Aufgrund erhöhtem Aufkommens von Weihnachtsfeiern und damit verbundenen Ausfällen, sage ich das Turnier erst mal ab und setzte einen neuen Termin im neuen Jahr an ![]()
Beiträge von zm4ster
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[img width=700 height=418]https://i.imgur.com/ZKCGSCF.png[/img]
Ja der Tag der Abrechnung rückt näher >:D
Samstag, den 16.12.2017 20:00 UhrBisherige Teams:
@Cervantis + @J!mb0
@Falballa + Eloka
@Gundral + @HalfMoonSo langsam würde ich denn gern die Tage mal Nägel mit Köpfen machen und
Teams bilden bzw. die bisher unentschlossenen Spieler um Rückmeldung bitten (y) -
Ich verweise mal auf diesen Post, da hab ich versucht es einigermaßen zu erklären:
http://board.germandayz.de/dayz-standalon…3232/#msg113232
Grüße
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Nee ist gut.. Nur dein Beitrag ist im falschen Forumsbereich gelandet.
Ich verschieb den mal

Ja und meine Antwort ist demnach noch aktuell bzgl Krabbelgruppe etc...
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Hallo Troija und herzlich willkommen!
Ich empfehle da die Krabbelgruppe.
Sie tobt jeden Montag und Neulinge werden an die Hand genommen.
Ansonsten kannst du auch gerne im TS den Tishina Chanel besuchen. Dort findest du meistens hilfsbereite Menschen
LG Zed
PS: Sehe gerade... Hast du DayZ Mod oder Standalone gekauft?
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[img width=700 height=393]https://i.imgur.com/pxAsqWG.jpg[/img]
Status Report 28 November 17
veröffentlicht am November 28, 2017Brian
Greetings Survivors!The last few months for DayZ has included a lot of review meetings. Both technical and gameplay design related - and now it's come that time where we have some solid information to share with you all on the upcoming 0.63 Experimental and Stable updates. Where we are with it, what we're looking at it being - and in short to offer some clear transparency to you all looking at it forward.
Some of this information might be frustrating to read, and some of it might get your own internal hype train running. The important thing from the information we will be laying out today is that you all understand where we are with the move away from legacy DayZ, and why we've made the decisions we have.
That said, I'll let Eugen take it away and guide you all through what we're looking at.
Eugen
Hello everyone. Being candid is the core of the relationship we have as a studio with you, our community. That includes openly talking about things that we know will cause a lot of disappointment and negative feelings. I'll start right of the bat with one such thing: unfortunately, there will be no other major release this year (that means we won't be releasing 0.63 on neither Experimental and Stable branches).PLANS FOR THE REST OF 2017 & 0.63 EXPERIMENTAL GOALS
I'm going to be very straightforward: along with releasing 0.62 Stable, it has been our main internal goal to get 0.63 Experimental out this year (as mentioned in Status Report on April 18) - we have put pretty much all our resources on that task, but as of now, we already know that the scope we will be able to achieve by the end of 2017 does not represent a full DayZ experience, and therefore blocks the 0.63 Experimental release..
Large chunks of the core gameplay loop are just now getting more settled, but there are still core features that are heavily work in progress, or not implemented - for example vaulting, swimming, and vehicles - and unfortunately that means that despite all the progress we've made on the other parts of the game, this is still not enough for a potential Experimental release.
We do understand that all you guys want is to play 0.63 - and while it would be possible to have some Experimental 0.63 release this year that would be relatively stable and enjoyable for a short period of time, just releasing something is not a viable approach this time around. Both 0.63 Experimental and 0.63 Stable (= BETA) are key releases for us, as they are the last steps before we leave Early Access.
And since it's so important, we have a set of so called epic goals that are implemented into everything we're making for the game in the new engine. These goals are:
[li]Performance[/li]
[li]Stability[/li]
[li]Control[/li]
[li]Balance[/li]We want to avoid any issues from lack of oversight in development or project architecture - for example we just want to make sure that our infected numbers and player numbers per server are as high as possible, and both DayZ client and server apps maintaining good, reliable up-time.
To get a better understanding of what still needs to be done on our end before we can push the first 0.63 Experimental, read through this bullet point overview of our focus areas. All of the listed features are in different stages of development, and a team or person dedicated to its completion. These are the features we want to see finalized before experimental release.
[hr]
EXPERIMENTAL RELEASE TO-DOAll of these work in progress features are in different stages of development, and have a team or person dedicated to its completion. This is the functionality we want to see finalised before Experimental release. Any existing 0.62 features not listed here or down below in future goals are either done now in 0.63, or in the phase of polishing and bug fixing.
NEW PLAYER CHARACTER
Spoiler anzeigen
[li]Movement[/li][li]Ladder climbing[/li]
[li]Swimming[/li]
[li]Vaulting[/li]
[li]Throwing[/li]
[li]Leaning[/li]
[li]Falling[/li]
[li]Player Dynamics[/li][li]Player inertia[/li]
[li]Player turns[/li]The features above have all data ready, but need bugfixing or smaller technology changes to make them playable and polished for Experimental. We're mostly talking visual glitches here.
[li]Combat[/li]
[li]Prone combat[/li]
[li]360 degree aiming[/li]
[li]Melee[/li]
[li]Evades[/li]
[li]Blocks[/li]
[li]Combo attacks[/li]Combat and stances are mostly done, but there are issues with full aiming space in prone - either in working with camera, or visual glitches. Evades and blocks are being tweaked to be a fun gameplay element.
[li]Camera[/li]
[li]Camera collisions[/li]
There are still issues with player camera when it comes to collisions indoors and we want to make sure to eliminate any edge cases that can be used to gain advantage.
GAMEPLAYSpoiler anzeigen
[li]Character Representation[/li]
[li]Diseases[/li]
[li]Stamina[/li]
[li]Stats (Health, Energy, Water, Blood, Shock)[/li]
[li]Hit reactions[/li]
[li]Enviromental exposure[/li]
[li]Injury[/li]
[li]Unconciouss[/li]
The list of character modifiers above is implemented, but needs heavy tweaking and configuration changes to be an actual survival element. The systems are there, but need time to settle down.[li]General gameplay[/li]
[li]Item Driven Actions[/li]
[li]Crafting[/li]
[li]Enviroment Actions[/li]
When it comes to interacting with your fellow players or crafting, content and data is available in the internal build, but needs a lot of testing, and probably control scheme changes. It needs to be a fluid part of your DayZ experience.[li]Player Audio[/li]
As you may have seen in previous reports, there is a large focus on implementing player audio, adding lots of different cues about your state. Since the system is event based and tied in with animation data, we can realistically be adding these only when things get reasonably finalised.
GAMEPLAYSpoiler anzeigen
[li]Weapon systems[/li]
[li]Scopes[/li]
[li]Recoil[/li]
[li]Sway[/li]
[li]Jamming[/li]
[li]Reloading/Chambering[/li]
When it comes to weapon systems, we have them available in-game, except for scopes and jamming being affected by ammo quality, but all of them need tweaking and a lot of bugfixing.[li]Weapon visuals[/li]
[li]Particle effects[/li]
The system is available, we just need to create the content for all BETA weapons that are going to be released for Experimental
AISpoiler anzeigen
[li]Infected[/li]
[li]Stealth[/li]
[li]Advanced combat[/li]
[li]Expanded behaviour[/li]
[li]Improved movement[/li]
A whole lot of the issues with the infected are based on AI and its implementation, which needs to be expanded. Data has already been prepared, and we will start looking into making the gameplay fun starting next year.[li]Animals[/li]
[li]Herding Behaviour[/li]
Data for animal features is prepared and going through final polish. However, we want to expand their behaviour beyond what is available in the internal client now.
UISpoiler anzeigen
[li]HUD[/li]
[li]Sensors[/li]
[li]Character Status[/li]
[li]Action widget[/li][li]Main Menu[/li]
[li]Character selection[/li]
[li]Options screen[/li][li]Inventory[/li]
All of the UI systems in-game are reworked using the new technology, there are tons of bugs to cover, but we also want to spend time looking into visuals of these elements, and make sure they work for players and are not an obstacle to their progress.
[hr]I know the tone may be a bit grim, but from my personal experience as a gamer with DayZ, it's very hard to go back to 0.62 once you play even the broken internal version. There is a promise of many good things to come. Lots of things to look forward to for the first experimental release. Even if you look at the missing pieces above, that will be there. There is just so much to explore.
[li]new crafting[/li]
[li]new central economy[/li]
[li]new zombies[/li]
[li]new animals[/li]
[li]completely revamped ranged combat[/li][li]with much more manual control[/li]
[li]completely revamped melee combat[/li][li]with combos and evading mecahnics[/li]
[li]lot more strategy[/li][li]new and quite significant map changes[/li]
[li]diseases that mix things up[/li]
[li]injuries that change your movement[/li]
[li]new movement and stealth[/li]
[li]redefined spawns[/li]
[li]new damage system and hitzones[/li][li]for both players and animals[/li]
[li]new visuals for particles or blood[/li]
[li]amazing new animation system that makes everything so frickin smooth[/li]
[li]remade buildings[/li]
[li]more players per server[/li]
[li]more zombies per server[/li]
[li]MUCH less network issues[/li]
[li]Stability![/li]
[li]and SO. MUCH. MORE.[/li]During the time between the release of 0.63 Experimental to the release of 0.63 Stable (PC BETA), we will add a couple more features that are missing from the list above. Namely vehicles, helicopters and base-building. We'll also keep adding weapons to get to our 0.62 standards
There are specific gameplay elements that we have talked about previously, for example melee with ranged weapons, or climbing over obstacles that are quite complicated, and are generally part of the overall vision, so we might be experimenting with those during the time between the first Experimental and BETA.
Although we are no longer waiting for any large technology implementation, there is still a lot of polish that we want to go through before we get it out. Realistically looking at the status of our internal build, and having about three weeks left in 2017, that is obviously not enough time to tackle all the things above. Because of that, our goal is to have the 0.63 Experimental out as soon in 2018 as possible, so that we can start gathering feedback, pushing further Experimental updates, and focus on the next major goal ahead: releasing the PC BETA build (= 0.63 Stable).
PLANS FOR THE REST OF 2017 & 0.63 EXPERIMENTAL GOALS
Let's just state the obvious: the PC BETA is not coming before the end of 2017. We tried to get it done sooner, but it's going to be 2018 folks. Both the BETA update and any further 0.63 updates, up to 1.0, will happen in 2018, which is shaping up to be one of the most important years for DayZ. That is as much as we are sure of yet. I'll be honest, it has been a long wait already - even for us - but that's all we got now.
DayZ BETA is not meant to be a feature complete game from our point of view. It's a start of a platform that will be extended by us, and can be extended by the modding community. When we kick-started DayZ, one of the most challenging projects at Bohemia, the aim was to bring both the game AND a new engine out to you - a complete game platform. Almost all company resources were focused there. It’s a giant undertaking that bit us in the ass, but we kept our focus on delivering that envisioned platform.
By saying platform, I mean an ecosystem where we are able to keep adding things and building the DayZ community from PC BETA onward. We have talked about a number of features over the years that we intend to deliver, but our strongest focus has been put on the core loop of the game. There, we need to get things right, otherwise it would be a giant waste of time. For all of us, and for all of you. So after the PC BETA of DayZ gets out, we will focus on polishing the core gameplay loop, and adding content - but until we reach 1.0, we want to stay away from expanding the scope of the game further by additional features.
Just to be clear: features mean large gameplay loops on their own, for example persistence, or the infected. By content, I mean particular weapon, car, or environment asset models. In short, content is anything that provides more options within given features, or provides more of general visual appeal.
For the PC BETA (again, that's the first 0.63 Stable update, and any 0.63 patches between that and 1.0 - there's no 0.64 or 0.65 planned), we've set a pretty clear feature and content goals. We're ready to share them now, let's start with features.
[hr]
DAYZ BETA FEATURESWith regards to features, anything that's already in 0.62 legacy build will be present in BETA. Features listed below are either completly new, or improved significantly over the legacy implementation.
PLAYER CHARACTER
Spoiler anzeigen
This major, fundamental feature set ultimately influences everything you as players do in the game - from basic movements to combat. It's an area where DayZ BETA most noticeably improves over the legacy DayZ builds.
[li]Player representation[/li][li]Internal representation[/li]
[li]Softskills[/li]
[li]Lifespan[/li]
[li]Diseases[/li]
[li]Enviromental exposure[/li][li]Player controller[/li]
[li]Functional, overhauled physics[/li]
[li]Functional network synchronisation[/li][li]Crafting[/li]
[li]User actions overhaul[/li]
[li]Enviromental actions[/li]
[li]Item driven actions[/li][li]Doors overhaul[/li]
[li]unified door sizes[/li]
[li]Improved movement[/li]
[li]ladders, swimming, drowning, vaulting, climbing, falling[/li]
[li]unconscious states, death states and animations, captive states[/li]
[li]suicide animations[/li]
[li]item throwing, grenades[/li]
[li]hit reactions[/li]
[li]gestures[/li]
[li]stamina and item weight[/li]
[li]movement up / down slopes[/li]
[li]movement inertia[/li]
[li]moves and animations related to player/vehicle interaction[/li][li]Ranged combat overhaul[/li]
[li]new aiming model[/li]
[li]recoil[/li]
[li]sway[/li]
[li]hold breath[/li][li]iron sights aiming behaviour[/li]
[li]scope aiming behaviour[/li]
[li]weapons using the new animation system[/li][li]Melee combat overhaul[/li]
[li]better target selection[/li]
[li]simple combos, blocks, evades[/li]
[li]melee weapons using the new animation system[/li][li]Prone combat[/li]
INFECTEDSpoiler anzeigen
DayZ shines in player interactions, but as part of the environment, the infected are meant to represent a significant hurdle when scavenging through the towns and villages of Chernarus. Compared to legacy implementation, the goal for BETA is mostly to improve the infected in following areas:[li]Better target selection[/li]
[li]Better movement in crowds (improved collisions)[/li][li]Zombie hordes[/li]
[li]Advanced combat behaviour[/li]
[li]Multiple melee attacks[/li]
[li]Expanded combat tactics[/li]
[li]Vehicle interaction[/li][li]More movement options and variation[/li]
[li]Climbing[/li]
[li]Vaulting[/li]
[li]Crawling[/li][li]Stealth[/li]
[li]Realistic sensors[/li]
ANIMALSSpoiler anzeigen
Animals in DayZ also play an important role in interaction with the environment. They can be both a source of food, and a dangerous enemy when players meet with a predator. Our goals here for BETA are as following:[li]
Hunting[/li][li]Realistic sensors[/li]
[li]Better behaviour[/li]
[li]Herding[/li]
[li]Lifecycle[/li][li]Predators[/li]
[li]Wolves[/li]
[li]Better movement[/li]
[li]More variety[/li]
VEHICLESSpoiler anzeigen
Cars, together with basebuilding a helicopters, represent a pinnacle of player progression in DayZ. They require maintenance and parts, and will be expanded by core technology changes, improving their usability and reliability:[li]Significantly improved network synchronisation, physics and simulation[/li]
[li]Damage system[/li][li]large improvement to how damage is managed on vehicles[/li]
[li]Vehicle maitenance[/li]
[li]large improvement in vehicle managment, usage and functions[/li]
[li]Controls[/li]
[li]improved control scheme and options[/li]
GAMEPLAYSpoiler anzeigen
There are tons of features that support the gameplay and core loop, and even though most are ported over, there are some that have gone through singificant changes and refactoring. Some are completly new:[li]Persistence[/li]
[li]Improved performance[/li]
[li]Improved reliability[/li][li]Central Economy[/li]
[li]Expanded configuration options[/li]
[li]Improved tools[/li]
[li]Improved precision[/li]
[li]Dynamic events[/li][li]objects[/li]
[li]zombies[/li]
[li]animals[/li][li]Basebuilding[/li]
[li]Electricity[/li]
[li]Advanced placing[/li]
[li]Watch tower[/li]
[li]Fences[/li]
[li]Hesco barriers[/li][li]Horticulture[/li]
[li]large improvement in vehicle managment, usage and functions[/li]
[li]Traps[/li]
TECHNOLOGYSpoiler anzeigen
A lot of work has gone into making sure that the engine that DayZ BETA is using, even though there is lot more development to be done going forward, expands the capabilties that both we and modders have available:[li]New scripting language[/li]
[li]New rendering[/li]
[li]New player controller[/li]
[li]New AI[/li]
[li]Network optimizations[/li]
[li]Synchronization refactor[/li]
[li]New animation system[/li]
[li]New pipelines[/li]
[li]New particle system[/li]
[li]New UI system[/li]
[li]Console support[/li]
[li]New physics[/li]
[li]New tools[/li]
[li]Localization[/li]
MODDINGSpoiler anzeigen
Modding has always been a large part of Bohemia DNA, DayZ is no different. Bcause of all the new technology, you should be able to expand upon your ideas and change parts of the game that weren't moddable before:[li]New toolset[/li]
[li]New particle editor[/li]
[li]New material editor[/li]
[li]New animation editor[/li]
[li]New script editor[/li]
[li]UI editor[/li]
[li]Zone/Central economy editor[/li][li]Launcher[/li]
[li]Server configuration[/li]
[li]Client configuration[/li]
[li]News[/li]
[li]Toolset access[/li]
[li]Mod Publishing[/li][li]Documentation[/li]
[li]Examples[/li]
SERVERSSpoiler anzeigen
Alongside DayZ BETA, we will release an official dedicated server toolset. Available both on Linux and Windows, it should create (alongside other tools) a core of DayZ community in the future.[li]Available free on steam[/li]
[li]Logging and stats[/li][li]Expanded options for logging[/li]
[li]Server configuration expanded[/li]
[li]Improved login/logout behaviour[/li]
[li]Local database[/li][li]Player database[/li]
[li]Central economy setup[/li]
[li]Server side mission[/li][li]Hive backend application[/li]
[li]Full access to our tools to setup a hive and grow communities beyond shards.[/li]
[hr]If you remember our 2015 roadmap, you probably think some features are missing. Taking a quick look at our goals for 2015 (when we originally wanted to reach BETA), that's correct - in order to not further hinder our plans for a functional core gameplay loop in BETA, we decided that some of those features will be added later in a form of free platform updates after 1.0:
[li]Vehicle modification[/li]
[li]Barricading[/li]
[li]Birds[/li]
[li]Aerial Transport (Specifically planes)[/li]
[li]Bikes/Motorbikes[/li]The only feature we've decided to cut completely from our original 2015 feature list are animal companions. That plan was simply way too ambitious - we don't have the tech to create that feature to a certain quality degree now, and we don't see having that tech in a near future.
This decision to move some features after 1.0 surely deserves detailed explanation. Let's go point by point.
With vehicles, we are absolutely certain that we want to eventually offer more variety in them, but a system of modifications to vehicles adds additional layer of complexity to the entire vehicles feature, and it would only further limit the amount of vehicles we would be able to release initially with BETA.
Barricading is depended on a large piece of underlying code that we originally intended to have available much sooner, and so in order to progress further, we had to make a decision whether to initially support barricading, or base building - and base building won the "contest" as the more interesting option for BETA
When it comes to aerial transport, we do want to have helicopters in before 1.0, but making planes accessible would mean a lot of extra time in development, slowing down what everybody wants the most, and that is to play DayZ BETA. Planes will be making their way into DayZ, but not with BETA/1.0.
Then, everybody's favourite: bikes and motorbikes. We've said that before, but sadly, as weird as it may sound to a person not involved in game dev, creating single track vehicles properly takes a massive amount of animation and programming work that we want to invest into other parts of the game for BETA - such as achieving overall polish of features like the character movement, double track vehicles, or user actions.
[hr]
DAYZ BETA CONTENTAs far as content is concerned, we've had to make some more shuffling around, and the initial BETA release won't maintain a 1 to 1 parity with the content in 0.62 legacy version. That said, content is easier to implement than features or core technology, and the progress there will be quite fast during BETA/post 1.0.
BETA VEHICLES
Spoiler anzeigen
[li]definitely in BETA[/li]
[li]Offroad[/li]
[li]V3S[/li][li]most likely in BETA, definitely by 1.0[/li]
[li]Civilian Sedan[/li]
[li]Bus[/li]
[li]Littlebird helicopter[/li]
BETA FIREARMSSpoiler anzeigen
[li]Handguns[/li]
[li]SMGs[/li]
[li]CZ61 Skorpion[/li]
[li]MP5[/li]
[li]UMP45[/li][li]Shotguns[/li]
[li]Assault Rifles[/li]
[li]Rifles[/li]
[li]IZH18[/li]
[li]Mosin (all variants)[/li]
[li]CR527[/li]
[li]Winchester 70[/li][li]Bow & Crosswbow[/li]
[li]possibly later after initial BETA release, but definitely by 1.0[/li]
[li]Grenades[/li]
BETA ANIMALSSpoiler anzeigen
[hr]When it comes to content, we again follow a priority list from visual and gameplay standpoint. The process, however, also applies to all the content we have created for legacy builds, as it needs to be re-implemented for the new engine and new scripting language.
It's no small undertaking. We have been working on just this part for a little over two years already. However, we have to be realistic - there is some content that does not impact gameplay heavily, and thus has lower implementation priority.
The items and their variety must support gameplay first and foremost, so some things you love, or got excited about on our Trello board, will come later on. We have set up content teams for weapons already and they are making sure we get to closing the complete list as fast as we can.
Any previously announced content (be it from any official sources like our Twitter account, DayZ.com or the DayZ Trello board) and any content that's now in the 0.62 legacy build will eventually make it to DayZ - either as regular content drops during BETA, or as part of planned free content updates after 1.0.
1.0 GOALS, POST RELEASE PLANS & CONSOLE VERSIONS
We've covered what goes into BETA, and talked about some things that we want to add later on. Most of what'll be left to do after BETA and 1.0 is defined in the list below. Please do not hesitate to ask us (in this forums thread) about any feature/content piece that you feel was announced, but is missing in here. We will do our best to react to your input, as we may have lost track of some smaller things over time.
[hr]
1.0 / POST RELEASE FEATURE GOALSAs far as content is concerned, we've had to make some more shuffling around, and the initial BETA release won't maintain a 1 to 1 parity with the content in 0.62 legacy version. That said, content is easier to implement than features or core technology, and the progress there will be quite fast during BETA/post 1.0.
PLANNED FEATURES
Spoiler anzeigen
[li]firing from vehicles[/li]
[li]barricading[/li]
[li]single track vehicles[/li]
[li]bleeding treatment per limb/wound[/li]
[li]area based occurrence of diseases and pollution[/li]
[li]water streams[/li]
[li]different ammunition types in a magazine[/li][hr]
CONTENT FOR RELEASE BEFORE 1.0 / POST 1.0For the rest, our goal is to get as close to 0.62 content as possible during all BETA updates, but we can not 100% estimate which particular weapons, animals or vehicles will be ready for 1.0. We're putting all the remaining content under one list for that reason.
FIREARMS
Spoiler anzeigen
[li]Handguns[/li]
[li]Amphibia[/li]
[li]1911 (both variants)[/li]
[li]Glock 19[/li]
[li]Derringer (all variants)[/li]
[li]P1[/li]
[li]LongHorn[/li][li]SMGs[/li]
[li]Shotguns[/li]
[li]Assault Rifles[/li]
[li]Rifles[/li]
[li]Machine Guns[/li]
[li]PKM[/li]
[li]M249[/li][li]Launchers[/li]
[li]RPG[/li]
[li]LAW[/li]
[li]M203[/li][li]Non-lethal weapons[/li]
[li]Darter[/li]
[li]Taser[/li][li]Recurve Bow[/li]
VEHICLESSpoiler anzeigen
[li]Skoda 1203[/li]
[li]Skoda 120[/li]
[li]VW Golf[/li]
[li]Multicar[/li]
[li]Bicycle[/li]
[li]Motorbikes[/li]
[li]Plane[/li]
ANIMALSSpoiler anzeigen
[li]herbivores[/li]
[li]Boar[/li]
[li]Sheep[/li]
[li]Ram[/li]
[li]Pig[/li][li]predators[/li]
[li]Bear[/li]
[li]ambient[/li]
[li]Hare[/li]
[li]Fox[/li]
[li]Rat[/li]
[li]Hedgehog[/li][li]birds[/li]
[list][li]Raven[/li]
[li]Pigeon[/li]
[li]Gull[/li]
[li]Mallard[/li]
[li]Phaesant[/li]Spoiler anzeigen
[hr]Rest assured, DayZ is not a done deal after BETA and 1.0. As I mentioned above, DayZ is a game AND a platform, and we intend on keeping DayZ alive for as long as it's viable (take a look at our Arma 3 example - splendid 4 years of post-launch development and support!). We also have some fantastic opportunities ready for the modding community.
As soon as the PC BETA is headed in a way we like, we're still committed to bringing DayZ to Xbox, where we have a large community of gamers patiently (very patiently!) waiting for a truly hardcore online survival game. All of that will (and must) happen next year - meaning we're just about to start what could possibly be the most exciting year for DayZ so far. In short: DayZ will be out of Early Access next year, and we'll also finally deliver it to console players in 2018.
Make no mistake: this commitment is done taking all of our previous scheduling mistakes into the account. We're serious about it.
SUMMARY & CONCLUSION
2018 is going to be an important year for us in the studio, as our long term work finally makes its way out there. We sure take our time, but I truly believe that people only remember great games, and not how long it took to make them.
I hope that despite the somewhat disappointing nature of this Status Report (in terms of not having another major release this year), we still managed to hold on to the support from the most dedicated among you. We'd love to follow up with an open Q&A on our forums, where I and our community team will do our best to answer your questions regarding any specific features or content.
Before the end of the year, we'll also provide a video summary of this text, with some further details and footage from 0.63.
Thank you all for staying with us, Survivors. We're almost there - after all the excruciating wait, and all the tests of patience, there are some really good times ahead of us. In BETA we trust!
Quelle: dayz.com
Übersetzung
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[tweet]934520806515924992[/tweet]
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Hier die Kill- Logs des 1v1 Lki,
für alle die nicht rechtzeitig den Kugeln ausweichen konnten eine schöne Auswertung ob Ihr
euren Gegenüber vielleicht doch noch den einen oder anderen Schaden zufügen konntet.Bei einem 1v1 ist ein Kurzurlaub an die Küste für jeden erschwinglich. >:D
Strandurlaub
[img width=700 height=393]http://up.picr.de/31038386hu.jpg[/img]Hier mal die unverfälschten Logs wer wann auf wen und wie geschossen
hat oder so...![facepalm [facepalm]](https://germandayz.gg/images/smilies/smiley72.png)
Kill Log:
Spoiler anzeigen
START 20:30:00
----------------------------
20:46:32 | "[eXp] Striker SHOT Gomorrha by M4A1 into RightArm."
20:46:32 | "[eXp] Striker SHOT Gomorrha by M4A1 into RightArm."
20:46:34 | "[eXp] Striker SHOT Gomorrha by M4A1 into Chest."
20:46:34 | "[eXp] Striker SHOT Gomorrha by M4A1 into Chest."
20:46:34 | Player "Gomorrha" has been killed by player "[eXp] Striker"
20:47:10 | "kl0pz SHOT [eXp] Striker by AKM into RightLeg."
20:47:10 | "kl0pz SHOT [eXp] Striker by AKM into RightLeg."
20:47:12 | "kl0pz SHOT [eXp] Striker by AKM into LeftLeg."
20:47:12 | "kl0pz SHOT [eXp] Striker by AKM into pelvis."
20:47:12 | "kl0pz SHOT [eXp] Striker by AKM into pelvis."
20:47:12 | "kl0pz SHOT [eXp] Striker by AKM into RightLeg."
20:47:16 | "kl0pz SHOT [eXp] Striker by AKM into leftleg."
20:47:16 | "kl0pz SHOT [eXp] Striker by AKM into leftleg."
20:47:16 | "kl0pz SHOT [eXp] Striker by AKM into leftleg."
20:47:16 | "[eXp] Striker DIED Blood <= 0"
20:47:19 | "PD | Exit SHOT kl0pz by AKM into head."
20:47:19 | Player "kl0pz" has been killed by player "PD | Exit"
20:54:13 | "PD| AlexS SHOT PD | Exit by M4A1 into pelvis."
20:54:13 | "PD| AlexS SHOT PD | Exit by M4A1 into pelvis."
20:54:13 | "PD| AlexS SHOT PD | Exit by M4A1 into pelvis."
20:54:13 | "PD| AlexS SHOT PD | Exit by M4A1 into pelvis."
20:54:14 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftLeg."
20:54:14 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftLeg."
20:54:17 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftArm."
20:54:17 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftArm."
20:54:17 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftArm."
20:54:17 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftArm."
20:54:17 | Player "PD | Exit" has been killed by player "PD| AlexS"
21:00:06 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into pelvis."
21:00:07 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into rightarm."
21:00:07 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into RightArm."
21:00:07 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into head."
21:00:07 | Player "PD | Sbirne" has been killed by player "PD | HalfMoon"
21:06:11 | "CinZane SHOT HangoverSpawn by SVD into leftfoot."
21:06:11 | "CinZane SHOT HangoverSpawn by SVD into leftfoot."
21:06:11 | "CinZane SHOT HangoverSpawn by SVD into leftfoot."
21:08:32 | "CinZane SHOT HangoverSpawn by SVD into leftarm."
21:08:32 | "CinZane SHOT HangoverSpawn by SVD into leftarm."
21:08:32 | "CinZane SHOT HangoverSpawn by SVD into leftarm."
21:08:32 | "CinZane SHOT HangoverSpawn by SVD into leftarm."
21:08:37 | "CinZane SHOT HangoverSpawn by SVD into Chest."
21:08:37 | Player "HangoverSpawn" has been killed by player "CinZane"
21:09:13 | "Mosin SHOT Gomorrha by AK74 into Chest."
21:13:59 | "[eXp] Striker SHOT fudigaggeler by SVD into leftleg."
21:13:59 | "[eXp] Striker SHOT fudigaggeler by SVD into leftleg."
21:13:59 | "[eXp] Striker SHOT fudigaggeler by SVD into leftleg."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into LeftLeg."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into LeftLeg."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into LeftLeg."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:13:59 | Player "[eXp] Striker" has been killed by player "fudigaggeler"
21:16:35 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into Head."
21:16:35 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into Head."
21:16:35 | Player "PD | Sbirne" has been killed by player "PD | HalfMoon"
21:17:44 | "Schippel SHOT Mosin by AKM into LeftLeg."
21:17:44 | "Schippel SHOT Mosin by AKM into LeftLeg."
21:17:44 | "Schippel SHOT Mosin by AKM into LeftLeg."
21:17:44 | "Mosin SHOT Schippel by AK74 into leftarm."
21:17:45 | "Schippel SHOT Mosin by AKM into RightArm."
21:17:45 | "Schippel SHOT Mosin by AKM into RightArm."
21:17:45 | "Schippel SHOT Mosin by AKM into RightArm."
21:17:45 | "Schippel SHOT Mosin by AKM into RightArm."
21:17:45 | "Schippel SHOT Mosin by AKM into RightArm."
21:17:46 | "Schippel SHOT Mosin by AKM into LeftArm."
21:17:46 | Player "Mosin" has been killed by player "Schippel"
21:19:22 | "kl0pz SHOT PD | Exit by AugSteyr into Chest."
21:19:22 | "kl0pz SHOT PD | Exit by AugSteyr into Chest."
21:19:22 | Player "PD | Exit" has been killed by player "kl0pz"
21:19:57 | "PD | HalfMoon SHOT Schippel by AK74 into LeftLeg."
21:19:57 | "PD | HalfMoon SHOT Schippel by AK74 into LeftLeg."
21:19:57 | "PD | HalfMoon SHOT Schippel by AK74 into LeftLeg."
21:19:57 | "PD | HalfMoon SHOT Schippel by AK74 into LeftLeg."
21:19:58 | "PD | HalfMoon SHOT Schippel by AK74 into Chest."
21:19:58 | Player "Schippel" has been killed by player "PD | HalfMoon"
21:20:06 | "Gomorrha SHOT CinZane by SVD into leftarm."
21:20:06 | "Gomorrha SHOT CinZane by SVD into leftarm."
21:20:06 | "Gomorrha SHOT CinZane by SVD into leftarm."
21:20:06 | "Gomorrha SHOT CinZane by SVD into leftarm."
21:20:06 | "Gomorrha SHOT CinZane by SVD into leftarm."
21:20:54 | "CinZane DIED Blood <= 0"
21:22:25 | "PD| AlexS SHOT Criosdan by M4A1 into RightArm."
21:22:25 | "PD| AlexS SHOT Criosdan by M4A1 into RightArm."
21:22:25 | "PD| AlexS SHOT Criosdan by M4A1 into RightArm."
21:22:25 | "PD| AlexS SHOT Criosdan by M4A1 into RightArm."
21:22:25 | "PD| AlexS SHOT Criosdan by M4A1 into RightArm."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:23:59 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:23:59 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:23:59 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:23:59 | "kl0pz SHOT PD | Sbirne by AugSteyr into pelvis."
21:23:59 | "kl0pz SHOT PD | Sbirne by AugSteyr into pelvis."
21:24:01 | "kl0pz SHOT PD | Sbirne by AugSteyr into RightLeg."
21:24:01 | "kl0pz SHOT PD | Sbirne by AugSteyr into RightLeg."
21:24:01 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:24:01 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:24:01 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:24:01 | Player "PD | Sbirne" has been killed by player "kl0pz"
21:24:26 | "PD | HalfMoon SHOT Dave0677 by AK74 into Head."
21:24:26 | "PD | HalfMoon SHOT Dave0677 by AK74 into Head."
21:24:26 | "PD | HalfMoon SHOT Dave0677 by AK74 into Chest."
21:24:26 | "PD | HalfMoon SHOT Dave0677 by AK74 into Chest."
21:24:26 | Player "Dave0677" has been killed by player "PD | HalfMoon"
21:24:34 | "PD| AlexS DIED Blood <= 0"
21:24:58 | "Criosdan DIED Blood <= 0"
21:29:44 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Head."
21:29:44 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Head."
21:29:44 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:29:44 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:29:44 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:29:44 | Player "[eXp] Striker" has been killed by player "fudigaggeler"
21:33:03 | "fudigaggeler SHOT PD | Exit by AK74_Green into Chest."
21:33:03 | "fudigaggeler SHOT PD | Exit by AK74_Green into Chest."
21:33:03 | "fudigaggeler SHOT PD | Exit by AK74_Green into Chest."
21:33:03 | Player "PD | Exit" has been killed by player "fudigaggeler"
21:37:32 | "fudigaggeler SHOT Schippel by AK74_Green into Chest."
21:43:24 | "Schippel SHOT PD | Sbirne by MP5K into RightLeg."
21:43:41 | "PD| AlexS SHOT Schippel by SVD into Chest."
21:43:41 | Player "Schippel" has been killed by player "PD| AlexS"
21:51:39 | "Westschnitte SHOT PD | Sbirne by AKM into LeftLeg."
21:51:40 | "PD | Sbirne SHOT Westschnitte by M4A1 into LeftArm."
21:51:40 | "PD | Sbirne SHOT Westschnitte by M4A1 into RightArm."
21:51:40 | "PD | Sbirne SHOT Westschnitte by M4A1 into RightArm."
21:51:40 | "PD | Sbirne SHOT Westschnitte by M4A1 into RightArm."
21:51:40 | "PD | Sbirne SHOT Westschnitte by M4A1 into RightArm."
21:51:41 | "Westschnitte SHOT PD | Sbirne by AKM into Head."
21:51:41 | "Westschnitte SHOT PD | Sbirne by AKM into Head."
21:51:41 | Player "PD | Sbirne" has been killed by player "Westschnitte"
21:52:26 | "PD | Exit SHOT Westschnitte by AKM into head."
21:52:26 | Player "Westschnitte" has been killed by player "PD | Exit"
21:52:53 | "[eXp] Striker SHOT PD | Exit by SVD into Chest."
21:52:53 | Player "PD | Exit" has been killed by player "[eXp] Striker"
21:52:53 | "PD | HalfMoon SHOT [eXp] Striker by M4A1 into Chest."
21:52:53 | "PD | HalfMoon SHOT [eXp] Striker by M4A1 into Chest."
21:52:53 | "PD | HalfMoon SHOT [eXp] Striker by M4A1 into Chest."
21:52:53 | Player "[eXp] Striker" has been killed by player "PD | HalfMoon"
22:02:05 | "PD | Exit SHOT kl0pz by AKM into RightLeg."
22:02:05 | "PD | Exit SHOT kl0pz by AKM into RightLeg."
22:02:05 | "PD | Exit SHOT kl0pz by AKM into RightLeg."
22:02:05 | "PD | Exit SHOT kl0pz by AKM into RightLeg."
22:02:15 | "PD | Exit SHOT kl0pz by AKM into head."
22:02:15 | "PD | Exit SHOT kl0pz by AKM into head."
22:02:15 | Player "kl0pz" has been killed by player "PD | Exit"
22:21:03 | "PD | Exit SHOT PD | HalfMoon by AKM into RightArm."
22:21:03 | "PD | Exit SHOT PD | HalfMoon by AKM into RightArm."
22:21:03 | "PD | Exit SHOT PD | HalfMoon by AKM into RightArm."
22:21:13 | "PD | Exit SHOT PD | HalfMoon by AKM into RightLeg."
22:21:13 | "PD | Exit SHOT PD | HalfMoon by AKM into RightLeg."
22:21:13 | "PD | Exit SHOT PD | HalfMoon by AKM into RightLeg."
22:21:13 | "PD | Exit SHOT PD | HalfMoon by AKM into RightLeg."
22:21:14 | "PD | Exit SHOT PD | HalfMoon by AKM into Chest."
22:21:14 | Player "PD | HalfMoon" has been killed by player "PD | Exit"
22:26:59 | "[CC] Softair19 SHOT PD | Exit by AK74 into Head."
22:26:59 | "[CC] Softair19 SHOT PD | Exit by AK74 into Head."
22:26:59 | "[CC] Softair19 SHOT PD | Exit by AK74 into Head."
22:26:59 | Player "PD | Exit" has been killed by player "[CC] Softair19"
22:29:19 | "PD | HalfMoon SHOT [CC]Verderben by M4A1 into Chest."
22:29:19 | Player "[CC]Verderben" has been killed by player "PD | HalfMoon"
22:29:19 | "[CC] Softair19 SHOT PD | HalfMoon by AK74 into LeftLeg."
22:29:22 | "[CC] Softair19 SHOT PD | HalfMoon by AK74 into Chest."
22:29:22 | Player "PD | HalfMoon" has been killed by player "[CC] Softair19"
22:37:31 | "PD | Sbirne SHOT HangoverSpawn by M4A1 into RightArm."
22:37:31 | "PD | Sbirne SHOT HangoverSpawn by M4A1 into RightArm."
22:37:31 | "PD | Sbirne SHOT HangoverSpawn by M4A1 into RightArm."
22:37:31 | "PD | Sbirne SHOT HangoverSpawn by M4A1 into RightArm."
22:37:31 | "PD | Sbirne SHOT HangoverSpawn by M4A1 into Chest."
22:37:31 | Player "HangoverSpawn" has been killed by player "PD | Sbirne"
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into pelvis."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into pelvis."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:36 | "PD | Sbirne DIED Blood <= 0"
22:48:10 | "Westschnitte SHOT PD | Sbirne by AKM into rightarm."
22:48:10 | "Westschnitte SHOT PD | Sbirne by AKM into rightarm."
22:48:17 | "PD| AlexS SHOT Westschnitte by M4A1 into pelvis."
22:48:17 | "PD| AlexS SHOT Westschnitte by M4A1 into LeftLeg."
22:48:18 | "PD| AlexS SHOT Westschnitte by M4A1 into RightArm."
22:48:18 | "PD| AlexS SHOT Westschnitte by M4A1 into RightArm."
22:48:18 | "PD| AlexS SHOT Westschnitte by M4A1 into RightArm."
22:48:18 | "PD| AlexS SHOT Westschnitte by M4A1 into RightArm."
22:48:19 | "PD| AlexS SHOT Westschnitte by M4A1 into Chest."
22:48:19 | Player "Westschnitte" has been killed by player "PD| AlexS"
----------------------------------------
END 23:00:00Aus den 31 Kills ergibt sich folgendes Ergebnis:
2 Kill [eXp] Striker
1 Kill Gomorrha
3 Kill kl0pz
4 Kill PD | Exit
4 Kill PD| AlexS
6 Kill PD| HalfMoon
1 Kill PD| Sbirne
1 Kill Schippel
0 Kill Mosin
3 Kill fudigaggeler
1 Kill CinZane
1 Kill HangoverSpawn
1 Kill Criosdan
0 Kill Dave0677
1 Kill Westschnitte
2 Kill [CC] Softair19
0 Kill [CC]VerderbenSomit ist [glow=blue,2,300]PD | HalfMoon[/glow] der Gewinner des 1v1 in Dolina.
Herzlichen Glückwunsch an PD | HalfMoon und glücklicher Gewinner
des goldenen Fasses was ihm von CinZane überreicht wird. -
Hier die Kill- Logs des 1v1 Lki,
für alle die nicht rechtzeitig den Kugeln ausweichen konnten eine schöne Auswertung ob Ihr
euren Gegenüber vielleicht doch noch den einen oder anderen Schaden zufügen konntet.Bei einem 1v1 ist ein Kurzurlaub an die Küste für jeden erschwinglich. >:D
Strandurlaub
[img width=700 height=393]http://up.picr.de/31038386hu.jpg[/img]Hier mal die unverfälschten Logs wer wann auf wen und wie geschossen
hat oder so...![facepalm [facepalm]](https://germandayz.gg/images/smilies/smiley72.png)
Kill Log:
Spoiler anzeigen
START 20:30:00
----------------------------
20:46:32 | "[eXp] Striker SHOT Gomorrha by M4A1 into RightArm."
20:46:32 | "[eXp] Striker SHOT Gomorrha by M4A1 into RightArm."
20:46:34 | "[eXp] Striker SHOT Gomorrha by M4A1 into Chest."
20:46:34 | "[eXp] Striker SHOT Gomorrha by M4A1 into Chest."
20:46:34 | Player "Gomorrha" has been killed by player "[eXp] Striker"
20:47:10 | "kl0pz SHOT [eXp] Striker by AKM into RightLeg."
20:47:10 | "kl0pz SHOT [eXp] Striker by AKM into RightLeg."
20:47:12 | "kl0pz SHOT [eXp] Striker by AKM into LeftLeg."
20:47:12 | "kl0pz SHOT [eXp] Striker by AKM into pelvis."
20:47:12 | "kl0pz SHOT [eXp] Striker by AKM into pelvis."
20:47:12 | "kl0pz SHOT [eXp] Striker by AKM into RightLeg."
20:47:16 | "kl0pz SHOT [eXp] Striker by AKM into leftleg."
20:47:16 | "kl0pz SHOT [eXp] Striker by AKM into leftleg."
20:47:16 | "kl0pz SHOT [eXp] Striker by AKM into leftleg."
20:47:16 | "[eXp] Striker DIED Blood <= 0"
20:47:19 | "PD | Exit SHOT kl0pz by AKM into head."
20:47:19 | Player "kl0pz" has been killed by player "PD | Exit"
20:54:13 | "PD| AlexS SHOT PD | Exit by M4A1 into pelvis."
20:54:13 | "PD| AlexS SHOT PD | Exit by M4A1 into pelvis."
20:54:13 | "PD| AlexS SHOT PD | Exit by M4A1 into pelvis."
20:54:13 | "PD| AlexS SHOT PD | Exit by M4A1 into pelvis."
20:54:14 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftLeg."
20:54:14 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftLeg."
20:54:17 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftArm."
20:54:17 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftArm."
20:54:17 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftArm."
20:54:17 | "PD| AlexS SHOT PD | Exit by M4A1 into LeftArm."
20:54:17 | Player "PD | Exit" has been killed by player "PD| AlexS"
21:00:06 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into pelvis."
21:00:07 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into rightarm."
21:00:07 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into RightArm."
21:00:07 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into head."
21:00:07 | Player "PD | Sbirne" has been killed by player "PD | HalfMoon"
21:06:11 | "CinZane SHOT HangoverSpawn by SVD into leftfoot."
21:06:11 | "CinZane SHOT HangoverSpawn by SVD into leftfoot."
21:06:11 | "CinZane SHOT HangoverSpawn by SVD into leftfoot."
21:08:32 | "CinZane SHOT HangoverSpawn by SVD into leftarm."
21:08:32 | "CinZane SHOT HangoverSpawn by SVD into leftarm."
21:08:32 | "CinZane SHOT HangoverSpawn by SVD into leftarm."
21:08:32 | "CinZane SHOT HangoverSpawn by SVD into leftarm."
21:08:37 | "CinZane SHOT HangoverSpawn by SVD into Chest."
21:08:37 | Player "HangoverSpawn" has been killed by player "CinZane"
21:09:13 | "Mosin SHOT Gomorrha by AK74 into Chest."
21:13:59 | "[eXp] Striker SHOT fudigaggeler by SVD into leftleg."
21:13:59 | "[eXp] Striker SHOT fudigaggeler by SVD into leftleg."
21:13:59 | "[eXp] Striker SHOT fudigaggeler by SVD into leftleg."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into LeftLeg."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into LeftLeg."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into LeftLeg."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:13:59 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:13:59 | Player "[eXp] Striker" has been killed by player "fudigaggeler"
21:16:35 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into Head."
21:16:35 | "PD | HalfMoon SHOT PD | Sbirne by AK74 into Head."
21:16:35 | Player "PD | Sbirne" has been killed by player "PD | HalfMoon"
21:17:44 | "Schippel SHOT Mosin by AKM into LeftLeg."
21:17:44 | "Schippel SHOT Mosin by AKM into LeftLeg."
21:17:44 | "Schippel SHOT Mosin by AKM into LeftLeg."
21:17:44 | "Mosin SHOT Schippel by AK74 into leftarm."
21:17:45 | "Schippel SHOT Mosin by AKM into RightArm."
21:17:45 | "Schippel SHOT Mosin by AKM into RightArm."
21:17:45 | "Schippel SHOT Mosin by AKM into RightArm."
21:17:45 | "Schippel SHOT Mosin by AKM into RightArm."
21:17:45 | "Schippel SHOT Mosin by AKM into RightArm."
21:17:46 | "Schippel SHOT Mosin by AKM into LeftArm."
21:17:46 | Player "Mosin" has been killed by player "Schippel"
21:19:22 | "kl0pz SHOT PD | Exit by AugSteyr into Chest."
21:19:22 | "kl0pz SHOT PD | Exit by AugSteyr into Chest."
21:19:22 | Player "PD | Exit" has been killed by player "kl0pz"
21:19:57 | "PD | HalfMoon SHOT Schippel by AK74 into LeftLeg."
21:19:57 | "PD | HalfMoon SHOT Schippel by AK74 into LeftLeg."
21:19:57 | "PD | HalfMoon SHOT Schippel by AK74 into LeftLeg."
21:19:57 | "PD | HalfMoon SHOT Schippel by AK74 into LeftLeg."
21:19:58 | "PD | HalfMoon SHOT Schippel by AK74 into Chest."
21:19:58 | Player "Schippel" has been killed by player "PD | HalfMoon"
21:20:06 | "Gomorrha SHOT CinZane by SVD into leftarm."
21:20:06 | "Gomorrha SHOT CinZane by SVD into leftarm."
21:20:06 | "Gomorrha SHOT CinZane by SVD into leftarm."
21:20:06 | "Gomorrha SHOT CinZane by SVD into leftarm."
21:20:06 | "Gomorrha SHOT CinZane by SVD into leftarm."
21:20:54 | "CinZane DIED Blood <= 0"
21:22:25 | "PD| AlexS SHOT Criosdan by M4A1 into RightArm."
21:22:25 | "PD| AlexS SHOT Criosdan by M4A1 into RightArm."
21:22:25 | "PD| AlexS SHOT Criosdan by M4A1 into RightArm."
21:22:25 | "PD| AlexS SHOT Criosdan by M4A1 into RightArm."
21:22:25 | "PD| AlexS SHOT Criosdan by M4A1 into RightArm."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:22:26 | "Criosdan SHOT PD| AlexS by M4A1 into leftfoot."
21:23:59 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:23:59 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:23:59 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:23:59 | "kl0pz SHOT PD | Sbirne by AugSteyr into pelvis."
21:23:59 | "kl0pz SHOT PD | Sbirne by AugSteyr into pelvis."
21:24:01 | "kl0pz SHOT PD | Sbirne by AugSteyr into RightLeg."
21:24:01 | "kl0pz SHOT PD | Sbirne by AugSteyr into RightLeg."
21:24:01 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:24:01 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:24:01 | "kl0pz SHOT PD | Sbirne by AugSteyr into LeftLeg."
21:24:01 | Player "PD | Sbirne" has been killed by player "kl0pz"
21:24:26 | "PD | HalfMoon SHOT Dave0677 by AK74 into Head."
21:24:26 | "PD | HalfMoon SHOT Dave0677 by AK74 into Head."
21:24:26 | "PD | HalfMoon SHOT Dave0677 by AK74 into Chest."
21:24:26 | "PD | HalfMoon SHOT Dave0677 by AK74 into Chest."
21:24:26 | Player "Dave0677" has been killed by player "PD | HalfMoon"
21:24:34 | "PD| AlexS DIED Blood <= 0"
21:24:58 | "Criosdan DIED Blood <= 0"
21:29:44 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Head."
21:29:44 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Head."
21:29:44 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:29:44 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:29:44 | "fudigaggeler SHOT [eXp] Striker by AK74_Green into Chest."
21:29:44 | Player "[eXp] Striker" has been killed by player "fudigaggeler"
21:33:03 | "fudigaggeler SHOT PD | Exit by AK74_Green into Chest."
21:33:03 | "fudigaggeler SHOT PD | Exit by AK74_Green into Chest."
21:33:03 | "fudigaggeler SHOT PD | Exit by AK74_Green into Chest."
21:33:03 | Player "PD | Exit" has been killed by player "fudigaggeler"
21:37:32 | "fudigaggeler SHOT Schippel by AK74_Green into Chest."
21:43:24 | "Schippel SHOT PD | Sbirne by MP5K into RightLeg."
21:43:41 | "PD| AlexS SHOT Schippel by SVD into Chest."
21:43:41 | Player "Schippel" has been killed by player "PD| AlexS"
21:51:39 | "Westschnitte SHOT PD | Sbirne by AKM into LeftLeg."
21:51:40 | "PD | Sbirne SHOT Westschnitte by M4A1 into LeftArm."
21:51:40 | "PD | Sbirne SHOT Westschnitte by M4A1 into RightArm."
21:51:40 | "PD | Sbirne SHOT Westschnitte by M4A1 into RightArm."
21:51:40 | "PD | Sbirne SHOT Westschnitte by M4A1 into RightArm."
21:51:40 | "PD | Sbirne SHOT Westschnitte by M4A1 into RightArm."
21:51:41 | "Westschnitte SHOT PD | Sbirne by AKM into Head."
21:51:41 | "Westschnitte SHOT PD | Sbirne by AKM into Head."
21:51:41 | Player "PD | Sbirne" has been killed by player "Westschnitte"
21:52:26 | "PD | Exit SHOT Westschnitte by AKM into head."
21:52:26 | Player "Westschnitte" has been killed by player "PD | Exit"
21:52:53 | "[eXp] Striker SHOT PD | Exit by SVD into Chest."
21:52:53 | Player "PD | Exit" has been killed by player "[eXp] Striker"
21:52:53 | "PD | HalfMoon SHOT [eXp] Striker by M4A1 into Chest."
21:52:53 | "PD | HalfMoon SHOT [eXp] Striker by M4A1 into Chest."
21:52:53 | "PD | HalfMoon SHOT [eXp] Striker by M4A1 into Chest."
21:52:53 | Player "[eXp] Striker" has been killed by player "PD | HalfMoon"
22:02:05 | "PD | Exit SHOT kl0pz by AKM into RightLeg."
22:02:05 | "PD | Exit SHOT kl0pz by AKM into RightLeg."
22:02:05 | "PD | Exit SHOT kl0pz by AKM into RightLeg."
22:02:05 | "PD | Exit SHOT kl0pz by AKM into RightLeg."
22:02:15 | "PD | Exit SHOT kl0pz by AKM into head."
22:02:15 | "PD | Exit SHOT kl0pz by AKM into head."
22:02:15 | Player "kl0pz" has been killed by player "PD | Exit"
22:21:03 | "PD | Exit SHOT PD | HalfMoon by AKM into RightArm."
22:21:03 | "PD | Exit SHOT PD | HalfMoon by AKM into RightArm."
22:21:03 | "PD | Exit SHOT PD | HalfMoon by AKM into RightArm."
22:21:13 | "PD | Exit SHOT PD | HalfMoon by AKM into RightLeg."
22:21:13 | "PD | Exit SHOT PD | HalfMoon by AKM into RightLeg."
22:21:13 | "PD | Exit SHOT PD | HalfMoon by AKM into RightLeg."
22:21:13 | "PD | Exit SHOT PD | HalfMoon by AKM into RightLeg."
22:21:14 | "PD | Exit SHOT PD | HalfMoon by AKM into Chest."
22:21:14 | Player "PD | HalfMoon" has been killed by player "PD | Exit"
22:26:59 | "[CC] Softair19 SHOT PD | Exit by AK74 into Head."
22:26:59 | "[CC] Softair19 SHOT PD | Exit by AK74 into Head."
22:26:59 | "[CC] Softair19 SHOT PD | Exit by AK74 into Head."
22:26:59 | Player "PD | Exit" has been killed by player "[CC] Softair19"
22:29:19 | "PD | HalfMoon SHOT [CC]Verderben by M4A1 into Chest."
22:29:19 | Player "[CC]Verderben" has been killed by player "PD | HalfMoon"
22:29:19 | "[CC] Softair19 SHOT PD | HalfMoon by AK74 into LeftLeg."
22:29:22 | "[CC] Softair19 SHOT PD | HalfMoon by AK74 into Chest."
22:29:22 | Player "PD | HalfMoon" has been killed by player "[CC] Softair19"
22:37:31 | "PD | Sbirne SHOT HangoverSpawn by M4A1 into RightArm."
22:37:31 | "PD | Sbirne SHOT HangoverSpawn by M4A1 into RightArm."
22:37:31 | "PD | Sbirne SHOT HangoverSpawn by M4A1 into RightArm."
22:37:31 | "PD | Sbirne SHOT HangoverSpawn by M4A1 into RightArm."
22:37:31 | "PD | Sbirne SHOT HangoverSpawn by M4A1 into Chest."
22:37:31 | Player "HangoverSpawn" has been killed by player "PD | Sbirne"
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:31 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into LeftLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into pelvis."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into pelvis."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:32 | "HangoverSpawn SHOT PD | Sbirne by into RightLeg."
22:37:36 | "PD | Sbirne DIED Blood <= 0"
22:48:10 | "Westschnitte SHOT PD | Sbirne by AKM into rightarm."
22:48:10 | "Westschnitte SHOT PD | Sbirne by AKM into rightarm."
22:48:17 | "PD| AlexS SHOT Westschnitte by M4A1 into pelvis."
22:48:17 | "PD| AlexS SHOT Westschnitte by M4A1 into LeftLeg."
22:48:18 | "PD| AlexS SHOT Westschnitte by M4A1 into RightArm."
22:48:18 | "PD| AlexS SHOT Westschnitte by M4A1 into RightArm."
22:48:18 | "PD| AlexS SHOT Westschnitte by M4A1 into RightArm."
22:48:18 | "PD| AlexS SHOT Westschnitte by M4A1 into RightArm."
22:48:19 | "PD| AlexS SHOT Westschnitte by M4A1 into Chest."
22:48:19 | Player "Westschnitte" has been killed by player "PD| AlexS"
----------------------------------------
END 23:00:00Aus den 31 Kills ergibt sich folgendes Ergebnis:
2 Kill [eXp] Striker
1 Kill Gomorrha
3 Kill kl0pz
4 Kill PD | Exit
4 Kill PD| AlexS
6 Kill PD| HalfMoon
1 Kill PD| Sbirne
1 Kill Schippel
0 Kill Mosin
3 Kill fudigaggeler
1 Kill CinZane
1 Kill HangoverSpawn
1 Kill Criosdan
0 Kill Dave0677
1 Kill Westschnitte
2 Kill [CC] Softair19
0 Kill [CC]VerderbenSomit ist [glow=blue,2,300]PD | HalfMoon[/glow] der Gewinner des 1v1 in Dolina.
Herzlichen Glückwunsch an PD | HalfMoon und glücklicher Gewinner
des goldenen Fasses was ihm von CinZane überreicht wird. -
[tweet]933911919303458816[/tweet]
Kann mich den Vorgängern hier nur anschließen.
Pure Begeisterung wie genial die DayZ-Community einfach ist

Und es war einfach JEDER im Stream von dem man schon mal in DayZ gehört hat.
Super Sache und er hats verdient...
Dann bleibt ihm und seiner Mutter nur noch alles Gute zu wünschen!
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Ich würde gerne #GR2R in die zweite Runde schicken.. am 16.12.1017 20:00 Uhr
[img width=700 height=393]https://i.imgur.com/1nnJ1Jp.jpg[/img]
wie gehabt... ein familiäres Turnier... 2v2...
Anmeldungen bei mir als PN, Discord, TS, Mail, Flaschenpost, Brieftaube etc...
Brauche eure Namen, Captain, Team-Namen und Motto/Spruch..
"Alles für den Spaß"Stream: https://www.twitch.tv/zm4ster
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Alles anzeigen
Da natürlich, wie immer bei solchen Angelegenheiten, nur die Hälfte der Spieler überhaupt zuhört und die andere sowieso macht was sie will, kam es zu...nun ja, nennen wir es vorzeitiges...äh, Auswerfen von bleihaltigem Material.Der erste ungültige Kill des Abends geht an Frank, der eigentlich in seinem Alter keine Probleme mehr mit ...frühzeitigen Dingen haben sollte.
20:49:51 | Player "FetterLutz" has been killed by player "Frank"
20:52:01 | Player "Vito"has been killed by player "Frank"
20:52:41 | Player "Nino" has been killed by player "zm4ster"
20:53:45 | Player "FetterLutz" has been killed by player "Frank"
20:54:06 | Player "Gomorrha" has been killed by player "zm4ster"
20:55:37 | Player "Criosdan" has been killed by player "zm4ster"
20:56:07 | "Dave0677 DIED Blood" (BS.Retri)
20:56:07 | Player "BS.Retri" has been killed by player "Frank"
20:56:52 | "zm4ster DIED Blood" (Criosdan)
20:57:11 | "Vito DIED Blood" (Zombie)
20:58:30 | Player "[FSC]ALLES-EGAL" has been killed by player "CryZ"
20:58:37 | Player "ProPaiN" has been killed by player "Dustin"
20:59:52 | Player "BS.Retri" has been killed by player "zm4ster"Die oben aufgeführten Kills gehen nicht mit in die Wertung ein, sie dienen aber anschaulich dazu zu illustrieren wie Team Charlie beim Verständnis der Aufgabenstellung versagt hat.
Nachdem Team Bravo, durch regelwidriges Verhalten von Team Charlie, also noch außerhalb des festgelegten Spielfeldes komplett zerlegt wurde gab es durch die Spielleitung eine kleine, erzwungene Waffenruhe. So konnten sich die Teams wieder sammeln, ausrüsten und endlich ins eigentliche Spielgebiet begeben.
Ich muss ja mal sagen:
DIE haben angefangen!!
Wir haben es nur beendet

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Moin Überlebende!
Es gibt mal wieder Neuigkeiten zu unserem Server.
Der aktuelle Patch 0.62 läuft nun seit über einem halben Jahr auf Stable und bei uns tritt nun vermehrt ein Phänomen auf welches wir schon in vergangenen Patches beobachten konnten, die ähnlich lange liefen.Vielleicht ist es dem ein oder anderen von Euch auch in letzter Zeit passiert, dass Eure Container, scheinbar ohne menschliches Zutun plötzlich mit Server-Restart verschwunden sind.
Unter den Profis ist dies als "corrupted persistence file" bekannt. Das heißt, dass sich nach längerer Laufzeit eines Patches vermehrt Fehler in die Datenbank einschleichen und Container, wie eure Zelte, Fässer, Protector Cases, die eigentlich eine gewisse Haltbarkeit versprechen, nicht mehr richtig abgespeichert werden.
Dieser Effekt hat in den letzten Tagen auf dem Server vermehrt zugenommen und vermutlich schon ganze Städte ausgelöscht ::)Während andere Communities und Server ihre Persistence-Datenbank in regelmäßigen Abständen löschen, um auch die Server-Performance zu verbessern, wollen wir Euch immer die Möglichkeit bieten Basen zu bauen bzw. eben die DayZ-Standalone-Vanilla-Variante bei uns zu genießen.
Die Datenbank-Ausfälle lassen sich aktuell leider nicht mehr schönreden und anstatt weiter unangekündigtes, unkontrolliertes Verschwinden eurer Container erwarten zu müssen, wollen wir jetzt einen geplanten kompletten Neustart unserer Persistence machen.
ZitatHiermit kündigen wir euch diesen Vorgang, in Fachkreisen auch als "Wipe" bekannt, für
Freitag, den 17.11.2017 um 6:00 Uhr an.
Das heißt mit dem Restart zur selbigen Uhrzeit, werden alle persistenten Objekte (Fässer, Zelte, Protector Cases, Fahrzeuge) auf unserem Server gelöscht und neu in der Welt von Chernarus verteilt.
Euer Charakter bleibt euch allerdings erhalten, also habt ihr bis dahin noch die Möglichkeit Euch die Taschen mit euren liebsten Habseligkeiten vollzustopfen.
Alles andere könnt ihr heute Abend bei der Krabbelgruppe oder Donnerstag Abend beim Lass krachen in... noch verheizen.
Wir sind stehts bemüht uns so wenig wie möglich in Euer Spielerlebnis auf dem Server einzumischen und so etwas wie einen Wipe zu vermeiden, aber an dem aktuellen Punkt sind wir der Meinung, dass ein geplanter Neustart Euch mehr dient, als das willkürliche Verschwinden der Objekte.
Eine gute Nachricht auch für alle die noch nicht solange bei uns sind und noch nicht das Glück hatten in den Besitz eines Fasses zu kommen, denn alle 120 Fässer, egal wo sie versteckt und vergessen waren, stehen Euch ab Freitag morgen wieder zur Verfügung.
Man kann es bestimmt nie allen Recht machen, aber ich hoffe ihr habt Verständnis für diesen Schritt.
Bei Fragen zum Thema, Server und Allgemein tretet gern an die Herren und Damen in rot und grün heran.Sollte in Zukunft die Persistence uns mal wieder einen Streich spielen und ausfallen, haben wir nun vorgebeugt und mit jedem Restart auf unserem Server wird eine Sicherung aller Objekte gespeichert und die letzten 10 Versionen dieser BackUps können jederzeit wieder eingespielt werden.
Sollten diese Datenbank-Fehler sich in zukünftigen Patches auch wieder einschleichen, werden wir nach gegebener Zeit ähnlich reagieren und einen Neustart einschieben.
Grüße
zed -
Externer Inhalt twitter.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.
Sicherheitsupdate 15,4MB
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[img width=700 height=350]https://i.imgur.com/pONdZEh.jpg[/img]
Status Report 07 November 17
veröffentlicht am November 07, 2017Spoiler anzeigen
This week, we have Brian remembering the struggles he experienced during his modding days - and looking forward to how the DayZ Standalone modding will make things a lot easier. Eugen is providing a thorough recap of our recent progress, we're introducing our scripter Boris Vacula and his work on particle effects, and Baty is announcing the winners of our wee Halloween screenshot contest! Let's dig into it, Survivors!
Dev Update/Brian
As we approach the entry into the BETA phase of DayZ's development, I am reminded of how things were back in 2012 as we worked on the original Survivor GameZ. Working with Dean to get us early access to upcoming builds of DayZ Mod, and trying to modify the script codebase to match the projects needs. Much like many mod authors back in the day, it was a frustrating experience, trying to create our experience within a framework (Arma 2 scripting code/commands) that was simply not designed for the type of experience we were trying to create.It is experiences like this that specifically has me so excited for what we'll be able to offer mod authors with DayZ. The project benefits so much from being developed in house by Bohemia Interactive - doing this on in house technology is such a rare opportunity in the grand scheme of things. For both us as developers, mod authors, and you all as passionate advocates of survival in a post apocalyptic world it means a technology base that is designed nearly from the ground up to provide the tools needed to create the experience we've all had our eyes on from day one.
From a more modern and robust animation system offering true layered animations (being able to move and perform an action at the same time, yay!), to a renderer better designed for the large distances and huge amounts of enterable structures and objects drawn at one time, to a more robust and performance conscious scripting language. Making sure that when DayZ leaves principle development and the Early Access program that it provides people in the tradition of all Bohemia titles with tools to tell their own stories is 100% key.
Another thing I wanted to discuss briefly was DayZ's survival mechanics - both in gameplay systems, and in the economy values. I've often received shouts of dismay from both sides of the fence. Things being too easy, and being too hard. Looking at the mechanics we have on the survival side, something we've struggled with often as developers is providing an immersive (sometimes punishingly so) sandbox that has systems that don't frustrate. Paying attention to feedback has been critical, and I don't quite think we've hit the mark just yet with this.
Far too often, players are forced to manage survival simulation mechanics while trying to engage in the true draw of DayZ, the player interactions. Rather than the survival mechanics serving as a method to drive, and give agency to the player interaction.In addition to this, the idea of an economy of scarcity should give said agency to players engaging and interacting with each other, but far too frequently, it ends up being a drive to either completely avoid players - or to just destroy them on sight.
I truly hope that as we move into BETA, and begin to see mechanics that give players more of an option and feel of having an impact on the world, that we see the core game loop expand past loot-shoot-survive. As my most memorable experiences in gaming all come from those types of interactions with DayZ, and DayZ Mod.
To achieve this however, we need more than passionate developers. We need to hear from you all. Constructive, and engaging feedback on the systems and mechanics of DayZ that either drive, or hinder player interaction is key - and I hope you all will engage in this more often as we move into BETA. Utilize our official forums, open tickets in the feedback tracker - hell, even post on Reddit and tag Baty. This is as much your game as it is ours.
In closing, I was asked by my partner once: "If you could only play one game for the rest of your life, what would it be?" - and I'll be honest I thought pretty damn hard on this one, but I am proud to say that my answer was a confident "DayZ" - and I hope to still be playing DayZ years from now. Allowing people to tell their own stories, and paint the world with their own brush will help make this a reality.
Much like how development is far more of an orchestra, than one mans solo performance - a strong community is one that gives a voice to the ideas and vision of its members.
Stay safe out there survivors, and remember: mo mic, no life!
- Brian Hicks / Creative Director
Dev Update/Eugen
Dear Players,I'm going to change things up before we continue on our intentions and goals for release. We want to prepare detailed information in a digestible format as far as content and features go that will be available from the get go in the first 0.63 Experimental and BETA. I'm excited about how we can communicate with you in the future.
Today I will focus on things we are currently dealing with, as far as the internal version goes, and its recent development. I do believe it's important to share the steps we are taking to complete this amazing gameplay experience that is so specific to DayZ as a game. Details are crucial in getting things right. And as I said multiple times already, there is only one way out of this: having a good game.
Before we get into the summary, I'd like to point out we have released a security update on our 0.62 experimental branch. I know it might not seems like that important to test, but on the contrary: it's very much so. To increase the incentive on playing experimental servers, we have been discussing the possibility of making some small changes to how the game behaves, making it more interesting to switch between the branches and find a little bit of relief before the release of BETA. All ideas are welcome and I'll be happy to look into any feedback provided.
From a gameplay standpoint, our focus is still on the player features that you might have seen on the DayZ Player Diagram a couple of Status Reports ago. The main issue we are still very much focused on is the fix for rapid zig-zag movement in PvP combat. We want to have a solution that is both visually appealing and on point when it comes to gameplay. Additional, we are looking into more tweaks regarding how the player camera behaves, and experimentation with its new features.
Diese Woche erinnert Brian daran, welche Probleme er während seiner Modder-Tage hatte – und wie das DayZ Standalone Modding vieles deutlich einfacher machen wird. Eugen liefert einen gründlichen Bericht über die neuesten Fortschritte ab, wir stellen unseren Skripter Boris Vacula und seine Arbeit an Partikeleffekten vor, und Baty gibt die Gewinner unseres kleinen Halloween-Screenshot-Wettbewerbs bekannt.
Haut rein, Überlebende!
Dev Update / Brian
Während wir dem Eintritt der BETA Phase von DayZ immer näher kommen, erinnere ich mich daran wie die Dinge 2012 standen, als wir am originalen Survivor GameZ gearbeitet haben. Wir arbeiteten mit Dean zusammen um Early Access zu zukünftigen Builds der DayZ Mod zu bekommen und versuchten das Skript so zu modifizieren, dass es zu den Anforderungen unseres Projekts passte. So wie für viele Mod Autoren in diesen Tagen, war es auch für uns sehr frustrierend unser eigenes Spielerlebnis innerhalb eines Systems (Arma 2 Skriptcode / Befehle) zu erschaffen das dafür gar nicht vorgesehen war.Es sind Erfahrungen wie diese, die mich besonders aufgeregt werden lassen, wenn ich daran denke, was wir Mod Autoren mit DayZ anbieten werden können. Das Projekt profitiert ungemein von der inhouse Entwicklung durch Bohemia Interactive – das Ganze auf inhouse Technologie zu entwickeln ist eine so seltene Gelegenheit. Für beide Seiten, uns als Entwickler, Mod Autoren und euch allen, die ihr leidenschaftliche Verfechter von Survival in einer postapokalyptischen Welt seid bedeutet das eine Technologie Basis die explizit dafür entwickelt wurde, um all die Dinge zu realisieren, die wir uns von Tag eins an alle gewünscht haben.
Angefangen bei einem moderneren und stabileren Animationssystem das echte, sich überlagernde Animationen ermöglicht (Laufen und eine Aktion ausführen zur selben Zeit, yay!), über einen Renderer besser geeignet für die Darstellung über große Entfernungen und von vielen Objekten und Strukturen bis hin zu einer stabilen und leistungsbewussten Skriptsprache. Zu 100% sicher zu stellen, dass DayZ, wenn es die Entwicklung und das Early Alpha Stadium verlässt, in der Tradition aller Bohemia Interactive Titel, den Leuten die Werkzeuge zur Verfügung stellt um ihre eigenen Geschichten zu erzählen ist unser Hauptanliegen.
Etwas anderes, was ich kurz ansprechen wollte sind die DayZ Survival Mechaniken. Ich habe enttäuschte Stimmen von beiden Seiten des Lagers bekommen, es sei zu einfach, es sei zu schwierig. Wenn wir uns die Mechaniken auf der Survival Seite anschauen, ist etwas womit wir als Entwickler oft gekämpft haben eine immersive Sandbox mit Systemen die nicht frustrieren zu erschaffen. Es ist uns sehr wichtig dabei auf das Spieler-Feedback zu achten und ich denke wir sind was das angeht noch nicht am Ziel angekommen.
Viel zu oft müssen sich Spieler mit den Survival-Simulations-Mechaniken befassen während sie sich mit dem eigentlichen Reiz von DayZ, den Spieler-Interaktionen, beschäftigen. Anstatt dass die Survival-Mechaniken als Mittel zum Zweck dienen und den Spieler-Interaktionen Sinn verleihen.Zusätzlich sollte die Idee einer Mangelwirtschaft den Spielern genug Antrieb geben um miteinander zu agieren, aber viel zu oft führt es dazu, dass sich Spieler entweder gegenseitig komplett meiden oder sie sich bei Kontakt sofort eliminieren.
Ich hoffe wirklich, dass wenn wir in der BETA angekommen sind, wir mehr Mechaniken sehen die Spielern mehr Möglichkeiten geben Einfluss auf ihre Umwelt auszuüben und dass der sich gegenwärtig immer wiederholende Spielkern von Looten-Schießen-Überleben durchbrochen wird. All meine denkwürdigsten Spielerlebnisse in DayZ bzw. der DayZ Mod stammen nämlich aus genau solchen Erlebnissen.
Um das zu erreichen brauchen wir allerdings mehr als nur leidenschaftliche Entwickler. Wir brauchen euch alle. Konstruktives und detailliertes Feedback zu Systemen und Mechaniken in DayZ die entweder Spieleraktionen fördern oder behindern ist unglaublich wichtig. Ich hoffe, dass ihr alle uns noch öfter eure Meinung mitteilt während wir uns in Richtung BETA bewegen. Nutzt unsere offiziellen Foren, schreibt Tickets im Feedback Tracker – zum Teufel, selbst ein Post auf Reddit in dem Baty getaggt wird hilft uns weiter. Es ist genau so sehr euer Spiel wie es unseres ist.
Ich wurde mal gefragt, wenn ich nur noch ein einziges Spiel für den Rest meines Lebens spielen könnte, welches es wäre. Und ich bin ehrlich, ich habe verdammt lange darüber nachgedacht, aber ich bin stolz zu sagen, dass meine Antwort ein sehr selbstbewusstes „DayZ“ war. Und ich hoffe, dass ich in vielen Jahren immer noch DayZ spielen werde. Den Leuten zu erlauben ihre eigenen Geschichten zu erzählen und die Welt nach ihren eigenen Ideen zu gestalten wird dabei helfen, dass das Realität wird.
Genau so wie die Entwicklung eines Spiels mehr einem Orchester entspricht, als einer One-Man-Show, genau so ist eine Community am stärksten, wenn sie den Ideen und Träumen ihrer Mitglieder eine Stimme verleiht.
Bleibt sicher da draußen und denkt dran: Kein Mikro, kein Leben!
- Brian Hicks / Creative Director
Dev Update / Eugen
Liebe Spieler,
bevor wir weiter über unsere Absichten und Ziele für das BETA Release berichten will ich einige Dinge verändern. Wir wollen detaillierte Informationen was Inhalt und Features angeht in einem übersichtlicheren Format präsentieren, das ab der ersten Veröffentlichung der 0.63er Version verfügbar ist. Ich bin aufgeregt wie die Kommunikation in der Zukunft ablaufen wird.
Heute werde ich mich darauf konzentrieren, womit wir uns gegenwärtig bei der internen Version beschäftigen. Ich denke es ist wichtig euch an den Schritten teilhaben zu lassen die wir unternehmen um die großartige Gameplay Erfahrung die DayZ bietet zu vervollständigen. Die Details sind enorm wichtig um alles richtig hin zu bekommen. Und wie ich bereits öfter gesagt habe, es gibt nur einen Ausweg: das Spiel muss gut werden.
Bevor wir zur Zusammenfassung kommen, möchte ich noch darauf hinweisen, dass wir ein Security Update auf den 0.62 Experimental Servern veröffentlicht haben. Ich weiß, das scheint für die meisten nichts Großes zu sein, ist es aber doch. Um den Anreiz zu erhöhen auf den experimentellen Servern zu spielen haben wir die Möglichkeit diskutiert einige kleine Änderungen im Spielverhalten einzubauen. So dass es interessanter wird zwischen Stable und Experimental zu wechseln und etwas die Anspannung vor der Veröffentlichung der BETA abzubauen. Alle Ideen sind willkommen und ich schaue mir gern jedes Feedback von euch an.
Vom Gameplay Standpunkt aus liegt unser Fokus immer noch bei den Spieler Features, die ihr vielleicht im Dayz Spieler Diagramm von vor ein paar Berichten gesehen habt.
Hauptsächlich beschäftigen wir uns immer noch damit die schnellen Zick-zack-Bewegungen im PvP zu fixen. Wir wollen eine Lösung die sowohl optisch ansprechend als auch genau im Gameplay ist. Außerdem experimentieren wir gerade mit der Spieler-Kamera und ihren neuen Features.
[img width=700 height=406]https://i.imgur.com/gJApQN5.jpg[/img]
https://dayz.com/files/pdf/DayZ…_2017_Final.pdf
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Besides that, that are two major things coming to internal client that haven't been available in the Gamescom demo, just this month. One being prone ranged combat with proper turning on the back, as you move around with your weapon, and second the expansion on melee combat in the form of evades and blocking mechanics. Be aware that things can always change, but we are happy to start working with these as they get play-tested properly. I'm hopeful we can show some early prototypes soon and share the progress on these specific features as we progress further with their implementation.
From a content standpoint, there has been a couple of sound recordings done and more work on the polish of the data gathered, as well as implementation of specific features that will enable us to fill the game with cues and sounds in right situations. Its an crucial stepping stone for bringing atmosphere and tension into moments and stories you'll experience in the world of Chernarus.
Sound is not the only content we are working heavily on, as our firearms team continues to implement one firearm from our list roughly every two weeks. The list of BETA weapons should be covering various firearms across weapon types, their specific uses, their overall quality and more. We expect some changes to the pace of implementation as we add in more complicated firearm mechanics, but we are very happy with how things are going right now, and we will feel comfortable finalizing and sharing the list with you pretty soon.
In the meantime, artists are looking into all the old assets used in-game, and reworking them into a condition that is fit for year 2017, and also fit for the options that we now have regarding the new renderer. Bringing the visual appeal of Chernarus into this century is the main goal here, as DayZ, while still pretty good-looking overall, is certainly lacking some more up to date finesse in certain places. Speaking of Chernarus, work on tourist trails is ongoing, and I can't be more excited after seeing the first internal results. It adds tons of flavor to an already interesting world. Adam will share more as we get closer to some final-ish state of things.
Last but not least, as always, our concern is performance and stability, and we are going through bugs as they get introduced with new content or features. Its not something we take lightly. As you can see, we are trying to cover a lot of things that this game needs in order to introduce the critical changes all of us want to see.
- Eugen Harton / Lead Producer
Dev Update/Boris
Greetings survivors! This is my first Status Report so let me quickly write something about myself. I've joined the DayZ dev team as a member of the Bratislava studio 3 years ago. Since then, I work as a scripter / designer and I wrote various systems (both on SQF and Enforce tech). Today, I would like to show you what I am currently working on in regards to firearms mechanics.Thanks to the new Enfusion technology, scripters now have better ways to handle particle effects. One of the features that heavily relies on this system are weapon muzzle flashes. In DayZ 0.63 and onward, all firearms will shoot unique particle effects depending on various parameters, such as ammo type fired, weapon type used, muzzle attachments used (suppressors, compensators, muzzle brakes or flash hiders) and the damage state of any of these components.
In addition to that, particles can now be generated coming from multiple parts of the weapon. So for example, in addition to seeing typical muzzle flash coming from the rifle's muzzle, you will also see a patch of smoke escaping from the ejector. Or, if some specific muzzle brake is present, the flash will form a star-shape.
Internally, we're currently at the beginning of creating particle effects for each weapon type and muzzle attachment configuration. This will be a long-term continuous process that will require a lot of tweaking to get right. However, we already have a few rough prototypes that we can show:
Außerdem gibt es noch zwei große Sachen die in der Gamescom Demo noch nicht dabei waren. Eine davon ist der Kampf im Liegen bei dem man sich richtig auf den Rücken dreht während man sich mit der Waffe in der Hand bewegt, und die andere ist die Erweiterung des Nahkampfes mit Ausweich- und Block-Mechaniken. Seid euch bewusst, dass sich alles noch ändern kann, aber wir freuen uns schon darauf diese zu bearbeiten, wenn sie im Spiel richtig getestet werden. Ich hoffe, dass wir euch bald schon einen frühen Prototypen dazu zeigen können und über den Fortschritt dieser speziellen Features berichten können.
Was den Inhalt angeht, wurde einige Sound-Aufnahmen angefertigt, die Daten dazu aufgearbeitet und spezielle Features implementiert, die es uns ermöglichen das Spiel in den richtigen Situationen mit den richtigen Sounds auszustatten. Das ist ein wichtiger Schritt um Atmosphäre und Spannung in Momenten und Geschichten zu erzeugen die ihr in Chernarus erleben werdet.
Sound ist nicht der einzige Inhalt an dem wir gerade arbeiten. Unser Schusswaffen-Team implementiert zur Zeit ca. alle 2 Wochen eine neue Waffe ins Spiel. Die Liste der BETA Waffen beinhaltet unterschiedlichste Waffentypen, ihre verschiedenen Einsatzmöglichkeiten, ihre allgemeine Qualität und vieles mehr. Wir erwarten, dass sich die Implementations-Geschwindigkeit im Lauf der Entwicklung noch ändert wenn wir kompliziertere Schusswaffen-Mechaniken hinzufügen, im Moment sind wir jedoch sehr zufrieden wie alles läuft und werden die Liste bald abschließen und mit euch teilen.
In der Zwischenzeit widmen sich Künstler den alten Spielgegenständen und überarbeiten sie so, dass ihre Qualität den Möglichkeiten des Jahres 2017 und dem neuen Renderer angepasst werden. Den optischen Reiz von Chernarus in dieses Jahrhundert zu holen ist dabei das Hauptziel, da DayZ, obwohl es schon recht gut aussieht, an einigen Stellen noch die nötige Feinheit vermissen lässt.
Da wir gerade über Chernarus reden: die Arbeit an Touristen-Pfaden schreitet voran und nach den ersten internen Ergebnissen bin ich sehr begeistert. Es fügt eine Menge Neues in eine bereits schon interessante Welt ein. Adam wird euch mehr davon berichten, wenn wir das Ende in Sicht haben.
Wie immer ist unsere Hauptsorge Performance und Stabilität und wir arbeiten Bug für Bug ab während der neue Inhalt eingefügt wird. Wir nehmen das nicht auf die leichte Schulter. Wie ihr sehen könnt versuchen wir eine Menge Dinge abzudecken die das Spiel braucht um die wichtigen Veränderungen einzuführen, die wir alle gern sehen möchten.
- Eugen Harton / Lead Producer
Dev Update / Boris
Seid gegrüßt, Überlebende!
Das ist mein erster Statusbericht, also lasst mich kurz etwas zu mir selbst schreiben. Ich bin vor ca. 3 Jahren zum DayZ Entwicklerstudio in Bratislava gestoßen. Seit dem arbeite ich als Skripter / Designer und habe verschiedene Systeme geschrieben (auf SQF und Enforce Tech). Heute möchte ich euch gern zeigen woran ich bei der Schusswaffenmechanik arbeite.
Dank der neuen Enfusion Technology können Skripter besser mit Partikelffekten umgehen. Ein System das stark darauf basiert ist das Mündungsfeuer. Ab der Version 0.63 werden alle Waffen einzigartige Partikeleffekte besitzen die von verschiedenen Parametern beeinflusst werden, wie z.B. Munitionstyp, Aufsätze (Schalldämpfer, Kompensator, Mündungsfeuerdämpfer etc.) und dem Zustand von jeder dieser Komponenten.Außerdem können Partikel nun auch an unterschiedlichen Waffenteilen generiert werden. Zum Beispiel zusätzlich zum Mündungsfeuer wird Rauch aus dem Lauf kommen. Oder wenn ein Mündungsfeuerdämpfer aufgesetzt ist wird der Lichtblitz eine Sternform annehmen.
Intern arbeiten wir gerade daran für jeden Waffentyp und jeden dazu passenden Waffenaufsatz einen eigenen Partikeleffekt zu kreieren. Das wird ein langwieriger Prozess der eine Menge Feinarbeit erfordert. Wir haben jedoch schon einige Prototypen die wir euch zeigen können:
[img width=363 height=230]https://media.giphy.com/media/xUOxeQmEzPodF9tuMw/giphy.gif[/img]
[img width=363 height=233]https://media.giphy.com/media/3ohs7Lj3ncglhhAije/giphy.gif[/img]
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This system will be fully moddable and with a few simple tweaks, content creators will be able to achieve quite wild results:
Dieses System wird voll mod-fähig sein und mit ein paar wenigen Handgriffen können ziemlich wilde Ergebnisse erzielt werden:
[img width=456 height=330]https://media.giphy.com/media/26u4airPp0bHXzvY4/giphy.gif[/img]
- Boris Vacula / ScripterQuelle: dayz.com
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Danke für die Übersetzung @DagiWeh (y)

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Hachja,ich frage mich jedes mal wenn mich die Fremdscham überkommt beim lesen der Beiträge des guten Hummes ob es ihm genauso geht und er sich schön schämt wenn er seine alten Klugscheißer-Beiträge mit falschen Prognosen liest.
Was genau hat der Hummes79 oder irgendjemand von uns damit zu tun? Wir sind hier eine Fan-Seite, die die Informationen der Entwickler weitergeben und gegebenenfalls übersetzen. Abgesehen davon, dass Hummes nur den Originalbeitrag auf Seite 1 zitiert hat.
Wenn du deinen Frust rauslassen musst, dann mache es bei der richtigen Adresse...
https://forums.dayz.com/
...und informiere dich vorher bevor du mit gefährlichem Halbwissen irgendwelche Leute anschwärzt, die hier freiwillge ehrenamtliche Arbeit leisten. -
[img width=700 height=350]https://i.imgur.com/4aS8XC9.jpg[/img]
Status Report 24 Oktober 17
veröffentlicht am Oktober 20, 2017Spoiler anzeigen
This week, Eugen is uncovering some more details about the 0.63 Experimental release, Viktor teases a video with some of the updates to player movement based on Gamescom feedback, Mirek Talks about the future of DayZ modding and our Audio Designer Andrej has some exciting audio updates for you (including a video!). To top it all of, Baty is celebrating Halloween with a screenshot contest and an announcement of an official DayZ Halloween Event! Sit back and enjoy the ride, you're in for a treat this week.
Dev Update/Eugen
Dear players! Since we have dipped into the topic of what BETA is the last time, I wanted to continue exactly in that regard with more information on our intentions.I have covered the process of how the server files and modding will be handled briefly in the last Status Report, and I want to talk about the process of getting from the Experimental update to Stable update in greater detail.
There are tons of changes coming, since its basically a whole new game. But the core of what DayZ makes so special is never gonna change. The unpredictable human behaviour in large open world environment, where we want to see you go through both the hero moments, bandit life, or just being a Bambi lost in the vast of Chernarus. There are so many friendships I've seen happen in this game unlike anything I have experienced before. Stories that you remember for years, or action that gets your blood pumping like nothing else.
But back to the topic at hand. Our goal with first experimental is to provide a meaningful experience. We will all let you know before it happens, and prepare accordingly with enough resources to handle the possibility of a large amount of people getting in. If need be, we will utilise Stable branch servers to offer the experience to the largest amount of people possible.
The first Experimental build is expected to focus on some of the core systems of the game, which will include most of the gameplay that has been talked about. During this experimental period, we will monitor the player actions, gather feedback and iterate quickly on the state of the game. As said, not all BETA features are expected to hit the first experimental release and most will be introduced gradually before the version hits Stable servers.
We are taking a safer aproach to scale the gameplay, and we will focus heavily on polish during this period. So turning on a feature, gathering feedback, polishing it up, rinse and repeat with the next thing. The features from our main features list that are rather risky for the BETA release include:
[li]helicopters[/li]
[li]shooting from vehicles[/li]
[li]bicycle/motorcycle[/li]
[li]barricading[/li]
[li]bow combat[/li]All are quite complex and have lots of trickle down effects on all sorts of systems, from persistence, to performance. We want you to keep that in mind for the first release, as we already know that we will be playing it safe to keep the experience intact. I'll keep you updated if anything changes. However, there is no change as to our intent of bringing these into the game eventually.
Another part of road to BETA is content (that means weapons, for example), and as you might know, we have tons of unused content and things that we planned to add to DayZ over time. There is a selected set of content for BETA and I'll try and talk about the exact details in a Status Report as we have the content lists finalised. Rest assured, any content that we've teased at places like our Trello board will eventually be available in the base game, and it's our intention to release that content gradually utilising larger content packs.
Backing up, we want you to know that we haven't forgotten about our live game (the 0.62 Stable branch), even if it has been sidelined to bring you this amazing new experience. We are still monitoring larger issues, and trying to keep things intact until BETA arrives.
- Eugen Harton / Lead Producer
Dev Update/Mirek
As I promised the last time, today I would like to write about the background of modding possibilities in 0.63. I don't want to write about tools, which we will release, but more about what can be done with scripting.If you remember my Q&A video, I was talking about how the game is programmed on three levels - the engine (low level), gameplay systems (middle level) and scripts (high level):
Die Woche enthüllt Eugen einige Details mehr über den 0.63 Experimental Release, Viktor zeigt ein Video mit einen Neuheiten zum Playermovement, basierend auf den Feedback der Gamescom, Mirek spricht über die Zukunft des Moddens von DayZ und unser Audiodesigner Andrej hat einige aufregende Audioneuheiten für euch (einschließlich Video). Obendrein feiert Baty Halloween mit einem Screenshotwettbewerb und einer Ankündigung eines offiziellen DayZ Halloween Events. Lehnt euch zurück und genießt die Reise, ihr bekommt einen Leckerbissen.
Dev Update/Eugen
Liebe Spieler! Da das letzte Mal, was die BETA bedeutet, eingetaucht sind, wollte ich mit genaueren Angaben zu unseren Absichten fortfahren.Ich habe den Prozess, wie die Server Files und das Modding gehandhabt werden, im letzten Status Report behandelt und möchte genauer darüber sprechen, wie wir von der Experimental Version zu Stable kommen.
Es werden tonnenweise Änderungen kommen, da es im Wesentlichen ein ganz neues Spiel wird. Aber der Kern dessen, was DayZ ausmacht, wird sich nie ändern. Das unvorhersehbare menschliche Verhalten in einem riesigen Open-World Szenario, wobei wir euch sowohl als Held, Bandit oder einfach als Bambi, verloren in den Weiten Chernarus' sehen wollen. Es gibt so viele Freundschaften, die durch das Spiel entstanden sind, im Gegensatz zu dem, was ich bisher erlebt habe. Geschichten, an die ihr euch jahrelang erinnert oder Aktionen, die den Puls hoch trieben, wie noch nie.
Aber zurück zum aktuellen Thema. Unser erstes Ziel für die Experimental Version ist es, eine aussagekräftige Erfahrung bereit zu stellen. Wir werden euch allen Bescheid geben, bevor es soweit ist und gegügend Ressourcen bereit halten um mit einer großen Menge Spieler umzugehen. Wenn nötig, werden wir Stable Branch Server nutzen, um der größtmöglichen Menge Spielern die Möglichkeit zu geben.
Die erste Experimental Version wird sich auf die Kernsystems des Spiels konzentrieren. Diese beinhalten das meiste Gameplay über das bereits gesprochen wurde. Während dieser experimentellen Phase werden wir Spieleraktionen überwachen, Feedback sammeln und zeitnah über das Entwicklungsstadium des Spiels berichten. Wie gesagt wird nicht erwartet, dass alle BETA Features im ersten Experimental Release dabei sein werden. Die meisten werden Schritt für Schritt eingeführt bevor die Version auf die Stable Server kommt.
Wir wählen eine sichere Herangehensweise um das Gameplay zu bewältigen, und wir werden uns in dieser Phase sehr stark auf die Feinheiten konzentrieren. Das bedeutet ein Feature einzuschalten, Feedback zu sammeln, es zu verbessern, und alles wieder von vorn mit dem nächsten Feature. Einige von den risikoreicheren Features aus unserer Liste sind folgende:
[li]Helikopter[/li]
[li]aus FAhrzeugen schießen[/li]
[li]Fahrrad / Motorrad[/li]
[li]Barrikaden[/li]
[li]Bogen Kampf[/li]Alle davon sind äußerst komplex und haben weitreichende Wirkung auf alle möglichen Systeme, angefangen mit der Persistence bis hin zur Performance. Wir möchten, dass ihr das im Hinterkopf behaltet für die erste Veröffentlichung, da wir bereits wissen, dass wir es sicher angehen um das Spielerlebnis intakt zu halten. Ich werde euch auf dem laufenden halten, wenn sich etwas ändert. Nichts desto trotz haben wir unverändert irgendwann vor all diese Features ins Spiel zu bringen.
Ein weiterer Schritt Richtung BETA ist der Inhalt (z.B. Waffen) und, wie ihr vielleicht wisst, haben wir Tonnen an ungenutztem Inhalt und Dinge von denen wir vor hatten sie im Lauf der Zeit ins Spiel einzubauen. Es gibt ausgewählte Inhalte für die BETA und ich werde versuchen über die genauen Details in einem Status Report zu berichten, da wir die Inhaltslisten nun endgültig festgelegt haben. Keine Sorge, jeder Inhalt, den wir an Orten wie Trello angeteasert haben wird definitive im Basisspiel verfügbar sein, und es ist unsere Absicht diesen Inhalt schrittweise in größeren Packs zu veröffentlichen.
Ich möchte noch hinzufügen, dass wir das gegenwärtige Spiel (die 0.62 Stable Version) nicht vergessen haben, auch wenn es etwas in den Hintergrund greaten ist um euch diese tolle neue Erfahrung zu bringen. Wir überwachen immer noch die größeren Probleme und versuchen alles intakt zu halten bis die BETA kommt.
- Eugen Harton / Lead Producer
Dev Update/Mirek
Wie beim letzten Mal versprochen, schreibe ich heute über die Möglichkeit von Modding in der 0.63. Ich werde nichts über die Werkzeuge sagen, die wir dazu herausbringen wollen, aber dafür umso mehr darüber was mit Scripting erreicht werden kann.Wenn ihr euch an mein Q&A Video erinnert, da sprach ich darüber, dass das Spiel in 3 Leveln programmiert ist: die Engine (unterstes Level), das Gameplay System (mittleres Level) und Scripts (höchstes Level):
Spoiler anzeigen
So ultimately, we can say that modding possibilities depend on what engine and gameplay systems we expose for scripting. And this (exposing systems for modification) is the major part of modding, which we're currently working on.
With the power of Enforce script, which syntax is very similar to C# or Java, we would like to give modders the ability to not only create variations of DayZ, but to create some different game genreswithin the DayZ universe (with the basic premise of it still being an MMO) - that means things like a Fallout style RPG, isometric action game, or even a point & click adventure for ecample.
As an example, we've added the support to create a game mode in which the standard DayZ player instance is not available. You can imagine yourself how this can be usable - to provide one example, we are using this mode in our internal scene editor, which is completely made by scripts.
Of course, that's not quite simple and we have to think twice about exposing any systems due to security reasons. We know that when we release modding support, it's possible that some of the tech features required to accomplish the goal of making a completely new genre will be missing, so we're counting on the option to extend scripting interfaces even after 1.0 release.
So this is it. Our goal is not only to create a moddable game, it's to create a platform where we provide as much as we can for all the creative modders out there.
- Miroslav Maněna / Lead Gameplay Progammer
Dev Update/Viktor
Hi everyone! Today, I would like to show and talk a bit about progress in the animation team. We have put together a very short video showcasing some of the recent changes and new animations. Please happily ignore the sounds - we are working on that and our Audio Designer Andrej shares more on audio later in the Status Report.Am Ende hängen die Modding Möglichkeiten davon ab, welche Engine und Gameplay Systeme wir für Scripting freigeben. Genau das (die Freigabe der Syteme fürs Modden) ist der Hauptteil dessen woran wir gerade arbeiten.
Durch Enforce Script, dessen Syntax sehr ähnlich ist wie der von C# oder Java, möchten wir Moddern die Fähigkeit geben nicht nur Variationen von DayZ zu erstellen, sondern einige völlig andere Spielgenres innerhalb des DayZ Universums zu erschaffen (mit der Grundvorraussetzung, dass es sich immernoch um ein MMO handelt). Das bedeutet es kann Dinge geben wie z.B. ein RPG im Fallout-Stil, Action Spiele mit isometrischer Perspektive oder selbst Point & Click Adventures.
Zum Beispiel haben wir eine Unterstützung hinzugefügt die es ermöglicht einen Spielemodus zu erschaffen in der der Standard DayZ Spieler-Character nicht existiert. Ihr könnt euch vorstellen wie man das benutzen kann – wir benutzen das zum Beispiel in unseren internen Szenen Editoren, die vollständig aus Skripten bestehen.
Natürlich ist das alles nicht ganz einfach und wir müssen zweimal darüber nachdenken welche Systeme wir freigeben, einfach aus Sicherheitsgründen. Wir wissen, dass wenn wir die Modding Unterstützung veröffentlichen, es möglich ist, dass einige technische Features fehlen werden die man benötigt um ein komplett neues Genre zu erzeugen. Deswegen halten wir an der Option fest die Skriptingmöglichkeiten auch nach der 1.0 Veröffentlichung weiter voran zu treiben.
Das wars also. Unser Ziel ist es nicht nur ein Mod-fähiges Spiel zu liefern, sondern eine Plattform zu erschaffen, auf der wir so viel wie möglich für alle kreativen Modder da draußen bereit stellen können.- Miroslav Maněna / Lead Gameplay Progammer
Dev Update/ViktorHallo zusammen! Heute möchte ich mit euch über den Fortschritt im Animationsteam berichten. Wir haben ein ganz kurzes Video erstellt um euch einige der neuesten Veränderungen und Animationen zu zeigen. Bitte ignoriert die Geräusche im Video – daran arbeiten wir mit unserem Audio Designer Andrej und er wird euch später mehr darüber berichten.
Spoiler anzeigen
Let's take a look at the video. In the first part, we can see various animations for weapons. The weapons team is now moving gun by gun, gradually implementing our BETA list of weapons into the 0.63 build. This includes, of course, some work on the animation side of things, since animations and also animation graphs need to be updated to make sure everything is played correctly.
Each individual weapon has many detailed animations for all the situations that can happen. For instance, the FNX now has 28 individual animations. The most recent guns implemented on 0.63 include CR 75, Makarov, and the team is currently finishing the UMP 45.
Another part of the animation team is focused on player locomotion. We are working closely with the programmers and designers to make sure player moves nicely and is fully responsive at the same time. The video can not really show how the controls feel, but compared to the old system, this is already a huge improvement (as some of you could test personally at Gamescom).
We are trying to expand on the positive feedback we have received. We are adding player inertia and also bringing some visual improvements. One thing that is in progress at the moment is how the player character turns. We have come to a working prototype that everyone seems to be happy about and now we will implement it for every stance and item.
Another change to the locomotion is related to how player walks and runs in different directions. We have reworked some parts of the graph and replaced it with different animations when going to the left or right. This allows us to have better control when players switch legs while changing direction. Thanks to that, there will be less or almost no clipping of the legs with each other.
In the last part of the video, you can see some falling animations. These have been updated recently. We have adjusted each of the fall animation so it better blends and is more visible if you fall from big heights. In the next step, we will also update the actual landing on the ground. Landing from small falls will be rather a procedural animation in the hips and spines so that we don't take any control from the player. Landing from higher falls will be an actual full body animation.
That's all from me today. I hope you liked it and I'll show you some more next time. Cheers!
- Viktor Kostik / Lead Animator
Dev Update/Andrej
Hey survivors! It's been awhile since you've had an update form our audio department so here it is! Over the couple of last months, we have mostly been working on an entire new set of player sounds.With the introduction of a new player controller in 0.63, we decided to give our player character a massive audio overhaul. One of the things we are working on right now are the foley sounds. Just last week, we've visited our studio in Mnisek and recorded many types of clothing and various materials, which we want to use (after proper editing and processing) for different types of in-game clothes and gear audio.
It will be a fairly complex system with separate sounds for different types of footwear, top and bottom clothing, but also backpacks and weapons. We are sure that more detailed and diversified foley audio willenhance the immersion and overall experience. You can watch a sneak-peak of our day in the studio in the video below:
Werfen wir einen Blick auf das Video: im ersten Teil sehen wir verschiedene Animationen für Waffen. Das Waffen-Team geht inzwischen Pistole für Pistole vor und baut schrittweise unsere BETA Waffenliste in die 0.63 ein. Das beinhaltet natürlich auch einiges an Arbeit im Bereich Animation, da die Animationen aktualisiert und angepasst werden müssen um sicher zu gehen, dass alles korrekt abgespielt wird.
Jede einzelne Waffe hat viele detaillierte Animationen für all die Situationen die eintreten können. Die FNX, zum Beispiel, hat jetzt 28 individuelle Animationen. Die neuesten Waffen die zur 0.63 hinzugefügt wurden beinhalten die CR75, Makarov, und gegenwärtigt bastelt das Team an der UMP 45.
Ein anderes Animationsteam beschäftigt sich mit den Spielerbewegungen. Wir arbeiten eng mit den Programmierern und Designern zusammen um sicher zu stellen, dass der Character sich schön bewegt und trotzdem zur gleichen Zeit schnell reagieren kann. Das Video kann nicht wirklich zeigen wie sich die Steuerung anfühlt, aber im Vergleich zum alten System ist es bereits eine riesige Verbesserung (wie einige von euch ja persönlich auf der Gamescom testen konnten).
Wir versuchen auf dem positive Feedback aufzubauen das wir erhalten haben. Wir fügen Spieler-Trägheit hinzu und einige optische Verbesserungen. Eine Sache die sich gerade mitten im Prozess befindet ist, wie sich der Spieler Charakter dreht. Wir haben einen funktionierenden Prototypen erstellt mit dem alle glücklich zu sein scheinen. Diesen werden wir nun für jede Pose und jedes Item anpassen.
Eine weitere Veränderung in den Bewegungsabläufen bezieht sich darauf, wie der Spieler in unterschiedliche Richtungen läuft und rennt. Wir haben einiges überarbeitet und mit anderen Animationen ersetzt, wenn man nach links oder rechts geht. Das erlaubt uns bessere Kontrolle wenn die Spieler Beine wechseln während sie die Richtung ändern. Dadurch wird es weniger oder fast kein Clipping der Beine mehr geben.
Im letzten Teil des Videos sieht man Animationen fürs Fallen. Diese wurden kürzlich upgedatet. Wir haben jede einzelne Fallanimation angepasst, so dass sie sich besser in die Bewegung einfügen und es deutlich sichtbarer ist wenn ihr aus großen Höhen herab stürzt. Kleine Stürze werden nur schrittweise animiert, im Bereich der Hüfte und Wirbelsäule, so dass wir dem Spieler nicht die Kontrolle über den Character entziehen. Stürze aus großen Höhen werden dagegen zu Ganzkörper-Animationen.
Das war alles für heute von mir. Ich hoffe es hat euch gefallen und ich werde euch das nächste Mal mehr zeigen. Macht’s gut!
- Viktor Kostik / Lead Animator
Dev Update/AndrejHallo Überlebende! Es ist eine ganzee Weile her seit ihr ein Update von der Audio Abteilung bekommen habt, aber hier ist es! Während der letzten Monate haben wir hauptsächlich an einem komplett neuen Set von Spieler-Geräuschen gearbeitet.
Mit der Einführung des neuen Player Controller mit 0.63 haben wir uns entschieden dem Spieler-Character ein massives Audio Make-Over zu geben. Eines der Dinge an denen wir gerade arbeiten sind Geräusche. Letzte Woche waren wir in unserem Studio in Mnisek und haben viele unterschiedliche Arten von Kleidung und Materialien aufgenommen die wir (nach dem notwendigen Editieren und Verarbeiten) für verschiedene Arten von in-game Kleidungs- und Ausrüstungs-Sounds verwenden wollen.
Es wird ein ziemlich umfangreich System mit einzelnen Geräuschen für unterschiedliche Arten von Schuhwerk, Ober- und Unterbekleidung, aber auch Rucksäcke und Waffen. Wir sind uns sicher, dass diese detaillierteren und unterschiedlicheren Geräusche das Eintauchen in die Spielewelt noch verbessert. Eine Sneak-Peak zu unserem Tag im Studio seht ihr im Video unten:
Spoiler anzeigen
A major part of player audio also consists of the vocal sounds. This week, we will be recording a completely new set of voices for our characters, with more than 20 actors scheduled to participate. Together with the recording of character sounds, we're also going to record some new sounds for the infected. We have been planning it for so long, and now it's finally time to do it!
It took us a lot of time to synchronise our ideas with the gameplay design department, and as always, it was quite challenging to get support form the already busy programmers/scripters, so that we can achieve the best possible results. Luckily, we've been successful at that and the recording session can take place in our Mnisek studio, spanning over a couple of days and altogether involving almost 30 different people.
We will surely produce massive amounts of raw audio material, which we will than process, mix and implement into our game. We will do some comparative videos so that you guys can see how we practically transform the voices of our perfectly healthy actors into the bloodlust infected inhabitants of Chernarus.
There have been some questions as to why do we have some 0.61 sounds in our
Ein Hauptbestandteil der Spielergeräusche machen auch die Ausrufe aus. Diese Woche nehmen wir ein komplett neues Set von Stimmen für unsere Charaktere auf, mit über 20 Schauspielern. Neben den Charakter-Geräuschen nehmen wir auch neue Sounds für die Infizierten auf. Das hatten wir schon so lange geplant und nun wird es endlich passieren!
Es hat uns eine Menge Zeit gekostet unsere Ideen mit der Gameplay Design Abteilung zusammen zu bringen, und wie immer ist es eine Herausforderung Unterstützung von den sowieso schon schwer beschäftigten Programmierern / Skriptern zu bekommen, so dass wir die bestmöglichen Ergebisse erzielen. Glücklicherweise waren wir erfolgreich und unsere Aufnahme Session kann in unserem Mnisek Studio über mehrere Tage stattfinden mit über 30 involvierten Personen.
Wir werden wahrscheinlich riesige Mengen an rohem Audio-Material produzieren, welches wir dann verarbeiten, mixen und in das Spiel einbauen werden. Wir werden einige Videos zum Vergleich für euch anfertigen, so dass ihr sehen / hören könnt, wie sich die absolut gesunden Schauspieler in blutdurstige, infizierte Einwohner von Chernarus verwandeln.
Es gab auch Fragen, warum wir einige der 0.61 Sounds in unserem
letzten Entwickler Video hatten. Um es einfach auszudrücken, unsere Gamescom Version wurde intern auf einem anderen Server Branch erzeugt, so dass Umgebungsgeräusche dort nicht übernommen wurden. Die Veränderungen der 0.62 werden in der 0.63 NICHT zurückgestezt werden, aber sie werden schlussendlich verbessert und mit einem komplette neuen Sound-Mix ausgestattet - das beinhaltet neue Geräusche für Spieler, Infizierte, Kampfgeräusche (Fern- und Nahkampf) und ein komplett überarbeitetes Fahrzeug Sound System, an dem gerade gearbeitet wird.Wir werden in zukünftigen Status Reports noch mehr mit euch teilen – bis dahin, bleibt dran und wir sehen euch in Chernarus!
- Andrej Sinkević / Sound Designer
Spoiler anzeigen
Simply put, it was because our Gamescom build was internally on a separate branch, so ambient sounds were not merged there. The 0.62 changes will not be reverted for the 0.63 version, but they will eventually be improved with new sounds and a completely new overall audio mix - including new player and infected sounds, new combat sounds (ranged and melee) and also with a completely reworked vehicle sound system that is being written now.
We will share more in the upcoming Status Reports - until then, stay tuned and see you in Chernarus!
- Andrej Sinkević / Sound Designer
Quelle: dayz.com
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Über das kleine Update (18MB) der Stableversion war bis eben noch nicht bekannt.
Scheinbar wurden anlässlich Halloweens einige "Eastereggs" eingebaut.
Viel Spaß beim suchen


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Ich bin hier bei einem lokalen Anbieter was Festnetz und Internet angeht und habe auch keine Probleme auf dem Server.
Dadurch, dass mein Handyvetrag allerdings bei der Telekom liegt habe ich Nachrichten aufgeschnappt..
[tweet]917400167879528448[/tweet]
Sturmtief Xavier hat wohl ganze Arbeit geleistet und wohl besonders im Osten Deutschlands starke Schäden an der Netzwerkinfrastruktur angerichtet und welche bis jetzt noch nicht gefixt wurden.
Muss nicht.. aber das ganze könnte natürlich in Zusammenhang stehen.
GamingDeluxe konnte uns von ihrer Seite aus von keinem Problem berichten und uns wenn gar nichts hilft einen Persistence Wipe vorgeschlagen.
Aktuell würde ich dann mal abwarten und hoffen dass die Telekomiker ihren Job machen