Prima di tutto vi lascio alle parole di Rocket che ha creato DayZ Mod per Arma 2 e che ora ha avuto la possibilità, grazie a Bohemia, di creare la versione standalone.
RocketPlease be aware that our Early Access offer is a representation of our core pillars, and the framework we have created around them. It’s a work in progress and therefore contains a variety of bugs. We strongly advise you not to buy and play the game at this stage unless you clearly understand what Early Access means and are interested in participating in the ongoing development cycle. Please keep in mind that we do not expect to reach Beta status sooner than the end of 2014.System RequirementsSpoiler:
Minimal Requirement
CPU: Intel Core 2 Duo E6600 2.4GHz / AMD Athlon 64 X2 Dual Core 5800+
RAM: 2 GB
Video Card: NVIDIA GeForce 8800GT / ATI Radeon HD 3830
OS: Windows Vista 32
Optimal Requirement
CPU: Intel Core i5-2310 2.9GHz / AMD Phenom II X4 940
RAM: 4 GB
Video Card: NVIDIA GeForce GTX 660 3GB (OEM) / ATI Radeon HD 7870
OS: Windows 7 64
Detto questo, il gioco per ora anche essendo in Alpha è giocabile, non ci sono grossi bug che impediscono di giocare tranquillamente, ma il gioco è ancora un pò vuoto di contenuti, anche se ci sono circa 3 grosse patch al mese che aggiungono roba e fixano i bug.
Inoltre vorrei dire ai nuovi giocatori che DayZ è un gioco nudo e crudo, inutile iniziare a lamentarsi del KoS, dei banditi stronzi, il gioco è difficile per chi inizia ma così resterà, anzi, dovrebbe diventare ancora più difficile, quindi niente whining.
Credo sia inutile a questo punto fare una piccola lezione su cosa è DayZ, la mod è stata sulla bocca di tutti per un paio di anni e adesso il gioco è top seller su Steam da Dicembre, quindi passerò direttamente ai consigli pratici e alle nuove features del gioco.
ETA su alcune features:Spoiler:
More Zombies
Target delivery: Ongoing
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.
Multithreaded Server
Target delivery: Early 2014 & Ongoing
To assist with increasing player and zombie numbers, we will be parallelizing the server architecture. Currently RV does offload some extra threads off to other cores, but this is for rendering and file handling - neither of which are issues for the dedicated server which uses no rendering and has a greatly reduced file footprint. This should provide some very, very dramatic improvement in performance where additional cores are available. Note, however, that this will increase the complexity of hosting DayZ - it may mean that we see a greater dispersion in the capacities of DayZ servers.
Respawning Zombies & Loot
Target Delivery: Early 2014
Currently to have the server check if something needs respawning can cause an issue with performance. We did not want to go with a "scripted" solution for respawning, and it is expensive on server performance. Player spawning on the coast is conducted by the engine, and we are going to employ a similar process for managing zombie and loot spawn (possibly parallelized). This is a high priority task and zombie respawn at least is very close to being implemented.
Server Management Options
Target Delivery: Ongoing
Additional options for those hosting servers will be rolled out as soon as we can. We want to encourage a "hardcore" mode that will operate on a separate database, featuring things like first person only, no hide body, etc... In addition, we also want to provide passworded servers that will operate on their own shard of the database. This shard could be grouped, so that a group of passworded servers could operate on their own database. Eventually, we would like to see these different communities on their own db running their own variations of DayZ to meet specific communities needs.
Animals & Hunting
Target Delivery: Early 2014
The AI for animals is based on the new AI for zombies (some will notice the old local ambient animals making zombie noises and acting aggressively!). We have a cutdown version of this we will be using for hosting animals, including those from ArmA2 as well as new animals such as a deer. We already have the meat models made, and we have the basics of cooking. So this functionality is quite close. It does have an impact on the server, and at the moment we could only run about 300 animals per server without seriously impacting performance (until we have started additional server optimization).
Additional Anti-hack and Security
Target Delivery: Late 2013
We are working on additional anti-hack to supplement the implementation of VAC. We have been working closely with Valve for VAC as well as our other anti-hack partner. Details of this will be released shortly. The most important thing to remember is that anti-hack is really the secondary defense - the primary defense should be good architecture. We have already identified (and fixed) several key vulnerabilities in the three days since launch. There are more we know about and I am sure more we don't. The purpose of this early phase of alpha is to identify and fix those. As our architecture now relies on the server controlling and adjudicating everything, we can close off locally controlled functions and back doors - which is what we have been doing.
Cooking & Gathering Resources
Target Delivery: Early 2014
This is a system that was not completed prior to the alpha launch so is half-done. Additional work will be done and pushed when we can. This will include gas cookers (already ingame) and the creation of fireplaces. We will be allowing players to gather resources from the world, such as firewood, stones, etc... This will then be utilized by the existing crafting system.
Alcune features (prendetelo con le pinze, in rosso le cose già presenti e in blu le cose che so essere vere):
Spoiler:ENVIRONMENT
All buildings enterable (confirmed)
Develop the northern portion of the map (confirmed)
Balance the “attractions” across the map (confirmed based on Rocket’s statements)
Sewer system under a few a few of the major Towns (discussed by Rocket, nothing concrete)
Additional ways to store items (Inventory system)
Edible berries and mushrooms of which some are poisonous
Extreme weather and conditions (M.L has discussed the weather system being ported from TOH)
New buildings (police stations, malls, amusements parks, hardware stores, mechanics garages, military surplus stores, clothing stores, prison, small med clinics for small towns, etc)
Functional windows (can’t be done until a new map, would have to redo all textures)
Grass at farther distances away….essentially better character concealment from far away players.
(Rocket has mentioned looking into it, nothing concrete)
More animals (Deers, rats confirmed)
Customizable houses. ie barricade windows with planks (Rocket has mentioned this, not confirmed)
More islands
Some form of painting/marking the world (Rocket is worried about vulgar markings)
Seasons (Matt Lightfoot has stated that to be done properly, season will need a new map)
TEAMWORK
Better group mechanics (some form of teaming up) (Being discussed, nothing notable yet)
Wearing common clothing will help spot teammates better
(Rocket has mentioned “clan tatoos” and other forms of identification)
VEHICLES/MECHANICS
Horses (Rocket loves the idea, but very hard to animate)
Cannibalization of parts (confirmed)
Helicopters MUCH harder to fly/maintain
(Rocket has mentioned taking the mechanics from TOH essentialy making it much more difficult to fly)
WEAPONS/MECHANICS
Chainsaws
Quivers (confirmed)
Punching (confirmed)
Pushing (been discussed, not quite a confirmation)
Bows
High grade weapons much more rare (pretty sure confirmed by Rocket)
Various weapon conditions (confirmed)
Hunting knife as weapon (confirmed)
Tasers
Non-lethal ways of-incapacitating players (confirmed)
Cleaning kits (confirmed)
More diverse civilian guns (confirmed)
Clip/Mag combining (confirmed)
WEAPON ATTACHMENTS
(most of these items are loosely confirmed, this is pretty much his list that they’re working on)
Bayonette
Flashlight
Laser pointer/IR Pointer
Stock Cartidge/Magazine Holder
Underslung Grenade Launcher
Beanbag Underslung – Non lethal
Tactical forearms (For multiple attachments)
Foregrips
Scopes
Silencers
Muzzle/Flash Surpressors
Support mounts/Bipods etc.
Straps/Holsters/Slings
Ammunition types
Different mag types
Some form of cammoing your weapon
Tape as make-shift adhesive for items
Cleaning kits
Longer/Shorter barrels
NVG scopes
ZOMBIES/MECHANICS
Survivors will NEVER become zeds, this is an anti-idea (confirmed by Rocket)
Massive hordes of zombies wandering aimlessly
Better animations (confirmed)
FOOD/MECHANICS
More emphasis on the hunting aspect rather than the looting of a market
(Rocket has stated that he is personally doing this portion, the hunting stuff at least)
Water better for your health/character than sodas (which comes with the risks of disease)
(totally new health system which tracks what you eat/drink confirmed)
HUD/GRAPHICS
When knocked unconscious, your screen goes black w/ muffled sounds
Add noise to the opening of a backpack (Stated that he likes it, not confirmed though)
HUD Colorblind mode (Rocket has stated that it is on the table and will be implemented)
Make the weapon lowered by default (Confirmed @ PAX, still a WIP though)
Better inventory system (confirmed)
1st person only servers
Add a use key, “E” opens a door….no more scrolling system
(Rocket has stated that they haven’t decided on this function yet, leaving it open)
NIGHTTIME
Headlamps, can actually be attached to points in the world (confirmed)
Generators for nighttime lighting that must be powered by flatbed gasoline trucks (towed flatbeds?) (Discussed by Rocket)
ITEMS
Shortwave radio system with multiple channels (confirmed)
Varied maps (from military high grade maps to civilian tourist maps)
(Rocket has stated that they aim to do something with maps no one has seen before, so he’s leaving it hush hush for now)
Varied watches/compasses (high grade military combine both in one) (digital & analog variants…..watches need AM & PM) (confirmed, Rocket has mentioned creating many variants)
Pens/Pencils (confirmed)
Portable Cookers (confirmed I think)
Can Openers (confirmed)
In-game mini games (Rocket has discussed this and would like to do something, not confirmed)
Diary system (confirmed)
Spray paint (Rocket is worried about how long it takes until players do vulgar things)
Batteries (confirmed)
Various NVG’s; from simple civilian to amazing military
(NVG’s at least confirmed, not sure on variants)
SURVIVORS/MECHANICS
A survivor “background”…..not every person on the planet knows how to change an engine or fly a heli (has thought about it, nothing concrete here)
Strip dead survivors of their clothing
(pretty sure this is confirmed, he’s mentioned getting diseases from it)
Fishing (Rocket has discussed, nothing confirmed)
Male beards (that grow with in-game time) (Possibly confirmed)
Persistent injuries and scarring (Mentioned, nothing confirmed)
Vaulting while running (confirmed and on the a vidblog)
Key binding options on the #’s. So I could assign #1 as bandaging and #2 as eating….and so on (confirmed @ PAX)
Games to play during downtime (Discussed, nothing confirmed)
Communications channel – Shout (has acknowledged, not confirmed)
Communications channel – Whisper (has acknowledged, not confirmed)
Cannibalism (Rocket said it will probably be in there, eventually)
Trading System (being looked at
Player tracking(“confirmed”….players leave can, some sort of “finger print system” in the future)
Dog companions (confirmed)
Autorun (for the love of everything please confirm this Rocket)
See breathing when cold out (confirmed, not in initially release though)
SURVIVOR CLOTHING/MECHANICS
Various masks to hide your face (confirmed)
Various speeds based on shoe type (no shoes you’ll run slower)
(Rocket has stated that shoes will have a major role, so well see)
Clothing that protects from environment (think weather/disease) and player items (think flash bang/gas grenade) (confirmed to an extent)
If shaded visor/glasses are worn, you actual screen is tinted and protects from inclements/player items (has discussed, haven’t quite seen a confirmation)
Gasmasks (confirmed)
Crafting (confirmed)
Ballistic vests and helmets (confirmed)
Hats types (boonie hats, regular ball cap, top hat, cowboy hat, beanie/skull caps, Russian hats w/ ear covers, fedora, etc) (some confirmed)
Leg types (jeans, leather pants, khakis, shorts, cargo pants, camouflaged pants, motorcycle pants, etc) (some confirmed)
Torso types (rain gear, camouflaged, t-shirt, long sleeve button up, polo, hoodies, cold weather pants, etc) (some confirmed)
ANIMATIONS
Vomiting (possibly confirmed, Rocket has discussed)
Pooping (confirmed)
Waving (confirmed in vidblog)
BALANCING
Remove spawn locations
(Rocket has stated that keeping coastal spawn is ideal to give a reputation to northern areas)
Increased sound range for guns
(Rocket has stated that sounds are “easy to do” but will be hit up after initial release, getting big stuff out of way)
Less ammo (Rocket has discussed)
Vehicles more common, but gas hard to come by
ENDGAME
Generators (large and small) for night time lighting
(Rocket has discussed and looked into it; this article was/is his inspiration)
Radio towers allowing people to broadcast messages to other towers (Radios confirmed)
Base construction (above & below ground)
Portions of the map that crossover onto other maps/servers (different “worlds”)
(Rocket has stated that would be desirable in the future)
MEDICAL/MEDICAL MECHANICS
Splints (confirmed)
Defibrillator (confirmed @ PAX)
Improved health system (confirmed by Rocket)
Tips
Spoiler:
General:
Spoiler:
QUANDO SLOGGATE, IL VOSTRO PLAYER RESTERA' IN GAME PER 30 SECONDI, QUINDI CERCATE DI SLOGGARE IN UN POSTO SICURO FUORI DALLE CITTA' SENZA ESSERE SEGUITI.
Per combattere il server hopping, cambiare server spesso in breve tempo porterà ad avere una penalità di tempo prima di joinare, fino a 5 minuti di attesa.
Il server browser nel filtro blocca i server che pingano sopra 100, rimuovete quel limite e avrete più server, per esperienza personale fino a 150 si gioca tranquillamente.
I server Hardcore sono bloccati in prima persona e sono basati su un HIVE diverso da quello Regular, quindi avrete un personaggio diverso, inoltre nei server Hardcore sembrano esserci più giocatori disposti a collaborare, senza contare che l'esperienza è completamente diversa, molto più immersiva e difficile.
Appena spawnati rimuovete la vostra maglietta e fatene delle bende, vi serviranno.
Si corre più veloce con i pugni alzati.
Quando correte, se la vostra arma è abbassata potete cambiarla senza fermarvi, se è alzata il vostro giocatore si fermerà.
Smettetela di correre in mezzo alla strada o in mezzo ai campi.
Healt:
Spoiler:
Stato Cura Bleeding Bandage / Rags Low Blood Blood Bags / Saline Bags Broken Leg Morphine/Sticks & Bandages Unconscious Epi-Pen / Saline Bag Food Poisoning Charcoal tablets Infected Wounds Alcohol tincture/antibiotics
Bevete e mangiate sempre fino ad essere stuffed.
Se siete stati avvelenati con altro, bevete e mangiate fino a vomitare, questo ripulirà il vostro corpo, ma dovete bere e mangiare moltissimo subito dopo per non morire.
Per fare delle trasfusioni bisogna avere lo stesso gruppo sanguigno, troverete dei Blood Test Kit negli ospedali, ma sono molto rari. (Tabella per le trasfusioni)
Mega immagine con tutti gli status message.
Navigation:
Spoiler:
Potete orientarvi guardando le stelle se siete dei piccoli Bear Grills.
Il vento soffia sempre verso est, guardate il movimento delle nuvole.
Occhio al sole, data la latitudine non lo troverete mai ad Est/Ovest, ma a Sud-Est/Ovest.
Se siete nuovi e non conoscete la mappa, cercate i cartelli stradali per capire dove siete.
Guida per migliorare gli fps
Mappa dettagliata
Armi
Items
Nuovo sistema Fame/Sete/Vita
Ottimo subreddit in cui spesso postano i Devs
Rocket Twitter
DayZ Twitter
Official Facebook Page
Patch ChangelogsSpoiler:
Pending Update Experimental Patch
Spoiler:PLEASE NOTE: THIS IS A LIVING DOCUMENT AND CHANGES VERY OFTEN. AS NEW ITEMS ARE FIXED THEY WILL BE ADDED. ETA to Experimental: Within next 2 hours
ETA to Stable: No current ETA, dependent on testing results
Version: 0.37.115791
Known Issues:
- Physics: Item throwing physics is currently disabled
- Melee: Gestures currently do not work from two-handed melee
- Melee: Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")
New:
- Actions: Vomiting have associated sound effects
- Actions: Ballistic helmet variants can be painted to black and green color with spraycan
- Actions: Can check pulse on unconscious players
- Actions: Searching for berries will now add berries to your inventory
- Actions: Eat All now supported for consumables
- Actions: You can catch rain into canteen and water-bottle from inventory
- Animations: New Ruger 10/22 reload animations
- Animations: Player now can sit with gun/weapon
- Animations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. "Low" and "Aim" stances introduced for stand, crouch and prone.
- Environment: New rock textures
- Food: Sambucus berry item added
- Food: Canina berry item added
- Gear: added black and UN ballistic helmet variants
- Gear: can opener can be used as melee weapon
- Gear: hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masks
- Gear: Farming hoe configured and spawns
- Gear: M4 attachment green variants added
- Graphics: Adding lights to currently rendered scene changed
- Graphics: Lighting from objects now is rendered during daytime also
- Graphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)
- Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctly
- Map: Olsha has been updated
- Map: Khelm has been updated
- Map: New rock formations outside Svetlo have been created
- Map: New Orthodox Chapel has been created
- Map: Police Stations & Medical Centers have been placed across the map
- Map: New villages surrounding Svetlo
- Medical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)
- Weather: Rain, Clouds, Wind, calculated on server and distributed to clients
- Weather: Rain now causes items and player to become wet
- Zombies: Simple respawn mechanic implemented for zombies, pending more robust method
Fixed:
- Actions: Added 'inUseItem' back to action on target function
- Actions: Proper nutritional value will be added when eating near empty food
- Actions: Berry picking script messages to player improved.
- Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandage
- Actions: Ruined rags/bandages and wooden sticks doesn't produce infinite splints
- Actions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animation
- Actions: Edited player messages in force drink action and fixing broken limbs
- Actions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after action
- Animations: Bandage and eating pills animation glitch fixed.
- Gear: Added color variants of ballistic helmets into loot spawns
- Gear: Even lower chance of backpacks spawning on construction sites
- Graphics: SSAO in options saved
- Graphics: Rain effect settings changed
- Graphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)
- Graphics: Spot light culling fixed
- Graphics: Fix of terrain intersections
- Graphics: Fix of geometry trace for flares
- Graphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settings
- Login: Failure during new character creation could cause player to get stuck as unconscious
- Map: Optimizations for Svetlo performance
- Map: Forests surrounding Svetlo bugfixes
- Medical: Would never actually die from zero health or blood due to medical conditions
- Medical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very low
- Medical: Defibrillator used for restarting the heart of players who have a heart attack
- Medical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)
- Medical: Melee damage application system changed to better balance
- Medical: Chance of bleeding from fists reduced significantly
- Medical: Disconnected players avatars did not take shock or blood damage
- Medical: Falling from height while sprinting did not kill player when it should have
- Medical: Player could vault with broken legs
- Network: Dropped items appeared only after a delay (now instant)
- Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)
- Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/server
- Structures: Changed inheritance of barrier structures (due to errors in logs)
- Weapons: Long-range scope reticle properly centered
- Zombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)
Ultima Stable PatchSpoiler:
Branch: Stable
ETA: Complete (Being pushed now)
Version: 0.34.115106
This update was released to Stable as a critical update outside of scheduled maintenance. This was because of a serious issue with the connection logic that could trap some players in the "dead" state. There was also a critical bug with looting other players inventory. These have been fixed.
Known Issues:
- Animations: Right hand twitches during pointing, character twitches once when middle finger is activated/deactivated
- Actions: If player puts burlap sack from his head to ground his vision stays black
New:
- Animations: Ruger 10/22 hand pose
- Animations: It's now possible to blend directly between various gesticulation states (pointing,finger,greeting...)
- Crafting: Can repair clothes, weapons, and items using specialist items (such as sewing kit)
- Gear: Configured sewing kit and its recipes
- Gear: Added configuration for durable riders jacket
- Gear: Added Cowboy hats to the loot spawns (multiple colors)
- Gear: Added Sewing kit to the loot spawns
- Gear: Added B95 and 762 speedloader to loot spawns
- Gear: Added configuration for durable riders jacket
- Gear: Added durable leather jacket to loot spawns
- Gestures: Thumbs Up gesture added with default F7 key binding
- Server: Optimization of synchronization of textures/materials (minor improvement to server FPS)
- Systems: Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death)
Fixed:
- Actions: Could not cover another players head with a burlap sack
- Actions: No longer spawns clones of sack after Remove Head Cover action
- Actions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore
- Art: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.
- Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
- Animations: Player should now be force-disarmed when clapping while holding a single-handed weapon.
- Animations: Pointing and clapping now works even when initiated from aimed states
- Animations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
- Animations: Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
- Animations: Twitches on right hand fixed when holding an item while middle finger and pointing.
- Crafting: Cannot combine ruined stacked objects (such as ammo, rags)
- Crafting: Cannot chamber/load magazine with ruined ammunition
- Crafting: Motorbike helmet visors didn't retain their type when spray-painting the helmet
- Crash: Game Crash when using FLUSH command
- Crash: Out of bounds crash when no sounds defined
- Inventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaos
- Medical: Cleaning wounds with alcohol tincture doesn't add last stage of infected wounds
- Medical: Vomiting/Stuffed was completely broken. Now simplified and streamlined
- Melee: Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)
- Spawns: Lowered probability of Weapon cleaning kit spawns
- Systems: Healing system was double processing for blood regeneration
- Systems: Notifier messages were not being cleared/reset on within-state changes
- Systems: Players position was not saving on disconnect
- Systems: Players could get continually stuck in a dead character during load from central server
- Systems: Players would not receive any falling damage
- Systems: Disconnecting dead player would delete the body after ~30 seconds
- Systems: Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)
- Systems: Notifier gets stuck on "stuffed"
- Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)
Gruppo Steam: Dayz-Gv
Lista Survivors GamesvillageSpoiler:
Username - Steam Username
Antorugby - Antorugby
Drake - Drake_Zee_Spy
Malfa - > Malfa <
Kithkin - Kithkin
Bonus:
IP:
185.25.204.130:10002
Channel:
GW-Dayz
Spoiler: