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Full DayZ update
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What changed
- Server
Afternoon Survivors, Another status report Tuesday comes around with Brian, Peter, Viktor, Mirek and Adam. They will share the latest info on where we are at in the development process.
Contents This Week
Dev Update/Hicks
Dev Update/Peter
Dev Update/Viktor
Dev Update/Mirek
Dev Update/Adam
Community Spotlight
Dev Update/Hicks
Greetings Survivors, Over the last two weeks we've been doing a lot of iteration, and regression testing on the critical issues preventing 0.61 Experimental/Unstable branch update. As you all may recall, those issues are server side performance and player to player sync. For the end user, that translates into A) How fluid your actions are in game (As well as how functional AI is) and B) How you see, and hear other players (Think sliding, player position, and gun shot sounds). The gameplay programming team (lead by Miroslav Manena) has made some big improvements in the issues previously mentioned regarding poor performance in high ping situations, and in the player to player sync. We're no longer seeing the jittering/hitching we previously saw in the 100+ MS range, and player to player sync issues are greatly reduced - however we are still able to reproduce them in some situations. The list of stable blockers includes several other issues (of which I will list below) but experimental blocking issues really currently is isolated to getting server performance to an acceptable rate with the dynamic spawning of infected and 40-60 player population, and knocking out the last issues with player to player sync listed above. This is where the bulk of gameplay programming, and QA resources are currently focused. I can say personally from the frequent multiplayer test passes we have been doing nearly every day these last two weeks, I have not encountered a single case of traditional desync. However, that said - I am personally holding my breath until we see how this performs under a larger player population such as the experimental/unstable branch. In addition to that, we've taken a look at some of the feedback on our forums about the .61 version of the server browser and its filtering options and made changes accordingly. You can see the latest look of it on our Trello, which should be linked below. Additionally, I wanted to take the opportunity to wish our Community Manager Smoss a fond farewell. Michael is pursuing some new and awesome opportunities that have come his way, and has spent the last few weeks bringing up to speed a new member of our Community Team - Baty!. Baty is a devout DayZ lover, and internal hire for us. She has been working with us for quite some time now on the support and test side of the fence, and brings with her a strong knowledge of DayZ as an active member of the Czech and Twitch DayZ communities. I'll give Baty an opportunity to introduce herself below: "My name is Zuzana Cinková alias Baty Alquawen. Videogames have taken a part in my life as long as I can remember. My favorite genre is tactical FPS, RPG and survival games. I have five years long experience on gaming scene in several roles like journalist, PR, marketing and community. I worked on communities for Czech region of Ubisoft (Assassin's Creed, Far Cry, Rocksmith, Rayman series etc.), Codemasters and SEGA franchises for 4 years. The beginning of my DayZ journey started on 28th December 2013 since then I have more than 1500 hours of private gameplay time.
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