natural, and today we would like to talk about the current issues, the expectations set by both the DayZ Mod and 0.62, and the future of the game.
Because this review process can take so long, we use the readily available PC platform to try new versions early – to check if there are any significant issues we missed (as you know, it happens). This PC testing lets us deliver the console update in a more reliable state and minimizes the chance of re-sending builds for review.
A quick 1.04 update: we will carry out a complete server and character wipe, and will introduce private servers. Also, this update will address some of the current most troublesome issues in the game – duping, server hopping, and frame rates.
You might question the necessity of a new engine, but for those who took a long break from the game, it's plain to see just how much of a difference it has made. DayZ runs a lot smoother on the new engine. Although it might be hard to notice the change when you play daily, taking a step back should help to highlight many of the improvements that have been made during development. And these improvements are strengthening the game every day. We see it through the steadily increasing player count (even on PC) since March 2019 (public data is here[steamcharts.com]). We see it in Twitch statistics – with more channels streaming the game and more people watching (link to Twitch stats[sullygnome.com]). It might be a far cry away from the numbers of 2013, but for an almost 6-year-old game, it's pretty good! Of course, we will continue to work on DayZ to make everyone's experience better.
Let's take a more detailed look at the game and its future:
- Advanced health system – We improved it in 1.04 and will continue the balancing. However, at this time we will not commit to implementing complex medical/injury gameplay – while this is desired by many hardcore players, we are still struggling to fully explain the complexity of the existing system to the majority of players. Moving forward, we are working on a nice balance between authenticity and accessibility.
- New content (guns, cars, etc.) – As you know, we have already added some of these. More will follow, but keep in mind that it will depend on how quickly we can achieve this year's goals.
- Modding support – We will improve the user experience for both modders and players. For example, we will soon bring animation tool support.
- Stable base building – A large part of this is the matter of balancing, and it's one of our key objectives for the year.
We also plan to release an official DLC this year (keep your eyes open, and follow us on social media for updates). Additionally, we are currently experimenting with Survivor GameZ (a mod and popular tournament from the past), and will possibly bring this to DayZ as an additional game mode.
While these are by no means the only team changes, we wanted to at least address the public faces of the game who are leaving:
- Peter, Lead Designer, who led the design direction of DayZ through many tough years.
- Eugen, Project Lead, will always be loved for his honesty and open ears to both players and developers.
- Martin, Brand Manager, is in our hearts for his effort to finally bring DayZ successfully to players on Xbox and PlayStation.
- Baty, Community Manager, loved for all the personal care for our community and interactions with our player base.