-
Content Count
944 -
Joined
-
Last visited
Everything posted by ImpulZ
-
We will not force players to have their chat messages enabled. However, if server owners and modders are interested in this, we will not stop them to find a way (separate world chat or server-side forced admin messages) to enforce this. Yeah, we know pretty well how difficult it is to explain server restarts and maintenances. You can guess how many messages we still get every Wednesday, even after 5 years. Recommend them to switch their server messages back on, and eventually it will work out. We approve certain monetisation procedures so that server owners are able to finance their server costs. Players can still decide on which server they want to play, after all. You are not forced to pay anything extra, once you bought the game. If such a server exists, it's because of modders, server admins and players agreeing, that they want to have this environment. We are looking into this one, server messages should be turned on by default, with the option to switch it off. "Screw a certain player group" is not our way to deal with players. We care about the freedom of players to customize their experience. Not the way to go, it's sufficient to comment only on the facts. Recommending others to take a break and trying to evaluate their behaviour is in general not helping the situation, but can be considered trolling. Please see this as a informal warning, next time we will take action.
-
No Status Reports, No Updates, Hello...???
ImpulZ replied to Weyland Yutani (DayZ)'s topic in General Discussion
Yes. As you probably know, we released our 1.01 update in the middle of February and are since then working on the 1.02 update. More details will be announced in time. You probably want to check your social media filters, because not even four weeks ago we had our last major update with patchnotes, trailers etc, posted on Twitter, Facebook, dayz.com, our forums, discord and the DayZ Subreddit. And that's just for major announcements, we answer questions on all previously mentioned channels almost every day. As HaseDesTodes already mentioned, we made changes to our Status Report frequency with the new year. -
We will not try to enable such a feature, as it would allow users to decide who is allowed to participate in their discussions.
-
Currently bodies despawn within a few minutes, as long as there's no player very close nearby. The biggest problem we are facing with keeping bodies around for longer periods, is performance. Every dead player stacks up with their inventories. This becomes way worse when you do not play DayZ with its original settings, but e.g. on a server that's PVP on the NWA only. Meaning bodies stack up way faster on enclosed space and impact performance, probably every single one with huge amounts of gear. We know that the current solution is not ideal and we'll continue optimisation and balancing to hopefully improve this in the future.
-
The character selection is currently not working as intended.
-
The issue is known. We are currently testing a fix for it on PC, which will come to Xbox with the next update.
-
You have to be aware that we are talking about a public server hive, connecting dozens of servers. Even if we "just marked" all automatic weapons on the servers, we would end up with hundreds of items which need to have numbers assigned - across servers. Because when Player 1 goes to a different server, he needs to have a different number for his weapon then what's already available there. Meaning we end up with a number as big as all automatic weapons on one server (X) times all servers on the hive (Y) (we are talking 5 figures already, and that would not include duping connected to base building/ammunition etc). Even if we were able to establish this kind of naming and cross-checking of all those items every few minutes (optimal would be to check with every new player logging in) without impacting performance, we still had to check across all servers. Why? Because otherwise players could just dupe weapons from one server to another, meaning server 1 could receive "weapon copies" from servers 2, 3, 4 and so on... It is also important for the server to know which weapon number he is allowed to respawn. All that effort and massive performance impact just to avoid double weapons and mitigate the damage done by duping. It is just not feasible. ---- However, we do not ignore the issue of duping. On the contrary, it's a massive thorn in our eye. Which is why we are looking into solutions for not only this problem, but also the ghosting issue, as both are partially related to server hopping.
-
We do not want to make any big advertisements for PS4 as long as the Xbox or PC versions are suffering from severe issues, we owe our current community our full attention. The PS4 version is still planned to release this year.
-
At what point do we consider DayZ dead online?
ImpulZ replied to rickyriot's topic in General Discussion
There were other issues as well, but yeah, that one was extremely unfortunate (I'm not going to tell who lost most of their hair to it). -
Please report launcher crashes to our Feedback Tracker at feedback.dayz.com, similar to regular client crashes.
-
Hi, as you already mentioned, the Feedback Tracker is the place to go when it comes to client crashes. What issues do you have with signing in there?
-
Hi, it's great that you want to help with a bug report. However, especially for game crashes we need way more information than just that it is happening. Have a read HERE on how to submit a proper bug report to our Feedback Tracker.
-
Hey, and thank you for taking the time to write down your feedback. 🙂 Yes, we have also come to the conclusion that the moderation was less then optimal with one person playing and explaining at the same time. We had quite a lack of personnel (Xbox developers are quite busy and would have to come from Bratislava to Prague for one hour stream) and the technical setup is highly mobile to say the least, so moving/changing cameras and elaborate streaming setups are not an option. Same goes for the background, which was real by the way and not a green/bluescreen. 🙂 This is not to be understood as an excuse, but more to give an insight into the constraints we have to work with. We have a small, but talented team and compared to our previous PC streams we were hopefully able to make some good improvements in terms of quality. We will improve our presentation quality further and also try to apply some changes to the setup, but some constraints will probably remain, as they always do. Regarding your feedback on our Discord channel, we have forwarded that to the responsible admins and we'll see where we can apply some improvements.
-
We are working on a fix to get rid of server hopping exploits, namely combat logging and ghosting into bases. However, for now we do not intend to force individual characters for each server, as we think it is crucial that players can choose to switch their servers to meet up with friends or join more active servers.
-
The diseases are all still very much work in progress, and some are, especially when it comes to (food)poisoning, not in the game yet. There is still a lot missing and to be balanced, so feel free to leave some feedback on it, but don't see it as final. 🙂 And yes, influenza/cold and cholera/salmonella still have quite the same appearance/symptoms.
-
Cholera, Salmonella, Influenza, the common Cold and Kuru are currently in the game. Yes, dirty river water can make you sick. 🙂
-
The next Xbox update will still take a while, it will hit in March. We are aiming for quite a big update, requiring extensive testing. So do not expect it to drop early.
-
Fixes for the persistence issues are currently being tested on PC, so they will be part of the next Xbox update.
-
Locked, because this topic encourages meta-gaming (sharing in-game information such as base locations), which is prohibited.
-
Please report client crashes to our Feedback Tracker at feedback.bistudio.com. You can read more on what files to submit here:
-
We do not want to have an autorun feature, because having AFK-runners across Chernarus would break the immersion.
-
So is this normal? One punch death in melee.
ImpulZ replied to rickyriot's topic in General Discussion
That is (obviously) not intended behaviour. We have received some reports (for example by @amadieus) on infected one-hitting players, but so far we lack exact reproduction steps for the issue. So if you encounter problems like that, please report with all details (and best, a video) to our Feedback Tracker at feedback.dayz.com. -
Going a bit offtopic here 🙂 There are certain lore-elements reflected in the environment and gameplay (e.g. the aforementioned facts that players do not turn and infected can die by body shots), but we do not want to force a storyline on our players. So while there is some truth, feel free to let your fantasy go wild, you can't be wrong as long as you have fun *sorry for the cheesy line*. 🙂
-
Hello Survivors, today's Experimental update aims to provide some fixes to the server browser. The Server files have received an update as well. Please verify your game files before playing the new update (including your User Data), and report all bugs you encounter to https://feedback.bistudio.com/. Patchnotes FIXED Fixed: Server browser performance updates when loading and sorting the servers Fixed: Incorrect display of server time when the server is running in winter months Fixed: Filtering actions now have a throbber Fixed: Server browser now continues refreshing if no server is found Fixed: Character name should be displayed properly Fixed: Progress statistic should be displayed properly TWEAKED Tweaked: Visuals of the server browser Notes We've done some changes to the VoN Codec, so when moving your current Server Config to the new patch, be sure to change your vonCodecQuality = 20 In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
- 18 replies
-
- 10
-
Bans from community servers can only be handled by the individual server admins, we cannot help you with that here.