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Everything posted by Derleth
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It seems to be altered by some mod, so it is hard to know. On official, the only attachments you can put on backpacks are chemlights and a walkie-talkies, if the modder has changed that you'll have to check the info about the mod on Workshop. Or ask someone on the server in question.
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Aye, stones and tripods only count as attachments to the regular crafted fireplace item, which itself has a very short base lifetime. A fire barrel lasts as any base building element though, so go for that if you are on official servers and want a fireplace that lasts. On PC server owners can tweak this, so on some community servers you can build stone ovens that last a week or longer. It doesn't seem editing these files will be possible in the first iteration of private servers on console, but we'll see what happens.
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When we can expect the following things to be in game
Derleth replied to derpingwork's topic in General Discussion
The sicknesses are in, but they are so weak that they are completely trivial. Hopefully this will be looked at now that the devs have stated that they will be focusing mostly on balancing and bugfixing. Writing notes is in the backlog, and as you say should probably not be very difficult to do, although devs probably need to code in an ID tag so abusive notes can be moderated. So far notes and books have been a long way down on the priority list, which is understandable although I'd love to see them back sooner rather than later. Hordes are perfectly possible already by tweaking the server configuration, but for the time being you'll have to find community servers with increased infected, there are quite a few of them around. In the server files I've seen some lines about infected "herds" along with animal AI herds. These are still not in use, but it implies they are actively working on infected horde behaviour. As for when this will go live there is just no way of knowing... The V3S truck was announced to go live with 1.0, all its parts were even spawning although the truck itself never showed up. The parts were soon removed from the loot tables and when asked about it devs said they chose to concentrate on making the 4x4 work (we know how that went) and put the truck on hold. Since then they've added two other cars while the V3S is still missing, which is a bit confusing. If it was just a case of priorities, logically the truck should have been implemented before the sedan and hatchback, so probably they ran into some serious blocker with the V3S. Hopefully it will come soon though, it has an important role to play in the game. -
The character's background is totally up to the player to decide, so you can be a soldier, nurse, paramedic, police officer or a fireman. Doesn't make any difference because whatever happened before you spawn stripped you of any gear related to your previous profession. You wake up on the beach with everyday clothes and no memory of what happened. Just work from there. That said - there are RP servers who have prepared custom loadouts for players so you'll spawn with some basic gear according to role. To me that just defeats the point of the game which is essentially to scavenge fore everything you need, but to each their own I guess.
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I believe they have been very clear that there will be no survivor AI bots added to vanilla DayZ. Having said that, I still think they might do it eventually as an addon, to pave the way for future iterations of Arma (assuming they are planning to use Enfusion for that). There was a brief 0.63 stress test build when the AI commands controlling infected aggro were suddenly audible to players. Standing in a building after aggroing a bunch of infected outside, you could hear this cold female voice calling out coordinates. It was creepy and fun, but was patched out after just one day. Anyway, that implies that some kind of framework to build AI on is in place.
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I wouldn't be too surprised if clever ideas from mods get implemented in the vanilla game in some form, making them redundant. That is often the case in living games allowing addons. Take World of Warcraft for example, in the early years questing was very time consuming since it was a nightmare to to keep track of quests, objectives and locations. So a "Quest Helper" addon was constructed which became incredibly popular. Didn't take long for all the features in the addon to find their way into the base game. Did the addon creators get any credit for that? Not that I know of, but I could be wrong. As for the lack of information on what features are being worked on and which are delayed or even scrapped entirely, I wholeheartedly agree it is a bad decision by BI since it generates more resentment than transparency would. They would no doubt be flamed if they were more open too, that's just how it works, but this vagueness is pissing more people off. But as more have said, there's no need to post dates. Just post a comprehensive list of backlog features, a general status and how they are being prioritised. And if any missing legacy or previously announced features have been scrapped entirely - you MUST tell people about that immediately.
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The effect of intoxication for fun gameplay
Derleth replied to maxon-69's topic in General Discussion
Gameplaywise, positive side effects of intoxication could be partial immunity to shock damage and higher pain threshold - so you won't limp as much when injured (you might stagger and trip over stuff instead tho...) The fun factor and RP-possibilities are not to be ignored either. Heck, even in World of Warcraft you can get drunk. In vanilla I remember there was a warrior class quest that you had to be "completely smashed" when completing, screen was all blurry and you couldn't walk straight, making it harder than it would have been otherwise. As Pugman said a vodka bottle, cannabis and cigarettes are in the game files. I believe there were medical effects planned for tobacco and cannabis, so it would make sense for alcohol to have some gameplay impact beyond the goofing around. -
I'm thinking about using this configuration for my server with a few adjustments. I've been using an edited version of the config from the "Zombies Everywhere" mod, and although it is crazy fun with all those zombies it is a tad unbalanced and unrealistic, so I want to change it so interesting locations with high value loot remain swarmed while regular villages have more manageable infestations. So I came here... Anyway, I'm curious if you removed any of the default spawn locations or just adjusted them? I don't fancy the idea of having locations where you can trust there to be no infected. I personally like the idea of having random spawn locations in the middle of nowhere, so there is always a risk bumping into a stray zombie even when you are miles from the nearest settlement. This happened occasionally in 0,62 but currently the default despawn behaviour and spawn locations seems to prevent it, which is a bit sad. In order to achieve this, would I need to add static spawns all over the map? Or is there some way to allow a few zeds to wander off into the boonies without despawning?
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Yeah I edited my post to reflect that.
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In the discussion of the status report there is a couple of posts from devs stating that the DLC is not Namalsk or the Survivor GameZ. On twitter, when asked "Is this content that was in mod or is this content not seen before in Chernarus?", they answered teasingly: "Or is it not Chernarus?" so yeah it is pretty certain the DLC is a new map but using the word "confirmed" was a bit misleading. They've hinted it is a new map but without an official announcement, saying confirmed is not entirely correct. My bad.
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They've confirmed it's a new map. I'm hoping for something completely different to Chernarus with new terrain and assets, so e.g. Altis or Tanoa (especially Tanoa!) from Arma 3 would be awesome. Livonia looks great too, but to be fair anything will go. Exploring an unknown map and getting lost all over again will be fun.
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Making traps and fishing rod PS4
Derleth replied to Cliffo Stephens's topic in New Player Discussion
You have watched old videos from legacy PC early access builds. Those features are still not implemented in the live game on any platform. Hopefully coming back at some point though. -
Also, the players who want the more arcadey no-stamina peeveepee gameplay will mod out most survival mechanics anyway. Vanilla should be the hardcore base from which deviants mod to other experiences.
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This all sounds very good, but considering these diseases can't really kill you, what good does it all do? My character pukes a few times, then the bug icon goes away after a while. All I need to do is keep hydrated, which is not difficult. And that new sickness from bandaging with rags (disinfecting with alcohol does not work by the way), does that actually do anything at all? I get the sick icon but it doesn't seem to bring any effects whatsoever. The old text-based symptom descriptions from 0.62 helped a player know what he was suffering from. The current germ symbol just tells me I have something, if I get no visible symptoms on the character, how am I supposed to know what I am suffering from? And @ImpulZ , about broken bones, you have been dancing around this subject in a number of posts without providing any clear answers, so I'll try to ask as clearly as possible: Will you implement fractures during 2019? If not, has the feature been scrapped for good or will it come at a later time? And a couple of other questions: Could you elaborate on the "full feature parity not possible" statement? It has caused a bit of a stir, people are reading it as if bows, broken bones, helis etc will never come back or be implemented as once announced. I have a hard time believing Enfusion has some built in blocker for bows, so what does this statement actually mean? Vehicles still tend to do Harry Potter stunts now and then, seemingly caused by network lag. Also, client freezes when driving followed by fatal crashes is a recurrent and very annoying event. Are you any closer to tracking these things down and fixing the underlying issues? Are the events in no 4 possibly the cause of no 3? Implementing flying vehicles is certainly doomed to fail as long as a network hiccup will send you crashing and burning... Oh yeah, about new content (as in guns and items) please, for the love of gawd, listen to the community. We. Do. NOT. Need. More. Military. Weapons. If you look at missing weapons from 0.62 this is what remains: Military: Steyr AUG AK-74 SU Civilian: Derringer Amphibia P1 Red-9 Glock 1911 RAK Magnum Repeater Double barrel shotty Trumpet Sporter Pistol grip pump shotty Blaze Longhorn Improvised bow and Crossbow Since 1.0 every single weapon added has been military or hunting rifles used by snipers. This has led to the low tier game on the coast seriously lacking in variety while the pewpew crowd has tons of toys. So if 1.05 has no civilian weapons while adding the Steyr, or god forbid the M249 or some entirely NEW military weapon, expect a serious backlash from the community. Please.
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From a tweet response yesterday I am almost 100% certain it is a new map. Since ImpulZ says it is not Namalsk, I wonder if it is another old Arma map or something completely new? Personally I would love if it was Altis or Tanoa - new map, new terrain and new assets. New possibilities...
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Righto, thanks!
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I'm trying to reduce the amount of food that spawns on my server to make hunger a relevant mechanic other than during the first half hour of a character's life. I'm a bit unsure what parameter to edit to reduce the amount of fruit and mushrooms spawning without removing it entirely. Any ideas? Reduce the "maxinstances" value in mapclusterproto.xml?
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Hi ImpulZ, can you please forward these 2 questions to the devs?
Derleth replied to 0.64 Freerider's topic in General Discussion
It does that sometimes when you swap the item for another, it usually goes to the right place if you push the hotkey to holster the thing you have in your hands. Seems the system randomly "forgets" these things though. Anyway it will at least always go into the holster if there is no other inventory space, instead of just staying in your hands causing messy situations... -
Hi ImpulZ, can you please forward these 2 questions to the devs?
Derleth replied to 0.64 Freerider's topic in General Discussion
Yeah, I would dearly like a system to "lock" inventory slots to a certain item so nothing goes in there unless I drag it there myself manually. Too many times have I died because I couldn't pull my damn rifle out since a chemlight, box of matches or whatever was occupying a slot where the empty pistol I had in my hands was supposed to go - with zillions of other empty slots available in other places... Drives me crazy every time. -
Hi ImpulZ, can you please forward these 2 questions to the devs?
Derleth replied to 0.64 Freerider's topic in General Discussion
Good questions, good suggestions. I tend to organise my inventory this way anyway because I'm a nerd, but making it a necessity (and removing the automatic weapons in clothing issue) would be a good way for DayZ to go. The other day I saw a streamer with buddy get killed by a guy who looked harmless but pulled a shotgun out of his backpack when they came close to him. Well played by him of course, since the game allows it (they were not prepared for it...), but a shotgun should need to be sawed off before it can be jammed into a backpack... Edit: One other method could be to have a slower animation for taking out items from backpacks and other slots not deemed as fit for quick drawing. Pulling out that scorpion from my jacket/backpack via hotbar would be possible, but it would take a good few seconds and display an awkward animation... -
Died after killing 2 people who spawned right back???
Derleth replied to iCarnage's topic in New Player Discussion
Both melee and ranged weapons cause two kinds of damage - health and shock. Health is straightforward, when it's at 0 you're dead, while shock will knock you unconscious temporarily if reduced enough. Depending on with what weapon and where you hit someone, and what (if any) protection the player is wearing, it is possible that the health damage is not so serious while the shock damage is enough to knock them out. For example, a ballistic helmet will save you from instant death on a direct headshot from a pistol, but you will be knocked unconscious instead. Shock regenerates fairly quickly after you've been knocked out (screen becomes black without the "You are dead" part) so if that happens - don't respawn immediately, sometimes (obviously, heh) players forget or don't bother to double tap so you have a chance to wake up and escape or get payback. -
There is a working pocket watch in some mod, not sure which one though, maybe Munghard's Item Pack? I found one on the RemnantZ server.
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Died after killing 2 people who spawned right back???
Derleth replied to iCarnage's topic in New Player Discussion
My guess is you happened to kill admins on a private server and they couldn't live with it so had to use admin tools (cheat) to get some payback. If it was on official servers I have no idea, it should not be possible the way you describe it unless someone has managed to hack the main hive database. Could it be possible it was just buddies of the guy you killed? Edit: Ah PS4 I see, almost certainly buddies of the deceased then. Either that or the guy wasn't dead but knocked unconscious, so while you were rummaging through his things he came to, picked up his gun and shot you. -
Dear Dev-Team, can we get some ANSWERS regarding the FUTURE of our beloved GAME?
Derleth replied to 0.64 Freerider's topic in General Discussion
They do it however they like and please, it's their game after all. I kind of understand about not posting status reports anymore, since having "status reports" for a title that has (in name at least) left early access would be a bit weird. A monthly Newsletter giving a wee bit of information about what they're working on, how the stuff from the backlog is prioritised and so on would very nice though. They don't need to talk dates or effing roadmaps, just show some signs of life beyond dropping an experimental patch out of the blue now and then... As for hemmo's list, persons 1-5 will complain no matter what, they are best ignored in favour of no 6 and other people able to process and appreciate information without screaming on the internet. -
Basically what Guy Smiley said, don't play on servers with stamina disabled. If you decide to do that anyway, don't do it where they have achieved it by having stamina regenerate absurdly fast, since that is what enables the stunlock. Where stamina works as intended you can only do 3-4 heavy attacks before being out of stamina, depending on how heavily burdened you are.