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DayZ 2015 Roadmap (release due 2016)
#1
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Q1 2015
• Basic vehicles
• Advanced loot distribution
• New renderer
• New Zombie AI
• Basic stealth system (zombies and animals)
• Diseases

Q2 2015
• Advanced vehicles (repair and modifications)
• Advanced animals (life cycle, group behavior)
• Player statistics
• New UI
• Player stamina
• Dynamic events

Q3 2015
• Traps
• Barricading
• Character life span + soft skills
• Animal predators + birds
• Aerial transport
• Console prototype

Q4 2015
• Animal companions
• Steam community integration
• Construction (base building)
• Beta version, expected price €34.99 / $43.99.

Posted on: 2014/11/30 20:14
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Re: DayZ 2015 Roadmap (release due 2016)
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Posted on: 2014/12/17 3:27
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Re: DayZ 2015 Roadmap (release due 2016)
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DayZ Development Blog
8 APR 2015
Brian Hicks / Lead Producer

Just how hard is DayZ supposed to be? What is the targeted experience here? How valuable should items, and thus what I carry be to me as a player? I like to think we’re pretty up front about exactly what DayZ is and is supposed to be, and as we move closer to 1.0 more and more of this will begin to take shape. Once, when asked how valuable tools and resources should be to a player - on a scale of 1 to 10, where 1 is finding everything you need without issue, and 10 is elation over finding a can of beans (I’m paraphrasing here) Dean was quoted saying an emphatic “10”.

Some folks have expressed concern that the increasing difficulty in surviving and combating the environment would hurt player interaction. To which I say.. Sure, it will hurt player interaction if by player interaction you mean folks wandering up and down the coast, wearing pink dresses and chasing each other with fire extinguishers. However, I firmly believe it will -drive- and foster a different type of player interaction.

Interaction between players making their way across Chernarus, scavenging to survive. Players who enter a village and have to make a hard decision - do I use what little ammunition I have to kill and steal from the survivors already in this town? Do I instead avoid the risk of death from attacking another player, only to potentially risk death by starvation or infected as I make my way around the town? Is the cost of expending my resources in either choice too great?

Make no mistake, DayZ is and always has been intended to be an unforgiving, brutal fight for survival in a harsh post apocalyptic landscape. Obviously, we still have a long ways to go to get to that point, but as we move forward more and more systems will be introduced that support that experience. Balancing and adjustment will have to occur, as the intended experience is not to ensure starvation on the coast, but instead foster the ability to spawn, gather the basic supplies required to move inland, and thus begin the real DayZ experience - your story, your struggle for survival.

Posted on: 2015/4/8 23:51
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Re: DayZ 2015 Roadmap (release due 2016)
#4
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I think the last update was a step in the right direction.

Posted on: 2015/4/9 13:08
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Re: DayZ 2015 Roadmap (release due 2016)
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Agreed

Posted on: 2015/4/9 23:40
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Re: DayZ 2015 Roadmap (release due 2016)
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Survivors DEC 2013 to AUG 2015

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Posted on: 2015/8/16 23:58
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Re: DayZ 2015 Roadmap (release due 2016)
#7
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The current population of survivors is 3,166,767 x $30 = $95,003,010

Posted on: 2015/8/18 0:29
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