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Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
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Stay safe out there,
Your DayZ Team
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168 ExcellentAbout lex__1
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Do your friends tell you they can't hear you? They may be joking, check it out for yourself. Turn on the voice in the game, take the megaphone in your hands, turn it on and raising the megaphone to your mouth, say something in the game, you can hear how your voice works in the game.
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You should understand that the OS "App volume" tool is designed to enable the user to determine which applications and games can simultaneously access the audio device. The "Default" setting allows only the active application or game to receive and output sound. At the same time, background applications that use the resources of the sound card can be blocked by OS tools, or cause a conflict of sound input / output in the active application. It is necessary to change in "App volume" "Default" to "sound device" for all active and background applications and games - this will save you from a possible conflict of input / output sound in applications. When DayZ is running, you will see in the "App volume" all active and background applications using the sound card, change "Default" to "sound device" for DayZ and for all applications available in the "App volume", after that restart the game.
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You didn't make an effort to find the right way
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Got a screenshot or video of the problem?
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Does the screen flicker only when in the game?
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Our server can be configured to automatically restart by timer. But this does not solve the problem of desynchronization that is created by the server due to the lack of a correct synchronization mechanism on the server. The server continues to reproduce any client desynchronization error for all clients, even when the communication pause is over. Agree, when you see a player with a weapon in his hands, who says to you: - I am a "friend", it looks stupid, since on his side he does not have a weapon in his hands. If we ignore any problem, then we will not get an answer to solving this problem. You can skip this for yourself, but you don't need to convince everyone that you can ignore it. I need an official response from the authors, according to the instructions for eliminating this problem, or on solving this problem on the side of the studio.
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The engine update was significant, but also the unfinished mechanics of server client synchronization were applied. DayZ cannot easily run for a long time, as it slows down quickly and easily, as the server quickly and easily reproduces the desynchronization for any client on the server.
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Where should the studio's clients be who are dissatisfied with the studio's product? It was hoped that the studio would find a way to use a feedback tracker where tickets would receive a rating of desired and expected fixes. I had hope for A3 for six years, but I haven't played for the last three years. I had hopes for the preparation of A4 release, in this regard, I was interested in the development of DayZ after release 1.00. DayZ has a great solution to the server and client FPS problem, but client-server-client synchronization plays like a bad low FPS for clients. Server FPS is high, client FPS is high, but high speed LAN cable and low ping are not able to provide stable synchronization. The problem of poor synchronization is solved only if the client and server are on the same PC - the start of an offline mission, it plays with FPS 50% lower than online (I have an offline average FPS of 50-60). DayZ's poster and official video demo looks like a full-fledged product and a rich script. But in reality it looks like unfinished work. Players do not have the opportunity to fully play the offline mission, there is no editor, like an editor in A3, there is no scenario, there is no way to create a scenario, there is no way to save it. Throughout the year, players have been expecting solutions to client interaction problems with the environment that occur due to poor synchronization. But this is partially done for some of the character's actions. Information on the status of the solution to this problem - Not available.
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In part, this is true about the roadmap for the development of a new engine for A4. This should not affect the development of DayZ. But DayZ in its current state is a bad advertisement for the A4 release. The work of the development team during the entire period of support and development of A3 is a bad advertisement for any studio product. The A3 has received a lot of good changes and studio work. But it was very extended for 6 years. I don't know who in the studio is regulating the care and attention to troubleshooting the studio's products, it's very frustrating. If A4 is released now, on the same error base as DayZ, it will be a big disappointment. I am surprised by the position of some important problems, the solution to which does not eliminate the problem, but transfers the old problems into the game to the new logic of program interaction. I mean client-server-client synchronization. There was no good synchronization before, and there is no good synchronization now. Moreover, poor synchronization of past products made it possible to populate servers with a large number of players on one server. Syncing from DayZ 1.00 to DayZ 1.10 feels really bad, creating problems for everyone, even with a small server population. Even the good other indicators of the DayZ server, which are significantly higher than it was on the servers in A3, are confusing and not understanding why it looks unstable and so stupid on more powerful hardware than it was for A3. I don't even want to think and imagine how the synchronization with the "client-server-client" in A4, with the AI level of interaction with weapons and vehicles will look like.
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The first problem with the game is the long and endless troubleshooting period. The second problem of the game is the lack of a tool for creating game scenarios. All servers are PVP, PVE, RP with the same banal scenario. There is no struggle to obtain tactical advantages - for example, "King of the Hill", or the like. The third problem of the game - Mods often live for a long time in conflict with the vanilla scenario of interaction. Apparently there is a problem of lack of documentation or mods configuration tool. A player who has been playing for a long time is familiar with all the problems of the game - this forces the player to abandon many aspects of the game, due to possible scenarios for the occurrence of problems. This greatly narrows down the possible game scenario, which is already small.
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This has become available with the development of shell deposits, clay rocks, stones as well as requires a lot of different resources, for extraction, bonding, hardening of clay and so on. The cost of producing material for a brick construction is much higher than a wooden building.
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Please help me!!! I have a huge problem with Day-z !!!
lex__1 replied to sanzo24's topic in Troubleshooting
Use the LAN cable to communicate, it will save you from Taimout problems. -
To access and customize app volume and device preferences, do the following: - Open Settings. - Click on System - Click on Sound. Under "Other sound options," click the App volume and device preferences option. At the bottom of the page, you can adjust volume for specific apps and system sounds as a percentage of the master volume. When the game is running, there will be an icon of the game. Set up a recording and sound output device for the game, change the default to the choice of sound device. Once the settings are complete, close the windows and restart the game.
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12/8/20: Vehicle Issues Since the Last Update(s)
lex__1 replied to Kean__1's topic in Troubleshooting
When the Livonia DLC was released, I drove any car, all over the map, like in the NasCar races. I was able to develop great speed and was not afraid to fly into a ditch. I have a pretty good PC and internet to get 80-120 FPS. I am not satisfied with the very way of handling the desynchronization event with the server. Sometimes there is no desynchronization with the server, for a long time. Desynchronization with the server sometimes happens rarely, sometimes often. I've always heard from the players that my car is stationary. It annoys me that on the client side, I am not able to stay on the surface of the landscape, stop the movement of the car and turn off the engine to avoid an accident. On the client's side, I can crash a car by penetrating any texture, instantly find myself hundreds of meters away in the water, or die. A client-side flying car is capable of causing unintentional damage to other players after synchronizing with the server. The only server that lacks the desynchronization effect is the server on my PC, in offline mission mode. This raises my questions: 1. Why is a powerful server on the network unable to process reliably synchronization with a client, with a ping of up to 30ms, while the client has 120 FPS and the Internet is up to 100MB? Why does the game mechanics reproduce an absurd scenario on the client and transmit the result of this absurd scenario to the server? 2. How on the server, cars without a driver fly on the side of all clients? 3. Until when will the server side of the game use the server hardware resources modestly? 4. How long will server tenants spend a lot of money on server rent without being able to get a satisfying gameplay or provide a satisfying gameplay? 5. On the feedback tracker, hundreds of tickets about the problem of desynchronization, and as a result - errors in the interactions of players with different objects. Bohemia, why is there no information on a possible solution to this problem? -
12/8/20: Vehicle Issues Since the Last Update(s)
lex__1 replied to Kean__1's topic in Troubleshooting
Please, no need to write in this thread - "you need to look for the best server". If you want to write this, do not forget to publish the characteristics of the server and its communication channel. And attach a link with a video about driving a car on such a server with at least 30+ players. Or give the address of the server where you can try driving a car without lag.