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.
>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)
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 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.
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.
> Hello Survivors from Experimental servers, > > We have lot of fixes, tweaks and changes today! > > What is new on Experimental branch: > > * Further input fixes. > * Changed look/functionality of server browser to differentiate between official and community servers. > * Queue time screen should work properly again. > * Further engine/physics optimizations in order to improve server performance. > * Tweaks for vehicle physics. > * Fix for one of the most common server crashes related to server storage. > * Map updates (Kamensk, Grishino, Solnichniy, Three valleys, Msta, Staroye, Guglovo, Zub castle). > * Ground, road texture tweaks. > * Tweaked effect of wind on some vegetation. > * Fixes for ghillie shaders. > * Tweaks for breath particle effects. > * Tweaked bird audio. > * Clutter texture and configuration fixes. > > Pq1zdHR.jpg > > bjSdiUz.jpg > > More pictures here: https://dayz.com/blog/status-report-13-june-2017#/title7 > > And we need your feedback guys now. :) > > Thank you and have a nice Wednesday!
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-
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
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
>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.
/uj, Yes, for 3 1/2 years now, and it will hit BETA with the next patch. It took that long because they made an entire new engine, the game in current state looks and plays great. there will also be a demo at Gamescom. If you are more interested read the status reports. https://dayz.com/blog/status-report-8-august-2017
They put alot of effort into the game, it is quite nice how much thought they put in the smallest things, also the dev team consists of around 100 people at the moment. (At the beginning they were around 5 for comparison). There will also be long term support like in Arma 3, which will be around 5 years as far as I know now, which means huge patches and improvements / content over the time, for free.
The game unfortunately gets still alot of hate from people who just like to hate or are uninformed, which is just not fair.
Also interesting:
https://trello.com/b/5yzeFpo2/dayz
https://www.youtube.com/watch?v=N-IUVCGV5XM&feature=youtu.be&t=19m31s
> 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°.
> 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
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.
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.
I'm sorry Nysyth, but wherever you got your information from is incorrect. Private hives may, infact, have and enforce a No KoS Policy.
https://dayz.com/files/pdf/Server_Hosting_Rules_Private.pdf
You may not perform the following actions on your server:
http://dayz.com/files/pdf/Server_Hosting_Rules_Public.pdf
You may not perform the following actions on your server:
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
From August 29th status report: https://dayz.com/blog/status-report-29-august-2017
more pics: http://i.imgur.com/NodQe3J.jpg http://i.imgur.com/77BeMay.jpg
No idea why it got scaled so much, but it sure gave us some laughing. Was a nice test for collisions though - given the extra size of this object, collisions were still working (that would not be possible on legacy-arma physics).
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.
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 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.
sigh, another armchair developer who thinks they could do it better and has never worked in a company that owns the IP, sets the priorities, assigns the resources AND sets the price.
Let's see - DayZ has been 1.0 for 2 years now. Before that it was in early access, so if its not here by now, then maybe its time to stop holding your breath. Whatever the features, its been asked about 100 times and the answer is either no (like helicopters) or yes (look at the 2020 roadmap and latest 1.10 EXP) or maybe (wait and see). I'll get skewered for this comment but go find the article from the team on Cyberpunk 2077 about " fans' heightened awareness about features that didn't make it into the final game" https://www.pcgamer.com/cyberpunk-2077-dev-defends-decisions-to-remove-features/ (surprise - dayz is not the first nor the last game to change from ea to final).
How exactly is it not being developed?
https://dayz.com/article/general/DayZ-in-2020 - compare that against what was delivered this year and it lines up nicely
Not sure about a correlation of price to players. DayZ has more average players lately then in its entire lifetime. https://steamcharts.com/app/221100
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.
>They actually didn’t lol. It took them more than 2 months to get a stress test to us.
They actually did lol, /u/14_Quarters.
Pay close attention:
March 15th, 2018:
I even timestamped it for you.
April 24th, 2018:
Stress Test pushed out:
https://twitter.com/dayzdevteam/status/988754277404422146
https://dayz.com/blog/0-63-stress-tests
March 15th - April 24th = 5 weeks and 6 days.
For clarification, "month*s", is plural, and means *more than one month. Two of those have to pass before it becomes plural. Do you understand?
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.
From Hicks: "For Peter and I - the immersion of the radios themselves, paired with the fact that they effectively serve as an opt-in global VOIP, is incredibly attractive." - https://dayz.com/blog/status-report-16-may-2017
How is the battery drain, they said they might fix that too soon?
I agree with the top comment but you're right it doesn't answer the question at all. At https://dayz.com/ there is a representation of how far development has come with a simple progress bar. It looks as if beta is coming within the next six months. It would not supersize me if the player controller update is the update that reaches that milestone.
> What bothers me though is that developers seem satisfied with the current state of animation on zombies...
Did you even read the status report?
"There are some known issues in AI which need to be fixed"
How does that translate to "seem satisfied"? I swear...
This doesn't mean anything. We've seen radios/generators done by artists half a year ago and it's still not in the game. It was the same with vehicles/some weapons.
https://dayz.com/development-board
Most of this things from this list on the left has been revealed months ago. It didn't come out in that time though. They want to have 1.0 in half a year so basically we can say everything they revealed will come out soon. At least I can't believe we would need to wait another year for most of this features after all this delays.
Interesting comment, although one thing I will say is that you're comparing two completely different games. This monoid talked about some new mechanics, etc, and showcased some progress.
If you look here, you'll see DayZ's most recent status report, complete with concept art for upcoming features, detailed explanation of said features, along with both images and video for both.
I love both games, and for me, development progress is sound. Neither are on-par speedwise with games like Space Engineers, but each update they give does wonders for content, especially things done behind the scenes which aren't necessarily visible to the players.
It will be changed in 0.59, items that have spawned in buildings will have a lifetime until they despawn to keep the economy flowing.
Once an item has despawned, after an unknown amount of time another item will take its place.
https://dayz.com/blog/status-report-30-sept-2015
>Before we do that - a quick recap on pending 0.59 experimental. > >- Bugfixing and iteration work is being done upon applying lifetime to items when they are created (initial item spawn)
You might not be a troll but posting something like that after the lead producer of the game released a 1 hour video that specifically talks about the 2015 roadmap is kind of stupid don't you think?
https://dayz.com/blog/status-report-14-august-15
You are right devs are late about a lot of features, but it was a known fact that the roadmap wasn't a list of promesses.
I believe this will be covered in the future, from this status report: https://dayz.com/blog/status-report-29-apr-15
>Our aim and intent by 1.0 is for the audio side of discharging a fire arm to be a psuedo traumatic event. Gun shots should be -loud-, and your concern prior and post firing off a shot ideally would be "Who/What might have heard me?". This will be an ongoing task, but one I'm excited to see evolve.
https://dayz.com/blog/status-report-6-november-2018
No, we are keeping the same resources as we had this year for the year ahead. To be precise, it's 86 people working on DayZ right now. "
Luckily, this isn't the case in DayZ! There is a whole unimplemented disease, transmission, player immune system mechanic in place.
In the most recent status report Eugen mentioned the Disease system being enabled in the coming content update.
Do you know if the features listed as "in progress" on this are implemented? I only check in on dayz once and while. But this site says that all those features will be in before it hits experiemental but as of june 8th some of werent done yet.
DayZ will use an object-oriented scripting language called Enscript, which seems to be very similar to C++ according to this 2015 status report. Your knowledge of JavaScript might be enough, but I would recommend learning an object-oriented language like C# if you aren't familiar with those.
This status report is relevant to your interests. They outline specific content goals for 0.63 Experimental, Stable and 1.0:
https://dayz.com/blog/status-report-28th-november
As far as how long it will take...their goal is this year, but we'll see. Once 0.63 hits Experimental, they are supposed to be rolling in content quite regularly, so it shouldn't be too hard to gauge what kind of wait we're in for.
Looks like you didn’t read the long post saying not to post this.
For anybody else interested in joining, please don't just follow the instructions above, but go to this webpage and read what the devs have posted about the stress tests. This page also includes the needed information to join the stress tests.
2015 Road Map: Diseases, Dynamic Events, Advanced Vehicles, Advances Animals, Traps, Barricading, Character life span, animal predators, aerial transport, BETA!!!, Animal companions, Steam community integration, Construction.... None of that is in the game and it's not even Beta yet.
They also, plain as day, say "We are all very excited to announce that the first half of 2016 will introduce our final version and release from early access"
Here is another article that says new user actions and fluid movement would be in 2016
There has been ONE substantial update for DayZ this year. When are you going to catch on that this game is dead and abandoned?
Funny thing is the most recent status report stated that they've given up completely on companion animals because "That plan was simply way too ambitious - we don't have the tech to create that feature to a certain quality degree now, and we don't see having that tech in a near future." Not pushed to a later date, abandoned completely.
From Hicks: "For Peter and I - the immersion of the radios themselves, paired with the fact that they effectively serve as an opt-in global VOIP, is incredibly attractive." - https://dayz.com/blog/status-report-16-may-2017
My message will be quite short today as I just want to announce some significant changes for current 0.61 version in upcoming updates. Over the last weeks, we witnessed how the abuse of an exploit often used for duping results in server crashes in some cases, which became very common lately and essentially ruined the user experience.
Because of that, we were forced to make some actions to prevent it. First one is locking the hands slot while character is performing some action - thus, you are unable to remove an item or swap it with another until the action is finished. Second one prevents initiation of user actions on items directly from inventory slots.
These changes can be unpleasant as the old user action system and its quirks are now deeply rooted. However, I would like to remind you that new user actions are built on usage of hands slot exclusively, so it's not a bad idea to get used to it in advance. If you would like to read more about the upcoming new user actions, you can check my previous Status Reports from October 30, 2015, March 1, 2016 and March 29, 2016.
Crashing servers is bad... see you in Chernarus folks!
- Peter Nespesny / Lead Designer
Wait until .60 hits stable before you start pulling figures out of your ass. With the limited servers there's no way you can take experimental .60 figures and say the game is dying.
196k unique id's logging in to the experimental gives you a better idea of where the game is heading
Source: Brian Hicks status report https://dayz.com/blog/status-report-24-may-2016
Uh, not now, they worked on it for most of 2015. This is from the Dayz June 2015 Status report:
> * High level rendering API module (3)
> * GPU API is DX11 for now (With DX 12 supporting coming later)
> * implementation of GPU API now hidden behind rendering API, no one is allowed to use direct GPU API commands
> * it allows us to add new GPU API like DX12, XBOX one, PS4...much easier
> * Initial implementation done, currently in testing and bug fixing phase (optimization still in progress but looks promising)
Also there is a good reason why they are doing this. The API module they implemented allows for new APIs to easily be integrated.
https://dayz.com/blog/status-report-30-jun-2015
Edit: You can find more info on this dev blog.
DayZ team has already built a new character controller, which is looking to be in .60.
>The animation system and new player controller both are major elements of DayZ's engine that are in progress. The new actions done in Enforce Script can not enter experimental testing until the animation system fully supports all the necessary functions from the legacy animation system. I know I've gone on, and on about the total rewrite of actions in game being a massive change to how DayZ plays - and I hate to sound like a broken record. HOWEVER - I personally cannot state this enough. The change from the clunky old fashioned method used by DayZ, DayZ Mod, Arma 3, Arma 2, and so on to a new and more dynamic system will change a hell of a lot more than how you eat a bag of rice, or pick apples. I genuinely believe this will be one of the most massive changes to DayZ gameplay and completely redefine how the title is experienced.
To the people in this thread: why should I be encouraged to report servers? I read something a while back saying they had a policy that they would issue 3 warnings before hand before taking action. 3 times getting solid proof of some form of wrongdoing, that could be spread across a long period of abuse. Besides, what is stopping a person from just renting under A. another name, or B. another company?
Now I'm aware not all companies are going to be alike, some may take less (but hopefully not more) warnings. However you can assume that if companies are NOT forced by BI to instantly terminate on the very first report, then others will take up a similar stance. After all, why would you feel motivated to terminate your own customers and hurt your own income? Also, what's there to say they are actually keeping proper track of these complaints? Who is checking up on them? I think Bohemia has better things to do.
Some screenshots:
http://i.imgur.com/7pMsQ9d.jpg
http://i.imgur.com/DtGgBJS.jpg
These are only the join = kick servers, and I didn't put much effort into searching them. There are more than likely far more.
Now I could go even one step further. While I showed about a bit over a dozen join=kick servers, there are so many PvE, or "high loot" (public hive) servers.
This is not even allowed by the Bohemia hosting rules:
https://dayz.com/files/pdf/Server_Hosting_Rules_Public.pdf
Swifter action needs to be taken. These policies are broken. Bohemia should probably take up a stronger role. I'd like to see what Hicks or one of the other developers thinks of this. I wouldn't mind putting in effort to report all of these servers if my complaints aren't just going to be swiped under the rug. Noone is going to be motivated to report servers if it means that within a matter of days these servers will just be back again.