DayZ - Status Report - 4 April 2017 |
- Status Report - 4 April 2017
- Lead Animator Viktor Kostik Q&A - Part II
- Server | FRIENDLY/ACTIVE ADMINS | No KOS | ##HIGH LOOT## | 24/7 DAYLIGHT | ANTI-HAX | PvP/PvE | DOUBLE WEAPON SPAWN | 300% VEHICLES | Villager.com | SPONSERED BY CSGO-Trades.ru | PERSISTENT SAVES | 20 MINUTE RESTARTS!
- I think I finally understand why DayZ gets so much hate.
- Eugen addresses your concerns! (must read if you are critical of DayZ development)
- From Viktor's QA - GAME CHANGER!
- Dabbing confirmed in new Animation System
- unsure whether to post this here or not. I get a stuck pixel on my new monitor but only in this game
- Stable servers are down for scheduled maintenance.
- Duct Tape clothing
- Nice game. So much fun.
- [artwork] i am friendly
- What other game can accomplish this type of atmosphere?
- I will kill anyone I meet on DayZ who doesn't have a mic.
- Some more Stary action if anyone is interested, Winchester/Magnum double kill after stalking 2 guys from Novy to Stary
- Servers down? Forgive me if there is an obvious answer to this.
- Do the servers still go down on Wednsday nights? (6hours)
- Food
- Driving with Snaftii is always fun!
- New update has me thinking about the possibilities..?
- Dayz average player numbers now lowest since release
- the D.M.Z. shuts its doors just after the UKA decided to do the same.
Posted: 04 Apr 2017 12:39 PM PDT
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Lead Animator Viktor Kostik Q&A - Part II Posted: 04 Apr 2017 10:48 AM PDT
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Posted: 05 Apr 2017 04:58 AM PDT The server browser looks like a damn eBay product list where sellers are trying to outshine others [link] [comments] | ||
I think I finally understand why DayZ gets so much hate. Posted: 05 Apr 2017 02:56 AM PDT I bought PLAYERUNKNOWN'S BATTLEGROUNDS last week and it finally dawned on me why DayZ gets the hate it does. Because most of these people didn't play the mod for the survivalism or the zombies. They played it Battle Royale style, loot and shoot. They didn't want exposure effects, diseases, or item conditions and they certainly didn't want guns that jam. They wanted open world Battle Royale with basebuilding and no shrinking circle of doom like the mod provided. So when the scope of the project changed it disenfranchised these types of players which incidentally amounts to quite a large portion of the playerbase. It's not surprising that these types of players would feel betrayed by the devs. As far as they were concerned they did take the money and run, but I would argue that is a myopic perspective as it dismisses Bohemia's track record. This point I would argue is pretty understandable as well. BI isn't a mainstream developer, yet certain mods of their games have achieved greater mainstream appeal than the milsim niche Arma falls into. This puts them in an even more untenable position because anyone unfamiliar with the popularity of the Arma series would see BI as an unproven developer. When DayZ is finished, because there's absolutely no evidence to suggest BI will not see it through to completion, I wouldn't be surprised to see the mods it spawns overtake the survival sim in popularity just as DayZ eclipsed Arma 2 and the Life mods with Arma 3. [link] [comments] | ||
Eugen addresses your concerns! (must read if you are critical of DayZ development) Posted: 04 Apr 2017 03:06 PM PDT This should be absolute mandatory reading before anyone criticizes the development of DayZ. Eugen addresses your concerns here and explains why it's taking so long (PROTIP: they're doing things the right way rather than "hacking" problems and creating "technological debt"). I am very excited for DayZ and have no doubt that this game will see rapid advancements very soon. "Dev Update/Eugen I don't usually contribute to Status Reports, but since Brian is out of office this week, I'd like to change that and touch upon a topic of DayZ development and Early Access development in general. Brace yourselves, as this will be a bit of a long read (but there's also a video embedded below). For the start, I understand that a lot of you have concerns about DayZ development. I also do believe there have been some inherent issues with what is, and what is not viable for Early Access development phase, as this is something that was not tried a lot before, and most of it is pioneered (process-wise) as things evolve. Early Access is a dynamic environment that is quite different from the traditional closed door development. I'm gonna get quite technical, so for those who do not feel like reading a wall of text, I had a presentation at White Nights Prague conference that takes on the subject of this Status Report contribution with less detail: That said, I do stand by the development decisions we made as a team, but also see major flaws in how one can present changes in games' underlying technology, where most of these changes are actually the base building blocks which, in time, will be able to provide a significant change of the overall player experience. All these engine changes are, in the case of DayZ, developed with the aim to keep the game moddable at all levels, with expanded scope. The engine changes for DayZ include Renderer We need to work on all that while we create data and iterate, while we're slowly trickling some systems into the live game (the public Experimental/Stable branches of DayZ) to test them. That creates a certain lack of visible progress as things are in motion and need time to settle down. These days, many of the base systems are in-game internally, and we are spending a significant amount of time removing a lot of old systems, while interconnecting the new ones. Let's compare that vision we have for DayZ with the live game that's out there right now, just so that you have an idea of what it all means in practice. Live game runs old physics system, where collisions are a giant hog on server performance. To replace that, you basically need to replace everything else, as many of these old systems were hard-coded to a large degree. You need to make an originally monolithic application into a modular one, where all these old systems are interconnected. You almost, almost start from scratch. And as small as it sounds, server performance can break anything. Most of the systems above have not been part of live game because of this dependencies in old structure. Every issue in DayZ has a reason. Most of those issues that trouble you are known to us, and have a solution somewhere in all this work that we have done, and want to bring to you. Like the stairs killing you, which is a combination of many, many factors: Issues with data binarization, physics, collisions, server-client architecture and even script and player itself. To fix a "simple" issue like that takes years of work because we really can't take on any more technical debt and "hack" these fixes into the game to save the day. We play for the long haul, not for the short term gain. And as such, there lies the inherent issue of how to approach early access. Things take time, and you can't buy patience with a wall of text. You just can't. And I get that now, when we have to face the truth here, as all these things that we worked for are not in a state to make for a fun game. Yet. That point (where we will present a fun to play game) is BETA for us. Yes, we could probably, eventually set up a deployment to show each different technology change part by part (like we did with the renderer), but unless you have base the game loop present in a game, it's just a tech demo. Even if we have all the parts ready, these details (bug fixing, connecting pieces together…) matter a lot. I'm going to use a simplified story of a decision making that happened around one simple upgrade. How player sounds should work in the future: Sound in games has a lot more to it than one would imagine at first. Besides the sound data itself (which has to be prepared in context of the technology, as in supporting its data structure, and also allows further data modifications by the underlying game technology that plays the final sound for the player) there is also the important part of letting the game know when it should play a sound. Let's call that an event. You also need to edit all this in some way, to put events in gameplay that plays the sounds, and edit the sounds themselves, and don't forget the pipeline for building the game that puts all this in some structure. Events have to be called from script, animations, items, environment... There has to be some logic to it. You need tools to visualize the data, a script to play it, have logic that decides how and why… Many of these systems were originally hard-coded - hard to tweak, hard to change. So the goal was (and is) to bring them in line with the rest of the DayZ vision, and to make the game modular, editable (visually, if possible) and expandable in the future. So we're talking about tons of disciplines that are affected, and you can't do one part of it and think the whole thing will still function. As you prepare the new technology to be compatible with rest of the new stuff, it is often impossible to keep things compatible. And more than often, you just need to move on and focus only on the new technology. For example with player sounds, we're now in process of writing the sound event manager, and then we will need to connect the sounds into data structure, and define events that launch them for new animations of player moving. Meanwhile, we're also reworking all the textures to prepare the game to recognize surfaces better, or to recognize when a sound is played in interior/exterior. At the same time, we're implementing a way to edit the data in animation editor, in order to be able to set up these events visually, not just by playing a loop like in the old system. At the end of all this, there will be sounds playing when the foot of the player touches the ground. It might sound silly at first, but all these things and changes can expand the scope heavily for us and the modders alike. Its not going to be easy, but as I said, we're not going anywhere.
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From Viktor's QA - GAME CHANGER! Posted: 04 Apr 2017 02:16 PM PDT
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Dabbing confirmed in new Animation System Posted: 04 Apr 2017 02:14 PM PDT
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unsure whether to post this here or not. I get a stuck pixel on my new monitor but only in this game Posted: 05 Apr 2017 02:21 AM PDT As the title says, It only ever appears when I play Dayz, its there when tabbed out of dayz, but once I close dayz, its gone. It doesnt appear in any other games, and it doesnt disappear when tabbed out, only when the game is closed. Anyone know why this is the case? I thought a stuck pixels a stuck pixel, no matter what you are doing, itll be there, but this one isnt [link] [comments] | ||
Stable servers are down for scheduled maintenance. Posted: 04 Apr 2017 11:56 PM PDT Stable servers are down for scheduled maintenance from 07:00 GMT. [link] [comments] | ||
Posted: 05 Apr 2017 06:27 AM PDT I want to be able to create shirt,vest and pants all out of duct tape eventually.. Devs plz. [link] [comments] | ||
Posted: 05 Apr 2017 08:16 AM PDT | ||
Posted: 04 Apr 2017 01:24 PM PDT v1 http://i.imgur.com/U7V7HEA.jpg v2 http://i.imgur.com/RC6CknA.jpg Process: http://i.imgur.com/2Nu2e75.gif [link] [comments] | ||
What other game can accomplish this type of atmosphere? Posted: 04 Apr 2017 02:39 PM PDT
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I will kill anyone I meet on DayZ who doesn't have a mic. Posted: 04 Apr 2017 12:29 PM PDT Am I right in assuming us players with mics don't have the patience to wait around for someone to type? Standing around waiting for typed messages is also dangerous. I'm not a KOS sort of player, but DayZ is unforgiving and I can't be dragged down by those with tech disabilities. [link] [comments] | ||
Posted: 04 Apr 2017 05:38 PM PDT
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Servers down? Forgive me if there is an obvious answer to this. Posted: 05 Apr 2017 12:39 AM PDT Was many hours in, 2 wheels away from having a functioning offroad hatchback, then the server went down, not to be confused with a reset. So I spawned in a new server, found a fully functioning bus in 20 minutes, was psyched to drive around and offer to be people's cheoffeur, then that server did the same. Is this a routine thing? I'd heard something about wed nights, but it's tuesday. [link] [comments] | ||
Do the servers still go down on Wednsday nights? (6hours) Posted: 04 Apr 2017 07:44 PM PDT Thinking of playing for the first time in a while tonight, thanks. [link] [comments] | ||
Posted: 04 Apr 2017 11:14 PM PDT Hey guys, I just started playing again after about 6 months. I realized that food is much more harder to come by. The most successful way so far that I've seen is to find it in clothes like jackets and pants. Is this new? Should I rely more on hunting and cooking now? [link] [comments] | ||
Driving with Snaftii is always fun! Posted: 04 Apr 2017 10:31 AM PDT
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New update has me thinking about the possibilities..? Posted: 04 Apr 2017 01:02 PM PDT I wonder if we could ever see infected actually grabbing onto players, or knocking them down when they attack? You know how they always do that weird arm flail thing? It would be nice for things to have variety one day. I'd love to have to fight one off of me, or a friend. To see them drag people away.. that would be amazing. Imagine hordes knocking players off of roof tops.. your friend being dragged out of the shed right in front of you by an infected, his screams drowning out your heart beating like a drum. Maybe its even possible to have the ability to grab other players? Grab them by their shirt.. pull them close. Or grab their arm, yank them around if they don't fight back. I have no idea what they have in store for us. But they discuss being able to add any amount of animations with the new system, so perhaps one day we could see new additions like this? What do you all think.. should we have new ways of infected attacking us? Should they be able to knock us down, latch onto us? Should we be able to do that to others? [link] [comments] | ||
Dayz average player numbers now lowest since release Posted: 04 Apr 2017 07:12 PM PDT | ||
the D.M.Z. shuts its doors just after the UKA decided to do the same. Posted: 04 Apr 2017 06:14 PM PDT
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