Full notes
Full DayZ update
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What changed
- UI and audio
- Compatibility
This week, Eugen is uncovering some more details about the 0.63 Experimental release, Viktor teases a video with some of the updates to player movement based on Gamescom feedback, Mirek Talks about the future of DayZ modding and our Audio Designer Andrej has some exciting audio updates for you (including a video!). To top it all of, Baty is celebrating Halloween with a screenshot contest and an announcement of an official DayZ Halloween Event! Sit back and enjoy the ride, you're in for a treat this week.
Contents This Week
Dev Update/Eugen
Dev Update/Mirek
Dev Update/Viktor
Dev Update/Andrej
Community Spotlight
Dev Update/Eugen
Dear players! Since we have dipped into the topic of what BETA is the last time, I wanted to continue exactly in that regard with more information on our intentions. I have covered the process of how the server files and modding will be handled briefly in the last Status Report, and I want to talk about the process of getting from the Experimental update to Stable update in greater detail. There are tons of changes coming, since its basically a whole new game. But the core of what DayZ makes so special is never gonna change. The unpredictable human behaviour in large open world environment, where we want to see you go through both the hero moments, bandit life, or just being a Bambi lost in the vast of Chernarus. There are so many friendships I've seen happen in this game unlike anything I have experienced before. Stories that you remember for years, or action that gets your blood pumping like nothing else. But back to the topic at hand. Our goal with first experimental is to provide a meaningful experience. We will all let you know before it happens, and prepare accordingly with enough resources to handle the possibility of a large amount of people getting in. If need be, we will utilise Stable branch servers to offer the experience to the largest amount of people possible. The first Experimental build is expected to focus on some of the core systems of the game, which will include most of the gameplay that has been talked about. During this experimental period, we will monitor the player actions, gather feedback and iterate quickly on the state of the game. As said, not all BETA features are expected to hit the first experimental release and most will be introduced gradually before the version hits Stable servers. We are taking a safer aproach to scale the gameplay, and we will focus heavily on polish during this period. So turning on a feature, gathering feedback, polishing it up, rinse and repeat with the next thing. The features from our main features list that are rather risky for the BETA release include:
helicopters
shooting from vehicles
bicycle/motorcycle
barricading
bow combat
All are quite complex and have lots of trickle down effects on all sorts of systems, from persistence, to performance. We want you to keep that in mind for the first release, as we already know that we will be playing it safe to keep the experience intact. I'll keep you updated if anything changes. However, there is no change as to our intent of bringing these into the game eventually. Another part of road to BETA is content (that means weapons, for example), and as you might know, we have tons of unused content and things that we planned to add to DayZ over time. There is a selected set of content for BETA and
Source
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