>Unacceptable usage of DayZ Servers (Also known as the “Don’t” list) > Use any unapproved monetization (f.e. sell in-game items or a location of a base)
Sauce (at the bottom)
While I do think it is true that some of the player base was lost last month, I don't think the primary reason was the loot economy if you look at this graph, the other games lost players this month also. I think the primary reason is everyone is playing GTA V at the moment, as that's when the graphs take a nose dive.
I live about 50 km from "real" Chernarus, it's based on location in northern Bohemia, Czech Republic.
https://maps.google.com/?ll=50.682809,14.146099&spn=0.047803,0.132093&t=h&z=14
You can clearly see Elekro and Cherno, Mirkov is Mogilevka and Český Bukov is Pusta.
Notice Kozí Vrch, that's Pik Kozlova, mountain between Elekro and Cherno
Coming with the new engine just like most of the missing content.
> CONTENT FOR RELEASE BEFORE 1.0 / POST 1.0
> For the rest, our goal is to get as close to 0.62 content as possible during all BETA updates, but we can not 100% estimate which particular weapons, animals or vehicles will be ready for 1.0. We're putting all the remaining content under one list for that reason.
> ANIMALS:
>herbivores Boar Sheep Ram Pig predators Bear ambient Hare Fox Rat Hedgehog birds Raven Pigeon Gull Mallard Phaesant
https://dayz.com/blog/status-report-28th-november#/animals4
Don't want to be that guy, but I don't really get how can you dig into the SR from 4 years ago, but didn't want to look through one of the latest ones.
The Dayz map looks much better than this trailer and aside from the bushes on every car I don't see what's better.
As you said overgrown is coming, bases too https://trello.com/c/4QopquMU/134-basebuilding-watchtowers so I'm not sure of what is your complain aside from "It's not in the game yet"
I also don't think that a lot of people realize that about half the dev team has been working on framework/engine stuff, while the other half has been working on modelling/sounds/features. The later being stuff that can't be realistically implemented until the former is finished. Once we have the new scripting engine and player controllers in and functional, we will see a multitude of patches coming in really quickly filled with all the backlogged stuff.
This will be our last Status Report until January 10th, so see you all in the new year!
https://dayz.com/blog/status-report-20-december-2016
It was more than 140 characters into the report, so I don't doubt most people missed it.
Apparently this guy has also created these horrible projects
No dayz later is just a complete copy pasta of these projects,they used the same pictures,footages and text (Just look at the t-shirt)
I don't think I need to say that this is just half-assed cashgrabbing of the worst kind!
Thanks for the reply.
So we should take as reference the "checklist/planification" you mentioned and the Status Report of November 28 to have an idea of the content that 1.0 could include (Of course not exhaustively, we know)
Hope you guys understand that the question is related to the concern of many of us that, simply to meet the goal of 1.0 in 2018, the game get "downgrade" in terms of content / performance / features that could denature the essence of Dayz (and represent something very different from what is commonly known as version 1.0 for a videogame).
Thanks again.
Well the new player controller hasn't been discussed for 0.61, if you read the status reports.
EDIT: Downvoted for stating facts.
https://dayz.com/blog/status-report-10-may-2016
>0.61 Milestone Goals: > >- Server Login Queue >- Merge of New Audio Technology from Arma 3 Eden Update >- Update of Weapon Sounds for New Audio Technology >- Dynamic Spawning of Infected >- Predators (Wolves)
Alright, so heres the deal "buddie". I got this right from the dayz Server Public Hive Admin Rules (Link below the quotes)
"You may not perform the following actions on your server ◦ Restart server to farm loot ◦ Restart server to protect your character integrity after dying"
Taken straight from dayz.com https://dayz.com/files/pdf/Server_Hosting_Rules_Public.pdf
Heaven forbid, People know what they are talking about before ranting at other people for shit they don't know.
From Trello :
"The iconic Scorpion SMG. Distinctly Czech and fitting perfectly within the atmosphere of Chernarus. An oft-requested item and present in BI games from the time of Operation Flash Point. How could we not add this one? Ours will fire the 380ACP round and will be fed from a 20-round mag."
As always, feel free to discuss whats on your mind with the DayZ developers here: http://forums.dayzgame.com/index.php?/forum/134-developer-discussion-status-reports/
I remember one quarterly report (I wonder why are they not doing them anymore) which was pretty much perfect: https://dayz.com/blog/quarterly-status-report-quarter-1-2015
I don't expect to see that much every 2 weeks, but as you said some more screenshots/videos of work being done would be nice. You can see so many things in gamefiles already, that shows they are doing quite a lot of stuff behind the scenes, if you can't implement it into the game yet at least let us show in SR what you already have. +1 to /u/Break-
You know what it really looks like, don't you?
If people are old enough to remember the little game in waiting rooms and such with a man in plastic and you made his beard with magnetic shavings and a pen thing. That.
EDIT Ah, the "Wooly Willy"
You need a Viaplay subscription, and this seasin dont have english subtitles yet. But I know that the previous season was on Netflix, with english subtitles of course: https://www.netflix.com/no-en/title/80092654
So maybe Season 2 will come there eventually?
It was actually supposed to come out by the end of 2017:
> I'm going to be very straightforward: along with releasing 0.62 Stable, it has been our main internal goal to get 0.63 Experimental out this year (as mentioned in Status Report on April 18) - we have put pretty much all our resources on that task, but as of now, we already know that the scope we will be able to achieve by the end of 2017 does not represent a full DayZ experience, and therefore blocks the 0.63 Experimental release..
- Status Report 28th November 2017
Also, they've been saying "beta by the end of the year" every year since 2014.
Peter already explained it here: https://dayz.com/blog/status-report-31-july-2018
Line A: Camera to crosshair line.
Line B: Barrel line.
Point of impact is where Line A and Line B meet. Most noticeable in shorter distances and in 3rd person where offset discrepancy is largest. Animations will be added to make character aim to point of impact. Bugs and edge cases such as this will be resolved.
Also, disabling this crosshair is as easy as changing the value on a single line of data. It can be completely disabled in Arkensor's offline mode by pressing "L", and bullets only go in line of barrel.
A new player controller (animation system) is currently being developed. Read more: here.
> "In our new working prototype, we are now able to arm anything almost any time without the need to complete the full-body animation. For instance, if you are standing and unsling a rifle, you can simultaneously begin moving and vice versa, while moving players can unsling a rifle, stop in your tracks, and the animation will complete itself with the upper body only."
The player controller will add a bunch of new animations, too. Clutching your wounds when low on health, staggering with a broken leg, and loads more.
The below may also interest you:
> "Something to look forward to, though, is the new Renderer that's anticipated to come out later this month. This will offer a significant performance increase (FPS), enhanced graphics (don't expect a vast change at first), a new animation engine that adds falling/landing animations (rather than dying from a 3ft drop), being able to eat/drink whilst moving, use emotes whilst moving, a stamina system, etc, as well as a new UI.
> The beauty of a new engine (Renderer) is that the 10+ year-old code holding the game back will be replaced with code that is far more intelligible. This will make developing the game significantly easier. Hopefully this'll result in faster, more content-heavy updates.
> Another thing that the developers are well.. developing, is occlusion culling (this is part of the new renderer). Currently, when you are in a building, objects in other rooms are being processed by your CPU. This puts strain on your computer, when it is absolutely unnecessary to render as you can't physically see the object. Occlusion culling fixes this, which is where much of the FPS improvement should stem from."
A new, upcoming tech is required: "There are firearms related mechanics which were added specifically for DayZ’s requirements such attachments, modifications, chambering and others. Also former functionality of weapons such as machine guns, rocket launchers or underslung grenade throwers will be brought back." – Peter Nespesny, Lead Designer
Source: Status Report 23/09/2015
http://www.freefilehosting.net/dayz1726spmpghnet
http://www.sendspace.com/file/tzywhn
in case you don't feel like signing up.
edit: added alternate sendspace link if the first gives you errors.
Currently to me it's just a temporary roguelike FPS where you roll the dice for a weapon.. and then run straight back to where you spawned in hopes of some player interaction. Typically I don't care if I die by the end of the night.. and it makes the experience all so brief.
I'm not even sure vehicles/tents will fill this hole that I see DayZ having. And I'm pretty sure the engine can't handle legit base building/base raiding that would extend the gameplay. ( Multiple articles about how they would need to make instanced underground bases instead and only allow barricading doors above ground: here and here. )
And the way you can hop between servers and aren't really accountable for anything makes the interactions kind of limited. You're either gonna get held up, shot, or find a friendly guy.. and if you don't add each other to steam, you're never gonna see each other again.. so you're not going to create some kind of playermade city that eventually goes to war and negotiates for peace.. You're just gonna roam the coast looking for guns and getting rotten fruit shoved down your throat.
I haven't played Standalone since 2014 or 2015, so I was really blown away by 0.63. While some people derisively call the game a forest running simulator, personally I've always thought that's what DayZ is all about. And hot damn, did they nail the forest running experience on the head here. The environments are absolutely gorgeous, the performance is good, and the survival mechanics seem like you actually have to bother with them. They've finally added flowing water and streams, a feature I've been itching for since Arma 2!
Sure, there are still lots of rough edges, but I'm actually excited for this game again. There are tons of survival games out there, but none of them really capture the fundamental fantasy of DayZ. They're always either "Minecraft, except like, more realistic!" or basically PUBG. The only one that looks like it's even close to the DayZ fantasy is SCUM, but that's yet another early access title that isn't even out in early access yet.
This has been listed as a known issue since the first stress test, so I assume it'll change at some point.
> * after fall impact, the player character is stunned for a while before he can move again
For now it involves updating the shape and layout of the terrain and structures. Chernarus' real life counterpart is much more densely populated than what we saw in Arma2 and the early days of Standalone. DayZ devs will have to find a good balance between urban and wilderness.
Many of the assets still in use(textures, models, lighting) are still legacy assets from Arma2 and will eventually be replaced. We can expect new, higher quality terrain and foliage textures. >HERE< is a screenshot from trello showing what the new grass might look like.
Existing structures will be polished and given custom designs to give the world a better "post apocalypse" feel. >ANOTHER< trello entry showing planned overgrowth on buildings.
Making a game environment look real is a serious undertaking.
Chernarus really sets itself apart by being based on a real world location. Using existing locations for game environments was the best decision that Bohemia ever made. It's the reason why other game worlds look fake or just "wrong".
>Is there a spawn map I could look at?
There was actually one in the last status report.
I don't think they much of an issue for experienced players, but they can be a real pain in the ass for new players trying to meet up. So here's an idea:
I know spawning on top of friends anywhere on the map will never happen in the official version, and that's a good thing imo, but I think for the benefit of new players a good compromise would be allow two friends to spawn as freshspawns in the same random area, killing any character they may have had previously. This way two newbies could easily roll together and figure stuff out, if one dies tough shit, the other will have to suicide to spawn together again.
This would also be great for when an experienced player wants to show a newbie the ropes. It can be difficult meeting up with newbies because they have no idea where they are so you have to try and figure it out by their vague descriptions. I've had to get friends to stream their game so I could see where they are to meet up.
The feature would be optional in community servers ofc, and limited to 2 players in the official servers.
https://dayz.com/blog/0-63-stress-tests
>What IS NOT to be expected of Stress Tests:
>
>intended/final sound and visual effects like post processes, particles, rain, fog and lighting setup
If not, assuming basebuilding goes ahead as planned it could be an amazing (if obvious) spot for that. Imagine it filled with tents and vehicles, surrounded by watchtowers and barbed wire with spotlights made from car headlamps...
I could probably do more easily, with similar colors and re-use the vest for the Bandit/Hero.
I used to do these and sell them from my website, but printing and shipping became increasingly cost prohibitive and I only wound up making like $2 per print. Anyhow, you can take this pdf to kinkos or office max and pay about $19 for an 18x24" print. It's already setup for that size. I just ask that you don't start selling these for yourself, I do try and retain copyright for my stuff just for making money from it since I never did, hah.
> As far as content is concerned, we've had to make some more shuffling around, and the initial BETA release won't maintain a 1 to 1 parity with the content in 0.62 legacy version. That said, content is easier to implement than features or core technology, and the progress there will be quite fast during BETA/post 1.0.
https://dayz.com/blog/dayz-feature-content-goals
Seems pretty plain: They don't own a crystal ball and can't say what obstacles might get in the way of this or that feature, we just have to wait and see how they get on. However:
> Any previously announced content (be it from any official sources like our Twitter account, DayZ.com or the DayZ Trello board) and any content that's now in the 0.62 legacy build will eventually make it to DayZ - either as regular content drops during BETA, or as part of planned free content updates after 1.0.
Nothing that Martin has said changes any of this. All that's been clarified is that how long Bohemia support the game depends greatly on how well received the game is as we move forward.
https://twitter.com/dayzdevteam/status/937701099557064704
https://dayz.com/blog/status-report-28th-november
Wolfgeist, I know you've been following development very closely. You're always here. Don't try to act like they didn't give dates and miss them, it makes you look like a fanboy who will blindly defend the game.
The ragdoll animations will be added in later down the road of .63 and the current death animations are just place holders.
EDIT - Yall can downvote me all you want, but maybe later tonight I'll go and find the animations to show you all that yes the current one is just a placeholder.
EDIT 2 - https://dayz.com/blog/status-report-september-12-2017 Here are the new animations, scroll down half way to the end of Viktor's part.
>If they're shooting for realism, why have this feature?
Status Report - 30 June 2015
Dev Update/Jan
Since there's been some discussion regarding changes in the character zoom mechanic I decided to jump in and explain what are we trying to achieve.
We should probably start by asking the question "Why have a characters-eye zoom in the first place?". It's the old problem with emulating a 3D world on insufficient hardware. The human field of vision (fov) is around 190° and the area where the vision cones of both eyes overlap is around 100°. Unfortunately, most of todays monitors viewed from a regular distance usually tend to cover only 45°of human fov in real life. This means that if you want for target on screen to appear in real-life size you are only able to display around ~1/2 of what you would see in reality, stereoscopically.
And so as a designer you have to choose - Should I display objects in the distance properly but sacrifice the overall vision or set the fov to 100° but deform the whole picture? The trick of Arma is actually not to choose and instead introduce an "eye zoom" instead. This way you can keep the surrounding awareness by setting the default fov to 100°, but when necessary to perceive a depth of field properly occurs (ie. you are shooting), you can "zoom in" to 45°.
Chris Torchia: "Winchester 70. This particular version fires .308 Winchester ammunition and features a wood stock. It has an internal magazine which accepts 5 rounds."
Source: Official DayZ Trello
> Currently, when playing any animations, the whole skeleton is evaluated (every single bone), no matter how far away from the camera the other entities are. Our new system will improve the client & server performance significantly - especially server-side. Instead of evaluating almost 200 bones, we now need only about 20 or even less to be evaluated on server-side. The evaluation of the entire skeleton currently takes about 75 percent the of AI's simulation time, so we believe this optimization will help to increase AI numbers significantly.
https://dayz.com/blog/status-report-25-september-2018
Thats kind of all we know about increasing infected amount at this moment I believe.
> What IS NOT to be expected of Stress Tests:
> - authentic DayZ survival experience, this is mostly a PvP stress test to gather server performance data
> - the infected - they are intentionally switched off in Stress Tests
> - intended/final balance across game features, mechanics, systems and central economy
> - intended/final design of GUI of menus, inventory, and HUD
> - features not ready for Experimental
> - features planned for the future releases (Experimental, BETA, 1.0)
> - intended/final item's names, descriptions, sizes, capacities and inventory icons
> - intended/final sound and visual effects like post processes, particles, rain, fog and lighting setup
>#What IS NOT to be expected of Stress Tests: * authentic DayZ survival experience, this is mostly a PvP stress test to gather server performance data * the infected - they are intentionally switched off in Stress Tests * intended/final balance across game features, mechanics, systems and central economy * intended/final design of GUI of menus, inventory, and HUD * features not ready for Experimental * features planned for the future releases (Experimental, BETA, 1.0) * intended/final item's names, descriptions, sizes, capacities and inventory icons * intended/final sound and visual effects like post processes, particles, rain, fog and lighting setup
>You may perform the following actions on your server: >Kick abusive players (harassment, cheating, exploiting bugs)
https://dayz.com/files/pdf/Server_Hosting_Rules_Public.pdf
I don't think being kicked in seconds after joining the server for the first time ever falls under that
To be fair, the changelogs rarely if ever come out with the patch, they're always much later (besides community put together ones). Dev information is scattered across their site, the official forums, trello, twitter, reddit, youtube and who knows where else. The "biweekly" status report has changed its frequency constantly, being weekly, monthly, biweekly. And to further add to that one, it's been late at least 50% of the time, which is being generous, it's probably more.
Gathering information about the SA is a pain in the ass for the consumer, and I say that as some one who tries to constantly keep on top of all those sources. Communication is by far the worst aspect of the SA's development. Even when information is put across it is often vague or worded bad, causing more confusion. I can only fault people so much for not keeping up.
Look at Rust for a game in development that does communication right. Their devblogs are outstanding, with a lot of information that you don't need to glean 5 sources to get. I don't keep up with Rust, but I can check out their blogs from time to time and see their progress in one place. For a casual fan of the game that's a lot better than what people have to deal with for the SA. https://playrust.com/devblog-97/
All that said, there is an extreme amount of ignorance towards the project that isn't really excusable. The OP's picture being one of those cases.
That's an old meme. 4chan passes are legit. https://www.4chan.org/pass
You were saying something about your first day on the internet?
inb4 rekt
edit for those who arrived late: Guy was talking about how it "must be everyone on this pages' first day on the net, because 4chan gold doesn't exist", and how we're all idiots.
To Americans this is a torch, this is a flashlight. Hence the confusion.
DAYZ EUROPA - 100% vanilla DayZ Mod 1.9.0 - WIPED 18/1
​
3rd most popular mod server is 100% Vanilla. The game is still there.
IT'S LIT BRO THERE'S FLYING VEHICLES WITH MINIGUNS ATTACHED TO THE SIDE AND THERE ISNT ZOMBIES ANYMORE CAUSE THE DEVS ADDED A CDC AND THEY MADE A CURE FOR THE ZOMBIE PLAGUE AND SO NOW THAT ZOMBIES ARE GONE THE GAME IS CALLED SURVIVEZ AND BRO SHIT BRO SO MUCH SHIT HOLY SHIT
(on a serious note, it's doing pretty well development-wise. 0.62 is still your typical buggy dayz, i can't seem to stop my game from crashing every 5 minutes with a bad module error. HOWEVER, 0.63 looks very promising. you can try it for yourself by playing the offline mode: https://dayz.com/blog/0-63-stress-tests
Well, this was recorded after most of the fight was over. There's was approx. 30 zombies that aggroed to me.
Also, the infected AI is one of the few things that is holding back an experimental release of 0.63.
> We also understand and agree the call for a more visual representation of this years' progress and there is an end of the year video in the works right now.
Yeah, I was wondering that too. I imagine they will update it soon again.
Edit: I asked them on twitter.
Edit2: They've just updated it :) https://twitter.com/dayzdevteam/status/876735601780948993
They haven't been removed, they were never in .63 to begin with.
The devs have to implement these things back into the game because of the huge technological change that comes with the .63 update.
The next guns to be re-added are the M4A1 and Mosin, I suggest you read the latest Status report for an update.
If it's truly been 2-3 years, you have missed the following:
The Central loot economy
Dynamic helicopter crashes
Animals (including predatory wolves)
Player temperature (hypothermia and hyperthermia)
Cooking & firemaking
Horticulture
Accelerated time
Weather changes
Throwing objects
Diseases
Vehicles and repairing
Silencers/suppressors
Redone zombie and animal AI
New 3rd person camera
New inventory system
Persistence
Tents/barrels for small bases
Traps
Enfusion Renderer
New sound module
Dynamic infected spawns
new lighting w/ dynamic shadows
30+ new firearms (10+ ammo types)
50+ melee weapons
Hundreds of clothing options
More bug fixes than I care to count
Tons of other misc stuff that would make this comment insanely long
To read patch notes yourself head to: http://dayz.gamepedia.com/Changelog For news on upcoming features head to: https://dayz.com/
New player controller was planned for 0.57, delays happen though:
source - https://dayz.com/blog/status-report-17-feb-15
> The character/player controller will be used for players and for AI units. We would like to introduce the physical part on character controller in 0.55 experimental. As for the animation part (which is already used for animals), there is a lot of work with exporting data to the new system and with complete rewriting of current system, but its in progress now and we hope, that we will introduce it in 0.56 (0.57 more likely) experimental build.
there are about 4 to 5 thousand players playing the game on average, which means that there are some full 40-60 player servers that you can play on
- however with the next major update, on top of modding support, which will likely bring back lots of players from the very popular alternative versions of the Arma 2 DayZ mod, apparently just about everything related to player animations and physics will be updated with basically entirely rebuilt systems that have been improved a lot.
this is important because it allows the developers to implement just about their entire feature and content backlog, since they'd rather not implement things twice.
there are a few good examples of their backlog on their Trello page.
A nice illustration for you non avian people.
New clouds and rain, may come in this update (tomorrow).
In addition to the changes of clouds, we have also taken a look again at the visuals of rain. These new changes include:
Closeup raindrops are much more visible now. Re-added effect that tries to visualize light refraction on raindrops. Fogginess parameter has been tweaked so the rain blends better with the background. Closeup rain drops are more visible during the night-time around light sources. Rain speed has been increased.
Both clouds and rain changes should be available to test once the next major Stress Test branch update happens. We are looking forward to your feedback on these improvements!
Status Report; https://dayz.com/blog/status-report-19-june-2018
> There are many improvements that will still be coming to visuals over time - like reworking old low-quality assets and adding new features to the map as mentioned in Adam's Q&A video
3 SR ago, Mirek said: "If everything goes right, we will show you how firing, reloading, chambering, unjamming and other mechanics look in the next status report." I hope it is for today.
From Peter, Lead Designer of DayZ:
> Rewrite of firearms [into the new player controller] also allows us to introduce mechanics like changeable gun barrels (we have 2 more barrels for AUG ready to experiment with), different muzzle speeds for the same ammunition type depending on barrel length (which helps balancing firearms between each other, or vice versa), different muzzle speeds for different ammunition type used in same firearm (pellets vs slugs anyone?), switching between scope and sights if possible (like AK family, AUG…) and refinement of, and more importantly, connecting already introduced firearms mechanics like unjamming, mechanism manipulation, chambering and others to the new animation system.
I'd read this status report, it will give you some answers on why there is seemingly no progress being made.
https://dayz.com/blog/status-report-4-april-2017
From what I just read it seems to me that you don't follow the development of the game closely, but there is nothing wrong with that.
And? 3pp is one of the variables in pure vanilla DayZ mod, so it's still vanilla if you're claiming it's not. If you prefer 1pp only, the same admin runs another server that is hived with 434 that is 1pp only. US435.
YES!!! US434. This server is really well run and has had great server pop over the last couple months (40 people on as I'm typing this). True vanilla settings, not "vanilla except..." like most "vanilla" servers. 24 hour day/night cycle with real moon phases (which means it actually gets dark at night a lot!), vanilla private hive vehicle selection, all vanilla loot spawn rates, no added buildings or junk (take note, if you haven't been on DayZ mod for a while, the 1.8.1 update added some points of interest that may throw you at first...rest assured, 434 has only the official POIs and no extra added junk).
I love playing on this server and for the last couple of months there's been a lot of newcomers playing there, but recently we've been seeing more squads which is fantastic. Hope to see you in there!
Pure Vanilla server that gets 40 people most nights. so not RIP
https://www.gametracker.com/server_info/server.dayzeuropa.com:2302/
But you are not giving an honest answer, you are trying to decieve and make it seem there are no players at all while there are Epoch servers populated and the vanilla server and it's not like only once gets 50 players and then thats all, can clearly see when people get home from work/school player count start rising rapidly, 4PM GMT there are already 20-30 players atleast and rising numbers until midnights server restart, thats when most people go to sleep. Thats basically 8 hours of populated server and action, keep in mind DayZ mod has vehicles and map is alot smaller, even with 30 players you can get plenty of action, 50 players is very good for DayZ mod.
https://www.gametracker.com/search/dayzmod/?&sort=3&order=DESC
I hate to break it to you, but that's basically a standard answer from the team. They always give a nice friendly, non-committal answer unless it is close to coming in the next release.
DayZ 2020 Year in Review - December 18, 2020.
2021 is coming in hot, and we want to be ready. A roadmap for the new year is being finalized, and we are looking to expand our team. We are just beginning to check out the next-gen consoles' hardware, which will hopefully allow us to overcome some of the major frame-drops that console players have been fighting with since our initial releases there. With support from new additions to our team, we hope to resolve our ongoing weaknesses regarding some of the synchronization issues and physics-related problems with vehicles.
It's already July and we've yet to hear anything definite about the expanded team, vehicles or nextgen. DayZ in 2021 on March 8, 2021 didn't address them either.
Bullets still are proyected from the barrel.
Read what Peter said about it in this SR.
>I hope Bohemia can fix the overly exaggerated recoil of all the weapons in 0.63
"Better recoil patterns will be added gradually." - Peter Nespensy
If you're trying to play 0.63, then the Experimental branch won't work. You need to join the Stress Test branch. Please read this link. The instructions to opt in are at the bottom:
Nice! Perhaps if they can get these stability issues worked out we could see this go to Experimental soon. But then again, there are still some open items left In Progress on the checklist.
This is confirmed to be changed.
From latest status report:
> "With the upcoming new input controller we will separate these actions from each other, so we will be able to bind them independently.
>It’s worth to mention that most actions of the new character are hardwired to the actions of the old one which is gone for a long time now.
> This means we are in some occasions limited in achieving the desired result (for example we are still missing hold-action for environment interaction - currently bound to F, which limits us in the introduction of continuous actions, like drinking from the pond)"
"The last few weeks for us on the dev team have been busy. With the bulk of the team working on the Beta milestone, a smaller strike team working on 0.62"
*https://dayz.com/blog/status-report-24-january-2017
The team was 4 artists and 1 programmer I believe. This is in another status report.
I was under the impression that you couldn't ban on Public servers in the first place, I know you couldn't when I owned one back in the day.
>Several BEC/Rcon functions are restricted on Public Hive servers ◦ Whitelist ◦ Ban ◦ Kick ◦ Autokick ◦ Slot reserve
https://dayz.com/files/pdf/Server_Hosting_Rules_Public.pdf
I can see the people that own Public servers just to loot horde and have a safe place to dupe abuse the ban function just as they abuse the kick function.
And on a side note I hate your server titles. "HIGH LOOT!"
Not yet.
It's been in the Early Access process since the last couple of weeks of 2013, so 3 years, 2 months, and around 25 days.
The game is currently approaching the .62 update, which is going to primarily have a focus on the visual overhaul of the environment in the game. You can read more about it here in one of the recent dev blogs.
The update after that will be .63, the first Beta build and hopefully the implementation of the new Player Controller, bringing with it new animations, a new damage system and will mean the ability to add more weapons and items to the game that we've been waiting for.
Hope this helps.
"Moving on to more advanced weapon customization, we’ve done a good deal of discussion on allowing more specific customization per weapon. Adding in rail systems, shoe horn mount scopes, barrel swaps, and so on. Controlling when and where this is done is critical to the flow of gameplay across the map. Creating hot spots, and high traffic areas for players looking to gear up, and create their favorite weapon. At this point, we’re looking at adding in advanced crafting tables into this existing (soon to be enter-able) maintenance structure scattered throughout Chernarus."
You actually made me doubt my memory for a second!
Hick's went over it again in the PAX south stream, he mentioned it being too morbid to hear your horse whimper and die.
Gave the impression that they are having second thoughts on Horses in the game.
EDIT: https://www.twitch.tv/astrogaming/v/38812563 at 20:40, he talks about it.
Yes, unless something has changed internally that we have not been made aware of.
I'd imagine this is up to the publisher, and not the Dev Team.
https://kotaku.com/dayz-fans-sent-us-questions-for-the-games-creator-we-513010392
>Can you give us a ballpark on pricing? No—the reason I say no is that I get really confused between all the currencies. So if I say twenty dollars, I can't remember whether that's twenty euro, twenty dollars, very confusing. But it's gonna be cheaper than Arma II. And it's going to start out very cheap with alpha, then ramp up. (Ed note: DayZ is going to be priced similarly to Minecraft, where players can pay less than the final retail price to opt into the alpha, then get the beta and full game when they're eventually released.)
Edit: We've already seen evidence of this, with the price increase from $29.99 to $34.99. As was expected, the community reacted completely calmly and rationally, and will most likely do so when it happens again.
Edit 2: That article is 4 years old, so keep that in mind. But, the previous price increase suggests nothing has changed, and there's been no change in messaging regarding price. Personally, I think keeping it at $34.99 (and announcing as such) would be a good PR move and a way to regain some good will with jaded fans, but BI is obviously free to charge whatever they feel is necessary.
Edit 3: Thinking about it a little further, it's pretty unlikely we are going to get any recent official word on this if it does increase. BI as a publisher isn't likely to spur on a glut of people to buy their game at half off before it "releases" at full price.
Yup, here's the Google Maps location: https://maps.google.com/?ll=50.675521,14.137259&spn=0.04607,0.132093&t=h&z=14 Electro on the right and Cherno on the left. All the roads and bigger towns match the game map almost perfectly. Also some smaller stuff like the dam just north of Elektro exist.
>I know some of you are worried about missing features or content. Over the last few years, there have been many features designed, and an insane amount of content created both externally and internally. Some of these things make DayZ better as a game and simulation. Some of them can be considered more or less an added flavor, or even clutter in the overall vision of what the game should be.
>
>DayZ needs to be fun first and foremost. It needs to meet your expectations in behavior, stability, and balance. It also needs features that support the player interaction and empower players who want to invest time into learning the details and intricacies of the simulation itself. We read everything you guys say. This is a game made by gamers and for gamers. We want to enjoy the game with you and even though the struggle is sometimes real, all of us want the game to succeed the same way you do.
>
>When we have any details to share beyond what has already been stated in the goals for the Beta release[dayz.com], we will do so on all of our channels.
To me this says they're not going to push out a 1.0 version missing major features like Vehicles.
I hope that they are willing to put off 1.0 until after 2018 if it means any major features from this list will be postponed. Media perception is important, and the "1.0 release" of dayZ needs to be functionally and aesthetically pleasing if the developers would like to see this game return to a larger daily player base.
I'm willing to wait as long as it takes for an amazing product. It's clear these devs have much passion behind their work. And I look forward to everything they give us to play with.
> Releasing a stable 1.0 build in 2018 is the priority. We would rather miss some feature or a piece of content (e.g a particular weapon or a particular vehicle) than miss having a stable 1.0 release this year. We’re doing good following the goals here though: https://dayz.com/blog/dayz-feature-content-goals
Oh, wait...
> but all of that faded when .63 hit experimental and hardly anyone even noticed.
[...]
> .63 isn't in experimental
Ha! I see what you did there! Well played!
The big question is: What do we think would be a enough/fair 1.0 initial build for Dayz?
I mean, we've known for a long time that not all of the announced content will be in 1.0, not even a parity with 0.62. The devs warned about this a long time ago so there's nothing to be surprised there. However, I think we all expect a number of features and game/server performance for the initial build that do not respond just to our hopes and dreams but to what was officially said in all this time (here and here, among others). Im talking about: modding support, vehicles (some), decent base building, storage system, decent server performance, most of the key features already implemented, no gamebreaking bugs...
And the second question would be: It would change anything if Devs releases a downgrade 1.0 build?
If you ask me, I would say yes, I personally would consider it as a failure and I would probably feel a great demotivation to play it. But maybe we are no longer Bohemia`s target. There will be many new players who have not followed/supported the game for more than 5 years, and they will probably acquire a decent and fun game (both PC and Console players) without noticing all the content that is really missing, all the development background (planned features, promises, checklists...) and all the potential that the game could not reach until that 1.0 build.
Is this fair? Well, probably not. But if you think about it with BI shoes, I doubt that this move will generate a negative impact on their PR. Instead, it may generate exactly the opposite. Decent game, multiplatform support, new "fresh" community, probably a big income.... so what should prevent them from considering something like that?
Again, although I do not like this idea at all, we have to understand that companies are still companies and that's something we can not change.
Yeah that's pretty much all that's in the game as of now, I believe they said that they're releasing M4A1 and Mosin and a bunch of other stuff to stress test in the next coming week or two in their development report https://dayz.com/blog/status-report-3-july-2018
Keep in mind, 0.63 is just the bare-bones of the game in its current experimental state. It should be all down hill from here XD
Pretty much everything is finished, Postponed (count as finished), and a few in progresses. No to do are left.
https://dayz.com/blog/0-63-experimental-release-checklist#/newPlayerCharacter
> So, now about the infected status. Some of you have met them in our recently released offline mode and noticed that they can go through obstacles sometimes. This is known to us and it's happening because we decided to save some performance on collision detection, therefore we've disabled collisions between AI units and static objects during movement - the navigation system should keep AIs on the navigation mesh and that's the reason why we disabled this collision detection. This bug is one with the highest priority and hopefully we will fix this navigation issue soon.
"We will have to move the next status report to 29th August, because it would be right in the Gamescom week and we will not be able to prepare it while at the convention." Status Report 8 August 2017
The developers who worked on the 0.62 update weren't even the entire dev team, it was the minority of them.
>0.62 patch was originally planned for delivery (on Experimental branch) during the second week of April, but due to complications and cooperation on engine milestones, it became apparent that we needed to close them sequentially, rather than working on both at once. Remember that only small team is working on 0.62 at the moment, as almost all of us are focusing on BETA/0.63 delivery.
This status report might give some information.
from said SR: > Now what do I mean when I say "Backlog"? Well, as many of you may be aware - there are a good deal of gameplay systems, mechanics, items, and more that we have talked about in previous Status Reports, presentations, and are sitting in the "In Progress" column on our Trello. Nearly every single one of them are dependant upon the technologies listed above, either through technical limitation, or having just been written from the ground up on Enforce script and designed with the new tech specifically in mind.
I would love to see DayZ zombies take on the same ingame character naming process that Prison Architect took. People basically pay to have their names and bio in the game for ever.
Zombies:
Zeds simply spawn with a random drivers licence in their inventory which shows a name on the ID taken from a database full of people who have submitted their information.
Edit: This would allow you to search for your zombie self, make some people actually interact with zombies and allow for a type of end game for some players.
Our own characters:
A similar ID system could also be used for our own characters in game however we can modify it with our own information in the main menu system. To prevent people from simply throwing away their ID's to get back an inventory slot, it should be a hidden slot that is only accessible by other players when you are dead.
There used to be zombies, but they took them out.
EDIT: Not sure why I am being downvoted for telling the truth. Please check facts before you downvote, people. Source: http://www.ign.com/articles/2014/02/06/rust-update-removes-zombies
I don't think that's what it is. I mean, it could be but I doubt it. There's a lot of research showing that "crunch time" is very unhealthy for people. Likely they are on salary anyways.
https://kotaku.com/crunch-time-why-game-developers-work-such-insane-hours-1704744577
https://venturebeat.com/2017/02/28/76-of-game-developers-work-crunch-time-without-paid-overtime/
Depends if you like the concept of the game
If running from village to village is too boring then no, it's not something for you.
It's not like PUBG, you will meet a lot less players and do a lot less PVP
It's a hardcore survival game, food is scare, you may get sick, ...
Maybe you want to wait for the BETA release (wich everything goes well should happen at the end of this year) where the whole animation system gets an overhaul, ...
A lot of cool stuff is in work, devs are working hard, ...
Here you can see what they currently work on
Maybe because it's already confirmed and has been modeled, it is probably in the game files somewhere already too. I'm not sure where they are pulling the stats and shit from though, why don't you ask them on twitter or something if they have one.
I can think of a lot of things to improve, and I'm sure they will be during the polish phase, but I'll do a quick hit on Environment:
*I'd like to see the environment's textures and lighting quality match the PBR Renders shown in items on the Trello board. *I'd like to see more dynamic movement in the world, to sell it as a living breathing environment. Moving fog, birds, windmills, clotheslines, flags, swing sets, picket fence gates rattling in the wind, etc. *Grass and trees moving in a perpetual loop is okay, I just wish for a more dynamic weather system, that directly effects how and when the trees and grass move, etc. *It would be nice to stop and enjoy those nicely placed benches throughout Chernarus, add some proxies BI, and let me sit down and rest. :)
I was looking around on google maps and found this.
Looks like it was pulled right out of ArmA. The tractor, the livestock building, even the red gate.
> Here's a WIP shot of a new red dot scope which will a nice low-profile option for any firearm in DayZ that has a weaver rail (longhorn, crossbow, and soon, the a new CO2 projector that Peter mentioned recently - stay tuned for more info on that in the coming days).
> Got something to say? Leave a comment in our dev forum below: http://forums.dayzgame.com/index.php?/forum/144-art/
^And ^sorry ^for ^fucking ^up ^the ^title.
They've already stated that Beta, from their point of view is not meant to be feature complete:
> DayZ BETA is not meant to be a feature complete game from our point of view. It's a start of a platform that will be extended by us, and can be extended by the modding community. When we kick-started DayZ, one of the most challenging projects at Bohemia, the aim was to bring both the game AND a new engine out to you - a complete game platform. Almost all company resources were focused there. It’s a giant undertaking that bit us in the ass, but we kept our focus on delivering that envisioned platform.
https://dayz.com/blog/status-report-28th-november
Not that I necessarily agree with it, I believe whatever features are planned for the scope of 1.0 should be in start of Beta for testing, but I'm not gonna lose my sleep over it. They did say previously that Alpha was 85% feature implementation and 15% bug fixing and Beta is 15% feature implementation and 85% bug fixing.
But just so certain peeps are clear, they aren't going to "pull" a PUBG, they've informed the community of their intentions with this already for a long time.
>From available data granularity, it can be seen that in general, there have been enough food and drinks across the map to survive, as well as firearms to provide empowerment of survivors. Interestingly, the sum of all initially spawned food in 0.62 is lower than the sum of all spawned food at their minimal quantity in 0.63 (when an item hits its minimum threshold it will start to respawn back to its initial value). It would be nice to see players adapting to a new mindset of getting prepared before starting their next trip by checking more houses and structures at their location.
You need to give this a read dude: https://dayz.com/blog/status-report-28th-november
It outlines the planned features and content for .63 Experimental/Stable and then Release/Post Release. Literally under "DayZ Beta Content - Beta Vehicles" is the Littlebird Helicopter.
They've said previously that basically they could either include Helicopters OR single track vehicles into Beta, but not both due to the workload required (apparently single track vehicles are quite hard to develop), the devs decided to go with Helicopters
This is what they said would be done before .63 hits experimental. Either they havent updated the list yet or they decided against putting some things in just yet.
https://dayz.com/blog/0-63-stress-tests
^ That link is in the sticky which you have the access to view and read before accessing the Stress Test.
The reason why it hasn't been made easy to find is so the reader reads the link and understands the point of the stress test.
A how to access the stress test is also in that link.
New engine will be rolling out in the next update (0.63 experimental) with features shown in this video along with other player control features like better ladder climbing, blocking/evading and finishing moves in melee combat, player inertia to target zig-zagging, the prone animations you saw in this SR, as well as things like improved physics, improved vehicles, and higher performance (which in turn can mean more zombies and players on a map). They'll be releasing another video showing off some stuff before the end of the year.
This will come in the release of the 0.63 experimental, and as 0.63 goes into stable (which is what the devs call BETA) more features will be added, including base building and helicopters.
Last Status report clearly lays out what will be in each of the updates to come in 2018 and beyond.