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Steam News16 May 20179y ago

Status Report - 16 May 2017

This week, Brian is addressing how walkie talkies in DayZ are the new server-wide chat. Eugen is touching upon the complexity of DayZ, as well as some of the recent tasks of the entire team.

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Full DayZ update

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What changed

0 fixes2 additions0 changes0 removals
  • Server
  • Balance
addedThis week, Brian is addressing how walkie talkies in DayZ are the new server-wide chat. Eugen is touching upon the complexity of DayZ, as well as some of the recent tasks of the entire team. We also feature Peter who shares exciting news about changing the inner workings of loot spawns (this will be an extra crunchy topic for any future DayZ modders out there!) Next up are our map designers Mark and Adam, and yes, they have some screenshots for you this time! To finish it all of in style, Baty is sharing a couple of photos from our trip to the real Chernarus, where we were filming the upcoming Q&A video last week. Let's get to it, it's a long one folks, but full of great development news!
addedDev Update/HicksThe last time we spoke I mentioned discussing the impact of sway, and the implications on gameplay. I think one of the overlooked aspects of replacing the animation system, and legacy player is the fact that this isn't just a "change" in how sway / hold breath, and the likes behave. With the legacy setup, early on Peter and I both supported adjustments to try and refine where it was sitting as an experience in game. Pretty rapidly we realized that where we wanted it to be, and what the technology would allow us to do were two things very much apart. Rather than wasting development time trying to iterate and iterate upon a system that was slated to be replaced, the focus was placed on functionally where we wanted to be with the final product. Its important to understand that as I said earlier - this isn't just a change. This is a replacement of the technology and player - so the old methods for sway, stamina, and such are gone . As we move towards beta, and start getting those builds into the hands of players - then we can refine the new methods of sway , and get it to a point in which you still need to be aware of your stance, weight (hopefully!), and the amount of sprinting you are doing - but that it is entirely manageable and does not feel like this daunting and overwhelming rigid inflexibility it can become in some situations with the current legacy Steam builds. In addition to this, Peter and I have also been spending some time discussing the implication of server wide chat (specifically VOIP). I've noticed aside from strong private shard communities like DayZ Underground - folks don't seem to be utilizing radios in game . While on servers such as that, I find the communication across the map with random players occurs far more often. Personally, I'm a firm supporter of radios being starting gear so that every player can opt-in to server wide communication should they choose it - but I'm still working on converting Peter to this mindset. One of the limiting factors I've noticed the community discussing is the rate at which radios consume batteries, and the hunt for batteries themselves being both unrewarding and difficult . I know a lot of folks have expressed a desire for the old global chat (which personally I do not miss at all) - and some have also expressed an interest in the old kill feed. A default on global chat is just not something we ever felt had a

This week, Brian is addressing how walkie talkies in DayZ are the new server-wide chat. Eugen is touching upon the complexity of DayZ, as well as some of the recent tasks of the entire team. We also feature Peter who shares exciting news about changing the inner workings of loot spawns (this will be an extra crunchy topic for any future DayZ modders out there!) Next up are our map designers Mark and Adam, and yes, they have some screenshots for you this time! To finish it all of in style, Baty is sharing a couple of photos from our trip to the real Chernarus, where we were filming the upcoming Q&A video last week. Let's get to it, it's a long one folks, but full of great development news!

Contents This Week

Dev Update/Hicks Dev Update/Eugen Dev Update/Peter Dev Update/Adam

  • Dev Update/Mark

    • Community Spotlight

Dev Update/Hicks

The last time we spoke I mentioned discussing the impact of sway, and the implications on gameplay. I think one of the overlooked aspects of replacing the animation system, and legacy player is the fact that this isn't just a "change" in how sway / hold breath, and the likes behave. With the legacy setup, early on Peter and I both supported adjustments to try and refine where it was sitting as an experience in game. Pretty rapidly we realized that where we wanted it to be, and what the technology would allow us to do were two things very much apart. Rather than wasting development time trying to iterate and iterate upon a system that was slated to be replaced, the focus was placed on functionally where we wanted to be with the final product. Its important to understand that as I said earlier - this isn't just a change. This is a replacement of the technology and player - so the old methods for sway, stamina, and such are gone. As we move towards beta, and start getting those builds into the hands of players - then we can refine the new methods of sway, and get it to a point in which you still need to be aware of your stance, weight (hopefully!), and the amount of sprinting you are doing - but that it is entirely manageable and does not feel like this daunting and overwhelming rigid inflexibility it can become in some situations with the current legacy Steam builds. In addition to this, Peter and I have also been spending some time discussing the implication of server wide chat (specifically VOIP). I've noticed aside from strong private shard communities like DayZ Underground - folks don't seem to be utilizing radios in game. While on servers such as that, I find the communication across the map with random players occurs far more often. Personally, I'm a firm supporter of radios being starting gear so that every player can opt-in to server wide communication should they choose it - but I'm still working on converting Peter to this mindset. One of the limiting factors I've noticed the community discussing is the rate at which radios consume batteries, and the hunt for batteries themselves being both unrewarding and difficult. I know a lot of folks have expressed a desire for the old global chat (which personally I do not miss at all) - and some have also expressed an interest in the old kill feed. A default on global chat is just not something we ever felt had a

Source

Steam News / 16 May 2017

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