Development and updates of the mod will continue in parallel with the development of the game, so anyone who is playing the mod now will be able to continue to do so. The project will follow the Minecraft development model; fast iterations with the community alpha available for a heavily discounted price.
Two sentences:
Firstly, 1.7.2.5 will not come out (it will be 1.7.3)
Secondly, WOOF WOOF.


the standalone is far from being "Set To Release" on either console
...did you read the article?
It isn't being released full stop on the X-Box.
huh? I saw a few interviews from E3 where Rocket talks about this. it comes down to M$' policies on self publishing. but he says in so many words that things could change and/or they could work something out
the linkless article here is just so-called gaming journalism trying to spin everything into the context of the console wars
but in no way is it a confirmed PS4 title, as "set to release" seems to suggest. as someone that's been playing and following the game for a minute (this thread is from August), I'm reluctant to say it's "set to release" on PC. they still have some serious hurdles to get over before they start thinking about consoles

It's still early. We'll see if anything changes. Which I hope it's for the better. This game has a bright future if done right.it's just more that in general you should post the link. I actually saw this article the other day. it says "Except, you'll only be able to check out the standalone version on PC and PS4." but then it goes on to quote Rocket as saying "But who knows? Maybe Microsoft will change"
and like I said, Standalone DayZ as a working proof of concept is still yet to be seen, let alone all the issues that would come up trying to port it to consoles. I'm sure Rocket is very optimistic about the future, but as someone that's been riding this roller coaster of waiting for a PC alpha release, the last thing I want to hear about is plans for console ports of the final product

The game has been delayed
http://www.pcgamer.com/2013/11/11/dayz-standalone-version-delayed-due-to-bugs-and-poor-optimization/
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DayZ Standalone version delayed due to bugs and poor optimization
DayZ Standalone version delayed due to bugs and poor optimization
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Arma III’s release had its fair share of hitches, but it appears as though the bugs and optimizations issues plaguing DayZ Standalone's development are of a different breed—enough to push back the game's launch window.
DayZ Standalone creator Dean Hall, recently commented in a recent Reddit thread, explaining that the game wasn’t out primarily because of debilitating optimization issues.
“We think we need a minimum of 15 FPS will [sic] 50 players, 2000 zombies, and 25000 loot items,” Hall wrote. “Our latest tests have all shown some runaway systems in the code we have to tidy up.”
Hall said he didn’t know when he and the team would have the game optimized the way they want it, and refused to give out a hard release date. He did, however, specify that DayZ Standalone was functional with around 10-20 players, and that zombie pathfinding has significantly improved over the versions that hunted you in the original mod. Hall also revealed that, unfortunately, these zombies tend to glitch through walls and do other non-zombie-like things when the framerate dips below a certain level—a side effect of the game’s bugs.
Optimization issues and bugs aside, there’s some light to be found at the end of DayZ’s dark, dank tunnel. Hall wrote that while the new inventory system still has its issues, it's a “huge step up,” and performance outside of cities is much improved. I guess all we can do now is wait while Hall and the rest of the DayZ standalone crew hunt down bugs like the mindless, bloodthirsty snippets of code they are.
rocket2guns said:And this, ladies and gentlemen, is why I don't like talking to the video gaming media.
Two things I'll say:
Perhaps PC Gamer could optimize their journalism. I'll certainly think twice before I offer to do another PC Gamer panel, if this is the standard of journalism that we're throwing up these days.
- I confirmed in the very thread this was not a delay
- It's rather insulting to say "poor optimization". We hadn't started optimizing, we're now optimizing and its going well.