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S3V3N

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Everything posted by S3V3N

  1. S3V3N

    Status Report - 15 Mar 2016

    It'll also mean that sharing a meal with others is more than a friendly gesture; you might be saving somebody's life by it! Yet, I don't really see why we have to eat and drink so often. Okay - I get it, it's so nobody can kriss-kross around in the north, looking for camps. But the devs could use weather zones and temperature (in the future) to get the same effect. I'd want some more realistic eating + drinking and then we also wouldn't need all that food. We should be able to stay alive on water alone, let's say for the game's sake - for just three days ingame (sunsets/sunrise). Our character should perhaps gradually become slower and start shutting his eyes/blinking, needing more rest over time. And when we eat, our energy is up high, less rest required and we can run full speed. Right now eating and drinking doesn't at all affect our physical and tired state, the only thing it affects is the amount of blood you have. I would add more states than "energized" and "hydrated", but balance and mix them differently alltogether.
  2. S3V3N

    Status Report - 15 Mar 2016

    The strange thing is - I haven't. And I'm playing 3-4 times a week often for several hours and due to the car I'm all around the place; without it mostly in the north. I've been to the remotest villages or those that are usually on nobodies routes (like Dobroe), and yet the rarest thing I've found was a CR527 mag. I find Blazes all over the place, but never once in the past months have I seen an automatic rifle anywhere outside the military zones. Of course - rare loot -may mean: really rare! So I was either unlucky or simply in the wrong place to have found that AKM in a shed. I can't believe that really happens, but if it would happen just a couple of times on each server - imagine the joy ^^ And the best thing is - finding rare military loot even just very occasionally would give you a new objective. You'd want to have ammo or attachments and go search for them. With the new way weapons will spawn with attachments, such a rare find will even be more precious. OF course, it shouldn't happen very often. It's like that heli-crash you find that has three pristine scopes and two mags or rifles. The jackpot! I'd also sorta want to vote for better access to the UMP. It's seriously my favorite weapon in the game, but I'm either always running around with the magazines or the empty gun. As soon as I get them together, I feel like the UMP is to precious to take it to battle and often fall back on AK-74. It's nuts really, but when weapons are that rare, they are kind of too valuable to take on risky trips. --- Also: about the information. Why is it that either we get too little information from the devs, or we get so much that it borders on being confusing? It's sometimes a bit random, but I guess it just appears this way, because everyone on the team has their own field ot specialization. I know I've read that Quote from you (Biohaze) somewhere before, but I can't remember why or when. Somehow I would prefer shorter news, but more often. It's also nice that they get excited or emotional about their work, but I'm not sure it belongs in these reports. It's nice though, just maybe keep thoughts and information separated.
  3. S3V3N

    Status Report - 15 Mar 2016

    I'm not sure though, if we will actually see this kind of sparcity in Vanilla-Dayz. It's probably going to be left to modders (or hopefully to server-owners) to make that decision. Most players are upset, if they cannot get a proper weapon and ammo within an hour of playing. Either that's how it is now, because besides guns there isn't that much to do and find. Or this is just the established gameplay now and suspect to change. And the constant flow of new weapon models makes me think not much will change. I do however find it weird to have tents full of gear at the moment. With a car you basically just roam around for twenty minutes and find all the chopper crashes. Even going to the military zones isn't that much a hassle and much easier than going through every house in a city in hope of finding an inferior rifle. Really curious if these things will change. Personally I think you should feel underpowered and overwhelmded (by infected) for most of the time. When you find the means to defend yourself, you should be really happy. I think pistols should be fairly common, but full-auto-rifles should not. I don't want to feel like having to count every bullet - I still wanna have fun shooting infected. Balancing this will be really difficult. Imagine a few pistol-wielders going to the airfield and a guy with an SVD is waiting in hiding. They wouldn't even come close with their pistols. So this future weapon-spawning policy would be an interesting thing to discuss by the devs. Are things going to change? What happened to the 0,1% (or close to that) chance of finding rare loot in a random location? I would dig finding that stuff occasionally out of the military zones. If you scavenge entire cities there should be more rewards, even though more sparcely than in military installations. I think the northern airfield isn't attractive enough as a PvP-area. Hoping for mapchanges there, too (lots of wrecks on the runway and green-strip, barricades, fuel/oil puddles, bodybags). It just seems that beyond balancing there are also a lot of things pending that make thís a more attractive and believable world to play in.
  4. S3V3N

    Any idea when the patch will come?

    Keep the hype in store for later, though ;) I feel the same way, but like the devs said: there are problems to be expected. But I think what we all mean by "hype" is the potential this patch has for future development.
  5. S3V3N

    Status Report - 15 Mar 2016

    1. Good to know the new-UI will be equal to the old one in functionality. I didn't mind not knowing my "energized" and "hydrated" status; played without knowing it for months. What I hope for is that we can drag items off dead bodies and onto the ground again. That was one of the main issues with the (old) -newui functionality. 2. +50% frames in cities is impressive. Seems like we'll finally be able to see some more action there (with both: AI and player encounters) 3. What worries me is that all the work is done to ensure the best possible release of 0.60, yet Mirek states: "it's possible, that first iteration will break the game even more." This seems to only concern Desync though and as long as it will be improved over time it's not an issue. It's nice to get some more bundled information, and I appreciate it! I'm still grumpy about the delays, but I want to be supportive. It's pretty obvious that setting up the new features is a total grind. This reverse-engineering an old engine and replacing its components must be damn hard. I know it hardly is connected, but the difficulty with Duke Nukem Forever was originally that they switched engines and added features more often than Duke says "Balls of steel". The whole process of adaptation and learning starts over and over when they change core systems and switch out engine components. And with each iteration there are potentially more unknown bugs. Tough! I wish the devs the best of luck, but I do hope they'll push this release like mad. Can't wait to finally see it happen! And then hopefully a gradual but steady flow of new features, or rather re-coded features.
  6. S3V3N

    Any idea when the patch will come?

    Friday - pehaps, but most likely one Friday in April. April 1st would be a great day for release, imho ^^
  7. S3V3N

    Base Raid 0.59 Jackpot!

    I'm impressed you didn't empty the tents and packed them. Bonus-likes from me :) Pretty satisfying to find your raiders' camp! Im already running the options in my head for your attack on the camp. You could: - place a working radio in their camp and try to contact them with your own radio. leave a note, too. - observe and attack the place when they spawn or wait for them to pack up - follow them to their new location after they pack up; plan an ambush there And probably some more options I haven't really thought of. Let us know how you proceeded. Nice video!
  8. S3V3N

    PSA: Grenade + Protector Case = No fun

    The cool thing - this works with tents and cars too. (not the way you did it, though -> like Zimorak said) So if you don't want your stuff stolen and the guy who steals it blown up, place an unpinned grenade in your car or tent. Only the car tires will be ruined, it can still drive after repairs. In the future, people will have serious problems packing up my tents ^^
  9. S3V3N

    Wheels having a persistence issue

    That part about the conditional respawn of the tires is interesting. I somehow didn't pay attention to it in my first read-through, though I remember thinking "this is good" back when I read it. Why this is good is, because people can't just go into the distance with your tires, if they decide to dissemble your car for themselves. As long as the car has to be in sight, I agree with this mechanic (though the xploit might become that people just park a car somewhere to have persistent tire stacks). I make some supply stashes, but even though my camps have been online/live for pretty long, I don't think 45 days+ is normal for our group. Usually a few weeks into them, someone will stumble across the camp. I know some locations that are probably gonna last much longer, but they aren't attractive camping spots. Usually I keep the best stuff with me when I log off or place them inside barrels scattered over the map.The big camp for us is just a meeting point and to plan the session in play. Since the announcement of 0.60 for February, our group's playstyle changed quite a lot. With our last big camp found and looted, we are now just travelling lightly, not making camp any more and going on together. Surprisingly enough, two of us are still alive together and the third guy basically is a bullet-magnet, so no wonder we lost him. I've been on more airfields and in danger zones on a 50 player server (Swedish Empire) than in the months before. We sometimes find a car and repair it and the same applies to other people on the server. I park the car at logoff, hidden well enough - the next day it is gone and someeone else drives around with it. The game dynamics really come out better on crowded servers, but they are a bit tedious to loot and drive around in. Cars are come and go on a crowded server, which is probably much like what it's supposed to be. Hopefully though, we can hold on to them when we build bases. For now, I'm enjoying the roaming style, but in the future I hope for a lot more driving and camping! The one thing I've been looking forward to, probably more than helicopters, are dirtbikes and choppers. A gang of bikers in this game will be my favorite way of playing - even though bikes give you little storage and no protection; I hope we'll see bag-attachments for more storage, someday too. Until that day, I'll have wrestle with cars and their mechanics. I hope the bikes lean in the corners and don't drive like trains, too.
  10. S3V3N

    Write the blood type on blood bag

    It doesn't have to be super-accurate like that. It's just that the current animation is the generic "cafting" animation. If we would kneel and simply have a couple of stages to the blood-transfusion animation, it would be sufficient. You would kneel, you would unravel the part with the needle and motion administering the pack. It's not a big deal and it will be convincing enough, if the last step is holding up the bloodbag to let it go empty; no rigged parts are needed for animating that. Character animations will probably be a focus after the new character controller is introduced. It makes little sense to use new animations now, but I'm sure we'll see something like that and a lot of new anims in the future.
  11. S3V3N

    Wheels having a persistence issue

    Your wheels won't despawn, if you put them on a car, where they belong ;) I honestly think my arguments favor gameplay. It's not right for tires to get stashed and I easily find all the car tires in the radius of the three nearest villages; yes, it is some running to do, but it's better than knowing where to run (for a dropped tire) when that is on the other end of the map. Cars are supposed to be coop goals anyway, so when you do this with a friend it should be no problem. Why would I have a camp and not touch it for 45 days? I'm sure we've had camps for over a month, perhaps even for two, which didn't vanish. Yet we interacted with them (barrels, tents) every couple of days. When something of mine vanishes, it is usually stolen. It's so easy to get rid of barrels. Poke a hole in them and leave.
  12. S3V3N

    Wheels having a persistence issue

    It's weird I haven't had any problems with stuff disappearing, except from raids to our camp and very rarely some items I dropped on top of each other. I could swear you just have to interact with the barrels (same as backpacks) to refresh their despawn timer. I do have things disappearing, but that usually involves that bug where weapons/items stick to your right hand. You can open a can or eat to remedy it, but whatever you carried gets teleported to got knows where; at least it does most of the time. The big problem with longer persistance for tires is that people clear them out and drop them on the road. I often found loads of tires near their spawn, but remote from any vehicle locations.And these tires don't respawn in more suitable places and you have to run your ass off for one. Why I think persistance isn't that good for them either is, because if you park a car, people can just hide your tires, find a battery or plug and re-assemble everything to steal your car. If they can't just stash tires, they have to be more subtle about car-theft.
  13. S3V3N

    Write the blood type on blood bag

    The best part is when you switch bloodbags with a friend (because he needs to transfuse you and vice versa) and you forget which one was your bag in the inventory ^^ So potentially you give him back his own and so forth. I always have to remember putting them on the ground or adding the needle to only one bloodpack for distinction. My friend suggested that writing on them would be great and I forgot about it, until you posted it; good point! It would also be interesting, if we could use blood-bags in other ways, e.g. to lure infected/predators with a trace of blood, or if we could tie several blood bags to an explosive and create a "blood bomb", e.g. to tag enemies and make infected go wild + after them. Animationwise it would be cool, if we would actually administer the pack, i.e. putting in the needle, holding up the bloodbag and emptying it. This should not take longer than now, but be animated properly.
  14. S3V3N

    Problems with in game chat

    Peope need to check their volume though. I can barely hear some people ingame and my friend shot one, because he was getting impatient with our communication. I'm thinking of handing people a radio in the future, see if that yields better results, plus not everyone will hear us (that far). Also, you can type with _. That's always an option and better than silenced or muffled mics.
  15. S3V3N

    Wheels having a persistence issue

    What are you doing to the barrels :) ? I've never replaced them, you just have to interact with them. Even barrels I haven't interacted with stayed persistent for at least a week. In theory tents, etc. should persist for 45 days at the moment. Ammo boxes and yellow containers appear to be persistent, too. I've had wheels disappear that were only a few meters away from the car. And it wasn't after a restart, either. I don't think wheels were meant to be persistent anyway and this is the better solution. Because otherwise you can just always remove car wheels and hide them for later. Wheels should really despawn like they do know, even though that makes things more difficult. What I do think is that cars should spawn more complete and hopefully they will in the future. I'm also hoping for more colors or the ability to bring in our own designs; that sounds like a task for modding, though.
  16. S3V3N

    Beta in Q2?

    Agreed - the delays are far and beyond justifiable and what really grinds my gears (!) is that the team pretends they are almost on schedule, because these features never had a release date pinned to them. So they can basically make up their own truth and reality and tell us we just read their (dis)information wrong. Fact is the team is terrible at management goals. That may be part of the development progress/stress, but the first commercial team (as 3D Environmental Artist) I was in, we only got payed very little, while the project lead was renting booths in discotheques, posted pictures of Champagne bottles and Caviar and got a girl pregnant he had to pay an abortion to; game development doesn't bring out the best sides in people, but often the worst; you have to start asking for delay reasons at some point. After that I sorta quit developing games and whenever I see a project like Dayz with a potentially huge budget and it moves at less than 5 patches a year, I'm thinking someone is not doing their job right. Either it's Mark Spanel for letting this go on and on, or it is Hicks for not putting the foot down. It's all fine and dandy working with lose deadlines and artistic liberties, but when things are still falling behind when you think they are pacing up, there is something really wrong with the team's organisation and development. Yes, the EnFusion-engine is a new engine development and a huge task, but other studios can do it and actually release games on comparably untested engines every couple of years. The thing about Dayz is, there is no way to justify these delays any more, but the game isn't a scam. It is moving forward and is ambitious about its goals, and imho in great parts it's better than the competition (or has that potential). But all the important things are getting pushed back more and more. Character Controller, infected-AI, Renderer, hit-boxes, building and probably a dozen interconnected features don't make it into the game fast enough. I bought Dayz when trucks were announced, I got cars since and manual transmission and not much else. Some crafting that is pretty useless with the current mass of items spawning. My point is: we are still not even near the final game, because so much is a placeholder. And those issues don't go away. We hear talk about the final systems, but we don't really know their state and when they are implemented. It all seems to rise and fall with the renderer, so maybe that is why this update is taking so long: the team knows that their credibility rests on the success of this patch.
  17. S3V3N

    Beta in Q2?

    Like you wrote - you didn't play the Mods; they have heaps of guns modded into it and Arma II wasn't exactly short on weapons. So that's something many people expect. 3D Models are always a nice eye-catcher, even when they are WIP; showcasing some lines of code isn't. Apart from that, I think you're right. It's not nice to experience this over and over and it's probably no joy for the devs either. I'm sure they would want to speed things up, but the structure of the team and the resources don't let them. But why things are hopefully announced and then there is silence, nobody knows.
  18. S3V3N

    Beta in Q2?

    If you wanna quote production cycles, Dayz isn't a good example. One problem with Bohemia games until Dayz is that they are a smaller studio with their in-house engine. So they can't just hire ten new programmers to get it done. They would have to learn the engine first and EnFusion now adds a different set of tools and options altogether. I think the programmers at Bohemia must have lots of interaction - but they don't always have time to solve a problem (because they work on more than one game). So there is that and I'd count that as a thing that can't be changed. At least not on the short run. But there are things that can be changed. Like telling us the true state of 0.60 and keeping us informed when updates have serious delays. We only get informed when things are overdue anyway and even then the info is sparce. And I' like some more info on vehicles mechanics, for example. Will there be attachments (I think so, but maybe just not right now); will we ever get a car-jack. Questions like these come up all the time and aren't hard to answer. Idk if the devs don't see or feel this same trouble, or if they just don't want to comment. I'd like to see them involved with the game, as well as with the community. If we know they know that already helps a lot; most of the time we don't know they know, or if they even care. Development moves on, but Dayz is now at a stagnant point, where most things that were introduced in 2015 work and we are waiting for the next step. If it were just any other update, I would not even bother. But this update is meaningful for the game and for the iteration of core features. It's the one update I expected them to get right and ship out in a timely manner. And the last piece of info was that things are fine with the renderer, just some details and optimisation are still worked on. If that was the case, why the delay and if the delay continues, why no new info? We are either so close to release that they don't bother making news about delays, or we are that far away that they don't dare to. Let's hope it is the first one. I don't want to continue o n 0.59 right now. Despite it being an alright version, with so much impending change and the months its been running, things are ripe for change.
  19. S3V3N

    Beta in Q2?

    Link: In the Dayz-universe it is impossible to find anything, because there is no structure. I don't know where I read it last year, but in one of their papers they announce Beta for Q2. You can also find Hicks saying that in some interview, as far as I know. They are rock solid about their release in Q2 with maybe 1-2 weeks+/- All I ask is they deliver on that promise. Not only as a proof to us, but also to themselves that they can actually make a release happen; but it's already too late now... Delaying Beta is not my biggest gripe, but more the way that things are piling up in Dayz's development and nothing happens to make them work. Since they are always behind schedule, many features do not get explored and integrated quick enough. I've been waiting for non-lethal weaponry forever-ever. And when things like the renderer can't get integrated within a year from when they first announced it, I have high doubt these other details will even make it in at all. We still seem to walk the same ground. My gaming experience is pretty much still the same as a year ago. Yes, I can run around in cars now, but I still get lag on 50-people server, still glitches, still hav no medical system or actual survival, etc. There is no plan for a better gaming experience. It's just features slapped onto features, but I don't see them coming together as a game yet; this is what should happen after 0.60 though: the pvp-simulator should start turning into a survival game. Public Experience on Early Access? 7 Days to Die, The Island, Life is Feudal. Those are either custom made-engines or they build on existing engines with added functionality and changed code. ("The Island" is actually Blender Game Engine ~ free software). Just some examples of tiny teams doing well. I get it though, Dayz is special. My suggestion - if you can't handle your own engine, devs, stop making suggestions about release dates entirely. It's utterly pointless the way updates and news are handled now. Make meaningful updates, instead of mere headlines! Releasing the server files will probably only happen with the release of mod-tools and/or singleplayer. And I don't see them being a priority right now. (I do seem to recall that Modding too was announced to be introduced for somewhen around March) Mod Tools are one of many things that are still on the "2-do" list. The work doesn't get less with Dayz, quite the contrary. It gets more refined! And now is the point in time to really start refining things, because people who played the mod and bought into the Standalone are still waiting for Dayz to become the game it set out to be. After 0.60 the game will hopefully change for good. It will no longer be easy to survive. In the mod, only th first few minutes (unarmed among zombies) were really difficult. I want Dayz SA to keep up the difficulty - make it more difficult, even frustrating. This update should be out now, because it is important and should have been out last year. From there on things can really develop into new directions and the standalone will rise or fall. Right now it simply isn't meat or fish. It has no backbone, no character to its own. It's just an empty, unfinished game and the 0.60 release has the potential to start changing all that. Which is why I am anxious as well as excited about it. Delaying it time over time doesn't increase my confidence that these major, necessary changes are going to happen in Dayz SA. There should be no delays now, not because the devs need our support and understanding, but because it is crucial that we see these changes happen. Many, like myself, have played thousands of hours in the mods and waited for a year or more for Dayz SA to start showing that it will surpass the mods in all regards. For that to happen, I have to believe that things are working as planned. There should be a fixed schedule of bi-weekly releases after 0.60 again. Not only because the players need stability, but because the team seems to need it, too. I don't believe the stability of the renderer is the biggest problem now, but rather the lack of motivation in the team. They don't seem to act like a team anymore, things piling up on the one side, while other things don't even get adressed. Sorry for the novel. I'm hoping for the best, but as you can see, I have my doubts about how and when things will come to pass. I think often it is better to release and face the problems head-on than to muck around with a build, looking for perfection. Right now the game needs progress and if that means more updates and even more work for the devs, it has to be this way. It's just important that these updates happen at all and near to when we expect them to.
  20. S3V3N

    Beta in Q2?

    I wish I had no reason to complain. This is a patient community and yes, Dayz is a difficult game and harder to develop than, let's say - the much smaller scale "Escape from Tarkov". It's also a different concept without mission structure or traditional multiplayer gameplay. We see aspects of Dayz in other games, but they have different features and goals. I'm fine with what the game is supposed to be and that it takes its time. I'm just critical of the way we receive information and with the way the devs handle reality. It's been announced that we'll see videos from the devs - that's okay. It's just that things take a long time to happen. But realistically that's one more task for the devs (=more work) and I don't think these videos will reflect problems critically, but rather introduce us to the team and the work they do. We're almost two weeks into March. To be honest, I was expecting the new renderer sometime back in early December. Then it was hopefully announced for February, which didn't work out and not really much info on it, since. It's simply not enough to always say: "it'll be done when it's done". Even with a margin it should be possible to give us a better estimate than "somewhen within this month, or maybe not". This is the side of public information that I find lacking. The other side of these delays is that I keep thinking they are still adding more stuff to the release. While that would be impressive, it's unnecessary. At this point, I'd rather have more releases and smaller ones. I'm still hoping this will happen after 0.60 and things will speed up. Dayz would be an awesome game, if the updates came in more often and if they were a bit more practical (e.g. how about a car-jack model or a tow rope -> useful). They have so much left to do, from invisible things like collisions, to major map changes/additions and changes to the controls, etc. And on top of that come singleplayer campaign, modding tools and at some later point the console development. Even without console development that's a big checklist of things that need work. And I don't see, how this goes with a reality, where we see an update ever 3-4 months and get fed information only when it seems too late. Why not inform us earlier, if they see things aren't working out? Really, I have big respect for the creators of this game and ideally, we'd all get the time we need to make something perfect. But in this case, perfection or rather - choice - will come after modding. My biggest hope is that after the 0.60 update EnFusion will be a stable and reliable development tool for the devs. Enabling them to quickly get their systems to work. It's sad it takes this long and I really hope the time spent will show in the upgrade, but it can't be helped from our side anyway. Just please, please devs: give us more updates after 0.60. I don't want to end the year on version 0.63 or 0.64 - technically it may get called Beta 1.0, but we'll know better ;)
  21. I still wish we had something like car-jacks in the game. While thinking about the need for something that lets you grapple or attach a vehicle to either another vehicle or a pulley, I wondered, why we have no ability to rappel in Dayz. I don't mean the crazy Just Cause-way, but down from Helicopters or buildings, like some people suggested. Then I thought, perhaps the two can be combined. We need something like a tow rope in the future. It sucks turning a car with bow and arrows and it's certainly not the recommended way to do it ;) So why not make everything modular: rope/knotted rope, hooks, pulley - perhaps shackles for the helicopter rappel; they could even be different materials and grades. The next step would be to make them latch on to object edges. Maybe a car could even be pulled off its side by two men pulling the rope. But to get it out of a ditch you'd need to use the pulley and tie it to something (tree, rock, car wreck, fence etc.). Or you would have to use another vehicle by attaching a second hook to the rope, instead of the pulley. I would be totally fine for me, if worn rope would break in the process of rappeling, or if the tow line snapped after you pulled out your car. Perhaps it could last a few times, but I wouldn't want these items to become overused. Therefore they must be fairly rare and used in emergencies; there should probably be an alternative to flipping a car - like an actual car-jack or a completely assembled tow rope (that can't be used for anything else, but lasts longer than the improvised one). ----------------------------------------------------------------------------------------- Here is my attempt of plotting out the different rope/hook combinations (by *knotted rope I mean there is a sling at the end -> perhaps you can learn a few knots from a book or a display): pulley->knotted rope*->hook - attached to car or attached to car 1<-hook->knotted rope->hook<-attached to car 2 or player 1, player 2 (pull)->knotted rope->hook_>attached to car or player 1 (rappel)-> knotted rope->hook_>attached to building or pulley->knotted rope*->hook - attached to player 1
  22. Though there are only very few moments where I can imagine people being chased over roofs in Dayz, I think that is more the fault of the level design than of the game. It's no Dying Light, but in Dayz we should have cities with better ways to traverse them. There should be more options for vertical gameplay, so we can run around the city on different levels. Usually we can only go on the ground. So if Dayz added more interesting city maps, this rappeling feature could be good. It might give you an interesting option to escape from either players or zombies. I also thought of it in terms of rock-climbing and hanging camps (at cliff-faces), which would be interesting additions, but probably only a feature that will be modded in. All in all, I'm not too sure this feature would be good. It seems to specialized to fit in Dayz, but it was nice to think about having. I do think we could work with a modular towing system though. It would be good to have more than one option to move/flip a car. The one problem I see with towing cars is that quite possibly someone will just tow all the vehicles from the map to his own base. So these tow ropes must bring serious disadvantage, like driving only at slowest speeds. Otherwise people will just keep slinging cars around ^^
  23. S3V3N

    Beta in Q2?

    That is not the point at all. The point here is that the devs made an announcement, which I expect them to keep this one time. Because they were pretty clear about being able to make it. We had to listen to so much shit last year about how they are on time with the main features and everything is more or less on schedule. Nobody ever apologized for cocking up one update after the next. And the game runs on minimal features at the moment. No true infected numbers of AI, no final AI, old character controller, not nearly enough (buggy) vehicles, no weather, no base-building, etc. It's maybe 50% feature complete when all is added, but what we see (ingame) is about 15%. Add to that all the ingame stuff that is missing. They have to release the mod tools soon (they were supposed to be out around now), then they have to deal with a singleplayer version and the console version at some later point. When is this going to happen? What's the final release date for the full product? I can't see it anywhere before the end of 2017; and that's optimistic. So how about Beta in Q2? Since Hicks was so clear about making it this time, I am almost looking forward to the foolhardy reasoning they will come up with for yet another delay. There are small teams that work hard and deserve praise. I just have the feeling these devs aren't like that. I really want to give them that praise for a partially great game, but they are simply too slow. Eight hours of work a day is not enough when you have a Beta release coming up. Start working on your promises, devs. And get it done.
  24. I used to have a military tent in that barn ^^ and a car-tent parallel to the barn where your camp is. It's a nice spot and you can often find deer at the farm at (032/016) or on the meadow at (034/016). You should have more than enough space for a while. I pretty much lived in the Novaya-Area for nearly two months and only moved around in the north. Sometimes it was more relaxing than a real-life walk. I love the north and can't wait for pretty renderthings to happen and for the new water and fx. Congrats on your camp!
  25. S3V3N

    CR-527 Magazine?

    I agree it is a bit strange that it's basically no effort to find/assemble a working AKM with Kashtan + barrel mag + exra Ammo, while finding mags for the CR527 is difficult. I have the rifle, I have one mag. I haven't found another one, yet. In comparison to the Winchester the CR is too hard to use. I have hundreds of Winchester rounds, thanks to the FAL using them and so they aren't that rare anymore. But for the CR527 this is different. Lovely rifle that looks cool and should be easier to get. However, in 0.60 there will be many changes to the Central Economy and it will probably adjust things again. Right now I'm finding far too many guns, but only few magazines. Soon the weapons will spawn with attachments and that will change the whole situation. I hope they spawn fewer weapons of the same in one place, then.
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