HIHB Server Events

Server Event:
Monday Madness

Time:
Monday - 7:30pm AESDT

Date:
26th Jan. 2015

Server:
HOAB - Regular(AU)

Map Location:
TBA on the night.

Objective:
TBA


Server Event:
Saturday Night Madness

Time:
Saturday - 8:30pm PST(3:30pm Sunday for AU)

Date:
24th Jan. 2015(18th Jan for AU)

Server:
HIHB - U.S. Regular

Map Location:
TBA on the night

Objective:
TOG(US) v TOG(AU)


Server Event:
Friday NIght Fights

Time:
Friday - 7:30pm AESDT

Date:
23rd Jan. 2015

Server:
HIHB - Hardcore(AU)

Map Location:
TBA to specific Clans that attend the event

Objective:
TBA

If you have a clan and wish to join the "Friday Night Fights" contact us. clanfnf@hihb.net.au

2015

We live in the future people. 
2015 looks to be a pretty awesome year for DayZ, I'd like to kick off this months Status Reports by talking a bit about how the team has settled in during our first week back, as well as some awesome points of inspiration for us.

First off, I was forwarded a link to Eternum Pictures DayZ fan film - which has some outstanding emotional points about friendship, and loss. The loss that the main character in this fan film experiences is something that resonates with me. I can recall how it felt to meet, befriend, and then lose a stranger in my early DayZ mod days. As the option to instantly respawn after death somewhat limits this experience, it brought to the discussion table some server options that we've had on the drawing board for awhile. Speaking of servers...

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This is a good summation of what has happened in DayZ over the past year and also what's to come. Long road ahead yet.

Posted on December 19, 2014

 
Happy Holidays everyone! As some of you may know, DayZ just recently celebrated its first year in Steam's Early Access program. The Early Access experience has been both challenging and rewarding for everyone on the development team. With that in mind, we have put together a high level document looking at what we have accomplished together in 2014. Pairing that with our goals ahead for 2015, we all have a lot to look forward to.

Now that 0.51 has reached stable branch we've had the pleasure of watching how the survivors of Chernarus interact and experiment with its content and mechanics. Be it player to player interaction through the extension of the meat harvesting systems, or traveling together across the map in search of a V3S. For now the team is focused on critical bugfixes and server side performance optimization for 0.52 midway through December (due to the upcoming holiday season).

For me, the first two quarters of 2015 hold a great deal of excitement.

The last year has had a large amount of work ongoing behind the scenes that effect gameplay, and playability for a significant part of the active Early Access userbase. As someone that has spent over three thousand hours in Chernarus this year I am genuinely excited for the possibilities.

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November and December are busy months for DayZ. Coming up next week we're aiming for the 0.51 update to stable branch, we have the conclusion of our Private Shard contest, and of course.. the initial implementation (at a very basic level) of wheeled vehicles into stable branch. It is important that when hunting for/fueling/driving these new base model V3S trucks across Chernarus you understand the limits, base functionality, and placeholder status of much associated at this time with the vehicle.
 

  • The V3S is not tied to the persistence system at this time, so when it restarts - it respawns.
    Yes, worry not vehicles will save, just not at this time.
  • Much of the animations are in progress, we hope to greatly improve the visual immersion versus legacy animations when mounting and exiting
  • The interior of the cabin is still in progress, what is there currently is placeholder.
    Instrumentation will eventually be the primary method for tracking speed, fuel, temperature, etc
  • New sound effects for the V3S will be recorded, for now we are using legacy placeholder sfx
  • At this time the bed / cargo / command sections of the V3S and its variants are disabled while we continue work on them
    This means the truck has no item storage capacity, and seats two survivors (at this time!)
  • Very basic functionality is present for vehicle maintenance, this is limited to fuel consumption and refilling.

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Although they're currently buggy as hell, we have a VS3 in Exp build. 

Posted by Eugen:
Thread Here

Vehicles , first iteration. (Experimental)
I wanted to preface this, as we are going out with vehicles this soon into their implementation, only to be sure that performance impact is as expected and we can continue on this course. Currently the vehicles (as a feature) are very rough, however the underlying structure is there. Ranging from visual bugs, to physics issues. You can expect anything. We are aware of most of them. 

Although the data for parts and some tech is there, the systems need to be configured. You can expect to drive the vehicle, use it for transport of you and your codriver from point A to point B. However for this experimental you dont need to repair anything and you can find vehicles easily. This will not be the case later in their development. We increased the number of available vehicles by a great amount so you can have fun and break them.

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