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Full DayZ update
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Repeated intro
Greetings Survivors, Yet another week is checked off the calendar as the team moves forward with development of DayZ. In this week's Status Report, Lead Producer Brian Hicks will be filling us in on the challenges the team faces while on the road towards the next Stable branch update. Additionally, Brian will hand out a bit more info/updates in regards to the current state of persistence on 0.58 over on the Experimental branch.
What changed
- Server
- Maps
Contents This Week
Development Board Spotlight
Dev Update/Hicks
Community Spotlight: Carrot Survivor
Development Board Spotlight
Dev Update/Hicks
Greetings Survivors! As we're in crunch to resolve the last few blocking issues for 0.58 we don't have too much *new news*. That said, we'll use this weeks Status Report to fill you in on the issues we're currently focused on resolving for 0.58, as well as some small changes to Experimental Branch over the last week.
Player Position Desync
This issue has been present in a pretty bad state on 0.57, so obviously we want to do what we can to improve the situation for 0.58. No one enjoys having their character get stuck in one spot, or have someone they're in conflict with bounce all over their screen. While we'll probably not get this issue 100% resolved for this update, our aim is to mitigate it as much as possible and present as enjoyable an experience on stable branch as is possible within a reasonable amount of time for bugfixing. We'll be pushing test updates to experimental branch as work on this moves forward.
Degrading Server Performance
Internally we have noticed severe performance drops on 0.58 experimental, below what we consider to be the acceptable line for a playable dev build. The team has focused on investigating the cause of this issue, and resolving it so as to return the build to a playable state. This, like the issue with player position desync is marked as a blocker for 0.58 stable release. As well, we discussed last week the goal of having the gameplay programmers resolve the issue of animation glitching for 0.58. With the issues listed above, specifically player position desynchronization being a much more critical issue - priority on the animation glitching (weapon swapping, holding an invisible weapon) has been rescheduled for 0.59, in order to give the proper resources to resolving the issues listed above. That said - with 0.58 large strides have been made on the loot respawning, and cleanup issues. Allowing us to look forward to the reintroduction of persistent objects frequently used with the building of player camps. The following functionality is currently present on 0.58 persistence:
Vehicle Position
Vehicle Inventory
Attached Vehicle Parts (W/ Exception to Tires & Fuel Levels)
Barrel Locations & Inventory
Horticulture Plots
Fireplaces & Ovens
Tents (Camping, Military, Car) Locations & Inventory
Containers (Ammo Canisters, Backpacks, etc)
And of course - the base item persistence is functioning as well. Item cleanup & respawn should ensure that the economy functions at a base enjoyable level. If you encounter or spawn near a small village that seems to be barren, just continue on to the next town. Mapping the concentration of loot over the span of a week on experimental has shown proper saturation across the map, so there is a high chance that the next town will have everything you need! As well, Lead Designer Peter Nespesny will be discussing our goals for vehicle maintenance (tools, parts, etc) on the
Source
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