DayZ update adds vehicles, refueling, and human flesh

You know... human flesh... to use as bait. It's... just being used for bait, right? Right?


On the surface, a progression to version 0.51.125720 may sound somewhat innocuous. DayZ's latest update, however, offers some interesting new upgrades to the zombie survival game.

The most notable change looks to be the long-awaited addition of vehicles. This should make supply runs all the more interesting, especially with the new refueling mechanic that makes fuel a precious resource. There are also some new crafting recipes, as well as a new plant-watering mechanic that requires you to keep your crops hydrated.

Look for new items to make it into the game, as well. Among them are netting, burlap, strips, and human flesh. Yes, human flesh to use as bait for zombies. (Um... please say you're using human flesh as bait.)

The full list of changes, as well as the list of bug fixes and known issues, can be found on the game's Steam Announcements page. DayZ is currently available on Steam Early Access.

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Ozzie has been playing video games since picking up his first NES controller at age 5. He has been into games ever since, only briefly stepping away during his college years. But he was pulled back in after spending years in QA circles for both THQ and Activision, mostly spending time helping to push forward the Guitar Hero series at its peak. Ozzie has become a big fan of platformers, puzzle games, shooters, and RPGs, just to name a few genres, but he’s also a huge sucker for anything with a good, compelling narrative behind it. Because what are video games if you can't enjoy a good story with a fresh Cherry Coke?

From The Chatty
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    December 3, 2014 4:00 PM

    Ozzie Mejia posted a new article, DayZ update adds vehicles, refueling, and human flesh

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      December 3, 2014 6:44 PM

      Damn. What is taking them so long . This is pathetic.

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        December 3, 2014 7:03 PM

        How long should it take to develop a game of that scope?

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          December 3, 2014 7:31 PM

          Well if they follow the BI trajectory probably a year or two after its been surpassed by a better mod for the current game engine.

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            December 3, 2014 7:52 PM

            That's really cute, but I'm actually curious how long a standalone game like this should take to make.

            Maybe someone who is familiar with DayZ and does game development can chime in.

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              December 3, 2014 8:04 PM

              Being the guy in charge of the project has experience with making a mod and should have learned a few things to streamline the process a functioning alpha could reasonably be expected in 2 years, a time frame that has already come to pass as DayZ SA was in development for a year before early access.

              Right now we are looking at a minimum of 4 years development to have all the systems functioning to call the game an alpha build, and likely 6months to a year of beta testing after that, so the game will take roughly 5 years to make on its current development schedule as supplied by the development team.

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                December 3, 2014 8:18 PM

                What it probably comes down to is the development team realized they have to do a shitload more work than they thought they would to do what they want with the engine they are using. This isn't that rare in game development and many games have died in development because of it.

                I'm guessing a few months ago they realized that they are going to have to do one of the following:
                A) Start over with a new engine.
                B) Basically start over with the current engine but doing a better job having learned from hardships faced already.

                They announced that they were doing A, but reading it more closely they were really doing B. Following the development it really wasn't until recently they established clear milestones for what needs to be done yet. While the team has done a good job of adding content they have struggled to make the systems that make the content work function.

                Thing is that shit like this happens, sometimes it really isn't no ones fault, sometimes it was a poorly managed project. We just get to see it in action because it is an early access title, and the community has grown frustrated because the development team hasn't exactly been transparent about whats happening.

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                  December 3, 2014 8:42 PM

                  When posed with questions about the delays, the answer from the devs has been that Bohemia has allowed them to vastly increase the scope of the project (including PS4 and Steam Workshop support), which has allowed them to go back and rewrite systems to "do it right", so to speak, instead of just using band-aids. The side-effect is that they need to take more time to get it done.

                  Do you think that's BS just to cover up incompetence? It would be pretty disappointing if so. Rocket and Hicks really seem quite passionate about DayZ and it would suck to know they've been pulling the wool over the fans' eyes.

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                    December 3, 2014 9:11 PM

                    I don't think they are maliciously trying to cover anything up.

                    There have probably been a variety of factors that have contributed to the slow development of the game and the amount of funding and support from Bohemia very likely did allow them to expand the scope of the project.

                    I would say Rocket probably wasn't the right person to lead the project given the troubled development of the mod and the standalone. He genuinely seems like a pretty good guy that obviously cares about DayZ a great deal but has done a poor job of setting milestones and prioritizing what needs to be done. I wouldn't normally place the blame on someone like that but many of the issues we are seeing from DayZ SA we got to witness from the mod while he was developing that.

                    As Hicks as stepped up transparency has increased and clear milestones have been set. Most of the people in leadership roles on the project have professional experience working on games, but not experience being in a leadership role for a shipped game. I wouldn't call it incompetence, just lack of experience.

                    I'm also going to guess the Arma engine is a nightmare to work with, and some of the backend stuff they plan to do is actually a lot of work that honestly should have been well along development by now. Getting loot persistence to work probably opened up their eyes to how difficult the development is going to be if they don't stop putting band-aids on problems and actually redo almost all the backend work. It was probably a lot of small decisions that made sense at the time turning out to be terrible choices in hindsight.

                    So you have a group of well meaning folk that are inexperienced at running a project without any veteran leadership to guide them and suddenly having the funding to massively increase the scope of the project a little over a year into the project. I think the recent choices for reworking a lot of stuff in the game are the correct choice but they really should have publicly admitted they made a few big mistakes. I strongly feel they should bring someone in that has experience shipping multiple titles to oversee the project.

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                      December 3, 2014 9:30 PM

                      One more thing concerning the transparency, Rocket would frequently say it takes too long to do development logs or publicly detail development plans but would consistently spend 6+ hours (making multiple posts per hour) per day arguing with people on Reddit about the development of the game.

                      Being called out on that repeatedly was one of the things that lead to his recent meltdown and rage quitting reddit.

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      December 3, 2014 6:55 PM

      Looks like DayZ is going to give Breaking Point a run for its money!

      oh wait

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        December 3, 2014 6:57 PM

        It's almost stupid how much better breaking point is in EVERY FUCKING WAY and DayZ has got years on it. I really regret buying the DayZ early access, it's pretty much never changed since the day I bought it until right now. Staying in Arma 2 was a terrible idea....or being shitty at making a game, that could be it too.

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          December 3, 2014 7:21 PM

          Yeah, DayZ just seems like a hacker's paradise. Breaking Points seems better in almost every way... it's just a bit short on content for now.

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            December 3, 2014 7:31 PM

            I'm rather critical of the development of DayZ but cheat and hack prevention should not be a priority for them at this time, they have plenty of other things they need to get working first.

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              December 4, 2014 12:31 AM

              Agreed. I'm disappointed with DayZ, though I did get 100 hours+ of content out of it. I'm hoping they make a great game but I've lost the desire to play it at this point.

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              December 4, 2014 6:50 AM

              Just an FYI, they're hardcore about exploits. They stomp that shit out the second one rears its head, often before the community at large has any idea it even exists. Reports of hacking in DayZ (like almost every game, I suspect anecdotally) are greatly exaggerated.

              They have plenty of staff to focus on multiple areas of development at once.

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          December 3, 2014 11:01 PM

          Man, I played Dead Nation for Arma 3 and it was fun but broken as hell. Breaking Point seems light years ahead of both of them.

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      December 4, 2014 2:34 AM


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        December 4, 2014 6:24 AM

        that was the DayZ mod for Arma 2. this is the DayZ standalone game.

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      December 4, 2014 6:48 AM

      If you can get over your uninformed expectations for what a game *should* be at X point in development, you'll have an absolute blast with DayZ. I've put like 80 hours in the first half of '14 when almost none of this shit was in and it was still some of the mots unique, tense, and fun hours I've ever had gaming.

      Shit's janky all over the place, but I doubt DayZ would be the experience that it is without any jank.

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        December 4, 2014 10:23 PM

        The problem with removing all "your uniformed expectations of what a game *should* be at X point in development" is that you remove the restrictions that SHOULD be placed upon developers to deliver a working product within a complimentary time-frame. This is the problem with Early Access. So many people think that "they didn't have to give us this early access, so they don't owe us anything." Which is complete nonsense. You just PAID to be a QA tester, a job that is normally something the developers/publishers have to PAY people to do. Whether you preorder, but early access or wait until final release the developer OWES you a completed project. A WORKING project. Alpha may be Alpha, but it is supposed to be a WORKING component of what is to come. It feels like they're moving too fast to add features and not focusing enough on what is already there.

        I love DayZ, however, I constantly struggle with the CORE components of the game not working correctly. (Getting hit by invisible zombies. Having to join three servers just to be able to move. Zombies hitting me from four meters away, etc. etc.) CORE components are things that SHOULD be in place at THIS point in the game's development cycle. I'm perfectly okay with them taking until 2016 or 2017 to release a final project, but dear God at least have your game's Core components in a working condition.

        What it really seems to boil down to is the fact that they saw the success this could have. People asked for Standalone and we got it. The problem with that Standalone is they RUSHED to get it out, RUSHED to make more money off of it. Say what you want, but even the "good" guys in game development care about the money. Anybody in their right mind cares about the money. Not to mention the fact that when Bohemia became involved there was more pressure on the developers to deliver a salable product to the public.

        And before anyone uses the whole "The people working on new items don't work on the core game" trick, I understand this. How about you let those people keep working on those features, you fix the current issues with your product, and then you implement them slowly so that you don't screw up what you just spent months fixing. The whole patchwork code debacle doesn't help much either. Bandaids should never have been an option.

        TL:DR - DayZ Standalone is a shell of what it should be at this point in time. Adding more and more stuff while your core components still struggle doesn't help the fact that paying customers, people who PAID to test your game for you, are struggling to do just that, and instead of working away tirelessly to fix their issues you simply add more features which break more core components. But hey, it's an alpha so it's okay guys.

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