DayZ Patch 0.30.113953
Design: Balancing of player spawns (ongoing)
Server: Dead player cleanup (time based)
Design: M9130 Bayonet can now open cans
Server: BattlEye Anti-Cheat (Client as well)
Server: Initial implementation for Sub-Private Hives (ongoing)
Server: Initial implementation for regular & hardcore Public Hive
Server: Dedicated Server crash related to player skeleton
Server: Player location rubberbanding (ongoing)
Server: Large delay in item manipulation and “inventory tetris”
Edit (there was also Jan 6th Hotfix which we’ve listed below):
And with the end of Rocket and Crew’s winter break, we have received another glorious patch. Although no weapons were added in this patch (like the magnum in the previous one), there are a few quality-of-life changes that should make gameplay a little smoother. On top of that, we finally have the implementation of BattleEye, which should stem the tiny trickle of hackers currently in game.
Player spawns continually updated. As of right now the spawns remain on the east coast primarily, with a little bit of fine-tuning. Not a major change.
This DayZ patch seems to confirm that private hives will eventually be implemented, which I personally don’t agree with from a design standpoint (more on this tomorrow), but nonetheless was a major part of the latter days of the mod. In addition, it seems that they will eventually be splitting the Hive into regular and hardcore, an interesting decision.
And most importantly, rubberbanding and item tetris has been “fixed,” although we’re still getting reports that some positional lag is still rearing its ugly head and items dropped on the ground take a significant amount of time to appear. I expect to see some more patching to actually fix this issue, as it seems to be a deeper problem than a simple code change.
Also the Bayonet can open cans now so its not just a fancy extension for your Mosin anymore. Yay progress!
Stay tuned for more discussion about private vs. public hives and few other design-related topics in the upcoming week.