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Baty Alquawen

Status Report - 24 January 2017

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Evening Survivors,

We've all experienced a lot of server crashes over the last two weeks, so Peter and Mirek are providing an update on how we want to handle them. Additionally, Brian is talking about known issues, Adam is sharing some of his recent passion for Chernarus railways and I have the pleasure of introducing you to DannyBoyy, a truly, truly friendly survivor!


Contents This Week

 

Dev Update/Hicks

Greetings Survivors,

The last few weeks for us on the dev team have been busy. With the bulk of the team working on the Beta milestone, a smaller strike team working on 0.62, and of course ongoing efforts to address critical issues in 0.61 Stable and reintroduce vehicles to Stable branch. As soon as we have our 0.62 branch at a point we're comfortable with, we'll be sharing more example images and camera fly overs - so be on the look out for that. On the more immediate side we have a list of issues that we're fully aware of on 0.61 Stable that we're working hard to resolve. (Its important to make sure you guys know this is on our radar, so you don't think we're overlooking the issues critical to you all).

Stable Issues:

  • Known server crash methods
  • Known duplication methods
  • Investigation into current security exploits (Player Gear, etc)
  • Server Performance degradation (This one impacts things such as player position sync, infected speed, and more)
  • Server Side Economy cleanup (And potential impact on server performance)

 

A lot of the issues listed above are directly related to issues we've noticed reported in the forums, feedback tracker, on youtube videos, and on Twitch streams and are a priority for us to address. Given that some of them are tied to legacy systems - many of which are slated to be replaced in beta - addressing the issues can be time consuming, but rest assured we are digging into them and they are not over looked.

In addition to this, there has been a good amount of discussion (and feedback tracker usage on this issue again - awesome!) in regards to the distribution in the economy, and some behaviors that don't fit with the development teams intended design. Specifically, the distribution of firearms, and their attachments across Chernarus after a decent amount of uptime on a servers local storage. The Central Economy (CE) is certainly not where we as developers want it just yet, but iteration is key with this. The designers and programmers that touch on these areas have been working on potential improvements to the economy that should help address this issue specifically - but like anything with a complex system it will require iteration over several builds to see. This isn't live on Experimental just yet - but we'll make sure to let you all know on the forums when these new changes make it that way. 


For those curious - the current ticket on the feedback tracker related to the CE loot spawning system can be found at: https://feedback.bistudio.com/T115748

I know this Status Report isn't chock full of fancy new screenshots or videos - but we're currently at the point in the build process where branches, and high risk commits occur. As we get further into 0.62 and Beta development and things stabilize we'll be able to share more. :)

- Brian Hicks / Creative Director

 

Dev Update/Peter

My message will be quite short today as I just want to announce some significant changes for current 0.61 version in upcoming updates. Over the last weeks, we witnessed how the abuse of an exploit often used for duping results in server crashes in some cases, which became very common lately and essentially ruined the user experience.

Because of that, we were forced to make some actions to prevent it. First one is locking the hands slot while character is performing some action - thus, you are unable to remove an item or swap it with another until the action is finished. Second one prevents initiation of user actions on items directly from inventory slots.

These changes can be unpleasant as the old user action system and its quirks are now deeply rooted. However, I would like to remind you that new user actions are built on usage of hands slot exclusively, so it's not a bad idea to get used to it in advance. If you would like to read more about the upcoming new user actions, you can check my previous Status Reports from October 30, 2015March 1, 2016 and March 29, 2016.

Crashing servers is bad... see you in Chernarus folks!

- Peter Nespesny / Lead Designer

 

Dev Update/Mirek

Hello survivors, in my first Status Report this year, I would like to briefly cover current our goals for the 0.61 version and future 0.62 and 0.63 updates:

0.61 goals

We (the gameplay programming team) are dealing with server performance and stability issues, and also with vehicle synchronization bugs. Hopefully most of the annoying issues will get fixed soon, so programmers working on them can join the rest of the team and they will contribute to the work on new things or 0.63 version goals.

0.62 goals

As this update will be mostly visual, there won't be any major changes coming the our team. We will mostly try merging in some of the critical fixes or performance/networking improvements.

0.63 goals

Currently, major part of the gameplay programming team is working on tasks related to this version. Internally, we have managed to deactivate the legacy damage system completely and now we're focused on fixing issues with our new damage system. We are also getting ready to hit the switch on all of the legacy SQF scripting, which is being replaced by Enforce Script, and we're removing some other parts of the legacy code, which is related to features we won't use anymore - such as the Arma AI, for example.

About the new player controller - we are finishing network synchronization of our new animation system. The next step will be the ability to control vehicles using the new character. This will be another big change, because now you are controlling the vehicle directly and character inside vehicle is controlled by vehicle simulation. This change will simplify vehicle synchronization and can also introduce some more options for modding.

- Miroslav Maněna / Lead Gameplay Progammer

 

Dev Update/Adam

As I mentioned in earlier Status Reports, we plan to change the entire western border of Chernarus. This is a major task and it is very likely that you will not see this upgrade fully within just one game update. In fact, if you venture towards western border on .61, you can already see results of this task - two military roadblocks with traffic jams.

We are really delighted to see survivors venturing in these far locations and having interactions with other survivors and/or environment threats in these brand new places.

An important part of the whole western expansion task are changes and additions to the Chernarus railway network. Railway is a very important man-made feature that always helps survivors when they get lost. The rule is simple - follow either right or left and it will eventually guide you somewhere.

Now let me invite you on a small trip around Chernarus railway! Please keep in mind that all content, visible on pictures below, is work-in-progress and does not represent final quality.

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The biggest change within the railway network is the addition of railway through the whole western border of Chernarus. That means you can follow railway track from Kamenka through Zelenogorsk, Myshkino, Vavilovo and finally to Novaya Petrovka. But that is definitely not all.

To make sure railway network is not forming some sort of a circle (that sort of looks like a model railway), two new railway exits were added. One from Novaya Petrovka to the western border, leaving Chernarus close to where military roadblock with fuel station is located. Second railway exit starts in Svetloyarsk and goes through Turovo and Dobroe, leaving the lands of South Zagoria in northern rocky valleys.

Then we have bits and pieces that were added on top of these railway network changes. The most significant are massive changes within Zelenogorsk. This town now hosts a big railway station that is split into three parts - civilian, military and industrial. Military base in Zelenogorsk went through a major face-lift and now offers more loot than ever before.

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Heading further north, you may find that the huge railway and bus station in the middle of nothing near Vavilovo are missing - this is our intention as we did not really find it to be useful at that spot (and we have something better planned there). Instead, we have added a completely new railway station to Novaya Petrovka. This town is currently quite thr hot spot and with newly added railway station just north of Bashnya, it offers quite the view on the entire Novaya Petrovka valley.

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If you head east of Novaya Petrovka, you may notice that railway here is much flatter than ever before. That is no coincidence, as we have found the old roller-coaster-like railway track here too immersion breaking, and so the whole northern railway track was redone from scratch, along with necessary terrain and object changes. And now that Novaya Petrovka has a railway station, the biggest northern town - Novodmitrovsk - could not be missed.

The appropriate spot was found and a new railway station was built south of Novodmitrovsk (just near the road that heads to Cernaya Polana). This railway station offers a spectacular view on Novodmitrovsk - the industrial railway station that was located outside of the Novodimitrovsk industrial complex has been moved into a much better place inside the complex itself, and now has a direct railway connection to Svetloyarsk.

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And just when you continue along the tracks towards Svetloyarsk, you will, sooner or later, encounter the northern railway exit that crosses Svetloyarsk - Novodmitrovsk valley on a brand new stone railway bridge. Unfortunately, I cannot just yet share the pictures of it, as our graphics artists are still at hard work on it, but I promise I will share the results once everything is ready.

There is a lot more to cover for the upcoming .62 update, so stay tuned! 2017 is going to be a great year for Chernarus, so see you there!

- Adam Franců / Map Designer

 

Community Spotlight

In the December Status Report, we were contemplating whether players can be trusted and if you can safely turn your back to a person who seems friendly. Therefore, I want to introduce you to Dannboyy, who is well known in the DayZ community and some of you might have met him already - without even knowing it. Unfortunately, you will usually not survive meeting this nice lad.

He has a pleasant voice and is very kind, which is what you will notice first. And you will trust him easily. You will become friends. But is DannyBoyy exactly the kind of friend you would expect?  

DannyBoyys videos are nicely made, very well cut and fun to watch. My personal favourite is "The Friendly French Man":

 

His latest video is named "Sick" and here you can see how wicked this young man is:

 

Danny has no heart. And that is a reason why I like him!

 

Check his channel for more amazing videos.

 

Dont forget about our Official DayZ forum, too! If you want to have fresh information from latest updates, forums are the place for you. Check out an important update about Experimental/Unstable branch from yesterday:

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As always, If you have any DayZ creations of your own that you'd like to share, tweet them to us on our official Twitter channel. We love content from our community! 

Header image by: Joanna Łuczak

- Baty / Community Manager

 

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Ooooh man :D So much awesome goodies! I LOVE the pictures of the new areas and the whole idea of more Western Expansion! Hopefully the issues with .61 EXP will be ironed out so we can move forward and see a lot more!!

Thanks so much Devs and Baty :D 

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Thanks for the report!

Amazing work, as usual. I love the map changes and stuff, but PLEASE consider that the map is already feeling "overloaded".

I remember being lost for hours up north when I started playing, there was nothing there. Now there is city after city after city. And no truly remote areas anymore. 

I feel that the forests are getting smaller and smaller with each map change :( 

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19 minutes ago, VVarhead said:

Thanks for the report!

Amazing work, as usual. I love the map changes and stuff, but PLEASE consider that the map is already feeling "overloaded".

I remember being lost for hours up north when I started playing, there was nothing there. Now there is city after city after city. And no truly remote areas anymore. 

I feel that the forests are getting smaller and smaller with each map change :( 

I'm not sure I agree with things getting overloaded, but I would perhaps like to see another great big forest in this Western Expansion ^_^

I do believe that when everything is said and done with adding the new goodies, as well as the Stamina system, the world we think is huge will be gargantuan at that point. -- What would have taken 10 minutes will take like 25. Who knows! I'm excited with whatever they give us <3

. . I just want cars on Stable so I can play with silly RPers hehe

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Thanks for another interesting report.

Loving the changes to the railway. Can't wait to see it all in game.

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@Baty Alquawen Will we be seeing the final closed-off building become enterable as part of the railway update? Seems fitting since the last building is a small train station :)

 

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Just getting in before anyone else - but that castle's mine.  Okay?  Any problems?  Good.  I've always wanted a hilltop castle. 
 

Thank you, guys. 

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Thanks devs/all!

Another great report!

There has been a lot of talk about vehicle synch but overall traction simulation, torque, and the transitions between gears could use A LOT of love.

 

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Wow!! Very nice changes to the west side of the map!! And more love for the North!! First screenshot of the castle also shows the new trees, which look fantastic!!

 

Keep it up fellas!!

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2 hours ago, VVarhead said:

Thanks for the report!

Amazing work, as usual. I love the map changes and stuff, but PLEASE consider that the map is already feeling "overloaded".

I remember being lost for hours up north when I started playing, there was nothing there. Now there is city after city after city. And no truly remote areas anymore. 

I feel that the forests are getting smaller and smaller with each map change :( 

It seems that soon the Berezino orchards will be considered "a remote area".

I too remember when there were only feedshacks north of the N Highway. I concur putting some life there, but I'm worried that all this urban planning is going to far...

Devs, can you leave a patch of terrain where "there is nothing to go for"? There are moments when such areas are just what some folks are looking for.

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3 hours ago, Baty Alquawen said:

nOG75kr.jpg

 

giant chickens!!!!  zomg ruuuuuun

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With so much effort specifically focused on railways, I'm hoping that repairing and operating locomotives is not out of the question.

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3 hours ago, Kirov (DayZ) said:

It seems that soon the Berezino orchards will be considered "a remote area".

I too remember when there were only feedshacks north of the N Highway. I concur putting some life there, but I'm worried that all this urban planning is going to far...

Devs, can you leave a patch of terrain where "there is nothing to go for"? There are moments when such areas are just what some folks are looking for.

Bear in mind that travelling on foot will eventually be a lot slower - no more sprinting across the map. There'll be plenty of unused forested areas.

I'm actually hoping that travelling on foot via a road will be faster than travelling through a forest or open field to simulate the difficult terrain of the countryside. Not much faster, mind, but it should be noticeable, especially on longer journeys.

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With all new urban areas there will be less remote places to hide camps. I hope we get base building and barricading buildings soon. 

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These map changes look magnificent. Especially the Zelen ones. Any word on whether or not we are going to have a visual update to the forest in the coming updates? I saw that picture of what was in progress and can't wait. 

Fantastic status report as a whole thanks for sharing.

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6 hours ago, camcantrun said:

These map changes look magnificent. Especially the Zelen ones. Any word on whether or not we are going to have a visual update to the forest in the coming updates? I saw that picture of what was in progress and can't wait. 

Fantastic status report as a whole thanks for sharing.

Yes, 0.62 is exclusively a visual update for the forests and other stuff.

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thanks for the status report !

thoses map changes looks great ! can wait to discover again the west of the map !

I'm not sure i will like the new "in hands only" actions, but people crashing servers to dupe weapons is really annoying these days.

there are a lot of topics left to discuss in the nexts SR, i would love to hear more about :

- non lethal weapons, any update on that subject ? crafting possibilities ?

- possible improvement of the inventory system ? do we have a finalised inventory ? will we see improvements before beta ?

- will glasses and helmet be able to alter vision in 1st person view at some point, is it planned ?

- advanced crafting (and potential use for the screw driver, nails, hammer ?), weapons modifications, possibly ruined items reparation, what do you have in mind ?

- procedural coloring and objects than can be subjected to it (backpacks, vehicules, cloth, tools, scopes etc...) , new color spraycan maybe, do you have an update on this subject ?

- barricading houses, crafting wooden planks, using nails and hammer etc... will we see improvements in this area before reaching beta ?

- solutions for the infinite food sources such as berries and apple, do you plan to fix this issue ? what are the alternatives you have in mind ? some news on plums, mushrooms etc ?

- bicycle and dirt bikes, parts needed, stability, speed, fall damage (and damage reduction with helmets) ? etc...

- any updates on boats and helicopters ?

- long term persistence and performance issues ?

- will scopes get some love before reaching beta (more variety, adjustable zero on kashtan and built-in AUG scope ?) ?

bye !

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17 hours ago, emuthreat said:

With so much effort specifically focused on railways, I'm hoping that repairing and operating locomotives is not out of the question.

This would be so awesome. It reminds me a lot of the classic resident evils ; there is always some locomotive you have to fix to get to safety. I would be the first locomotive operator / mechanic when soft skills come out XD

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With so much new railroad things .... I am slowly missing some passenger trains, so walkable wagons. The civilian stops without a single passenger train seems very funny .... or even a small tunnel or gallery in the rock area.

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