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Everything posted by Derleth
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Consider getting a gaming PC instead. You don't need a $2,500 monster, far from it, and from your original post I think you would enjoy DayZ a lot more on a well balanced modded server. On PC there is no such things as "alts" for example, you have one character per server (or hive in the case of officials, one for 1PP and one for regular). Also, not all modded servers are infinite-stamina-10x-loot abominations with traders and so on, there are a good number of servers out there with a serious take on survival. Some making it a lot more harsh than in vanilla.
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I believe they should make use of the fact they have servers called "hardcore" and "regular". Currently the only difference is that in "hardcore" 1PP is forced and nights are dark. That's it. In Sumrak's own Namalsk there is a huge difference in survival difficulty and general gameplay loop (hardcore has no vehicles or basebuilding) between hardcore and regular, so maybe - just maybe - we will eventually see something like that in the vanilla game. Make "hardcore" truly hardcore with less high end weapons, ammo and food and keep regular in its current middle ground. The people who want it even more forgiving than that need to play modded.
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Xbox Experimental Update 1.11 (Changelog)
Derleth replied to Kyiara's topic in Xbox Experimental Updates
You are speaking community servers then. Tents are not intended to be impassable barriers to secure loot, and you are not supposed to be able to build fences so that they clip into existing structures. That some servers allow tents to be used that way does not make it a bug when you can't build a fence in front of the entrance. Vanilla features are intended to be in a certain way. Yes, server owners can configure (and mod in the PC world) as they wish, but it can and will often clash with how the system is designed. -
Xbox Experimental Update 1.11 (Changelog)
Derleth replied to Kyiara's topic in Xbox Experimental Updates
That is intentional you know. And why would you put a gate in front of a tent when anybody with a knife can cut the tent down from the side anyway? -
It already works like this. There are two ways to ADS: 1.Hold RMB to Raise weapon + tap shift to ADS. When RMB is released you lower your weapon. 2. Tap RMB - you snap directly to ADS without going via the raise weapon state. This is a toggle, you don't need to keep the button pressed. (And if you tap shift you leave ADS but will keep the weapon raised)
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I can has DayZ Roadmap 2021 for Birthday!?!
Derleth replied to DrzZzZt's topic in General Discussion
Newsletter said "several" though, not "seven"... 😉 -
Both would be great. I imagine the greatest time investment in time would be to convert building assets - making insides to buildings that can't be entered and adding furniture and clutter. Arma interiors are very empty.. Also there would need to be new infected, Chernarusian milkmaids would look kinda out of place in Tanoa...
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The only kind of paid dlc I would pay for at this point would be a major terrain change from what we have seen so far. So, subtropical Mediterranean (Altis), desert (Takistan) or tropical (Tanoa). In hindsight Livonia was simply not different enough to Chernarus, I don't regret buying it - I certainly had hours of fun on it - but I haven't set foot in Livonia for over six months. Yet another map similar to Chernarus or Livonia, with slightly different topography but with the same basic asset assortment, would simply not be very interesting. Still, as Namalsk and Deer Isle have proved, there is a lot of potential for very different maps if you add enough new assets and play around with game mechanics. Honestly, both those mods would have been more "worthy" of being paid dlc:s than Livonia. Oh, I would definitely buy a DLC set in Scandinavia using Vigor assets. 🙂
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Takistan gameplay from the old mod: Takistan has been ported for DayZ SA btw, very unfinished but you can see how it would look:
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I dream of Arma3's Tanoa as a DayZ dlc. It would not only require nearly entirely new map assets, but also vehicles (boats...), infected, animals... It is a map so fundamentally different from Chernarus that it would be ideal as a DLC. I have played a few survival Exile servers on the map and it is ideal for DayZ gameplay. Frankie's video could be a trailer for it... I also think a desert style map would be great, they have Arma's Takistan to work with, so there's an existing map and assets to work with there too.
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It is a community discussions forum. And as with any forum like it you can never expect to have an actual representative of the DayZ dev team respond to a post. It does happen occasionally, but not very often.
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2000 Zombies in a Heavily infested Cherno - DayZ Horror Movie
Derleth replied to liquidcactus's topic in Gallery
Yeah I capped mine at 5000, of which more than half are static (not player triggered). It wouldn't work on a crowded 60-player server, but I keep the player cap low since I want it to be about surviving the infected, not roaming coastal bandits.. No lag, never seen server fps drop below 1000 even with players in both Cherno and various military sites aggravating zombie hordes left and right. It simply a case of lots of zombies + lots of players not mixing well. Worth mentioning that vanilla Chernarus has infected capped at 1,000. Sumrak's own Namalsk has them capped at 1800 (maybe it was 1600) for a much smaller map. Explains why infected on vanilla Chernarus servers aren't much of a threat for anything but clueless freshies. -
2000 Zombies in a Heavily infested Cherno - DayZ Horror Movie
Derleth replied to liquidcactus's topic in Gallery
Works surprisingly well! The only problem I have is that when there are many agitated zombies roaring around you the sound starts cutting out and clipping. I believe that might just be my PC though, but there is a feedback ticket on it. -
2000 Zombies in a Heavily infested Cherno - DayZ Horror Movie
Derleth replied to liquidcactus's topic in Gallery
Loved it, really nice work! -
Most likely related to the increased server performance issues brought on by 1.10. (See this feedback ticket: https://feedback.bistudio.com/T155184) After the latest 1.10 hotfix server performance was back at mostly acceptable, but at higher populations servers still struggle a lot unless they are run on monstrous dedicated machines. Which does not apply to official servers, that are more likely to be multiple sessions. As a rule of thumb I would not set foot on an official server above medium population.
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If I remember right you can actually clear "free" non-persistent loot lying around on the ground by deleting the "types.bin" flile in the storage folder (and all its backups). I have never had need to do this myself though, so I would not do that without taking a complete backup first...
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I am sure this has been asked before, and I know there are community tools available doing it already, but this really should be a baseline server configuration option: Add a server parameter to require a customised name to be able to connect to the server. With the parameter enabled, if the player has not changed the default "Survivor" into something else he will simply be rejected with a message to change the name. Really, I feel a server owner should not need to rely on third party apps for such a basic feature. Combine this with a way to set the name from the in game start menu so it saves to your profile.
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Keeping track of two or three Joes on a server would still be easier than 75% "Survivor"... Agree about Survivor vs "Player", that is a good thing. With servers having lowish player ceilings I doubt there would be a great avalanche of characters with the same name, so forcing a unique name would probably be overkill. I remember the frustration trying to find sufficiently weird spellings for my chosen name for a character when playing WoW. It could get worse in DayZ if every character on the public hive was required to have a unique name. And Vodka, you're talking about "number of characters" on a game licence, but I don't really get what you're going after. You only have one active characer per hive at one time, and this is the character you play with on that hive* until it dies. Once dead the character is gone, cleared from the database and overwritten by your next life. *) As far as I know there is still no support for community hives, the only hives that exist are the public regular and hardcore hives. Every community server has its own database.
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The only way you should be able to know the name of another player in-game is by asking him, or being told by another player. Nametags have no place in DayZ, you'll get that in more arcadish games, or on a plethora of modded servers with dogtags or indeed visible player games etc. My suggestion was purely from a server owner perspective, it would mean little to players (other than forcing them to pick a name) while making moderating a server much less of a headache.
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That would be unnecessary, you still have the GUID/SteamID so no need to restrict in-game naming, if a player wants to change name between characters it should be possible. However, unless you have some savant ability to memorise multiple GUID/SteamID:s, reading server logs is incredibly frustrating when sifting through multiple entires of Survivor, Survivor (2), Survivor (3) and so on.
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A barrel does actually catch water already. Just leave it outside with the lid open and it will slowly fill with rainwater. Look at it with a bottle/canteen/pot in hand to transfer some water.
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It is possible, was even showcased sometime during alpha (video below). The feature itself is not rocket science, the reason they never went ahead with it is that it would simply be way too heavy on server performance. All that crap would need to be calculated and synced real-time between the server and connected players. A tree that always falls in the same direction (and has no collision...) when cut is not the same, it's basically just a status flag (1 or 0) while objects being knocked around by cars or moved by players would need to be calculated, saved to the database and synced. Everywhere around the map. Real time. Would be an immense resource hog, so basically it will not happen in persistent online environments on maps the scale of Chernarus, not in the foreseeable future anyway. Don't get me wrong, it would be awesome if you could actually move stuff around or blow holes in walls etcetera, but I doubt we will ever see it in DayZ.
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Shooting a rifle in a hand-to-hand scuffle is practically impossible - oh sure you can pull the trigger if you have your finger on it - but aiming the rifle is another matter. You're just as likely to blow your own head off as that of the zombie punching you. So the way it has been done in-game is fair to me. What we do need is a weaker weapon melee attack that you can use even if out of stamina. And bayonet attacks need a damage boost, they are practically useless as is.
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So, where can we find these mission files? There was no update on steam. Most of it can be enabled manually - activating the tree event and enabling the santa beard/hat and presents in types. But getting the presents to spawn around the trees didn't work last year and I don't want them to appear in any building.
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Sad truth about base building in DayZ is that the map is just too small for the feature. There is just no way to keep a base hidden for any amount of time, someone will stumble upon it in a matter of days if not hours. And a fortified, locked base is an irresistible lure to nearly every DayZ player alive. What juicy lootz do they have inside? I have to have it! So, even though it realistically makes sense that bases can be broken into in a fraction of the time it takes to build them, to balance the gameplay they need to be more time consuming to raid, or the effort to build them is simply not worth it. We can't be there 24/7 to protect it, in fact most players play a few hours a day at most - which leaves a base unprotected and risk free to raid the majority of the time. On a map ten times the size of Chernarus (without more points of interest, just longer distances, more woods between the villages) a base could remain hidden much longer. It would simply not be feasible for raiders to scour the entire map in a few hours looking for bases. For that reason I would agree that bases, as the game is currently working, need to be much more resistant to raiding. They can start by making it take time - and more than one pair of pliers - to get rid of barbed wire. Dismounting from outside in a few seconds makes it utterly worthless.