As we're at the edges of releasing 0.58 on Stable branch, our Lead Producer Brian Hicks has a couple of words to share regarding what to expect and keep an eye out for once the build is deployed. Additionally, he'll also have a bit of info available for the upcoming PAX Prime convention which will take place over the next weekend (Aug 28-31) in Seattle.
Development Board Spotlight
Dev Update / Hicks
At the time of this writing we're hours away from this weeks Stable Branch maintenance period, in which 0.58 will move to stable branch - and work will kick off on 0.59.
That said - there are a few things we'd like you all to know.
First off, if you are a server renter - make sure to familiarize yourself with the updated server rules: Public server hosting rules, Private server hosting rules.
There will be a full reset of the characters, items, and server storage when this update goes live.
Adjustments will need to be made to how the Central Economy functions within the live environment. If you notice something out of the ordinary - open a ticket at feedback.dayzgame.com to let us know!
While many QoL (Quality of Life) issues were resolved with 0.58, we're still in development of both DayZ, and the Enfusion engine - so there are plenty of issues remaining to get fixed. Be aware of these, so you may best enjoy your time participating in DayZ's development.
Door States are currently experiencing issues. In these situations, sometimes players can hear the sounds of doors opening/closing that might not actually be being interacted with.
Cooked Meat can in some cases cause survivors to become ill.
Server / Client position tracking improvements are still being worked on. In some cases, desynchronization of this information can occur and server/client or client/client disagreements will happen.
While the long running animation state problem of survivors constantly shouldering weapons seems to have been slain, we still have some edge cases where odd animation state behavior can be observed.
There are a few low repro server crashes still present, the frequency of these are fairly low and investigation on repro steps is ongoing.
Passenger Vehicle Position desynchronization is still below acceptable, and is slated for priority work on 0.59.
In some cases, while manipulating your inventory or crafting certain items a "false duplicate" item can be created. While this issue is currently under investigation, players can mitigate this by logging out and back in.
In some situations, all clients involved in a gunfight will not receive all proper gunshot sounds. This is currently being investigated.
Player camps of large size may experience issues interacting with and manipulating items. Survivors are encouraged to spread out camps of large size (2+ tents) until this issue is resolved.
With 0.58 Stable Update incoming, and PAX Prime just around the corner it should be an exciting weekend. We'll be covering some exiting new changes and additions to the developer-community interaction in three different areas on the Twitch.tv stage, doing Developer Meet & Greets, and talking DayZ Story Telling. Hope to see you all there!
- Brian Hicks / Lead Producer -
Pax Prime 2015 Schedule
For Pax Prime 2015 we have the following schedule available:
Do stop by and say "Hi" to the guys! Also, if you make it to meet the guys at the meet & greets, you'll be able to get your hands on your very own DayZ Pipsi shirt:
Community Spotlight: MAVE
A couple of months ago I came across a DayZ short film named “The Story of Damien Mcklain” in the gallery section of the DayZ forums. A couple of months later, the same user posted another short film named “The Story of John Seabury”.
Both short films created by MAVE are great examples of what the many excellent content creators are able and willing to produce in their spare time. With the nice narrative and cinematic feel the videos have, as well as considering the length the videos, I can only imagine the amount of time and effort MAVE had to put into them.
There is plenty more content available at MAVE's Youtube account, and you can always follow him on his facebook and Twitch accounts:
Also, for this month we have an update on the bugfilers for the month of july. “El Tea Couch”, HaseDesTodes, Darcion, _M4Z_TeR_, and Rudi. Of course, thanks to all of you who took the time to file the bugs you came across in DayZ!
For this week's Status Report, Lead Producer Brian Hicks will be informing us on the upcoming plans for the CLE as the team moves closer towards BETA. Additionally, he'll tell us a bit about what will be in focus for 0.59 Experimental once we progress past 0.58 release on Stable branch.
Development Board Spotlight
Dev Update / Hicks
Much like the last Status Report - we've still got the gameplay programming team working on the blocking issues preventing 0.58 to hit stable branch. The primary issues of which were a result of some tests on resolving animation looping, and related problems we are still aiming for 0.59 to address. We've been working hard to resolve these issues so we can provide as compelling a gameplay experience w/ 0.58 as possible while still in development.
Once 0.58 leaves incubation on experimental branch, survivors will notice a sharp difference in how loot is distributed across Chernarus. We're still pretty early on in where we want to be with the central economy by release from Early Access, however we do now have much more precise control over the distribution. The system allows us to dynamically modify quantities, spawning frequencies, spawning priority, and so on without having to push an update to stable branch. We'll be closely monitoring active item concentration across official servers, and adjusting based upon this. Those more stalwart survivors might notice higher quantities of canned food goods than are specifically required - we've found that the best method to acclimate players to having to scavenge for supplies versus the placeholder prototype systems distribution is to slowly dial the quantities incrementally down - until the balance reaches a playable state.
Above you can see the current top 10 distributed items on an example experimental branch server. Non persishable food currently has the highest priority / quantity for entry level items in the respawn system. Primarily to allow folks to acclimate themselves to the need to move *around* Chernarus to continue to find the supplies they need. Ideally, we'll dial these quantities back in increments of 10 until we find a comfortable balance. Past non perishable goods, basic tools have the highest quantity of items spread across Chernarus. Wood Axes, Matches, Burlap Sacks, Water Purification, and so on.
Again, once 0.58 stable hits and has time to settle - with a larger player base than experimental roaming across the environment we'll make changes according to how the distribution looks and performs. Moving past 0.58 and looking at 0.59 experimental - in addition to the new features, content, and so forth - We'll be looking into more QoL improvements for the stable player base. Vehicle position sync optimization (no fun riding around in new vehicles if your passengers want to vomit from desync!), animation state sync between clients, animal herd behaviour, position & projectile synchronization bugfixing, and much more.
As well, with 0.59 experimental we'll be testing the potential effect of players spawning with radios and how it may or may not impact player interaction. The range of the radios should be temporarily (for the duration of the test on Exp 0.59) increased to cover the whole of Chernarus. Once this hits experimental, I encourage you to head over to the official DayZ forums (forums.dayzgame.com) and share your experiences (be it good, or bad) with how this impacts your gameplay!
As mentioned during our RTX panel presentation, longer incubation times on Experimental and dedicating more time to QoL issues on the primary branch may end up costing us some time here or there, but we firmly believe it will present a higher quality player experience during DayZ's development. Of course, there will still be plenty of bugs - but we'll do our best to make sure the experience is still enjoyable.
- Brian Hicks / Lead Producer -
Community Video: "The Chronicles of 0.58"
This time around we present you with a series of videos called "The Chronicles of 0.58" created by:
The 5 episode series chronicles a 10 hour session Mr. Blackout completed together with Brian Hicks. During the session, the duo showcase playability in version 0.58 which is available on our Experimental branch servers. While the guys embark on their trek through Chernarus, the guys show their looting, friendly encounters, hostile encounters (where Hicks assists Blackout by soaking bullets like a sponge, hardcore MLG style), and all that good stuff.
At the end of the series, some 1,5+ hours had passed by without me really noticing, so if you have the time I'd definitely recommend you having a go at the episodes. Quite impressive that Mr. Blackout managed to go through a 10 hour session that included hostile encounters without even dying once.
As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look.
As mentioned - this weeks Status Report will consist of the RTX 2015 presentation in full, with slides and proper audio.
For a quick recap of what the focus has been over this week:
Items Stuck in Hands
Player Desync Issues
Player Animation Glitching
Server crash bugfixing
Player "Shouldering" Issues
Server Performance Optimization
Obviously not all these issues are blockers for stable, but many of them are tied to related causes. We'll continue to iterate on Experimental Branch until we have a build we're comfortable moving to Stable branch. All of the team here are eagerly looking forward to releasing 0.58 to the main branch, and starting on 0.59 Experimental.
Next week we'll return to the standard Status Report format - but for now, here is the RTX 2015 talk in full.