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Showing results for 'Vehicles'.
Found 41868 results
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I'd hold off playing 3pp servers until 1.05. Rumour has it Bohemia are implementing all the Paw Patrol Vehicles exclusively for 3pp servers
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Survivor GameZ - Alpha Keys now available!
MaxwellHouse69420 replied to ImpulZ's topic in News & Announcements
Just another BR game that will be dead in a few months 😎 good use of development planning , Dayz / Bohemia management team 👍🏿 Now that you’re done with your little attention (read: cash) grab , give us helicopters , 2 wheeled vehicles , advanced Medical system including helping limping survivors by carrying , advanced soft skills that actually matter , zombie hordes , climbing , shooting from vehicles , weed alcohol and tobacco , countless guns and LTL weapons that were showcased years ago , barricading , and contaminated zones and then maybe we will buy your BR (but probably not). Hate youuuuuu love , Smitty Werbenjagermanjensen -
The Olga (and probably all vehicles), seem to suffer from desync when approaching building/towns. What happens is the game basically freezes, sometimes it stutters and I can get on the brake quick enough to avoid anything too serious. While I'm frozen and can't control anything, my car and occupants are coasting onward. It seems to me that the game is trying to load every detail, and while travelling at 30 or more km/h it's too much and causes as desync/lag/freezing episode. Would it be possible to tell the game to not load/render loot or building interiors and perhaps even dial down textures. Only while driving. Cars are a glorious achievement I would love to see them working a little better. Thanks
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There are still some physics/simulation issues with vehicles. Especially when they have wheels missing, we do not recommend to enter them. The issue are known to the team and we hope to resolve them with future updates.
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When we can expect the following things to be in game
MaxwellHouse69420 replied to derpingwork's topic in General Discussion
Barricading , advanced soft skills , advanced medical system , dynamic zombie hordes , drugs and their affects , aerial vehicles , 2 wheeled vehicles , contaminated zones , where are all these features that were supposed to be here “by 1.0 or shortly after” ?? Why are devs even planning the creation of a new game / dlc that’s unrelated to dayz and its completion of previously promised features and mechanics ? New team or not this is a kick In the nuts to all dayz sa fans as even the mere planning of this new team to work on this new game takes away from the focus of dayz sa - and don’t tell me it doesn’t cuz the managers of dayz team are the direction and if they are also putting together another project their managing of the dayz sa team will be chaotic and unfruitful . Finish your damn game and give us the goddamn features you promised us. -
Yes we should not be able to change servers or then start again. And not being able to leave the serveurs at the middle of a fight to get away from him. Also remove some bug or lag from servers. And in the end take care to add weapons from the loot vehicles and add animation all by tough little bug. Indeed 4h to take the risk of all losing with my friend to find weapons and better equipment we realized that the risks we were taking were useless and so we stopped the game until a next Update Because we can't evolve our stuff.
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And yet pc are testing choppers , boats , vehicles you can actually shoot from.........I’m lost for words.
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Isn't the main aim to REGAIN 0.62 - plus vehicles plus bases plus NO duping.. ? I think that sums it up about 100% ? I hope that's where we're going ? It was definitively the objective when experimental stopped and that whole bunch of items/actions were dropped and consoles turned up to "follow closely and mirror" PC development .. so say the ancient annals in WORDS OF FIRE but now my sight is vague I am senile and gray-haired and my memory grows dim .. And THEN and THEN and THEN, ONE DAY ...when the MIGHTY and full-featured < 0.62 PLUS > definitely RUNS on all 3 platforms - the devs will take it .. er.. who cares.. "wherever the hell' from THERE * Any place you can think of. * Years ago in this game I used to sling my gun and sit in the woods, make a fire and boil water in an empty tin can - and look up between the trees and watch the stars turn I know @rickyriot & SOME DEVS still know what I'm talking about xxp
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This won't solve anything, your system would still be storing loot in the persistence files, so a server crash could still wipe away the stored loot. There's always going to be server crashes, so based on the design of the persistence system, there's always going be the chance of vehicles and loot disappearing.
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Private Console Servers Pre-Order and FAQ
helpthedeadwalk replied to ImpulZ's topic in News & Announcements
From reading the Q&A above, nope. It's the password, scheduled messages and a few config items. Even on PC you can't edit users. There are no tools for editing the user or item datastores. If the console game works like PC, maybe you'll eventually get access to the mission files. In there you can tweak the loot table (not add, that would require mods), the spawning (cargo, attachments) of zombies, vehicles, weapons, food. There is a lot that can be done. If you have access to the init.c (main) you could even spawn extra buildings and such on startup. Have to wait and see I suppose. -
@maxon-69 No offence but FUCK your base! 😂 New patches trump everything. If I were to offer you 1.03 with a cool base, and loads of vehicles would you take it? If the answer’s yes, I don’t know what to say.
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Will can modificate the items of the users? Modificate respawn when start? Spawn vehicles/items on game?
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What game is that? Anyway I'm a massive fan of Dayz PVE. I play on a number of PVE servers however the one I like the most is Ozbime and thats because its extremely difficult! loot is scarce, there's no stamina/run mods or inventory mods so you have to manage your inv space well. AND they have lots of zeds and everywhere! ie. the zeds are much more difficult to kill and there are lots of them esp in towns and mil bases. Not only that, the server owner also has them spawning in fields - you can imagine my surprise (and I pee'd a little) when running around in the dark with a flare only to bump into 2 of them!! Players usually say Dayz isn't meant for PVE but it can and should be - its the perfect platform. It should be a hardcore survival game first (which it sort of is esp when loot is rare and you're thirsty/hungry/freezing) before any PVP elements. There are so many bugs that need to be sorted esp the current state of the vehicles. however it IS a fun game esp when you have lots of zeds so that you do your best not to fire your weapon. Thats what Dayz should be.
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Even though when they had integrity they said all dlcs will be free in the form of post 1.0 updates ... how so many things have changed in such a short amount of time . The Dayz devs have officially sold their souls and their game to the devil of the video game industry , which is the shallow end of gaming called battle royale ... but before that they cut out all the good and expected content from Dayz sa even though they had it all in a mod built on an engine with less “capability” than this enfusion engine that took them soooo long to make . We were supposed to be happiest with the product closer to the final 1.0 but it’s been the opposite with Dayz sa ; most of us were happier before when vehicles actually worked and we were only a few years into development with hunting and fishing working perfectly fine with an albeit simple yet working disease system . ... now everything is being streamlined or pushed off further into the distance even though we were promised quite the opposite when the engine was finally put into the game 100%.
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is it possible that all the servers are the same? in the sense that everyone puts a thousand mods of weapons and vehicles neglecting the really nice and sensible mods that are there. I can't find one, and I stress a server that is "serious" in the sense that it does not put stupid mods like 5 6 weapons mods total 300,000 weapons that you then only use 4 or 5 at the end. I was looking for a server that was not easy at first hand, WITHOUT TRADER OR IF THERE ARE HIGH PRICES AND YOU DON'T HAVE TO BUY IT ALL AFTER 3 HOURS ... with a basebuildingplus, if it weren't for at least a looser destruction time than that by default and the airdrop that makes this game at least not monotonous in the absence of missions.that is, it seems to me that now the servers are all like this: we put a thousand weapons vehicles and let's go pvp yeeeaaaaaaaaaah .. it seems to me there are other games for this kind of things done even better
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Hello everyone, i've been playing DayZ since the mod 2012, in the new updates 1.0 - 1.04 + when i play i always come to the point where i'm full geared, full of food and everything and there's nothing else to do and makes me yawning and boring playing. even with my friends. PLEASE READ so the fix in this issue is points, skills, perks, humanity points? something that will make you wanna survive and not go just fight with others and kos everyone. for me i think food is waaaay too easy to find now with trees spawning food around, mushrooms etc, needs to be more rare, also guns needs to be super rare, and more vehicles to be added more often spawns. i think it would be a good idea that each time you have to kill someone you will have to lose points from your dayZ account or exp i don't know, something that will punish you for doing this at your next fresh character maybe? unless you have time to fix it before you die and regain your points, by helping someone or surviving a few days. EXAMPLE OF POINTS-SKILLS SYSTEM with each points you gain you will be able to buy skills and passives for your survivor in game, example +5% runing speed or +25% chance when you shoot someone he will more often faint than die, because by killing someone will make you lose a ton of points, if you have a lot of skills and passives bought from your points, if you going to kill someone you will know that you will lose a lot of points and skills that you have bought in game for your survivor, so this might make you re-think of killing someone and instead tie him up and rob him than killing him. if you have the perk that gives you +25% chances for someone to faint while shooting, this will be the easiest for you rather than killing him and lose a lot amount of your points and skills and probably a lot of progress that you have hardly earned surviving for 5 days for example. Each day surviving will give you 100 points, helping someone with medications, water, food will give you 5 points. hunting animals will give you also 5 surviving points, cooking them also 5. killing someone will make you lose 500 points. each skill or passive will cost 1000+ points to buy it once in game. each time you kill 2 people will make you lose 1 random skill or passive. if your survivor dies you lose it all or maybe get the 30% points back of what you had before you die on your fresh survivor. POINTS limit of points 6000 + all skills bought = hero status. 0-5999 survivor status. minus 2000-0 = bandit status. bandit status you will get once you are on minus 1000 points with limits minus 2000 which will give you terrible stats that your character will seem from far that he is bandit, example laughing alone, mental issues, running slower and stuff like this. i hope you guys get the idea and i think its good. Thank you for reading and sorry for my bad english.
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But does it run better than ARMA3 under player load and with 150 vehicles. My only gripe is Bohemia disparaging Real Virtuality assuming that we don't know that it is still the ARMA3 (their flagship product)'s engine. Which raises the question of why they did not use the ARMA3 engine... or what they did to it in development?
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If you are talking about this mod : https://steamcommunity.com/sharedfiles/filedetails/?id=1800546960 All it's doing is to change the amount of "inventory" slots for each vehicles and as you probably guessed it is indeed a mod 🙂
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One question: aerial vehicles? (Heli, plane)
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If you are allowed to edit the mission, you can change: * the loot table characteristics (min/max/locations). * dynamic events (car spawns, planks, animals, fruit/veg). * attachments/cargo of spawned items (zombies/vehicles) * all spawn locations/coordinates. * max zombies, dead body cleanup, login/logout time. So, lots of the environment, but you can't add anything nor tweak mechanics. [edit - well, you can add things in the init.c file like buildings and loadouts, so hmm, maybe some things]
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This all sounds very good, but considering these diseases can't really kill you, what good does it all do? My character pukes a few times, then the bug icon goes away after a while. All I need to do is keep hydrated, which is not difficult. And that new sickness from bandaging with rags (disinfecting with alcohol does not work by the way), does that actually do anything at all? I get the sick icon but it doesn't seem to bring any effects whatsoever. The old text-based symptom descriptions from 0.62 helped a player know what he was suffering from. The current germ symbol just tells me I have something, if I get no visible symptoms on the character, how am I supposed to know what I am suffering from? And @ImpulZ , about broken bones, you have been dancing around this subject in a number of posts without providing any clear answers, so I'll try to ask as clearly as possible: Will you implement fractures during 2019? If not, has the feature been scrapped for good or will it come at a later time? And a couple of other questions: Could you elaborate on the "full feature parity not possible" statement? It has caused a bit of a stir, people are reading it as if bows, broken bones, helis etc will never come back or be implemented as once announced. I have a hard time believing Enfusion has some built in blocker for bows, so what does this statement actually mean? Vehicles still tend to do Harry Potter stunts now and then, seemingly caused by network lag. Also, client freezes when driving followed by fatal crashes is a recurrent and very annoying event. Are you any closer to tracking these things down and fixing the underlying issues? Are the events in no 4 possibly the cause of no 3? Implementing flying vehicles is certainly doomed to fail as long as a network hiccup will send you crashing and burning... Oh yeah, about new content (as in guns and items) please, for the love of gawd, listen to the community. We. Do. NOT. Need. More. Military. Weapons. If you look at missing weapons from 0.62 this is what remains: Military: Steyr AUG AK-74 SU Civilian: Derringer Amphibia P1 Red-9 Glock 1911 RAK Magnum Repeater Double barrel shotty Trumpet Sporter Pistol grip pump shotty Blaze Longhorn Improvised bow and Crossbow Since 1.0 every single weapon added has been military or hunting rifles used by snipers. This has led to the low tier game on the coast seriously lacking in variety while the pewpew crowd has tons of toys. So if 1.05 has no civilian weapons while adding the Steyr, or god forbid the M249 or some entirely NEW military weapon, expect a serious backlash from the community. Please.
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This is pathetic, and frankly not good enough BI. You guys rushed this broken husk of a game to 1.0 on PC, and decided to milk it further by releasing the sloppy, buggy and technically inept version to Ps4 for a quick buck. Weather it was initially your intention or not, you have lied to the community over years of false promises, and moved the goal posts to suit yourself when you consistently were too lazy failed to deliver promised features. We have been told to "be patient" for years as you promised once the new engine was built, a backlog of old and new content would come pouring into the game at great speed. So many people on this forum and from your community gave you patience in spades at the promise of a good, feature rich game at the end of it. Even with 1.04 this game is still a shell of a survival game. Half the weapons are still AWOL let alone ANY new ones, barely any vehicles, no helis, no bears, no ✌️✌️flavour features✌️✌️, no traps, no hunting, no advanced medical (you actually said you want to dumb it down?), no fishing, no bicycles/motorbikes in sight, many loot pool items still missing from earlier builds years ago, no radiation zones, no bows, no ragdoll physics, no 100 player servers, no zombie hordes, 2 way doors missing, climbing obstacles, carrying/decaying characters, no tutorial or crafting list and probably 10 tons more stuff if I cared to trawl through the old dev/trello boards. I could forgive most of this BS if your status report read; We are buckling down and will be releasing a monthly patch that will fix bugs AND continue to deliver on ALL of the promised features you kind folks have been so patient to wait 7 years for, and a few extra features/ guns because you have been a great community and as an apology for releasing this fundamentally broken half-game to consoles under the guise of a finished product for AUD $80. Instead all I read was: This game will see 1-2 bug fixing patches spread out across 6 months, ensuring a swift death on consoles. Well give the keys of parts of the engine to you modders so you can salvage what you can from this half assed attempt at version 1.0. Also we'll be releasing some paid DLC before the game is even remotely close to a functioning v1.0, and we reserve the right to not deliver on the backlog of 60% of the game that is missing in future, and we're just giving you a heads up, we will be cutting out lots of stuff but we're not gonna tell you what that stuff is yet, so we cant be held to any standard and therefore have no obligation to even deliver on a single piece of missing content.
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Not really, they just said they still have work to do with the health system. We only had a quarter of the system with the 1.04, another update will bring contagious sickness while another add contaminated areas (linked to the health system). EDIT: Why do people thinks of this features first ? In 0.62 we had them yeah right, but this was not the biggest feature.... Contaminated areas are more important for example... And on this point I think we just need to wait a couple of month to see if I'm right. They just said the 0.62 have clunky features and never worked like they intended to. This is why they can't, because they don't want a clunky mechanic... Just look at the grenades.... Like in any video games company. Nothing new... I have to agree it's a big surprise.... Even if Namalsk was announced as a free MOD... Maybe it's now going to be a DLC ? All the missing content can't be sold like in ArmA... You can't sell a helicopters/vehicles/weapons dlc, would be annoying for everyone.... However new vehicles/weapons for a new map (like the map from ArmA III contact DLC for example) seems realistic... So maybe Namaslk ? EDIT: Like in ArmA.... ?
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Hello everyone, it seems to be the day we have NOT been waiting for. If you haven't yet read the status report, that is subject of this post, you can do so over here: https://dayz.com/article/status-report/status-report-july-2019 I will go through the entire post below, adding comments, in this orange color to the relevant section but for those with little time, here are the Highlights: OK, let's go! FROM: https://dayz.com/article/status-report/status-report-july-2019 Curious about what's going to be our focus for the DayZ development in 2019? Have a read in our new DayZ Status Report, where we speak about console updates and the future of the game. Dear Survivors! DayZ is now out on all the major platforms – PC, Xbox, and PS4. You've probably seen team changes on social networks and are wondering: what's next? Of course, that's only natural, and today we would like to talk about the current issues, the expectations set by both the DayZ Mod and 0.62, and the future of the game. "expectations set by both the DayZ Mod and 0.62"... Already this starts off odd. What I would like to know about, are the expectations set by the official list of Post 1.0 Features, which was released in the STATUS REPORT OCTOBER 23 EXCERPT FROM OFFICIAL STATUS REPORT "Status Report - 23 October 2018" [https://forums.dayz.com/topic/240439-status-report-23-october-2018/] Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0 Helicopters 🔲 we've arrived at the decision that base building implementation will provide enough of an end goal for players, so helicopters can be added later on Climbing over obstacles 🔲 this feature required additional programming and animation support that we've decided to invest more effectively into other parts of the game Throwing items ✅ throwing requires a lot of additional specialist work on physics and network synchronization, and we'd rather invest that into vehicles and other features this includes throwable weapons like grenades or smoke grenades Bows 🔲 the implementation of bows means an introduction of a completely new weapon type on 0.63 and was always a risky goal, in the end unfortunately not achievable in 2018; we've invested the programming time into gun play, melee combat, vehicles and other core features that were more important Character and infected ragdoll 🔲 unfortunately, there are many network synchronization cases that we need to resolve and implementing ragdolls in combination with death animations will require more time and resources Two-way doors 🔲 while a huge quality of life improvement, changing the doors to two way opening will require additional rework of some of the assets, and is not achievable in 2018 Fishing and fish traps, decaying bodies, carrying characters, contaminated areas, item coloring etc. 🔲 🔲 🔲 🔲 these are considered flavor features and for now, work on core gameplay features was prioritized instead Consoles The console updates will always happen after the PC updates – within 3 to 4 weeks of each other. The main reason for this lies with the specifics related to the console submission and review process. It takes 3-7 days for a submitted game to go through review. If it is decided that the build is good to publish, it takes 3 more days to roll the update out to the public. However, if there are any issues flagged as a must-fix by Sony or Microsoft (even ones that could be fixed in an hour), the whole process has to start again. Because this review process can take so long, we use the readily available PC platform to try new versions early – to check if there are any significant issues we missed (as you know, it happens). This PC testing lets us deliver the console update in a more reliable state and minimizes the chance of re-sending builds for review. A quick 1.04 update: we will carry out a complete server and character wipe, and will introduce private servers. Also, this update will address some of the current most troublesome issues in the game – duping, server hopping, and frame rates. Past, Present, and Future Parity with 0.62 and the DayZ Mod – full parity isn't possible because of the engine specifics. While features from 5 years ago are exciting, we want to remind you: most of the features didn't really work properly back then, and this is why it wasn't a final game. "full parity isn't possible" - so that means partial parity is possible? Which features are we talking about. Still the ones from the list you released END OF 2018?! - "Features didn't work properly and that's why it wasn't a final game" - Exactly and the purpose of the new engine was to MAKE. THINGS. POSSIBLE You might question the necessity of a new engine, but for those who took a long break from the game, it's plain to see just how much of a difference it has made. DayZ runs a lot smoother on the new engine. Although it might be hard to notice the change when you play daily, taking a step back should help to highlight many of the improvements that have been made during development. That is true. And these improvements are strengthening the game every day. We see it through the steadily increasing player count (even on PC) since March 2019 (public data is here). We see it in Twitch statistics – with more channels streaming the game and more people watching (link to Twitch stats). It might be a far cry away from the numbers of 2013, but for an almost 6-year-old game, it's pretty good! The player-count has risen. True. BUT it's NOT a 6-year-old-game. The game isn't a millisecond old, because it's NOT FINISHED. I won't start taking the 1.0 debate here, we all know that's bs. Of course, we will continue to work on DayZ to make everyone's experience better. I would like more specific statements. Let's take a more detailed look at the game and its future: Advanced health system – We improved it in 1.04 and will continue the balancing. However, at this time we will not commit to implementing complex medical/injury gameplay – while this is desired by many hardcore players, we are still struggling to fully explain the complexity of the existing system to the majority of players. Moving forward, we are working on a nice balance between authenticity and accessibility. Ok. New content (guns, cars, etc.) – As you know, we have already added some of these. More will follow, but keep in mind that it will depend on how quickly we can achieve this year's goals. This is where it gets more interesting. "...how quickly we can achieve this year's goals". Those are? Hopefully what's on the list of OCTOBER 23 2018 Modding support – We will improve the user experience for both modders and players. For example, we will soon bring animation tool support. Cool. Stable base building – A large part of this is the matter of balancing, and it's one of our key objectives for the year. Good. Our focus for DayZ for the rest of 2019 will be: bug fixing, stabilizing, balancing, and modding support. What?! I mean that's good, but that seems a little bit short of a list and lacking of points like "implementation of missing features"...Or did you mean, when you said earler "full parity isn't possible", that DayZ is now FEATURE COMPLETE and there won't be any more features coming?! We also plan to release an official DLC this year (keep your eyes open, and follow us on social media for updates). DLC? What's first, the HUNTER PACK: introducing fishing, hunting (advanced) and new crafting items - 24,99$? Additionally, we are currently experimenting with Survivor GameZ (a mod and popular tournament from the past), and will possibly bring this to DayZ as an additional game mode. I like the idea. About people It's normal – especially in this industry – to move on after working on a particular project for several years. And after major releases are done is the most likely time to do so. With DayZ, it's no different, and after releasing 1.0 on PC and console, some people are moving onto other projects internally, or leaving the company. It should go without saying that no matter what, these people will always be in the hearts of the DayZ team. While these are by no means the only team changes, we wanted to at least address the public faces of the game who are leaving: Peter, Lead Designer, who led the design direction of DayZ through many tough years. Eugen, Project Lead, will always be loved for his honesty and open ears to both players and developers. Martin, Brand Manager, is in our hearts for his effort to finally bring DayZ successfully to players on Xbox and PlayStation. Baty, Community Manager, loved for all the personal care for our community and interactions with our player base. Everyone who worked on DayZ not only has a great line in their portfolio, but the tremendous support of both us and the community behind them, and we wish them all the success in the world. Press F to pay respects. Oh, now Eugen is gone as well. I personally couldn't care less for Martin or Baty, but that's just my opinion. But Eugen is a BIG ISSUE. He was the last one of the public faces I trusted had the true vision and the will to pull through and make DayZ...this is BAD NEWS! Dear Dev-Team, please make an official statement regarding the list "Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0" and give us an update how much, if anything, you cut away from that. Ah and one more question: What about 2020?
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SCUM now has ARCHERY/BOWS - inspiration for when it comes to DayZ?
bent.toe replied to 0.64 Freerider's topic in General Discussion
I just love this part. So i guess vehicles work now since you released throwing with 1.04.