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ImpulZ

DayZ Community Support
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About ImpulZ

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    DayZ Community Manager

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  1. ImpulZ

    Grenade

    Grenades are currently not implemented, as we don't have throwing in the game.
  2. ImpulZ

    Thoughts on QnA Dev. Stream yesterday

    Yes. True, this is a known issue and the team is working on a fix. Yes, it is necessary to finally give some real gameplay around the lockpicks. They are very much overpowered so far. It was not intended to be a restart and there have been false estimates on our side, if I refer back to the expectations for 2018 we shared in November 2017. Several features estimated to be done in BETA had to be pushed back. If we communicated DayZ 1.0 as "DayZ 2.0" or our "second alpha" or "full release" - no naming will change the facts that the BETA and 1.0 versions did not have the same content/features that have been developed over 5 years for the legacy version of the game. There are obviously way more factors involved, but ultimately players have been disappointed because expectations have not been met. This again leads us to the only compromise, to promise less in the future and continue to work hard to deliver in the post-release development. Regarding the "20/20 hindsight", naturally we use post-mortems and internal feedback to figure out where mistakes have been made. In the large scope of things this lesson is probably not to change technology during development. But starting off with legacy technology, and after more than 5 years it becomes difficult to estimate where DayZ as a project and brand would be today if we had decided to take a different path, in whatever direction. It's easy to say it would be better, but the realities of game development are bound come up with this ambitious project, no matter what appears to be the "easy street". So yeah, the only way for us leads forward. The devs are still in the office every day and determined to make DayZ the best game possible.
  3. @hemmo, please keep it cool (for discussions on that please PM me). @eno, please keep it down with false/uninformed statements (for discussions on that please PM me). You are still free to share your opinion, experiences, emotions and feelings here and you obviously don't hold back with it. We are very aware of the frustration around last years release, but the only right way goes forward, and we will continue to improve the game with updates. We read and reply to your feedback every day, we have game streams running in our office every day, we develop, test and play the game ourselves. We might not know what's happening in every players mind, but we have a pretty solid knowledge of the general opinions in the community and the state of the game. Just speaking numbers, so far (since the release) we see an improvement in the average player numbers which is better than anything we had in the last two and a half years (and this is NOT including the new players on Xbox). This does not mean we are leaning back or complimenting ourselves, we know about the hundreds of issues and missing contents/features in the game and work every day on making the game better. We did not do a good job in terms of managing expectations on "how fast" updates would come out post-release. But as I already wrote in other topics, our update rate evidently increased compared to the development before 0.63. Still, game development remains a challenging task and DayZ with all its features remains a challenging project and takes its time.
  4. This is a known issue, which the team is looking into. Server crashes cause the locks to be bugged.
  5. ImpulZ

    Xbox changelog

    25/04/2019 ADDED Added: OLGA 24 with attachments Added: LAR with attachments Added: M70 Tundra Added: .308 WIN ammunition Added: Assault vest Added: Utility buttpack Added: Plate carrier holster and pouches Added: Mini red dot and RVN sights Added: Mini red dot sights now compatible with CR-75 and BK-133 as well Added: Functional back iron sights on ATOG optics Added: Precise weapon lifting by weapon length Added: HUD noise indicator Added: Ability to one hit kill infected from behind with selected items Added: Particle effects visible on the inventory player character Added: Inventory character has items in hands Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source) Added: Mosin 91/30 compensator Added: Independent firearm zeroing for iron sights and scopes Added: Hand cramp for brain disease Added: Injury animation is visible in inventory view Added: Footsteps sounds for movement inside tents Added: Footsteps scuff sounds for grass surface Added: Sounds for lock/unlock doors action Added: Sounds for combination locks Added: Sound animation events for heavy hit animations Added: New set of sounds for male infected Added: Sounds for hot and freezing character animation Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest) Added: Sounds for pick up and drop action for various items Added: Position dispersion when infected cannot see the target, but can hear it Added: Muzzle flash effect for Mosin compensator Added: Tutorial: Inventory screen Added: Logout timer: Disable quick logout FIXED Fixed: Server crash caused by in-game actions Fixed: Server/client errors upon loading weapon Fixed: Client error when equipping bandana Fixed: Server error when manipulating vehicles parts Fixed: Client error when manipulating barrel Fixed: Client error when manipulating radios Fixed: Client error when manipulating dead infected Fixed: Client error when removing wooden logs from fence or watchtower Fixed: Client error when disconnecting near a radio control panel Fixed: Client error when removing rag from the mouth Fixed: Client error when attaching combination locks Fixed: Client error when committing suicide with weapon Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, ) Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts) Fixed: Blending of textures on Skybox (previously causing sudden flashes) Fixed: Weak dynamic lights during dusk and dawn Fixed: Items can be picked up through walls (T137847) Fixed: Texture artefacts on the crosshair Fixed: Player can skip vomiting by staying crouched Fixed: Player can skip vomiting by jumping Fixed: Salute gesture keeps items in hand Fixed: BK-133 does not change textures according to damage states Fixed: FPS drop when dismantling/destroying base building parts Fixed: Barbed wire attached to fence will now move properly when opening gate Fixed: Player does not get proper damage while standing in flames Fixed: Driving over a character with a vehicle does not inflict damage Fixed: Some gestures with weapons make arms twitch Fixed: Infected do not inflict any damage to animals Fixed: Player becomes deformed for others while sitting in a car Fixed: Windows cannot be destroyed for some of the vehicles Fixed: Projectile impacts do not alert infected Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679) Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205) Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639) Fixed: Item size changes visually for wielded item when logging off (T136822) Fixed: Attacking infected clip through the player (T137370) Fixed: Hunting scope allows looking through walls (T137033) Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200) Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent Fixed: Weapons cannot be reloaded while lying on the back Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102) Fixed: AIs might get stuck mid-air after being killed by vehicle Fixed: Enduro helmet attachments are out of place in inventory Fixed: Fitting of localized item names in tool-tips and headers Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart Fixed: Server crash upon respawn Fixed: FX-45 was not functional Fixed: Getting shot underwater put the character into falling animation Fixed: The first gunshot caused FPS drop Fixed: Server VMEs related to the in-game map Fixed: Character noise indicator not being present Fixed: Character noise indicator not showing appropriate values Fixed: Collisions of base building objects remaining after their parts have been detached Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders Fixed: When opening doors for the first time, the whole building model can move slightly Fixed: Client error connected to player presence indicator Fixed: A client-side crash connected to the base building feature Fixed: Fence gate cannot be opened after server restart Fixed: Fence can be walked through after server restart Fixed: Client error tied to base building Fixed: Ruined tires now affect vehicle behaviour Fixed: Fire geometry for offshore worker infected type Fixed: Invisible dynamic events and custom objects Fixed: Adjusted MRDS post-process on FX to make it more usable Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass) Fixed: Stacks of .308 Ammo spawning with 0 quantity Fixed: The player now dies properly from hypothermia, preventing client errors and other issues Fixed: Only one player in a VoN conversation can hear the others Fixed: Vehicle radiator cannot be refilled until the car has been started Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not Fixed: Client error connected to using a water bottle on a fireplace Fixed: Leaving ADS on weapon actions Fixed: Server Browser: Crash during network cable disconnect Fixed: Inventory: Equipping from vicinity can be done using both Y and B Fixed: Basebuilding: Player can move fences, gates and watchtowers using inventory Fixed: Radial Menu: Player cannot equip and hide item without leaving Quickbar slot Fixed: Controls: Remove iron sights on left trigger tap Fixed: Controls: Remove iron sights on left bumper double tap while holding left trigger Fixed: Radial Menu: Selecting main category in gestures menu doesn't bring you to presumed subcategory Fixed: Controls: Character performs barrel rolls while moving in inventory in prone Fixed: Inventory: Can't equip items from vicinity Fixed: Inventory: Hands: Missing capacity info for containers Fixed: Inventory: Tooltips are missing in zombies inventory Fixed: Inventory: Split action(Y) is missing toolbar info Fixed: Inventory: FPS drops when opening inventory in vicinity w/ multiple other items Fixed: Inventory: Closing container breaks scrolling Fixed: Inventory: 1st container stays highlighted Fixed: Inventory: 1st container header not shown when scrolling upwards Fixed: Radial Menu: Radial menu doesn't work with sensitivities toned down to bare minimum Fixed: Radial Menu: It's possible to use quickslot menu in car Fixed: Server Browser: Server scrolling freezes after refresh of servers Fixed: Server Browser: Favorite server is not saved after restarting the game Fixed: Controls: Player can`t switch between user actions in car Fixed: Menu: Respawn button gets skipped after dying Fixed: Menu: Game Displaying Wrong Copyright Year Fixed: Menu: Warning message that your character will die after pressing respawn button pops up when player is dead already Fixed: Items: Rangefinder/binoculars not usable Fixed: The title crashes to Xbox Home at various points during gameplay Fixed: The title enters an indefinite unresponsive state when using the Hold to talk feature during gameplay Fixed: Title crashes after suspending while in the Main menu or during the gameplay Fixed: Controller reconnect msg: Do not show during loading TWEAKED Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. Changed: Improved the impact of dynamic lights on surfaces (including the roads) Tweaked: Minor tweaks to the global light config Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights Tweaked: Inventory blur intensity is now at half of the previous value Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged' Tweaked: Damage system for ADA 4x4 Tweaked: Central economy (minor adjustments) Changed: Item view bounding box enlargement when attachments are added Changed: Improved behaviour of all light sources (fade in / fade out effects and more) Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark Tweaked: Slightly darkened breath vapour particle to avoid glowing at night Changed: Improved behaviour of smoking chambers on all guns (smoke escapes only while the chamber is open) Tweaked: Decreased intensity of all light sources during daytime Changed: Reflector surface of all light sources now shines properly Tweaked: Chemlight illumination radius increased Changed: Torch is now always transformed to stick when its rags are removed from it Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical) Changed: Significantly improved quality of vehicle smoke particles during high speed Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation) Optimized: Size of entity create network messages Tweaked: In-game map behaviour Changed: All particles are now preloaded during the game's initial loading Changed: 'FullAuto' fire mode set as default mode on all relevant weapons Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night Tweaked: Blood and health regeneration slowed by roughly 1/3rd Tweaked: Water and energy metabolism slowed down by approximately 1/5th Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high Tweaked: Chemlight illumination range lowered to 7.5 m Changed: Updated tourist trail map model and textures Changed: Lowered the Infected alertness caused by projectile impacts nearby Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first) Changed: Amount of blood loss from haemolytic reaction raised Changed: Lowered the illumination range of chemlight and the light around character at night Tweaked: Lowered chance of jamming for pistols Tweaked: Inventory: Button tooltips when switching between containers and places Tweaked: Server Browser: Disable controls during connect Tweaked: Other visual and functional improvements for Inventory and Radial Menu
  6. ImpulZ

    Xbox Update 1.02

    This update will be connected to a server downtime of 15-30 minutes. No wipes are planned.
  7. ImpulZ

    Thoughts on QnA Dev. Stream yesterday

    The update pace has increased since the release. Between 2016 and 2018 we were only able to release one Stable update roughly every 6 months, due to the work on the legacy engine. Now, 4 months into 2019, we already have two with the third on the way. But yeah, we are practically developing a new game from scratch with the version you've been able to play since 0.63. It will take time, though we know that's not what players want to see from a game that's been available for more than 5 years now. There's still quite a few animations missing for stabbing with both one-handed and two-handed weapons. For the first iteration we prioritised the swinging/slashing animations as they can be used more realistic by all kinds of weapons. With the upcoming updates we'll hopefully be able to expand on this, to give individual weapons a more unique feel.
  8. ImpulZ

    No servers

    Please keep in mind that you are writing in the Xbox section. @murdering isolation, can you please check which version you currently have loaded and if all your server filter settings are correct?
  9. ImpulZ

    Discord: DayZ Xbox Community Hub

    Please don't do advertisement in public discussion threads, moved.
  10. ImpulZ

    Stable Update 1.02

    The widening view will not return, same goes for the aiming deadzone and mouse smoothing. FOV can be adjusted in the options menu. That might only be my personal experience, but holding Shift for sprint, W for movement, Alt for free-look and mouse for zoom was pretty much all I did while moving through Chernarus and it's still what you see when you watch players on twitch etc. I'm not saying it's a desired state or easy to do especially when it comes to older or less flexible players, but it's pretty common for DayZ, as there are still this many options and they have to be bound to certain keys. As we already said, toggles are implemented to make this easier. Gamma abuse WAS massive before, we are still gathering information on remaining exploits. This is practically a fight against both hardware and software technology, and while you can probably never completely rule out any exploit, we want to make it as difficult as possible, which is why we are asking for reports on it. There are so many different screen models and software/hardware configurations out there that it's not possible resource-wise to "just test all of them". Precise reproduction steps are the way to go.
  11. ImpulZ

    Stable Update 1.02

    If you have any possibilities for efficient gamma abuse, submit it with screenshots to our Feedback Tracker. We are not saying that our solution is optimal and it will need further tweaking, but we intend to make DayZ a fair playground and not ignore exploits. The team is aware of the issue (as a roleplayer it's one of my personal issues as well), and we will hopefully see the return of the walk-toggle soon. 🙂 You have several issues here. TrackIR is third party software/hardware support, which cannot be a priority at this stage (we have a first implementation though). We are aware of certain control difficulties and are working on that (e.g. the return of the ADS toggle with 1.02). This is not about discouraging certain playstyles, but creating an immersive gameplay where players intuitively resemble their intentions in-game.
  12. ImpulZ

    Server Choices.....

    This post was about favourite Xbox servers, not about ping discussions or Brexit. Locked, several posts hidden. Please stay with the topic and don't escalate every single detail...
  13. ImpulZ

    hello survivers need help please

    Did you check your firewall settings for DayZ and the server filter settings in-game?
  14. ImpulZ

    Stable Update 1.02

    I personally doubt I could walk off a knife stab that easily, not even mentioning any type of gunfire. But this is a game. And you are ignoring that more than half of the players health is gone and he is bleeding. The team is getting to it, but just you are discussing 5 different topics with us that need design attention. It's a lot of work and will be handled over time. Those kill as well, we are talking about 12 gauge shotgun slugs, mostly used for hunting deer and pigs. If the player is not wearing a helmet, any shot to the head will knock them out. We want helmets to give a certain protective value against projectiles. So once a player is wearing a helmet, you will have to use stronger projectiles to achieve an effect. Because of the massive gamma abuse. For this reason any general increase in lighting is sadly not possible. Short range lighting is a compromise to make gamma abuse redundant, while still offering players trapped in the dark (for whatever reason) a gameplay environment in which they can make reasonable decisions without having to stumble through complete blackness. Light sources still increase lighting way more efficient. It is specifically to help players find a light source and offer sufficient motivation to continue on and find a light source. We are looking into further balancing of the light.
  15. ImpulZ

    Stable Update 1.02

    Hi, please refer to the New Players Discussion for help. 🙂 https://forums.dayz.com/forum/122-new-player-discussion/
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