Jump to content

Recommended Posts

23 minutes ago, SOUTHHH said:

"No changes" - means "No more systems completed since the last time we updated".

That does not mean they did not progress with the features.

Ok, so show us what you're doing, even if it's WIP

Share this post


Link to post
Share on other sites
11 minutes ago, Tarek_lb said:

Ok, so show us what you're doing, even if it's WIP

I don't think getting reports on every half-tested thing would be helpful.  That's time better spent trying to move forward instead of reporting on every bump in the road.  This thread alone kind of proves that the Devs are continuing their efforts to be more communicative.  

Share this post


Link to post
Share on other sites

Question.. So if Weapon/Item collision is fixed, does that mean the Environment/Structure collision (stuck under buildings, access ladders through walls, est) is also being fixed? Or has it already been resolved? 

Just a curious question.

Share this post


Link to post
Share on other sites

If they're dealing with the crashes it can take from few days to months from now. Imagine if they did a massive hole in the engine and they gonna rewrite like 1/3 of it.

I wonder if their modelling/look dev team is working on the buildings and props.
 

Share this post


Link to post
Share on other sites
On 4/17/2018 at 2:47 PM, exacomvm said:

If they're dealing with the crashes it can take from few days to months from now. Imagine if they did a massive hole in the engine and they gonna rewrite like 1/3 of it.

I wonder if their modelling/look dev team is working on the buildings and props.
 

Yeah like the 2012 one i think was roughly when they talked about the engine changes, or was that 2014? The engine was too outdated to handle AI etc... I wonder if its the same today in .63? using any of the old scripts, re writes.

Share this post


Link to post
Share on other sites

So, I understand that there will be a live stream soon. Great. But I also suppose that they will not release a stress test/experimental patch before it, cause otherwise why would they stream the game.

 tenor.gif

Edited by SouthUS

Share this post


Link to post
Share on other sites

@Baty Alquawen

I would suggest you run through the main points of "interest" for your testing team so we can immediately jump in and get you guys some initial feedback that is of a more focused nature.

The upcoming release of the EXP test build can quickly become a mess if we all just pile in and blast the tracker with random feedback.

I suggested this many builds ago (many YEARS ago ;-p ) and I still think it would help you out if we knew EXACTLY what kind of gameplay would best benefit your analysis.

For example...if you are experiencing CLE issues then ask us to gather as much loot as possible and store it, carry it, distribute it, or whatever...or if you are thinking that infected behavior is an issue then ask us to melee them or have us try to spawn as many of them in an area as we can, etc.

There are a TON of things to do for all of us, but a live stream just before the new build release with SPECIFIC demonstrations of possible issues and SPECIFIC instructions on what data you would like from us would go a long way in ensuring you can begin the tweaking process efficiently.

The last Stream, although interesting, was a bit random and I honestly would like to see a Stream that is more of an "instruction manual" as to the requirements from the dev team to us humble Survivors.

Sort of like; "Hey guys...when we try to spawn infected in an area you just entered there seems to be an issue with it..so try ______ and try ______ so we can figure this out better..." Or maybe "hey guys...the UI seems laggy when items are moved from hot bar to ground so try it and let us know in the tracker with "Hot Bar Item Loss" in the tagline"....

I still don't think we are "helping" as much as we can in particular areas that might make it easier for your team to nail down the final bugs and gameplay issues because our feedback is scattered and often confusing to organize.

So...Live Stream a FULL walkthrough of your requirements, areas of "concern" and what you would MOST like us to provide feedback on, and I am positive it will make your job easier and our lives in Chernarus worthy of the occasional KOS.

Looking forward to the broken mess that will ultimately signal the final push toward the finished jewel!

Share this post


Link to post
Share on other sites
36 minutes ago, philbur said:

I would suggest you run through the main points of "interest" for your testing team so we can immediately jump in and get you guys some initial feedback that is of a more focused nature.

The upcoming release of the EXP test build can quickly become a mess if we all just pile in and blast the tracker with random feedback.

I don't remember where I heard this exactly, but I recall Eugen(?) saying that the stress tests themselves will be "focused," as in, features the devs don't need feedback on will be disabled. The stress tests may include stuff like altered spawn locations and gear to make it easier to test stuff.

Share this post


Link to post
Share on other sites
2 hours ago, Dancing.Russian.Man said:

I don't remember where I heard this exactly, but I recall Eugen(?) saying that the stress tests themselves will be "focused," as in, features the devs don't need feedback on will be disabled. The stress tests may include stuff like altered spawn locations and gear to make it easier to test stuff.

Basically stuff that makes it more interesting to help test tbh.
The "just play" sessions just doesn't give the same feeling of being semi-useful :)

Share this post


Link to post
Share on other sites

This is what DayZ needs (starting at 24:50). Actually all the video. It has so, so, soo many systems/scripts and things you can do and it is a MOD sadly.

I cannot wait the actual game to get this far with scripting/modding..

#inbetawetrust

Edited by SouthUS

Share this post


Link to post
Share on other sites
5 hours ago, SouthUS said:

This is what DayZ needs (starting at 24:50). Actually all the video. It has so, so, soo many systems/scripts and things you can do and it is a MOD sadly.

I cannot wait the actual game to get this far with scripting/modding..

#inbetawetrust

Gotta Love Frankie... He originally got me interested in the Mod. His YouTube stuff is really well done and even though a lot of it is scripted, it's still a great way to get people interested in DayZ.

Hope he comes back to YouTube with some SA episodes when it is closer to 1.0. (he could literally resurrect this title for a lot of the folks that gave up on it).

Sada is a twit, though...so hopefully it's with Jackfrags instead! ;-P

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

  • Similar Content

    • By The Ghost of Hoik
      Not sure If anyone else is keeping track of the 0.63 checklist, but I thought it'd be nice to have a quick reference. I'll try to keep this up to date :) 
      Monday, March 19 - Hit reactions -> Ready for Exp
      Friday, March 23 - Camera collisions -> Ready for Exp
       Wednesday, March 28 - No changes
      Wednesday, April 11 - No Changes
      "As a result of our internal playtests, most of our staff is now fixing critical crashes and bugs that will get us to a version stable enough for public Stress Tests. Developers currently not assigned to these important tasks are working on their goals for further releases (mainly the vehicles and infected as features). The feature that will be next marked as "ready for experimental" in the near future is jump, as we are in a process of creating data for that right now. If there are any good news and progress before the first Stress Tests happen, we will definitely share them here." Tuesday, April 17 - No Changes
      "Nothing specific has changed from the last team, the dev team is working on tweaking of existing features and getting rid of crashes so that we can start our first Stress Tests." What's left?
      Vaulting Jumping Melee Evades Blocks Camera Camera Collisions Character Representation Hit Reactions Unconscious States Player Audio Infected Stealth  Advanced combat  Expanded behaviour Improved movement Main Menu Character Selection Option Screens
    • By Baty Alquawen
      Survivors, we're shutting down Experimental servers in order to prep them for the upcoming Stress Tests. Please switch to the Stable branch servers - and don't panic, we're not launching the Stress Tests just yet!
       
×