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A quick devblog this week to show some ingame footage featuring: the solving of the notorious "zombie zig zag" that occurred the mod, server side mass zombie...

Comment by Uncle Dude on March 8, 2013 at 6:37pm
This is my first ever DayZ-related post. Hope you enjoy!
Comment by Mincho Hristov Ivanov on March 8, 2013 at 6:52pm
I still dont understand why ppl are so facinated by zombies...when it comes to fantasy material they are kind of simple and cheap...
Comment by Uncle Dude on March 8, 2013 at 8:18pm
As I see it, there are two types of enemies that people have no qualms about killing en masse: nazis and zombies. If only some visionary game designer could think to put these ideas in one groundbreaking game...
Comment by Uncle Dude on March 8, 2013 at 8:32pm
Matt Lightfoot, from the DayZ forum:

We’ve gone for a reasonably quick and dirty video blog this week, mainly because things have been very busy for us.

Inventory System
One of the biggest improvement areas has been the inventory system, now almost ready for a public display. This new inventory system supports crafting, interchangeable clothing, degradation, tracking, weapon customization, and much more. It’s really a revolutionary system for us and we’re extremely proud of the results that Jirka (our programmer assigned to this) has achieved.

Crafting
Not touched on in the video, but what we will be showing soon is the basics of how users can interact with items in the world - this is the next step in development of our inventory system beyond where it is now. This is not a traditional crafting system, but one that encourages layers to explore the ways in which items can be crafted.

Zombie pathfinding
In the video, towards the end, some before and after footage of work on the zombie AI pathfinding. Not only has this changed the role, threat, and speed of the zombies - but it has also yielded performance improvements. The increased accuracy of the zombies movement allows their movement to be slowed down to more sensible values, in line with those of the players themselves. We still have some other avenues to explore in this regard, but we’re very pleased with the results so far.

Mass zombie spawning server side
Now all zombies are spawned directly on the server and their movement is governed directly on the server itself. This has allowed us to provide increased security and hack prevention mechanisms by disabling functionality at the client level. It also means that zombies no longer “pop” in and out of the world, previously used as a mechanism to tell if someone was in the area. It also paves the way for us to allow migrating zombies and zombies traversing open areas in search for their next meal.
We still have some way to go in performance, the initial tests of 4000 zombies spawned reduced the server FPS to 4. After performance optimizations this increased up to 21. We’re now confident we can have the server FPS back up to 30+ with maximum numbers of zombies in the near future.

Expanding health system
Health is extending far beyond just blood, into a system that incorporates health, blood, and consciousness level. How these are all interrelating will be touched on in its own devblog in future. Some of the exciting developments coming include longterm play effects such as poor diet affecting your long term health levels. All this translates into the importance of a longterm plan for survival of your character, and we’re sure the role of medical specialists will become very important - hopefully emphasizing social interaction opportunities.

Chernarus Expansion
This continues at a huge pace. The two new villages in expand Cherno and provide it a true city feeling. Also expanding is the top (north) map area and the continued development of our large-scale features being added to the map. More to follow on this! (we can’t wait to show some more of this!)

Loot spawning
Finding loot now involves scavenging inside of vehicles, looking for items stuck between furniture, prying open car boots, or strewn in the wasteland itself. Consuming your bounty now results in rubbish, such as empty cans after consuming your beans. This is no mere gimick, because your trash can be used to track you.

Conclusion
There is a great deal more that can be covered, but we’re really deeply in the thick of development at the moment and we just wanted to get something quick and dirty to all those waiting for standalone. We know that you want it released, and we know you want to know when this will be - but we’re 100% committed to making this a great game, and that means we are making sure to do things properly. We’re happy and confident about the progress, so it’s one foot after another and soon we’ll be at the finish line.
Comment by Mincho Hristov Ivanov on March 8, 2013 at 9:45pm

Ill kill baby seals en masse if i have to...just no more zombies...ive been killing zombers since dangerous dave in the haunted mansion...do you remember DD??? I played it around 1995~6 thow the game was relesed 1991...pff...zombies...

Comment by Alekzis on March 9, 2013 at 12:30am
No need to do something so harsh... simply don't play the game. There's a lot of people who enjoy games like this one, of course myself included. Also the biggest threat on a game like Dayz aren't zombies but the other survivors.

@Uncle dude, great video dude thanks for sharing. Really liking what i see on this vid. I can't wait to get back into dayz, hope it will release soon.
Comment by Mincho Hristov Ivanov on March 9, 2013 at 1:30am
So now i cant express my displeasure of the staggering oversaturation with zombie entertainment for the last few years???I am not telling you not to buy it or not to enjoy it i am telling you that i dont...jees...and afcourse i am not buying it...and good for you...now i wish someone makes a game that i can enjoy...
Comment by Alekzis on March 9, 2013 at 9:36am

lol a bit touchy? No, that's not what i meant i'm simply saying an easier solution to this type of problem would be to simply not play the game rather expect  devs to stop making games like this, after all that's the only way a consumer can get his point across (by not supporting the product). Now i know you don't plan to buy it which is good but in your original post you didn't mention such a thing which lead me to believe that you were suggesting this type of games should stop just beacuse  they didn't appeal to you regardless of whether or not there was a still a market for them.

Comment by Uncle Dude on March 9, 2013 at 9:38am
@Alekzis

The new pathfinding looks awesome...and scary. I can already picture a train of 50 zombies 3 feet off your ass. Can't wait to get my hands on this.
Comment by Uncle Dude on March 9, 2013 at 9:40am
Not to mention the sheer numbers. 3000 or more per server? Oh, shit. This should drastically alter the play-style.

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