Trotz der Steam-Weihnachtsaktion und den typischen Rabatten bei allerlei Spielen befindet sich DayZ als Early-Access-Titel nach dem fulminanten Start weiterhin auf der Pole Position der Verkaufscharts. Das Spiel befindet sich bekanntlich in einer frühen Alpha-Phase und ist demnach ziemlich unfertig, weswegen Dean Hall (rocket) als DayZ-Frontmann im offiziellen Forum davon abrät, das Spiel im aktuellen Zustand zu kaufen.
Seiner Ansicht nach könne er das Spiel momentan niemanden empfehlen - vor allem nicht zu dem Preis (auch wenn der Kaufpreis noch einige Zeit so bleiben soll). Interessierten Leuten, die nur einen Blick auf das Spiel werfen wollen, kann er die aktuelle Version ebenfalls nicht empfehlen, schließlich könne man ja auch Streams schauen. Höchstens für Personen, die in den Entwicklungsprozess einbezogen werden oder die Entwicklung miterleben wollen, sei es "möglicherweise" interessant.
Dean Hall fasst seine Meinung zur DayZ-Early-Access-Version kurz und knapp zusammen: "Im Großen und Ganzen würde ich es nicht empfehlen. Aber ich denke in einigen Wochen könnte sich der letzte Punkt (für Personen, die in den Entwicklungsprozess einbezogen werden wollen) von 'möglich' auf 'ja" ändern."
For the current game? No
For the price? No (it will stay this price for some time)
To see the game? No (you can watch streams)
To participate in development? Possibly
Overall, I would not recommend it. But I think in a few weeks, it might go from "possible" to "yes" on the last one."
Zudem hat er sich im Forum dazu geäußert, welche Verbesserungen und Updates für DayZ in Entwicklung seien: Mehr Zombies, multithreaded Server, mehr Server-Management-Optionen, Implementation von VAC gegen Hacker, Kochen, Ressourcen sammeln und Jagen.
Target delivery: Ongoing
We absolutely plan to have more zombies. To cope with the current total dynamic entity count of over 10000 we have had to make a great deal of optimizations. If loot is completely removed, we can easily run 4000 zombies in our debug builds. In the new year we will be optimizing the way we handle dynamic objects (such as loot) a great deal more which should give us significant savings - but the change was considered too risky to be done prior to alpha launch. If we had problems, we would have delayed the project further by months.
Target delivery: Early 2014 & Ongoing
To assist with increasing player and zombie numbers, we will be parallelizing the server architecture. Currently RV does offload some extra threads off to other cores, but this is for rendering and file handling - neither of which are issues for the dedicated server which uses no rendering and has a greatly reduced file footprint. This should provide some very, very dramatic improvement in performance where additional cores are available. Note, however, that this will increase the complexity of hosting DayZ - it may mean that we see a greater dispersion in the capacities of DayZ servers.
Respawning Zombies & Loot
Target Delivery: Early 2014
Currently to have the server check if something needs respawning can cause an issue with performance. We did not want to go with a "scripted" solution for respawning, and it is expensive on server performance. Player spawning on the coast is conducted by the engine, and we are going to employ a similar process for managing zombie and loot spawn (possibly parallelized). This is a high priority task and zombie respawn at least is very close to being implemented.
Server Management Options
Target Delivery: Ongoing
Additional options for those hosting servers will be rolled out as soon as we can. We want to encourage a "hardcore" mode that will operate on a separate database, featuring things like first person only, no hide body, etc... In addition, we also want to provide passworded servers that will operate on their own shard of the database. This shard could be grouped, so that a group of passworded servers could operate on their own database. Eventually, we would like to see these different communities on their own db running their own variations of DayZ to meet specific communities needs.
Animals & Hunting
Target Delivery: Early 2014
The AI for animals is based on the new AI for zombies (some will notice the old local ambient animals making zombie noises and acting aggressively!). We have a cutdown version of this we will be using for hosting animals, including those from ArmA2 as well as new animals such as a deer. We already have the meat models made, and we have the basics of cooking. So this functionality is quite close. It does have an impact on the server, and at the moment we could only run about 300 animals per server without seriously impacting performance (until we have started additional server optimization).
Additional Anti-hack and Security
Target Delivery: Late 2013
We are working on additional anti-hack to supplement the implementation of VAC. We have been working closely with Valve for VAC as well as our other anti-hack partner. Details of this will be released shortly. The most important thing to remember is that anti-hack is really the secondary defense - the primary defense should be good architecture. We have already identified (and fixed) several key vulnerabilities in the three days since launch. There are more we know about and I am sure more we don't. The purpose of this early phase of alpha is to identify and fix those. As our architecture now relies on the server controlling and adjudicating everything, we can close off locally controlled functions and back doors - which is what we have been doing.
Cooking & Gathering Resources
Target Delivery: Early 2014
This is a system that was not completed prior to the alpha launch so is half-done. Additional work will be done and pushed when we can. This will include gas cookers (already ingame) and the creation of fireplaces. We will be allowing players to gather resources from the world, such as firewood, stones, etc... This will then be utilized by the existing crafting system.
Letztes aktuelles Video: Steam Early Access