*Public Event* Monday Madness

Event Name:
Monday Madness

 

Time:
Monday - 7:30pm AEST

 

Date:
24th Nov. 2014

 

Server:
HIHB Private - HardCore

 

Map Location:
TBA 
on the night via Global.

 

Objective:
Eliminate all [TOG] at the location specified.

*Public Event* King Of The Hill

Event Name:
King Of The Hill

 

Time:
7:30pm AEST

 

Date:
Sunday - 30th Nov. 2014

 

Server:
HIHB Private - TBA

 

Map Location:
TBA

 

Objective:
Get at least 50% of your still living team inside the objective. Corpses don't count. Limited positions available so get in fast.

 

Registrations: 
[TOG] DayZ Public Forums

 

Registered Players:

.50 is live changelog is below. We will test .50 thouroughly before deciding to go to Private Shards for our AU servers. All other servers will follow when funding and players warrant the change. Enjoy!

Changelog Stable - 0.50.125369

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Unfortunately we didn't get .50 this week but at least we get a decent status report and will just have to wait until next Wednesday's maintenance for .50.

 

Greetings Survivors,

 
Over the next few weeks you will hopefully begin to see some small (but effective) changes to how the Status Reports, Dev Streams, and DayZ website are laid out. In order to facilitate this, the traditional format of our dev streams will change and the Status Report will begin to focus more on the tech side of DayZ, as well as the existing discipline soap boxes, and stand up notes. The DayZ website will soon feature an "Early Access" calendar covering our intended experimental and stable branch updates, play sessions, dev talks, special events, and consumer show attendance.

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The subject of the central economy has been one of varied opinions within the community. The idea of centralized control over both rare items, and quantity control over more common items of loot is very polarizing. As we look towards the remaining months left in 2014, the team has been discussing our intended goals and level of functionality desired from the loot spawning system, and the central hives' control over it.

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Status report for this week is looking like speed/teleport hacks may be detectable now. A small but significant report I must say.

Over the last week (and throughout the next few) a good deal of work has been done to gauge current server side performance, player and AI limitations, and the immediate steps required to increase the current limits. In tandem with work done with BattlEye, our game server provider partners, and our internal security team we have also continued work addressing immediate security concerns and ways to mitigate them in order to provide an enjoyable player experience.
Players will begin to see these appear in the following ways:

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