Shared by SepticFalcon on January 20, 2015

Greetings Survivors!

As we move forward with January’s stable branch update (0.53) the focus of the gameplay programming and production teams is primarily on security. As mentioned prior in the September 15 Status Report – only so much can be done in tandem with engine and gameplay changes coming with every update (and maintain a rapid update frequency to stable branch). That said, as the primary vulnerability on the security side for DayZ right now is less on engine and/or scripting and more on modifying/accessing the process memory we have several Q1 goals we are aiming to complete.

Deployment of a new form of BattlEye

  • This has been delayed to allow testing/regression around any potential bugs and/or compatibility issues so as not to cause any major issues to those participating in Early Access

Server side sanity checks and protection against certain currently exploited methods
Closer work with Valve and the VAC team

  • This will initially be seen by allowing players to report in-game suspected cheaters and will expand from there to a program that best fits DayZ and how it operates
  • Expanded vigilance in reporting all known tools and methods currently used to access the DayZ process for less than honorable methods.

Beyond that, Q1 has a good deal of exciting work for DayZ. Be it work on the new infected AI, to implementation of the central economy or diseases – this should be an exciting few months.
On the note of work to come, I’d like to expand upon confusion around persistence – how it is intended to operate, and the role that weekly persistence wipes currently serve.

Persistence is a core pillar of DayZ and its design. Currently persistence functionality is tied to the incomplete economy functions. As we expand upon the systems surrounding the central economy – What is saved/How it is saved, Cleanup, Respawn, etc will be handled properly. In addition to that, the secondary cause of persistence wipes (issues with reading modifiers on saved items, improperly saved items, etc) can be addressed.
Once we have addressed these two issues, persistence can and will be moved from an “opt-in” feature, to a core function of DayZ – and something that is universal across all servers. Once this is complete, I personally look forward to truly seeing the “camp/base building” side of the title start to be more universally adopted. Be it vehicles, barricaded buildings, tents, containers, or even farms setup via horticulture.

In addition, if you have any questions surrounding this topic (or any others) – I encourage you to head over to the Developer Discussion subforums at the official DayZ forums. Eugen and myself both are accessible via the Service section.

I wish I could bundle a microphone with every copy of DayZ.
Brian Hicks / Lead Producer

DayZTV : http://www.dayztv.com/
FALCON MERCH: http://septicfalcon.spreadshirt.co.uk
DONATE TO SUPPORT: http://imraising.com/septicfalcon
CHEAP GAME CODES: https://www.g2a.com/r/septicfalcon

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All Footage is from DayZ Standalone by Dean ‘Rocket’ Hall and Bohemia Interactive
http://www.bistudio.com/
http://dayzgame.com/

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  • Why is when there is an update people complain about how slow the dev process is for DayZ, but when somebody like Septic or Wobo literally summarize the same thing in a video everybody is quiet?

    Complainers: THERE’S NO WEAPONS IN THE GAME OMG SO LAME!!
    Devs: Lets add more weapons to the game.
    Complainers: OMG WHY ARE THEY ADDING WEAPONS ADD VEHICLES!!
    Devs: Work on the VS3 has reached the final stages let’s add it in.
    Complainers: THEY KEEP ADDING USELESS STUFF!! FIX THE BUGS BEFORE YOU ADD THINGS!!
    Devs: Let’s put out a detailed roadmap for all of goals this for devloping DayZ.
    Complainers: OMG WHEN ARE YOU GONNA DEAL WITH THE HACKERS!?

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    • Profile photo of Cole B

      My thoughts exactly Rydil, some people just can’t be satisfied with proper and timely development. Sometimes I feel like its almost expected of the devs to just follow the communities demands while half
      asking everything just to get the content out there. Idk, maybe that’s why H1Z1 will be so popular, Sony doesn’t have an issue with poor coding and halfway completed ideas. Personally I’d rather sit back and see what kind of amazing things Bohemia will have in store for us if we just are thankful for their efforts and actually give good feedback, not complaints about things that are already in the process of being worked on. Other than that, the new road map excites me greatly!

      2
    • Profile photo of MeLetterman

      Yep, and thats why iam done with the large part of the dayz community.
      fortunately the most guys here in dayz tv are in your opinion

      1
    • Thats because still 50% To finish the game after one alpha year -.-
      Thats too much and people can’t take it

      0
  • Profile photo of Akrome

    2 years’ there was an 1 year of close testing. Dec 2013 we start at patch 0.27 if i remember well. When you sold 3m copies for 23 euros its just sill that is not finish yet, you cant work faster? Ok, HIRE additional people.

    -1
  • Profile photo of BossmanGaming

    its been a long wait for a stable game. They could have hired people from rockstar or Ubisoft with that money instead of training new devs and wasting time on useless things. I’m the last person you would call a whiny member of the DayZ community, but after not playing DayZ for a little over a month now, and i have been a loyal DayZ player and follower of the development progress i think i have earned the right to complain. A lot of people i know have given up and are looking forward to H1Z1, im questioning whether i should do the same i hope dayz is not a lost cause and the team doesnt want to answer to all the money the “stole” so they are dragging their feet till everyone gives up and walks away.

    -2