Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Fixes
- Gameplay
- Performance
- Balance
- Maps
Afternoon Survivors, Another status report tuesday comes around, this time with Brian, Mirek, and Viktor giving us a bit of info on subjects such as the new player controller, new server browser, connection and inventory issues, and an update on blocker/prio issues for 0.60 going live on Stable branch. Contents This Week
Dev Update/Hicks
Dev Update/Mirek
Dev Update/Viktor
Community Spotlight
Dev Update/Hicks
Greetings Survivors, Its that time again - so lets take a look at last weeks blockers on 0.60 experimental, talk about their status - and outline the current priority issues on the road to 0.60 stable branch.
- Characters prevented from logging in once connectedFixed
- Client stuck on black screen after launching PC in some configurationsFixed
- Weapon Attachments twitching randomly out of sync with weapon and player handsFixed
- Clearing weapon chamber deletes the chambered roundFixed
- Known issues with "infinite ammo"Fixed
- Known causes of server crashesApproximately 75% resolved - remaining issues are under investigation
Server Memory Usage issues: In progress
Restock values affecting global economy: Fix in testing
The last entry specifically is one part of the ongoing development of DayZ's Central Economy that those who like to dig into those values might enjoy knowing a bit more about. The CLE for DayZ is an interestingly complex tool that manages over 3 million potential spawn points, covers all potential tag and category classifications for items, and structures, is dynamic enough to be adapted to new maps for mod authors in the future, in some cases monitors items not only in the gamespace but also within player camps and player inventories. Each item in DayZ has its own values configured dynamically within this tool covering:
Minimum Amount: Bottom end point in which the system will begin respawning once quantities drop below
Nominal Amount: Targeted operating value in which items respawning at the minimum point will respawn to
- LifetimeDuration the item can be persisting in the world before being cleaned up to free up space for new items
Restock: Value used for rare/controlled items to ensure that if they fall below the minimum they do not respawn in bulk and allow loot cycling of rare items
Tiering: Regions of the world in which these items are allowed to respawn
And quite a bit more
The CLE is an integral component in DayZ gameplay, and has evolved throughout the Early Access period thanks to us being able to observe raw data from the Experimental and Stable branch servers. DayZ Mod had a very basic, rudimentary trigger based spawning controlled via script and having to populate no more than around 10,000 potential points - only spawning within proximity to players. DayZ spawns globally, and has evolved to allow more and more precise and complex control over when/where/how much/etc and we continue to iterate upon it, constantly trying to find that right point in which we offer a struggle to survive, without allowing abuse or making the experience *too* punishing. For .60 we're hoping to have the restock values functioning properly for the first time on controlled high end military gear, and pending testing on experimental branch we'll see if this value will function properly enough to allow us to use it for the entire economy - potentially creating points of shortage / supply & demand rotating throughout the servers life. As always, testing and iteration will tell - but Peter and I both are very excited
Source
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