DayZ - Status Report - 31 July 2018


Status Report - 31 July 2018

Posted: 31 Jul 2018 01:02 PM PDT

STRESS TEST 32 - Content Patch, out now

Posted: 01 Aug 2018 06:08 AM PDT

0.63 (stress test) GOATS are back at Vybor Industrial :)

Posted: 01 Aug 2018 07:56 AM PDT

Tony Hawks Pro Skater Sick Jump Compilation

Posted: 01 Aug 2018 08:25 AM PDT

0.63 (Stress test) Scope

Posted: 01 Aug 2018 07:46 AM PDT

In case you missed it: Jumping out of vehicles and jumping back in!

Posted: 31 Jul 2018 04:40 PM PDT

Today's Stress Test should be up during the night

Posted: 01 Aug 2018 03:56 AM PDT

No 1st person only stress servers?

Posted: 01 Aug 2018 07:58 AM PDT

anyone, can't seem to find one and it's annoying that all exp servers show up on same branch.

submitted by /u/VoidStyle
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0.63 (Stress test) Food Status Indicator (Raw, Cooked, Boiled...)

Posted: 01 Aug 2018 08:16 AM PDT

Stress Test #32 is over

Posted: 01 Aug 2018 08:53 AM PDT

Just came home and tried to join a server, found out in DayZ Twitter that the stress test ended 20 minutes ago: https://twitter.com/DayZ/status/1024678592993808384

submitted by /u/Riffhunter
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DayZ new PSO! - .63 Stress Test.

Posted: 01 Aug 2018 08:21 AM PDT

Bicycles, please, c'mon

Posted: 31 Jul 2018 09:49 PM PDT

Even if the animation is broken, even if the physics are broken, even if it seems like a static bicycle moving around with no momentum.

Just make it easier to meet your friends, 10 15 minutes instead of 30, i've played +700h and i've made many people to buy the game, i deserve it, all of us deserve it.

Many thanks in advance,

A survivor.

submitted by /u/elmante123
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0.63 moist very moist

Posted: 01 Aug 2018 01:05 AM PDT

So been playing EFT and getting REKT so last night decided to download 0.63 exp.

Firstly before I downloaded 0.63 exp I was on reddit for a couple of DayZ just to catch up and wow the hate train wasn't even stopping at any stations.

5.5GB downloaded, on the coast in pissing rain so I couldn't enjoy the scenery but oh boy how I enjoyed professionally skipping over fences. Honestly that made my day cause the hate that use to burn inside of me each and every time I was confronted with a fence was annoying as hell.

So yes the new player movement is free flowing like it should be, hell its a massive massive improvement from its clunky predecessor. Yes it's most definitely "arcade" but I can live with that, it's definitely a step in the right direction.

Eating, drinking and ammo loading mechanics is once again a huge improvement although I don't remember taking that long to finish my tin of beans.

Holstering weapons in a flash, so less clunky but definitely "arcade" style.

Yes the new player movement mechanics is "arcade" in every way and that's what I think most or some players feel that it takes away the hardcore realism that we have become accustomed to, the ArmA player mechanics.

Can't give my opinion when it's comes to PVP action as it was late and I had work in the morning but yes it most probably "arcade style" but I think it will be easier for the next generation of gamers to quickly adapt to.

Dare I say the new player "arcade style" is some what similar to the game Miscreated, just some of the player movement nothing else?

Yes Dayz hasn't come far I get it, no actually just by playing for 30min last night I can honestly say it's a massive step forward to an unfinished still in working progress survival experience now slightly less hardcore and some fans will say.

My biggest fear is that after this long journey to completion is over, then what? Game is then finished and all the dedicated players needs have been answered to by the devs, will this long awaited game not turn into "the novelty has worn off" I'm going fishing?

As for myself I can honestly say that since the day I installed DayZ and spawned onto Skalisty Island and thought "hey this map is bloody small"! WTF. I can say that I've never considered DayZ to be a bug fest, rather a enjoyment and a way to live the apocalypse though my PC.

Each and every update was like and still is like a new gaming experience and hands down will always be my escape from reality once I have spawned...

submitted by /u/beckjohnsondayz
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I don't think there is any Unconsciousness mechanic in the stress test.

Posted: 01 Aug 2018 07:45 AM PDT

I shot 4 different people first in the chest and then again with a mosin and they didn't get knocked out. I also died 3 times, without getting knocked.

Has anyone experienced the mechanic in the stress test, or is it not in?

Otherwise the scopes are great.

submitted by /u/yasen400
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Is there a better way to reload Mosin?

Posted: 01 Aug 2018 06:58 AM PDT

Or do I have to open my inventory and drag rounds to the combine section of the in hands box when I have my mosin in hands? There has to be a better way right?

submitted by /u/zombietopm
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Never drove a vehicle in Dayz

Posted: 01 Aug 2018 04:43 AM PDT

Ive always wanted to try and find a vehicle, in my 51h of playtime ive found 1 sedan that was broken, any tips on how to find cars so maybe i can fix them.

submitted by /u/ogminii
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Wanted to create a stash for a while now.

Posted: 01 Aug 2018 09:12 AM PDT

0.63 (stress test) Base Radio Station (More images inside)

Posted: 01 Aug 2018 09:11 AM PDT

Just a quick list of graphical changes that would benefit DayZ greatly

Posted: 31 Jul 2018 03:32 PM PDT

We all know DayZ looks great, generally. But there are quite a few aspects that stop it from really competing visually with similar looking games.

Anyway, we here go;

Ambient Occlusion - The current AO implementation in DayZ is absolutely abysmal and very inaccurate, it just creates massive blobs of blackness wherever an edge meets.

Water Caustics - the current water caustics on the beaches looks decent, but the animated textures used in ponds are extremely low resolution and update at ~30fps, looks like Ocarina of Time.

Tessellation - currently, upping the Terrain Detail option does actually add some tessellation to ground textures, but it's close to unnoticeable unless you're prone and the range is only a few meters.

Reflections - DayZ uses "outdated" cubemaps (I say "outdated" because technically cube maps are fine for certain things) for all of it's reflective surfaces. If these cubemaps were to be replaced with Screen Space Reflections (which aren't very costly at all) a huge layer of detail and depth would be added to world.

Clouds - the cloud simulation in DayZ is actually quite nice, but it's aged and would look a lot better with generally higher resolution clouds and better edge lighting, like Sea of Thieves or Breath of The Wild but less cartoony.

Anti Aliasing - AA in DayZ right now is a mess, it tackles edges okay generally but when it comes to foliage, Alpha to Coverage (AToC) has to be enabled and this introduces all sorts of artifacts like floating transparencies above grass and on the sides of trees, and mostly just makes it harder to see things. Implementing a nice Temporal solution would help.

Particle Effects - in .63 the blood hits look "better" than in .62 simply because they're not just bright red blobs, but I think DayZ would benefit a lot from either GPU accelerated particles for blood hits and your character's breath or just higher resolution particles on the current implementation.

Interior Shadows - DayZ's lighting system and shadows both look fantastic and are one of the main reason the game still holds up, but the insides of houses are completely ambiently lit with some baked shadows in the textures, and this really takes me out of it. Sometimes during the early morning or evening when the sun is coming up or going down you can see the light from outside coming in the window, but the rest of the building is still far too bright since there is no artificial lighting in buildings yet. Entering a building is already kind of tense just because a player could be in there, but imagine opening a door in the middle of the day and the only light in the building you could see was from the entrance, and the rest was close to pitch black (until of course you walk in and your eyes adjust and you can see better)

Global Illumination - this is mostly just to tack onto the last point and I'm not hopeful for it to be added because it's extremely taxing, but if you were to open a door into a building and the light bounced around slightly lighting up the walls, it would look amazing.

That's pretty much it, might add more things later if I remember them.

Thanks for reading.

EDIT: made a post about this visual aspect the other day but; wet ground textures during and after rainfall. Either slowly filling puddles or just a nice wet specular map on the ground or walls that fades in during the rain and fades out after it stops, would look great.

submitted by /u/I_am_Bourke
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Stress Test - M4A1 :)

Posted: 01 Aug 2018 08:55 AM PDT

How long does stress test usually lasts?

Posted: 01 Aug 2018 08:04 AM PDT

I Couldn't Save You..

Posted: 01 Aug 2018 07:48 AM PDT

Stress Test and higher player count tomorrow

Posted: 31 Jul 2018 01:05 PM PDT

What hust happened?

Posted: 01 Aug 2018 06:20 AM PDT

I'm a Little Guy!

Posted: 31 Jul 2018 09:39 AM PDT

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