And there is an upcoming Addon for Dying Light called "Blood Bath". It's a 5 People "battle royal" like where you have to fight your way through a zombiefilled city to make it to the helicopter first, while killing / helping the other ones only to stab them in the back when they don't expect it ;)
Zombie kill 'em up Dying Light gets a Battle Royale-inspired standalone PvP expansion called Bad Blood next year
Developer Techland said Bad Blood comes "as a response to numerous fan requests for a PvP approach to Dying Light, and the recent popularity of the Battle Royale genre among the survival horror fans", which presumably is a nod to PlayerUnknown's Battlegrounds and Fortnite.
The big difference between the likes of PUBG and Bad Blood, however, is Bad Blood is only for six players, and it blends PvP with PvE. Here's how it works: you and five other players are dropped into a hostile, zombie-infested area. Each player has to evacuate before the night falls. You have to scavenge for weapons while harvesting blood samples from the infected.
There's word of dynamic alliances with other players to get tactical against zombie bosses, but you can then turn on your allies to steal their samples. The more samples the players harvest collectively, the more evacuation seats on the chopper are unlocked, but everyone pays for their seat individually.
That's all we've got for now. Dying Light: Bad Blood is due out in 2018. You can sign up for the global playtest over at the official website
The creators of Amnesia made two and a half Penumbra games before The Dark Descent was released. They may not be equally as scary as Amnesia, but are still extremely interesting in the horror survival genre. You can get all of them for $20 here. Penumbra Overture, the first one in the series, was featured in the original Humble Indie Bundle. If you missed that I could send you a key.
is there a reason you don't about this on the original post and/or give the original pic instead of cut this out of it and don't make it clear it's not yours?
Here's the link to the full description.
The mode sounds interesting!
You and five other players are dropped into a hostile, zombie-infested area. Each of you has the same goal: to evacuate before the night falls. Use your parkour skills to swiftly traverse the city, scavenging for weapons that will give you an edge over your opponents. But remember, the clock is ticking.
To pay for a seat on the extraction chopper, you need to harvest blood samples from the infected. Form dynamic alliances with other players to get tactical against formidable zombie bosses - and then turn on your allies to steal their samples. In a cruel set-up where everyone fights for the survival of the few, betrayal is not a question of “if”, but “when”.
The more samples the players harvest collectively, the more seats are unlocked. But everyone pays for their seat individually, which means the alliances are short-lived and can easily end with a stab in the back. Make sure you have enough evacuation points once the chopper arrives, and don’t get killed as you race to the extraction zone.
DayZ has made some huge strides over the past few years, and with a nearly realized feature-set, the "creative" part is essentially done. It looks like this was a long-time coming and they properly planned ahead by slowly giving additional responsibilities to relevant dev team members. No rugs being pulled out from anyone here.
While development isn't as fast as people prefer, Brian Hicks really picked up IMO what Deal Hall left off. As a fan, I thank him for sticking to this project even though the pressure must have been immense. I wish him the best!
As a fan of Bohemia Interactive for the past 17 years, starting with the purchase of Operation Flashpoint in 2001 from the local "Fun Co Land." Since then, Bohemia has kept me busy for 1000s of hours with gameplay so unique that other developers dare not even try. Yeah their development is slow, yeah this was their first go at early access, but as a fan of everything BI does, I know they'll realize what they set out to do and Brian Hicks surely has. I wish he wasn't leaving BI, but it appears his family lives in the states and he's 1000s of miles away so I can see why he'd want to be closer to home.
Here's to a successful release of DayZ 1.0, and hopefully we'll see more zombies to PVE against when that day comes. In the meantime, ARMA3/Rocket-League will keep me busy.
What are you guys doing to... fix your game?
Seriously, tell us what you guys are doing. There is a huge gap in communication between updates. The community is losing faith in Daybreak. Many feel like you guys don't really give a shit about the game or the community. Tell us about progress, setbacks, ideas... It is clear that behind all the angry messages directed at you or your team, there are people who love this game. So tell us what you are doing and tell us in a clear way. I shouldn't have to watch Community Outbreak and hope that someone says something useful.
Check out https://playrust.com/ for a good example of communication. There are YEARS of WEEKLY devblogs featuring bug fixes, concept art, reasons for doing things..
Thanks for doing these Q&As, they're a good start but we need more.
>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)
Yeah devblogs 104 & 107 mentioned them and the game had the stone version implemented but it was very large, and obscured the view for aiming.
Community went aggro as a result of the huge stone arrowhead, devs removed it, and seemingly was scrapped or fell into limbo^o^^o^^^o^^^o akin to the other several dozen things that would make rust more unique and enjoyable.
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.
This was planned long ago, https://playrust.com/devblog-135/ https://playrust.com/wp-content/uploads/2016/11/FieldscrapRuinedmilitarytruck2.jpg . I just takes time to implement and get into the game, we need to give them that time they obviously have plans for the component system other then hitting barrels BUT it takes time.
Yeah, I was expecting a link, too.
>We understand that you may now be a gender that you don’t identify with in real-life. We understand this causes you distress and makes you not want to play the game anymore. Technically nothing has changed, since half the population was already living with those feelings.
Hm im too stupid to make a proper post, ill just copy the text here as a comment lol.
So I did some research because I remebered something that was mentioned a little while ago and I think it can be used to solve one of the major problems of Rust. I found it in Devblog 113, posted on 2 June 2016.
Let me introduce once again: The Ration Box!
"I’ve finished off ration box art! Rations include beans, chicken dinner and mashed potato, water, and fuel. The essentials for surviving Rust, especially the mashed potato (all will be available individually). Have spin with the preview above and below is a pic of how it’ll look when added to the game." - Butters
So it looked like it was about to being finished and implemented and now, over 2 months later, it's not even being talked about. Am I missing something? Do you really feel like the current food-boxes that we have are satisfying enough?
So here I am and I can't help but say it again: Fix the goddamn LOOTTABLES already and implement this Ration Box as another tool to spread loot across the map (and dont put them in momuments or im gonna rage and shit my panties, spread them across the world or add some special places for them so people get rewarded for running around. And with running around I dont mean circling the Satelite for 3 hours straight to grind that delicous XP). I'm so sick of throwing away 90% of the stuff that I find just to get some XP for it (or blueprints).
I like that you finally removed the torch from weaponcrates but seriously, thats all you can do about the loottables in like a year? I cant imagine its hard to change a number from 1 to 10 or 20 (referring to the possible 1 item dropss of cloth, bones, lgf, pistol bullet...) and add different kind of boxes as mentioned in this post.
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.
Funny part is in Devblog 85, Gooseman said that he had "I also made some changes to the shotgun and the bolt rifle reloads so that if their partially full they won’t play the entire reload animation. It will play an animation according to how many bullets actually need to be put into the gun (like in most FPS games). I did the animations and wrote some preliminary code, but it still needs more testing and love from Helk."
https://playrust.com/devblog-85/
Yet it hasn't been mentioned at all after that blog post.
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.
The DayZ team even pokes humor at the toxicity they receive, a couple months back there was a jab about "this week Brian remembers X" and "DayZ status report bullshit bingo" as seen here.
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-
See https://playrust.com/community-update-71/ "Bus Stop Base". Quote "I love seeing the things people build when they use the landscape’s features". Then see https://playrust.com/devblog-120/ "Procgen Art". Quote "I made a new bus-stop model to replace the temporary one and tried to keep it on the building blocks grid to make it easy to build around since some of you love to do this." So yeah, who the fuck knows why.
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.
https://dayz.com/blog/0-63-stress-tests
If you own it already, you can stress test the latest build. It is SO MUCH BETTER than ever before. And since there are limited stress test servers, you will be able to jump into nearly full servers and gain that experience you wanted.
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
> Who implemented an XP system that no one wanted
Except that in the playrust subreddit, many people wanted the XP system. So much in fact, that many people said they weren't playing until it was implemented.
> Who keeps making huge promises about vehicles
IIRC, he said his plans are to implement them after leaving Early Access
> I'm going to be laughing when he never finishes the game and just abandons it
Facepunch is a studio, you know. Just because Garry turns his attention to another project doesn't mean Rust won't still have attention. Just look at any of their dev blogs (here). You can clearly see how much work is done by Garry himself
I know I'm in somewhat of a biased position, as I really like Rust (and visit the playrust sub often), but it really does seem like they are making progress to the game they want, but ultimately it comes down to prioritizing time. Sure, your points are (somewhat) valid, but a lot of stuff comes down to the devs putting time into making the community happy. Proof of this is seen in recent updates, where they took a lot of community feed back, especially with the XP system, and worked on it to make the community happy. Bit hard to add vehicles when you have to find the perfect balance between the Blueprint and XP systems (that both had fans and haters) to make the community happy.
^^Sorry ^^for ^^the ^^rant, ^^but ^^I ^^had ^^a ^^lot ^^to ^^say ^^:)
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
Nah, they teased/announced it as being something similar but it's more like an objective-based 6 players free-for-all.
https://dyinglightgame.com/badblood/
https://www.youtube.com/watch?v=MwX5t3PeSWc
It's also unreleased as of today but will be a stand-alone game, not a game mode / add-on for Dying Light.
Then why did the FAQ specifically mention it? From archive.org
>Will you be adding in AMD Super resolution later?
Seems like a bit of a fuckup. I'm sure AMD were not at all happy.
>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
The only game servers that are hosted by Valve are the official servers for Valve developed games (CSGO, TF2, Dota, etc.). Every other game is either managed by the developers of the game or ran on dedicated (private) servers.
From what I can see official Dayz servers are hosted by partnered providers, which I assume is what "GSP" means.
BI however does allow "private hives", which are servers ran privately that do not connect to the official servers and act as separate communities. Can you hop between the official and modded community servers? If not, what is the fucking problem if a community has their own server with their own rules? From what I can see there are lots of these modded servers you can play on, not just the ones in your screenshot. You want them all banned because they have fun in their own way, without affecting everyone else who plays the game?
edit apparently modded servers are not allowed (bottom 3 points) so OP is right about one thing, at least
Steam acts as a DRM and server browser for the game to stop pirates from playing it for free, they don't host the servers nor do they interact with any of the server hosting, they merely have a database of all servers which is controlled by BI. How many times do people need to tell you that Steam has absolutely no control or interaction with any of the servers except their own (for Valve games)?
The only thing that's time consuming is your stubborness at trying to make Valve seem like the culprit for allowing another developer to have their own game, who is in turn allowing their players to create their own servers. Literally the only thing Valve can do is remove Dayz from the store because you don't like some of the community servers. That is time consuming.
>I mean, when it's in black and white directly from the company, how much are you to second-guess them or give benefit of the doubt. At face value 4A were talking about how it applied to their game.
Just because a company says something, doesn't mean it's absolutely 100% correct. They're people, they can make mistakes too.
Apply a bit of common sense before immediately trusting everything you read. Like, that's the most basic thing you can do when reading any articles on anything. I'm not asking you to immediately assume everything is wrong, I'm asking you apply common sense.
> 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°.
Rust's devblogs are much more disciplined. Just detailed release notes/commentary (for each weekly release) and some recently completed concept art.
Meanwhile, cig's monthly report feels like they go to each department and have them write a couple paragraphs. It's a sluggish "bureaucratic" document and rarely shows new content/info for the first time.
Like, go read the "liveops" section of the Nov 16 report and tell me that's useful info. It's basically, "We helped on the releases that you're already aware of, so thank all these people." Player Relations is the same way. The whole thing starts to read as a very "me too!" document.
Now go read the dev blog 143. There's agonizing detail about the game. No self-congratulatory bullshit or filler. Just content.
Here are some stuff from the blog:
That is correct according to the game website.
METRO EXODUS | THE METRO EXODUS PC ENHANCED EDITION ARRIVES MAY 6th
"We are pleased to announce that the Metro Exodus PC Enhanced Edition – a radical update that harnesses the power of Ray Tracing-capable GPUs to deliver an incredible visual upgrade – will launch on May 6 2021. The PC Enhanced Edition is FREE to all owners of the original release on Steam, the Epic Games Store, Good Old Games and the Microsoft Store." - p. [1]
> 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
Might be interesting for those claiming that development is dead and that the game is shit. And for those even more curious, here is the changelog: http://dayz.gamepedia.com/Changelog
And a great status report from last month: https://dayz.com/blog/status-report-22-nov-2016
Truth be told, there were not MANY stable releases this year, but those we had were HUGE. So almost like a few really good mouthfuls instead of many small bites of new content and features .
>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.
$19.99 on Steam (Mac/PC)
A team of up to 6 men must survive 10 waves of terrifying and disturbing creatures created by Horzine Biotech, with a boss at the end of wave 10. You use the money earned buy killing these creatures for buying different weapons, preferably suited for your current perk (Sharpshooter, Firebug, Demolitions, Berserker, Support, Medic). It's great fun and great teamwork!
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.
To those claiming wall stacking is not an exploit, please see an old devblog: https://playrust.com/devblog-113/
"Building block entities now store a building identifier that’s identical for all building blocks that belong to the same building. This is used to enforce a distance of two world units between building blocks that don’t belong to the same building. We know that this won’t fix wall stacking base designs given that various combinations of triangle foundations can be used to achieve the same thing within a single building, but it’s an important step for future improvements. I wanted to get the baseline done with this wipe in case I decide to continue working on it later this month."
Bold emphasis mine. It won't fix it, i.e., they think it's broken therefore it's an exploit.
The dev said half the population did feel that way (misrepresented) https://playrust.com/devblog-105/
But not half the population suffers from gender dysphoria. Half the population is female and was only able to play as a man before.
But since when you expect cold headed discussion when someone points at "SJW" on a gaming discussion forum. It must be an agenda.
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.
They actually did make the plans to replace the renderer early on into Early Access, pre 2014. The problem, according to the devs, was that the rendering was tied closely to the simulation. Just ripping it out and dropping in something new breaks everything. So the new renderer has been being developed on a separate branch, which reportedly is going to be merged in with 0.60. The latest Status Report actually finally revealed some screenshots from the new renderer.
> We had to revert the Unity update we applied earlier this month because we ran into a problem with the physics engine that prevented certain servers from starting up. This downgrade sadly also reintroduces the alt tabbing issues when running the game in fullscreen exclusive mode. We’re sorry for any inconveniences this may cause and we’ll try to upgrade to a version that fixes this as soon as possible.
"Misaligned loot panels. Unity’s UI is erroring out at weird times. I’ve got a bug submitted with Unity. As usual it looks like they’re not going to do anything until we deliver a minimal reproducible project, so we haven’t got a patch for this yet." -Devblog 93
PHASE ONE AUGUST 25 - 26 SELECTED PLAYERS
PHASE TWO SEPTEMBER 01 - 02 EVERYONE WHO SIGNED UP
You can sign up for it on https://dyinglightgame.com/badblood/my-account/registration
The bait and switch they announced in February? You could always play the base game & get the Enhanced Edition for free when you get a better PC.
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.
Rust.
They've been posting them every week or two since mid-2014, without fail, giving insight into the changes they're making and future vision for the game. Not just that, but each devblog coincides with a new release of the game.
They frequently go into detail about issues they've had with Unity bugs, shader glitches, memory leaks, and they way they've implemented things and improved them. They also have community posts where the devs take a look at fun content that people created in the game.
The tone of the blog varies from technical to hilarious to directly ripping on the community subreddit for being whiney arseholes. Always a fun read.
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.
Seriously, this article is nothing but clickbait. I've been following development since 2013 and contrary to the reddit outrage have no qualms with the direction the devs took the game in but this article is complete rubbish. Anyone who has read a status report in the last 6 months knows that .63 is Beta. The real question is when will .63 be released. That could be as late as December or as early as September. No one knows.
In case anyone is interested where the development team is at this point here is the most recent 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!
I agree with you here too, it's just a lot of people think the complete opposite and don't think that there should be any random factor, what so ever because it makes for unfair gameplay. I agree with that to a certain extent but BP's are the right idea for making the game fair for solos and clans.
But anyway it seems like they are trying to make a "location-based component system" as mentioned in Devblog 127: https://playrust.com/devblog-127/
https://www.metrothegame.com/news/the-metro-exodus-pc-enhanced-edition-arrives-may-6th/
“ Will this be available on Linux/Mac No, this version needs Windows to run. Players on Mac can play the PC version with Ray Tracing via GeForce NOW. Learn more at https://www.geforcenow.com/ ”
To be honest, I really wish there was campaign type missions revolving around the story. Here's kinda a short overview. But, if you want to know each story behind each Z.E.D then search on the wiki. There really isn't a "clear" story, just small snippets of what has happened.
Edit: I think that KF2 coincides with KF1's story also.
http://www.killingfloorthegame.com/overview.aspx
There's sort of a story. Think of it more like nazi zombies (the call of duty thing) but you can complete it.
Wave after wave of enemies that slowly get faster/have more health and in the later rounds stronger and harder enemies appear with more abilities etc
Then there's a boss you have to kill at the end of the waves who's fairly tough when you're inexperienced.
It's a solid game and you can get it really really cheaply. One of my favourite PC games of all time.
>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
One future BI title already has the second solution you presented; DayZ (Not yet in stable version)
I'm hoping that will stick eventually to Arma series as well.
"A player character cannot directly die just by shooting its limbs - our goal here is to avoid unreliable situations like shooting the character 10 times to its feet in order for it to get killed. However, as projectiles' penetration leads to bleeding wounds, the character will die indirectly by bleeding out without a treatment. Also, limbs can be fractured if their health falls down to zero, leading to restriction in character movement unless treated"
More interesting to read about them switching from hitpoints to hitzones and things like vital organ damage in this status report
> 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.
Facepunch can ban you from Rust for any reason whatsoever. Did you read the terms of service?
> We reserve the right to stop you using all or some of Rust if we catch you using any kind of malicious software to degrade the experience of other players.
You can argue with them about whether simply having a cheat tool open constitutes degrading the experience of other players, but the bottom line is that it's at Facepunch's discretion as to whether to continue service to you.
An EULA grants you permission to have copies of EasyAntiCheat in your possession, but does not govern what that software may legally do. You have no recourse against them, either.
Edit: EasyAntiCheat explicitly tells you they will monitor your whole machine.
From the EULA:
> Unit: Computer or any other game play device on which the Game is used.
Later:
> When you are using the Software Product on your Unit EasyAntiCheat is monitoring the Unit, analyzing the Game binaries and scanning the memory of the Unit for the purpose of detecting and preventing cheating in the Game (“Purpose”).
Emphasis mine. They're explicit that they monitor the whole computer. You knew, or should have known, that they would do so. Your recourse is to remove the software and accept that you cannot play games that require its use.
Agreed, it's not an IP ban though.
Check back in one of the dev blogs, all linked accounts to cheating are now banned.
People are so quick to judge FP and EAC but they're actually taking quite a hard stance on cheaters.
EDIT: found it devblog 115
I loved the first game and the trailer has me excited, but as long as there's no word about Linux version, I don't see how it fits here. Also, linking to a blog post that has literally nothing more than the reddit post's title is pretty lame.
It should just link here: https://dyinglightgame.com/