Jump to content
Baty Alquawen

Status Report - 23 October 2018

Recommended Posts

Today is going to be quite an important Status Report as we are going to talk about the BETA update and our road towards the end of this year. Peter is explaining the current state of base building and Adam discusses the new in-game map which will support you on your travels. Let's get into it!


  • Dev Update/Martin
  • Dev Update/Peter
  • Dev Update/Adam
  • Dev Update/Filip
  • Community Spotlight

 

Dev Update/Martin

Dear Survivors. As promised, it's time to address the upcoming BETA update. This will be a longer text, so take a deep breath, we're going to get back all the way to the last year.

In the 2017 - Year In Review video published last December, we shared our goals to deliver the BETA and 1.0 updates of DayZ in 2018. Over the course of this year, we've made significant progress towards completing those goals (2 major experimental releases, and 50+ Stress Tests), and while there's less time left in 2018 than we'd all like to have (some 60 days left before the holiday season starts), we're still well on our way to releasing these important updates. 

In this blog post, we'd like to better define the PC BETA update - what our goals with it are and what your expectations towards it should be.

 

What does reaching BETA mean for DayZ?

Before we dive into the specifics of the DayZ BETA update, let's set the terms straight first. In software or game development, BETA is widely regarded as a product that's feature complete. For the DayZ PC BETA, this is true in a sense that the BETA will have all the features required for its core gameplay loop to work, but within the overall scope of the DayZ project, it's certainly not what we would consider a totally feature complete game. 

Then, the BETA stage of development is a point from which the focus of development shifts to bugfixing and polishing, instead of implementing new features and technology. This will be especially important for DayZ, as one of the the main goals of the BETA update is to start making the game into a stable platform that's ready for further development. 

The other main goal of the update is to make the vanilla game an enjoyable experience - after years spent on core technology development, we finally have a game in our hands - not a game concept. The game has a given set of features and content, and that will allow us to make the necessary balancing and polishing together with our community.

Most of this will be happening throughout the rest of 2018, culminating in a 1.0 release where we leave Early Access - but even after this milestone is achieved (meaning we finally close the core development of the game), we're going to keep improving the platform before new things start making their way into the game again.

So to summarize, the PC BETA update is going to be a version of the game that has all the basic fun elements of DayZ available, and it's also the start of the journey towards a balanced, stable platform that's ready to support further development and modding.

With that out of the way, let's take a look at the particular features and content that will be available in the BETA update.

 

BETA Features and Content

In August, we've gone through a feature freeze - an important internal milestone where we've evaluated the overall state of the game and marked any item from our Feature & Content Goals that did not reach a certain level of implementation as post 1.0 development. 

While we are ultimately the masters of our own development time, there is one universal truth in game development: you can always try to squeeze more stuff into a release, so eventually, a line needs to be drawn and goals need to be established in order to achieve results.

The goal we've set was clear: making sure that we proceed towards stabilizing the DayZ gameplay and platform in 2018, as this stabilization will be necessary for further development of the game, and will benefit DayZ in the long run. Additionally, after working on a project for 5 years, it also became apparent that the team needs to have a sense of an end goal in mind

Making decisions like this is painful for every developer - nobody likes to see "their" feature being cut, or postponed to some future update - but having a balanced and polished core of basic gameplay is more important than having dozens of flavor, supporting and exotic features. 

Everyone who was ever involved in the full development cycle of any game knows that at the finish line, there''s always less stuff than was originally planned. Since DayZ's development has been very open from day one, you get to experience this side of game development with us, first hand.

So, at the end, this is where we've arrived at for the DayZ BETA features and content - ultimately meaning that this will also be our 1.0 release after the polishing phase:

Please note: the overview is not extensive and does not cover every single small feature or item in the game - DayZ is a pretty complex game after all. This mostly describes things that the BETA has in addition to the 0.63 Experimental release. If you have a question about a specific feature, feel free to ask us about it in this forums thread!

 


Critical new BETA features (not available in legacy versions of DayZ)

  • Base building
    • related crafting, items, and their economy setup
    • precise placement of objects
    • electricity system
    • locking other players from accessing your base
  • New implementation of vehicles
    • improved controls, physics, and network synchronization
    • improved damage system
    • improvements in vehicle interactions, management, and maintenance
  • Modding support
    • implementation of the Steam Workshop
    • game launcher
    • specific modding tools
    • server files for hosting community servers
  • New player character features
    • visualization of bleeding source
    • character lifespan (growing beards, learning soft skills)
    • character restrain
    • hit reactions

 

Smaller new BETA features and improvements (not available in 0.62)

  • major improvements of the sound design
  • hidden loot stashes
  • not losing your weapon double carry (when switching from hand slot to shoulders)
  • improved in-game map implementation
  • dynamic spawning of loot (fruits, stones, mushrooms and other items)
  • specific animations for carrying/using most items
  • melee attacks with guns
  • server browser improvements
  • central Economy improvements
  • and more :)

 

Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0

  • Helicopters
    • we've arrived at the decision that base building implementation will provide enough of an end goal for players, so helicopters can be added later on
  • Climbing over obstacles
    • this feature required additional programming and animation support that we've decided to invest more effectively into other parts of the game 
  • Throwing items
    • throwing requires a lot of additional specialist work on physics and network synchronization, and we'd rather invest that into vehicles and other features
    • this includes throwable weapons like grenades or smoke grenades
  • Bows
    • the implementation of bows means an introduction of a completely new weapon type on 0.63 and was always a risky goal, in the end unfortunately not achievable in 2018; we've invested the programming time into gun play, melee combat, vehicles and other core features that were more important
  • Character and infected ragdoll
    • unfortunately, there are many network synchronization cases that we need to resolve and implementing ragdolls in combination with death animations will require more time and resources
  • Two-way doors
    • while a huge quality of life improvement, changing the doors to two way opening will require additional rework of some of the assets, and is not achievable in 2018
  • Fishing and fish traps, decaying bodies, carrying characters, contaminated areas, item coloring etc.
    • these are considered flavor features and for now, work on core gameplay features was prioritized instead

 

In recap, there are no major feature cuts or postponements - anything that makes DayZ the game unique and original among the other survival games is still there. Some of the biggest trade-offs are probably bows, throwing, ragdolls, and some of the flavor features that you were already used to seeing in legacy versions of DayZ. These trade-offs are usually allowing us to spend more time on the core features, and that, again, is certainly more beneficial for the future of DayZ.

In addition to those features, we've had to done some trimmings to the content. Specifically, we're only going to have two types of vehicles available in BETA - the V3S truck and the Lada 4x4. As for weapons, compared to our original goals for BETA, we're not going to be able to implement the following content in time:

  • Magnum
  • Red 9
  • IZH 43 shotgun
  • SKS
  • CR 527
  • Winchester 70
  • Any other firearm currently available in 0.62, but not on the 0.63 Stress Test branch

In general, we''ve done our best to have each firearm type from 0.62 represented in the game, and additional variety in firearms will be provided with content updates after 1.0, where we should have more animation resources available at hand. 

 

Road to the 1.0 release

In general, polishing the package of content and features as described above will be our goal for 1.0, and for the weeks immediately after 1.0. This will include:

  • general balancing of every part of the game (central economy, weapon damage...)
  • a massive amount of bug fixing 
  • polishing and improving the general feeling you as players have when playing DayZ

Just to assure everyone again, both the BETA and 1.0 releases will happen this year. All of that will be done together with our community, and we will be expecting to hear a lot of feedback on various things. When the BETA update gets released, we'll be providing more details on how we will be collecting and evaluating feedback. 

As the cherry on top, there's of course the planned modding toolset release - and we'll also get back to that later on, when the BETA update is in your hands. It deserves its own blog post, and after all, this has already been a very long wall of text anyway! :)

- Martin Čulák / Brand Manager


 

Dev Update/Peter

Even after some of you had the chance to try out the construction feature to some degree with the recent release of the Stress Test, base building is still considered to be a kind of a mysterious part of DayZ. To recap, the construction feature allows you to build two main elements (portable mesh barriers aside): fence and a watchtower.

The process of building these objects is identical and starts with a construction kit, which is placed to outline the position and layout of objects. From there, you are able to add building materials such as logs, planks, nails or metal sheets, and by using the proper tool and a user action, you turn them into actual parts of the fences or watchtowers. Similarly to the watchtower with its multiple floors, the fence includes an optional platform. Upgrades for both are available in terms of camouflage and passive defense.

Moreover, a fence can be turned into a gate as there has to be some way how to get in or out, The opening is wide enough for a truck as well. The gate can be kept closed from unwanted visitors by utilizing a multi-dial combination lock with easily shareable custom codes. Of course the code can be cracked by brute force and -as everything in DayZ- it can be broken with a proper tool, although you should consider the time needed for such actions. That goes for dismantling actions as well.

baseBuildingCombinationLock.jpg

Currently we are in the process of solving unpleasant issues with the lifetime of constructed objects and intentional server hopping into the base. Especially the second one is tricky as I don’t want to introduce some unnecessary artificial counter measures or out of place actions which could potentially harm the unique DayZ experience.

Base building as a whole is a broad set of activities. Throw horticulture, food preparation, obtaining water, stationary crafting, storage, building a shelter, engineering an electricity grid and others into a mix and you get your very own base. All of that was designed to blend in well with the environment, and I have to say that I’m excited to see the wide variations of bases you will come up with, and how they will add to the persistent world of DayZ.

It’s hammer time... see you in Chernarus folks!

- Peter Nespesny / Lead Designer


 

Dev Update/Adam

If you have played DayZ since the version 0.60, it is certainly possible that you never had an opportunity to see how the in-game item of Chernarus'' map looks and works. The revival of this feature was definitely one of the more important points for the upcoming BETA release and I am glad to announce that this was a success, and in addition to its re-introduction, we have been able to bring a number of improvements to it.

So, how does it work? You find the Chernarus map and take it into your hands. After that, you can open it with a user action. Your character will unpack the map and you will have an access to the map interface, where you can use pan and zoom in or out. A nice extra about this is, that anyone else in the world will actually see you having the map open too.

map_otherplayer.png

So what you can find on the map of Chernarus? While we would like to bring a number of different types of maps, we have decided that it would be best to start with a tourist map. This map features the whole in-game world in great detail (excluding the military areas of course). It shows all the pubs, stores, local offices (PAS panel), medical centres, police and fire departments. I should also not forget about the newly added tourist trails - you can see all the color tracks on the map too. Adding features like the trails is one of the improvements compared to the previous version of the map (versions 0.59 and older). It also allowed us to add all important lakes, streams, rivers and swamps. The location names on the map also received a necessary pass and we have got more types of them now. All the names are up-to-date with the map changes that happened for the past few years, and their names are in Cyrillic, so you can easily connect them with the names you see on tourist trails, settlement or traffic signs. The engine team has also looked at the performance of the map and has brought a number of improvements to it.

map_example_3.png

map_example_1.png

map_example_4.png

map_example_2.png

The map feature, at its core, works the same way as it did in Arma, which means any community map (that is packed using the upcoming DayZ tools) is also supported and only minor additions in the config and script have to be done. And to those wondering - yes, you will be able to add notes (markers) to individual map items. Peter will explain this in more detail in a future Status Report.

-  Adam Franců / Map Designer


 

Dev Update/Filip

If you have played on the Stress Test branch over the last weekend, you might have heard a number of new and updated sounds. Our work in this area continues with:

  • sounds for evade prone animations
  • updated animals footsteps sound
  • dynamic attenuation of ambient and engine sounds, when character is inside vehicle. The sound changes according how many doors are open.
  • sounds for rifle swap animation

- Filip Čenžák / Sound Designer


 

Community Spotlight

Hello guys,

The Community Spotlight is separated to its own page because I have more space for your creations. You can check it out HERE - there are some nice videos of basebuilding in action! 

- Baty Alquawen/Community Manager

 

Header image by HaroldPalmer.

Edited by Baty Alquawen
  • Haha 1
  • Confused 1
  • Sad 3
  • Beans 4

Share this post


Link to post
Share on other sites

would be nice if we could also draw on the maps, a bit like in Arma3, but also make straight lines with a tool

oh and a map stand for bases, where you can have a public map.

 

but one thing made me wonder...

why does the Church symbol (see Zelenogorsk picture) look like a german military symbol?

https://de.wikipedia.org/wiki/Schwarzes_Kreuz_(Symbol)

  • Beans 1

Share this post


Link to post
Share on other sites
32 minutes ago, FSHIR said:

It's a scam naming it 1.0, you are lying to us and this has to be illegal

 

Here, just few months ago, they claimed it is Beta that is going to be by the end of this year http://www.dayzunderground.com/news/dayz-community-stream-recap/ 

Who cares what they call it. Everybody already knew that not all the stuff would make it at the end of this year.

Is horticulture getting postponed by the way, or is it still in?

Edited by amadieus

Share this post


Link to post
Share on other sites

So many stuff being cut out from game makes me sad. I imagined DayZ with loads of different rare items worth searching the map all over. 

With 2 vehicles and 8 weapons game gets boring so fast.... :(

  • Like 1
  • Thanks 1
  • Beans 2

Share this post


Link to post
Share on other sites

I'm both sad and happy with this SR.

Sad that you promised us all 0.62 content in 0.63 beta + some things like obstacle climbing (and you showed us gifs in the past), that finally are not in.

Happy that the game will finally be "bug-free", "desynch-free" and that we will all be able to enjoy DayZ, even further with the near to come modding support.

Congrats, and thank you, to everyone who worked hard on DayZ, this is the end of something and the beginning of something even greater.

Share this post


Link to post
Share on other sites

Pretty much they are saying we are done and here is the game as it is. You can mod, so you can fix it and add content that has taken us 5 years to not do. Really no Helicopters, how the hell i am suppose to build a map with something like sector b??? 

Edited by Ballsinacan01
  • Like 1
  • Beans 1

Share this post


Link to post
Share on other sites

Wow.. more things postponed or removed then there are on the list of implemented items.

  • Like 1

Share this post


Link to post
Share on other sites

So this is what most of us expected...Beta/1.0 will come before Christmas including whatever will be avaible until the end of the year.

questions :

what is the status of the medic system ? ( wounds, fractures, infections, poisoning, deseases...morphine, ephedrine, charcoal tablets antibiotics pain killers, defibrilator etc etc)

will horticulture be in ?

will binos and compass make it into beta/1.0 ?

until when will the missing content be added ? ( especially the helicopter...in the mod one of the iconic things)

 

cheers

 

 

 

Edited by Private Evans
  • Beans 3

Share this post


Link to post
Share on other sites

Personally, the thing I hated the most of DayZ mod was when Epoch and all those "base building" mods came around. I really didn't like those, and stuck with the vanilla DayZ mod, so the base building in the Stand Alone is my least important feature, one that I would've liked never implemented in the first place, and left to the modders...  

I would've really liked to see the baseball caps, engraved 1911 and fishing back in the game instead. Like, 1000x more...

Keep it up devs! But honestly disappointing Status Report.   :(

  • Like 3
  • Beans 7

Share this post


Link to post
Share on other sites
7 minutes ago, Private Evans said:

 

will binos and compass make it into beta/1.0 ?

 

 

 

 

The compass is already in the game. (0.63) And they said they were implementing the binoculars and scopes for use in hand. Check the "Optics" section of this status report.

 

Share this post


Link to post
Share on other sites
2 minutes ago, odin_lowe said:

The compass is already in the game. (0.63) And they said they were implementing the binoculars and scopes for use in hand. Check the "Optics" section of this status report.

 

They said a lot of things.....

Share this post


Link to post
Share on other sites
14 minutes ago, odin_lowe said:

I would've really liked to see the baseball caps, engraved 1911 and fishing back in the game instead. Like, 1000x more...

Base building concept is OK. Id rather have soething smaller than those towers. But no fishing, crafting and other survival elements we all waited being cut out...its treason

  • Like 1
  • Beans 2

Share this post


Link to post
Share on other sites
2 hours ago, Baty Alquawen said:

Fishing and fish traps, decaying bodies, carrying characters, contaminated areas, item coloring etc.

  • these are considered flavor features and for now, work on core gameplay features was prioritized instead

These are perhaps considered flavor features internally now, as a matter of convenience and labeling to meet a deadline.  But to many longtime players of DayZ SA, these are missing features from the original versions of the game.

Call it what you want to but the projected Beta and 1.0 release goals will not be feature complete in the eyes of experienced players.  Things like fishing, and crafting bows, and dying clothes were EXACTLY  the things that made DayZ unique.

I'm still excited for the new patches and looking forward to the game having full legacy parity, but this is a bit underwhelming.  Calling it 1.0 without having throwing implemented? Yikes.

  • Like 1
  • Beans 11

Share this post


Link to post
Share on other sites
30 minutes ago, emuthreat said:

These are perhaps considered flavor features internally now, as a matter of convenience and labeling to meet a deadline.  But to many longtime players of DayZ SA, these are missing features from the original versions of the game.

Call it what you want to but the projected Beta and 1.0 release goals will not be feature complete in the eyes of experienced players.  Things like fishing, and crafting bows, and dying clothes were EXACTLY  the things that made DayZ unique.

I'm still excited for the new patches and looking forward to the game having full legacy parity, but this is a bit underwhelming.  Calling it 1.0 without having throwing implemented? Yikes.

Great post. I could live with some things being post-poned but this is kinda much. No throwing, ragdoll, small selection of weapons, fishing and (probably) horticulture. 

Currently diseases have barely any impact and other health related stuff like fractures will probably not be present as well. Kinda difficult calling it an 1.0. Looking forward to the future though, as a lot of things are looking pretty good such as basebuilding and vehicles etc.

To be honest, I never understood why they called 2018 the year of DayZ.  It seems to me that 2019 will actually be the year of DayZ

  • Beans 2

Share this post


Link to post
Share on other sites

What ever happened to barricading buildings? Is that scratched from 1.0 release content?

  • Beans 3

Share this post


Link to post
Share on other sites

So more you pay, less you get? Nice business idea. Hell, I wouldn't pay 28€, if someone would introduce this game to me now. I don't think i would even pay that first early acces price, what ever it was. Can't even remember that anymore. It was so long time ago when that dream was sold to us. And it's still only a dream. What we have now is a nice looking empty world with slightly better pvp gaming experience. For the survivors this is a major blow. Maybe the Xbox players are happy? Map and compass, yiihaaa... wait, we had those 5 years ago. We can build a base with stick and stones, but you can't throw a stone.

"Oh shit we are running out of time" "No worries, lets just call this product 1.0"

  • Like 3
  • Beans 1

Share this post


Link to post
Share on other sites

On the subject of polishing the game, as this is mostly what they seem to be focused on, three game features that are extremely clunky that should be looked at URGENTLY for polish/reiteration to improve gameplay experience for all players:

-When switching from 3PP to 1PP, the camera zooms into your character’s head and the head disappears right before you are “fully” switched to 1PP view. I understand this is something wrong with the camera and the character rendering, but it should be definitely looked at to fix so your head does not disappear.

-ADS with a weapon is extremely clunky. I understand the devs want it so people wont easily be able to just toggle a button to raise your weapon, but the compromise ruins the whole fluid gunplay concept for more player interactions. As others have too, I suggest letting the players have the option of hold RMB to fully ADS, or click/toggle RMB to ADS. As for raising your weapon for hip-fire, which is near useless anyways, it could be rebinded to a “raise weapon” function similar to legacy 0.62 DayZ by the toggle of a key. The last thing you want in a zombie survival game is clunky gunplay, which is what it has with the current 0.63 ADS controls in play. Devs, please reconsider this, please.

-Lastly, jumping and short falling. Jumping needs to be re-looked at. When run jumping off a ledge that is less than 3 feet from the actual ground, you are stopped for a second and that adds clunkiness to the movement system that as of right now is actually smoother than ever. Another issue with it for me is short falls without jumping but either running off a ledge/object or even walking off it to land two feet on the ground, you are completely stopped for a few seconds which is not realistic. These issues should be tweaked so the player can stay on the move when dropping off a short ledge to a lower height to ensure fluid movement and pace of the game.

  • Beans 1

Share this post


Link to post
Share on other sites
1 hour ago, emuthreat said:

These are perhaps considered flavor features internally now, as a matter of convenience and labeling to meet a deadline.  But to many longtime players of DayZ SA, these are missing features from the original versions of the game.

Call it what you want to but the projected Beta and 1.0 release goals will not be feature complete in the eyes of experienced players.  Things like fishing, and crafting bows, and dying clothes were EXACTLY  the things that made DayZ unique.

I'm still excited for the new patches and looking forward to the game having full legacy parity, but this is a bit underwhelming.  Calling it 1.0 without having throwing implemented? Yikes.

Having no throwable items for 1.0 release is extremely disappointing news as you won’t be able to use explosives, which would be great to attack bases or clear out rooms.

  • Like 1
  • Beans 2

Share this post


Link to post
Share on other sites

Oh boy, where to start on this one? I think all the reactions in this topic sum it up in a nutshell, DayZ beta and 1.0 isn't something to be happy about, to say the least. I still had faith in the game, I still stayed around, I supported the developers and protected them against all the negative criticism. To be honest, I am not happy with this SR, not happy at all. I stayed around and supported the game because I wanted the hard and gritty survival game and the promise that you guys wouldn't move from that concept. So what do we get with the release version? A game with barely any survival elements in it, unless I'm overseeing things, but that's what I make up out of the SR. As Emuthreat already mentioned, some things what you guys call "flavor features", we see as the core elements for DayZ. Things like fishing, coloring items, hunting with bows, etc. Those things define DayZ for us, you know, the survival elements in a survival game.

So many questions left unanswered, I highly advice you to make a follow up post to explain a lot of shit because, oh boy, you guys messed up. We're talking about:

- Hunting: fishing, bows, traps
- Crafting: leather clothes, dying, bows, traps, spears, fishing rod, netting
- Survival elements: sickness (cholera, food poisoning, kuru, etc.), cooking (fireplaces don't work at the moment)
- Weapons: SKS, FAL, you name it, there are so few of them, same thing goes for melee weapons
- Clothing: were is all the clothing which used to be in the game? A lot of is it is still missing...
- Binoculars, rangefinder, ghillie suit, throwing, there is so  much more to be summed up but I guess you guys get the point.

A lot of these things have been touched in the SR, but so much hasn't. We got a content patch recently and a lot of stuff didn't even work properly yet or was a WIP. DayZ is going to beta and 1.0 in 2018, there is about 2 months left in 2018, are those things going to be ready before that? And even then, you guys want the core to be about the longetivity of the game. Currently, one is done very fast, so let's hope that base building fills in that gap, at least a bit. A lot of the so called "flavor features" were the features which made us pass time in DayZ. For me DayZ 1.0 ideally would be parity with the old game and some nifty extra's like base building, etc. And with parity I mean every weapon, feature, etc., not some cut down version.

I only talked about the features which are (not) going to be in beta and 1.0 but there is so much more to it. What about the roadmap? How long do we need to wait for our "flavor features" which actually define DayZ for us. The survival elements and features which made the game an actual survival game. Are we talking about weeks, months or years? You guys are moving into beta to start to polish and bugfix the game for 1.0 with the current features. So that will take time, my question is, how much time? And what about after that? You have polished the game and fixed the bugs but as a software engineer, we both know that new features cause new bugs. So you guys need to start over again and reiterate this process again and again...

I've expressed my concerns and anger with the "DayZ will go to beta and 1.0 in 2018" already before. Throwing dates, it has been a thorn in your sides, Eugene even gave a presentation about the dangers with EA. Yet, you did it again and couldn't come through after all. Now you're receiving yet another backlash from the community. But this time it isn't from some salty trolls but from your actual hardcore fanbase, who actually love the game and are in it for the long run. As I mentioned before, I don't mind the waiting and love to work together with you guys to get the game we all want. But I don't like the current sideroad you guys took.

Honestly, it hurts for me to make this or such a post. I wish I didn't have to make this post at all but unfortunately it came to it. It doesn't mean I'm going to start to shit on the game or what ever. I still love DayZ, but unfortunately not the 1.0 DayZ. You guys did hurt your credibility for me though. I'm sure that I will try upcoming content patches but I'm afraid that I will be done with them rather quickly because a lot of pieces of the puzzles are going to be missing.

To be honest, I still hope you guys can pleasantly surprise me at 1.0. I'm hoping that I'm going to say "oh, this is not so bad after all", time will tell. I do hope you guys learn from this bump and take this feedback to heart.

Edited by IMT
  • Like 6
  • Thanks 1
  • Beans 13

Share this post


Link to post
Share on other sites

IMT put it to words so well that I dont have to do this in length. I am super disappointed. I would like to know the reasons for this, why wont you guys just postpone the release a little further? That would be way better than just releasing this empty world we have now. Theres been loads of progress, but as others have pointed out, were still way too far away from having all those features that makes DayZ what it is.

Base building most definitely isnt for everyone, this isnt a legacy feature and I would take so many different survival features instead of that. 

I feel like youre stabbing the most loyal fans you have in the back and then twisting that knife a few rounds. Why?

You guys seriously need to explain where this push comes from, so we can direct all this anger and sadness to whoever deserves it, if not you guys yourselves. We deserve explanations.

Edited by p4nnus
  • Like 2
  • Beans 4

Share this post


Link to post
Share on other sites

Thanks devs, all!

I look forward to testing the upcoming patches.

It has been very difficult being a long time fan and supporter of DayZ for all of these years, and lately it has not gotten any easier.

I too am a bit disappointed but I 100% knew that after all of the delays with game breaking bugs we had over just the last couple of months that you lost crucial dev time and would further scale back the definition of 1.0.

Having announced that you found some bad code that was holding you back further rocked my confidence and has made me wonder how much poorly coded stuff has been gone over throughout this process, resulting in double or triple the work generally needed to complete a task.

In my opinion, a respectable 1.0 will probably come closer to what 1.5 will look like.

I wish I didn't have sucha good memory.....

World containers? - big waste of time huh?

No throwing of items? - wowzers

Contaminated zones, with hazmat suit, hazmat shower? - waste of time as well?

Minicar?

Crafting stations??? - nothing?

Tazer?

Explosives?

How can I have an apocalypse without Molotov cocktails?

Remember that video of driving through the cafe and all the physics trashing the outdoor furniture?

Diseases, infections, getting infections from zombie strikes?

Bayonets are out?

I too do not care as much for base building as many of the smaller features....

As much as I love BI and DayZ as a concept, much of my faith falls with modders now.

C'est la vie, c'est la guerre.

AA3lZDL.jpg

  • Beans 10

Share this post


Link to post
Share on other sites
4 minutes ago, p4nnus said:

IMT put it to words so well that I dont have to do this in length. I am super disappointed. I would like to know the reasons for this, why wont you guys just postpone the release a little further? That would be way better than just releasing this empty world we have now. Theres been loads of progress, but as others have pointed out, were still way too far away from having all those features that makes DayZ what it is.

Base building most definitely isnt for everyone, this isnt a legacy feature and I would take so many different survival features instead of that. 

I feel like youre stabbing the most loyal fans you have in the back and then twisting that knife a few rounds. Why?

You guys seriously need to explain where this push comes from, so we can direct all this anger and sadness to whoever deserves it, if not you guys yourselves. We deserve explanations.

That wouldn't be a bad idea. Beta and 1.0 was the thing which might potentionally bring back a lot of people to DayZ. But as it currently stands, that is not going to happen, you might even lose more people over this. Definitely consider post-poning beta and 1.0 instead of crucial features.

  • Like 3

Share this post


Link to post
Share on other sites
5 minutes ago, ☣BioHaze☣ said:

Thanks devs, all!

I look forward to testing the upcoming patches.

It has been very difficult being a long time fan and supporter of DayZ for all of these years, and lately it has not gotten any easier.

I too am a bit disappointed but I 100% knew that after all of the delays with game breaking bugs we had over just the last couple of months that you lost crucial dev time and would further scale back the definition of 1.0.

Having announced that you found some bad code that was holding you back further rocked my confidence and has made me wonder how much poorly coded stuff has been gone over throughout this process, resulting in double or triple the work generally needed to complete a task.

In my opinion, a respectable 1.0 will probably come closer to what 1.5 will look like.

I wish I didn't have sucha good memory.....

World containers? - big waste of time huh?

No throwing of items? - wowzers

Contaminated zones, with hazmat suit, hazmat shower? - waste of time as well?

Minicar?

Crafting stations??? - nothing?

Tazer?

Explosives?

How can I have an apocalypse without Molotov cocktails?

Remember that video of driving through the cafe and all the physics trashing the outdoor furniture?

Diseases, infections, getting infections from zombie strikes?

Bayonets are out?

I too do not care as much for base building as many of the smaller features....

As much as I love BI and DayZ as a concept, much of my faith falls with modders now.

C'est la vie, c'est la guerre.

Dont forget the growable weed! Ive waited for that feature for like 4 years.. what a bummer!

  • Thanks 1
  • Beans 2

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×