Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Events
- Gameplay
Evening Survivors! This week, you'll hear from our Creative Director Brian Hicks and our Lead Producer Eugen Harton - as the department leads are fully focused on catching up on their tasks after a short Easter holiday, both Brian and Eugen are doing their best to report for them. Both also explain why some of the long-announced content isn''t in the game yet, and what needs to be done to have it available during BETA. Mind you, while our today's Status Report is a bit of a long read, it's also full of vital development information on the upcoming 0.62 and BETA updates, so get comfy, pour yourself a drink of your preference and reserve some time for reading - it's worth it! Also, Baty has some nice eye-candy bonus at the very end, so those who make it all the way through will surely be rewarded :)
Contents This Week
Dev Update/Hicks
Dev Update/Eugen
Community Spotlight
Dev Update/Hicks
Greetings Survivors. I watch a good deal of DayZ Twitch streams and YouTube videos in my free time - and over the last week or so, I saw something that concerned me: hearing conversation in regards to gameplay mechanics or systems currently implemented in the most basic form, and if they are intended (by developers) to ever change. Between the new user actions and rewrite to Enforce script, and the decision for designers to stop writing new systems in SQF and focus entirely on creating new gameplay systems in the new tech - it can easily seem (to those who don't closely follow development) that we just don't care about the issues currently on the Steam build, or don't ever intend to address them. That couldn't be farther from the case. For example, Peter and I have been going over functional issues with the central economy we want to see addressed for BETA and beyond - these aren't things that are being ignored. Far from it, but as always, the goal for the team is getting to the final product as quickly and efficiently as possible. While the economy functions at a playable level and much of the technology required for the final product is there, the priority for the programmers responsible for the Central Economy of DayZ moves on to the next piece of the puzzle - in this particular case, support for public access to server files and required software, modding, and off-line mode. When those critical technology tasks (that are being worked on by those specific programmers) are implemented into the internal version of the game, that's where we can shift our focus on iterating upon some of the functional issues of the Central Economy. What kind of functional issues with the economy? Well - just to list a few:
Dynamic Event spawning behavior
Dynamic Event item spawn quantity control
Zone/Area restricted items bunching up in specific towns after extended persistence uptime
Repeated spawns of the same item types in a structure
Consistent availability of early game basic supplies
Also take a look at Peter's contribution to the last SR - it's a good example of how the current state of things is not final, how our features and systems will be iterated upon and improved. To be honest, there isn't much of anything in the Alpha phase of DayZ that is functionally (from a design perspective) "complete". Nearly every gameplay system or mechanic the player touches is at
Source
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