DayZ - contact@rockpapershotgun.com (Brendan Caldwell)

PE_nextday1

Every week we abandon Brendan to the post-apocalyptic wastes of early access. This time, the cold, hard life of Next Day: Survival [official site]

I found my new friend sitting in a car outside the Safe Zone compound. The car was broken down and stationary, but he sat behind the wheel anyway. He was making his own speedy car noises and engine sounds.

“Brrrrrrr-brm-brrrrrrrrr. Brrr-brr-brrrrrrrvvvv!”

I stepped in front of the immobile vehicle, wearing nothing but the boxer shorts and t-shirt that accompanied me into this world. I peered through the windshield to get a closer look at the man inside, pretending to drive.

Oh shit! he shouted A pedestrian! (more…)

DayZ - Baty Alquawen


This week, we're keeping it short and sweet with Eugen, Adam and Baty, as the rest of the team got their hands full with work on major 0.63 tasks. Eugen actually shares more on why we've been quieter than usual the last few Status Reports, and sets some expectations regarding BETA release schedule. Adam is reporting on the ongoing tireless work of the environment team, showcasing some of their recent achievements, and Baty closes off with a little teaser of an upcoming live stream - along with sharing awesome community content, of course! Let's get to it folks. 

Contents This Week
  • Dev Update/Eugen
  • Dev Update/Adam
  • Community Spotlight

Dev Update/Eugen
In BETA we trust, deliver we must. A catchphrase that I've seen on one of our whiteboards a couple weeks ago perfectly summarizes how we as a team feel right now.

We know things haven't been perfect and that the experience that we wanted to provide has not always been consistent with our vision. Technology debt that we have been fighting held us in fairly firm grip where we quickly realized that providing short term solutions over and over isn't going to cut it.

We had to rethink and go back to the drawing board multiple times to start making a fun game. We knew the solutions needed but the time investment was huge with lot of risks ahead. Which is where a lot of the development kept getting slowed down by the complexity of the engine changes that were needed, as well as unexpected issues that kept changing the landscape before us.

It was a risky move that we hope will keep the game alive going forward and bring back those that might have been turned away by the state of the game. As we truly believe that what you players want and we meant to deliver wasn’t doable with the technology we had.

There are players out there who are patiently waiting, while playing the game in a state that it is in now, others who wait for the full release or some who come back every once in a while to see what changed. Some are more invested than others, they read our channels, think about consequences of what we talk about, and some just want to see it in action. As the BETA is becoming a fleshed out reboot of the game all of us wanted, we plan to have a limited playable build at Gamescom this year. We're doing everything we can to make it available at the Bohemia Interactive booth for the visitors to try it out.

The sole focus of this build is gunplay and player movement on an edited version of Chernarus prepared especially for the purpose of this demo. That is why a lot of our efforts have been looking at the flow of player actions, controls and consistency of their outcome. The team will be there in person to discuss the details with those interested. Feedback is the most important thing and we can't wait to see people play it and smoothen the rough edges. 

Now that also means that the next couple of weeks are fully focused on the content of the Gamescom demo, so that there are no major hurdles when fans in Cologne get their hands on it. All departments are trying to iron out the details as much as they can, so that we can have fun with in Germany.

For the first BETA update itself, there is no release date yet. We don't want to let you down unless we're absolutely sure it's coming. The Gamescom demo work itself still counts towards the overall development of course, but we're not ready to put that version of the game on any of the public Steam branches - simply because the feature set of our demo will be limited and does not represent the complete DayZ experience. 

To finish things off, let's take a look at a list of things the team is tackling now:

Programmers
  • Weapon actions
  • Vehicle controller refactor
  • Basic state machines and script classes tweaks
  • Melee combat preparation (programming wise)
  • Central Loot Economy tweaks
  • Physics and optimization tweaks
  • New animation system for zombies
  • Bug fixing
Animators
  • MoCap session preparation
  • Animal animations
  • Weapon animations
Designers
  • Melee combat (script wise)
  • Aiming model
  • Weapons handling
  • Inventory UI refactor (crafting, character)
  • Advanced placing system
  • New player and item spawn definition
Audio
  • Sounds for weapon interactions
QA
  • Playtesting the 0.62 update
  • Internal client stabilization
  • New animations/weapons functionality testing
Art
  • Gamescom map preparation
  • Old assets rework
  • Fire mode selector for weapons
  • Object layout for western region
- Eugen Harton / Lead Producer


Dev Update/Adam
As we mentioned in earlier status reports, our efforts on improving graphical fidelity does not end with the update 00.62. With such massive change for the environment that update 0.62 has brought, one of the most important things for us is to get the environment right color-wise. That means getting lighting config right and having all assets in our environment properly configured (material and texture wise).

We have already released an update for grass color for 0.62 on June 21 and since then our environment designer Mark has been working tirelessly on another iteration, this time focused mainly on changing another important piece of this whole color puzzle - satellite texture. You know this texture very well, because it is the one that you see whenever you look into the distance (and also texture, that is commonly used on community-made maps, that helps you in travels through Chernarus).

Since Chernarus was originally made for Arma 2 and DayZ version has been built on top of it, it also uses satellite texture from this version. The texture was unfortunately nowhere near to being consistent in the beginning (in terms of the way details were made or in used color pallete) and with the additional things added on top of it in DayZ (northern, western expansion, settlement rework,..), this problem was only deepened.

With the update 0.62, we felt that it is the time we finally look at this problem and make sure satellite texture for the new Chernarus uses somewhat consistent color pallete and looks good both in old and new areas. This change was also particularly important for us with update 0.62 since satellite texture affects colors of grass and ground textures. Now, do not expect that suddenly, a texture that has 15360x15360 pixels will be great in every detail, but the work that has been done so far is a huge step forward and will be good starting point for any additions and improvements.

BEFORE


AFTER


With satellite texture changes of such scale, another pass on colors of grass and bushes/trees was inevitable (to basically bring close and far LOD visuals in-line with colors on new satellite texture plus several issues with material configuration were also fixed). And since all that was purely a data change, we felt that it would be shame not to include it for update 0.62, too. And so all of the changes are now available on Experimental Branch for you to check out.

And I do have also some bonus pictures for you this time - work has progressed on western border of Chernarus. Currently, detailed object layout is being worked on in areas west of Zelonogorsk. First two pictures show new settlement, called Zvir. Third shows Orlye ozero with mountain Velikyj Kotel rising behind. Now please keep in mind that content on these pictures is work-in-progress. If you want to read more about the planned changes on western border, check out the last status report.







- Adam Francu / Senior map designer


Dev Update/Community Spotlight
Two weeks have passed and it is time again to take a look at what is happening in the community. At first, I would like to talk about an important event which is ahead of us this summer and that is Gamescom. We've been preparing for it for several months and it is very important to us, because we will meet you – the community, and at the same time, we want to show you something new. If you are planning to be at Gamescom, we will be glad to see you. You will find our booth in hall 10.1, where we will be among other Bohemia Interactive games. Also, for the Friday 25th, we are preparing a small meet & greet with developers, including small gifts for you. Cosplayers are welcome! We will tell you more on a live stream before Gamescom, which we are also preparing at the moment and which you definitely should not miss.

Recently, I was playing DayZ when I got a message from streamer Issy telling me she can’t wait to show me what she made. And she sent a picture of shoes she painted in DayZ style! Simply awesome! I had to share that with you.



When browsing through DayZ videos, this DayZ-inspired rap caught my eye, made by DayZ Standalone - Jiveturkey600. He created it on a request from one of the fans, who wanted a song from zombie point of view.

https://www.youtube.com/watch?v=468GVzy3S-Q

Today I would like to focus on an international fan group on Facebook - DayZ Standalone Community, which has over 13000 members. People show off their accomplishments there, look for others to play with or share their own creations. It was this group where I found Mark Duncan Copland’s post showing postcards he receives from his friend Michael. It is amazing to see how DayZ became an important part of your friendship!







 

Another thing that got my attention in this group was a bar in Birmingham, UK, run by Jessica Mitchel  who, as a true fan, decorated the bar windows with DayZ style stickers. 




 

I would like to invite you to a RP event on the Aftermath server which will take place next Wednesday. What is it about?

"Scientists have been carrying out experiments on the residents of Svetlojarsk. Slowly the residents started to notice people becoming sick and ‘turning.’ Information was leaked to the residents that scientists were going to visit the city to see the final result. The remaining residents held a secret meeting, they bought weapons off the black market and planned to capture the scientists to demand a vaccine for their friends and family. Worried that there may not be enough to go around, the civilians not only intended to capture the scientists but also kill anyone else who knew about the virus!"

If the story got you interested, don’t not forget to sing up, because the server is whitelisted. You can find more information on their web pages.

As a last thing, I wanted to show you a beautiful screenshot of the town of Novodmitrovsk in an unusual resolution made by Reddit user NeuroticEUROtic. It is definitely worth sharing!



That is all from me for today. Make sure not to miss the next Status Report, where we will give you more information about the upcoming stream and Gamescom.  Enjoy the summer!

Header image by disastrouscluck.

- Baty / Community Manager
DayZ - Baty Alquawen


This week, we're keeping it short and sweet with Eugen, Adam and Baty, as the rest of the team got their hands full with work on major 0.63 tasks. Eugen actually shares more on why we've been quieter than usual the last few Status Reports, and sets some expectations regarding BETA release schedule. Adam is reporting on the ongoing tireless work of the environment team, showcasing some of their recent achievements, and Baty closes off with a little teaser of an upcoming live stream - along with sharing awesome community content, of course! Let's get to it folks. 

Contents This Week
  • Dev Update/Eugen
  • Dev Update/Adam
  • Community Spotlight

Dev Update/Eugen
In BETA we trust, deliver we must. A catchphrase that I've seen on one of our whiteboards a couple weeks ago perfectly summarizes how we as a team feel right now.

We know things haven't been perfect and that the experience that we wanted to provide has not always been consistent with our vision. Technology debt that we have been fighting held us in fairly firm grip where we quickly realized that providing short term solutions over and over isn't going to cut it.

We had to rethink and go back to the drawing board multiple times to start making a fun game. We knew the solutions needed but the time investment was huge with lot of risks ahead. Which is where a lot of the development kept getting slowed down by the complexity of the engine changes that were needed, as well as unexpected issues that kept changing the landscape before us.

It was a risky move that we hope will keep the game alive going forward and bring back those that might have been turned away by the state of the game. As we truly believe that what you players want and we meant to deliver wasn’t doable with the technology we had.

There are players out there who are patiently waiting, while playing the game in a state that it is in now, others who wait for the full release or some who come back every once in a while to see what changed. Some are more invested than others, they read our channels, think about consequences of what we talk about, and some just want to see it in action. As the BETA is becoming a fleshed out reboot of the game all of us wanted, we plan to have a limited playable build at Gamescom this year. We're doing everything we can to make it available at the Bohemia Interactive booth for the visitors to try it out.

The sole focus of this build is gunplay and player movement on an edited version of Chernarus prepared especially for the purpose of this demo. That is why a lot of our efforts have been looking at the flow of player actions, controls and consistency of their outcome. The team will be there in person to discuss the details with those interested. Feedback is the most important thing and we can't wait to see people play it and smoothen the rough edges. 

Now that also means that the next couple of weeks are fully focused on the content of the Gamescom demo, so that there are no major hurdles when fans in Cologne get their hands on it. All departments are trying to iron out the details as much as they can, so that we can have fun with in Germany.

For the first BETA update itself, there is no release date yet. We don't want to let you down unless we're absolutely sure it's coming. The Gamescom demo work itself still counts towards the overall development of course, but we're not ready to put that version of the game on any of the public Steam branches - simply because the feature set of our demo will be limited and does not represent the complete DayZ experience. 

To finish things off, let's take a look at a list of things the team is tackling now:

Programmers
  • Weapon actions
  • Vehicle controller refactor
  • Basic state machines and script classes tweaks
  • Melee combat preparation (programming wise)
  • Central Loot Economy tweaks
  • Physics and optimization tweaks
  • New animation system for zombies
  • Bug fixing
Animators
  • MoCap session preparation
  • Animal animations
  • Weapon animations
Designers
  • Melee combat (script wise)
  • Aiming model
  • Weapons handling
  • Inventory UI refactor (crafting, character)
  • Advanced placing system
  • New player and item spawn definition
Audio
  • Sounds for weapon interactions
QA
  • Playtesting the 0.62 update
  • Internal client stabilization
  • New animations/weapons functionality testing
Art
  • Gamescom map preparation
  • Old assets rework
  • Fire mode selector for weapons
  • Object layout for western region
- Eugen Harton / Lead Producer


Dev Update/Adam
As we mentioned in earlier status reports, our efforts on improving graphical fidelity does not end with the update 00.62. With such massive change for the environment that update 0.62 has brought, one of the most important things for us is to get the environment right color-wise. That means getting lighting config right and having all assets in our environment properly configured (material and texture wise).

We have already released an update for grass color for 0.62 on June 21 and since then our environment designer Mark has been working tirelessly on another iteration, this time focused mainly on changing another important piece of this whole color puzzle - satellite texture. You know this texture very well, because it is the one that you see whenever you look into the distance (and also texture, that is commonly used on community-made maps, that helps you in travels through Chernarus).

Since Chernarus was originally made for Arma 2 and DayZ version has been built on top of it, it also uses satellite texture from this version. The texture was unfortunately nowhere near to being consistent in the beginning (in terms of the way details were made or in used color pallete) and with the additional things added on top of it in DayZ (northern, western expansion, settlement rework,..), this problem was only deepened.

With the update 0.62, we felt that it is the time we finally look at this problem and make sure satellite texture for the new Chernarus uses somewhat consistent color pallete and looks good both in old and new areas. This change was also particularly important for us with update 0.62 since satellite texture affects colors of grass and ground textures. Now, do not expect that suddenly, a texture that has 15360x15360 pixels will be great in every detail, but the work that has been done so far is a huge step forward and will be good starting point for any additions and improvements.

BEFORE


AFTER


With satellite texture changes of such scale, another pass on colors of grass and bushes/trees was inevitable (to basically bring close and far LOD visuals in-line with colors on new satellite texture plus several issues with material configuration were also fixed). And since all that was purely a data change, we felt that it would be shame not to include it for update 0.62, too. And so all of the changes are now available on Experimental Branch for you to check out.

And I do have also some bonus pictures for you this time - work has progressed on western border of Chernarus. Currently, detailed object layout is being worked on in areas west of Zelonogorsk. First two pictures show new settlement, called Zvir. Third shows Orlye ozero with mountain Velikyj Kotel rising behind. Now please keep in mind that content on these pictures is work-in-progress. If you want to read more about the planned changes on western border, check out the last status report.







- Adam Francu / Senior map designer


Dev Update/Community Spotlight
Two weeks have passed and it is time again to take a look at what is happening in the community. At first, I would like to talk about an important event which is ahead of us this summer and that is Gamescom. We've been preparing for it for several months and it is very important to us, because we will meet you – the community, and at the same time, we want to show you something new. If you are planning to be at Gamescom, we will be glad to see you. You will find our booth in hall 10.1, where we will be among other Bohemia Interactive games. Also, for the Friday 25th, we are preparing a small meet & greet with developers, including small gifts for you. Cosplayers are welcome! We will tell you more on a live stream before Gamescom, which we are also preparing at the moment and which you definitely should not miss.

Recently, I was playing DayZ when I got a message from streamer Issy telling me she can’t wait to show me what she made. And she sent a picture of shoes she painted in DayZ style! Simply awesome! I had to share that with you.



When browsing through DayZ videos, this DayZ-inspired rap caught my eye, made by DayZ Standalone - Jiveturkey600. He created it on a request from one of the fans, who wanted a song from zombie point of view.

https://www.youtube.com/watch?v=468GVzy3S-Q

Today I would like to focus on an international fan group on Facebook - DayZ Standalone Community, which has over 13000 members. People show off their accomplishments there, look for others to play with or share their own creations. It was this group where I found Mark Duncan Copland’s post showing postcards he receives from his friend Michael. It is amazing to see how DayZ became an important part of your friendship!







 

Another thing that got my attention in this group was a bar in Birmingham, UK, run by Jessica Mitchel  who, as a true fan, decorated the bar windows with DayZ style stickers. 




 

I would like to invite you to a RP event on the Aftermath server which will take place next Wednesday. What is it about?

"Scientists have been carrying out experiments on the residents of Svetlojarsk. Slowly the residents started to notice people becoming sick and ‘turning.’ Information was leaked to the residents that scientists were going to visit the city to see the final result. The remaining residents held a secret meeting, they bought weapons off the black market and planned to capture the scientists to demand a vaccine for their friends and family. Worried that there may not be enough to go around, the civilians not only intended to capture the scientists but also kill anyone else who knew about the virus!"

If the story got you interested, don’t not forget to sing up, because the server is whitelisted. You can find more information on their web pages.

As a last thing, I wanted to show you a beautiful screenshot of the town of Novodmitrovsk in an unusual resolution made by Reddit user NeuroticEUROtic. It is definitely worth sharing!



That is all from me for today. Make sure not to miss the next Status Report, where we will give you more information about the upcoming stream and Gamescom.  Enjoy the summer!

Header image by disastrouscluck.

- Baty / Community Manager
Team Fortress 2

Last week I asked our community to share their sleaziest stories of scamming or being scammed in online games. I expected we'd get some fun tales that we could all laugh about, but instead the comments section filled with anecdotes of such absolute savagery that I lost hope for humanity. Not only are some of you unconscionable in your unwavering commitment to screwing over your fellow person (or friends), but a few of you also suffered dearly at the hands of strangers on the net.

I've sifted through hundreds of comments to bring back what I feel are the worst, sleaziest, most underhanded stories. Whether it's screwing over your best friends for a quick buck or falling for the same scam twice in a row, all of you should feel bad. Really bad. For better and for worse, here are your most underhanded stories of scamming.

Cat fishing anonymous 

It's one thing to use a silver tongue to trick someone into handing over a few items, but it's another thing to get your girlfriend to pretend to be a cam girl in order to scam some poor, lonely soul for 10 million gold. That's exactly what commenter Mugen did while playing Vindictus.

"I once scammed a guy from Italy out of 10 million gold in Vindictus," he explains in the comments. "I told him I was a cam girl and I'd Skype him if he transferred the gold to my character."

Apparently Sleepless in Italy needed a bit more proof before he was willing to part with his precious gold, so Mugen somehow convinced his girlfriend to play the part. "I got my girlfriend to go on Skype with him and she posted fake cam girl pics and pretended it was her," he says. "After we got the payment we let him know he shouldn't trust people online and then deleted and blocked him on Skype. I've never felt so horrible."

Mugen's comment doesn't offer more details, but I have a million questions. How does someone even convince their girlfriend to pull this off? I don't know what makes me more depressed: That someone would stoop so low for gold or that someone would actually fall for it.

Need a lift? 

You should never take a ride from a stranger—especially if it's in DayZ and there's zero reason why that person shouldn't break your legs and leave you for dead. It might not be a traditional scam, but FixTheBloodyGame (let's call him Fix) has a story so brutal that it's only made worse by the fact that they got nothing out of it.

"Back when DayZ was an Arma 2 mod, myself and two friends had become fully geared, had a helicopter, and basically hit the endgame without much else to do," they explain. "What we ended up doing was offering lifts around the map using our helicopter and arranging this via side chat. Needless to say, we had some ulterior motives."

I shot him in the leg with a DMR, snapping them instantly.

FixTheBloodyGame

They stumbled upon a freshly-spawned player trying to get across the map so he could team up with his friend. "We met up in Electro, got him to drop all his gear and loaded him into the chopper and set off flying northeast. After 3 minutes of flying, he got very confused and asked where we were heading. 'Just a quick stop at our base,' we said."

As Fix explains, in the far northeastern corner of the map is an island so small that no zombies spawn on it and most players don't even know it exists. "We dropped the guy off on the island and said he should follow us to get some gear from our 'buggy tents that go invisible.'

After watching this poor sap run around trying to find the invisible tents, Fix decided to get nasty. "I shot him in the leg with a DMR, snapping them instantly," Fix writes.

But it gets worse.

"We quickly bandaged him, healed him up (his legs were still broken) and got him to crawl across this island to our helicopter. As soon as he got close we flew away. After he started getting sad in side chat we flew back to him and fixed his legs—only to snap them and repeat the whole process again."

Fix explains it was only when the island was a tiny dot on the horizon that they fully realized what an ass they had been. "This poor guy just wanted to meet up with his friend. He now only had a few choices: Swim to shore (which would take multiple hours), starve to death (again, multiple hours in real time), or quit the server and never return. There was no suicide button and he had no gear to kill himself with."

"We got a lone message in side chat after all this, a simple ':(.'"

Reading this story, the optimist in me hoped that maybe Fix and their friends would find their conscience and head back for their crippled passenger. Nope.

"Our pilot got very sad for him, the rest of us laughed our arses off."

Sorry for your loss 

XyzzyFrobozz's story is legitimately infuriating and proves that EVE Online isn't the only MMO where you can't trust your closest friends. "I started a guild in Lord of the Rings Online on the Nimrodel server called the 'Rangers of Arnor,'" they write. "I worked hard at recruiting and raiding to the point where we were becoming a medium-sized guild of about 50 people. Word was spreading that we were active and friendly, and so we started getting quite a few applications." 

"A good friend of mine unfortunately took his own life. I had to travel out of state to be with his family and help with the arrangements, so I handed over some of the control of the guild to a 'trusted' friend in the game—specifically the ability to recruit or ban people from the guild. I explained what was going on and that I wanted the guild to continue growing by admitting people while I was away."

Apparently even a real-life tragedy won't stop some people from abusing power. Xyzzy returned to a terrible surprise. "When I returned I found the guild had grown by five players... and that my 'friend' had kicked me from the guild and taken it over as his own."

"I never played LOTRO again."

I don't blame them.

Insanity is doing the same thing twice… 

We received a mountain of entries involving Runescape. This MMO is a madhouse of skullduggery, but Jake Brandt's story stands out because he was so hilariously naive as to fall for the same scam twice in a row.

As he explains, his pride and joy was his full set of adamantium armor, which was the second-most powerful in the game at the time. Around that time, Jagex had released special sets of armor that had ornate gold or silver trimming along the outer edges. It was highly fashionable and Jake wanted some. "I had heard about gold trimmed armor but knew nothing else about it, so when a guy on the road offered to upgrade my armor I happily accepted his generous offer and handed over two pieces of my gear."

There's just one problem: there was no way to convert normal armor into trimmed armor. Instead of learning this lesson, Jake decided to roll the dice a second time.

"After a brief mourning period for my lost adamantium equipment, I kept walking down the road and there were a couple of people at a crossroads. One of them walked up to me and offered to add gold trim my remaining armor. I don't remember how I could have possibly thought it was a good idea to try this again, but I did. I even made him swear he wouldn't keep my armor like the last guy."

"And that's the story of the time I ragequit Runescape, never to return."

On the next page, someone gets the shit kicked out of them in real life.

Mistaken identity 

Zed's willingness to think on his feet is astounding. While playing Diablo 2 one day, he found an open public game named "Cody come" and decided to play a trick: He was going to pretend to be Cody. "I joined the match with a stupid idea in my head that I was going to pretend to be the guy's friend," Zed writes. "After joining the game I went to my stash checked out some items and was just doing my thing and the other guy in that current game said 'Hello' and I replied "Hey man, one sec gonna get a drink' and he said 'Cody?' I waited a minute or so and said to him 'Yeah this is my paladin account.' So at this point he was gonna either call my bluff or believe me."

But before the other player could decide, another player joined the game.

It wasn't Cody, but a random PvPer who immediately turned hostile and challenged the two to a fight. "I quickly invited the other guy to my party which he accepted and we ran out of town only to be slaughtered. We lost a boat load of gold and this guy was getting very upset," Zed explains. Then Zed saw his opportunity to strike.

"Now I knew what item he had because I was a dork and could tell if someone had an ethereal weapon. It was obviously one of the high end game rune weapons because we were in hell mode," Zed says. "I told my buddy that with my current build I could kill the amazon if he would just give me the item. I requested trade and to my surprise the trade window opened."

"'You better give it back dude, I'm not joking,' the guy said. I got the item and left the game."

Again, please don't give strangers your rarest items. Even if you think they're Cody.

Don't lose your head 

Many of the stories we received took place while playing games, but BunnyBot 5000 had the unfortunate experience of being scammed through Steam's trading interface. "Several months after Team Fortress 2 had gone free-to-play, my most sought after dream at the time was a Max's Head to accompany my rabbit-themed username, BunnyBot writes. "I had acquired the illustrious hat by way of birthday money, and was open in my flaunting of it."

"Now here's where it gets weird - I had, by this time, made several friends through Steam." As BunnyBot explains, one friend, "Andrew" lived just down the block from him. "Late one night, I began messaging with Andrew and he requested I trade the Max's Head to him as part of some sort of elaborate prank. In my tired, sleep-deprived mind, I figured that Andrew was the kind of guy to do this kind of stuff, and if he tried to skimp me, I could just walk down to his house and chew him out. In my moment of weakness, I traded him my most prized possession."

There was just one problem: BunnyBot wasn't speaking to Andrew.

As BunnyBot quickly realized the moment "Andrew" unfriended him and ran off with his Max's Head, "another one of my Steam friends had a very similar screen name to Andrew's."

When BunnyBot began messaging him thinking he was Andrew, "the sleazy fuck" played along with it and "pretended to be [his] friend."

"I traded this stranger my most prized possession and he immediately unfriended me and made off with his ill-gotten gains," BunnyBot laments. "I learned my lesson that day: Scammers are not always just some kind of weird broken-English bot that tries to add you out of the blue. They could already be on your friends list, lying in wait for just the right opportunity."

Keep your friends close 

Of all the stories we received, Jirka Týr's is easily my favorite. A common theme in most of these stories was that the scammer always got away without consequence, but Jirka paid dearly for his scam.

Back in 2006, Jirka and his four friends, barely teenagers, got into playing Runescape. As he explains, they knew very little about the game and spent a great deal of time on YouTube learning how to play. That's when they came across a video teaching how to lure people into the open-PvP Wilderness so you could kill them and take their stuff. They were very excited. "We were all around 11-12 years old so we had boners harder than steel."

I ended up with 5 really small open wounds, broken nose and few cuts on my face.

Jirka T r

Using computers at their school, the five friends decided to give the scam a try. "We tried pretty hard for a good hour and almost everyone looked through us and reported us," Jirka says. " After another four days of trying and no result, I was kinda pissed off it doesn't work—probably because English isn't my native language and all I could say back then was yes, no, hello, and bye. It was kinda hard and we were just copying and pasting every word we saw in the video."

Frustrated by his inability to trick other players, Jirka decided to turn on his friends.

"One day I started yelling that I finally got some guy and I'm going to kill him," Jirka writes. He explains that he convinced his friends to drop everything to come to his aid but only bring their cash so they had more room to pick up his victim's items. Except there was no victim.

Earlier, Jirka had used all of his cash to purchase a set of rune armor—some of the best in the game. When the first of his friends arrived, he immediately attacked and quickly killed him. "All I saw was his red, steaming face over the monitor," Jirka writes. "I kept my cool and tried my best to have the most serious poker face. He yelled at me 'Why did you kill me you dipshit?' And with all my skill I turned slowly on him, tilted my face a bit and said 'What are you talking about?' I said that couldn't be me because I was somewhere else—I was lying and all it would take to catch me was for him to come to my computer and look at what I'm doing."

Over the next few days, Jirka succeeded in pulling the same stunt on the rest of his friends, looting their dead bodies until he had over 100,000 gold. "I bought every single expensive thing I could find and what did I do when I had all this expensive gear and cosmetic shit on my account? I showed it to my friends!"

This would prove to be Jirka's undoing. Immediately his friends deduced who had scammed them and taken all of their gold. "They didn't react by calling me a swine or an asshole," Jirka says. "It was literally punches, kicks, hitting me with a chair…"

They beat the shit out of him.

"I ended up with 5 really small open wounds, broken nose and few cuts on my face," Jirka writes. He explains that this all happened at his school in the Czech Republic, and his teachers had to call his parents to come and get him. "After my mom saw me she nearly cried and my father was angry as hell."

At the time, however, no one knew that Jirka had broken his nose. "My nose hurt like hell so I went to my mom and told her about it," He says. "She just grabbed me by the nose and yanked it to the side. When it moved, it scared her to the death and I went to the hospital that night, we had no car at the time and even no driver license so we had to wake up all of our neighbours and ask them to drive us."

But getting beat up wasn't even the worst punishment. "My account was completely wiped out.

Nobody from those friends talked to me that year, and I looked like an ogre because my nose was four times bigger than usual."

I guess the lesson here is not to scam people who are within arm's reach of you.

Or, you know, just don't scam people at all.

Comments were edited for grammar and clarity.

DayZ - Baty Alquawen


Good afternoon Survivors,
This week, the summer holiday is in full swing in Prague and Bratislava, which means that some of our developers are enjoying a well deserved vacation, while the others are super busy keeping the development process going. This unfortunately means that our Status Report will be rather brief and dry this time, but as always, we managed to come up with some interesting bits and pieces on what's happening behind the scenes. The main topic this week is the much discussed introduction of server browser tabs. Adam and the environment team is looking at all the settlements across Chernarus, and meanwhile, our friends over at the Bohemia mobile team released Mini DAYZ on mobile devices. It was quite the success to say the least! Let's get to it now, shall we?

Contents This Week
  • Dev Update/Hicks
  • Dev Update/Eugen
  • Dev Update/Adam
  • Dev Update/Martin
  • Community Spotlight
 
Dev Update/Hicks
Greetings Survivors!

This Status Report, I had something short and sweet for you. I wanted to take the opportunity to address adaptation to changes, and changes coming forward in general.

I know some of you were confused about the changes to the server browser we mentioned in previous Status Reports, and it raised a small concern for me when it comes to larger changes in the future. The changes to the server browser organization are absolutely vital for the final product of DayZ. I know it might seem confusing now but we, as developers need to look at the bigger picture.

Presenting the new user with the intended, vanilla experience of DayZ is absolutely critical. If a new user hits the play button, they should be paired with the best candidate official server. If a user looks at the server browser, they absolutely should be presented with Official Bohemia Interactive servers. Servers that present the experience we have laid out, and that we know won't be resetting storage, and will all be on the same central infrastructure.

I fully realize that now it might seem confusing to some, and now it might not seem to make sense based off of the current state of the build - but I promise you, it makes sense in the long run. I'm also aware of concerns with regards to some official servers going offline and people losing their camps, and I promise you - this is something that will be looked at, to ensure user progress and protection from unintended player progression loss.

As far as other changes moving forward, the sheer nature of how you interact with the world and the gameplay systems involved in it will inherently change. Simply put, things just flat out operate differently. Not only do all of these extensive changes coming in 0.63 and beyond allow us to bring DayZ to be the experience we want it to be, it also allows us to get rid of nasty pesky issues related to the previous system limitations. Be it addressing the nasty "apple spam" or the frustrating deaths at short heights, or even duplication through abuse of animation system glitches. I'm not saying this will resolve every issue present, but it puts us in a position to be able to more easily, and more stabily resolve these issues.

That's really all I had for you guys for this Status Report, but keep in mind - no one is looking forward to playing 0.63 on Steam more then us, the developers.

- Brian Hicks / Creative Director

 
Dev Update/Eugen
DayZ has always been a bit of a hybrid MMO - a combination of character and world persistence where instances act like shards themselves, and the official set of servers focusing on the "vanilla experience" - with the future expectation of additional variety with customizable modded servers.

By being that open, we closed some doors for us to go full on on that notion of a never-ending progression in an online world - one that games like Destiny or The Division utilize. On the other hand, we still want to keep the idea that allows one player to spend a life of multiple characters across these shards, and have the variety of these different experiences that are consistent with our vision.

As Brian has explained today, and in previous Status Reports, I just want to say that the main idea behind the recent tab separation is to maintain two separate worlds for our players. The "vanilla" one where you can expect a consistent experience, and the community one, where (when the BETA hits) you'll see a large variety of different gameplay and tweaks, with as much information as we can provide on the types of changes you'll experience there.

Our goal is not to hide these community experiences, but only to show and highlight the difference. I understand that majority of people play on private servers nowadays, as there is more of that curation as to what happens there, and the dangers of vanilla where anything can happen might not be suitable for everybody. But we do believe that giving a choice and information about these differences will be crucial going forward when server files are released.

You'll get a large variety of gameplay and setups, and less of a curated community vanilla experience that we at Bohemia will focus on. We expect that community will supply different maps, PvP modes, roleplay, and more. DayZ mod is a good experience to look back on as it has spawned multiple mods and changes, while vanilla experience attracted less and less of the player focus over time - which is understandable. As you spend hundreds of hours there, and want to try new things in this never ending world. We want to see the same thing with less hassle around doing so. You want to play a mod, we want you to see what that mod is, make the flow of playing without any obstruction, and we want to highlight these different experiences for players seeking them.

I also want to touch upon the subject of 0.62 development, as it's slowly closing up with a last couple of critical fixes getting merged in, such as crash fixes. When we move on, we want to be sure that your experience is as stable as it can be, within the limits of knowing that everything is going to change when BETA hits. All these small things will help us with this huge transition.

As I have said multiple times, we believe that we have something great ahead of us that will realize the vision all of us had for what sometimes feels as forever. So yes, we are now focusing on combat first and foremost in our internal version - and we want to share that with you as soon as possible. There are multiple build reviews every week, as we march towards this long awaited goal.

To give a glance at the currently open development items in our teams:

 

Programmers
  • Vehicle controller refactor
  • New animation system for infected
  • Animation events for player
  • Communication systems optimization
  • Mosin 1930 basic state machine and script class
  • MP 133 basic state machine and script class
  • MP5 basic state machine and script class
  • CLE (Central Loot Economy) tweaks
  • Physics and optimization tweaks
  • Bug fixing
 

Animators
  • M4A1 animations
  • Player turns for pistols
  • Unarmed & one hit reactions
  • Player graph fixes
  • IK (Inverse Kinematics) poses
 

Designers
  • New player and item spawn definition
  • Player action targeting and floating cursor
  • User actions in multiplayer
  • Advanced placing system
  • Inventory UI refactor (crafting, character)
  • Aiming model
  • Melee combat targeting
  • Traps with grenades
  • Weapons handling
 

Audio
  • Bug fixing
  • Sounds for animals
 

QA
  • Playtesting the 0.62 update
  • 0.62 feature testing
  • Internal client stabilization
  • CLE testing
 

Art
  • Old assets rework
  • Detailed object layout for western border (locations west of Lopatino)
  • NWAF overhaul
  • Location names revision
 
- Eugen Harton / Lead Producer

 
Dev Update/Adam
With .62 update being on stable branch for over a month now, we have pretty much transitioned strictly to goals for the update 0.63 and onward. Primary focus being the overhaul of the North West Airfield, finalisation of tourist trails and additional locations on the western border of Chernarus (along with overall tweaks to the area).

In this status report, I would like touch a bit on the topic of the plans on western border - where we are going with the changes and additions that we work on now. Our aim is to preserve its wilderness look. We wont be populating this part of the map with lots of settlements like we did on north. Instead of that, we are focusing on adding more lonely locations such as lodges, tourist destinations (tourist trails will be extended to western border) and industrial/farm locations.

That being said, western border is quite a huge area by itself, and so it would be a shame to not to include anything that would resemble a settlement. There are currently three tiny settlements in the works, most of them composed of few houses scattered around without some structures like you are used to in the mainland of South Zagoria. Following pictures show one particular settlement located just south of the new castle that has been added in update 0.62 (and already received more details and polish now!).

Please keep in mind that these pictures show work-in-progress content:





And just to give you an idea, how we imagine some lonely locations, here is a screenshot of lonely lodge somewhere on the western border:



Now I would like to give you some names instead of using "new castle" or "new settlement", but the truth is that we have to yet figure out some proper names. This is particularly important for the finalization of tourist trails task, and so in addition to mentioned map tasks, we are also in the process of revisiting all location names that are currently used on Chernarus, along with figuring out names for new locations or locations that are worth naming and were not yet named.

Goal of this revision is to also make sure names are somewhat consistent between each other and fit the overall theme of Chernarus. There are over 230 entries (names for settlements, terrain features,..) that we currently work with, but luckily, we've got help from Ivan Buchta - one of the key members of the team behind the Chernarus for Arma 2, to make sure we do not deviate from the original naming rules and that you all will be able to call parts of the map with proper local names[/u] :).

- Adam Franců / Senior map designer

 
Dev Update/Martin
While we're still very much on hold with pushing any release buttons for DayZ on PC and consoles (as the development is breezing towards BETA), I'm more than happy to share some of the excitment that's currently flowing through the veins of everyone at the Bohemia mobile team. On July 3rd, after some time of soft launch testing, they finally launched the iOS and Android versions of Mini DAYZ worldwide! 

https://www.youtube.com/watch?v=NrRWNlha6MI

Being 100% free to play (there's no catch, no in-app purchases or hidden transactions - it's just free, plain and simple!), Mini DAYZ stays true to the survival heritage of DayZ standalone (and the mod) by being incredibly unforgiving. It's something that I personally find very refreshing, especially on the mobile games market, which somehow always leans towards very casual and clichéd genres. 

The good thing is, I am probably not alone, as Mini DAYZ has been occupying top positions in appstore charts across the worold ever since it launched on July 3 - which is well, well deserved, even more so when you realize that Mini DAYZ was originally just a fan made project! Hats off to our mobile team, and especially to Mike Azovskikh, the original creator of Mini DAYZ for web browsers who spearheded the development of mobile versions here at Bohemia!

I encourage you to download Mini DAYZ on AppStore or Google Play - for now, it's single player only, but still offers a very entertaining balance of healthy frustration and fun :).

Well, that's it from me today - the next time I'm doing a Status Report, it will actually be related to that one DayZ that you all really care about. Gamescom is getting very close... but for now, let's see what Baty has for you this week!

- Martin Čulák / Brand Manager

 
Community Spotlight
Hello Survivors!

First thing I would like to address today is the new server browser. It seemed to confuse you a bit, because a lot of you were struggling to find your favorite community servers.



When you launch DayZ and open the server browser, you will find yourselves on the Official servers tab. If you select the „favorited“ checkbox, only the official servers which you have added to your favourites will be displayed. If you change to Community tab and select „favorited“, you will see your favorite Community servers only.

It's so simple!



 

And now, we will look at two of your videos. Wobo did a couple of tests and prepared 30 tips for update 0.62, which you may have not heard about previously. Make sure to check it out, you could be surprised.

https://www.youtube.com/watch?v=CpGMvG4nloM

 

Some of you will surely be familiar with the name TheLonelyBandit. Last year, he decided to create a challenge video, where he was getting food and water only from people he mugged. He returned to it now and his video where he attacked a really nice guy entertained me a lot. Watch him survive without the usual supply of food a water!

https://www.youtube.com/watch?v=3Y4ogZoMSOw

 
A lot of interesting stories develop on the DayZUnderground servers thanks to organic role-play without rules. Stories of ordinary people trying to survive, as well as faction members who are not afraid to take your possessions and your life. Short articles "Humans of Chernarus" will allow you to look inside the mind of such people.



 

And again, we have another peak into our office:



 

That is all from me and as always, if you have any interesting content, which you would like to share with us, tweet it on our official Twitter profile.

Header image by ThatOneKidBowen.

 

- Baty / Community Manager
DayZ - Baty Alquawen


Good afternoon Survivors,
This week, the summer holiday is in full swing in Prague and Bratislava, which means that some of our developers are enjoying a well deserved vacation, while the others are super busy keeping the development process going. This unfortunately means that our Status Report will be rather brief and dry this time, but as always, we managed to come up with some interesting bits and pieces on what's happening behind the scenes. The main topic this week is the much discussed introduction of server browser tabs. Adam and the environment team is looking at all the settlements across Chernarus, and meanwhile, our friends over at the Bohemia mobile team released Mini DAYZ on mobile devices. It was quite the success to say the least! Let's get to it now, shall we?

Contents This Week
  • Dev Update/Hicks
  • Dev Update/Eugen
  • Dev Update/Adam
  • Dev Update/Martin
  • Community Spotlight
 
Dev Update/Hicks
Greetings Survivors!

This Status Report, I had something short and sweet for you. I wanted to take the opportunity to address adaptation to changes, and changes coming forward in general.

I know some of you were confused about the changes to the server browser we mentioned in previous Status Reports, and it raised a small concern for me when it comes to larger changes in the future. The changes to the server browser organization are absolutely vital for the final product of DayZ. I know it might seem confusing now but we, as developers need to look at the bigger picture.

Presenting the new user with the intended, vanilla experience of DayZ is absolutely critical. If a new user hits the play button, they should be paired with the best candidate official server. If a user looks at the server browser, they absolutely should be presented with Official Bohemia Interactive servers. Servers that present the experience we have laid out, and that we know won't be resetting storage, and will all be on the same central infrastructure.

I fully realize that now it might seem confusing to some, and now it might not seem to make sense based off of the current state of the build - but I promise you, it makes sense in the long run. I'm also aware of concerns with regards to some official servers going offline and people losing their camps, and I promise you - this is something that will be looked at, to ensure user progress and protection from unintended player progression loss.

As far as other changes moving forward, the sheer nature of how you interact with the world and the gameplay systems involved in it will inherently change. Simply put, things just flat out operate differently. Not only do all of these extensive changes coming in 0.63 and beyond allow us to bring DayZ to be the experience we want it to be, it also allows us to get rid of nasty pesky issues related to the previous system limitations. Be it addressing the nasty "apple spam" or the frustrating deaths at short heights, or even duplication through abuse of animation system glitches. I'm not saying this will resolve every issue present, but it puts us in a position to be able to more easily, and more stabily resolve these issues.

That's really all I had for you guys for this Status Report, but keep in mind - no one is looking forward to playing 0.63 on Steam more then us, the developers.

- Brian Hicks / Creative Director

 
Dev Update/Eugen
DayZ has always been a bit of a hybrid MMO - a combination of character and world persistence where instances act like shards themselves, and the official set of servers focusing on the "vanilla experience" - with the future expectation of additional variety with customizable modded servers.

By being that open, we closed some doors for us to go full on on that notion of a never-ending progression in an online world - one that games like Destiny or The Division utilize. On the other hand, we still want to keep the idea that allows one player to spend a life of multiple characters across these shards, and have the variety of these different experiences that are consistent with our vision.

As Brian has explained today, and in previous Status Reports, I just want to say that the main idea behind the recent tab separation is to maintain two separate worlds for our players. The "vanilla" one where you can expect a consistent experience, and the community one, where (when the BETA hits) you'll see a large variety of different gameplay and tweaks, with as much information as we can provide on the types of changes you'll experience there.

Our goal is not to hide these community experiences, but only to show and highlight the difference. I understand that majority of people play on private servers nowadays, as there is more of that curation as to what happens there, and the dangers of vanilla where anything can happen might not be suitable for everybody. But we do believe that giving a choice and information about these differences will be crucial going forward when server files are released.

You'll get a large variety of gameplay and setups, and less of a curated community vanilla experience that we at Bohemia will focus on. We expect that community will supply different maps, PvP modes, roleplay, and more. DayZ mod is a good experience to look back on as it has spawned multiple mods and changes, while vanilla experience attracted less and less of the player focus over time - which is understandable. As you spend hundreds of hours there, and want to try new things in this never ending world. We want to see the same thing with less hassle around doing so. You want to play a mod, we want you to see what that mod is, make the flow of playing without any obstruction, and we want to highlight these different experiences for players seeking them.

I also want to touch upon the subject of 0.62 development, as it's slowly closing up with a last couple of critical fixes getting merged in, such as crash fixes. When we move on, we want to be sure that your experience is as stable as it can be, within the limits of knowing that everything is going to change when BETA hits. All these small things will help us with this huge transition.

As I have said multiple times, we believe that we have something great ahead of us that will realize the vision all of us had for what sometimes feels as forever. So yes, we are now focusing on combat first and foremost in our internal version - and we want to share that with you as soon as possible. There are multiple build reviews every week, as we march towards this long awaited goal.

To give a glance at the currently open development items in our teams:

 

Programmers
  • Vehicle controller refactor
  • New animation system for infected
  • Animation events for player
  • Communication systems optimization
  • Mosin 1930 basic state machine and script class
  • MP 133 basic state machine and script class
  • MP5 basic state machine and script class
  • CLE (Central Loot Economy) tweaks
  • Physics and optimization tweaks
  • Bug fixing
 

Animators
  • M4A1 animations
  • Player turns for pistols
  • Unarmed & one hit reactions
  • Player graph fixes
  • IK (Inverse Kinematics) poses
 

Designers
  • New player and item spawn definition
  • Player action targeting and floating cursor
  • User actions in multiplayer
  • Advanced placing system
  • Inventory UI refactor (crafting, character)
  • Aiming model
  • Melee combat targeting
  • Traps with grenades
  • Weapons handling
 

Audio
  • Bug fixing
  • Sounds for animals
 

QA
  • Playtesting the 0.62 update
  • 0.62 feature testing
  • Internal client stabilization
  • CLE testing
 

Art
  • Old assets rework
  • Detailed object layout for western border (locations west of Lopatino)
  • NWAF overhaul
  • Location names revision
 
- Eugen Harton / Lead Producer

 
Dev Update/Adam
With .62 update being on stable branch for over a month now, we have pretty much transitioned strictly to goals for the update 0.63 and onward. Primary focus being the overhaul of the North West Airfield, finalisation of tourist trails and additional locations on the western border of Chernarus (along with overall tweaks to the area).

In this status report, I would like touch a bit on the topic of the plans on western border - where we are going with the changes and additions that we work on now. Our aim is to preserve its wilderness look. We wont be populating this part of the map with lots of settlements like we did on north. Instead of that, we are focusing on adding more lonely locations such as lodges, tourist destinations (tourist trails will be extended to western border) and industrial/farm locations.

That being said, western border is quite a huge area by itself, and so it would be a shame to not to include anything that would resemble a settlement. There are currently three tiny settlements in the works, most of them composed of few houses scattered around without some structures like you are used to in the mainland of South Zagoria. Following pictures show one particular settlement located just south of the new castle that has been added in update 0.62 (and already received more details and polish now!).

Please keep in mind that these pictures show work-in-progress content:





And just to give you an idea, how we imagine some lonely locations, here is a screenshot of lonely lodge somewhere on the western border:



Now I would like to give you some names instead of using "new castle" or "new settlement", but the truth is that we have to yet figure out some proper names. This is particularly important for the finalization of tourist trails task, and so in addition to mentioned map tasks, we are also in the process of revisiting all location names that are currently used on Chernarus, along with figuring out names for new locations or locations that are worth naming and were not yet named.

Goal of this revision is to also make sure names are somewhat consistent between each other and fit the overall theme of Chernarus. There are over 230 entries (names for settlements, terrain features,..) that we currently work with, but luckily, we've got help from Ivan Buchta - one of the key members of the team behind the Chernarus for Arma 2, to make sure we do not deviate from the original naming rules and that you all will be able to call parts of the map with proper local names[/u] :).

- Adam Franců / Senior map designer

 
Dev Update/Martin
While we're still very much on hold with pushing any release buttons for DayZ on PC and consoles (as the development is breezing towards BETA), I'm more than happy to share some of the excitment that's currently flowing through the veins of everyone at the Bohemia mobile team. On July 3rd, after some time of soft launch testing, they finally launched the iOS and Android versions of Mini DAYZ worldwide! 

https://www.youtube.com/watch?v=NrRWNlha6MI

Being 100% free to play (there's no catch, no in-app purchases or hidden transactions - it's just free, plain and simple!), Mini DAYZ stays true to the survival heritage of DayZ standalone (and the mod) by being incredibly unforgiving. It's something that I personally find very refreshing, especially on the mobile games market, which somehow always leans towards very casual and clichéd genres. 

The good thing is, I am probably not alone, as Mini DAYZ has been occupying top positions in appstore charts across the worold ever since it launched on July 3 - which is well, well deserved, even more so when you realize that Mini DAYZ was originally just a fan made project! Hats off to our mobile team, and especially to Mike Azovskikh, the original creator of Mini DAYZ for web browsers who spearheded the development of mobile versions here at Bohemia!

I encourage you to download Mini DAYZ on AppStore or Google Play - for now, it's single player only, but still offers a very entertaining balance of healthy frustration and fun :).

Well, that's it from me today - the next time I'm doing a Status Report, it will actually be related to that one DayZ that you all really care about. Gamescom is getting very close... but for now, let's see what Baty has for you this week!

- Martin Čulák / Brand Manager

 
Community Spotlight
Hello Survivors!

First thing I would like to address today is the new server browser. It seemed to confuse you a bit, because a lot of you were struggling to find your favorite community servers.



When you launch DayZ and open the server browser, you will find yourselves on the Official servers tab. If you select the „favorited“ checkbox, only the official servers which you have added to your favourites will be displayed. If you change to Community tab and select „favorited“, you will see your favorite Community servers only.

It's so simple!



 

And now, we will look at two of your videos. Wobo did a couple of tests and prepared 30 tips for update 0.62, which you may have not heard about previously. Make sure to check it out, you could be surprised.

https://www.youtube.com/watch?v=CpGMvG4nloM

 

Some of you will surely be familiar with the name TheLonelyBandit. Last year, he decided to create a challenge video, where he was getting food and water only from people he mugged. He returned to it now and his video where he attacked a really nice guy entertained me a lot. Watch him survive without the usual supply of food a water!

https://www.youtube.com/watch?v=3Y4ogZoMSOw

 
A lot of interesting stories develop on the DayZUnderground servers thanks to organic role-play without rules. Stories of ordinary people trying to survive, as well as faction members who are not afraid to take your possessions and your life. Short articles "Humans of Chernarus" will allow you to look inside the mind of such people.



 

And again, we have another peak into our office:



 

That is all from me and as always, if you have any interesting content, which you would like to share with us, tweet it on our official Twitter profile.

Header image by ThatOneKidBowen.

 

- Baty / Community Manager
DayZ - Baty Alquawen


This week, everyone's super busy with actual development work on 0.63, but Brian, Eugen, Viktor and Martin still managed to share some exciting bits and pieces - we're addressing our old development roadmaps, share some of our intended design on game economy, tease a couple of new gesture animations, and also discuss some of our communication related news (including an Instagram account!). Let's get to it.
  • Dev Update/Hicks
  • Dev Update/Eugen
  • Dev Update/Viktor
  • Dev Update/Martin
  • Community Spotlight
 
Dev Update/Hicks
Greetings Survivors.

This week, I don't have too much for you, as a great deal of everything I've been so excited to work with Peter on over the last few years is entirely dependant upon the successful implementation of DayZ's new spine („DayZ 2.0“ as Peter lovingly referred to it in our 0.62 Developer Live Stream). This Status Report, I wanted to talk the opportunity during the wait for BETA to clarify a few points about our in game economy, and the continuing work that Peter, our programmer Frantisek, myself, and others are putting into it.

Everyone on the dev team sees the same issues as everyone else. Buildings with repeated spawns of the same item in some situations, some items ending up clustering in one region of the map, helicopter crashes not spawning firearms (psuedo-intentional currently), and of course the availability of early game supplies.

BETA isn't just about the new animation system, and related components. The programmers responsible for the central economy have reached the end of what they can do on 0.62, and a lot of work to address some of these issues has actually been done, but is on the 0.63 branch.

Obviously this will need some testing and iteration to get it to where we want it - but I wanted everyone that follows developement of DayZ to be aware of the fact that we do know, and that we want it to improve as much as you all do. Heli crashes should spawn firearms, hell some of the stuff we have coming in the pipe has been discussed as clearly being dynamic event spawns only - so that people have to hunt these items down and can't just go to a static location to find them.

There are many small details to DayZ that have a ripple impact on all connected points of gameplay, and the economy is a perfect example of this. Without it functioning properly, all the fancy improvements, fluid character movement, enhanced visuals and so on won't matter because the new player to DayZ won't be able to feel like they can learn, and master the world. They won't feel empowered early on to take on the challenges of surviving in Chernarus, if they can't understand how to find basic supplies.

I could ramble on about this for hours, but I'll save you all that wall of text - Eugen, Peter, and Viktor will take it from here. I look forward to seeing you all in Chernarus, be it on 0.62 or beyond!

- Brian Hicks / Creative Director


 
Dev Update/Eugen
Hi everyone! Since this week, everybody is really swamped with actual development work, I'll try to fill in for the lack of cool visuals or exciting new feature documentation and reflect upon some of our past decisions on the technology side of things.

With the mindset of developing technology first to enable our vision for DayZ platform, we have gone through number of changes internally. Things were cut, changed, deprecated and sometimes reintroduced to get a good and fun anti-game first and foremost. However, all the work that was necessary to achieve this vision has shown us how large our technological debt was at the time. All that lead to plans that were clashing heavily with how fast we were able to remove the debt, and we ended up prototyping a lot of our vision in old technology to see what works, and what does not.

We have shown a number of roadmaps that have proved to be a failure on our part. Anticipating, or predicting the effect that the technology debt can have on development speed is a very hard endeavor - and we have learned the hard way. It has always been a good plan longterm for both the game and the company. But we all do believe that what DayZ is supposed to be has not been achieved yet, and we plan to deliver on that notion.

For years, we have worked with the best intentions on a good technology base for all features that this sandbox would largely benefit from. Going forward, we want to start sharing some of the internal documents to show what that means to us, how it fits within BETA and full release. We anticipate a lot of features will make it to the first BETA release of DayZ on this new technology base, meaning that the things that we haven't been possible to fix, change, improve, or make at all will get the much needed spark and detail.

It's perhaps not going to be one big swoop for every single part of the game, but it certainly feels like playing a new DayZ. We hope that this will show the possibilities of our new technology and inspire modders alike to be far more ambitious with their goals.

If you look at the gameplay of DayZ, one of the main and core pillars of it is the player itself. We have created mindmaps on design side that help us with the longterm vision of how (and where) the player interacts with the enviroment, or with the game. The graph you see below shows the base of what new player should be able to do by 1.0, with most features being available during BETA.



DayZ Player Features Diagram (PDF, 1MB)

And that’s only the overview of the player character interactions, not mentioning other features (say, base building) or the infected. DayZ is truly vast in scope, and there is a lot to go through, but starting here is important.

I think you (the players) and we (the developers) want the same thing. There will be differences here and there, don't get me wrong. But we share the idea of having a multiplayer sandbox with apocalyptic background that’s unforgiving, immersive and gets your heart beating when these scenarios you have been imagining in your head become possible. We want this technology to allow just that. To serve as platform for a game where you get into these intense situations, or maybe just sit down at a fire with a friend. Where it feels almost real.

We know what the game should be, we didn’t want to be held down by constraints of past, and have chosen to do our best and get the limits out of the way. I don't want to sound like a broken record, I just really want to play this thing with you guys and get lost in Chernarus again.

- Eugen Harton / Lead Producer


 
Dev Update/Viktor
Hi everyone!

I'll be very short this time as we're still working hard on player character and firearms animations. What I can tease today is a couple of GIFs with some upcoming new gestures that I was talking about in my recent Status Reports. These new animations include military gestures, as well as new taunts. Here is the preview of some of them:


 

 



    



- Viktor Kostik/ Lead Designer


 
Dev Update/Martin
Survivors, I have a brief update for you from our small marketing/community department within the DayZ Dev Team and Bohemia Interactive. As some of you may know, we set ourselves a goal to improve the DayZ website and make it (much like DayZ itself) more modern, functional, and fun to use in general. It's the single most important communication channel that we have to engage with our community, and it deserves our attention for sure.

On the related forums thread, we've been collecting your feedback on our website, and the Bohemia Interactive online services team has succesfuly implemented some of your ideas (like having a proper search function, or tags to quickly sort through content). While there is still a lot of work to do on the actual content of the website, you can already check out a preview of the general design direction the DayZ.com website will be taking: our friends over at the Bohemia Interactive Mobile Team have announced the release of Mini DAYZ on mobile devices (3rd of July, save the date!) and their new website at http://www.minidayz.com/ shares some of the basic design elements that we will be using at DayZ.com as well. 

Other than that, we are getting ready to keep everyone well informed while our developers are doing all the hard work on the first BETA build. What lies ahead of us is probably one of the greatest challanges that we have faced in terms of communication - we need to do our best to keep your interest high with no other major updates scheduled for release before BETA, and at the same time, we need to make sure that the world knows that DayZ is still alive, and very much kicking when BETA happens. As Eugen mentioned, some of our past estimates were not quite right, and it's always the bad news that stays in everyone's minds.

In general, do expect more of what we did for the 0.62 release (video content like the 0.62 Update Overview, and the 0.62 Developer Live Stream), and be ready to play a huge role in all that - our community is one of the three pillars that support everything we do at Bohemia after all.

That's all from me, let's see what Baty has for you this week! I think she mentioned something about us having an Instagram account... :)

- Martin Čulák/ Brand Manager


 
Community Spotlight
Hello guys! I want to thank you for all the feedback on the newest Stable update. It took us long time but we are really happy we found a fix for the annoying memory crash.

Let's take a look at the official forums. We have instructions how to fix an issue with Steam overlay when using MSI Afterburner. If you are using this software take a look HERE .


Another thread I want to show you is really nice. Survivor BeanZMakeMeSurviveAlone is sharing his inspiring story with us on how DayZ helped him in real life.


I must say I saw one of the best DayZ screenshots ever this week. DrDeSync is a very talented man and has a way with interesting situations. Check out his latest screenshot named "Keep Your Eyes Peeled":




What Community Spotlight would it be without some nice community video! Mr_Beardman made a story of escaping from a horde of infected on the Aftermath role-play server. Check it out!

https://www.youtube.com/watch?v=7ch1wdXYh6k

 
Are you on Instagram, Survivors? I personally love it and so I created our official DayZ Instagram account. There, you can occasionaly find some photos from our office and more, just follow us!




This is everything for my part, I hope you like it! If you have any content that you would like to see on the next Status Report, just share it on our Twitter and you can be here next time!

Header image by Yachiabunai.

- Baty / Community Manager

 
DayZ - Baty Alquawen


This week, everyone's super busy with actual development work on 0.63, but Brian, Eugen, Viktor and Martin still managed to share some exciting bits and pieces - we're addressing our old development roadmaps, share some of our intended design on game economy, tease a couple of new gesture animations, and also discuss some of our communication related news (including an Instagram account!). Let's get to it.
  • Dev Update/Hicks
  • Dev Update/Eugen
  • Dev Update/Viktor
  • Dev Update/Martin
  • Community Spotlight
 
Dev Update/Hicks
Greetings Survivors.

This week, I don't have too much for you, as a great deal of everything I've been so excited to work with Peter on over the last few years is entirely dependant upon the successful implementation of DayZ's new spine („DayZ 2.0“ as Peter lovingly referred to it in our 0.62 Developer Live Stream). This Status Report, I wanted to talk the opportunity during the wait for BETA to clarify a few points about our in game economy, and the continuing work that Peter, our programmer Frantisek, myself, and others are putting into it.

Everyone on the dev team sees the same issues as everyone else. Buildings with repeated spawns of the same item in some situations, some items ending up clustering in one region of the map, helicopter crashes not spawning firearms (psuedo-intentional currently), and of course the availability of early game supplies.

BETA isn't just about the new animation system, and related components. The programmers responsible for the central economy have reached the end of what they can do on 0.62, and a lot of work to address some of these issues has actually been done, but is on the 0.63 branch.

Obviously this will need some testing and iteration to get it to where we want it - but I wanted everyone that follows developement of DayZ to be aware of the fact that we do know, and that we want it to improve as much as you all do. Heli crashes should spawn firearms, hell some of the stuff we have coming in the pipe has been discussed as clearly being dynamic event spawns only - so that people have to hunt these items down and can't just go to a static location to find them.

There are many small details to DayZ that have a ripple impact on all connected points of gameplay, and the economy is a perfect example of this. Without it functioning properly, all the fancy improvements, fluid character movement, enhanced visuals and so on won't matter because the new player to DayZ won't be able to feel like they can learn, and master the world. They won't feel empowered early on to take on the challenges of surviving in Chernarus, if they can't understand how to find basic supplies.

I could ramble on about this for hours, but I'll save you all that wall of text - Eugen, Peter, and Viktor will take it from here. I look forward to seeing you all in Chernarus, be it on 0.62 or beyond!

- Brian Hicks / Creative Director


 
Dev Update/Eugen
Hi everyone! Since this week, everybody is really swamped with actual development work, I'll try to fill in for the lack of cool visuals or exciting new feature documentation and reflect upon some of our past decisions on the technology side of things.

With the mindset of developing technology first to enable our vision for DayZ platform, we have gone through number of changes internally. Things were cut, changed, deprecated and sometimes reintroduced to get a good and fun anti-game first and foremost. However, all the work that was necessary to achieve this vision has shown us how large our technological debt was at the time. All that lead to plans that were clashing heavily with how fast we were able to remove the debt, and we ended up prototyping a lot of our vision in old technology to see what works, and what does not.

We have shown a number of roadmaps that have proved to be a failure on our part. Anticipating, or predicting the effect that the technology debt can have on development speed is a very hard endeavor - and we have learned the hard way. It has always been a good plan longterm for both the game and the company. But we all do believe that what DayZ is supposed to be has not been achieved yet, and we plan to deliver on that notion.

For years, we have worked with the best intentions on a good technology base for all features that this sandbox would largely benefit from. Going forward, we want to start sharing some of the internal documents to show what that means to us, how it fits within BETA and full release. We anticipate a lot of features will make it to the first BETA release of DayZ on this new technology base, meaning that the things that we haven't been possible to fix, change, improve, or make at all will get the much needed spark and detail.

It's perhaps not going to be one big swoop for every single part of the game, but it certainly feels like playing a new DayZ. We hope that this will show the possibilities of our new technology and inspire modders alike to be far more ambitious with their goals.

If you look at the gameplay of DayZ, one of the main and core pillars of it is the player itself. We have created mindmaps on design side that help us with the longterm vision of how (and where) the player interacts with the enviroment, or with the game. The graph you see below shows the base of what new player should be able to do by 1.0, with most features being available during BETA.



DayZ Player Features Diagram (PDF, 1MB)

And that’s only the overview of the player character interactions, not mentioning other features (say, base building) or the infected. DayZ is truly vast in scope, and there is a lot to go through, but starting here is important.

I think you (the players) and we (the developers) want the same thing. There will be differences here and there, don't get me wrong. But we share the idea of having a multiplayer sandbox with apocalyptic background that’s unforgiving, immersive and gets your heart beating when these scenarios you have been imagining in your head become possible. We want this technology to allow just that. To serve as platform for a game where you get into these intense situations, or maybe just sit down at a fire with a friend. Where it feels almost real.

We know what the game should be, we didn’t want to be held down by constraints of past, and have chosen to do our best and get the limits out of the way. I don't want to sound like a broken record, I just really want to play this thing with you guys and get lost in Chernarus again.

- Eugen Harton / Lead Producer


 
Dev Update/Viktor
Hi everyone!

I'll be very short this time as we're still working hard on player character and firearms animations. What I can tease today is a couple of GIFs with some upcoming new gestures that I was talking about in my recent Status Reports. These new animations include military gestures, as well as new taunts. Here is the preview of some of them:


 

 



    



- Viktor Kostik/ Lead Designer


 
Dev Update/Martin
Survivors, I have a brief update for you from our small marketing/community department within the DayZ Dev Team and Bohemia Interactive. As some of you may know, we set ourselves a goal to improve the DayZ website and make it (much like DayZ itself) more modern, functional, and fun to use in general. It's the single most important communication channel that we have to engage with our community, and it deserves our attention for sure.

On the related forums thread, we've been collecting your feedback on our website, and the Bohemia Interactive online services team has succesfuly implemented some of your ideas (like having a proper search function, or tags to quickly sort through content). While there is still a lot of work to do on the actual content of the website, you can already check out a preview of the general design direction the DayZ.com website will be taking: our friends over at the Bohemia Interactive Mobile Team have announced the release of Mini DAYZ on mobile devices (3rd of July, save the date!) and their new website at http://www.minidayz.com/ shares some of the basic design elements that we will be using at DayZ.com as well. 

Other than that, we are getting ready to keep everyone well informed while our developers are doing all the hard work on the first BETA build. What lies ahead of us is probably one of the greatest challanges that we have faced in terms of communication - we need to do our best to keep your interest high with no other major updates scheduled for release before BETA, and at the same time, we need to make sure that the world knows that DayZ is still alive, and very much kicking when BETA happens. As Eugen mentioned, some of our past estimates were not quite right, and it's always the bad news that stays in everyone's minds.

In general, do expect more of what we did for the 0.62 release (video content like the 0.62 Update Overview, and the 0.62 Developer Live Stream), and be ready to play a huge role in all that - our community is one of the three pillars that support everything we do at Bohemia after all.

That's all from me, let's see what Baty has for you this week! I think she mentioned something about us having an Instagram account... :)

- Martin Čulák/ Brand Manager


 
Community Spotlight
Hello guys! I want to thank you for all the feedback on the newest Stable update. It took us long time but we are really happy we found a fix for the annoying memory crash.

Let's take a look at the official forums. We have instructions how to fix an issue with Steam overlay when using MSI Afterburner. If you are using this software take a look HERE .


Another thread I want to show you is really nice. Survivor BeanZMakeMeSurviveAlone is sharing his inspiring story with us on how DayZ helped him in real life.


I must say I saw one of the best DayZ screenshots ever this week. DrDeSync is a very talented man and has a way with interesting situations. Check out his latest screenshot named "Keep Your Eyes Peeled":




What Community Spotlight would it be without some nice community video! Mr_Beardman made a story of escaping from a horde of infected on the Aftermath role-play server. Check it out!

https://www.youtube.com/watch?v=7ch1wdXYh6k

 
Are you on Instagram, Survivors? I personally love it and so I created our official DayZ Instagram account. There, you can occasionaly find some photos from our office and more, just follow us!




This is everything for my part, I hope you like it! If you have any content that you would like to see on the next Status Report, just share it on our Twitter and you can be here next time!

Header image by Yachiabunai.

- Baty / Community Manager

 
DayZ - Baty Alquawen


Good Tuesday Survivors,

While all the players' attention is now turned to E3 in Los Angeles, we are at the office working hard on further updates. Brian will outline our decisions about the distribution of servers for the future, Mirek will show you how close-range combat and camera collision look in 0.63, and Victor is talking about gun animations. Let's have a look!
Contents This Week
  • Dev Update/Hicks
  • Dev Update/Eugen
  • Dev Update/Peter
  • Dev Update/Mirek
  • Dev Update/Viktor
  • Dev Update/Adam
  • Community Spotlight
 
Dev Update/Hicks
Greetings Survivors,

I thought this Status Report would be a perfect time to clarify some things with the hive, and the server browser for those that may have missed me speaking about it in 2016. I'm sure some of you may have noticed that the production team recently made the move to separate the Official DayZ servers into their own section of the hive, independent from the community hosted public servers. (Albeit with some difficulty on the game server provider side of properly configuring those community rented publics). One of the things Peter and I sat down and talked about when we looked at how we wanted the server browser to look moving into Beta and beyond, was making it crystal clear for new and existing users what servers were official, and what were user run (as well as modded, of course). Tied into this was a need to divide progression made on user hosted servers from progression on the official DayZ experience. Allowing folks to rent servers introduced a good deal of potential methods to exploit how localized server storage operates, which in turn can flood the public hive with ill-gotten gear. Trying to tackle this by limiting what can be done on the hosting side in the end just limits more and more what those server operators can do, and puts an unneeded responsibility on the limited support resources that are available.

For me (and I think I can safely say for Peter as well) we needed to be certain what the initial experience a new user to DayZ would be experiencing. From a design perspective, it is very hard to be certain exactly what new users are encountering if we aren't clearly presenting them with a straight path to an official experience the first time they play the game. Sure, naming conventions for official servers worked okay for a bit - but at a certain point it just turns into tribal knowledge. The users who have been around for a while, or those who came from the mod understand, but new users can find it daunting. This is why when putting together the first mockups of the new server browser we made sure to earmark a few things:
  •  Separating Official, Community, and Modded servers into their own tabs
  •  Splitting the Official Servers off from the rest of the public hive to be certain the experience in them comes from them alone
  •  Maintaining the public hive on rented servers to continue that tradition of a shared character across many DayZ servers
 

When the new server browser finally gets to the point in which these tabs are in and functional, the whole layout will make much more sense to existing and new users. The first thing they (new users) should experience is DayZ exactly as the developers had intended it. Obviously, if said new user has friends on a community or modded server he/she can navigate there easily. I know it seems like a small thing in the grand scheme of the whole project, and probably fairly trivial given the massive undertaking that beta is with the animation system, new user actions, and so on - but the devil is in the details and as far as I'm concerned, we as a development team needed to take steps to make it easier to understand, and get into the official Bohemia Interactive run experience. Allow folks to easily know what servers they can be certain persistence isn't reset on, and so forth.

The rest of the team will have more interesting and exciting things to talk about this week I'm sure - but I wanted to make sure I took time to address these in progress changes to the organization of the hive, and its intent.

- Brian Hicks / Creative Director


 
Dev Update/Eugen
Hey Guys,

0.62 has hit stable and we tried to livestream after a longer period of time to start practicing for what lies ahead. Hope you liked it!  The strike team for this patch will join rest of our efforts here and march on with BETA tasks forward. That said, for 0.62 you can expect a bit more fixes to the most crucial issues that we can reasonably look into, rolling them to experimental and stable over time. Some of the changes I`ve seen today to coloring of the map and vegetation are amazing. I`m very happy with the visuals that guys have been able to produce. Were also looking into server crashes from storage (persistance) corruption, vehicle tweaks and server browser separation as mentioned by Brian. But there are limits to what we can offer in reasonable time for the old client. 

The track for BETA has moved forward and keeps its focus on weapons and gunplay. So discussions on handling particles, state machines and weapon manipulation are always happening around the office with all people handling their parts of the game in all the features that are on their way for BETA. 

Since there is not that much to report in terms of scope or change of focus. I'll share some interesting stories or problems we have been dealing with in the past two weeks. One of the bigger issues that is bothering us right now is tied to animation of weapons. As the technology changes you have details that can only be built when rest of the modules are in place and testable. Looking at the internal build of the game there are some funny bugs all around the new stuff that one might get a good laugh from but there is no way they can make it live.

While player is animating properly and even uses inverse kinematics in the new modules, configs are getting set up, player turns are tweaked. There are elements on weapons that need to be animated as well. It's one of the older parts of the engine originally and if any of the modders remember. Animating proxies on weapons have been done through configuration files and in text. We're moving away from that, but because how tied it is to some of the not refactored parts we are encountering some interesting things from parts of weapons flying around to being invisible at times. There apparently is still something left that has not been identified properly and we need to solve it as soon as possible. Refactoring something as large as RV engine certainly has its challenges and these things are hard to predict with codebase that old. 

Even from a knowhow standpoint it's not about the skills of the programmer himself, but rather the lack of documentation or knowledge how the previous system has been setup, and why. And as such the debugging of these issues takes time and going forward we want to eliminate as much of the smaller details that are still set up the old way.  Its hours of research and digging from unknown code. And some of you might have a experience doing that. 

On the other hand were also battling the stability of the application itself. As all of you have been plagued by memory crashes, which are very hard to diagnose properly and fix. I have stories of similar issues even taking a year to debug from different projects I had pleasure working with. However were very much focusing on it with internal build as even the development environment gets very frustrating when you can`t iterate without crash sneaking up on you at random times. 

Funny thing is when you look at callstacks from these crashes, they usually just end up in memory sensitive parts of the engine, but the actual issue might have happened minutes before. And tracking it down is an enormous undertaking. We're not taking these issues lightly as for BETA none of these hard stoppers should be present. 

To give a glance at the currently open development items in our teams:

 

Programmers

• UI Inputs bugfixes
• Communication systems optimization
• Weapon handling and aiming
• Vehicle physics refactor
• Vehicle controller refactor
• 3rd person camera collision changes
• FNX basic state machine and script class tweaking
• IZH18 basic state machine and script class tweaking
• Animation events for player
• Physics collision system refactor and optimization
• Melee damage types
• Different damage levels in selections
• Attachments refactor
• Animals spawning
• AI hierarchy refactor
• Tons of crash fixing
• Tons of bug fixes


Animators

• Throwing animations
• Two handed hit reactions
• Player turns for pistols
• Rifle hit reactions
• IZH18 animation tweaks
• Combat player graph

 

Designers

• Fireplace new particle system implementation
• Traps with grenades
• Drag and drop for final inventory design
• Player action targeting and floating cursor
• Communication systems
• Quantity refactor
• Advanced placing system tweaks
• Construction watchtower
• Animation events for player
• New zombie models
• New player models
• Animation events for player
• Server browser separation
• Area damage
• Crafting framework
• Vehicle tweaks

 

Audio

• Positional environment audio tweaks
• Infected audio recording preparation
• Player and weapon animation events setup

 

QA

• Playtesting the 0.62 update
• 0.62 feature testing
• Internal client stabilization

 

Art

• Old assets rework
• Buildings optimization
• Doors unification
• Weapon tweaks for new gunplay
• Car wrecks 
• New rock formations
• Color tweaks for Chernarus

- Eugen Harton / Lead Producer


 
Dev Update/Peter
As we want to accent official DayZ experience vs community one in long run, we separated shards for official and community servers with release of the 0.62 version. Now with upcoming update for 0.62 you will see this change reflected in server browser too. Instead of one 'Internet' tab there are now two tabs to make it clear. First 'Official' tab with all servers operated directly by Bohemia Interactive, while second 'Community' tab pools all servers rented by users.

Further work is being made on crafting system. Now, with item in hands, it's possible to initiate crafting and choose between recipes directly looking at another item in the world, or from the quick bar by holding a slot where said item is assigned. Such possibilities for crafting will help to minimize inventory use. On the other side of core features spectrum, we are working hard in close cooperation with animators and programmers on ranged and melee combat. Focus is currently mostly on the aiming model for firearms (weapon handling part is being worked on in parallel of course), which is combination of hands IK, character turns, it ensures that weapon is always pointing what you are looking at, that model also handles sights misalignment, sway which could be modified by character state from modifiers to stamina and hold breath, and recoil modified by weapon's attachments. Light and heavy hit impacts are now connected to hit events and are played character being hit from both types of combat. We would like to add one more hit impact to the mix which is a knockdown to the ground at the end of combo. You can read more about upcoming new melee combat in one of past Status Reports. I will get back to firearms in more detail in some upcoming Status Reports.

Do you remember that injured animation shown in our official DayZ Early Access launch trailer from the end of 2013? We finally plugged in the injured set of animations to the new character and it directly reflects your health state. Additionally, we also added exhausted idle animation which is connected to the stamina system. With these changes, we are getting closer to our ideal state where it should be easy to observe other character to see what they are actually doing and to judge their overall condition.

Believe what you see... see you in Chernarus folks!

- Peter Nespesny / Lead Designer



 
Dev Update/Mirek
First of all, I would like to write about the 0.62 branch state. We have received some important data about client and server crashes, which should help us to stabilize the build present on the stable branch, so hopefully there will be stability improvements soon. We have also merged the fix candidate for floating vehicles and very important physics optimization. Currently, physics is consuming most of the CPU resources (at least on servers), so we hope this optimization will significantly improve server performance. These merges will be available on experimental branch today or tomorrow and we will be very happy if there will be enough players, so we will be able to confirm that this optimization is working well.

On 0.63 - we're cooperating closely with designers and animators. The most of work goes into weapon manipulation now. This basically means we're creating new finite states machines for handling the weapon logic and connecting all weapon manipulation animations into these state machines. If everything goes right, we will show you how firing, reloading, chambering, unjamming and other mechanics look in the next status report.

Another big part of the game - close range fight - is in progress. You saw some animations before, today I would like to show you how first hit animations are looking.

https://www.youtube.com/watch?v=lXGX42HDYcI

3rd person camera collisions have received some tweaks last two weeks. We are trying to add some dynamics, when camera is obstructed - so here you can see some work in progress stuff.

https://www.youtube.com/watch?v=NykucZZRvdM

Please keep in mind we're showing work in progress state, things can change during development and it's very likely that all these features will be tweaked also in the beta stage of development.

- Miroslav Maněna / Lead Gameplay Progammer


 
Dev Update/Viktor
Today I would like to share with you an update from the animations department. In past weeks, we have been focused mainly on player character and weapons. The latest additions to the player are improved turns when standing still. For animations, this means improving and redoing turn animations for all items. We are iterating this now in cooperation with our animation programmer to find the best result that looks and feels good.

Weapons have received some love as well. We have finished all unjamming animations, and we are focusing on implementation. First guns are now animated in the game. We are adding the missing animations like recoil and dry fire for each weapon. At the same time the logic for these firearms is being made so each weapon knows what the character can do with it. Basically, we need to cover all the states the weapon can have and provide animations for it.

We have started implementing hit reactions for the player character. There will be light and heavy animation for each direction, each item and each stance. That is some decent amount of animation data, but we already have a working prototype in the game.

Last but not least, there was small mocap session last week. We have captured some new gestures. Some of them are already implemented and some will be in the upcoming weeks. The gestures menu will now include new signals like Come, Watch, Down, Move, some new taunts and others that were requested by the community.

- Viktor Kostik / Lead Animator


 
Dev Update/Adam
As I have mentioned on the live-stream last week, we plan to include additional tweaks to the color of clutter (grass and other miscellaneous objects in forests) for the version 0.62 in the nearest stable update window. I'm glad to announce our environment designer Mark has prepared the first iteration of these changes and it is available on the experimental branch for you to check out. For the full list of changes made please visit the appropriate experimental thread on the official forums HERE













-  Adam Franců / Senior map designer


 
Community Spotlight
Hello Survivors,

So many things happened last week and we are glad everything turned out as planned, because we really made a lot of work on it.
First, we organized an event for content creators and their friends on the new castle the West. It was a PVP event in which one side defended the castle and the other attacked it with the equipment they brought with them. 51 people joined the server, unfortunately not everyone managed to get to the castle, because some of them were killed by wolves or by infected, which are simply the risks of the game. We had 14 members of the dev team there, including the lead designer Peter Nespesny and Sumrak, who is taking care of the Chernarus map and created the castle in which the event took place. The battle was really bloody and the defenders used all their strength to keep the attackers in front of the gates, but eventually succumbed and the attackers took the castle for themselves. I would like to congratulate the winners who earned their victory. How the event looked through the eyes of the attackers can be seen in a video by Jakon72: 

https://www.youtube.com/watch?v=2OfzTrJ4vW4


Some of the participants in a group photo before start of the battle.


 
Photo of the winners who conquered the castle by Redseven.



Thanks so much to all who attended and we are looking forward to seeing you again on another event.
 

We were running live stream in our office at the same time as the event. We announced the switch of 0.62 update from the Experimental branch to the Stable branch. Lead producer Eugen Harton, lead designer Peter Nespesny, senior map designer Adam Francu and brand manager Martin Čulák jointly discussed what you can expect from the update 0.62 and other interesting topics. In case you missed it, you can find the video on our YouTube channel.

https://www.youtube.com/watch?v=2yhpG-naXPA

We also released a video that shows the main features of the new update. If you have not seen it, you should definitely watch it because it is very good and it does not take you more than two minutes.

https://www.youtube.com/watch?v=QsP11VEZCa8


I would also like to address my colleagues' request from the Feedback Tracker. We need to get as much information as possible about the crashes that happen to you on the Stable and Experimental branches. Therefore, I am asking you to contact our Feedback Tracker in case of crash and upload files from the C:\Users\YourPCName\AppData\Local\DayZ  folder to help to solve the crash problems.

We would like to thank for the reports about leather not getting tanned in barrels. Over the weekend you came up with an incredible number of tickets for this issue and we are just looking into it now. And of course, if you encounter any other bugs, we will be happy if you report it to our Feedback Tracker.

 

Channel Pitstop Head made a two-part talk about DayZ with our creative director Brian Hicks, which is really interesting and can give you answers to some of the questions bothering you.

https://www.youtube.com/watch?v=N-IUVCGV5XM

https://www.youtube.com/watch?v=64SpKQJ2H7I&t=1287s

And the last piece of community content I'd like to share with you is an amazing artwork by Dominik Figlhuber, who has been able to turn an ordinary DayZ screenshot into amazing art. Simply beautiful, thank you for sharing it with us!



Original screenshot.

 



Waiting at daytime. Alternative edit.

 



Final edit.



And one last thing, I would like to show you a photo I secretly photographed in the office when the designers were discussing weapons for the update 0.63. It's not of a good quality, but I thought you might be interested. And shhh, don't tell them, they do not like taking pictures.



Thank you for your content survivors and see you in two weeks!

Header image by Harold Palmer.

- Baty / Community Manager

DayZ - Baty Alquawen


Good Tuesday Survivors,

While all the players' attention is now turned to E3 in Los Angeles, we are at the office working hard on further updates. Brian will outline our decisions about the distribution of servers for the future, Mirek will show you how close-range combat and camera collision look in 0.63, and Victor is talking about gun animations. Let's have a look!
Contents This Week
  • Dev Update/Hicks
  • Dev Update/Eugen
  • Dev Update/Peter
  • Dev Update/Mirek
  • Dev Update/Viktor
  • Dev Update/Adam
  • Community Spotlight
 
Dev Update/Hicks
Greetings Survivors,

I thought this Status Report would be a perfect time to clarify some things with the hive, and the server browser for those that may have missed me speaking about it in 2016. I'm sure some of you may have noticed that the production team recently made the move to separate the Official DayZ servers into their own section of the hive, independent from the community hosted public servers. (Albeit with some difficulty on the game server provider side of properly configuring those community rented publics). One of the things Peter and I sat down and talked about when we looked at how we wanted the server browser to look moving into Beta and beyond, was making it crystal clear for new and existing users what servers were official, and what were user run (as well as modded, of course). Tied into this was a need to divide progression made on user hosted servers from progression on the official DayZ experience. Allowing folks to rent servers introduced a good deal of potential methods to exploit how localized server storage operates, which in turn can flood the public hive with ill-gotten gear. Trying to tackle this by limiting what can be done on the hosting side in the end just limits more and more what those server operators can do, and puts an unneeded responsibility on the limited support resources that are available.

For me (and I think I can safely say for Peter as well) we needed to be certain what the initial experience a new user to DayZ would be experiencing. From a design perspective, it is very hard to be certain exactly what new users are encountering if we aren't clearly presenting them with a straight path to an official experience the first time they play the game. Sure, naming conventions for official servers worked okay for a bit - but at a certain point it just turns into tribal knowledge. The users who have been around for a while, or those who came from the mod understand, but new users can find it daunting. This is why when putting together the first mockups of the new server browser we made sure to earmark a few things:
  •  Separating Official, Community, and Modded servers into their own tabs
  •  Splitting the Official Servers off from the rest of the public hive to be certain the experience in them comes from them alone
  •  Maintaining the public hive on rented servers to continue that tradition of a shared character across many DayZ servers
 

When the new server browser finally gets to the point in which these tabs are in and functional, the whole layout will make much more sense to existing and new users. The first thing they (new users) should experience is DayZ exactly as the developers had intended it. Obviously, if said new user has friends on a community or modded server he/she can navigate there easily. I know it seems like a small thing in the grand scheme of the whole project, and probably fairly trivial given the massive undertaking that beta is with the animation system, new user actions, and so on - but the devil is in the details and as far as I'm concerned, we as a development team needed to take steps to make it easier to understand, and get into the official Bohemia Interactive run experience. Allow folks to easily know what servers they can be certain persistence isn't reset on, and so forth.

The rest of the team will have more interesting and exciting things to talk about this week I'm sure - but I wanted to make sure I took time to address these in progress changes to the organization of the hive, and its intent.

- Brian Hicks / Creative Director


 
Dev Update/Eugen
Hey Guys,

0.62 has hit stable and we tried to livestream after a longer period of time to start practicing for what lies ahead. Hope you liked it!  The strike team for this patch will join rest of our efforts here and march on with BETA tasks forward. That said, for 0.62 you can expect a bit more fixes to the most crucial issues that we can reasonably look into, rolling them to experimental and stable over time. Some of the changes I`ve seen today to coloring of the map and vegetation are amazing. I`m very happy with the visuals that guys have been able to produce. Were also looking into server crashes from storage (persistance) corruption, vehicle tweaks and server browser separation as mentioned by Brian. But there are limits to what we can offer in reasonable time for the old client. 

The track for BETA has moved forward and keeps its focus on weapons and gunplay. So discussions on handling particles, state machines and weapon manipulation are always happening around the office with all people handling their parts of the game in all the features that are on their way for BETA. 

Since there is not that much to report in terms of scope or change of focus. I'll share some interesting stories or problems we have been dealing with in the past two weeks. One of the bigger issues that is bothering us right now is tied to animation of weapons. As the technology changes you have details that can only be built when rest of the modules are in place and testable. Looking at the internal build of the game there are some funny bugs all around the new stuff that one might get a good laugh from but there is no way they can make it live.

While player is animating properly and even uses inverse kinematics in the new modules, configs are getting set up, player turns are tweaked. There are elements on weapons that need to be animated as well. It's one of the older parts of the engine originally and if any of the modders remember. Animating proxies on weapons have been done through configuration files and in text. We're moving away from that, but because how tied it is to some of the not refactored parts we are encountering some interesting things from parts of weapons flying around to being invisible at times. There apparently is still something left that has not been identified properly and we need to solve it as soon as possible. Refactoring something as large as RV engine certainly has its challenges and these things are hard to predict with codebase that old. 

Even from a knowhow standpoint it's not about the skills of the programmer himself, but rather the lack of documentation or knowledge how the previous system has been setup, and why. And as such the debugging of these issues takes time and going forward we want to eliminate as much of the smaller details that are still set up the old way.  Its hours of research and digging from unknown code. And some of you might have a experience doing that. 

On the other hand were also battling the stability of the application itself. As all of you have been plagued by memory crashes, which are very hard to diagnose properly and fix. I have stories of similar issues even taking a year to debug from different projects I had pleasure working with. However were very much focusing on it with internal build as even the development environment gets very frustrating when you can`t iterate without crash sneaking up on you at random times. 

Funny thing is when you look at callstacks from these crashes, they usually just end up in memory sensitive parts of the engine, but the actual issue might have happened minutes before. And tracking it down is an enormous undertaking. We're not taking these issues lightly as for BETA none of these hard stoppers should be present. 

To give a glance at the currently open development items in our teams:

 

Programmers

• UI Inputs bugfixes
• Communication systems optimization
• Weapon handling and aiming
• Vehicle physics refactor
• Vehicle controller refactor
• 3rd person camera collision changes
• FNX basic state machine and script class tweaking
• IZH18 basic state machine and script class tweaking
• Animation events for player
• Physics collision system refactor and optimization
• Melee damage types
• Different damage levels in selections
• Attachments refactor
• Animals spawning
• AI hierarchy refactor
• Tons of crash fixing
• Tons of bug fixes


Animators

• Throwing animations
• Two handed hit reactions
• Player turns for pistols
• Rifle hit reactions
• IZH18 animation tweaks
• Combat player graph

 

Designers

• Fireplace new particle system implementation
• Traps with grenades
• Drag and drop for final inventory design
• Player action targeting and floating cursor
• Communication systems
• Quantity refactor
• Advanced placing system tweaks
• Construction watchtower
• Animation events for player
• New zombie models
• New player models
• Animation events for player
• Server browser separation
• Area damage
• Crafting framework
• Vehicle tweaks

 

Audio

• Positional environment audio tweaks
• Infected audio recording preparation
• Player and weapon animation events setup

 

QA

• Playtesting the 0.62 update
• 0.62 feature testing
• Internal client stabilization

 

Art

• Old assets rework
• Buildings optimization
• Doors unification
• Weapon tweaks for new gunplay
• Car wrecks 
• New rock formations
• Color tweaks for Chernarus

- Eugen Harton / Lead Producer


 
Dev Update/Peter
As we want to accent official DayZ experience vs community one in long run, we separated shards for official and community servers with release of the 0.62 version. Now with upcoming update for 0.62 you will see this change reflected in server browser too. Instead of one 'Internet' tab there are now two tabs to make it clear. First 'Official' tab with all servers operated directly by Bohemia Interactive, while second 'Community' tab pools all servers rented by users.

Further work is being made on crafting system. Now, with item in hands, it's possible to initiate crafting and choose between recipes directly looking at another item in the world, or from the quick bar by holding a slot where said item is assigned. Such possibilities for crafting will help to minimize inventory use. On the other side of core features spectrum, we are working hard in close cooperation with animators and programmers on ranged and melee combat. Focus is currently mostly on the aiming model for firearms (weapon handling part is being worked on in parallel of course), which is combination of hands IK, character turns, it ensures that weapon is always pointing what you are looking at, that model also handles sights misalignment, sway which could be modified by character state from modifiers to stamina and hold breath, and recoil modified by weapon's attachments. Light and heavy hit impacts are now connected to hit events and are played character being hit from both types of combat. We would like to add one more hit impact to the mix which is a knockdown to the ground at the end of combo. You can read more about upcoming new melee combat in one of past Status Reports. I will get back to firearms in more detail in some upcoming Status Reports.

Do you remember that injured animation shown in our official DayZ Early Access launch trailer from the end of 2013? We finally plugged in the injured set of animations to the new character and it directly reflects your health state. Additionally, we also added exhausted idle animation which is connected to the stamina system. With these changes, we are getting closer to our ideal state where it should be easy to observe other character to see what they are actually doing and to judge their overall condition.

Believe what you see... see you in Chernarus folks!

- Peter Nespesny / Lead Designer



 
Dev Update/Mirek
First of all, I would like to write about the 0.62 branch state. We have received some important data about client and server crashes, which should help us to stabilize the build present on the stable branch, so hopefully there will be stability improvements soon. We have also merged the fix candidate for floating vehicles and very important physics optimization. Currently, physics is consuming most of the CPU resources (at least on servers), so we hope this optimization will significantly improve server performance. These merges will be available on experimental branch today or tomorrow and we will be very happy if there will be enough players, so we will be able to confirm that this optimization is working well.

On 0.63 - we're cooperating closely with designers and animators. The most of work goes into weapon manipulation now. This basically means we're creating new finite states machines for handling the weapon logic and connecting all weapon manipulation animations into these state machines. If everything goes right, we will show you how firing, reloading, chambering, unjamming and other mechanics look in the next status report.

Another big part of the game - close range fight - is in progress. You saw some animations before, today I would like to show you how first hit animations are looking.

https://www.youtube.com/watch?v=lXGX42HDYcI

3rd person camera collisions have received some tweaks last two weeks. We are trying to add some dynamics, when camera is obstructed - so here you can see some work in progress stuff.

https://www.youtube.com/watch?v=NykucZZRvdM

Please keep in mind we're showing work in progress state, things can change during development and it's very likely that all these features will be tweaked also in the beta stage of development.

- Miroslav Maněna / Lead Gameplay Progammer


 
Dev Update/Viktor
Today I would like to share with you an update from the animations department. In past weeks, we have been focused mainly on player character and weapons. The latest additions to the player are improved turns when standing still. For animations, this means improving and redoing turn animations for all items. We are iterating this now in cooperation with our animation programmer to find the best result that looks and feels good.

Weapons have received some love as well. We have finished all unjamming animations, and we are focusing on implementation. First guns are now animated in the game. We are adding the missing animations like recoil and dry fire for each weapon. At the same time the logic for these firearms is being made so each weapon knows what the character can do with it. Basically, we need to cover all the states the weapon can have and provide animations for it.

We have started implementing hit reactions for the player character. There will be light and heavy animation for each direction, each item and each stance. That is some decent amount of animation data, but we already have a working prototype in the game.

Last but not least, there was small mocap session last week. We have captured some new gestures. Some of them are already implemented and some will be in the upcoming weeks. The gestures menu will now include new signals like Come, Watch, Down, Move, some new taunts and others that were requested by the community.

- Viktor Kostik / Lead Animator


 
Dev Update/Adam
As I have mentioned on the live-stream last week, we plan to include additional tweaks to the color of clutter (grass and other miscellaneous objects in forests) for the version 0.62 in the nearest stable update window. I'm glad to announce our environment designer Mark has prepared the first iteration of these changes and it is available on the experimental branch for you to check out. For the full list of changes made please visit the appropriate experimental thread on the official forums HERE













-  Adam Franců / Senior map designer


 
Community Spotlight
Hello Survivors,

So many things happened last week and we are glad everything turned out as planned, because we really made a lot of work on it.
First, we organized an event for content creators and their friends on the new castle the West. It was a PVP event in which one side defended the castle and the other attacked it with the equipment they brought with them. 51 people joined the server, unfortunately not everyone managed to get to the castle, because some of them were killed by wolves or by infected, which are simply the risks of the game. We had 14 members of the dev team there, including the lead designer Peter Nespesny and Sumrak, who is taking care of the Chernarus map and created the castle in which the event took place. The battle was really bloody and the defenders used all their strength to keep the attackers in front of the gates, but eventually succumbed and the attackers took the castle for themselves. I would like to congratulate the winners who earned their victory. How the event looked through the eyes of the attackers can be seen in a video by Jakon72: 

https://www.youtube.com/watch?v=2OfzTrJ4vW4


Some of the participants in a group photo before start of the battle.


 
Photo of the winners who conquered the castle by Redseven.



Thanks so much to all who attended and we are looking forward to seeing you again on another event.
 

We were running live stream in our office at the same time as the event. We announced the switch of 0.62 update from the Experimental branch to the Stable branch. Lead producer Eugen Harton, lead designer Peter Nespesny, senior map designer Adam Francu and brand manager Martin Čulák jointly discussed what you can expect from the update 0.62 and other interesting topics. In case you missed it, you can find the video on our YouTube channel.

https://www.youtube.com/watch?v=2yhpG-naXPA

We also released a video that shows the main features of the new update. If you have not seen it, you should definitely watch it because it is very good and it does not take you more than two minutes.

https://www.youtube.com/watch?v=QsP11VEZCa8


I would also like to address my colleagues' request from the Feedback Tracker. We need to get as much information as possible about the crashes that happen to you on the Stable and Experimental branches. Therefore, I am asking you to contact our Feedback Tracker in case of crash and upload files from the C:\Users\YourPCName\AppData\Local\DayZ  folder to help to solve the crash problems.

We would like to thank for the reports about leather not getting tanned in barrels. Over the weekend you came up with an incredible number of tickets for this issue and we are just looking into it now. And of course, if you encounter any other bugs, we will be happy if you report it to our Feedback Tracker.

 

Channel Pitstop Head made a two-part talk about DayZ with our creative director Brian Hicks, which is really interesting and can give you answers to some of the questions bothering you.

https://www.youtube.com/watch?v=N-IUVCGV5XM

https://www.youtube.com/watch?v=64SpKQJ2H7I&t=1287s

And the last piece of community content I'd like to share with you is an amazing artwork by Dominik Figlhuber, who has been able to turn an ordinary DayZ screenshot into amazing art. Simply beautiful, thank you for sharing it with us!



Original screenshot.

 



Waiting at daytime. Alternative edit.

 



Final edit.



And one last thing, I would like to show you a photo I secretly photographed in the office when the designers were discussing weapons for the update 0.63. It's not of a good quality, but I thought you might be interested. And shhh, don't tell them, they do not like taking pictures.



Thank you for your content survivors and see you in two weeks!

Header image by Harold Palmer.

- Baty / Community Manager

...