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Baty Alquawen

Status Report - 13 April 2018

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Latest Development news from Eugen, small teasers of the upcoming changes to radios and other VoIP devices, as well as the final particle effects for gunshots, and also a nice summary of our trip to PAX East! It's not Tuesday, but it's still Status Report time, so let's read!


Contents This Week

  • Dev Update/Eugen
  • Dev Update/Jan
  • Dev Update/Boris
  • Community Spotlight

 

Dev Update/Eugen


Dear DayZ players.

All of us here are both playing and tweaking the version for the first Stress Test. You might be asking why it's not out yet, and how on earth we are enjoying it and not sharing that with you? :). The current state of the build, although fun and quite consistent, is still a bit unstable. And what I mean by unstable? In the worst gunfights with large numbers of players and looting, we can still see at least up to 10 different crashes averaging in up time of less than an hour. We fixed about 500 bugs so far for this Stress Test alone, and there is about 50 left. About 10 of those are crashes that have been plaguing our most recent internal playtests. The good news is that we were finally able to debug the reasons behind these, and are working on fixes as you read this.

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Quick look at the issues that need fixing for 0.63 Experimental as of this afternoon (not including features that still need to be implemented).
Click to Enlarge

Once these fixes are confirmed, and if nothing else pops up (usually does, but fingers crossed!), we will evaluate the state of the build again and start with Stress Testing. We are as anxious as you to get this ball rolling :).

Now for the work invested into things that are not launching with either Stress Tests or with the first Experimental build: there are about 1000 bugs fixed so far for Experimental and we are doing some heavy work on UI visuals and functionality to go beyond the basics needed to develop on the new engine. Jumping has got into the game with its first iteration and will be followed by climbing later as we polish animations and possible edge cases where players get stuck.

On the notion of having other means of movement rather than walking and running, we are still working on 0.63 vehicles, and also the first helicopter iterations for internal testing. These are still heavy work in progress as vehicles, base building, and several other features are still waiting for a commit (= implementation to the main game code) of technology that we have mentioned a couple of times: enabling hierarchy between entities in the game. We will move on to that commit once we confirm that there are no larger issues during Stress Tests.

Just to give you some scope (since I started using numbers) over the years, we have tracked around 30 000 issues and resolved about 25 000 of them, where resolving means that some have become irrelevant on their own either due to change of tech or design (Expired, Won't fix, Duplicate, As Designed and other resolution types in the chart below except for Done or Fixed). Part of the remaining unresolved issues is also related to post 1.0 content and features:

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A quick look at the issues that need fixing for 0.63 Experimental as of this afternoon (not including features that still need to be implemented).

I'm excited about what's to come with the first stress test and feedback that we can work with. I'll be there trying to survive there with you! :)

Eugen Harton / Lead Producer

 

Dev Update/Jan

Hello everybody!

Voice communication is something we haven't really talked about for some time. So I'm here to introduce you to the changes we've done on the gameplay side. But since this is my first Status Report, I'll start with a small introduction. My name is Jan Huòka (on the internets, I go by the nickname Zoidy) and I work on DayZ as a Gameplay Programmer specializing on networking - but I also worked on the new damage system, login/logout process and a bunch of other things.

The main goal of these changes was to make the communication as seamless as possible. As soon as your radio has a battery in, you can talk on the selected frequency. If you turn it off, you're automatically using direct communication again.

Currently, we have three types of communication devices in the game. Megaphone, personal radio and also a Public Address System.

Radios

Personal radios are very easy to use. You don't need to hold the radio in your hand, it can be anywhere nearby like in the inventory or just on the ground and you can still use it. Other survivors nearby can also use your radio if they're close enough. To transmit on larger distances, you can use big radio stations. Signal strength is based on the maximum distance. The closer you're to the maximum distance, the more noise you're gonna hear. The same goes for the text chat. The closer you're to the max distance, the more can your text message be corrupted.

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Public address system (PAS)

We placed quite a few PAS loud-speakers across the cities of Chernarus and now you'll finally be able to use them. PAS broadcaster can broadcast your voice to all loud-speakers in range. You just have to stand close to the broadcaster. It is also possible for multiple players to use the broadcaster at the same time. Listening players are hearing voices of the speakers from the loud-speakers based on its distance and direction.

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Megaphone

Megaphone needs to be held in hands to use and it basically allows your voice to be heard on larger distances than just talking.

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Server keeps information about nearby communication devices that every player is currently able to use. This information is then cross-referenced against other players and the result is a "list" of players that you can communicate with. All voice messages and also text chat messages are routed to appropriate clients using this information. Thanks to this, you can transmit your voice to multiple devices at the same time. For example, if you want to set up some radios on different frequencies nearby your PAS broadcaster and then broadcast your amazing speech on all possible channels and PAS at the same time, it is completely possible.

Contrary to the original plan, you cannot use one device to transmit to another device. Like leave your personal radio nearby PAS broadcaster. The chains of devices that could be created using this feature could become very complex really fast. We would also need to constantly check all communication devices on the whole map to update these chains, which could get costly in terms of resources. But we'll try to keep this in mind and maybe this feature could make it to the game on some smaller scale.

We added and tweaked the sound filters for different types of devices. Radios still have their typical noise, but megaphones and public address system received some nice echo effects, so you should be able to tell what device is the source of the sound.

If, for example, there are three radios around you on the same frequency, you're gonna hear the same voice with a little echo, so you can recognise the same voice is coming from multiple sources. The echo is calculated based on the number of devices and their distance from the player.

Thanks for reading and I hope you're gonna have a lot of fun with the new communication system in Chernarus!

Jan Huòka / Gameplay Programmer

 

Dev Update/Boris

Survivors! I have some news from our scripting team - I'm happy to say that the system for weapon particle effects has been finished for some time now, so here is a small sample of the quality of muzzle flashes you can expect to see in the 0.63 Stress Test:

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Note that rapidly firing for a prolonged amount of time will heat up the barrel, causing a continuous stream of smoke until it cools down. In later experimental updates, badly worn out weapons will tend to smoke more as build-up collects in them, which prompts players to use the weapon cleaning kit to avoid malfunctions.

The next task related to gunfights is the improvement of bullet impact effects (including blood splats), which are meant to better visualise our advanced ballistic system. Currently, we have a simplified placeholder system implemented until the final solution is fully prepared.

Fire away, survivors, but mind the heat of your gun barrels! 

Boris Vacula / Scripter

 

Community Spotlight/Baty

Hello guys!

I don't know if you noticed, but me and my colleague Martin were invited by Microsoft to show you the Xbox One DayZ DEMO at PAX East in Boston. Yes, we already have a playable single player 0.63 demo that runs really smooth, and this was the first time we presented the Xbox version to public!

We were a bit nervous about the reactions, but your enthusiasm about the demo calmed us down and we were really happy that you liked it. Xbox players had a chance to try the demo for the first time, running around and exploring what DayZ is all about. Meanwhile, experienced PC players were testing new features, because it was also the first opportunity for the to get their hands on 0.63.

If you want to see a personal experience of one of our players, here is a video from Jake:

And of course, we've met so many nice people who we know only from online communication. For me, that was the highlight of the show. Thanks everyone who stopped by and talked to us or just tried the demo! 

Our little station was right there. Massive thanks to Microsoft for inviting us to their booth!

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Pax East was so crowded!

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We've met a couple of survivors in DayZ cosplay!

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Some streamers like MarkstormTV, TheLoyalPatriot, LtDanOfficial, Mr. Moon, Deadly Slob, GamerDad, Johny Rotten, Puhdado, Acesfury and Jakon tried our demo too. 

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So many amazing people came to Pax to meet us. We love you guys.

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Community Events

Let's check out some events on private servers. 

  • The first one is organized by DayZ Underground server and it is called "king of Severograd". Be ready tomorrow at 4PM EST. Don't forget to register

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  • Another one will be on Saturday at 7pm CST on the DayZ Noob server and it is melee weapons only. You can win a fully decked M4A1, AK101, AK74, FAL and AKM. Nice prizes!

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  • And the third one is today, so run and join other survivors on TopeRec&Spaggie's server (185.16.86.37:2602) at 20:00GMT as soon as possible. 

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Communuty FAQ

The last thing for today are some of your questions (we'll do the riddle next time):

  • Is PC your primary platform? 
    Yes, it absolutely is our primary platform. Every piece of new content, every feature, every new bit of technology always gets into the PC version first. Both Xbox One and PlayStation 4 run only what already exists on PC. Ultimately any development progress made now is always implemented on PC first.
     
  • Should we be worried about DayZ being on consoles? 
    No! Quite the contrary: we need to squeeze every frame, and every possible line of code optimization out of DayZ in order to make it run well on consoles. This massively contributes to the overall improvements of the PC build. Exploring new platforms with DayZ also opens more possibilities to cooperate with different partners - if we did not make DayZ on Xbox, it would be harder for us to visit you in person or events, for example.
     
  • Is it going to slow down PC development?
    No! Remember, PC development is console development. It's not two different things. There is, of course, some amount of work associated with specific platform support and bug fixing, mostly in programming and QA, but we're not taking the time of any developers that are critical for reaching our Experimental, Stable and 1.0 goals for PC.
     

And that is all from me today. Don't forget to send us your videos, pictures and everything DayZ related you've made, because we love it!

Header picture by Lith3on

Baty/Community Manager

 

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Damn, this looks awesome!!!!!!

new muzzle flash / smoke from the guns looks fucking AWESOME. I can't wait for the new weapon mechanics (jams, etc.)

 

Edited by VVarhead
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Thanks for the SR! Very cool that you guys still did it this week! :)

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1 hour ago, VVarhead said:

Damn, this looks awesome!!!!!!

new muzzle flash / smoke from the guns looks fucking AWESOME. I can't wait for the new weapon mechanics (jams, etc.)

 

That smoke looks better than a pack of camels next to my beer!

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Good jop, boys & girls. We would have waited well until Tuesday ... but now the load of next week is no longer in the focus of the SR. (The picture from Bugreport tells me that you will not be bored, but have a nice weekend).

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Nice to squeeze this in...Thanks all.

This goes a long way towards reminding me you are serious.

Being delayed at an airport and "giving up" on our SR because of it was kind of surprising to me, so I'll say it again... Thank You for the update.!

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Thanks devs, all!

I definitely thought we would have to wait until next Tuesday....

Good luck with those bugs! 

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Oh man i was so ready to hear what the radio sounds and echos would sound like but i guess that'll just be a surprise.

Also those muzzle flashes are great, but can you tone them down a bit so that they're not as visible during the day and don't occur after every shot? Maybe even make the smoke a bit more transparent? :)

Other than that i love how the smoke is even illuminated by the flash as well.

 

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So question, if we were to put a personal radio next to the PAS while both of them are on, can I talk through a personal radio and it have the audio play from another personal radio through the PAS?

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3 hours ago, DannyDog said:

Also those muzzle flashes are great, but can you tone them down a bit so that they're not as visible during the day and don't occur after every shot? Maybe even make the smoke a bit more transparent? :)

In broad daylight a .45 shouldn't have much flash at all. In this case the compass of extremes would be pointing due Authentic if they deleted the fireballs entirely.

In ARMA 2 they managed to have flash transparent in daylight and clearly visible at night:

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Quote

As for when do we start those stress tests - again, as mentioned in the Live Stream, we were looking at the initial releases of 0.63 as something that's weeks, not months away. It's been two weeks since the Live Stream now, and so it goes without saying that we'll all get to some testing rather soon!

- Eugen Harton / Lead Producer

 

Quote

All of us here are both playing and tweaking the version for the first Stress Test. You might be asking why it's not out yet, and how on earth we are enjoying it and not sharing that with you? :). The current state of the build, although fun and quite consistent, is still a bit unstable.

- Eugen Harton / Lead Producer

yep.

Edited by robbyj

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The next task related to gunfights is the improvement of bullet impact effects (including blood splats), which are meant to better visualise our advanced ballistic system. 

When it comes to bullet impact I'm hoping for less blood rather than more. Dust particles, impact reaction or something would be better. It's silly to shoot some guy wearing multiple layers of clothing, maybe armor, even shooting through his backpack, from many hundreds of metres away and still clearly see that nice big bloop of blood. And it would also be nice to have less impact effect on certain materials, for example a wet field, and more on others, eg: dry dusty path. Maybe size of impact effect dependent on round and its power, too.

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I am on a similar page Gews, the reaction of the bullets on the ground etc and players and also dust trails kicked up on dirt roads by vehicles. Smoke from fires and just general particle stuffs. Most of that is probably just polish for the final game but I'm very curious.

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19 hours ago, Baty Alquawen said:

Currently, we have a simplified placeholder system implemented until the final solution is fully prepared.

[*National Socialism intensifies*]

 

Audio stuff is cool. I don't suppose radios will be able to pick up environment sounds? Gunshots and the like. I'm assuming it'll be restricted to player voices. Also, a bit nitpicky, but I'm not super keen on PA systems randomly being in houses. I've always thought it looked out of place in that orange building, and assumed it was just a placeholder. I feel like it either needs a dedicated building, or room decorations to make it look as though the building it's been placed in isn't just somebody's house. File cabinets and desks and things on the inside would go a long way towards making it look like it belongs, as though the building has been used as some sort of, i don't know, local council building or something.

 

Having seen what you've done with the gunshot effects, I'm really looking forward to seeing what you do with bullet impacts and blood effects. Particle effects and decals have never been Arma's strong suit. Speaking of which, I assume we can expect blood sprays on walls, maybe blood pooling under bodies? Oooh and parallax bullet holes. 

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Looks like they will never get the weapons effects right, based on their current direction....So why even bother?

Don't get me wrong...I am really liking the smoke effects and casing ejection stuff and am happy they are keeping true to their weapon jam/misfire modelling as well. (although they conveniently nerf the weapon recoil so as not to upset the PVP folks out there, it seems)

Muzzle flashes, especially, are typically random and varied when using gas-driven semi or fully automatic weapons, and they should know this by now.

Less is More! You could easily bury this game in another 5 years of design and feature implementation if every aspect of the experience was to be considered and implemented. Just drop the muzzle flash and you saved how many hours? This adds up... if they did the math on every hour of item of development that does not qualify for core gameplay then we would have our precious Beta by now.

Name me a soldier who carries a weapon with a muzzle flash...and let me know what gravesite he is resting in....I'll be sure and pay my respects. Hell, even bolt-action rifles designed specifically for military or law enforcement applications typically employ amazingly effective flash suppression devices...for a good reason!

And yes...I know pistol cartridges like the 9mm and 45ACP are pretty "dirty" (and 7.62/39) when fired from short-barreled pistols and SMGs...but I have been to so many gun ranges and have had so many real-life encounters with firearms (mostly just the NATO stuff, luckily) that I just cant agree with their data from those "trips to the ranges" if what we see here with muzzle flash is an indication.

This is just my personal opinion, but ultimately, reading a blurb from a developer on items that can be classified as "nice to have but not critical to core gameplay or mechanics" just sparks my overall discontent in the way I perceive them utilizing their staff. I had assumed that by now they would be more task-centric and less scattered in their roadmap.

The Status Reports simply amplify these misgivings by showing me fluff and post 1.0 features being worked on well before they are required.

It is, indeed progress, though...so call me a critic if you want...but it is because I still see the potential immersive reality that DayZ can deliver to its players...and I hope they keep it going in that direction.

As long as they know when to say enough!

Edited by philbur
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3 hours ago, philbur said:

it seems

Indeed. Perhaps you ought to wait and see before jumping to conclusions? What you've seen so far is early PC gameplay and console gameplay. It makes perfect sense that the console version would have different weapon handling. If weapon recoil really is too low, I'd much rather discuss the impact on gameplay than the impact on realism. If combat is more enjoyable, it works for me.

As for muzzle flash, I'm not fussed. It is a bit much, but then it was just a showcase of the particle effects and the quality of muzzle flashes. I suspect that they might have cranked up the muzzle flashes to show them off alongside the other effects. If not, I don't think it's something worth getting too worked up over.

And as for the application of their team members, I suspect that you know about as much about the composition of the DayZ dev team and the nuances of game design as I do - that is to say "jack shit." Throwing people at a problem doesn't necessarily fix it faster. You'll probably find that allocating team members to modules that are not immediately required will increase the overall development speed. Imagine you need 10 people to lift something heavy, and 50 people go to help. It's not going to get moved any faster, and there's a lot of other shit to carry that isn't getting moved, but everybody is pissing about trying to carry the same object. What showing off the "fluff" suggests is that said fluff won't be too long behind 0.63.

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1 hour ago, BeefBacon said:

Indeed. Perhaps you ought to wait and see before jumping to conclusions? What you've seen so far is early PC gameplay and console gameplay. It makes perfect sense that the console version would have different weapon handling. If weapon recoil really is too low, I'd much rather discuss the impact on gameplay than the impact on realism. If combat is more enjoyable, it works for me.

As for muzzle flash, I'm not fussed. It is a bit much, but then it was just a showcase of the particle effects and the quality of muzzle flashes. I suspect that they might have cranked up the muzzle flashes to show them off alongside the other effects. If not, I don't think it's something worth getting too worked up over.

And as for the application of their team members, I suspect that you know about as much about the composition of the DayZ dev team and the nuances of game design as I do - that is to say "jack shit." Throwing people at a problem doesn't necessarily fix it faster. You'll probably find that allocating team members to modules that are not immediately required will increase the overall development speed. Imagine you need 10 people to lift something heavy, and 50 people go to help. It's not going to get moved any faster, and there's a lot of other shit to carry that isn't getting moved, but everybody is pissing about trying to carry the same object. What showing off the "fluff" suggests is that said fluff won't be too long behind 0.63.

Ok...Good answers.

But what I DO have, is a 10-year background in resource management in the tech industry...so I always look at the HR side of things first as a source of potential inefficiencies..

I just typed and re-typed about 500 words going in to detail qualifying my remarks...but that's not why we're here, right?

I think the team are wasting time and effort on the wrong tasks...and you are offering excuses for them. Ever the ebb and flow of these forums, my friend...and hopefully we can rant about this stuff in-game soon, instead.

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2 hours ago, philbur said:

Ok...Good answers.

But what I DO have, is a 10-year background in resource management in the tech industry...so I always look at the HR side of things first as a source of potential inefficiencies..

I just typed and re-typed about 500 words going in to detail qualifying my remarks...but that's not why we're here, right?

I think the team are wasting time and effort on the wrong tasks...and you are offering excuses for them. Ever the ebb and flow of these forums, my friend...and hopefully we can rant about this stuff in-game soon, instead.

Yeah you have a point with your previous post. But i think in this case they stated on a few status reports back that they don't have their team "scattered" but more categorized currently into teams that work on specific features. Like how they currently have their weapons/guns team, audio team, network team, animation team etc. I would say muzzle flashes would be completely independent of any other team which allowed those that are waiting for work dependent on other teams to do that. Since i would say muzzle flashes are completely script based? I mean it's hard to tell but yes i am offering up excuses for them and you shouldn't be coming to conclusions too quickly. I'm also on the fence about it but in the end i don't really care as i'm just waiting for the final product.

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2 hours ago, philbur said:

But what I DO have, is a 10-year background in resource management in the tech industry...so I always look at the HR side of things first as a source of potential inefficiencies..

But you don't know how the DayZ dev team is composed. Claiming that their system is inefficient without actually knowing what their system is seems foolish to me. Were they to release a report on the details of their workflow, I'm sure your experience would provide valuable insight.

2 hours ago, philbur said:

I just typed and re-typed about 500 words going in to detail qualifying my remarks...but that's not why we're here, right?

It actually probably would have been an interesting read, but you're probably right that this isn't really the place for it.

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Well one thing I don`t understand with the new game engine: It need own unique codes for houses in the engine to work properly without players or zombies going through walls reported as a bug, and it was used as an exploit as well for years now based on the old code. Another topic concerning houses and design; you feel like suffocating inside the police station. It`s so narrow and little space in each room.. I almost wish they created an own unique police station with a lot more space inside it with an unique twist. It don`t need to be exact copy of the original building at all, because the person who designed the police station failed at school and design. 

I also have a strong wish that the death animation was fluid and less clunky, and the animation team should add different variations when players and zombie dies, but it`s not a blocking issue at all and mainly fluff since we are in 2018 now. And when I read critical issues - not all bugs are critical in this status report. I think we use own definition on what critical really is without going into politics or the grammar version of it. I believe the dev. team is afraid to launch a stress test version with critical bugs in it - they know part of the community will complain no matter how they release it in near future. But concerning the most important content in my post - the popular live streamers on twitch are never updated on what is going on behind the scene due to thousand of lines and words in status reports very few have time to read, and most are not invested that amount of time into it like a few of us on this particular forum.

Lirik is certainly not updated, nor is Summit1g, and Break don`t have time to get updated while on the TSM team in pubg even though he love the concept of a survival sandbox game with a realistic approach on it like Dayz SA. And what about the other large streamers like Shroud - hopefully the first impression of the beta product is interesting enough to caught their attention. What is important that dayz SA game need to be be so good related to quality that it looks like a beta version. And most who are not updated what is going on with the game development, but those expect a beta version state while coming back to this old game title since 2014 when dayz SA was released as a pre alpha version.

So what is a beta version of a game? Do we have a good definition within the gaming industry on what that really reflects the game quality and content, because I`ll be honest after years trying out games on Steam - I`ve no ideas what a beta version really include or exclude without talking to an industry veteran like Gordon Walton from ArtCraft Entertainment, Inc. and president - he is over 62 years old one of the founders of Crowfall a new western mmo. Personally I really don`t know - do the Dayz SA dev.  team knows what kind of condition their game need to be in to label it as a beta? 

  • Anyway the first impression from named live streamers on Twitch is important to increase the size of the current very small community, and I`ve exact numbers from steam stats who are playing this game, and if it looks like alpha all over again even with new engine - they will play maybe (2-3) hours and don`t look back at all - which result in that the game will struggle to recruit new players which is so crucial also related to marketing and Twitch.tv. I`ve underlined the essential part of the content and those streamers need to enjoy the game to get them back and get more hours invested into it to increase the overall interest and the size of the community. And that include sales as well with your company, and fact is very few of us who have above 2.5 - 3k hours into this game like myself since 2014, and I`m not worried about the guys and girls who enjoy and followed dayz SA for all these years. And we will enjoy it for what it is without being too critical to its current state or version based on information and you will release more content end of this year in 2018 to get into the 1.0 which is the company goal.  

- I just hope it don`t feel like an alpha version all over again based on new codes and engine which often involves bugs - if there are too many blockers or critical bugs don`t announce and release a public stress test that named streamers will barely use (1-2) hours until they are gone based on an unfinished product, or the game do not look like a beta version of what the word beta really include in that game state which is part of any game development including Crowfall.    

Edited by Nebulae3

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38 minutes ago, Nebulae3 said:

because the person who designed the police station failed at school and design. 

I don't think this is the kind of critic that is needed.

38 minutes ago, Nebulae3 said:

I also have a strong wish that the death animation was fluid and less clunky, and the animation team should add different variations when players and zombie dies

They stated bodies will have an initial death animation which then cuts mid way into ragdoll which gives you the variation. The current game previews you've seen do not have this in yet.

dayz-0-63-directional-death-animation-in

38 minutes ago, Nebulae3 said:

I believe the dev. team is afraid to launch a stress test version with critical bugs in it - they know part of the community will complain no matter how they release it in near future.

You just gave a clear example as to why they are "afraid" to launch it with critical bugs because:

38 minutes ago, Nebulae3 said:

hopefully the first impression of the beta product is interesting enough to caught their attention. What is important that dayz SA game need to be be so good related to quality that it looks like a beta version. And most who are not updated what is going on with the game development, but those expect a beta version state while coming back to this old game title since 2014 when dayz SA was released as a pre alpha version.

Better that they make that first impression as good as possible given the circumstances and not rely on the players own patience and knowledge coming into it. I know that some people will easily understand and be patient if they did release the stress test with critical bugs like occasional crashes. I mean you have a lot of people who play Star Citizen not mind that there are crashes because they understand that its still in development. But also because it feels like its "too big to fail".

38 minutes ago, Nebulae3 said:

Personally I really don`t know - do the Dayz SA dev.  team knows what kind of condition their game need to be in to label it as a beta? 

Read this. This has everything you need to know regarding what they want THEIR beta version to have:

https://dayz.com/blog/status-report-28th-november

Edited by DannyDog
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13 hours ago, BeefBacon said:

But you don't know how the DayZ dev team is composed. Claiming that their system is inefficient without actually knowing what their system is seems foolish to me. Were they to release a report on the details of their workflow, I'm sure your experience would provide valuable insight.

It actually probably would have been an interesting read, but you're probably right that this isn't really the place for it.

I am quite foolish, I'll agree with you on that one. But forum posts are definitely not on the same level as real spirited and free-flowing group conversations. No matter how it is written, you will never replicate your true personal perceptions on anything.

If you were to bump in to my character in-game we would have an excellent conversation about all of this I am sure.

I've seen what happens when fellow forum posters get in to arguments over opinions...and I am determined not to get caught up in that kind of thing.

I try to post my opinions as just that...my personal take on things...and I am usually a bit extreme in some regards, I'll admit...but it helps to have diverse viewpoints that don't always align with consensus.

You know my posts are sometimes overly critical assumptions, and thanks for keeping me honest, but the reason I chime in on these things is because I feel invested in the ultimate success of the game and I am primarily a hands-on, get it done, kind of guy.

I am so old-school it's actually pretty funny...but I secretly wish that they had a professional ass-kicking motivational coach come in to their offices once in a while and after kicking over the water cooler and unplugging all their slow-cookers and lava lamps he would gather them all together and re-visit the past months' milestones and make "adjustments" to increase efficiency. Accountability and Optimization FTW!

So...I'm a huge fan, and a loyal supporter of the whole project...and I am the guy that makes assumptions. The Scientific Method is based on assumptions and observations. Based on MY observations I have developed assumptions...and I must suffer the scrutiny of my peers.

I look at the glass as half-empty..and I devise a plan on getting a refill. Those who look at it as half-full just ask me to get them one while I'm there, and never figure it out for themselves. They will be the first to sober up.

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On 14. 4. 2018 at 9:26 AM, -Gews- said:

In broad daylight a .45 shouldn't have much flash at all. In this case the compass of extremes would be pointing due Authentic if they deleted the fireballs entirely.

In ARMA 2 they managed to have flash transparent in daylight and clearly visible at night:

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But you must admit it looks fugly as hell.

Hopefully it will get managed in nicer fashion.

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Well that`s my point thousand of lines so you need to do a research to find information about this game just only for the last year in 2017, and why is death animation(s) not in and it suppose to be a beta? The amount of bugs I read including blockers remind me of a different version alpha, because they are using a new engine and codes which has bugs. A beta version of a game don`t involve too many visual bugs, blockers, and crashes and unstable servers. 

And we are soon in May like 7 months until end of 2018 which the game is suppose to be 1.0 ready, yes I think part of the house design in this game is really narrow and bad in consider we live in 2018, if u look at western design concerning houses and buildings, @DannyDog 

Edited by Nebulae3

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