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Everything posted by ImpulZ
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Are both you and your friend having the problem with both weapons? Have you tried to reload / completely unchamber the weapon?
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@hemmo play nice,we ask you not to escalate this by pushing this topic on other users. If that happens we will consider that as trolling and take required action. Players have the right to ask questions on development issues, it shows the interest those players have in the game. If we do not want to answer a question for certain reasons, we are not obligated to do so.
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Can you give us a few more details on this issue? Does it happen repeatedly? Are you playing on the regular Xbox One or Xbox One X? Does the issue appear in several locations (both in cities and in forests/fields)?
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There is a nightvision scope in-game, the nightvision goggles have not been added yet officially.
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Don't expect official answers during the weekend. 🙂 The issue is on our radar, and it involves way more than just ghosting into bases. The team is currently working on a solution.
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This again leads back to the complexity of our health system. Most games don't care about the health level of their characters, because it would be too restrictive. With our extensive health system, we have way more animations and balancing to do, if we want to properly reflect the health status during all actions. So we have plans for "injured jumping" as well as fixes for connected exploits. Depending on how long it takes to implement those different stages of jumping -again prioritisation compared to other missing actions-, we also consider removing jumping when reaching a certain injury level. But of course, this would also obstruct general movement for the players after the fight.
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Developers cater to people with no life outside of this game
ImpulZ replied to Porcelain_Punisher's topic in Xbox
Several comments have been removed and users have received warnings due to personal insults. Leave the fighting in the game, this is not a place for your personal conflicts. If you see someone breaking the rules, use the report function and abstain from continuing conflicts. -
Dear Xbox Survivors, We are currently deploying a server-side hotfix for the "Data Check failed" issue some of you are experiencing on Xbox. This will result in a server downtime of approximately one hour. What does that mean for you? It depends on your situation: I've been playing just fine until now In your case, this will not result in any changes for you. Just wait for the servers to come back online, no game update is needed. I've had issues loading into a server / a "Data Check failed" error If you're experiencing the "Data Check failed", the game will behave as follows: 1) You will see 5 attempts to reload the broken character from database 2) Your character will be reset when the 5th attempt fails 3) You will automatically connected with a fresh character Your character will now be automatically wiped every time the issue happens to you, so that you can re-enter the game immediately. You do not need to download an update, it will be server-side only. This also means you do NOT need to submit your error via mail anymore. This is only a hotfix to allow you to play even if the cost is losing your character gear. In the meantime, the dev teams are still working hard on introducing a proper fix, unfortunately so far, we've had no luck reproducing the issue internally which complicates the attempt to fix the issue. We want to apologize for the inconvenience one more time, hopefully this will be over soon! 🙂
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Hello Survivors, we have a new patch with fixes going live. As usual, please let us know about any issues you encounter in the game. 🙂 The Public Experimental Server Files have been updated as well. Patchnotes NOTES It is highly recommended to use the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update. Consider de-fragmenting your HDD after downloading large updates. In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. FIXED 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 character moves as if aiming down sights even when they are not Fixed: Client error connected to using a water bottle on fireplace Fixed: Leaving ADS on weapon actions TWEAKED Tweaked: Lowered chance of jamming for pistols
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I forwarded this to our programmers, and they assure me that while this solution seems to be perfect, it's not. While it is probably not impossible, it would require a lot of rework for the central economy to work, and the CE has a lot of open issues as it is. One major point is, that the central economy is not holding every item individually for performance reasons. And this is not about saving a line of code per item, but about checking it across servers with every login. There are also third factors, such as players causing server crashes which can completely mess with items, corrupting their saves. Nevertheless it is not closed topic as we are still trying to find the perfect solution for this. We appreciate the thought you are putting into this, but naturally there can be technical constraints that can prevent seemingly simple solutions from working.
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Grenades are currently not implemented, as we don't have throwing in the game.
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Thoughts on QnA Dev. Stream yesterday
ImpulZ replied to Brandon Clinch's topic in General Discussion
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. -
Whats your opinion about post 1.0 updates, development pace and game quality ?
ImpulZ replied to Mantasisg's topic in General Discussion
@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. -
Combination lock automatically reset when spawning inside base?
ImpulZ replied to Cpt.Crunch's topic in Troubleshooting
This is a known issue, which the team is looking into. Server crashes cause the locks to be bugged. -
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
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This update will be connected to a server downtime of 15-30 minutes. No wipes are planned.
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Thoughts on QnA Dev. Stream yesterday
ImpulZ replied to Brandon Clinch's topic in General Discussion
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. -
Dear Survivors! Just now we have released the Xbox Launch Update 1.01, marking our departure from the Xbox Game Preview. It is the first in a series of free platform updates that are going to be released throughout the year, to further improve the DayZ experience. The 1.01 update brings two new firearms, important fixes and performance optimisations, as well as a general overhaul to the controls scheme. New Firearms With each Platform Update, we're aiming to expand the variety of content available in the game. Our choice for 1.01 were two classic 7.62x39 rifles: the SK 59/66 and the CR-527, also supported by the introduction of the Hunting Scope! SK 59/66 A ten-shot semi-automatic rifle fed from an internal magazine. It is an older model, but still reliable, using 7.62x39mm rounds. Can be equipped with a PU scope and an improvised suppressor. CR-527 A bolt-action hunting rifle, fed from a detachable magazine. It's light-weight and accurate when used at intermediate ranges. Uses 7.62x39mm rounds. Can be equipped with a Hunting Scope and an improvised suppressor. Persistence Fixes Undesirable persistence wipes were definitely among the most annoying issues reported in the previous patch. With 1.01, we're introducing a system of Persistence Backups that aims meant to prevent problems with saving of the persistence data on the servers. Performance Optimizations Good server performance is critical to ensure an enjoyable DayZ gameplay experience. In 1.01, our programmers have made some solid progress on that front. Official servers running at full capacity with 60 concurrent players should no longer be witnessing flying cars and other shenanigans on a regular basis. We also made definite improvements when it comes to client-side performance (FPS) during several stages of the game. New status indicators & damage tweaks As a first step towards balancing the health and damage systems, we've added new icon status indicators that better communicate bleeding damage and the effect of medication (for example, the vitamins will now boost your immune system). We've also made some adjustments to the player damage, with the most visible example being the reintroduction of a bleeding damage penalty when walking barefoot. Furthermore, we removed the chance variable for bleeding damage dealt by bullets. Now, every bullet scratch causes bleeding 100 percent of the time. Improved Controls Scheme We have reworked the controls scheme to fit the multitude of actions possible in DayZ to the controller. That includes the new mechanics leaning and hold breath: press RB/LB when you are in a raised stance with a firearm, to lean around corners if you are in a raised stance with fists (or melee), press RB and LB to execute a dodge move hold Left Stick when in iron sight to hold your breath and aim more precisely 50+ other changes and tweaks In addition to the highlights, we've introduced over 50 other changes and tweaks that make DayZ a better game. Read the full changelog below! If you have questions, refer to our Xbox Launch FAQ. CHANGELOG ADDED Added: SK 59/66 Added: CR-527 Added: Hunting Scope Added: Recovery backups to deal with data corruption during crashes Added: New stream from Kozlovka to Balota Added: Over time self-closing of bleeding wounds Added: Script versioning to prevent future data incompatibilities Added: Support for bullet shells dropping, and new sounds Added: New audio controller for positional sounds, allowing us procedural control number or sound sources on models (Used to reduce number of bird sounds on trees.) Added: Tree stem creak sounds Added: Sounds when dropping items Added: Implemented EQ filter for unconscious state Added: Sound position offset feature to config Added: New sounds for bullet shells dropping Added: Antibiotics can fight diseases Added: Vitamins can boost player's immune system Added: Long torch (made of a long stick and rags) Added: Various severities of bleeding Added: Bleeding from bare feet Added: Status indicators for bleeding and active medicament Added: Masks and headgear provide some level of biological protection Added: Close/open compass animations Added: Voice effects for mumbling when gagged Added: WeaponLength parameter to weapons for precise weapon lifting Added: Visual representation for packing tents Added: Speech Restriction: Rags: VOIP filter/mute Added: Inventory categories icons Added: Pills badge icon now shows when antibiotics are in effect Added: Bleeding badge icon now shows when character has bleeding sources Added: Xbox Achievements FIXED Fixed: A server crash when a character with a corrupt inventory tries to connect Fixed: A server crash when a server with a garden plot on it was restarted Fixed: A server crash related to script array manipulation crashes Fixed: A client crash related to script array manipulation Fixed: A client crash related to a light being removed while still in use Fixed: Multitude of environmental issues (missing collisions, sudden LOD changes, hit materials, models adjustments) - as reported in Ticket T136380 Fixed: Typos in localization Fixed: Possibility to toggle headlights when both are missing or destructed Fixed: Some actions on target have incomplete action messages Fixed: Crafting improvised suppressor took only 1% from the duct tape Fixed: Landmine not detonating when it becomes ruined while it is armed Fixed: Various IK poses (Stone, Medium Tent, BK-18) Fixed: Chemlights glowing in cargo for 10 seconds Fixed: Animals have no collisions with vehicles Fixed: Shooting through a ruined suppressor did not emit muzzle flash Fixed: Fireplace does not upgrade to stone circle if smaller stacks of stone are used Fixed: Wolves attack animals rather then humans Fixed: Sound sources on trees move with entity during cut down tree action Fixed: SG5-K with compensator uses regular gun shots sounds (used sounds for silencer) Fixed: Sea chest can be put into another sea chest - T135962 Fixed: When preforming suicide headgear does not get damaged Fixed: Player's ankles can disappear while wearing Orel police pants Fixed: Bullets are not registered after the weapon was raised close to the wall - as reported in Ticket T136559 Fixed: AIs get stuck near obstacles (reduced chance of occurrence) Fixed: Motorbike helmet visually disappears after few steps Fixed: Player gear is teleported to exact place where he logged in after being skinned and quartered - as reported in Ticket T136367 Fixed: Icons representing ammo are small - as reported in Ticket T136555 Fixed: Tactical googles have no texture - as reported in Ticket T135082 Fixed: AI walking through ground pipes Fixed: Server crash - as reported in Ticket T134543 + T136323 + T135501 Fixed: Server crash when HTTP request does not return OK Fixed: Player might not be killed when shot with 12ga pellet Fixed: Wooden logs get duplicated when building base of Fence and WatchTower Fixed: ADA 4x4 won't stop after driver jumps out of it Fixed: Some clothes cannot be damaged on ground Fixed: Removing the rag from the mouth, make the rag slots smaller Fixed: Temperature measurement has a question mark in the result text Fixed: Players are able to access dismantle action on towers from the outside - as reported in Ticket T136666 Fixed: Bullets do not interfere with the player's body when fired through sea water Fixed: Inventory - First container stays highlighted Fixed: Inventory - Closing container breaks scrolling Fixed: Inventory - Impossible to scroll down if inventory is full Fixed: Inventory - Button tooltips when switching between containers and inventory parts Fixed: Inventory - Grey containers - far right icons are cut off Fixed: Inventory - Split action(Y) is missing toolbar info Fixed: Inventory - Vicinity - Small arrow for collapsing container in lower right corner of the container is missing Fixed: Inventory - Item Equipped In Hands Disappears When Making Surrender Gesture Fixed: Inventory - Item will retain containers capacity Fixed: Inventory - Micromanaging doesn't work when using LT/RT and putting item to upper container Fixed: Inventory - Missing (B) combine action in toolbar Fixed: Inventory - Tooltips are missing in infected inventory Fixed: Inventory - UI: Barrel_<color> inventory displacement Fixed: Inventory - VICINITY and HANDS does not display slot size Fixed: Inventory - Watchtower's inventory is too long and difficult to scroll Fixed: Inventory - Weapon attachments: wrong inventory tooltip Fixed: Menu - Option hints not showing Fixed: Menu - Tutorial screen is missing button legend Fixed: Menu - Xbox Player list - improved graphic design Fixed: Menu - Respawn button gets skipped after dying. Fixed: Menu - Translation - IT: Controls>Menu>"Press to sellect a gesture" and "Press to cancel a sellection" are not translated Fixed: Menu - Server Browser - After filter change, the message asking you to refresh the server list, does not fit it's designated area Fixed: Radial Menu - Red background for selected item Fixed: RadialMenu for gestures - Subcategories are not available Fixed: Environment - Land_Construction_House1 ladder widget missing Fixed: Items - CarBattery attached to Zenit Broadcaster becomes invisible after reconnect Fixed: Player can't switch between user actions in car Fixed: Ladder exit state, transition from swimming to ladder Fixed: Driving over character might not kill them Fixed: Player gets hit by a vehicle when standing close to it with engine turned on Fixed: Player can get ejected to air while standing close to a car Fixed: Logging off next to open barrel will make the close action unavailable Fixed: Inventory: Collapse containers worked on player container even if not focused Fixed: Weapons: Unjamming SKS breaks the weapons functionality Fixed: Weapons: Bullets are not registered after the weapon was being raised close to the wall Fixed: Weapons: Fire mode can't be seen, probably misaligned out of weapon box Fixed: Inventory: Player cannot swap entities with full inventory Fixed: Inventory: Storage capacity isn't shown anywhere Fixed: Inventory: Player is not able to loot dead players Fixed: Menu localisation for ITA/GER/RUS Fixed: Switching from YouTube to DayZ crashes the whole console Fixed: Can't reload with full inventory Fixed: VoIP mute does not mute other players Fixed: Achievements: Title unlocks the achievement Geared (Equipped a firearm, a melee weapon and a backpack) before the criteria have been met Fixed: The title does not allow the user to join a Server after resuming from connected standby TWEAKED Tweaked: Improvements in the visuals and performance of inventory code, including: addition of hierarchical attachment visualisation, hiding unused attachment categories (greatly uncluttered the Watchtower for example), inclusion of dedicated icons for these categories and overall bugfixes.) Tweaked: Improvements to server performance (central economy, networking and AI) Tweaked: Weapon muzzle attachments now steam during rain while they are hot Tweaked: Weapons animations polishing (animations speed, clipping) Tweaked: Sounds for climbing ladders Tweaked: Sounds for take item in hand action Tweaked: Projectile speed and air friction Tweaked: Rebalanced projectile damage Tweaked: Rebalanced character damage system Tweaked: Rebalanced armor against projectiles Tweaked: Shock damage for projectiles (chance to fall into unconsciousness increased) Removed: Chances for bleeding wounds from projectiles hit Removed: Flickering effect (roadflare) Tweaked: Antibiotics and vitamins only support single use consume action Tweaked: Traps no longer function as melee weapons Tweaked: Hen spawn zone reworked to better fit environment (should not spawn inside industrial and other unnatural areas) Tweaked: Many improvements, tweaks and fixes for ChernarusPlus terrain Tweaked: Improvements to server performance (central economy, remote projectiles are not real) Tweaked: Damage to bare foot for non-roadway surfaces Tweaked: Infected damage system Tweaked: Recoil (KA-M, BK-18, M4-A1,Mosin 91/30 and VSD) Removed: Chance to spawn SG5-K with 15Rnd magazine Updated: Inventory icons (placeholder icons replaced) Tweaked: IK pose for long torch Tweaked: Rangefinder zoom set to 4x Updated: Credits Tweaked: GUI - Main Menu, Server Browser, Options Tweaked: Main menu clouds Tweaked: Inventory: Added header above hands Tweaked: Inventory: Set fixed position for the tooltip Tweaked: Improved readability of dialog menus Tweaked: Added pills icon to hud badge display Removed: All News Feeds Tweaked: Inventory: Removed close icons and renders from Xbox headers
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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?
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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.
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Read more on the upcoming Xbox One Launch at what that means for you here: https://dayz.com/article/developer-updates/xbox-launch-faq
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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.
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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...
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Did you check your firewall settings for DayZ and the server filter settings in-game?
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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.