in positional audio? If I am not mistaken, the audio is still using legacy engine calls to manage it...right?

I don't recall your latest SR saying anything about the actual DX Audio sub-system being "Enfused" yet, so can you provide some insight into when it gets to play outside with the renderer?

Thanks...(I think my 7.1 system has fossilized due to my constant A40 usage) ((Just as well, I guess, because I still can not find a mic good enough to use in combination with loud external surround speakers!)).

 

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4 hours ago, philbur said:

And, while you are thinking about sound, Brian....

When will we see a noticeable improvement in positional audio? If I am not mistaken, the audio is still using legacy engine calls to manage it...right?

If you listen closely at the point when he's attacked from behind by a zombie, he turns around and the position updates nicely so that should be ok for 0.61.

 

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@barelyinfectedThanks for that!

Hard to tell from the "Hicks-Cam" as the audio is only two-channel....but you are right that it definitely looks like he reacted to the Infected quite well and knew it was coming up behind him.

I have always been a big fan of deep, rich, full-field, audio.

Edited by philbur
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Seems not be be read ion the status report thread.

Will the new server browser encompass a "quick report" function, so we can just report a join/kick server after our pleasant stay? I know this might touch business interests, so I don't hold my hopes high, but still ... can't resist asking.

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