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Everything posted by Damnyourdeadman
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Maybe they will do it all together....i have a hunch that something pushed their schedule behind.Are they doing fixes and update new things little by little?Maybe they are bug fixing along with deploying new items/features. I don't know....
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2 major issues restricting the alpha of it's potential.
Damnyourdeadman replied to ioannides511's topic in General Discussion
I know i do. But really now....it's alpha. And besides,fixing the pitifull zombies is a bigger priority in my opinion. -
Posted Yesterday, 09:00 PM Brian Hicks @Hicks_206 I'm bringing about 20 experimental servers online, and then pushing a small update to experimental. No changelog, as it is late. View on Twitter Source: http://forums.dayzgame.com/index.php?/topic/180711-twitter-hicks-206-im-bringing-about-20-experimental-servers-online-and-then-pushing-a-small-update-to-experimental-no-changelog-as-it-is-l/
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Shooting from vechicles......with guns (well duh lol) I'm not sure,but i have the impression that i heard a dev that when asked about vechicles on a livestream,he included the driveby function as well.
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This is preety important for me. I too want to see this fixed.From 5m the charachter should perform a rolling animation and recive no damage.
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You have to lick the batery in order to find how much power is left,and not have some magic indicator. That little thing is going to piss alot of people screaming realism :P Other than that i like it.
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Future of Standalone and it's potential
Damnyourdeadman replied to shawnm7722's topic in General Discussion
1-Choke the residantal areas with a huge ammount of zombies and the forest areas with less,but implement a variaty of predators. (Wolf packs would be awesome IMO).Minimize the canned good number to almost not existant/luxury item and depent mostely on the (good) hunting system to survive.Enviromental-wise,the night should be freezing cold (-0C ),make the survivor that moves in the forest at night turn into a popsickle after some time.Force them to find sanctuary and heat sources.it would be nice to see snow too,but that's something that is heavy development wise.Maybe in the future. 2-Considering vechicles,the team said that you would make them out of diferent parts and weld them together. They would be considered a luxury item,and would need significant resources to run along with breakdowns that will require maintance. 3-Basebuilding-wise i want to see a system like Wurm IMO.But that's my opinion. -
Find a flaw in my logic, because this seems too simple.
Damnyourdeadman replied to Grimey Rick's topic in General Discussion
Well as long as they are female it's cool by me. xP Heh,but i'm not the one to talk,i watch romace genre anime. Now impale me to a stick.... :) -
DayZ Zombies-Infected or Undead?
Damnyourdeadman replied to Damnyourdeadman's topic in General Discussion
If you ask me,we should abandon the "alive infected people" mentality,and take on the "corpse brain riden by the diesease" undead kind of role. It can support more realistic suggestions in the game,like mutations and only headshot kills whitch is something i enjoyed very much back in mod. -
Lol where did you see that? He/she only said that it is kind of uncomfortable respect-wise.
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End of this week's report-What should be the next priority?
Damnyourdeadman posted a topic in General Discussion
So this week's almost over. We saw some preety neat stuff coming from the dev team : http://dayzdev.tumblr.com/ But i really would like to hear your opinion on what should come next? After hunting and cooking is implemented,what is the next big priority? Should it be vechicles,zombies,basebuilding or something else? -
Well,gee,i feel kind of wrong about it. And the churches in the game even show the Saints illustrated. Even if it's a game,it's like some unwritten law not to shoot in church. For me at least,for other people,that might just be superstition.
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Yeah,that's my model as well xD
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Oh sorry i had my /sarcasm off :P
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This has been discussed a million times in the past. Almost everyone(acording to the avarage DayZ gamer) would be declared insane/mentaly unstable if such a system was implemented.
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Find a flaw in my logic, because this seems too simple.
Damnyourdeadman replied to Grimey Rick's topic in General Discussion
It's not a "bad" thing. You may have switch to whatever server you desire. But you will have to think twice in which server you are going to set up "home" If this gets implemented,it would help with the overall server population. -
That's why we could use a system like breaking point,but only if it was realistic and not having omniescence and see the exact position of your friends behind obstacles,without beign in your line of sight.
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Yeah,should clothing alone be the deciding factor? Besides,clothing is limited,maybe they are not the same,but some will look alike. Edit:You are having a large firefight of 30vs30 people. Are you going to take note of all the thirty people in your group simply by clothing,without causing a large confusion?
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When all the player models look the same,accident like killing your friend happens alot ingame.Now realisticly speaking you should be able to tell freind or foe from facial feature/bodytype etc.But that's not the case in this game.So i think it would prove usefull to the community.
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I aprove of this idea,but....if you look closely at 5:02 his friend gets into a hangar. He cannot see his friend in his line of vision,yet he can see his friend icon/sumbol moving and know his friend position bu deafult.That is highly unrealistic.If that was to be fixed though,it would make a fine addition into the DayZ world.
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The weekly report of upcoming implementations.Copy-pasted from: http://dayzdev.tumblr.com/post/79960438354/weekly-report-a-step-into-survival This post is intended for the people that missed the new info. Weekly Report: A step into survivalAnother week for the team pushing towards a stable release. We considered releasing a version to stable branch mid week during maintenance, however there were still two serious issues to fix. The first was related to the testing architecture not being suitable for the large number of servers we were supporting on experimental, and the second related to the invisible zombies and players. Invisible players and zombies Fixing the invisible players and zombies was a product of moving to the client/server architecture but retaining some legacy aspects of the architecture. To solve this we have been hard at work continuing to revise the way the game works. A workaround we have implemented is that when desynchronization occurs between client and server, now the server will enforce the players new location by ignoring the clients reported position and teleporting the player to it’s position. What occurred was that sometimes the straight path to a location was blocked due to desync on the server, i.e. the path on the server was different from the path on the client. This could result in players getting stuck in walls on the client (or server) and issues occurring. Fireplaces and Emissive Improvements One key area for our survival focus has been cooking and the ability to make fireplaces. In order to do this we have created a new system for dealing with “emissive” textures that allows us to implement a mask for emissive, as seen in the picture above the result can be very stunning. This has been combined with heat haze to produce some excellent results. Players will be able to make normal fireplaces, as well as upgrade them to makeshift ovens such as below: Our designers are now working with our art team to implement all these changes so that players are going to be able to hunt and cook in order to survive in the DayZ landscape. New towns in Chernarus Our map team has been very busy, here are some sneak previews of some new areas that are coming in the next update: New Weapon Content Our art team have been extremely busy while we work on fixing the bugs associated with our current build. Focus is currently on supporting the designers with their survival features, such as the craftable PVC bow, fireplaces, and cooking. However we have also continued the excellent work done with weapons models, here are a selection of pictures below showing progress. We’re nearing completion of the AKM and the model was a true labor of love by @artguyharry. We’re working on staging the model now so its compatible with the attachment system and we really hope to bring variety to the possible configurations. By default the AKM will have wood furniture but we also noticed a great deal of customization in the AK civilian market and wanted to bring some of that more modern flare as well. A side-mounted PSO scope is being developed in tandem which players will be able to mount AK-pattern weapons. Mouse acceleration and player control We have been changing the way the player controls their character to improve playability. There was an issue with mouse control that affected many users of high DPI mice which we have now fixed. Changes to character turning should now also be consistent with how freelook works, which was taken from ArmA3. So we hope that this will improve the situation for players although we have more work planned on this. Physics and Arrows Continued work on our physics engine means that not only is throwing now nearly complete (it is now functional at a basic level), but it also means that ragdoll is very close to being a reality in experimental branch. This will open up many areas of development. Work with the bow and arrow has come along very well. Bolts and arrows can now stick into their target, whether player or the ground, or an object. Additionally, animation changes means that we can now make the drawing and firing of a bow look better than ever before improving the versatility of our “gestures” based animation system. Animals, collisions and zombie pathfinding We now have an entire team, based in Bratislava, that are working on animals, collisions, and zombie pathfinding. This is a longer term task as it will require new thinking and new ways to fix the problem. We’re excited to see what the team can bring in the coming months. Persistent Loot and objects This was close to being implemented fully when we discovered some issues with the central server architecture that would becoming more serious for performance if we went live with it. These are being solved now and we expect to be trying some of those performance optimizations on the central server this Wednesday. Where is the new build? We are committed to not releasing builds onto stable to introduce new game breaking bugs. Now that we’ve fixed those bugs, we’re internally verifying and fixing any new bugs that have been introduced. We will do an unscheduled update the moment we are confident we have a suitable build to release What is next for the future? Once the current build is stabilized we want to finish up on our “survival” push for the month. This means hunting and cooking finished and process on our “survival combat” which involves the bow and arrow, crossbow, improvised weapons, and thrown items. In the more distant future we’re already planning for vehicles and barricading systems. We look forward to finishing our work on the current build and having it out on stable!
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DayZ Zombies-Infected or Undead?
Damnyourdeadman replied to Damnyourdeadman's topic in General Discussion
When we are discussing something based on realism,we have to be able to back up our opinion.The game's founded on "realism" so i really want to talk about it to avoid future misunderstandings.I don't mean misunderstandings in a bad kind of way,but if they are undead we can indeed talk about stuff like mutiations or only-headshot kills without fear of spoiling the overall game's realism and the community's immersion. -
Let me hook you up: http://forums.dayzgame.com/index.php?/topic/172173-women-clothes/ Tell the women that not even Rambo could kill a zombie with a hairdryer (possibly Magayver though :P ) granted this,i don't want to comment on the broom part.
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DayZ Zombies-Infected or Undead?
Damnyourdeadman replied to Damnyourdeadman's topic in General Discussion
Acording to this: 1.1 DAY 2 - JULY 26TH 2012 - INFECTION By day 2 the news had spread outside of South Zagoria and made national news, because the hunter had first "died" in bed and then started to attack and bite several clinic staff. One nurse was severely injured, but a local policeman shot the hunter before he could hurt anyone else. In a rare interview from those first days, the officer stated: "It was horrible. He was chewing on her, litterly trying to eat her alive! I shouted for him to stop but he completly ignored me! I fired in the air, and only then did he lift his blood-covered face and look at me! He...he let out some beastly howl and started charging me! I had to shoot. I shot him five times and I only slowed him down! Not until I shot him twice in the head did he stop." The story grew quickly, and hit the blogosphere. Within hours, it was international news, although noone(except the usual zombie fanatics perhaps) were very concerned it was something to truly worry about. Meanwhile, locals of Sosnovka reported worry that none of the search party that went out to find the man that bit the hunter had returned home. He "died" and after that attacked the nurse,they are possibly undead(at least acording to this story).