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Steam News2 August 20169y ago

Status Report - 02 Aug 2016

Contents This Week Dev Update/Hicks Dev Update/Peter Dev Update/Viktor Community Spotlight Dev Update/Hicks Greetings Survivors, Since the last Status Report we've been mostly focused on .

Full notes

Full DayZ update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition5 changes0 removals
  • Balance
  • Gameplay
  • Server
changedDev Update/HicksGreetings Survivors, Since the last Status Report we've been mostly focused on .61 - and getting it ready for experimental. That said, there are a few things I'd like to cover before we talk about the current status of each of the .61 milestone goals. Over the last two weeks, Peter and I have spent a good amount of time discussing two areas of DayZ. Dynamic changes to the economy, and the external DayZ launcher. Peter will be talking about the launcher in his portion of this status report, so I'll talk a bit about the dynamic changes to the economy. The current iteration of the central loot economy allows for dynamic (no patch required) updating of every item that spawns in DayZ. This means it includes:
changedDev Update/HicksThe region of Chernarus it can spawn in.
changedDev Update/HicksIn the case of items such as magazines, and piles of ammo - it can dictate the minimum and maximum ranges for how much of that items capacity it spawns with.
changedDev Update/HicksThe reason I bring this up is because the design team routinely will adjust these levels based upon data and behaviour observed on stable branch, and these changes can be effective within an hour of the change occurring. Over the last few weeks quite a few adjustments have been made on everything from the availability of certain ammo types, to the available quantity of non perishable canned goods. Thus, it makes it even more valuable for those observing bugs or general issues with this system to be specific in their reports on the feedback tracker. Make sure to detail exactly what you observed, when you observed it, and most important - what server it occurred on. To give you an example of exactly how important this data is, we've been trying internally to track down behaviour in regards to certain items spawning in piles (specifically in this case firearms) despite the fact that the restock timer should prevent such behaviour. It has been a nasty issue that has seemed to occur on the stable branch significantly easier than we have been able to reproduce it internally. That said, thanks to several dedicated feedback tracker users - we were able to isolate the issue on stable branch - and have identified the cause of it. (Much to the satisfaction of both Peter and I) We'll now be able to resolve the issue discovered with .61. In addition to this, today the design team will be introducing changes to firearm and ammunition tiering and nominal values. Like all things, we'll need to wait and observe over the coming week to see the impact as existing availability within the economy (on players, in camps) can and will impact how this behaves. As these changes become effective in the stable branch wide economy, it is vital that if you notice an issue, you file a feedback tracker issue with as much information as possible. Enough about the economy though - lets take a look at where we are with .61 development goals: 0.61 Milestone Goals:
changedDev Update/HicksServer Login Queue: Feature implemented, system under review with internal QA teams.
addedDev Update/HicksMerge of New Audio Technology from Arma 3 Eden Update: Tech implemented fully into DayZ.

Contents This Week

  • Dev Update/Hicks

  • Dev Update/Peter

  • Dev Update/Viktor

  • Community Spotlight

Dev Update/Hicks

Greetings Survivors, Since the last Status Report we've been mostly focused on .61 - and getting it ready for experimental. That said, there are a few things I'd like to cover before we talk about the current status of each of the .61 milestone goals. Over the last two weeks, Peter and I have spent a good amount of time discussing two areas of DayZ. Dynamic changes to the economy, and the external DayZ launcher. Peter will be talking about the launcher in his portion of this status report, so I'll talk a bit about the dynamic changes to the economy. The current iteration of the central loot economy allows for dynamic (no patch required) updating of every item that spawns in DayZ. This means it includes:

  • The minimum, and nominal operating values of each item.

  • The frequency it can respawn.

  • The region of Chernarus it can spawn in.

  • In the case of items such as magazines, and piles of ammo - it can dictate the minimum and maximum ranges for how much of that items capacity it spawns with.

The reason I bring this up is because the design team routinely will adjust these levels based upon data and behaviour observed on stable branch, and these changes can be effective within an hour of the change occurring. Over the last few weeks quite a few adjustments have been made on everything from the availability of certain ammo types, to the available quantity of non perishable canned goods. Thus, it makes it even more valuable for those observing bugs or general issues with this system to be specific in their reports on the feedback tracker. Make sure to detail exactly what you observed, when you observed it, and most important - what server it occurred on. To give you an example of exactly how important this data is, we've been trying internally to track down behaviour in regards to certain items spawning in piles (specifically in this case firearms) despite the fact that the restock timer should prevent such behaviour. It has been a nasty issue that has seemed to occur on the stable branch significantly easier than we have been able to reproduce it internally. That said, thanks to several dedicated feedback tracker users - we were able to isolate the issue on stable branch - and have identified the cause of it. (Much to the satisfaction of both Peter and I) We'll now be able to resolve the issue discovered with .61. In addition to this, today the design team will be introducing changes to firearm and ammunition tiering and nominal values. Like all things, we'll need to wait and observe over the coming week to see the impact as existing availability within the economy (on players, in camps) can and will impact how this behaves. As these changes become effective in the stable branch wide economy, it is vital that if you notice an issue, you file a feedback tracker issue with as much information as possible. Enough about the economy though - lets take a look at where we are with .61 development goals: 0.61 Milestone Goals:

  • Server Login Queue:

    • Feature implemented, system under review with internal QA teams.

  • Merge of New Audio Technology from Arma 3 Eden Update:

    • Tech implemented fully into DayZ.

Source

Steam News / 2 August 2016

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