DayZ

DayZ has been having a bit of trouble in Australia recently. When the survival game's Australian distributor applied for a rating from the classification board ahead of the physical release, it was rejected. The rejection, effectively a ban, extended to the digital version, which was removed from sale. 

Last week, Bohemia Interactive told me that the rejection was down to the depiction of drug use and that it was looking to find a way to keep the game available in Australia. For the time being, it looks like that solution is a global change. 

So that Australian players aren't excluded, DayZ will be changed across the board, Bohemia Interactive told Kotaku Australia

"At the moment, we are editing the global version of DayZ so it will fit into the Board’s requirements. The key objective is to keep the gameplay as authentic as it was, so players are not affected by this change."

The specifics of the changes haven't been detailed, and it's especially strange because DayZ doesn't depict recreational drug use. It does, however, contain morphine, which caused similar problems for Bethesda, prompting them to change its name to Med-X in Fallout. There are files for cannabis, too, though it doesn't appear in the live game.

If Fallout is anything to go by, simply changing the name should appease the board. It's all very arbitrary and unhelpful, of course, and if there was a real issue, a name change wouldn't solve anything, but at least it won't be too disruptive for players.  

DayZ

It was hardly a joint decision, but following the Australian Classification Board's ruling that DayZ would be banned from sale for its depiction of drugs, Bohemia Interactive has announced it will edit the game to bring it in line with Australian rules. For all versions worldwide.

Last week, news broke that the ACB had rejected the physical release of DayZ thanks to "illicit or prescribed drug use related to incentives", specifically, the use of cannabis as a reward - even though the drug was not yet implemented in the game. Despite DayZ having been available in digital form for five years, the ACB indicated it would also work to get the game pulled from digital storefronts.

Faced with a complete ban across Australia, the simplest thing for Bohemia Interactive to do was change the game, and the studio has now confirmed to Kotaku Australia this is the plan.

Read more

DayZ

Earlier in the week, DayZ was refused an age rating by the Australian Classification Board. Despite launching years ago and already having a 15+ rating, Australian distributor Five Star Games had to resubmit the game thanks to the impending launch of the physical edition. Unfortunately, the decision also extends to the digital version. 

While Bohemia Interactive told me that the digital version was not in jeopardy and was still available through storefronts like Steam, the situation has "escalated", the developer confirms.

"We are aware of the Classification Board's intention to pull DayZ from the online sales," says Bohemia Interactive. "The game was just removed from the PlayStation and Xbox stores. The reason behind the rejection to classify the game is the specifics of drug use in the game."

Where things get weird is that DayZ doesn't have drug use aside from things like morphine, specifically used here for pain relief. Here's the extent of the game's 'drugs'. They're not recreational. Unfortunately, cannabis can be found in the game files, and while it's hasn't yet to be implemented and there's no indication it will be, it seems to have riled up the board. 

Though cannabis has been decriminalised or is available for medical reasons in several parts of the world, it's still illegal in Australia. Hunting and killing people for their supplies is also illegal in Australia, though the board seems less concerned about that. 

Bohemia Interactive isn't cutting its losses, however.

"The Australian player base is a big and very important part of our community. At the moment we are looking for the best solution to keep the game on the Australian market and pass the classification according to all regulations. We will do everything in our power to keep the game playable and available for Australian gamers."   

Previously, developers have made minor changes to appease the puritanical board, so it may be that a quick fix is possible and it will be back on sale before too long.

DayZ

A couple of days ago, news outlets reported DayZ's physical release had been refused classification in Australia - despite the game having been out in digital form for five years. The reason for this, according to the Australian Classification Board's listing, was that it was deemed to "depict, express or otherwise deal with matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified".

Obviously, that's a pretty broad spectrum.

Thanks to a report seen by Kotaku Australia earlier today, we now know exactly why the game has been blocked from release, and the situation is weirder than first thought. Namely, it's about cannabis - something that currently isn't active in DayZ - and the ACB is apparently working towards getting the game's digital version banned too.

Read more

DayZ

Bohemia Interactive's multiplayer zombie survival game, DayZ, a title that's been legally available in Australia for over five years, has been refused an age rating by the Australian Classification Board, effectively banning it from sale - but it's a restriction that, rather absurdly, only applies to the upcoming physical release.

While Bohemia Interactive is publisher of DayZ's digital version, which has been available on Steam since 2013, the upcoming physical version is being handled by distributor Five Star Games. And it's this latter version that has (as spotted by Ref Classification on Twitter) fallen foul of the Australian Classification Board's notoriously draconian rules.

According to DayZ's listing, actually dated June 4th but only surfacing now, the game has been refused classification as it was deemed to "depict, express or otherwise deal with matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified."

Read more

DayZ

Update: Bohemia Interactive has clarified that the classification, or absence of one, doesn't effect the digital version of DayZ, only the upcoming physical edition. It's still available on Steam in Australia. 

Original story: DayZ has been refused an age rating by the notoriously strict Australian Classification Board. It's not unusual for games to not receive a rating in Australia, often leading to developers making changes to fit the draconian rules, but DayZ has been available in Australia for years. It entered Early Access in 2013 and finally launched last year. 

The classification page (cheers, Reddit) shows the decision was made in June and was applied for by Five Star Games, an Australian distributor. The reason for it being refused classification, which essentially means it's banned, is that it depicts naughty things that might offend. 

It apparently depicts or expresses matters of "sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified."

DayZ was already rated, so it's not clear why it was refused classification when it's exactly the same game. We know DayZ is getting a physical edition this year, which is probably why distributor Five Star Games is involved. What doesn't make sense is why the rules would be different for digital and physical games. 

So far, it's yet to affect Steam, as DayZ continues to be sold in Australia, but this may halt the physical launch. I've reached out to both Bohemia Interactive and Five Star Games for more details. 

DayZ - DayZDevTeam


Dear Survivors!

DayZ is now out on all the major platforms – PC, Xbox, and PS4.

You've probably seen team changes on social networks and are wondering: what's next? Of course, that's only natural, and today we would like to talk about the current issues, the expectations set by both the DayZ Mod and 0.62, and the future of the game.

Past, Present, and Future 
Parity with 0.62 and the DayZ Mod – full parity isn't possible because of the engine specifics. While features from 5 years ago are exciting, we want to remind you: most of the features didn't really work properly back then, and this is why it wasn't a final game.

You might question the necessity of a new engine, but for those who took a long break from the game, it's plain to see just how much of a difference it has made. DayZ runs a lot smoother on the new engine. Although it might be hard to notice the change when you play daily, taking a step back should help to highlight many of the improvements that have been made during development. And these improvements are strengthening the game every day. We see it through the steadily increasing player count (even on PC) since March 2019 (public data is here). We see it in Twitch statistics – with more channels streaming the game and more people watching (link to Twitch stats). It might be a far cry away from the numbers of 2013, but for an almost 6-year-old game, it's pretty good! Of course, we will continue to work on DayZ to make everyone's experience better.

Let's take a more detailed look at the game and its future:
  • Advanced health system – We improved it in 1.04 and will continue the balancing. However, at this time we will not commit to implementing complex medical/injury gameplay – while this is desired by many hardcore players, we are still struggling to fully explain the complexity of the existing system to the majority of players. Moving forward, we are working on a nice balance between authenticity and accessibility.
  • New content (guns, cars, etc.) – As you know, we have already added some of these. More will follow, but keep in mind that it will depend on how quickly we can achieve this year's goals.
  • Modding support – We will improve the user experience for both modders and players. For example, we will soon bring animation tool support.
  • Stable base building – A large part of this is the matter of balancing, and it's one of our key objectives for the year.
Our focus for DayZ for the rest of 2019 will be: bug fixing, stabilizing, balancing, and modding support.

We also plan to release an official DLC this year (keep your eyes open, and follow us on social media for updates). Additionally, we are currently experimenting with Survivor GameZ (a mod and popular tournament from the past), and will possibly bring this to DayZ as an additional game mode.

About people
It's normal – especially in this industry – to move on after working on a particular project for several years. And after major releases are done is the most likely time to do so. With DayZ, it's no different, and after releasing 1.0 on PC and console, some people are moving onto other projects internally, or leaving the company. It should go without saying that no matter what, these people will always be in the hearts of the DayZ team.

While these are by no means the only team changes, we wanted to at least address the public faces of the game who are leaving:
  • Peter, Lead Designer, who led the design direction of DayZ through many tough years.
  • Eugen, Project Lead, will always be loved for his honesty and open ears to both players and developers.
  • Martin, Brand Manager, is in our hearts for his effort to finally bring DayZ successfully to players on Xbox and PlayStation.
  • Baty, Community Manager, loved for all the personal care for our community and interactions with our player base.
Everyone who worked on DayZ not only has a great line in their portfolio, but the tremendous support of both us and the community behind them, and we wish them all the success in the world. Press F to pay respects.
DayZ

DayZ, the game about roaming a post-Soviet wasteland looking for can openers (among other things), is getting a battle royale mode in the form of Survivor GameZ. DayZ veterans will recognise the name: it's the name of a mod and tournament founded in 2012 by former DayZ Creative Director Brian Hicks and Jordan Tayer, back before the core game went standalone. Now, six years later, it's coming to the official standalone game.

The first closed alpha is "just around the corner", according to the official DayZ Twitter account, and sign-ups are available here. The original mod supported 32 player duos, and played a tad differently to modern battle royale games. But its undeniably influenced the genre as a whole, with PUBG creator Brendan Greene citing it as an influence.

But none of the people responsible for the original mod are involved in this new Bohemia-helmed iteration. Hicks, who left Bohemia last year, told us in an email that he'll be rooting for the dev team at Bohemia Interactive Bratislava, but hopes they'll not rush it out the door.

"The Survivor GameZ was a labor of love for the team involved in it," Hicks said. "Long before the battle royale craze took hold, the Survivor GameZ team managed to set records in the video game livestream industry and create genuine memorable moments. This was all done on a shoe string budget, and with the free time we all had outside of our jobs back then. Even though it took years to convince Bohemia Interactive's management that a team last man standing experience in a post-apocalyptic world was worth investing in, we were all elated when they chose to purchase the property from us. Early on there were a significant amount of lofty plans associated with the sale. A Bohemia Interactive Seattle office, Survivor GameZ as a stand alone title, and while we did push forward on many of them, none of them seemed to come to fruition. Despite that, Bohemia Interactive Bratislava has pushed forward with a DayZ DLC model - and I'm certain they have put together an exciting experience."

He continued: "That said, neither myself nor the rest of the original founding Survivor GameZ team have been engaged by management at Bohemia Interactive in regards to the design, or functionality of the Survivor GameZ. Due to this, I am uncertain as to the state or feel of the offering they have talked about today. I can only hope they have held true to the design, and heeded my words of caution when we made those early plans. That the Survivor GameZ can *not* make a reappearance until the game itself is reliable, smooth, and as bug free as possible."

Survivor GameZ was a community-driven enterprise created by enthusiasts, so its audience could forgive its shortcomings. "We got away with a lot with the original Survivor GameZ, primarily due to the fact that those competing in it understood that this was a part time gig for the team - and that we all had other responsibilities," Hicks said. "That does not apply to a professionally released game or DLC, and the market for battle royale style experiences is seasoned, with an intelligent and demanding audience."

Survivor GameZ will at least play quite differently to the likes of PUBG and Fortnite. As the alpha sign-up page explains, each match comprises three phases, with the first two of these confined to specific parts of the map. Available loot changes between these phases, as well as hotspots where the most powerful items spawn.

The third phase opens the map entirely but spawns an "endgame interaction object" which, naturally, will attract remaining players. "This object is always in the lumber yard area," Bohemia's description reads. The player's distance from this area will determine the damage they take–the closer they are, the safer they are. 

It'll be interesting to see whether Survivor GameZ can gain traction in a flooded scene.

DayZ - contact@rockpapershotgun.com (Dominic Tarason)

DayZ, arguably the game that started the explosion of battle royale shooters, is becoming one itself. Or at least adding one as an optional mode. To Bohemia Interactive’s credit, Survivor GameZ doesn’t sound like the standard ‘closing circle of death’. Instead, it’s more inspired by the original Battle Royale film and novel, with players constrained to looting, shooting and evading zombies in a series of safe areas. Matches end in a rush for a final objective with the power to wipe other players off the map. The first public alpha test begins soon, DayZ owners can sign up for it here.

(more…)

Jun 26, 2019
DayZ - DayZDevTeam



Hello Survivors!

The fourth Platform Update of DayZ on PC is now live (both the client and server files). DayZ 1.04 brings you an expansion on the disease system and gives purpose to several medical items. On the combat side, we've added two new assault rifles from the trusty KA family and an arsenal of grenades as survivors discover their ability to throw items. However the infected have upgraded as well!

Get all the details and full patch notes below!

https://youtu.be/Ar9nvfdLELU

 
New Weapons
KA-74

The KA-74 is a selective-fire assault rifle, fed from a detachable magazine. It was introduced in the 1970s, as the replacement of the KA-M with compatible attachments. It uses 5.45x39mm rounds.



KA-101

The KA-101 is a selective-fire assault rifle, fed from a detachable magazine. This is an export version of the modernized KA-74M with compatible attachments. It uses 5.56x45mm rounds.



New & improved weapon attachments
  • Regular and tracer variants of the 5.45x39mm ammunition
  • P1-87-L Scope
Other
Infected
  • Infected can now spawn with headgear and other attachments


Actions
  • Players can now throw items (hold 'G' to activate throwing stance)


Inventory
  • Independent shoulders allow you to carry two melee weapons or firearms
 

Medical Additions
  • Fever
  • Effects and balancing for Epinephrine, Codeine Pills, Morphine, and Charcoal Tablets
  • Shoes gradually wear off while using
  • Check Pulse action now displays blood pressure and pulse type if irregular
Patchnotes
Notes
  • Server Admins: Please read the changes on the player spawn points in the "Server" section below to avoid complications!
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.
GAME

ADDED

  • Added: New Steam Experimental apps
  • Added: KA-74 with attachments
  • Added: KA-101 with attachments
  • Added: P1-87-L Scope
  • Added: 5.45x39mm ammunition
  • Added: 5.45x39mm tracer ammunition
  • Added: Overlay icons to differentiate ammunition variants
  • Added: Music in the Main Menu
  • Added: Independent shoulders (possibility to carry two ranged/melee weapons at the same time)
  • Added: Magazine auto-refill by holding 'R'
  • Added: Throwing (hold 'G' to activate throwing stance)
  • Added: Grenades (EGD-5 and 6-M7 frag grenades, 1-M8 and EGD-2 smoke grenades, 8-M4 Flashbang)
  • Added: Grenades can be attached to selected vests
  • Added: Handheld Transceiver can be attached to Courier Bag
  • Added: Mod presentation in the Main Menu (documentation)
  • Added: In-game hints in the Pause Menu
  • Added: Vomit emote/gesture
  • Added: Mitigation of so-called server hopping on public hives (when a player changes server, a hopping spawn point is used instead of the last log off position)
  • Added: Support for multiple sets of player spawn points (only for public hives, currently fresh and hop sets available)
  • Added: Fever now causes water loss
  • Added: Epinephrine restores the patients' stamina to the max value
  • Added: Codeine Pills mitigates the patients' injured state for a limited time
  • Added: Morphine suppresses the patients' injured state for a limited time
  • Added: Charcoal Tablets can eliminate Salmonella bacteria
  • Added: Shoes gradually wear off while using
  • Added: Check Pulse action now displays the blood pressure and pulse type if irregular
  • Added: Infected can be spawned with headgear, vests, and backpacks
  • Added: Positional rain sounds for the Coal Plant
  • Added: Character sounds for male characters wearing a gag
  • Added: Flare effect around the Road Flare
  • Added: Stamina is depleted if a player is hit by a Flashbang
  • Added: Player can hear his voice when talking through a megaphone, PAS (when receiver is nearby) or transmitter (when more than one on the same frequency nearby)
FIXED
  • Fixed: Inventory was closed if another player performed the restrain action (T140237)
  • Fixed: AI could teleport, visually appear where it was not positioned or be positioned at roofs (T139728)
  • Fixed: AI herds were not releasing the territory after the last member of the herd died (could prevent AI herds from re-spawning on smaller terrains with a lower number of territories)
  • Fixed: Incorrect visual state of the speedometer
  • Fixed: Character will not fold the map while in prone and becomes stuck
  • Fixed: Liquid contents of the barrel do not persist upon server restart (T139791)
  • Fixed: Ruined weapons could twitch while trying to look through optics
  • Fixed: Character started to float in some sections of small rivers (T140952)
  • Fixed: Influenza did not cause the blur effect
  • Fixed: Texture filtering option in graphics settings was not working correctly
  • Fixed: Many fixes and improvements to the ChernarusPlus terrain
  • Fixed: DayZ local application data folder was not properly deleted via DayZUninstaller
  • Fixed: Punching walls was emitting unsuitable bullet impact particles
  • Fixed: Spotlight had a hole where the reflector part should be
  • Fixed: Switch ON/OFF actions sometimes not being available on Spotlight after a server restart
  • Fixed: Personal light created an undesired reflection if another source of light was nearby (it was mostly visible as a blue shine on cars)
  • Fixed: Opening/Closing of car doors was missing sounds
  • Fixed: Character stamina did not replenish correctly when reduced by the gear (T139932)
  • Fixed: Action to eat pumpkin slices was missing (T139428)
  • Fixed: Missing footsteps sound while strafing with a heavy item in hands (T139604)
  • Fixed: Incorrect item weight upon adding attachments on specific items (T139773)
  • Fixed: Gas Stations can be blown up again
  • Fixed: Corrected material on the rear lights of the Olga
  • Fixed: Corrected the left headlight position on the Gunter 2
  • Fixed: Incorrect rotation of the remaining headlight of a car when one was detached
  • Fixed: Infected attacked players inside a closed Gunter
  • Fixed: Combination locks couldn't be opened upon server restart
  • Fixed: Client error in the main menu
  • Fixed: In-game HUD could disappear while typing in the chat
TWEAKED
  • Tweaked: The headlights on cars now switch to left/right/center depending on the attached headlight bulbs' state
  • Tweaked: Cars now have functional rear lights
  • Tweaked: Reversing with a car now subtly illuminates the area behind it, allowing drivers to see there at night
  • Tweaked: The player stomach is now item/liquid-type based instead of nutritional-component-breakdown based
  • Tweaked: The connection timer is now up to 95 seconds in case of rapid server hopping. In connection to this change, the previous database locks have been removed.
  • Tweaked: Player spawn logic for avoiding water surfaces
  • Tweaked: Gunshot sounds are audible up to 3.5 km
  • Tweaked: Vehicles HUD
  • Tweaked: Improved plaster and concrete impact particle effects
  • Tweaked: Bullet impact effects are scaled by impact force much more visible now
  • Tweaked: The Portable Gas Lamp now burns 10x longer (~55 minutes with the smallest container, ~133 with the largest one)
  • Tweaked: Optimized muzzle flash particles for CR-61, FX-45, CR-75, IJ-70
  • Tweaked: Burning light sources now subtly flicker
  • Tweaked: Shadows from burning light sources subtly move
  • Tweaked: Smoke/Steam particles on weapons
  • Tweaked: character position is changed after a server change to mitigate server hopping
SERVER
  • Added: -serverMod= executable launch parameter to define server-only mods
  • Added: Default Central Economy for ChernarusPlus moved to a PBO file (worlds_chernarusplus_ce.pbo)
  • Added: Possibility to override any file from the Central Economy files in the mission folder
  • Added: New V3 signature verification
  • Changed: verifySignatures= server configuration parameter now properly verifies mod addons (equalModRequired is deprecated)
  • Changed: AI territories are defined in the default Central Economy files (xml) and can be overridden in the mission (world AI addon and config territory definition has been deprecated)
  • Changed: Updated values and format of player spawn points (mandatory change, see CfgPlayerSpawnPoints.xml in dayzOffline.chernarusplus) - If this change isn't reflected in the configuration, respawned and new players could spawn in the ocean!
MODDING
  • Added: object::enabledynamicccd for enabling continuous collision detection on dynamic objects
  • Added: New function GetHiddenSelectionsTextures()
  • Added: New function GetHiddenSelectionsMaterials()
  • Added: Private members are now moddable (documentation)
  • Added: ScriptedLightsBase -> SetFlickerSpeed(...), SetFlickerAmplitude(...), SetDancingShadowsMovementSpeed(...), SetDancingShadowsAmplitude()& their Get...() functions. See FireplaceLight.c for an example.
  • Added: Ability to define default Central Economy files (mission xml files) for any terrain from the game config (ceFiles parameter in the world class)
  • Changed: Several constants moved to a class, allowing them to be modded (stamina, environment, damage/wetness states...)
  • Changed: MakeDirectory() script function enabled
  • Changed: Removed the script file writing limits
  • Changed: Lights on vehicles were refactored, only scripted lights are being used now.
  • Changed: The secondary spawner (dynamic event configuration) is now an element (was previously an item).
  • Fixed: Modded StringTables now work additively instead of overwriting the original table (! Do note that this will likely break current mods which are modifying stringtable) (T136999)
  • Fixed: Character orientation when linked onto another entity
  • Fixed: Camera collision when a player is attached on another entity
  • Fixed: Ladder command when a player is attached on another entity
  • Fixed: Animated static physics after transformation change
  • Tweaked: Renamed method GetTesting() to GetCEApi()
...