The last few months for DayZ has included a lot of review meetings. Both technical and gameplay design related - and now it's come that time where we have some solid information to share with you all on the upcoming 0.63 Experimental and Stable updates. Where we are with it, what we're looking at it being - and in short to offer some clear transparency to you all looking at it forward.
Some of this information might be frustrating to read, and some of it might get your own internal hype train running. The important thing from the information we will be laying out today is that you all understand where we are with the move away from legacy DayZ, and why we've made the decisions we have.
That said, I'll let Eugen take it away and guide you all through what we're looking at.
- Brian Hicks / Creative Director -
Dev Update / Eugen
Hello everyone. Being candid is the core of the relationship we have as a studio with you, our community. That includes openly talking about things that we know will cause a lot of disappointment and negative feelings. I'll start right of the bat with one such thing: unfortunately, there will be no other major release this year (that means we won't be releasing 0.63 on neither Experimental and Stable branches).
Plans for the rest of 2017 & 0.63 experimental goals
I'm going to be very straightforward: along with releasing 0.62 Stable, it has been our main internal goal to get 0.63 Experimental out this year (as mentioned in Status Report on April 18) - we have put pretty much all our resources on that task, but as of now, we already know that the scope we will be able to achieve by the end of 2017 does not represent a full DayZ experience, and therefore blocks the 0.63 Experimental release..
Large chunks of the core gameplay loop are just now getting more settled, but there are still core features that are heavily work in progress, or not implemented - for example vaulting, swimming, and vehicles - and unfortunately that means that despite all the progress we've made on the other parts of the game, this is still not enough for a potential Experimental release.
We do understand that all you guys want is to play 0.63 - and while it would be possible to have some Experimental 0.63 release this year that would be relatively stable and enjoyable for a short period of time, just releasing something is not a viable approach this time around. Both 0.63 Experimental and 0.63 Stable (= BETA) are key releases for us, as they are the last steps before we leave Early Access.
And since it's so important, we have a set of so called epic goals that are implemented into everything we're making for the game in the new engine. These goals are:
We want to avoid any issues from lack of oversight in development or project architecture - for example we just want to make sure that our infected numbers and player numbers per server are as high as possible, and both DayZ client and server apps maintaining good, reliable up-time.
To get a better understanding of what still needs to be done on our end before we can push the first 0.63 Experimental, read through this bullet point overview of our focus areas.
Experimental release to-do
All of these work in progress features are in different stages of development, and have a team or person dedicated to its completion. This is the functionality we want to see finalised before Experimental release. Any existing 0.62 features not listed here or down below in future goals are either done now in 0.63, or in the phase of polishing and bug fixing.
New player character
The features above have all data ready, but need bugfixing or smaller technology changes to make them playable and polished for Experimental. We're mostly talking visual glitches here.
360 degree aiming
Combat and stances are mostly done, but there are issues with full aiming space in prone - either in working with camera, or visual glitches. Evades and blocks are being tweaked to be a fun gameplay element.
There are still issues with player camera when it comes to collisions indoors and we want to make sure to eliminate any edge cases that can be used to gain advantage.
The list of character modifiers above is implemented, but needs heavy tweaking and configuration changes to be an actual survival element. The systems are there, but need time to settle down.
Item Driven Actions
When it comes to interacting with your fellow players or crafting, content and data is available in the internal build, but needs a lot of testing, and probably control scheme changes. It needs to be a fluid part of your DayZ experience.
As you may have seen in previous reports, there is a large focus on implementing player audio, adding lots of different cues about your state. Since the system is event based and tied in with animation data, we can realistically be adding these only when things get reasonably finalised.
When it comes to weapon systems, we have them available in-game, except for scopes and jamming being affected by ammo quality, but all of them need tweaking and a lot of bugfixing.
The system is available, we just need to create the content for all BETA weapons that are going to be released for Experimental
A whole lot of the issues with the infected are based on AI and its implementation, which needs to be expanded. Data has already been prepared, and we will start looking into making the gameplay fun starting next year.
Data for animal features is prepared and going through final polish. However, we want to expand their behaviour beyond what is available in the internal client now.
All of the UI systems in-game are reworked using the new technology, there are tons of bugs to cover, but we also want to spend time looking into visuals of these elements, and make sure they work for players and are not an obstacle to their progress.
I know the tone may be a bit grim, but from my personal experience as a gamer with DayZ, it's very hard to go back to 0.62 once you play even the broken internal version. There is a promise of many good things to come. Lots of things to look forward to for the first experimental release. Even if you look at the missing pieces above, that will be there. There is just so much to explore.
new central economy
completely revamped ranged combat
with much more manual control
completely revamped melee combat
with combos and evading mecahnics
lot more strategy
new and quite significant map changes
diseases that mix things up
injuries that change your movement
new movement and stealth
new damage system and hitzones
for both players and animals
new visuals for particles or blood
amazing new animation system that makes everything so frickin smooth
more players per server
more zombies per server
MUCH less network issues
and SO. MUCH. MORE.
During the time between the release of0.63 Experimental to the release of 0.63 Stable (PC BETA), we will add a couple more features that are missing from the list above. Namely vehicles, helicopters andbase-building. We'll also keep adding weapons to get to our 0.62 standards
There are specific gameplay elements that we have talked about previously, for example melee with ranged weapons, or climbing over obstacles that are quite complicated, and are generally part of the overall vision, so we might be experimenting with those during the time between the first Experimental and BETA.
Although we are no longer waiting for any large technology implementation, there is still a lot of polish that we want to go through before we get it out. Realistically looking at the status of our internal build, and having about three weeks left in 2017, that is obviously not enough time to tackle all the things above. Because of that, our goal is to have the 0.63 Experimental out as soon in 2018 as possible, so that we can start gathering feedback, pushing further Experimental updates, and focus on the next major goal ahead: releasing the PC BETA build (= 0.63 Stable).
Feature & content goals for PC beta
Let's just state the obvious: thePC BETA is not coming before the end of 2017. We tried to get it done sooner, but it's going to be 2018 folks. Both the BETA update and any further 0.63 updates, up to 1.0, will happen in 2018, which is shaping up to be one of the most important years for DayZ. That is as much as we are sure of yet. I'll be honest, it has been a long wait already - even for us - but that's all we got now.
DayZ BETA is not meant to be a feature complete game from our point of view. It's a start of a platform that will be extended by us, and can be extended by the modding community. When we kick-started DayZ, one of the most challenging projects at Bohemia, the aim was to bring both the game AND a new engine out to you - a complete game platform. Almost all company resources were focused there. It’s a giant undertaking that bit us in the ass, but we kept our focus on delivering that envisionedplatform.
By saying platform, I mean an ecosystem where we are able to keep adding things and building the DayZ community from PC BETA onward. We have talked about a number of features over the years that we intend to deliver, but our strongest focus has been put on the core loop of the game. There, we need to get things right, otherwise it would be a giant waste of time. For all of us, and for all of you. So after the PC BETA of DayZ gets out, we will focus on polishing the core gameplay loop, and adding content - but until we reach 1.0, we want to stay away from expanding the scope of the game further by additional features.
Just to be clear: features mean large gameplay loops on their own, for example persistence, or the infected. By content, I mean particular weapon, car, or environment asset models. In short, content is anything that provides more options within given features, or provides more of general visual appeal.
For the PC BETA (again, that's the first 0.63 Stable update, and any 0.63 patches between that and 1.0 - there's no 0.64 or 0.65 planned), we've set a pretty clear feature and content goals. We're ready to share them now, let's start with features.
Dayz beta features
With regards to features, anything that's already in 0.62 legacy build will be present in BETA. Features listed below are either completly new, or improved significantly over the legacy implementation.
This major, fundamental feature set ultimately influences everything you as players do in the game - from basic movements to combat. It's an area where DayZ BETA most noticeably improves over the legacy DayZ builds.
ladders, swimming, drowning, vaulting, climbing, falling
unconscious states, death states and animations, captive states
item throwing, grenades
stamina and item weight
movement up / down slopes
moves and animations related to player/vehicle interaction
Ranged combat overhaul
new aiming model
iron sights aiming behaviour
scope aiming behaviour
weapons using the new animation system
Melee combat overhaul
better target selection
simple combos, blocks, evades
melee weapons using the new animation system
DayZ shines in player interactions, but as part of the environment, the infected are meant to represent a significant hurdle when scavenging through the towns and villages of Chernarus. Compared to legacy implementation, the goal for BETA is mostly to improve the infected in following areas:
Better target selection
Better movement in crowds (improved collisions)
Animals in DayZ also play an important role in interaction with the environment. They can be both a source of food, and a dangerous enemy when players meet with a predator. Our goals here for BETA are as following:
Cars, together with basebuilding a helicopters, represent a pinnacle of player progression in DayZ. They require maintenance and parts, and will be expanded by core technology changes, improving their usability and reliability:
Significantly improved network synchronisation, physics and simulation
large improvement to how damage is managed on vehicles
large improvement in vehicle managment, usage and functions
improved control scheme and options
There are tons of features that support the gameplay and core loop, and even though most are ported over, there are some that have gone through singificant changes and refactoring. Some are completly new:
large improvement in vehicle managment, usage and functions
A lot of work has gone into making sure that the engine that DayZ BETA is using, even though there is lot more development to be done going forward, expands the capabilties that both we and modders have available:
New scripting language New rendering New player controller New AI Network optimizations Synchronization refactor New animation system New pipelines New particle system New UI system Console support New physics New tools Localization
Modding has always been a large part of Bohemia DNA, DayZ is no different. Bcause of all the new technology, you should be able to expand upon your ideas and change parts of the game that weren't moddable before:
New particle editor
New material editor
New animation editor
New script editor
Zone/Central economy editor
Alongside DayZ BETA, we will release an official dedicated server toolset. Available both on Linux and Windows, it should create (alongside other tools) a core of DayZ community in the future.
Available free on steam
Logging and stats
Expanded options for logging
Server configuration expanded
Improved login/logout behaviour
Central economy setup
Server side mission
Hive backend application
Full access to our tools to setup a hive and grow communities beyond shards.
If you remember our 2015 roadmap, you probably think some features are missing. Taking a quick look at our goals for 2015 (when we originally wanted to reach BETA), that's correct - in order to not further hinder our plans for a functional core gameplay loop in BETA, we decided that some of those features will be added later in a form of free platform updates after 1.0:
Aerial Transport (Specifically planes)
The only feature we've decided to cut completely from our original 2015 feature list areanimal companions. That plan was simply way too ambitious - we don't have the tech to create that feature to a certain quality degree now, and we don't see having that tech in a near future.
This decision to move some features after 1.0 surely deserves detailed explanation. Let's go point by point.
With vehicles, we are absolutely certain that we want to eventually offer more variety in them, but a system of modifications to vehicles adds additional layer of complexity to the entire vehicles feature, and it would only further limit the amount of vehicles we would be able to release initially with BETA.
Barricading is depended on a large piece of underlying code that we originally intended to have available much sooner, and so in order to progress further, we had to make a decision whether to initially support barricading, or base building - and base building won the "contest" as the more interesting option for BETA
When it comes to aerial transport, we do want to have helicopters in before 1.0, but making planes accessible would mean a lot of extra time in development, slowing down what everybody wants the most, and that is to play DayZ BETA. Planes will be making their way into DayZ, but not with BETA/1.0.
Then, everybody's favourite: bikes and motorbikes. We've said that before, but sadly, as weird as it may sound to a person not involved in game dev, creating single track vehicles properly takes a massive amount of animation and programming work that we want to invest into other parts of the game for BETA - such as achieving overall polish of features like the character movement, double track vehicles, or user actions.
Dayz beta content
As far as content is concerned, we've had to make some more shuffling around, and the initial BETA release won't maintain a 1 to 1 parity with the content in 0.62 legacy version. That said, content is easier to implement than features or core technology, and the progress there will be quite fast during BETA/post 1.0.
Definitely in BETA
Most likely in BETA, definitely by 1.0
Izh43 (both variants)
Mosin (all variants)
Bow & Crosswbow
possibly later after initial BETA release, but definitely by 1.0
When it comes to content, we again follow a priority list from visual and gameplay standpoint. The process, however, also applies to all the content we have created for legacy builds, as it needs to be re-implemented for the new engine and new scripting language.
It's no small undertaking. We have been working on just this part for a little over two years already. However, we have to be realistic - there is some content that does not impact gameplay heavily, and thus has lower implementation priority.
The items and their variety must support gameplay first and foremost, so some things you love, or got excited about on our Trello board, will come later on. We have set up content teams for weapons already and they are making sure we get to closing the complete list as fast as we can.
Any previously announced content (be it from any official sources like our Twitter account, DayZ.com or the DayZ Trello board) and any content that's now in the 0.62 legacy build will eventually make it to DayZ - either as regular content drops during BETA, or as part of planned free content updates after 1.0.
1.0 GOALS, POST RELEASE PLANS & CONSOLE VERSIONS
We've covered what goes into BETA, and talked about some things that we want to add later on. Most of what'll be left to do after BETA and 1.0 is defined in the list below. Please do not hesitate to ask us (in this forums thread) about any feature/content piece that you feel was announced, but is missing in here. We will do our best to react to your input, as we may have lost track of some smaller things over time.
1.0 / Post release feature goals
As suggested, we want to continue development after 1.0 release, and the list below represents our top priority features to work on after 1.0.
Firing from vehicles
Single track vehicles
Bleeding treatment per limb/wound
Area based occurrence of diseases and pollution
Different ammunition types in a magazine
Content for release before 1.0 / Post 1.0
For the rest, our goal is to get as close to 0.62 content as possible during all BETA updates, but we can not 100% estimate which particular weapons, animals or vehicles will be ready for 1.0. We're putting all the remaining content under one list for that reason.
Rest assured, DayZ is not a done deal after BETA and 1.0. As I mentioned above, DayZ is a game AND a platform, and we intend on keeping DayZ alive for as long as it's viable (take a look at our Arma 3 example - splendid 4 years of post-launch development and support!). We also have some fantastic opportunities ready for the modding community.
As soon as the PC BETA is headed in a way we like, we're still committed to bringing DayZ to Xbox, where we have a large community of gamers patiently (very patiently!) waiting for a truly hardcore online survival game. All of that will (and must) happen next year - meaning we're just about to start what could possibly be the most exciting year for DayZ so far. In short: DayZ will be out of Early Access next year, and we'll also finally deliver it to console players in 2018.
Make no mistake: this commitment is done taking all of our previous scheduling mistakes into the account. We're serious about it.
Summary & conclusion
2018 is going to be an important year for us in the studio, as our long term work finally makes its way out there. We sure take our time, but I truly believe that people only remember great games, and not how long it took to make them.
I hope that despite the somewhat disappointing nature of this Status Report (in terms of not having another major release this year), we still managed to hold on to the support from the most dedicated among you. We'd love to follow up with an open Q&A on our forums, where I and our community team will do our best to answer your questions regarding any specific features or content.
Before the end of the year, we'll also provide a video summary of this text, with some further details and footage from 0.63.
Thank you all for staying with us, Survivors. We're almost there - after all the excruciating wait, and all the tests of patience, there are some really good times ahead of us. In BETA we trust!
- Eugen Harton / Lead Producer -
Mardi 7 novembre 2017
Status Report - 7 November 2017
This week, we have Brian remembering the struggles he experienced during his modding days - and looking forward to how the DayZ Standalone modding will make things a lot easier. Eugen is providing a thorough recap of our recent progress, we're introducing our scripter Boris Vacula and his work on particle effects, and Baty is announcing the winners of our wee Halloween screenshot contest! Let's dig into it, Survivors!
Dev Update / Brian
As we approach the entry into the BETA phase of DayZ's development, I am reminded of how things were back in 2012 as we worked on the original Survivor GameZ. Working with Dean to get us early access to upcoming builds of DayZ Mod, and trying to modify the script codebase to match the projects needs. Much like many mod authors back in the day, it was a frustrating experience, trying to create our experience within a framework (Arma 2 scripting code/commands) that was simply not designed for the type of experience we were trying to create.
It is experiences like this that specifically has me so excited for what we'll be able to offer mod authors with DayZ. The project benefits so much from being developed in house by Bohemia Interactive - doing this on in house technology is such a rare opportunity in the grand scheme of things. For both us as developers, mod authors, and you all as passionate advocates of survival in a post apocalyptic world it means a technology base that is designed nearly from the ground up to provide the tools needed to create the experience we've all had our eyes on from day one.
From a more modern and robust animation system offering true layered animations (being able to move and perform an action at the same time, yay!), to a renderer better designed for the large distances and huge amounts of enterable structures and objects drawn at one time, to a more robust and performance conscious scripting language. Making sure that when DayZ leaves principle development and the Early Access program that it provides people in the tradition of all Bohemia titles with tools to tell their own stories is 100% key.
Another thing I wanted to discuss briefly was DayZ's survival mechanics - both in gameplay systems, and in the economy values. I've often received shouts of dismay from both sides of the fence. Things being too easy, and being too hard. Looking at the mechanics we have on the survival side, something we've struggled with often as developers is providing an immersive (sometimes punishingly so) sandbox that has systems that don't frustrate. Paying attention to feedback has been critical, and I don't quite think we've hit the mark just yet with this.
Far too often, players are forced to manage survival simulation mechanics while trying to engage in the true draw of DayZ, the player interactions. Rather than the survival mechanics serving as a method to drive, and give agency to the player interaction.
In addition to this, the idea of an economy of scarcity should give said agency to players engaging and interacting with each other, but far too frequently, it ends up being a drive to either completely avoid players - or to just destroy them on sight.
I truly hope that as we move into BETA, and begin to see mechanics that give players more of an option and feel of having an impact on the world, that we see the core game loop expand past loot-shoot-survive. As my most memorable experiences in gaming all come from those types of interactions with DayZ, and DayZ Mod.
To achieve this however, we need more than passionate developers. We need to hear from you all. Constructive, and engaging feedback on the systems and mechanics of DayZ that either drive, or hinder player interaction is key - and I hope you all will engage in this more often as we move into BETA. Utilize our official forums, open tickets in the feedback tracker - hell, even post on Reddit and tag Baty. This is as much your game as it is ours.
In closing, I was asked by my partner once: "If you could only play one game for the rest of your life, what would it be?" - and I'll be honest I thought pretty damn hard on this one, but I am proud to say that my answer was a confident "DayZ" - and I hope to still be playing DayZ years from now. Allowing people to tell their own stories, and paint the world with their own brush will help make this a reality.
Much like how development is far more of an orchestra, than one mans solo performance - a strong community is one that gives a voice to the ideas and vision of its members.
Stay safe out there survivors, and remember: mo mic, no life!
- Brian Hicks / Creative Director -
Dev Update / Eugen
I'm going to change things up before we continue on our intentions and goals for release. We want to prepare detailed information in a digestible format as far as content and features go that will be available from the get go in the first 0.63 Experimental and BETA. I'm excited about how we can communicate with you in the future.
Today I will focus on things we are currently dealing with, as far as the internal version goes, and its recent development. I do believe it's important to share the steps we are taking to complete this amazing gameplay experience that is so specific to DayZ as a game. Details are crucial in getting things right. And as I said multiple times already, there is only one way out of this: having a good game.
Before we get into the summary, I'd like to point out we have released a security update on our 0.62 experimental branch. I know it might not seems like that important to test, but on the contrary: it's very much so. To increase the incentive on playing experimental servers, we have been discussing the possibility of making some small changes to how the game behaves, making it more interesting to switch between the branches and find a little bit of relief before the release of BETA. All ideas are welcome and I'll be happy to look into any feedback provided.
From a gameplay standpoint, our focus is still on the player features that you might have seen on the DayZ Player Diagram a couple of Status Reports ago. The main issue we are still very much focused on is the fix for rapid zig-zag movement in PvP combat. We want to have a solution that is both visually appealing and on point when it comes to gameplay. Additional, we are looking into more tweaks regarding how the player camera behaves, and experimentation with its new features.
Besides that, that are two major things coming to internal client that haven't been available in the Gamescom demo, just this month. One being prone ranged combat with proper turning on the back, as you move around with your weapon, and second the expansion on melee combat in the form of evades and blocking mechanics. Be aware that things can always change, but we are happy to start working with these as they get play-tested properly. I'm hopeful we can show some early prototypes soon and share the progress on these specific features as we progress further with their implementation.
From a content standpoint, there has been a couple of sound recordings done and more work on the polish of the data gathered, as well as implementation of specific features that will enable us to fill the game with cues and sounds in right situations. Its an crucial stepping stone for bringing atmosphere and tension into moments and stories you'll experience in the world of Chernarus.
Sound is not the only content we are working heavily on, as our firearms team continues to implement one firearm from our list roughly every two weeks. The list of BETA weapons should be covering various firearms across weapon types, their specific uses, their overall quality and more. We expect some changes to the pace of implementation as we add in more complicated firearm mechanics, but we are very happy with how things are going right now, and we will feel comfortable finalizing and sharing the list with you pretty soon.
In the meantime, artists are looking into all the old assets used in-game, and reworking them into a condition that is fit for year 2017, and also fit for the options that we now have regarding the new renderer. Bringing the visual appeal of Chernarus into this century is the main goal here, as DayZ, while still pretty good-looking overall, is certainly lacking some more up to date finesse in certain places. Speaking of Chernarus, work on tourist trails is ongoing, and I can't be more excited after seeing the first internal results. It adds tons of flavor to an already interesting world. Adam will share more as we get closer to some final-ish state of things.
Last but not least, as always, our concern is performance and stability, and we are going through bugs as they get introduced with new content or features. Its not something we take lightly. As you can see, we are trying to cover a lot of things that this game needs in order to introduce the critical changes all of us want to see.
- Eugen Harton / Lead Producer -
Dev Update / Boris
Greetings survivors! This is my first Status Report so let me quickly write something about myself. I've joined the DayZ dev team as a member of the Bratislava studio 3 years ago. Since then, I work as a scripter / designer and I wrote various systems (both on SQF and Enforce tech). Today, I would like to show you what I am currently working on in regards to firearms mechanics.
Thanks to the new Enfusion technology, scripters now have better ways to handle particle effects. One of the features that heavily relies on this system are weapon muzzle flashes. In DayZ 0.63 and onward, all firearms will shoot unique particle effects depending on various parameters, such as ammo type fired, weapon type used, muzzle attachments used (suppressors, compensators, muzzle brakes or flash hiders) and the damage state of any of these components.
In addition to that, particles can now be generated coming from multiple parts of the weapon. So for example, in addition to seeing typical muzzle flash coming from the rifle's muzzle, you will also see a patch of smoke escaping from the ejector. Or, if some specific muzzle brake is present, the flash will form a star-shape.
Internally, we're currently at the beginning of creating particle effects for each weapon type and muzzle attachment configuration. This will be a long-term continuous process that will require a lot of tweaking to get right. However, we already have a few rough prototypes that we can show:
This system will be fully moddable and with a few simple tweaks, content creators will be able to achieve quite wild results:
- Boris Vacula / Scripter -
Hello everyone in our lovely community!
We are back after two weeks and you have created plenty of awesome community content again!
If you read the latest Status Report, you had two chances to participate in some of our official community activities.
The first thing was an event - The Big Pumpkin Hunt. 50 players split into 4 groups and were tasked to find as many pumpkins as possible in Chernogorsk. The only permitted way to fight was with bare hands and additionally to all that, there were creepy devs running around, scaring and killing the players. The event was quite successful and I am so proud everything was ready in time. I wanted to show you the kill log, but it has more than 5000 lines and I didn't have enough time for it. It should be ready this week though!
The winning PINK team collected 80 pumpkins. Congratulations again!
Fun fact for you - we have placed more than 200 pumpkins around all Chernogorsk in-game, all done by hand. The placement was not scripted at all!
We had several content creators there and they have some screenshots and videos for you.
TRMZ and CamCANTRUN made edits from the event, so you don't need to see the whole thing, just the interesting parts:
But if you want to see everything without any cuts, here is a Twitch VOD by McBaiin.
I really enjoyed the event and I am planning another one, so stay tuned and read the Status Reports for more information.
DayZ Noob has a community event for you, it will be a fist fight in Kamy and it sounds awesome, so check it out!
If you have an event coming up as well in the future, just let us know via our DayZ Twitter or Twitter and we'll help to spread the word.
The second thing you could have participated in was a Halloween screenshot competition. And you sent us tons of really amazing screenshots! I was sad we can only choose three winners. I collected 63 votes around the team and we made a decision. So…. The winners are:
Devs chose DrDeSync's screenshot because of the story behind this picture. Group of survivors are resting peacefully around a fire, but there is a creepy killer hiding behind a tree, waiting for the right time to attack.
I want to thank you all for your nice screenshots, I love all of them. Thank you!
I will contact the winners this week
Now - time for more videos from you!
This one is really great. TiKTac'tical made an amazing cinematic video. You need to see it. Really. Here:
Another video is by Axel Hjelmqvist and it will cost you only 1 minute of your time to see it. It is about morning routine of just about every survivor. Wake up, eat some food, drink some water, choose a weapon, kill some zombies and try to survive.
And here is an experiment!
Rustycaddy made probably the biggest farm in DayZ ever! 10 random people helped him on a public server, which is amazing! Good people still exist.
Do you know Boydy? He is a YouTuber from Australia and he makes interviews with DayZ content creators. This time, it was my turn. Maybe you will be interested. And thank you again Boydy!
Here comes the riddle time again!
First, the wall of fame from the last Status Reports riddle, good job: