|Developer:||Bohemia Interactive Stu...||Official Site:||http://dayzdev.tumblr.com|
"Dear John,All of this also comes with a teaser video you can watch embedded below.
📢Dear Survivors,— DayZ 🖥 🎮 ❤️ (@DayZ) January 29, 2021
The much anticipated 1.11 update and the associated wipe (both characters and servers) are projected to deploy on 16th of February.
The wipe is to optimize the update's stability and to get clean foundations to monitor changes made with previous economy updates. pic.twitter.com/j4jFZDedft
With Update 1.11, a complete wipe of both characters and official servers will take place. The wipe is meant to compliment the update 1.11 for a fresh start into 2021. It also secures us a clean foundation to monitor the changes made with previous economy updates. It’s not just all about fixes! Players will be glad to learn there’s a new weapon to discover; a “badass” rifle spawning at helicopter crash sites around Chernarus and Livonia, the SVAL, which is the Czech word for muscle. In addition, there are new 20 round magazines for 9x39 ammo, which can be used with both the SVAL and VSS.
DayZ update 1.11 brings important optimizations fixing bugs and improving stability. For a full list of the additions check the update’s changelog. These are some of the changes you will encounter:
These are just the tip of the iceberg, but be sure to check out the forums for all the changelog notes - PC and Console.
- Fixed various zombie behaviors such as the infected colliding and going through the player's character.
- Interaction with cars is more realistic, fixing random character bugs when entering and leaving cars.
- No more strange interruptions when sea fishing
- Huge improvements to horticulture
- Polished damage dealing and triggers
- Massive improvement on the engine script, allowing servers to load more mods than ever before.
"Through general gameplay, the player is able to collect and use a variety of equipment, supplies and weaponry. One of the options to restore the player's health is a marijuana joint, labelled 'cannabis', which is denoted by a cannabis bud in the player's inventory.DayZ developer Bohemia initially said despite the RC, the digital version of the game -- again, having been out in the wild for quite a while now -- would not be affected, but that looks set to change thanks to an update on all things zombie survival from Kotaku AU.
"The use of drugs (marijuana) as an incentive or reward during the gameplay exceeds what can be accommodated within the R18+ classification and therefore must be Refused Classification."
Q1 2015Bohemia also revealed that DayZ's price will shift to $34.99USD later this month, with the final price point being $49.99USD.
Basic vehicles Central economy (advanced loot distribution) New renderer New Zombie AI Basic stealth system (zombies, animals, ...) Diseases
Advanced vehicles (repair, modifications, ...) Advanced animals - life cycle, group behavior Player statistics New UI Stamina / fatigue Dynamic events
Traps Barricading Character life span + soft skills Animal predators + birds Aerial transport Console prototype
BETA version Animal companions (dog, horse) Steam community integration (Achievements, Steamworks modding, etc) Construction (building shelters / walls / ...)
DayZ is 11 months into principal development, on what should be a three year standard development cycle. I can't force you to be a fan of DayZ, but I can call this out:Since its launch on December 2013, DayZ hasn't strayed far away from its top-selling position on the digital market. While it is perfectly sensible to care about a product's health after paying to access its early development, the Steam page makes it very clear what you are getting into: "THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING."
Defining or judging what DayZ is by a build so early in its development is much akin to judging a painting within the first few brush strokes. Hell, even Bob Ross's paintings didn't look great for the first few minutes (until you realized what it was he was making).
I can promise you none of your favorite AAA games played, or even resembled the final product that early in their cycles. (Okay, maybe some of the larger titles that push small incremental updates out every 12 months - but we all know those are special snowflakes).
Take a break, and come back in beta or even the full release. The Early Access period of development will have many peaks and low, low valleys. This is the nature of software development. Yes, it is stressful as heck - for all of us, but you get to be part of shaping the DayZ experience.
For me, its worth it - for some of you, it might not be. No one can fault you for that.
"That's what I did with DayZ; I've done it twice now [once with the mod, again with the standalone] - two new code teams have separately done it. But eventually, that's the bad person to have. Eventually, you don't want the guy telling you to go over the top and get through. So at some point I'll be a disaster for the project, at least in a leadership role."Interestingly Hall revealed that he never actually intended to be where he was, but thanks to the huge success and popularity of DayZ - both the mod and its standalone project - he became entangled in the development. "I never intended to be here. And it’s kind of like cooking in someone else’s kitchen: I don’t want to be constantly telling Bohemia that this is how I do it and this is the way we do it.”
“Vehicles will be done based on the architecture we are doing for items/weapons now (i.e. attachments). So it’s in progress really. We are replacing the physics system for items (throwing, etc…) and this new middleware will be used for vehicles also.According to Hall, these additions will make what is already considered a hard game more difficult. The plan, according to Hall, is to "increase the difficulty significantly as new functionality comes online (such as throwing and improvised weapons, hunting, bow and arrow.” Currently at this time personal experiences have found that the difficult in DayZ isn't really there once a player has been well-equipped, with the only deterrent being death itself.
“Bases will take longer. Barricades will happen first,” he said. “I think helicopters and small aircraft will be important. But they should be very complex to maintain.”
We absolutely plan to have more zombies. To cope with the current total dynamic entity count of over 10000 we have had to make a great deal of optimizations. If loot is completely removed, we can easily run 4000 zombies in our debug builds. In the new year we will be optimizing the way we handle dynamic objects (such as loot) a great deal more which should give us significant savings - but the change was considered too risky to be done prior to alpha launch. If we had problems, we would have delayed the project further by months.It won't be just zombies getting a boost in numbers, with non-ambient (read: huntable) animals beind added to the game, along with a variety of options for what to do with the resulting meat, corpses, bones, etc. after dropping your prey. These new prey will be based on a cut-down version of the zombie AI, though at the moment the team only expect roughly 300 animals on a server, with plans to extend that number in the future.