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Showing results for 'Vehicles'.
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Looking for new players/clan for Johnny's Epoch
SHU1738 posted a topic in Mod Servers & Private Hives
server- Johnny's Epoch - 1.0.5.1 - (24/7 Day|Lift/Tow|Ai Missions|300+ Vehicles|Snap Building) Ip- 69.162.70.26:2300 We have re launched our dayz epoch chernerus server! We are looking for players/clans to join so feel free to come and play! We are hoping to start another great epoch community as dayz epoch is starting to die out. We hope to see you guys there!We are going to upgrade the slots if we can get a decent population!TY -Bill - Johnny's Scripter -
I know this probably belong in the bug tracker but it is "down for maintenance" Is there a current bug that causes persistent items such as tents and vehicles to despawn even after an interaction of only a few hours? We have a private whitelisted server that has had several issues of this and we are not sure if it is a player doing it or what.
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That's more a question of your graphics card. I'm not sure how far back, but I know my card can and it's only a 580 Ti. I should upgrade, but in combination with an i7 and a fast HD most games look and run fine. I'm not playing the latest shit either. --- Thats a big status report, and I appreciate especially Peter's lenghty part in it. It explains a few things that I've wondered about and it's worth taking the time writing and reading that.I got reminded again of what a crazy development Dayz is. Where we have features and even an entire engine replaced or renewed. It's like they are having to make the game twice. I feel like this engine development is a much overdue update for Bohemia. Let's face it: Arma games by themselves are pretty cluncky and not that much fun to play without mods. Vanilla Arma to me was always a starting point to great mods, or at least to modded missions. But the engine was lacking and even ARMAIII doesn't feel right to me. Now it is as if the future of Bohemia's developments rests more on the engine development than on the success of Dayz. Dayz already was/is successful enough. It's a prototype for future games, and I can't wait for what we'll see made with EnFusion. There was a Jurassic mod in development for Arma I/II, which aimed at creating roaming and feeding routines for dinosaurs. Imagine being dropped in that kind of sandbox, aka "Jurassic Park". Just one example. If you add boats to the mix (which we'll see eventually in Dayz -> at least they are on the list for planned vehicles), there could be pirate-styled games with islands to capture and whale to hunt. Digital whale oil for everyone! Seriously, this is an exciting engine and all the tech seems right. I'm a bit surprised they never had a benchmark tool of sorts. In engines like Unreal the environment pretty much adapts texture and object resolution to your specs. Even in editor and during development. It's very handy and I'm glad EnFusion has something similar now. I remember when Cryengine added their Mannequin or whatever they called it and most people hated the system, until they understood how much better it is. I figure something like this will get on with EnFusion, too. Hopefully it will be accessible and documented well enough for the moddest modder to understand and learn themselves. I think the engine technology here is in no way unique and in many ways overdue for an update. However, when that is done, I'm sure people would like to develop amazing projects with EnFusion. Because what EnFusion does is shine in large open environments. More so than most engines. And perhaps Bohemia could expand their business model of accepting promising mods and turning them into production. I'm sure future projects will be smoother and quicker than Dayz, since the bottleneck seems to be technological development, rather than actual game design. Good luck from me and keep up your stuff! I still need to see it though ;) Give us the booty.
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yo Salty You want to take the players away from the PvP high-action, death-a-minute, "spawn towns" and scatter them around the country so you will meet more players when you are out in the distant corners of the map? OK... well.. Point is - there are NOT any "spawn towns" there are just various scattered spawn locations and many of them are within running distance of big towns (and one are two are real close to big towns) And a lot of players RUN to get to those towns - if they ran the other way for half as long they'd be in the wild country (like you), but they don't. And a lot of players who think they are too far from towns suicide until they get closer. If you want to explore - go solo explore far off places but don't EVER assume there's no one around.. you will die. If you want to interact (kill, goof with no-pants-and-a-bible, be a bandit, or run around laughing or dissing) stay on the COAST - if you want to PvP deathmatch go to the "spawn towns" you talk about. If you want to explore AND hang with players, join a team or a RP server.. And NOPE I wouldn't load up Battlefield and expect a huge map, where anything can happen, including solitude, agriculture, hunting, sudden death, chance meetings, starvation, teams of armed raiders, navigation by the stars, hidden camps, fishing, zombies, stampeding cattle, sunrise and sunset, half-repaired vehicles .. If I loaded Battlefield I'd find a fight in a half-minute, right? And if I loaded DayZ I know where to find a fight. And then sometimes a fight drops on you when you don't expect it at all. If you want "the looming threat of players around any corner that could be your best friend or pack of ruthless cannibals" then stay on the coast. (if you go inland to the high loot places you meet players but won't make any "best friends"). Find a quiet place inland, stash some stuff, hunt, cook, get gear - then go down to the coast to make friends. Comparing DayZ to Battlefield is like looking through the wrong end of the telescope. :) xx pilgrim
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I've said it before and I'll say it again... They say they have some blockers preventing release of .60... and if the state of vehicles now wasn't a blocker then something must be really and truly fucked to prevent it from at least launching to experimental. Like, start over from scratch type fucked. I'm a DayZ supporter... but when I saw that one of the big issues was the fact that some new "thing" needed to be worked into every gun in the game I thought to myself "Well, fuck you then for adding so many god damned guns before you developed the other content." I smile when I say that- I don't mean it in a fist shaking way- but now whoever's bright idea it was to add 10 guns to any new survival content item is now reaping what he sows. Anywho...
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I was aware of items spawning inside containers like the oil drums, vehicles and wardrobes (soon to be expanded upon of course) but never heard any confirmation or discussion of items spawning in clothing. I did not mean for this topic to sound like a balancing discussion. I think live infected around crashes would be an excellent thing to bring back, it would make it a bit more difficult to loot the crashes and would draw attention if you tried to clear them out. The idea of infected carrying higher tier items near crashes is a unique way to bring some diverse looting so the game feels more interesting. These high tier infected could have their own models to highlight their significance among common infected (e.g. UN infected and US infected.) I suppose it would be a bit more streamlined to have high value loot come straight from those infected, rather than from the vests and tactical gear scattered along the crash site. (The idea I was trying to get across.) So.. what about pilots gear being around the crash site? A modern pilot helmet and a pilot's survival vest would be cool additions. I know the M11 is kind of the elephant in the room. Why should we implement another 9mm 15rd handgun when we have the Glock, CR-75, and the Red 9? The M-11 could be another high tier handgun, as desirable as the FNX. It could have lower recoil and higher accuracy because it's quite heavy with its all steel construction, and it's Sig's excellent track record. Any thoughts?
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Evening Survivors, It's time for that update on what's been going on during the past two weeks. We have a bit of info on blocker issues for 0.60 as well as which subjects will be in focus for the immediate future. Contents This Week Dev Update/Hicks Dev Update/Peter Dev Update/Viktor Community Spotlight: Days of Z Dev Update/Hicks Greetings Survivors, Hey everyone. While I don't have an experimental build for you today - I do have good news and an update on what is going on with the blockers, how far we've got with them, and so on: Inventory UI User controls within the new inventory look to be at parity with the old inventory system. The last few remaining issues are a few nasty blocking bugs on the functional side, such as items missing their icons. Reload mechanics The QA team have worked with the design and animation teams to get a firm handle on exactly where the inconsistencies are with the new reload mechanics, and said teams are working on resolving the issue. I think we can all agree that when we push a large change to how weapons reload - they damn better all reload with the same mechanics ;) Character Loading/Saving Proper character loading/saving is back, and in the process some nice network optimizations in this area were made! Renderer based blocking issues We've cut the list of blocker flagged issues tied to the new Enfusion renderer in half since the last time we talked - and in the time since our last Status Report the Enfusion engine team has made some outstanding optimizations across Chernarus - which you can see the result of in the latest .60 Dev Log video that you see below. In addition, while the Enfusion engine team was able to commit and test their latest optimizations, the automated performance benchmarking tool briefly discussed in the latest .60 Dev Log video has enabled the environment team to begin to isolate problematic issues with certain areas of the map that would not otherwise be noticed. We're excited to see these fixes give us yet another small bump up in Enfusion's new renderer performance. As we get closer to bringing .60 to experimental branch, I lightly urge you all to temper your excitement with a few brief statements of reality about public development of a title, and its engine: .60 is focused on UI, and Renderer - it does not feature the new animation system, player controller, or user actions We still have plenty of issues ahead of us to tackle, the renderer is but one hurdle on the road to a complete DayZ Network Optimizations, Server Performance Optimization (This is a big one, standing between us and more players, more infected, more animals), Animation System, Eden Update Audio Tech merge, and more are all ahead of us So I encourage you to keep your eye on the proverbial prize here and report your bugs over on the official DayZ forums, be active in testing these new technology changes, and be a part of moving DayZ towards 1.0 Before I wrap up my part for this Status Report, I'd like to include an excerpt from a post I made over on the official forums - that I think a lot of you might have missed: "I frequently get asked why a specific bug might not be resolved yet, or why something hasn't been addressed yet in development that from a players perspective might seem critical. There are a lot of things to take into consideration in development when weighing a bugfix, not to mention when you're dealing with a title transitioning from one engine, to another one that is *in development* Lets take a quick look into a brief break down of how the thought process goes: - First off - what is the risk of this fix at the current time? What are the goals for the upcoming build? Does this potentially represent larger issues that will push the build back? Is this issue tied to a technology that is going to be replaced? For example - Is this an issue tied with the legacy renderer? Is this issue related to ongoing investigation of a larger issue with wider sweeping impact on the title? If this issue IS tied to a system scheduled to be rewritten or replaced - what is the estimated time involved in: Work resolving the issue itself Test pass on the issue Overall BVT test pass to ensure related issues are not encountered Regression testing on the issue A lot of issues consumers see in the way of: Duplicating (Old action system) Glitching into models Damage / Projectile cheats Balancing / etc Are all things that are slated to be resolved, or at least mitigated with new technologies that are being worked on *right now* - so the hard decision has to be made - Do we potentially waste valuable development time and resources on something that will *not* end up in the shipped title? Honestly - we try to do that as little as possible. We still end up going a very large amount of it to try and keep the consumer steam branches as playable as possible, but frequently the unpopular and hard decision has to be made to stay the course, and dedicated those resources towards the final product / final systems / final technology." - Brian Hicks / Creative Director Dev Update/Peter I'll continue were I left off in my last Status Report entry and write a bit about the planned changes to the systems and functionality tied to such mechanics as attachments, crafting or the quick bar. As I said few times already I want to see DayZ's gameplay as much physicality as possible and controls as less obstructive as possible. One of the problems we are facing is a quite non readable agenda or to say it better, limits of the game that we set - what can be done or achieved and how all these various mechanics work, coupled with a rather chaotic approach to the usage of these systems, it leads in most cases to force players to visit community wikis and find out there. Of course in the past with the dawn of the original DayZ mod it was really refreshing and stunning to find out all the obfuscated in-game mechanics by yourself or learn them directly in-game from other survivors and at the end it contributed to creating one of the most beautiful game communities out of these shared experiences. It was one of the key points of mod success without any doubt, even when it was a virtue of necessity in the light how it all began and was made. However do we still need to keep the same approach after such time, where most of the orthodox players already known everything and new players came to the game mainly for all sort of experiences and stories they seen or heard about? If this is what we are offering to the players - experiences and stories - then we should not stay in their way. We decided to unveil how things work with addition of meaningful assistance especially in the inventory side. You will find ghosts/silhouette placeholders for all possible attachments that can be attached to systems like player character, weapons, vehicles, constructions, fireplaces, etc. Of course it can ignite pursuit for "filling those spots" notably for completionist style players. On the other hand it will help to orientate what is possible and what isn't as in reality you know that you can definitely can put a second rifle around your neck but you can’t in game, so instead of trying by yourself it's better to be told straight that these are the cards to play with instead of trying all the possible combinations to find proper one like in old school point and click adventures (which I love, to be clear). With the possibility to add and remove all attachments within the inventory screen and with the need of securing some of them with tools in mind comes a secured/unsecured icon - think of vehicle wheels which you can attach to the hub but you need to fasten them with lug wrench for proper functionality or they will simply fall off during the drive or nail down the planks to make a fence from simple frame. With this locking of attachments via user actions it comes hand in hand need of the unreachable functionality for attachments, again think of how visually unpleasant it will be to teleport wheels to front hubs of bus standing at very different side or by its back, this will get you to the right spot if you want it to drag and drop it from inventory instead using direct in-game attach user action. To quickly mention some other aids for convenient usage, we plan to introduce lighting bolt icon for electricity system to clearly overview if object it's plugged in/under current or needed amount of some specific item to be able to turn it into desired state like number of planks to barricade the doors. Crafting is another important part of the game and it is critical to bring it out to the light from the darkness of the inventory screen. Intended plans for field crafting changes is that it always needs to be initiated from the hands with the one of the two required ingredients for said recipe. Combining wooden sticks with rags is a good example. Crafting can be initiated in different ways, solely in inventory by putting let's say rags to hands and drag and drop wooden sticks on them from vicinity or cargo, second possible approach is a bit of a shortcut when you have let's say wooden sticks already in hands and rags set in some quick slot and pressing this quick slot number to invoke the crafting recipe, or the last way is with direct interaction with the item in the world by pointing rags in hands onto sticks gathered from bush. All of these options of crafting initialization let you to choose how you want to craft directly in the world instead of the inventory, in that case a torch, splint or fireplace and by holding the right mouse button craft it the same as you would use a canteen to continuously drink from. Some of the positives of this approach is that it eliminates automatic removal of previous item in hands so you don't suddenly loose your precious double carried item, adding tangibility and actual feel to execution of crafting actions or the possibility to walk during some crafting actions like opening cans or feeding magazines with cartridges. Additionally feeding a magazine will be a continuous action, the same as feeding the internal magazine of a gun which takes some time, one by one cartridge loading as long as you perform that feeding action which leads to a much more believable tension with planning ahead and tactical approach instead of that game where the fastest fingers win the crucial situations. At the end of the day the advantage of magazines lays in how many rounds you can fire with the current set without manipulating too much with the weapon or magazine instead of making nearly endless stream of fire with juggling with just two mags and ammo piles. (Keep in mind, we aren't going for 1:1 realism - obviously in a video game, round by round loading will be a bit faster than in real life). As in the good tradition of DayZ all new changes will have visual feedback to players like attaching something to gun, picking item from ground, dropping it, feeding the magazine or crafting something. Everything should be readable by other survivors to make it clear what's going on and to be able to react on your performed actions which can offer time windows to take advantage of. All these changes will shift how DayZ is played a bit but I truly believe these they are introduced for a good reason and help to form a higher principle. Nothing should stand between you and your stories... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor We are now focused on adding missing animations for vehicles. For the new animation system we have been adding some offset poses to allow player to look around inside the vehicle and also changing slightly how steering wheel looks to allow animating shift gear in the future. Obviously never ending work on guns is still in progress. That means we are adding chambering animations for more guns and polishing existing reloading anims. The player graph now containes some new actions like animation for emptying bottle. Some more wounded moves have been created. The bow and pistols now have the same set as rifle - standing walk and run. I am also planning next mocap session to capture some animations for operating the vehicles like engine repairing or attaching doors and wheels. More wounded anims are also on mocap list so we can continue on this feature. - Viktor / Lead Animator Community Spotlight: Days of Z Ah nice, another live action movie of DayZ. I know, it's a bit over a year old so some of you might already have seen it. Still, I'm always amazed at how some people are able to put together videos like these (looks like it was fun being part of this production), so here we go, I hope you'll like "Days of Z" as well: Big thanks to Fleet Productions for sharing their video with us! If you also have some videos, screenshots/artwork, or photos of you in your real life DayZ gear that you would like to share, just jump across to the DayZ Forums and post it. We always love to see what you guys come up with! Header image credit: DOS_v1.05 - Michael aka SMoss / Community Manager
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There has been something on my mind for a while that I would like to discuss with the community and the devs. I posted this to reddit earlier but haven't gotten a good response so i figured i'd re-post it here and see what you all had to say: With all of the hype surrounding the upcoming exp patch .60, I have been wondering moving forward what is going to be done about zombies. To my knowledge they are being reworked, but I am not really sure what that means. I know the dynamic spawning system for them is being worked out, however my questions relates to the level of danger they present to the player. More numbers will surely make the game more interesting, but I feel that more needs to be done to make them a real threat. I know I am not the first person to air this concern, but I have played Dayz since the mod days and I have yet to hear anything that has made me go, " Huh that will really change game play." I remember at the beginning of development all of the green screening and animation work that was being done, was it ever implemented or is it still in the workshop? I'm just looking for clarification and discussion! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Most can stop reading here and simply reply to what I posted above but I'd like to write about my experiences in the mod and my personal suggestion to fix zombies, and if you'd like to respond to this as well feel free. Mod Experience The first time I played the mod I knew I had stumbled on something amazing. Clunky, laggy, and shaky as it what there was a certain allure that consistently had me coming back for more in light of all the inherent issues that were present. My general play style had me starting on the coast as a bambi, doing my best to avoid zombies, getting just enough supplies to survive as I headed north ( matches, axe, knife etc..) It was hard to just get those supplies together because the zombies were a real threat to players just starting out. I knew that if I could get those supplies I could survive in the north long enough to get to a military installation and get a decent rifle/ammo. However, even then the zombie threat level still hindered us from readily gathering supplies and repairing/obtaining vehicles. The SA really lacks this element, however, that said, everything else has improved ten fold. I could care less about FPS and desync as I know they are being worked on(.60 looks great btw) and they will most definitely be improved in the future. However, the zombie element still seems to be a gray area without any real additional discussion going on. I am not asking for op zombies , but I want to feel as if I cant just stroll through elektro. Sure we calculate our moves based on where we think players are but I want zombies to pose that same threat. I want to feel like if I enter a city or town I am risking what I have because the zombies. I think a lot of players, especially those who enjoy the pve element of this game can sympathize with this. My Suggestion to Fix the Zombie Issue Rather than go on and on about what I feel is wrong with the zombies I'd like to offer a suggestion. I think game play would change a lot if we had a tiered system of zombies. Meaning that similar to the way loot is distributed(rarity) certain zombies were more powerful than others. We as players wouldn't know which zombies had increased attack/speed but it would deter us from believing that all we had to do was trounce through a city slashing with our axe. Increased numbers are definitely going to be a plus but making a few zombies better than others would make a player think twice about just running around in a city/town all willy-nilly. Perhaps more of these powerful zombies could be present at military locations, or around crash sites. Thoughts?
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I.B Overpoch | 300kStart | Militarised | Custom Missions | Loyalty System | 20+Mods
ckto1993 posted a topic in Mod Servers & Private Hives
Inglourious Basterds You need both Epoch and Overwatch to play on this server. IP/Port: 45.58.126.235:2302 Event: If you invite more than 2 friends to play on our server, talk to the admins and receive a safe with a lot of constructions items. Hosted by: Vilayer Links: Epoch Mod: https://drive.google.com/file/d/0B-h0WDOb0KuZTWtuNnFnQ0tUUUk/edit?pref=2&pli=1 OverWatch: https://drive.google.com/file/d/0B_6Vd05LE6bFMGRFX2xraHNGbW8/view?pref=2&pli=1 Features: Custom Missions with amazings rewards Loyalty System (15k coin for every 1/2 hour played) Plot pole manager Snap Build Pro/Vector Building Eye Door Management Advanced Trading Self Bloodbag Group Management Lift/Towing Rearm/Refuel/Repair Convoy Patrol Depoloyables/Bike/Mozzi/Bell/Motorcycles/ATVs Lock Vehicles from insid God Mode Vehicles Locked in Plot Radius Vehicle Locator Fugitive Wanted Enhanced Spawn System/Halo Ear plugs Dynamic Weather Just another Evac-Chopper Elevator Anti-Duping -
standard is the default vehicle in North America, you actually have to pay to have it upgraded to automatic. I believe most companies charge 1000.00 for that in Canada. So i am not sure what Texas sells their vehicles for, or what is standard options there. Most vehicles are standard, we choose to be automatic. We do forget this. What am i talking about, in Texas you drive horses :) jking
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I agree the gear shifting is a bit awkward, but I disagree that the arrow keys should be used. For me personally, I use the keyboard to steer. If the arrows were used to shift, I would either have to move my mouse hand to shift or not be able to steer as I'm shifting. That would be even more awkward, at least for me personally. Maybe a middle of the road solution would work, where you can shift with q and e, and the arrows. Similar to how you can steer either with the mouse or keyboard. That way you can drive and shift however your comfortable. I wonder why they made all of the vehicles manual to begin with. Only trucks and buses should be manual in my opinion.
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Well, this thread brought out the good in people didn't it? I'm kinda happy someone closed the other "rage" thread, where I wanted to post it. The thing about forum rage is: it is so tempting, but it only vents our anger for a brief time; and that anger is usually just frustration. This is much better! We hear more about concerns here, and I find that I can understand other people's position better. Dayz could be made a textbook example of how a conversion mod-game is more problematic than starting from scratch. The reasons Dayz went into Alpha-funding are probably varied: to stay ahead of the (free) mod competition, to release a new standalone game, to use the hype to get funded... There are pretty plenty of good and not so good reasons why Dayz was put into Alpha-funding, but it wasn't the way to go with this project. It seems awesome at first glance - this contracted bond between gamer and developer. The closeness and involvement with development we have. But fact is - even normal game developments don't run so smoothly. And gamers don't understand that and don't want to know or hear about it. Looking for bugs in a game is a tedious and time-consuming process. The process Dayz is going through seems twofold. For one they have to deal with problems in Arma's legacy code, for two they have to make the old systems work with new ones and replace what they can of the old. There is just something begging to go wrong. And then there is usually a long problem of elemination: is the error in the code, is it in the model, in the folder-structure, or the AI-instructions? The thing we often believe is that computer programs and systems are stable. Because that's what the consumer end looks like and aims for. Yet, in development, there can be moments where the software cocks up. This can happen even, if on the paper things work out. There is a bit more character in advanced 3D software than most developers would wish for. That's why big developers love their annual franchises, where they know things will work as anticipated. When Assassin's Creed switched to Unreal Engine 4, they had quite a few problems and created one of the weaker games. Now they have it under control and are back to old standards (which still isn't very high, just highly polished). So this happens to everyone, except these huge games are on a tight budget with hundreds of developers and can't take much risk. Dayz takes a risk with its development. It wants to get features right, instead of just getting them in. That is the theory. The renderer is one of those features. In practice we've seen lots of placeholders so far and are waiting for the "right" things to get in. That concerns almost every aspect of the game and those systems, which have been renewed (like the vehicles) are still heavily under construction. And since all these features seem to hinge on the success of the renderer, we don't feel reassured when things like that get delayed. In theory, Dayz's development is excellent - except in reality it isn't. And like I wrote, there are many reasons and possible causes for this. It's collateral in the creation process of a game. But I really do hope the devs take that challenge to heart. They have come this far and completed the one main feature that carries the rest. Now should be the time to hammer away at it and set the development on fire. We all deserve this to end well! Perhaps April will help with regaining strength and motivation. April is the new intern ;)
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A few thoughts on.. (New Anim System, Bug Fixing, etc)
Hicks_206 (DayZ) posted a topic in News & Announcements
So - a week or so back I was talking to a survivor outside of Grishino, and I realized that he (and probably many others) weren't exactly sure what DayZ's new animation system, and player controller really effected via way of the development pipeline. I wanted to take a moment on the forums to give people exactly what changes are pending the useable state of the new animation system, and in tandem the player controller. First off - straight from our animation department, Adam will give you guys a brief explanation of what and why in regards to the new animation system. "Why switch to the new animation system versus the old animation system We switched to the new system because it became necessary with the things that we wanted to do with the player character in DayZ. Over the years, the older animation system has seen a lot of use, but with such a company wide use, there's a lot of features that get added to the animation system. Those features often don't have a thought out design behind them, and after a couple of years you end up with a less cohesive system that has a lot of small quirks. The issues that we started to encounter quickly rose in numbers and they become increasingly hard to iron out, since something essential might be dependent on a smaller, but seemingly unimportant, feature. As the new player character required more actions, gestures, guns, vehicles, and other functionality, those quirks gets really hard to get past for us animators. In other words, everything was being kept together with glue and duct tape. On top of this, the old system also consumed a lot of network traffic simply because of how it works. While 2 kilobytes of data seems insignificant over networks, any desynchronization with that much memory hinging on the player character being properly animated and responsive is dangerous. You can see the limitations of this in DayZ at the moment, as the animations don't feel responsive, and rather laggy most of the time. In contrast, the new system has been through a heavy trial by several animators to see if we could do the same things as in the old system and how fast this system can operate in comparison. Within just a few months of us working on the player system we've been able to get most of the player functionality in, plus the additions of being able to arm/disarm yourself while moving and changing stance, or walking around and eating and still breaking into a sprint which then interrupts your tactical bacon feast." From a design perspective, there are countless areas that are dependent on, or will touch the player controller itself - and thus on hold pending the new system being in game and functional internally. - 3rd Person toggleable UI overlay - 3rd Person overlay when in vehicles - Character Soft Skills - User Actions (change from the old style "start anim - finish - success" style to a more fluid per-time style system) - Character Lifespan (Weathering / Beards) - The move and rewrite of all base game actions to Enforce Script - User controls balancing / audit pass - Weapon Handling / Character Stamina To name a few! In addition, I frequently get asked why a specific bug might not be resolved yet, or why something hasn't been addressed yet in development that from a players perspective might seem critical. There are a lot of things to take into consideration in development when weighing a bugfix, not to mention when you're dealing with a title transitioning from one engine, to another one that is *in development* Lets take a quick look into a brief break down of how the thought process goes: - First off - what is the risk of this fix at the current time? What are the goals for the upcoming build? Does this potentially represent larger issues that will push the build back? Is this issue tied to a technology that is going to be replaced? For example - Is this an issue tied with the legacy renderer? Is this issue related to ongoing investigation of a larger issue with wider sweeping impact on the title? If this issue IS tied to a system scheduled to be rewritten or replaced - what is the estimated time involved in: Work resolving the issue itself Test pass on the issue Overall BVT test pass to ensure related issues are not encountered Regression testing on the issue A lot of issues consumers see in the way of: Duplicating (Old action system) Glitching into models Damage / Projectile cheats Balancing / etc Are all things that are slated to be resolved, or at least mitigated with new technologies that are being worked on *right now* - so the hard decision has to be made - Do we potentially waste valuable development time and resources on something that will *not* end up in the shipped title? Honestly - we try to do that as little as possible. We still end up going a very large amount of it to try and keep the consumer steam branches as playable as possible, but frequently the unpopular and hard decision has to be made to stay the course, and dedicated those resources towards the final product / final systems / final technology.- 25 replies
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I checked my base, everything's still there along with our vehicles.
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I don't have any ideas mixed up and I understand perfectly well what scarce means. Comparing items with vehicles doesn't help your cause. You want to search for X items in player tents, fine, I don't and I'd wager most other people don't, either. We don't need a "search woods" simulator. It is simply not a good idea to limit "essential" loot (I imagine you want guns to be this way...) to whoever gets it first. In the case of vehicles and containers it does, because they are neither essential nor can and should they exist in larger quantities, plus they are persistent, so they eventually get passed on to other players. Empty phrase. Give an example of how, say, having only 20 Aks spawn across chernarus and including tents and player inventories (which can be logged out aka safe stashed) would be a good idea. There is people that loot up and then never log back in. There is people that have 2ndary accounts to stash loot. There is people that would grief by glitching tents and barrels away with rare loot. Like - waht do you actually want to make scarce that isn't actually scarce already? An SVD or FAL can take days to find and that is with the current helicrash respawn timer which respawns helis 8 times as much as intended. How is that not scarce? How would making an SVD any rarer make the gameplay any better whatsoever?
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So we can have some griefers run into the server right after it wiped, collect all items of X sort and then hide them or worse, logout with them? Sounds extremely toxic and anti-fun to me. It's probably the worst idea I have ever heard. Also I already do (1st person private hive). As opposed to you I guess. No doubt, that is what freedom of speech implies. The question is just - why the pointless negativity? There are plenty of scarce things that are hard to find and desireable. Want me to list? Okay, sure. All guns from helicopters. Smersh vests are ultra rare. Boar pelts are somewhat rare. Ghillies are super ultra rare. M65 jackets are rare. Swords. Knight helmets. Nettings in general. Drummags. Silencers. 5.56 ammo. .308 ammo. Tires are rare - at least the ones that you need for your car, seemingly. Scarcity is a complicated topic. I don't want scarcity if it results in monotoneous, dull gameplay, that's for sure. There needs to be a balance. Removing all canned food from the loot table or having X item only spawn a couple of times isn't a solution to anything really. Player choice.. also: what goes around, comes around, right? I have shit stashed and still get an adrenaline rush when I get shot at. Besides I dare you to get a camp going on a populated private hive.. I bet you are one of them peeps hiding their shit on a low pop public. Well guess what, on private servers your camps usually won't last very long unless glitched or hidden super well and barrel, protector case and ammo box spawns are depleted after like a week within wipe if not way faster. That dynamic goes out of the window on public. In short, the problem is with you. Noone forces you to play like that. And most of those problems are fixed on a private. Hiding shit on a private for long is hard - and that is with a "severe" lack of vehicles and 50 pop max. Wait till that gets fixed.. then I'll say: good luck to having a stash or camp. :) Maybe because it isn't particularly exiting to watch someone find an item? But there are a couple of videos of that out there. Because that is all there is to do right now, essentially. Lack of features is what you signed up for in an EA title tho, isn't it? First of all, the game is what you make it to be. If you decide to sink a massive amount of time into it and do just that, then yes, that is what it is. See above. More precisely tho, the game is unfinished and in alpha stage. I think you are overanalyzing honestly, but can't really blame you for it.
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Yes because that would mean the grenades were stashed in a tent on the server. This is the same as players grabbing all the vehicles and hiding them away. We play that way right now. I guess you KNOW Buakaw - being well informed on the game - that the absolute minimum number of items on a server for it to be "playable" is (Dev statement) 20000. So how many tents would you need on that server to stash away ALL the loot until no more loot spawned? Do the math dude. With a normal spread of players trying to grab loot, that would be at least 500 tents with 40 items stashed in each one - and Buakaw, you couldn't find any of them ? [I don't understand why you say <<Maybe it would be healthier for you to move on and let the game go for a while. And this forum.>> Is that 100% off topic, or you're covering for not following the discussion on scarcity for the last 2 years? There's has been a lot about it. Read it, and then make a contribution when you are up to speed] Rare Items in DayZ
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Odd / Random FPS "deadzones".. does anybody else experience this?
[DGN] Johnny replied to Irish.'s topic in General Discussion
I've noticed FPS tracking is a method of exploit to track Camps and Vehicles. Not sure if that's what you're running into though. Somehow doubt it. ^.^ -
HARDCORE | FINALdayZ | Epoch Survival | The TOUGHEST Server in DayZ
LO0TC1F3R replied to Cartoonrboy's topic in Mod Servers & Private Hives
So after some hours of this server I have come to the conclusion that this is just awesome. the survival challenge that dayz loses after a long time of playing gets just as much of a revive here as the myterious feeling of exploringg unknown territory and scavanging. the crafting system ist just great and the AI implementation worked out extremely well. admins (which also seem to work as the traders) seem to be very dedicated since they provide their services at almost any given time. one thing that I havent gotten yet: the vehicles the AI (even the week one up North) drives around with are always locked and cant be used. is it meant to be this way? -
I guess I have a fundamentally different playstyle. My main focus has been on logistics; with vehicle control as a major focus. Between myself and ColdAtrophy, before patch fatigue claimed him, we set up a number of major camps and outposts with loot collection and redistribution points. At one point, I believe that slightly more than 60 percent of the vehicles on a server could be accounted for, and the ongoing maintenance was hard enough without the tires lacking persistence qualities as they have for much of this update. Much fun was had intentionally trying to cause problems with vehicles. Keep in mind that a number of the vehicles we controlled were initially scouted for, swapped tires from working vehicle of same type and hidden new vehicle for safe assembly when convenient. We would ferry wheels to new vehicles while starting a helicopter circuit, and part of the foot looting routine was to lay out wheels for future collection with vehicle space available. Now that the patch has gone stale, I use the remaining vehicles to scout for player activity on my home server; and steal-and-ransom or despawn and recapture stranded or ruined vehicles. (People still don't read notes; we really need a new inventory model to distinguish paper from written notes). I don't see how wheel persistence negatively affects gameplay. If someone finds a vehicle of mine, three questions come to mind: Is it in one of my camps, or stashes, ready to go? Is it stuck? Am I currently using it and will be soon to return? In the first case, they have earned a vehicle by cunning exploration skills. In the second, they have a race against time to recover the vehicle before I do, usually requiring either the expert use of a bow or another vehicle to right it; or a number of tires + plug and/or battery. In the third they run a risk of being shot, as I will know exactly where I left my vehicle. Regarding persistence in .59 in general, I have discovered that tents and barrels will get cleaned up after 45 days of daily use, unless at some time within that 45 days, that each storage item is completely emptied out and picked-up, then redeployed. In any case, the purpose of this thread was to share the information that I had recently learned, concerning the conditional despawn of tires, when laid near a vehicle. In this specific case, it is a new vehicle full of canned food and a barrel, as a reward to someone who, in a roundabout way, responded to the care package that I left in place of their stolen sedan. I parked the brand new replacement vehicle in a somewhat safe place, after destroying and reclaiming their damaged ride, but due to my having used borrowed wheels, it is now stuck in a place on the map where, at every server restart, the re-deploying of the vehicle oriented to the north, results in a ruined wheel and the vehicle sliding into a place which requires four pristine wheels to get back onto the roads.
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Have any of your tents or barrels sat in the exact same position for more than 45 days? I would be very interested if they had, yet were not affected by CLEanup. I do understand the concern that you have with tires being persistent, but I strongly disagree. As I have often seen, many players simultaneously and independently started placing spawned tires along the roads, so that when they needed them, they would know where to find one that they had previously seen. Have you ever crashed a car, and gone looking for tires, only to find two of them in a town fifteen minutes away? If your answer is yes, I'll be willing to bet that after you brought the first tire to your wrecked vehicle, and went to fetch the second one, it had despawned. I find this to be a terrible experience in a persistent, open-world survival simulator, that you can locate a useful resource in passing, yet return to find that it had "despawned" for some magical reason. It is worse that a helicrash vaporizing out from under you--because you had wasted the time running back to where you *knew* that said resource was in a certain location just a few minutes ago. I actually like the idea of having roughly one week persistence on tires, because if I am operating a base out of a certain region, then I can efficiently gather resources for pickup by a partner coordinating with a vehicle. You arguments against it are fairly weak, in my opinion, as having found tires left in a certain area for a few days will force more player movement--which I consider to be a good thing. Your concerns about car theft are pretty inconsequential. If I don't have a vehicle, I will most likely be carrying one of each type of battery and plug, as well as a tire belonging to the sort of vehicle I most wish to find. I have "stolen" many vehicles, and almost all of them were either fully operational and stuck, or had busted tires and a removed plug or battery. By the time I can find the means to replace the wheels, I would also have found a battery and plug--hoarding makes this much more of a certainty. By the time that I could return with another vehicle to knock-loose the stuck one, I will have made sure to bring any missing pieces--in fact, I usually bring an extra, because I have returned to recover a vehicle out of gas, only to find that someone had taken the battery sometime within the last hour that I had taken to return with fuel. Not a very good argument when put against the frustration of having a wheel that you had touched a half-hour before, no longer be where you left it. That's why I am definitely in favor of wheel persistence being at least 48 hours. Persistence probably won't change much, but dynamic behavior of small-items in the environment will eventually be a thing. If you can crash a car through fences and shove around picnic tables, it would probably follow that bus wheels would just become ballistic clobberin' balls if you hit them with another vehicle.
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Yeah, it is just about time to call time-of-death on .59. Nevertheless, I still believe that it is important to understand any anomalous happenings related to persistence. For instance, I've still never known of a severely damaged vehicle to despawn in the vicinity of a barrel or tent; but I am sure that it would be unfortunate if such an event triggered an errant cleanup of someone's camp. I like to kill time and unwind by just running around the map, reading the news on second monitor, and playing with my dog; any animals or vehicles I find are the gravy, but the meat of the matter is testing long-term persistence behavior of a complex supply network. I wish the devs could make it a little bit more clear, when reporting bugs on a patch is completely pointless. Somewhere, a high-school physics teacher just had a stroke because you typed that. I hope you are happy... I have seen about two-dozen barrels and an unholy amount of tents disappear over the last few weeks from the 45-day CLEanup. <<--I made a thread about it. You absolutely must empty, pick-up, and reset any tents or barrels every 45 days to prevent their disappearance. This will become one week once base building is applied. So said Hicks. I'll have to disagree with you about the persistent nature of wheels. At the first few iterations of .59 on stable, there was only general item cleanup timers associated with wheels; and since a barrel would only fit one wheel, the hatchback required either three people, or three barrels to complete it without creating an unnecessary risk of facilitating someone else's taking of the vehicle that you were in the process of assembling. They eventually granted wheels a sort of intermediate persistence of around a week. I never took good notes on this issue, because I went through quite a few wheels each week, and was helping to supply a couple tire warehouses for a few weeks. I had access to so many cars at one time, that if one flipped, I would just remove the tires, set them a few meters away in appropriate cover, go pull another car out of a hat; and then after a few days I would usually remember and go recover the car using the wheels I had set aside in the bushes. Tires were definitely very persistent, at least for five days, under any conditions. The only problems I noticed were if you put more than a dozen in the same room (major visual crunchiness and impossible vehicle lag), or if two people managed to pick up the same tire at the same instant--which would crash the client for everyone in the vicinity when both players tried to remove the tires from their hands.
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I have spent the majority of .59 avidly searching for vehicle spawns, recovering found vehicles, and occasionally swiping a poorly hidden ride from a fellow survivor. Vehicle wheels were persistent since a couple hotfixes into .59 stable, and I have a protocol-much as I have seen on other servers- of positioning any looted wheels next to the roadway, or in a common building for later collection. I can't be exactly certain, but I figure somewhere around a week is their decay time for CLEanup. About a week ago, I noticed that wheels left nearby a stranded vehicle (removed for safekeeping when the server restart re-orients the vehicle, so I wouldn't come back to find an un-stuck vehicle whit all ruined wheels) would disappear by the time I came to recover the vehicle. This has not been the case in the past. What has changed in the last week, and has anyone else found this to be an problem? TLDR: Wheels left on the ground next to vehicles, outside of tents, will despawn on server resets; while wheels in the middle of the streets, or on the ground in tents with a parked car nearby, do not appear not despawn.
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[The Origin Apocalypse] New DayZ Origins Server [Fresh DB] [UK]
Mymo posted a topic in Mod Servers & Private Hives
Server IP:37.187.143.216:3779 TS3 IP:178.33.135.114:10115 To play DayZ Origins, you will need to download the Official Origins Launcher from their website. Server Details: - 3 Hour Restarts [3-6-9-12am etc..] - Server Difficulty = Veteran - SSD - Lockable Vehicles - TraderCity is a safezone - All vehicles are repaired every 2 Days - Max Weight - Day/Night - Skills System = OFF - AI Missions spawn every 60 Minutes [Humanity is given] - AI Air Patrol [All AI are on hard difficulty] - Death Messages - Awesome Starter Gear - Custom Loadouts - Active Admins - Server Events Server Rules: - English / German in chat only. Let the Banditry Begin! -
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.