DayZ
Status Report 7 November 2017
[img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4458811/603d1fe679de0c9b5c8ad12dad09cd3b766108cf.jpg[/img]

This week, we have Brian remembering the struggles he experienced during his modding days - and looking forward to how the DayZ Standalone modding will make things a lot easier. Eugen is providing a thorough recap of our recent progress, we're introducing our scripter Boris Vacula and his work on particle effects, and Baty is announcing the winners of our wee Halloween screenshot contest! Let's dig into it, Survivors!
Contents This Week
  • Dev Update/Brian
  • Dev Update/Eugen
  • Dev Update/Boris
  • Community Spotlight
 
Dev Update/Brian
As we approach the entry into the BETA phase of DayZ's development, I am reminded of how things were back in 2012 as we worked on the original Survivor GameZ. Working with Dean to get us early access to upcoming builds of DayZ Mod, and trying to modify the script codebase to match the projects needs. Much like many mod authors back in the day, it was a frustrating experience, trying to create our experience within a framework (Arma 2 scripting code/commands) that was simply not designed for the type of experience we were trying to create.

It is experiences like this that specifically has me so excited for what we'll be able to offer mod authors with DayZ. The project benefits so much from being developed in house by Bohemia Interactive - doing this on in house technology is such a rare opportunity in the grand scheme of things. For both us as developers, mod authors, and you all as passionate advocates of survival in a post apocalyptic world it means a technology base that is designed nearly from the ground up to provide the tools needed to create the experience we've all had our eyes on from day one.

From a more modern and robust animation system offering true layered animations (being able to move and perform an action at the same time, yay!), to a renderer better designed for the large distances and huge amounts of enterable structures and objects drawn at one time, to a more robust and performance conscious scripting language. Making sure that when DayZ leaves principle development and the Early Access program that it provides people in the tradition of all Bohemia titles with tools to tell their own stories is 100% key.

Another thing I wanted to discuss briefly was DayZ's survival mechanics - both in gameplay systems, and in the economy values. I've often received shouts of dismay from both sides of the fence. Things being too easy, and being too hard. Looking at the mechanics we have on the survival side, something we've struggled with often as developers is providing an immersive (sometimes punishingly so) sandbox that has systems that don't frustrate. Paying attention to feedback has been critical, and I don't quite think we've hit the mark just yet with this. 
Far too often, players are forced to manage survival simulation mechanics while trying to engage in the true draw of DayZ, the player interactions. Rather than the survival mechanics serving as a method to drive, and give agency to the player interaction.

In addition to this, the idea of an economy of scarcity should give said agency to players engaging and interacting with each other, but far too frequently, it ends up being a drive to either completely avoid players - or to just destroy them on sight.

I truly hope that as we move into BETA, and begin to see mechanics that give players more of an option and feel of having an impact on the world, that we see the core game loop expand past loot-shoot-survive. As my most memorable experiences in gaming all come from those types of interactions with DayZ, and DayZ Mod.

To achieve this however, we need more than passionate developers. We need to hear from you all. Constructive, and engaging feedback on the systems and mechanics of DayZ that either drive, or hinder player interaction is key - and I hope you all will engage in this more often as we move into BETA. Utilize our official forums, open tickets in the feedback tracker - hell, even post on Reddit and tag Baty. This is as much your game as it is ours.

In closing, I was asked by my partner once: "If you could only play one game for the rest of your life, what would it be?" - and I'll be honest I thought pretty damn hard on this one, but I am proud to say that my answer was a confident "DayZ" - and I hope to still be playing DayZ years from now. Allowing people to tell their own stories, and paint the world with their own brush will help make this a reality.

Much like how development is far more of an orchestra, than one mans solo performance - a strong community is one that gives a voice to the ideas and vision of its members.

Stay safe out there survivors, and remember: mo mic, no life!

- Brian Hicks / Creative Director

 
Dev Update/Eugen
Dear Players,

I'm going to change things up before we continue on our intentions and goals for release. We want to prepare detailed information in a digestible format as far as content and features go that will be available from the get go in the first 0.63 Experimental and BETA. I'm excited about how we can communicate with you in the future.

Today I will focus on things we are currently dealing with, as far as the internal version goes, and its recent development. I do believe it's important to share the steps we are taking to complete this amazing gameplay experience that is so specific to DayZ as a game. Details are crucial in getting things right. And as I said multiple times already, there is only one way out of this: having a good game.

Before we get into the summary, I'd like to point out we have released a security update on our 0.62 experimental branch. I know it might not seems like that important to test, but on the contrary: it's very much so. To increase the incentive on playing experimental servers, we have been discussing the possibility of making some small changes to how the game behaves, making it more interesting to switch between the branches and find a little bit of relief before the release of BETA. All ideas are welcome and I'll be happy to look into any feedback provided.

From a gameplay standpoint, our focus is still on the player features that you might have seen on the DayZ Player Diagram[dayz.com] a couple of Status Reports ago. The main issue we are still very much focused on is the fix for rapid zig-zag movement in PvP combat. We want to have a solution that is both visually appealing and on point when it comes to gameplay. Additional, we are looking into more tweaks regarding how the player camera behaves, and experimentation with its new features.

https://dayz.com/files/pdf/DayZ_Player_Diagram_2017_Final.pdf

Besides that, that are two major things coming to internal client that haven't been available in the Gamescom demo, just this month. One being prone ranged combat with proper turning on the back, as you move around with your weapon, and second the expansion on melee combat in the form of evades and blocking mechanics. Be aware that things can always change, but we are happy to start working with these as they get play-tested properly. I'm hopeful we can show some early prototypes soon and share the progress on these specific features as we progress further with their implementation.

From a content standpoint, there has been a couple of sound recordings done and more work on the polish of the data gathered, as well as implementation of specific features that will enable us to fill the game with cues and sounds in right situations. Its an crucial stepping stone for bringing atmosphere and tension into moments and stories you'll experience in the world of Chernarus.

Sound is not the only content we are working heavily on, as our firearms team continues to implement one firearm from our list roughly every two weeks. The list of BETA weapons should be covering various firearms across weapon types, their specific uses, their overall quality and more. We expect some changes to the pace of implementation as we add in more complicated firearm mechanics, but we are very happy with how things are going right now, and we will feel comfortable finalizing and sharing the list with you pretty soon.

In the meantime, artists are looking into all the old assets used in-game, and reworking them into a condition that is fit for year 2017, and also fit for the options that we now have regarding the new renderer. Bringing the visual appeal of Chernarus into this century is the main goal here, as DayZ, while still pretty good-looking overall, is certainly lacking some more up to date finesse in certain places. Speaking of Chernarus, work on tourist trails is ongoing, and I can't be more excited after seeing the first internal results. It adds tons of flavor to an already interesting world. Adam will share more as we get closer to some final-ish state of things.

Last but not least, as always, our concern is performance and stability, and we are going through bugs as they get introduced with new content or features. Its not something we take lightly. As you can see, we are trying to cover a lot of things that this game needs in order to introduce the critical changes all of us want to see.

- Eugen Harton / Lead Producer


 
Dev Update/Boris
Greetings survivors! This is my first Status Report so let me quickly write something about myself. I've joined the DayZ dev team as a member of the Bratislava studio 3 years ago. Since then, I work as a scripter / designer and I wrote various systems (both on SQF and Enforce tech). Today, I would like to show you what I am currently working on in regards to firearms mechanics.

Thanks to the new Enfusion technology, scripters now have better ways to handle particle effects. One of the features that heavily relies on this system are weapon muzzle flashes. In DayZ 0.63 and onward, all firearms will shoot unique particle effects depending on various parameters, such as ammo type fired, weapon type used, muzzle attachments used (suppressors, compensators, muzzle brakes or flash hiders) and the damage state of any of these components.

In addition to that, particles can now be generated coming from multiple parts of the weapon. So for example, in addition to seeing typical muzzle flash coming from the rifle's muzzle, you will also see a patch of smoke escaping from the ejector. Or, if some specific muzzle brake is present, the flash will form a star-shape.

Internally, we're currently at the beginning of creating particle effects for each weapon type and muzzle attachment configuration. This will be a long-term continuous process that will require a lot of tweaking to get right. However, we already have a few rough prototypes that we can show:

[img]https://media.giphy.com/media/xUOxeQmEzPodF9tuMw/giphy.gif[/img]

[img]https://media.giphy.com/media/3ohs7Lj3ncglhhAije/giphy.gif[/img]

This system will be fully moddable and with a few simple tweaks, content creators will be able to achieve quite wild results:

[img]https://media.giphy.com/media/26u4airPp0bHXzvY4/giphy.gif[/img]

- Boris Vacula / Scripter


 
Community Spotlight
Hello everyone in our lovely community!

We are back after two weeks and you have created plenty of awesome community content again!

If you read the latest Status Report, you had two chances to participate in some of our official community activities.

The first thing was an event - The Big Pumpkin Hunt. 50 players split into 4 groups and were tasked to find as many pumpkins as possible in Chernogorsk. The only permitted way to fight was with bare hands and additionally to all that, there were creepy devs running around, scaring and killing the players. The event was quite successful and I am so proud everything was ready in time. I wanted to show you the kill log, but it has more than 5000 lines and I didn't have enough time for it. It should be ready this week though!

The winning PINK team collected 80 pumpkins. Congratulations again!

Fun fact for you - we have placed more than 200 pumpkins around all Chernogorsk in-game, all done by hand. The placement was not scripted at all!

We had several content creators there and they have some screenshots and videos for you.

TRMZ and CamCANTRUN made edits from the event, so you don't need to see the whole thing, just the interesting parts:

https://www.youtube.com/watch?v=IMWWfN_pZMs

https://www.youtube.com/watch?v=KzGFzzUkvtI

But if you want to see everything without any cuts, here is a Twitch VOD by McBaiin[go.twitch.tv].

https://www.twitch.tv/videos/186584993

And we need some screenshots of course. These are by Barones[imgur.com]s from the Yellow team:

[img]https://i.imgur.com/XvKOpjH.png[/img]

I really enjoyed the event and I am planning another one, so stay tuned and read the Status Reports for more information.

 

DayZ Noob has a community event for you, it will be a fist fight in Kamy and it sounds awesome, so check it out!

[img]https://imgur.com/TCLbp7e[/img]https://twitter.com/DayzNoobsServer/status/927600407299416064

If you have an event coming up as well in the future, just let us know via our DayZ Twitter or Twitter and we'll help to spread the word.

The second thing you could have participated in was a Halloween screenshot competition. And you sent us tons of really amazing screenshots! I was sad we can only choose three winners. I collected 63 votes around the team and we made a decision. So…. The winners are: 

1. DrDeSync
[img]https://i.imgur.com/6yDbIZa.jpg[/img]

2. PrincessRobotB 
[img]https://i.imgur.com/vry7rpo.jpg[/img]

3. Tsch0sy
[img]https://i.imgur.com/Lf1KW9Y.jpg[/img]

Devs chose DrDeSync's screenshot because of the story behind this picture. Group of survivors are resting peacefully around a fire, but there is a creepy killer hiding behind a tree, waiting for the right time to attack. 

I want to thank you all for your nice screenshots, I love all of them. Thank you! 
I will contact the winners this week

 

Now - time for more videos from you!

This one is really great. TiKTac'tical made an amazing cinematic video. You need to see it. Really. Here:
https://www.youtube.com/watch?v=HwToNK5TvJE

 

Another video is by Axel Hjelmqvist and it will cost you only 1 minute of your time to see it. It is about morning routine of just about every survivor. Wake up, eat some food, drink some water, choose a weapon, kill some zombies and try to survive.

https://www.youtube.com/watch?v=u93xIitatOs

 

And here is an experiment!

Rustycaddy made probably the biggest farm in DayZ ever! 10 random people helped him on a public server, which is amazing! Good people still exist.

[img]https://i.imgur.com/i06Q5O6.jpg[/img]

 

Do you know Boydy? He is a YouTuber from Australia and he makes interviews with DayZ content creators. This time, it was my turn. Maybe you will be interested. And thank you again Boydy! 

https://www.youtube.com/watch?v=rJf-SZuGzsE

Here comes the riddle time again! 
First, the wall of fame from the last Status Reports riddle, good job: 
  • IMT 
  • THE MAX BRAND‏  
  • Harold Palmer 
 
The next riddle: 
Do you know the name of this camp? 

[img]https://i.imgur.com/undefined.jpg[/img][img]https://i.imgur.com/nUBQ0jL.jpg[/img]

Answer on our Twitter profile and you can be on the wall of fame next time

 

And that is all from me, I am looking forward to see you in two weeks!

Header image by proxy.

- Baty / Community Manager


Last edited by Baty Alquawen; Nov 8, 2017 @ 1:35am
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Showing 1-15 of 89 comments
Julian Rignall Nov 7, 2017 @ 1:55pm 
Status Report 7th November 2017
This week, we have Brian remembering the struggles he experienced during his modding days - and looking forward to how the DayZ Standalone modding will make things a lot easier. Eugen is providing a thorough recap of our recent progress, we're introducing our scripter Boris Vacula and his work on particle effects, and Baty is announcing the winners of our wee Halloween screenshot contest! Let's dig into it, Survivors!

https://www.dayz.com/blog/status-report-7-november-2017
GobboKirk Nov 7, 2017 @ 3:12pm 
<beans>
:jwalker Nov 7, 2017 @ 5:03pm 
yum, yum... <peaches>
FR4NKM4N Nov 7, 2017 @ 8:29pm 
Had to of been the most boring status report they have ever released.
Hajami Nov 8, 2017 @ 1:42am 
For all players surviving and dieing in DayZ.
https://www.youtube.com/watch?v=WlBiLNN1NhQ

Edit: @Dear Lovely Baty
No Apples till 0.63 Fix.
Thats my main feedback for a Server build until 0.63 arrives. Brian mentioned above to adress you with such Feedback. Have a nice Weekend thanks for the awesome Status report. They can be glad to have you.
(Okay that was probably to much Honey)

Endless Apples (not the Glitch alone) are ruining the Game in my opinion and specialy Survival management, Interaction and traveling. It bypasses everything and turns this Game into PuBg mentality like Game which is not wrong but those players have it to easy with the endless apples and bypassing the 3 mentioned above points, it also pushes away the effort of the other playstyles in this game.100% call of duty PVP players are ok but they pose a big threat to all kind of players in there different playstyles. that makes it double unfair for me to pretent there are no apples, surviving fairly, having even interactions with those COD players, but they can skipp everything thanks to apples and a to easy environment.
Make military infected maybe more dangerous.
Spawn infected around crash sides or maybe wolves?They would be atracted by the dead flesh of the dead crash crew.

Wolves are nice and can create some Fear.
Are Infected suposed to get easy sticked to death through windows?

Edit2: Awesome Videos in the first Post.
Last edited by Hajami; Nov 8, 2017 @ 3:16am
Maca Nov 8, 2017 @ 3:25am 
"Brian Hicks / Creative Director

In addition to this, the idea of an economy of scarcity should give said agency to players engaging and interacting with each other, but far too frequently, it ends up being a drive to either completely avoid players - or to just destroy them on sight.

I truly hope that as we move into BETA, and begin to see mechanics that give players more of an option and feel of having an impact on the world, that we see the core game loop expand past loot-shoot-survive."


Quite simple really, characters need to be bound to individual servers. Public servers are a joke and it is basically a bad game design for "a survival open world sandbox title" to still have characters accessible across the entire public hive. This should have been addressed long ago, in fact it should have never been a game-design option within the Early Access launch and especially when it was obvious it would actually be counterproductive towards designed game mechanics. Server-hopping simply circumvents the main aspect of having any economy with scarcity/rarity of items such as food, ammo, tools supposedly being the main focus of trade between players and individual choice of advantageous interaction or the thought process of weighing the pros and cons of said interactions.

It will never happen if server-hopping isn't resolved and finally recognized as being a unnecessary counterproductive feature. Then you can start factoring in individual consequences from players actions and the difference when you simply can't just servers-hop and re-gear, loot food, ammo and vechicle parts, server-hop camping locations and even server-hop ghosting.

"Hicks

Infact, there are game mechanics that just *don't work* without it being the case. The balance for us, the goal we're constantly iterating towards is a playable experience that is that struggle for survival."


there are game mechanics that just *don't work*[forums.dayz.com]

Actually the dev team might as well have not designed these game mechanics, systems and features with the intention of shaping the DayZ environment. If you don't re-evaluate the current character access across the hive because of its counterproductive nature towards most if not all designed aspects of the game:

- Evironmental impact (Just change server)
- Lack of food, ammo, vechicle parts (Just change server)
- Night time (Just change server)

The list is endless on how server-hopping (character access across the hive) is basically circumventing those new designed mechanics, systems and features, they simply "*don't work*".
Hajami Nov 8, 2017 @ 4:26am 
@Maca i have to disagree with some points.

I love the conncected Hyves Feature, its the feature that creates the mmo immersion.
If you see downsides to this than there will be surly other solutions to fix the Problems with it.
Better fine tuning than abondoning this unique and awesome mmo world feature.




Last edited by Hajami; Nov 8, 2017 @ 5:05am
Maca Nov 8, 2017 @ 4:41am 
Originally posted by Hajami:
@Maca i have to disagree with some points.

I love the conncected Hyves Feature, its the feature that creates the mmo emersion.
If you see downsides to this than there will be surly other solutions to fix the Problems with it.
Better fine tuning than abondoning this unique and awesome mmo world feature.

What MMO immersion (played by a very large number of people simultaneously), when most hoppers join empty servers for easy loot runs and nothing more? Also i fail to see how a characters restriction per-server would break the MMO immersion, when in fact it would only expand on the individual characters on those servers (Not circumventing by simply changing servers etc). Sorry but the "conncected Hive Feature" has more of an overall impact on main aspects of the game design than the "apple glitch". ;)
Last edited by Maca; Nov 8, 2017 @ 4:56am
Graves (Banned) Nov 8, 2017 @ 4:59am 
Remove the apple glitch on experimental and players will jump over. Turn them off, remove them all together. But that would be a nice incentive.
Last edited by Graves; Nov 8, 2017 @ 4:59am
Hajami Nov 8, 2017 @ 6:07am 
Belittling or derailing of the "endless apple" game breaker isnt helpfull.

Bad example but atleast one:
I dont like to get Kosed, but i accept being Kosed, i dont accept those Kosers having easy time and no worrys thanks to endless Apples and easy environment. If one wants to go pew pew in this game, he shall face the intended survival struggles like everyone else and not being able to easily circumvent them with endless easy apples.

Turn Apples Off until fixed in 0.63, Kamishovo would still stay the hotspot for coastal pvp BUT:
The feeling and overall game expirience would change. Because no easy apple tree to safe yourself no matter if geared or not, if you dont bring suplies or suply maintenence with you , expect a high risk of things going down, and no magical apple tree helping you cheat the environment in that high trafic zone.
Last edited by Hajami; Nov 8, 2017 @ 6:12am
Hajami Nov 8, 2017 @ 7:07am 
Apple Justice, see a hungry and thirsty survivor with his fully green healthy fresh spawn apple group member. watch what happens after they found out. :)
https://www.youtube.com/watch?v=Nj1v4KXGUBQ
They are not showing how he did it. they cut it out so dont worry.
I wonder if he realy tasted like apple souce :).
Last edited by Hajami; Nov 8, 2017 @ 7:14am
fishingFML Nov 8, 2017 @ 1:27pm 
Anyone find any cars in this patch? Tired of finger blasting my ♥♥♥♥♥♥♥ running forever..
GobboKirk Nov 8, 2017 @ 1:28pm 
Originally posted by fishingFML:
Anyone find any cars in this patch? Tired of finger blasting my ♥♥♥♥♥♥♥ running forever..
You might want to use your fingers on the keyboard instead, but yeah there are cars around.
Bezerkar (Banned) Nov 9, 2017 @ 3:58am 
where's the controllable helicopters that were promised in the road map given over a year ago, or the ability to build bases and so on?
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Date Posted: Nov 8, 2017 @ 1:34am
Posts: 88