As the team continues iterating and testing on experimental while moving towards the upcoming stable update, We’ll hear Lead Producer Brian Hicks discuss a bit of the methodology behind dynamic events and vehicle positions versus player spawn locations. As well, Lead Designer Peter Nespesny discusses ongoing testing work over on the experimental branch related to player data updates, and scheduling.
Development Spotlight: Brian Hicks
I’m frequently asked about player spawns, vehicle spawns, and the mentality behind where and why they are placed. I thought I would take the opportunity this week to discuss exactly that.
For those aware of how DayZ Mod’s gameplay flow operated – it was fairly simple. Players started along the coast – from Kamenka to as far as Berezino. Players progressed (for the most part) from the South – to the North. (For the most part, the North West) This gameplay required very little design side control to influence it. Natively the original Chernarus had very few buildings, and thus very few potential item spawn points (compared to say – Chernarus +). One of the initial goals of DayZ was to decentralize the flow of high value or required resources. Think medical centers, military installations, and so on.
When approaching player spawns – early on my approach was to try and replicate the familiarity of player spawns in the earlier versions of DayZ Mod. (DayZ Mod circa Summer 2012 was used as a touch stone) We quickly learned that this approach did not work with the massively altered layout of Chernarus. Not to mention some of the changes to key coastal areas. The next experiment we ran with player spawns was to flip the map of Chernarus, and look at the player progression as East > West. From a design perspective this approach seemed the most logical in how we wanted to layout the world, and seemed on paper like it should find strong success.
Never let it be said that nostalgia and familiarity has no merit.
As Dynamic Events, and Vehicles entered the equation their spawn placements were heavily influenced by where the existing player spawns lay, and how we wanted the flow of players across the map to operate. Obviously Dynamic Event types used to prototype the system were also used as a control point for “Very Rare” items – with the desired intent to ensure that in the final product, players could not farm one location across many servers to quickly gain an item the design team intended to be incredibly hard to find. (See: SVD)
I hope this brief look into the thought process behind these areas helps you to understand how they evolve a bit better.
See you all in Chernarus!
Development Spotlight: Peter Nespesny
Hey survivors! Long time no hear and as usual there are plenty of interesting things going on in the design department of our DayZ development team. Let’s talk about some of them at least.
So if you experienced higher consumption rates it was due to really good performance on the given server which translates into less desync issues and better responsiveness. Now the possibility of faster consumption is solved and you shouldn’t worry about dying at unreasonable rates. Advanced scheduler is currently being worked on and at the end it will be completely independent from server performance.
Many of you noticed ongoing changes to the camera FOV (field of view) recently. Along with caping the FOV slider in settings to the new limits, the most important thing is that now the FOV values in iron sights and scopes are independent from FOV value in settings, so there will be no way to abuse the scope zooms by changing the FOV value in settings. We will elaborate more on FOV and 3PP camera later.
Get used to watch your steps… see you in Chernarus folks!
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