HIHB Server Events

Server Event:
Monday Madness

 

Time:
Monday - 7:30pm AESDT

 

Date:
29th Dec. 2014

 

Server:
HIHB Private - Heaven On A Biscuit

 

Map Location:
TBA on the night

 

Objective:
TBA


Server Event:
Saturday Night Madness

 

Time:
Saturday - 8pm PST

 

Date:
27th Dec. 2014

 

Server:
Hell In A HandBasket US Regular

 

Map Location:
TBA on the night

 

Objective:
TBA


Server Event:
Friday NIght Fights

 

Time:
Friday - 7:30pm AESDT

 

Date:
26th Dec. 2014

 

Server:
Hell In A HandBasket - Hardcore

 

Map Location:
TBA

 

Objective:
TBA

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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A short but sweet status report this week. Vehicles and hopefully fixed Zeds on the way for Nov.

Player Interaction is arguably the cornerstone of what makes DayZ magical. Be it friendly or hostile, direct or at a distance - the interactions between players within Chernarus is what makes the world come alive without a structured narative or reason to be. The drive to stay alive, and survive in itself compels the player to create their own story by way of the journey. You see the stories told through pictures, forum posts, youtube videos, and twitch streams all over the internet. As we move towards our Christmas break, making those experiences be as fluid and enjoyable as possible on a development build is a personal goal for the team. Server performance, and security fixes rank just as high as the remaining content and feature additions on the board for November, and the weeks available in December outside the holidays.

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