Achtet mal ein bisschen auf eure Wortwahl...
Beiträge von MaVerick[LAS]
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Kannst du uns die Grafikprobleme ein bisschen genauer beschreiben? Klingt mir ein Stück nach Hardware defekt.
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Eugen, 12. November:
ZitatDon't get too disheartened if loot goes back and forth and all over the place.
This is gonna take a while, we need new tech for item spawning. To implement better type and distribution logic. Don't expect it today. And I`m not sure what you mean by fixing persistence. Its a alpha feature. It fails sometimes. Servers don't lock up anymore. Don't crash as much (70% decrease over 0.49). When it gets corrupted it selfheals. You loose your stashes more to thieves than to corruption itself.
Loot does not reset, ever, its persistent so if there is no loot in some place, there wont be after restart. Its how its supposed to be. The problem with distribution of loot is in tech that can implement logic and type based spawn system on area wide spawn point matrix.
The loot system has a priority that cannot be overridden atm, so if you live in general area the chance system simply ends up filling certain areas in high quantities.
Its not a bug. Its how the system works, its simply a list of areas and spawn points in binary that it goes through like a waterfall and spawns items. Because of how that works with chance based spawn list it simply ends up spawning high amount of items in small amount of areas with no regards to types that need to spawn. (thats why there are high amounts of unusable items). But this system is going to get replaced (second iteration of global economy).
The tech isnt available to change it yet. So this is mostly intermittent state that gives us more data. We need new tech for item spawning to fix that. Its chance and priority based and simply will get to this point. No matter how we set it up. So once the new tech is in we can get the full vision of how it should work.
First iteration was about being able to set chances/lifetime etc from database and change it in realtime without maintenance. New iterations are at least two months off from now. This months stable is aimed at three features, December might just be some holiday stuff. January is gonna hit another batch of big ones.
There is only so much we can do to battle it, so its gonna be better but not by leagues. I expect a January stable release to have type distribution tech. We dont have an economy to speak about. Its mostly a chance based priority distribution system.
Yes I know it happens, I also know why it happens. And I pretty sure it will not happen once the tech for spawn distribution is doneKurz gefasst: vor Januar passiert da nicht wirklich was. Also gibts auch keine wirklichen Gründe für uns da irgendwas zu testen. Von Änderungen in der Richtung war auf den Exp Servern nichts zu sehen und in den Patchlogs nichts angegeben.
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Übersetzung in Startpost editiert. Sorry für die Verspätung, war noch ein bisschen am PC schrauben
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...und wenn der Anbieter Wind davon bekommt is der Server auch ratzfatz vom Netz. Spätestens bei 3 Beschwerden.
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Hat er recht, der Hummes.
Wenn du einen public Server hast, haste automatisch auch so gut wie keine Möglichkeiten als Admin einzugreifen, da alles auch den Regeln eines Publics entsprechen muss.
Bei Private Shards kannst du als Admin ein Stück aktiver werden per Whitelist und Bannmöglichkeiten. Unbedingt viel mehr is allerdings auch nicht drin, alles weitere kommt denn "zeitnah" dazu (also Einsicht in Logs etc.).
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...und ich kann Themen schließen.
Wenn schon unbedingt was aus der Versenkung geholt wird ist ein konstruktiver Beitrag vom Vorteil. Kann ich hier soweit nicht erkennen. Zudem ist das Thema durch.
Nächstes mal bitte aufs Datum schauen und vielleicht was zum eigentlichen Thema beisteuern, nicht noch den offtopic Kurs unterstützen.
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Zitat
Dann Waffen einstecken und ausloggen (sonst kommt beim einloggen erstmal das Nachladegeräusch)
Das bleibt uns glücklicherweise schon seit einigen Patches erspart. Man startet immer ohne Waffe in der Hand und ohne Nachladegeräusch.
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Nettes Feature, es freut mich als Versuchskaninchen herhalten zu dürfen
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Zweitaccounts sind unter Streamern sehr verbreitet, um die Zuschauer net mit dem Walk of Shame zu langweilen. Teilweise sind da sogar 3-4 Accounts keine Seltenheit...wers braucht ;D
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Englisches FAQ ergänzt.
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Status Report - Week of 24 Nov 14
posted on November 28, 2014November and December are busy months for DayZ. Coming up next week we're aiming for the 0.51 update to stable branch, we have the conclusion of our Private Shard contest, and of course.. the initial implementation (at a very basic level) of wheeled vehicles into stable branch. It is important that when hunting for/fueling/driving these new base model V3S trucks across Chernarus you understand the limits, base functionality, and placeholder status of much associated at this time with the vehicle.
- The V3S is not tied to the persistence system at this time, so when it restarts - it respawns.- Yes, worry not vehicles will save, just not at this time.
- Much of the animations are in progress, we hope to greatly improve the visual immersion versus legacy animations when mounting and exiting
- The interior of the cabin is still in progress, what is there currently is placeholder.
- Instrumentation will eventually be the primary method for tracking speed, fuel, temperature, etc
- New sound effects for the V3S will be recorded, for now we are using legacy placeholder sfx
- At this time the bed / cargo / command sections of the V3S and its variants are disabled while we continue work on them
- This means the truck has no item storage capacity, and seats two survivors (at this time!)
- Very basic functionality is present for vehicle maintenance, this is limited to fuel consumption and refilling.
- Further functionality is being worked on - spark plugs, exhaust, radiator, etc
This first initial implementation of vehicles in DayZ is aimed at tracking the network impact, physical simulation performance, and gameplay impact of this feature on the title. Be warned, this is the first time stable branch will get its hands on these systems, and there will be bugs. As with all systems, we will be iterating and expanding upon this as we move forward with development of DayZ. Aside from the V3S, 0.51 contains a strong amount of new mechanics, expanded systems, security hotfixes, and as always content. Going into December, we will be observing the impact of this update on stable branch and work on a end of year update for December with 0.52 mid-month.
On a more personal note, 0.51 - even with the title as early in development as it is has had a large impact on my playstyles within DayZ. I am very eager to see how survivors adapt and expand upon the world of Chernarus with these changes. In addition I hope to put a special status report up when 0.52 is published to stable branch (sort of a town hall style address) where myself, and the other leads recap the most impactful and persistent bugs in DayZ Early Access, and where we are / what the plans are for them moving into 2015.
As always, not a bandit.
- Brian Hicks / Lead ProducerStandup Notes for the week of 24 Nov 14
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)Art:
• Prison Complex
• High fidelity V3S instrument panel
• UH1Y Crashsite model
• Prison-themed zombies
Animation:
• Steyr Aug reload animations
• Player Suicide Animations in Progress
• Vehicle animations
• Rifle sitting animations update
• Zombies with new AI
Design:
• V3S Praga Bugfixing
• Config and scripts for prion disease balance
• New content spawn points
• Cooking extension
• Loot defines for new centralized loot spawning
Programming:
• Critical inventory fixes
• Client/server performance
• Client/server crash fixes
• Loot distribution redesign/improvements
• Player & Item duplication fixes
• Vehicle simulation diagnostics / bugfix
• Character connection issues (protecting players from attack while logging in/before being able to move) -
Der Brian Hicks hat sich auf Reddit ein bisschen allgemein zum bisherigen Verlauf der Entwicklung geäußert, ich denke mal das passt hier ganz gut rein:
ZitatSimply put, the development has -not- been slow. Well, not abnormally. I will admit, developing the title -and- keeping things playable and interesting for the active userbase does add time and cycles to the project.
While a large amount of the base problems that were there when we hit Early Access are indeed still there on the Steam branch, yes. However to assume no work has been done on them is incorrect. The engine and gameplay programming teams have done vast amounts of work in their own trunk and/or branches and said work will and has been incrementally pushed to Steam.
We've been very open with the planned lifecycle of the project and have been saying we anticipate DayZ to be a 3 year standard development lifecycle that we're going to aim for doing in 2.5. As far as cheaters go, all you have to do is look at the Status Reports, or changelogs to see massive amounts of work done on that end. However, as I have said in these reports - it is not possible to actively create/update/modify your base engine in the public and hold to anything near a frequent (in our case monthly) update cadence.
(The cycle works like this right now - We push an update to stable branch, in said update are a large amount of security hotfixes and changes - For the next 2 to 3 weeks gameplay is relatively cheater free - As work internally progresses on the next update, externally the hacking/cheating scene has had time to poke, prod, and experiment with potential holes and begin exploiting what they find - We ingest repro data and bug reports on exploits in the current stable branch build and begin hotfixes for the next update - We release an update to Steam/Stable - Rinse, Repeat)
I guess in short, I feel we've been very communicative about what is going on with the major issues, what the plan is to fix them, and that they are being worked on.
In the mean time, we continue to evolve and prototype the game mechanics around our core systems and push content to stable branch. If you were coming into this looking for a solid game experience this early in development - well, you'll more than likely have an unsatisfying experience.
I can promise you, this early into most any titles development process for a project anywhere near our scope they all have major issues and are full of bugs. That is software development. What *is* abnormal is the concept of working on a project of this size in the open, and not behind closed doors – and keeping anything resembling a frequent update pattern. (In our case, we do monthly updates to Stable branch)
...und noch etwas, was mehr in Richtung Roadmap geht:
ZitatGame development, especially game development occurring actively in the public can be a fluid process at times. We communicate our goals, and what we are aiming for - we do not make promises unless it is in regards to something not subject to change, or entirely a known factor.
When we communicate our goals, and what we're aiming for - we are not etching the ten commandments into stone. When an issue/bug/etc comes up, we -continue- to communicate the updates goals and aims. If you're not okay with this, thats fine. I can't blame you - giving the consumer access to this kind of data is not common, but I can assure you - this is how it goes down around the morning scrums for the development periods of all your favorite games. Edit: Well, no I can't really.. not without knowing what your favorite games are.
Er spricht mir größtenteils aus der Seele. Einige müssen einfach deutlich entspannter an eine Alpha rangehen. Die Roadmap für 2015 lässt einige interessante Dinge erahnen, schauen wir einfach mal was kommt.
...wie immer erfahrt ihr hier natürlich alles
Quelle: http://forums.dayzgame.com/index.php?/forum/138-devtracker/
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Bitte wende dich an Battleye. Kontaktdaten findest du in der Guide Ecke oder über Google.
Closed.
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Sobald adminseitig die Mittel gegeben sind, um solche Events auch zumindest ansatzweise zu schützen können wir auch aktiv eingreifen. Bis dahin ist Selbstschutz nötig.
Ob man den Angriff auf so ein Event nun unbedingt gutheißen will ist wohl jedem selber überlassen. Ich persönlich hätte mir freundlichere Vorgehensweisen gewünscht.
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USB Headsets...die Geißel der Menschheit. Fang erstmal beim Treiber an, sauber runter, sauber rauf. Denn schaust nochmal.
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GotU, deinen Beitrag hab ich mal hier mit reingeschnitten. Für solche Sachen ist dieses Thema hier u.A. vorgesehen
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Um den Andi ein bisschen in seiner Ansicht zu unterstützen, dass man auch Sachen ohne Schusswechsel lösen kann, hier mal meine Erlebnisse von Server #2 heute so zwischen 17:30-19:30 Uhr.
http://www.dailymotion.com/vid…-germandayz-de_videogames
1 von 5 haben mich scheinbar überhaupt nur gesehen und der eine war sogar noch richtig freundlich. Schöne Grüße Crispy, ich halte meine Versprechen
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Also wenn 4 mal dein "push" oder "up" verschwindet und du dir immernoch keine Gedanken über das "wieso" machst gehe ich langsam von Absicht aus.
Thread wird dicht gemacht, deinen Namen möchte ich vorerst nichtmehr hier sehen in der Spieler/Gruppensuche. Wenn du das nächste mal deinem Thema was hinzuzufügen hast, denn versuch dir wenigstens einen GANZEN Satz auszudenken.
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Nein, ich denke hier würde eher meine erste Anmerkung zutreffen. Die Umstände aus deren Sicht wären aber interessant zu wissen.