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Found 41868 results

  1. emuthreat

    What is your honest opinion on the future of DayZ

    Vehicles were recently added; with another layer of functional complexity. They were bugged as shit at first; now they are only kinda bugged as shit. FAL is new, powerful and cool, but lack of optics attachment ATM is kinda laming up the thing. Still a hell fun way to clear out Myshkino tents, but I wouldn't use it for anything dangerous. <~~Implies that zombies still aren't anything to write home about.
  2. I'm testing the re-spawn position distributions--a euphemism for " fucking up everything I touch". Also, I may have run across a few stranded vehicles, recovered them, and then Cold sent them back your way over the past few weeks; I only cried about it a little. PM me an inventory of vehicles known to you and your associates, and I'll see if I can free anything up/ locate any stragglers. I feel like a couple of the other server regulars might not be deserving of transportation...
  3. Whyherro123

    What is your honest opinion on the future of DayZ

    Hoo boy On the one hand, I still believe that , given enough time, Day Z can eventually be the game that "everyone" can enjoy; the survivalists, the lone-wolves, the clan gang-bangers, and the people that like to run around in dresses. There is enough space throughout the entire map that everyone can literally do whatever they want and not ever have to stumble across other people. On the other hand, I am, and have been, "losing faith" in Day Z as a "survival game" for a while. Every patch, new guns get added, new "military things" get added, new vehicles, fucking helicopters and RPGs, yet we have had the same old shitty medical system, and a complete and total lack of any real "survival" mechanics, for basically more than a year now. The "game" isn't difficult, hasn't been for a while, and even when it gets even slightly-difficult (granted, the difficulty was a result of bugs, but the point remains the same), the forum gets flooded with posts like "WAAAAHHHH LOOOT iZ 2 HARD" " WHY CANT I FIND FUD" " NO BULLETS ANYWERE GAEM SUKZ". Annnddd... the game was rolled back. Depressing. I only really play the game every couple of months, whenever a new patch gets released. I play for a few days, get bored with the unchanging mechanics, and go play something else until the next patch.
  4. Sandman94

    About vehicles...

    Hatchback and sedans, especially the hatchback is quite powerful. Perhaps you are having trouble figuring out how the manual transmission works. I know it took me a bit before I got one moving smoothly - it takes practice. Once you hear the engine basically over-revving you need to gear into 2nd, 3rd, 4th using q and e. The most recent hatchback I assembled I took to an airstrip, got it up to 4th gear and I'm guessing I was hitting around 70+ mph/~112 kph (wasn't looking at speedometer cause I don't like driving in first person). Point is once you get familiar with the transmission you can whip around pretty easily. A warning though, since repairing/putting together a vehicle is so time consuming, I tend to only go up to third gear when driving on roads. Otherwise inevitability I will lose control and end up in a tree or barbed wire or a sign, or whatever else. Since we are on the topic of vehicles...my only suggestion would be to consider lessening the damage on wheels when you hit something. I've been in and seen more than a few car accidents and not one of the times have the wheels on my car looked like they hit a police spike belt after the fact. At this point I just laugh and shake my head but seriously when do tires ever get shredded to pieces like that? If anything the tires are the one thing that usually remain intact upon driving your car into something.
  5. Names? I'm growing bored of destroying half of the vehicles on your server on a weekly basis. :lol:
  6. Evening Survivors, In this week's Status Report, Lead Producer Brian Hicks will let us in on the work currently being conducted on design, the engine, and the renderer as we have entered the new year. Promising things lie ahead, so stay tuned! Contents This WeekDevelopment Board SpotlightDev Update/HicksCommunity Spotlight: Wolverine 60fps Development Board Spotlight Dev Update/HicksGreetings Survivors! This Status Report comes a little bit later than normal due to the team getting back into the office, and people getting settled. We're all focused on assessing the tasks ahead of us between here and beta - and prioritizing the when and how those larger engine changes will make their way to the consumer branch on Steam. Over the last week as far as Steam goes - we've pushed a small update addressing some security issues, as well as merging over some pending filters changes for the New UI. Enough about that though - you all want to know whats going on with the under the hood type stuff - so lets get to that. Keep in mind, we're at the start of the year - so not too much content changes will be featured in this week’s Status Report, but we will be talking about DayZ's underlying engine - and pending changes. On the design side, Peter and his team have been focused on several awesome upcoming changes to DayZ, as well as addressing some nagging economy bugs that we've been able to nail down thanks to Feedback Tracker usage. - Finalizing gameplay design for player constructed fortifications (tiers of walls/fences) - Finalizing gameplay design for player constructed watch towers - Complete audit of item category and tagging configuration (every spawnable item in game) Over in the gameplay programming team, Mirek and crew have kicked off 2016 with the following tasks: - Damage System implementation - Central Hive/Servlet Package for DayZ Server tool - Servlet & DayZ Server Modding Support - Central Economy Region Control & Tools - Expanding required fluids and parts for vehicles The Enfusion/DayZ Engine team have kicked off the new year right. - Extensive New UI bugfixing - Cooperation w/ Design & Art on New UI skin prototype - Optimization & Parallelization of Renderer Straight from the mouth of Filip Doksansky, Lead Engine Programmer for Enfusion - the current renderer goals and progress are as follows: Tasks Completed: - Ocean Rendering - Parallelization - Post Processes Current Focus: - Simulweather (True Sky) Implementation - Detailed Terrain Shadows - Dynamic Lights - Optimization Pass Internally we're hoping to have our next .60 update out late next month. I don't want to get any of you too hyped, but internally we've been observing outstanding client side performance (frame rate) with the new renderer technology. Paired with the performance increase of the New UI, and iteration upon the inventory and UI skinning - we're *hoping* to see .60 be a hell of an update. Please keep in mind as these systems are merged into test we could easily stumble across blocking issues, and we'll continue to keep everyone appraised on the status of these if they arise. - Brian Hicks / Lead Producer Community Spotlight: Wolverine 60fpsEvening people, Hope you all had a good start in the new year. Over the holidays there was plenty of extra time to look at videos created by DayZ players. While doing so, I found my way to this guy's channel: "Wolverine 60fps". Yep, having a glass of grog and watching a bit of action around Elektro wasn't all too bad at all: If you haven't come across his stuff already, there'll be plenty to catch via his Youtube, Twitch and Twitter accounts: http://www.youtube.com/user/steffo88 http://www.twitch.tv/wolverine60fps http://twitter.com/wolverine60fps Thanks for the entertainment friend! If you also have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look. Header image credit: S3V3N - Michael aka SMoss / Community Manager
  7. eno

    About vehicles...

    What many people fail to realize is that DayZ is the first BIS effort to actually implement any vehicles whatsoever. As even the noobiest noob will tell you, absolutely NONE of the games ever created by BIS starting as far back as Operation Flashpoint had any road capable vehicles to speak of. ARMA 2 similarly was absent of anything with wheels. It is then understood that given that these are the FIRST EVER IMPLEMENTED into their video games that things will be, let's say a little rough around the edges. ARMA 3? A more modern title that was grown out of its predecessors maps? Nope- not a single working vehicle was ever programmed into the game so don't even go there! I mean... perhaps if there were vehicles in any of the other games there may have been some potential to, you know, borrow some of the experience gained in those other titles and enhanced the development of cars in DayZ instead of being forced to reinvent the wheel. Fortunately, all other BIS titles had heavy emphasis on pedal bicycles so I expect their integration into DayZ will be seamless and problem free.
  8. blackberrygoo

    About vehicles...

    Yes this is really an issue with manual transmission mechanic being in its infancy and for the buses case I believe it's because the hit box of the truck gets stuck in the earth (especially on small uneven hills / bumps).. I can tell you this though : the sedans and hatchbacks are POWERFUL , try looking for those and don't be discouraged by the other vehicle bugs (disappearing wheels, hitting invisible road blocks , and the worst of all the vehicle glitch that makes a perfect car unmovable for some reason). The vehicles will be fixed in due time , the v3s was good before but when manual transmission and the new vehicles came out , it put all of them into a somewhat broken state .. But somewhere along these iterations of .59 the hatchback and sedan cars got much more horsepower (and traction) so go for the cars !
  9. Tokugawa_Killer

    About vehicles...

    I really like this game, appreciate the work you are doing and fully understand that it is still in alpha stage, but what's up with the vehicles? I was so much happy about cars, but when I first got to drive one (yes it takes so much time assembling one), I was really disapointed by the mechanic... My question is the following : have you ever actually drove a car in real life? Because I have never seen a car (even the worst one) with the horse power of a turtle. The bus, I can more or less understand, but cars or trucks? So please, change that and give us real vehicles that can actually work.
  10. Yeah- very possible. Thanks for checking that out. Perhaps it has something more to do with the state of the vehicle itself? There's no way of currently seeing the status of the vehicle- It was my impression that if your clothing is "ruined" that it will cause your inventory to degrade at an accelerated rate (I'm thinking back a long time when I believed that was the case)... Do the vehicles have a shell "status?" It would make sense since the sedan in my story had already been found with a tire despawned and as a result of that slid down a hill smashed on a tree where I found it. I put the tire back on and it slid the rest of the way down the hill and subsequently lost all panels / doors... after which I experienced all the (new) tires I'd been put on being ruined after 2 server resets in 10 minutes. I'm not meaning to force feed my perspective on anyone... and I can accept that it's just not the way I think it is- but there are a lot of questions relating to vehicles that remain unanswered.
  11. I've been seeing it myself... but I've been told from other very passionate exp / bug chasers that it's not the case (they don't think). Whether it's happening by design or because of a bug... I mean we're talking about something that could be different between users. I log back in and see that one or two of the four tires I put on are gone... so I shake my fist at alpha and head off to get more. Next guy comes in sees all tires... I come back and those tires are there but another is missing. I could log and they'd all be there... but you can't log every time... Just went through the process of resetting a server in an attempt to retrieve a car that was stuck... (in the how was your dayz thread) and tires were all pristine... after 2 resets they were all ruined. May or may had nothing to do with anything- perhaps they were damaged by the tree? But I am constantly seeing vehicles degrading- just about every time I come back to a car after a day its plugs / battery are ruined and tires are gone. People can say others stole the tires- I discount that given the circumstances but if it were even remotely possible I'd take it into account. So whether they're just degrading every 24 hours when the server automatically resets- or degrading every time the server is restarted... I'm sorry I can't say I'm explicitly tested it since it's a conclusion it has taken me some time to develop- and frankly putting cars together is such a pain in the ass that putting one together just to watch it fall apart is nowhere near the top of my gaming hitlist. I put it out there more to just find out if anyone else has experienced it.
  12. Q: How about the limit of vehicles per server? If they are persistent for 45 days and the number per server is limited to a few, then it is pretty much pointless to look for vehicles a day or so after a server wipe, since most vehicles are in remote storages. Well, unless you are willing to search the whole map like a search and rescue team that is.
  13. The Public Hive is designed so that players can move from one server to another - that is what it is for. (you know already, 'scuse me) But each server has a set quantity of each type of loot - so if someone brings more wheels into a server, less wheels will spawn in that server for a time. Same with barrels, if someone takes barrels out of a server, more barrels will spawn on that server because the total number in-play is less. OK - what happens to wheels and parts that are fitted to repair vehicles - I don't know.. Repairable vehicles can't change server (already), but how a set of tires is counted when they are attached to a vehicle, I can't say. The devs can tell you this. I guess if you take wheels away from one server, the total number there will be less and so more will spawn to keep to the set spawn rate for the Central Loot Economy. hey, on Private Hive Servers that example does not happen, because no one is leaving the server with barrels or wheels or other loot - when all the barrels are found as loot and hidden by players, then I guess no more barrels will spawn at the loot locations, because the full number is already in play (and barrels and tents don't despawn rapidly, unlike other loot left on the ground) The Central Loot Economy is supposed to keep the quantity of each loot type at around the same level (per server), decided by the Devs. It can be adjusted anytime from the BI office without having to send out a game update. So it is not a problem when players move loot from one server to another across the Public Hive Servers. Note: the player's own loot he carries or loot inside tents/barrels is not counted in the total loot spawn number. As it works right now, it is explained clearly here: https://forums.dayzgame.com/index.php?/topic/223307-central-economy/#entry2243705
  14. pilgrim*

    How can we fix camping ?

    I just yesterday found 14 barrels stocked together around a forest tree in the NORTH West - FAR to the WEST someone put them there, so why say "nobody goes up north" ? Last Week I found 3 barrels together full of ammo..(fairly mid North, FAR from the coast, FAR from cities). When I see tents (NW and the West) I go away from them; I scope out hidden vehicles from a distance. I don't need a truck or any gear so why look for trouble? Players put all this stuff there. Players in the North and in the West. Small and medium villages North of the "great north road" are always looted, from the West side of the map all the way back to the East, every day of the week (I mean every village and individual house and wrecked car in that whole area). Always. On every map I have played, Private or Public, mini-pop or max 50/50 players. It is not a surprise - to find a half-rebuilt car in any quiet village street up there. (to me it's a warning) ALSO In all the FAR WEST of the map - from the SW corner all the way to the NW - it is "normal" - not a surprise - now to see military fully kitted-armed players with vehicles (apart from the military tent camp that whole area used to be occupied mainly by hunters) Now it is difficult and more dangerous to hunt in that area, shots attract killers. MY game style is that I keep eyes out, move carefully, use cover, and I usually try to AVOID meeting other players.. this is getting MORE difficult to do. I know other players have a similar style, i see evidence of them as I pass. It is not "uncommon" gameplay. Even on a map with less than 10 players (as well as on a map with 40+ players), you can NOT be sure everyone is death-matching in a city or all crowding round a military base. If you think so, you are in danger. The WEST edge of the map is too crowded for me now, so I have been looking for new safer routes and areas to hang out. But so have a lot of other players. ( hey, player X, if you read this - I left your 14 barrels where they were, OK ?) Enjoy. == Of course - if players want to death-match, they must get their military gear from somewhere.. Everyone always finds out in every game ever made where the gear-up places are. You know where to find the BFG, right? (did you ever not know, in any game?) So it is no surprise some player-styles are attracted there. If you are looking for a crowd of players, you know where to go. But be careful in the North and the West, it not so empty as you think, and maybe some of the players up there are smarter ? Be happy if you don't meet anyone. xx pilgrim
  15. TEA PARTY | Epoch 1.0.5.1|Origins 1.7.9.5|Lingor 2.3.1 | VETERA 212.129.63.140:2302 We are mostly PVE but get into PVP when the time is right. We like to build up our resources, scout out the local competition and strike when they least expect it. There's no substitute for patience on our team! We are looking for mature players who don't get bored easily, just because nobody is killing someone else right now. We are looking for members who are happy to scavenge for resources, fix vehicles, build on the base and take part in mission runs. We play on the TEA PARTY server, a Arma 2 Epoch Origins Lingor server. You can find it on Dayz Launcher, search: TEA PARTY Incidently , anyone who wants to start their own small clan on the server will be given a Fortress upfront :)
  16. Ammo isn't scarce inland but I still have issue finding it on the coast if I'm looking in buildings. I get most of my ammo from police cars, hunting blinds or other vehicles. Like Red_Ensign suggested, I tend to find ammo first then find a weapon just because it works out better for me personally. Canned food and soda is still out there, I have learned to live off the land once I get established but I don't have any troubles finding a few cans of beans and soda to get rid of my hunger and thirst status when I first spawn in, with that being said higher population servers may he picked clean on the coast for food. As for the military stuffs I don't know, the airfield does have loot....its just been redistributed. Jail buildings and ATC towers seem to be hit or miss for me, most of the loot I find there is in the new larger barracks with the blue doors or the rounded military barrack at the north end and then of course the tents on the north end of NWAF. The tents at myshkino have good loot too just be wary as these are still areas people go to pew pew.
  17. S3V3N

    Geometric Occluder Technology in DayZ

    You already explained it. It's been used in other engines, like Unreal Engine and Cryengine, Tech4 or Unity for ages and is about time it's implemented in EnFusion. It's particularly useful when you enter a large building or go to a city area with lots of geometry to draw, most of which you don't see and doesn't need to be rendered. It's an algorythm that determines the vector of the camera and gives feedback on which objects are visible to the player. Streaming objects works hand in hand with occlusion, the purpose of both is to save memory, but occlusion/culling is a much finer distinction and takes place on a more detailed level. However, there is a catch - as is described in Bohemia's Tech Paper (link from SMoss), since occluder components can be expensive to calculate as well (since there is a constant feedback loop between what you see and what is rendered). So you don't want occluders to be too small + many or it'll otherwise end up using more resources to calculate occlusion than rendering the actual objects would cost (performance wise). With a game like Dayz and thousands of occluded objects in dense areas this makes a lot of sense as a technology. I expect the technology will be very useful for cities, but small villages or standalone houses will not really be affected and need no occlusion meshes to encompass them. So if you have bad frames in empty areas now, you probably won't see a change there. In dense areas however, there should be a massive increase to framerate, which means more dynamic objects (vehicles, infected/animals, openable doors/windows) can be rendered without overtaxing the engine. This is going to take a while to balance, but the final result can only be an improvement.
  18. SMoss

    New Renderer

    As noted in the topic containing the 2015 Roadmap: Please note; as mentioned at PAX Aus., items figuring on the roadmap does not mean them having to be polished features / mechanics / items. Q1 2015 Basic vehicles V3S utility truck Central economy (advanced loot distribution) Global per item quantity and rarity control Dynamic event frequency and radius control Item type / Storage type / Time persistence for each instance New renderer Current Status: Testable and underway with internal QA PP in progress Water surfaces & ocean not present – IN PROGRESS Optimization and parallelization – IN PROGRESS New Infected AI Initial implementation rolled out- Current goals are aimed at optimizing the server resource cost and increased infected amounts Basic stealth system (zombies, animals, ...) Initial system rolled out – Crouching, holding a low profile to sneak around infected Diseases Brain Prion disease from human meat, Cholera from untreated water – Will be expanded on further Improved Cooking & Horticulture Prototype extension rolled out to stable branch – We'd like to expand upon this further when the new UI is fully functional Advanced Anti Cheat (Evolving BattlEye) Stronger process and memory protection deployed earlier this year – Shut down all known public cheats, aggressively pursuing private cheats Q2 2015 Advanced vehicles (repair, modifications, ...) Vehicle parts currently expanded on .59 We've expanded the vehicle selection type – and begun work to include 2 wheeled vehicles, as well as aerial vehicles We want to expand this into different operational fluids (aviation fuel, diesel fuel, gasoline, motor oil, and so forth) Advanced animals - life cycle, group behavior Present on .58 stable branch. Several bugs preventing proper operation under load MP environment, but looking strong Changes to distribution handling currently being investigated Player statistics (dayz.com / API) Statistics actively being saved central hive side Will be displaying the initial set of statistics within the new UI when this becomes standard New UI Tech Blocking issues being resolved by programming team Design team working on rollout of initial screen changes Player Stamina Rewrite of new player actions which was dependent on the new Player Controller and Animation system is under way Once remaining blockers on new player controller are complete, implementation of this should be incrementally occurring Dynamic events Functioning spawning, cleaning up, and respawning on experimental/stable branches currently Dynamic control over the quantity, frequency, cleanup, and respawn of this system is functioning via CLE tools World Containers (Fridges, Chests, etc.) Initial prototype of this system is currently working on .58 stable. We look forward to expanding upon the existing fridge in the future. Priority on this within the roadmap was pushed to Q4 so we can focus on preparation for deployment of server binaries and private hive / servlet package New Physics System Ongoing development. Vehicle simulation, Ragdoll, Item Throwing, etc. are the visible representation of this. Currently with the new system in development, DayZ is operating two systems – which can be problematic, cause issues, and cost server performance. This will be improved in the future Q3 2015 Traps Functional implementation currently sits at Bear Traps, Trip Wires, and Land Mines We would like to expand this into improvised explosives and traps paired with the existing trip wires Barricading The initial functionality of locking doors via lockpicks was implemented many months back However we would like to expand this further into the barricading of existing structures (beyond locking the doors) This will likely get pushed to Q4 of this year Character life span + soft skills Internal builds have the first skillsets for this feature functioning Hunting, Medical, and Repair skillsets for specific types are currently functioning Properly displaying these are dependent on the new UI being fully implemented We currently are hoping to see the first bunch of these skills come with .60 but we will keep the userbase filled in Animal predators + birds Bratislava Team has been working on the proper implementation of the aggressive animal AI Internally we would like to see testing on these mechanics hit experimental branch late Q4 or early Q1 of next year Art Assets for the initial rollout of this mechanic are in place – pending programming / AI work We'll see this moved to a late Q4 / Early Q1 goal Aerial transport Update of Take On Helicopters Little-Bird model complete as our "Pilot" program for Aerial Transport Creation of assets and mechanics for fixed wing and rotary aircraft under way Internal testing on the flight model complete – We'd like to see this hit experimental at least before the end of the year That said – We'll need to keep updating the progress on this in Status Reports to see if it is viable Console prototype Obviously PC development is paramount to us. So console prototype work will get moved to Q1 of next year BETA version. What does it mean for DayZ? When will we see it? DayZ's Beta will be when primary work switches from feature creation as the primary focus of resources, to bug fixing and content creation for said features as the primary focusCurrently about 85% of our focus is on feature creation / engine development and 15% is on bug fixing Originally our intended goal for this was the end of Q4 this year Several areas of development are taking a bit longer than expected New target adds a few months to this goal – putting us towards the end of Q1 next year for the switch to beta It is critical to understand that hitting 1.0 is not a freeze on development for DayZ Bohemia Interactive fully plans on continuing work on DayZ past 1.0 for at least a targeted 5 years The renderer is most definitely still in focus, but as implementing it in the new engine is a somewhat big undertaking, it'll probably be a while still before we see it as part of an update in the live environment.
  19. Zurvivalist

    New Renderer

    And what would the art department do in the meantime? Sit around until the code was perfect, Then start building the map? Or build the map and find issues for the coders to address together as they go ? THey have said, they want a Large world, with things like poison fog, and vehicles and so on.. No point in cars without roads, not point in toxic zones without something in those zones. No point coding fishing with out ponds.. From what I'm gathering , I think they basically want half the map to be like GTA and the other halfe to be The Hunter wilderness .
  20. S3V3N

    New Renderer

    I just talked to my friend today (when we played a brief two hour round), about how I joined when vehicles were announced. Little did I know that meant only trucks and that since then only a few more cars would be added. A lot of things that bug me about Dayz have to do with presentation and announcements. They make great looking and great sounding presentation, but when they don't amount to anything in the actual game that effort is misleading gamers and distracting developers. Their task at the moment is to introduce new elements to the game, but like I said - bought the game at least a year ago when trucks were announced and they still don't drive well enough or have the kinks of the other vehicles ironed out. That's too slow and it is really hard defending against is when there are mods that run fine with 100 vehicles on the map. I'm always trying to look at the good pieces and hope there is a masterplan of how all the game economies will run faster and stop desyncing the player interaction in the beta builds. The devs must be confident this will happen, or else they would not say over and over, how the new renderer and technology changes will improve the performance. The problem is - we can't know about the results, unless we travel to the future, but unfortunately the future is something undecided and remote and things can go both ways with this game - good or bad. At the moment, they are just adding the planned features and hopefully these will work properly. I can imagine the devs aren't always happy with the results and progress themselves and in every game development a sort of fatigue sets in and you wonder, who you are doing this for. In the end it's us, who have to prove the game is worth playing. That's why I always advocate for people to try out other modes of play, instead of seeing it merely as a PvP Wonderland. The shooting isn't that great yet, desync can kill you as well as the guy you're aiming at, but there is still fun to be had with the game. After playing for two hours with the friend, who basically convinced me to buy the game (because: vehicles!), I realized that I'd bought it for the same reasons, but am sticking with it for the right ones.
  21. emuthreat

    New Renderer

    Most of the people who are upset that they are having trouble trying to PLAY the game are de facto morons, or illiterate. I read the warning, I understand the warning. I try go and PLAY the game occasionally; if by that you mean trying to shoot anything that moves in a big city or military area. The rest of the time I am focusing on trying to break persistence, or make vehicles do unusual things. You should expect nothing but a work-in-progress test platform for the concepts that will eventually come together to make DayZ Standalone. If you expect anything else at this time, YOU ARE WRONG!
  22. Heatofbattle

    New Renderer

    So I believe it was promised Quarter 1 2015. Q1 2015 Basic vehicles Advanced loot distribution New renderer New Zombie AI Basic stealth system (zombies and animals) Diseases Improved cooking and horticulture Advanced anti-hack system (Dynamic BattlEye) Q2 2015 Advanced vehicles (repair and modifications) Advanced animals (life cycle, group behavior) Player statistics New UI Player stamina Dynamic events World containers New physics system Q3 2015 Traps Barricading Character life span + soft skills Animal predators + birds Aerial transport Console prototype Advanced communication Q4 2015 Animal companions Steam community integration Construction (base building) Beta version, expected price €34.99 / $43.99. Well, Good Job lol, little of this is in, and what is in isn't remotely close to on time. Please give us realistic expectations. Yeah it's an alpha and all that, but when I upgrade my computer to i7 4770k, 980ti, and much more I'd expect slightly better performance in cities by this point. guess not lol. And the renderer not being in is the killer for me. I think a lot rests on it, and if it's not a priority there is serious communication issues And don't give me the "its already in" argument, there have been small changes but nothing game-changing and fps and performance getting worse not better. I've played Dayz mod since december 2013 and standalone since october 2014, and performance has always been a HUGE issue. They've had close to 3 years to figure it out, guess i'll come back in 2017, maybe population will go from 5000 up by then. Still 3.3 million and only 5000, again, unrealistic expectations that were only helped by devs as shown above.
  23. NEW CALLOUS SURVIVAL DayZ Chernarus | Overpoch | PVP Server IP: 37.187.57.92:2302 WEBSITE We're currently a fresh, brand new server recently established around Christmas developed and administered by players with years of experience. We hope to expand our player base everyday and build a solid community. We hope to open up more servers soon such as Tavianna, Napf and even expand onto Arma 3! If you experience any problems please tell an admin or post on our forums! Thanks. Features: >Active, Friendly, Interactive and Mentally sane admins. AI Missions: >Hero and Bandit Missions >Custom Caches >Vehicles with keys to claim >Over 20 Varied Custom Missions AI Patrols: >AI Land Patrols >AI Air Patrols Militarized: >Armed Humvee's >Heli's with Hydra Rockets >BTR-40's armed/unarmed Custom Loot and Trading: >Custom loot spawns >Advanced Trading >Coins and Banks >Custom Spawn/Class Selection >Trader Safe Zones >Custom Traders/Airfields >Easy Base Building (Snap Build Pro) AND ETC... Join the server and try it out! :) Server IP: 37.187.57.92:2302
  24. You may have experienced this, When you driving and getting close to another vehicle (bus,lada,sedan,v3s doesnt matter) its getting very buggy, something like a magnetic field is dragging you and then throwing you away and its awfull, this effective field of the other vehicles is something like around 150m circle around them. I think not much can be done about it apart from feedbacking ? Thanks.
  25. Zurvivalist

    How can we fix Hunting

    A few ideas I had would be dependant on other things eventually being added I'll list off a few for kicks , Starting with Antlers - I would like to harvest Deer Antlers to make rattles To attract males closer for archery hunting -Elk and Deer antlers once harvest could be a cheap mans melee weapon ( same code as say the hay hook ) -Once carved they would make nice Improvised knife handles -The large elk antlers could be used in the crafting of improvised shelters, maybe as a type of upgrade Furs I would like to be able to collect the furs off say Rabbits, foxes , sheep, bears ,wolves for winter clothing Feathers are already in use for archery arrows, so that's good .. Just need Turkeys and some ambient birds Cow and deer leather could be used for the crafting of leather saddles once we have horses . Would add quivers to the leather making options , as well and better clothing and backpacks . Right now they are some of the worst gear that takes the most effort to make .... You really should be able to make advanced versions of them on par with M65 jackets, and Military pants. Colors also need some attention... badly Head or at least antler mounts once bases or houses are implemented ( models already exist for wall mount and bear skin rug) Maybe even complete taxidermy mounts for decorations and decoys Guts, bones , blood and meat scraps , could be used as bear and wolf bait , Also later , pet food for companion dogs Mouflon ram horms could just be used as loud ass horns that could be heard for miles, to signal friends . Hedge hogs i guess could be thrown as zombie decoys ? lol Thats about all I can really think of at the moment lard for candles and soap. I would also like to see Biodiesel implemented as a primary means of gathering fuel for vehicles. Berries for Jam and jelly once recipies gets worked in Would also be nice to see a more realistic amount of meat come off of a large animal , For example you kill a cow , you get four large legs That you could not fit into your inventory, would have to carry in your hands back to camp, that could then be chopped down into smaller steaks, for cooking. Would take a group or a couple trips to lug all the meat back to a safe spot, and it would last much longer. The butcher knife could then be used to chop into smaller steaks, THe meat hammer to tenderise it for fast eating , and the other knives to make it into stews and such .
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