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.
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:
Shooting from vehicles
Bicycle / motorcycle
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 I'll try and talk about the exact details in a Status Report as we have the content lists finalised. Rest assured, any content that we've teased at places like our Trello board will eventually be available in the base game, and it's our intention to release that content gradually utilising larger content packs.
Backing up, we want you to know that we haven't forgotten about our live game (the 0.62 Stable branch), even if it has been sidelined to bring you this amazing new experience. We are still monitoring larger issues, and trying to keep things intact until BETA arrives.
- Eugen Harton / Lead Producer -
Dev Update / Mirek
As I promised the last time, today I would like to write about the background of modding possibilities in 0.63. I don't want to write about tools, which we will release, but more about what can be done with scripting.
If you remember my Q&A video, I was talking about how the game is programmed on three levels - the engine (low level), gameplay systems (middle level) and scripts (high level):
So ultimately, we can say that modding possibilities depend on what engine and gameplay systems we expose for scripting. And this (exposing systems for modification) is the major part of modding, which we're currently working on.
With the power of Enforce script, which syntax is very similar to C# or Java, we would like to give modders the ability to not only create variations of DayZ, but to create some different game genreswithin the DayZ universe (with the basic premise of it still being an MMO) - that means things like a Fallout style RPG, isometric action game, or even a point & click adventure for ecample.
As an example, we've added the support to create a game mode in which the standard DayZ player instance is not available. You can imagine yourself how this can be usable - to provide one example, we are using this mode in our internal scene editor, which is completely made by scripts.
Of course, that's not quite simple and we have to think twice about exposing any systems due to security reasons. We know that when we release modding support, it's possible that some of the tech features required to accomplish the goal of making a completely new genre will be missing, so we're counting on the option to extend scripting interfaces even after 1.0 release.
So this is it. Our goal is not only to create a moddable game, it's to create a platform where we provide as much as we can for all the creative modders out there.
- Miroslav Maněna / Lead Gameplay Progammer -
Dev Update / Viktor
Hi everyone! Today, I would like to show and talk a bit about progress in the animation team. We have put together a very short video showcasing some of the recent changes and new animations. Please happily ignore the sounds - we are working on that and our Audio Designer Andrej shares more on audio later in the Status Report.
Let's take a look at the video. In the first part, we can see various animations for weapons. The weapons team is now moving gun by gun, gradually implementing our BETA list of weapons into the 0.63 build. This includes, of course, some work on the animation side of things, since animations and also animation graphs need to be updated to make sure everything is played correctly.
Each individual weapon has many detailed animations for all the situations that can happen. For instance, the FNX now has 28 individual animations. The most recent guns implemented on 0.63 include CR 75, Makarov, and the team is currently finishing the UMP 45.
Another part of the animation team is focused on player locomotion. We are working closely with the programmers and designers to make sure player moves nicely and is fully responsive at the same time. The video can not really show how the controls feel, but compared to the old system, this is already a huge improvement (as some of you could test personally at Gamescom).
We are trying to expand on the positive feedback we have received. We are adding player inertia and also bringing some visual improvements. One thing that is in progress at the moment is how the player character turns. We have come to a working prototype that everyone seems to be happy about and now we will implement it for every stance and item.
Another change to the locomotion is related to how player walks and runs in different directions. We have reworked some parts of the graph and replaced it with different animations when going to the left or right. This allows us to have better control when players switch legs while changing direction. Thanks to that, there will be less or almost no clipping of the legs with each other.
In the last part of the video, you can see some falling animations. These have been updated recently. We have adjusted each of the fall animation so it better blends and is more visible if you fall from big heights. In the next step, we will also update the actual landing on the ground. Landing from small falls will be rather a procedural animation in the hips and spines so that we don't take any control from the player. Landing from higher falls will be an actual full body animation.
That's all from me today. I hope you liked it and I'll show you some more next time. Cheers!
- Viktor Kostik / Lead Animator -
Dev Update / Andrej
Hey survivors! It's been awhile since you've had an update form our audio department so here it is! Over the couple of last months, we have mostly been working on an entire new set of player sounds.
With the introduction of a new player controller in 0.63, we decided to give our player character a massive audio overhaul. One of the things we are working on right now are the foley sounds. Just last week, we've visited our studio in Mnisek and recorded many types of clothing and various materials, which we want to use (after proper editing and processing) for different types of in-game clothes and gear audio.
It will be a fairly complex system with separate sounds for different types of footwear, top and bottom clothing, but also backpacks and weapons. We are sure that more detailed and diversified foley audio willenhance the immersion and overall experience. You can watch a sneak-peak of our day in the studio in the video below:
A major part of player audio also consists of the vocal sounds. This week, we will be recording a completely new set of voices for our characters, with more than 20 actors scheduled to participate. Together with the recording of character sounds, we're also going to record some new sounds for the infected. We have been planning it for so long, and now it's finally time to do it!
It took us a lot of time to synchronise our ideas with the gameplay design department, and as always, it was quite challenging to get support form the already busy programmers/scripters, so that we can achieve the best possible results. Luckily, we've been successful at that and the recording session can take place in our Mnisek studio, spanning over a couple of days and altogether involving almost 30 different people.
We will surely produce massive amounts of raw audio material, which we will than process, mix and implement into our game. We will do some comparative videos so that you guys can see how we practically transform the voices of our perfectly healthy actors into the bloodlust infected inhabitants of Chernarus.
There have been some questions as to why do we have some 0.61 sounds in our latest Dev Log video. Simply put, it was because our Gamescom build was internally on a separate branch, so ambient sounds were not merged there. The 0.62 changes will not be reverted for the 0.63 version, but they will eventually be improved with new sounds and a completely new overall audio mix - including new player and infected sounds, new combat sounds (ranged and melee) and also with a completely reworked vehicle sound system that is being written now.
We will share more in the upcoming Status Reports - until then, stay tuned and see you in Chernarus!
- Andrej Sinkević / Sound Designer -
It is my favourite season of the year - The Halloween time! In Czech Rep, we don't celebrate Halloween - we celebrate All Souls' day, which is not about costumes and pumpkins, and I am glad that we have Halloween at least in DayZ with the latest update! You can grow Jack-o'-lantern by yourself and it is easy! If you don't have any experience with growing vegetables in DayZ, just check out this video by Gaming Junkie and you will know how to do it:
You've sent me so many amazing screenshots of your Jack-o'-lanterns and I need to show some to all of you!
And the last one is Halloween at Gvozdno cemetery by ZomboCZ.
Since we are talking about pumpkins and screenshots, we have something special for you this time - a screenshot contest!
Just follow us on our official Twitter account and send us your Halloween-themed screenshots via Twitter with #dayzhalloween hashtag. You can win some nice prizes. Check all the rules here.
And there is more in this Halloween time. I am preparing the next event for the 31 October at 17:00 (CEST).
Are you ready for The Big Pumpkin Hunt? It will be a special mission for four teams on a small location around Staroye village. You don't need to travel anywhere and all your equipment will be provided by us. If you want to participate, just sign up here and if you get selected, I will contact you on your email.
Enough of Halloween for now. Let's check out more content from the community.
Si Holland of a DayZ Facebook community had a birthday a few weeks ago. Check out this awesome cake he got!
DannyDog68 shared a clip with us of Lada in rain. And it is beautiful. I love rain, it is so relaxing.
If you have more than 1000+ hours in DayZ you can sometimes think about how to entertain yourself in some other way. Thing_On_Your_Shelf made this little challenge game and it looks like fun! I need to try it too.
Do you know MC Quakes and his Man's Not Hot? Voyager Yt did a DayZ parody of this rap song. And it is golden. You need to see it. I love it!
Videogames are art and an exhibition in Slovakia is about this kind of art. Exhibition is called Phases and concepts / Homo Ludio Artifex - art designs in digital games and you can find a concept of Coyote backpack from DayZ designed by Boris Joanovič there. The exhibition ends on 29th October so if you live near city of Košice, you can visit the Alfa gallery.
At the end, I have a challenge picture for you again! In the last status report it was a deer stand on the Veresnik hill and I had a lot of correct answers from you! Little wall of fame for the fastest ones:
This week, Brian is back with some of his early development memories, and a look at the future of DayZ with modding. Eugen is following up doing his best to explain our basic goals for 0.63 Experimental and 0.63 Stable (BETA). We're also welcoming back our Lead Gameplay Programmer Mirek - after months of non-stop hardcore programming, we made him share some of the behind the scenes science happening under his watch. To close things off, as usual, we have Baty taking a look at your awesome community content, and in his short update, we have our Brand Manager Martin offering what could possibly be a dream job for many of you content creators out there! Let's get to it.
Dev Update / Brian
Greetings Survivors! Apologies on missing the last Status Report - cards on the table, I knew the rest of the team had strong detailed info for you all and I didn't want to keep rehashing my sentiments on public development, or how big the move into BETA is for DayZ as a product. In the case of the last Status Report, I think the video said a lot more than anything I could type. Most of what you end up reading from me at this point in the project is related to postulation, concepts, and struggles and I'm honestly not certain that most of you are interested in that.
We're at a stage where I feel like so many people out there are just holding their breath, waiting to get their hands on the first BETA builds and see for themselves how big the change is. Hell, I think I'm right there with you all on that.
Back in the summer of 2013 when Dean, Matt, and I were stuck in a tiny room above a laundry room out in Mnisek, we were whiteboarding key elements we thought DayZ should improve on the gameplay of the mod (beyond the obvious). A good deal of what was prototyped over 2014, and 2015 came from those whiteboard meetings.
I remember very clearly sitting down with Dean thinking on how we could improve the fresh spawned players chances to survive without basic weapons, as the desire was to make DayZ an experience similar to the novel "The Road" - which is where "punching" came in to play. (I distinctly remember Dean asking me if I thought it would make fresh spawns even more of a threat, and thus have a higher mortality rate when encountering skittish geared players - clearly I was wrong in dismissing this).
I'm rambling, but the point I'm trying to make is there is so much that the team, myself, Peter, have worked on throughout the years that just couldn't be done within the limitations that RV offered us - and it killed me to know time and time again that after documenting, and prototyping portions of the key design of what DayZ is to be that we were time and time again limited by the technology that DayZ originally steam with.
I can't emphasize enough to you all how insanely fortunate DayZ, and the DayZ dev team have been to have a company behind us that believes in the vision we set forth at the start of development to reach. So many titles I've worked on, or along side the development of have just had core mechanics, and feature sets lopped off with a hatchet in order to reach a set shelf date - never to reach their original full vision. It might be irritating to some out there in the user base, but the fact that we haven't had to sacrifice any of the core gameplay features yet is massive.
That said, one of the things Dean and I used to stress early on was that DayZ was not just a platform for people to create their own stories - but that like so many Bohemia titles before it, it is a platform for people to create their own vision of the apocalypse (or anything else that strikes their fancy).
This specific pillar of DayZ is one of many that will benefit massively from all the work that the engineering team has worked so hard on over the last few years. Ditching SQF alone is a massive step for any of you that have dabbled in modding the Arma titles, and the new animation system, as well as all the work the design team has done to new user actions takes the modding opportunities from what (to me) would feel like more of the same, modding Arma 2 or Arma 3 to a completely new level.
I could go on for hours about all the possibilities I see there, and all the fantastic mod authors I hope to see get their hands on it, and bring their own vision to DayZ. Namalsk, DayZ 2017, Taviana, Panthera, DayZero, and so much more. Part of some of the most exciting times as a fan of the DayZ Mod was when we began to see people create mods of the mod itself, and I genuinely feel that what DayZ will offer to the talent of those individuals is so far beyond what was possible before.
No, I don't have a set date for you for modding - but as it has been said in many status reports before - it will happen during our BETA phase of development. Obviously, for those that missed the announcement this will have to mean the release of the server tool package.
I just hope I get enough notice to stock up on snack food for when the first mods start hitting DayZ, because you can bet your ass I'm going to be losing countless hours of sleep exploring these new takes on DayZ as a player and not a developer.
- Brian Hicks / Creative Director -
Dev Update / Eugen
Dear survivors, since there is no concise information on what BETA is and what exactly will happen near its release, I would like to focus on recapping what our current plans regarding these things are.
You might have seen our Gamescom video, but there is more to come and lot more things to work on. Because the 0.63 update is bringing all the new technology to you, the players, there will be a very tight feedback loop following its release to Experimental. There will be numerous changes coming in over the course of 0.63 Experimental, and some features might not be available on the first Experimental release, as we slowly ramp up to keep the performance and bug fixing focused.
There will be tons of players trying to get in, and we will try and accommodate as many players as possible, because I do strongly believe it will be very hard to go back to 0.62 after this huge change happens.
Now once that goes through all of the parts that need proper testing, and you are happy with the stability of the experience, we will start preparing for the Stable launch of 0.63 - the DayZ BETA. At that point in time, it is our intention to make DayZ server files available to anyone for free on Steam, meaning that you will be able to host your own servers. As far as platforms go, we aim to have these for both Linux and Windows.
Following that, I know a lot of people will start digging into the data itself and have fun modifying it. It's going to be interesting to see what you guys come up with. However, you might be a bit limited during the initial release, as the current state of things suggests that the modding toolset might be behind schedule, and will be released shortly after BETA comes online. The toolset will be running the new Enfusion tools that you might have seen on different pictures from the office, and will again be available to all our players.
But since lot of the data is compatible in some way, I think a lot of models will find their way into the game quickly, and people will start researching the new script as they test it out. Since almost everything you see in game will be written in script, you will have some amazing opportunities to change and bend the game in any way you want.
Together with the DayZ server release, we want to provide our back-end technology that we internally call the Srvlet. This is basically our hive implementation in its entirety. With this strong tool, you will be able to set up your own hive, and do anything you might have ever imagined with your servers. Because this is actually quite complex, our intention is to provide decent documentation for the technologies recommended to run this platform.
After the toolset gets out, we will look into opening the workshop on Steam, so that you guys can start sharing your creations freely. It's something we are especially excited about!
There is more to it of course, like having a DayZ Launcher as a central piece to access all that, and I will try and space out this information and go into more detail as we get closer. With what features we exactly have in mind, what content you should expect and how these things will be handled.
Hopefully this has helped you to understand how serious we are about this important milestone in DayZ development.
- Eugen Harton / Lead Producer -
Dev Update / Peter
Alongside crucial improvements which affect core parts of DayZ such asmovement, ranged or melee combat we often mentioned, there is also other parts which are very important for delivering the best overall experience.
You could already see the dynamic target selection in one of the previous Status Reports, and some of you could try it out in action with showcase of DEMO build at Gamescom. For me, together with whole HUD and new user actions, it’s an important part of the game which underlines all these great changes which separate old (0.62 and previous versions) and new DayZ (upcoming 0.63 AKA Beta).
From our internal playtests and feedback from players at Gamescom, we decided to improve the HUD part of dynamic target selection and user actions a bit further. Now there is more options related to user actions, usually performed on some kind of target in world, shown directly in the floating widget of dynamic target selection, which makes it more readable for the player. These were previously located in bottom left corner, and they were quite easily overlooked when they became possible to perform (remember new user actions are contextual). In bottom left corner, there are now only actions which are applied directly to your character for now.
Another improvement to the bottom left corner of HUD that we've currently made is the addition of item in hands. Its name, actual condition and its quantity or stack is now shown in the bottom left too, above actions. This offers constantly consistent overview of information related to equipped item and items around the character without the need to over-use inventory screen to find out such basic info.
While shuffling parts of HUD around, we ended with dynamic cross hair, also. It changes form contextually when needed, to indicate some possibilities or states. Good example is a time progression of currently performed continuous action. Of course, HUD visuals are nowhere near final by any means. For those players who want to be immersed as much as possible in the world of DayZ, there is an option to turn off HUD completely on demand (of course independently from quick-bar).
To mention melee combat as well, its state is very rough and basically still in a state of prototype. We wanted to proof the concept out with new system of targeting and full body attack animations which are locking character movement, alongside with hit impacts which can take controls of character completely. Now when we've laid the basics and seen the potential it has, it is the way to go for us, unless something unexpected happens.
As we definitely want to add some player skill to melee combat, we need to extend it with possibilities. Currently we are prototyping blocks, which reduce received damaged and influence hit impacts from attack, as well as evades, which helps to get out from line of attack. Next up is adding melee attacks with ranged weapons, like stabbing with bayonets, hitting with butt stock or pistol whips, as there is no worse feeling of helplessness when you are armed and someone successfully locks you into series of impacts and you need to throw gun down to be able to fight.
Planned next are advanced moves such as knock-downs, finishing attacks on opponent on the ground or kicks/pushes. Anyway it’s really important for us to make solid foundation first because without it, melee combat won’t work as a whole, and it won’t matter how much depth and added layers will be there.
As far as new camera implementation I mentioned in last Status Report goes, it’s from great part done. We just need to promote some functionality to the script, so we can set specific FOV in iron sights and optics. Also we will be able to start toying with naked eye zoom again. Apart from that we are dealing with 3PP camera position in space in different modes like raised, melee combat or sprint.
With form following function... see you in Chernarus folks!
- Peter Nespesny / Lead Designer -
Dev Update / Mirek
Some time has passed since I last wrote my Status Report. One of the reasons is that we're now working on longer term tasks and it's quite hard to write a Status Report without repeating myself. Another reason is that we're mostly working on things which aren't immediately visible. Today, I will summarise what we have done over the last two months.
During August, major part of the team worked on delivering features that ended up being part of the DEMO version for Gamescom. It was quite stressful, because time was passing very fast and we had to stabilise the DEMO build and fix the most visible issues. Anyway, I believe that we were successful and we could return to our unfinished work with a good feeling of accomplishment.
Now, we are mostly focused on improving character's movement and combat mechanics, because the entire development team is still not very satisfied with what we have presented at Gamescom. This is a very important part of the DayZ experience and we want to have the best possible implementation before we hit BETA. It's also important for fighting against the infected, because it's almost impossible to tweak and polish AI behaviour without having the player movement finalised - and so this is the reason why work on AI is also a bit on hold for now.
One of the major things which were in progress before Gamescom is the game entity hierarchy (which is how the scene is represented for the game - so it is a system you won't be able to see). DayZ has been using an Arma legacy "proxy object hierarchy" - and this technology was limiting us to do some of the more exciting stuff from the DayZ feature list.
We decided to switch this scene representation technology to the new one provided by our in-house Enfusion Engine. This will allow us to do things better and in a more optimised manner, allowing us to add more visual effects easily and for example create much better animations for weapons handling.
Another thing we're now working on is the re-implementation of vehicles using the new systems. I have to admit that we're still working mostly on the physics part, and the character part is still not ready - but we hope that we will start working on character representation in vehicles soon (probably right after movement and combat mechanics).
The entire system around vehicles has changed a lot. They are now composed of several configurable components, we're supporting generic number of axes (not only two like in 0.62 and before), handling is much more responsive and vehicles have a new suspension model, which will help players driver over smaller obstacles. Things which still are not finished are better tires friction model and simulation of some gearbox extreme limits.
I wasn't sure if I should show you the following teaser (like I said, the character representation in vehicles isn't ready yet), but here it is. This is how we're testing vehicle physics for now - please welcome Fred Flintstone as a DayZ survivor, testing the new suspension system:
(Please note: these are not final values for suspension and current values are serving for demonstration of new suspension model)
Also, there are things which I would like to write about the topic of modding and what we are doing for supporting this feature, but it would be a lot of text for now, so I will write about it in next status reports (at least I'll have some ammunition for next time!).
- Miroslav Maněna / Lead Gameplay Progammer -
Dev Update / Martin
Hello survivors! As I shared in the last Status Report, creating videos of a game in development is not always an easy task for us. It takes a lot of time from our regular schedules, and the closer we are to major releases of DayZ, the less time we have for recording gameplay. After experiencing the production of the 0.63 Dev Log, evaluating our options, and looking at the upcoming BETA/1.0 releases, we've made the decision that now is the right time to invest into our video production some more.
Just yesterday, we've put up a job opening for what we at Bohemia call a Game Capture Artist. Ultimately, we're looking for a content creator that will work alongside me, Baty and Eugen, and spend most of his/her time capturing DayZ gameplay, as well as coming up with concepts of DayZ videos (and, eventually, trailers).
It's a job that provides a perfect opportunity for making the hire directly from our community of players and content creators, and we'd be the happiest people on Earth to actually hire a DayZ fan, so please do apply if the job ad sounds like something you'd like to do for a living!
I'll just add a personal warning: don't be misguided into thinking that this job is just playing 0.63 all day! It's also a lot of planning and documentation, and you really need to understand the technical aspects of video production as well.
That said, we don't need years of professional experience, but a creative, organised and communicative person who's going to drive our video production to a very high standard. We also need you to work directly with us in Prague or Bratislava, but Bohemia Interactive will help you relocate should you feel a bit on the edge about that!
These two weeks have passed really quickly! So, let's see what's happening in the community.
I need to start with a letter sent to our forum. It is from our big supporter to the Dev Team. Her name is Baroness, she is an amazing content creator and her message made me cry. She met her husband in DayZ! What an amazing story! Thank you, Baroness, we love you!
Hello. You don’t really know me. Well, maybe Baty does, a bit, in a way. I’m just a regular player.
When the standalone came out, I was coerced by my brother into buying this game and play with him. I had never gamed on PC ever, had only ever slightly gamed on console when I was 12-13 (I am 34 now). Everything was very new to me. He told me it looked promising, explained what alpha was, and off we went on adventures as I spawned in Kamyshovo for the first time.
Being on the creative side I have always enjoyed documenting my travels inside Chernarus. When I had gathered enough friends, we made clans, we built communities, alliances and harbored hate with other groups, as these things usually go. Some are still ongoing friendships that are on a deeper level, and this is amazing to me.
About 2 years ago, some friends and I disbanded our group and decided to join a roleplaying community. It was fairly small at the time, and being the creative and helpful person I am, both of the leaders decided to include me on staff, where I developed some community management skills, learned to deal with all the kinds of hate that you guys are getting right now. I mean, I’ve been called Cersei more times than I can count on 2 hands.
I’ve sowed many seeds of rapport, friendship, kindness and warmth, and I’ve been able to reap affinities, loyal friends, loving bonds, and even love.
I met my husband in this last community, it was called ChernarusRP. My now husband (then-gamer-friend) and I joined forces and nurtured this incredible fellowship of like-minded survivalists with a penchant for roleplaying. All 700 of them. Us working together, entertaining complimentary notions of unity, respect and healthy dialogue, got us thinking; we very quickly found out that, through working so closely together for a long period of time, we just ‘clicked’, and it just ‘worked’.
Within the year, our relationship grew steadily towards a goal that we felt was right for the both of us; he moved from Texas to be with me in Québec (Canada).
We have been together ever since. It was because of your game and everything that is has to offer, that I was able to meet the man of my dreams, the love of my life, my missing puzzle piece. My everything, really.
Why am I writing this to you? Because I’ve noticed lately all the hate that you are getting. Spaggie and I had a long and interesting conversation about everything that you guys do behind the scenes that go completely unnoticed. He told me that he sometimes writes little thank you notes and encouragement in the bug tracker, just for you guys to see that all that you do is greatly appreciated. In my opinion, more people should do this, every day.
And had I not installed this game and kept at it, I would not be with this incredible man who I am with today.
And I have you guys to thank for that.
So thank you. For everything. BETA will be a blast I’m sure. I am following closely. We all are. And screw the haters. You got such a loving fan base and we’re all behind you and cheering you on. We might not tell you every day, but trust me, we all root for you and this wonderful game.
Let's see a new chapter of the Humans of Chernarus series. If you don't know it, it is a collection of thoughts of fictional people living across Chernarus. A people who are facing this post-apocalyptic world and try to survive to the next day. You can find the whole collection here.
"Good luck is a funny thing. It always seems like it belongs to someone else. Bad luck, on the other hand, we all have it. We harbour it to convince ourselves that our problems and misdoings are not our own... However, there in truth I’ve learned one thing during my stay on this shitty Earth. There is no such thing as luck, good or bad. There are only those who are prepared, and those who are not.”
- Symon, of the Gomorrah Casino -
I love weddings! And I hope you do as well, because this one happened in DayZ. It may not have been the most romantic one, but it surely was entertaining. Dr. Von Hauer married his wife in Novodmitrovsk church. They said their vows and lived happily until their deaths. Which could not have been too long, as it is DayZ after all. I myself almost got married in DayZ, so I envy the bride for making it all the way. The highlight of the video for me is the flower boy, who throws pieces of ghillie on the ground.
Let's check out some art now.
Valdark2 posted his newest picture to Reddit and it is pretty cool, what do you think?
If you need some large wallpapers, just tell NeuroticEUROtic, he is a specialist. It is sometimes hard to find a really good wallpaper for three monitors but this guy can sort you out.
Here is Skalisty Panorama 5760 x 1080 by him and it is beautiful. I have it on my background already :)
The last thing that I was looking forward to showing you today is a riddle again!
In the last Status Report, it was West Lopatino Evacuation Camp. You sent me a lot of correct answers last time and you said it was toooooo easy. Okey! Here is a challenge for you. Where can you find this deer stand? Send me your answers to our official Twitter account. And thank you for all your answers!
That is all from me today guys. Have a nice day and play DayZ!