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Showing results for 'Vehicles'.
Found 41868 results
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I personally have only had ONE type of vehicle despawn on me and that is the Blue LADA. The Gunter has yet to act up and the Olga has been extremely reliable and faithful for remaining where I leave it. On a Community Modded Server there seems to be only ONE regular that the vehicles have despawned on, and the rest of us have only encountered the very rare occasion of it. I know the vehicles are still a LONG way off from being what they should be....but again....it has been my consistent experience that the Olga and Gunter seem to stay in place at least. I can get through many hours of driving and only rarely do I experience the stuttering de-sync and it is usually when a high-ping player is on (not positive this is related though). I hit a Vanilla server every once in a while and vehicles definitely seem to be a hell of a lot more flaky and unpredictable. Coincidence? Dunno. But again.... It would be interesting to know if there is a greater likelihood of vanishing cars on Vanilla versus Community Modded. Maybe making even slight changes to their spawn conditions, or their spawn timers might be having an effect?
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Survivor GameZ - Alpha Keys now available!
drgullen replied to ImpulZ's topic in News & Announcements
I have to say I agree with the comments here. "Survivor GameZ" should really have been the end-game celebration of a completely finished DayZ -- a DayZ that includes all the things that are still missing, like vaulting, like broken bones, like a bow and arrow, not to mention all the remaining guns and vehicles still absent. If you read between the lines of that tweet, this is going to be an attempt to milk some more cash out of DayZ -- sure, it's free for now, but it will undoubtedly be something you'll have to purchase down the road, either as DLC or as its own game. It's like getting three-quarters of the way through a 1000-piece jigsaw puzzle and then saying screw it and starting to work on a 500-piece puzzle instead. I'll gladly pay money for "Survivor GameZ" but give us a finished DayZ first ffs! -
https://discord.gg/7dpYXFN Have you ever wanted to play on a server that wasn't Chernarussian, United States Military, and Bandits? Have you ever wanted to play on a server where the admin is active, friendly, outgoing, and tries his best to make his community work? Have you ever wanted to play a character that you built from the ground up and didn't have a backstory to fall on? Then give us a try. The Lost is a new roleplay server recently created in which you, the player, are left on a spot of land, brainwashed, without any idea of where you are. You start with nothing on you except one item, a bear, and this bear compels you to want to keep it for whatever reason. The bear is the reason for your living, you know you will surely die without the bear. It doesn't have weapons, food, water or even a function outside of moral support but you know it's value is beyond measure. You're not sure how you know this, did you read it somewhere? Did someone tell you? Is it a memory in the back of your mind? Did the bear tell you? Are you going insane? All of these questions are entirely up to you, and the way your story goes depends on how you the player choose to take it. We support no rules other then honest, 100% organic roleplay. Organic roleplay is the ability of the player to roleplay (or play) however they see fit. We have no KoS rules, you may do so if it's in character for you. You may murder, thieve, destroy, plunder, make friends, help others, start a group of people to help those around you. ALL OF THIS is entirely up to you, and there's nothing stopping you except you starting, today. With a recent wipe of the server all previous characters, equipment hoards, bases, vehicles, etc, are completely gone so you have a fresh start to do as you wish. There will be some minor tweeks being done to the server, namely spawn rate, food drop, etc. Stop by, check us out. Ask questions. We'd be more then welcome to have you along. EDIT: I do want to point out this server is a meeting ground, not a voice channel server. There will be few, if any, voice channels on this discord due to the fact I would like to encourage radio usage and pure interaction, meetings with other people. https://discord.gg/7dpYXFN
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Should wipe all servers/characters & eliminate all cross server abilities, (everything on a server stays on that server, character , gear,,ect. so if u join a different server should spawn as new character, & if u log without waiting the 15sec should have to wait for certain amount of time before u can rejoin that same server,) this will get rid of most problems in game like duping items, taking gear to other servers, & server hopping to get past base walls. Oh & need to fix combo locks so they cannot be opened/removed without knowing the correct combo cause they're pointless right now. & please add keys for the vehicles & dont unlock locked doors on server reset. Or add placeable/lockable safe, & a buildable bicycle for new spawns.
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The game in the state it's in just sucks. I love dayZ but this game is just a joke. Especially for the price tag these guys attached to it. Those who are waiting for the things that almost make this game unplayable to be fixed, are kidding themselves. This game has had the same exploits since the PC mod. Zombies still glitch through walls. Vehicles randomly kill you for no good reason other than you were stupid enough to get in one. The loot is constantly glitching in tents, in barrels, on the ground. We constantly have to wait for server reset to retrieve things from tents. Constantly have to log to fix spider arm glitches. 2 head glitches. Damn meatball glitches always happening to one of us for whatever reason. The game net code is trash and pvp is impossible alot of times because the servers lag so hard. After putting over 2000 hours on PC and then playing since release on console I think I'm out. I had some fun most recently with some buddies on console that always wished they could play dayz and now I'm putting this bitch to bed. Hopefully someday someone comes out with an actual true to life survival sim in the same vein as Dayz and does it right. Thanks for all the good times going all the way back to the Rocket days.
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I feel I should put a [Serious] tag on this. I'm aware that they can be a death trap. I read somewhere that there are only 3 vehicles on the map, is this true? If they are this rare, are there any tips to finding one or should I just server hop checking several spawn points on each server?
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@ImpulZ just posted a new thread for the first experimental 1.04 update on PC - some of the biggest highlights of the patch info are: “Please be especially aware of the new server hopping mitigation method. When switching servers on the same hive, your character will be moved to one of multiple spawn points across the map, designated for server hoppers. This is in order to avoid server hopping for fast loot gathering or combat advantages.” “Note for console players: While we tried our best, this update 1.04 will NOT be released on consoles at the same time as it will be on PC. This is because of the certification process that the console versions have to undergo. We expect the console updates to be released in July.” ADDED Added: KA-74 with attachments Added: KA-101 with attachments Added: P1-87-L Scope Added: 5.45x39mm ammunition Added: 5.45x39mm tracer ammunition Added: Overlay icons to differentiate ammo variants Added: Music in main menu Added: Independent shoulders (possibility to carry two ranged/melee weapons at the same time) Added: Magazine auto reload by pressing 'R' Added: Throwing (hold 'G' to activate throwing stance) Added: Grenades (EGD-5, 6-M7, 1-M8, EGD-2, 8-M4 Flashbang) Added: Grenades can be attached to selected vests Added: Handheld Transceiver can be attached to Courier Bag Added: Mod presentation in main menu (documentation) Added: In-game hints and tutorials Added: Vomit emote/gesture Added: Mitigation of so called server hopping on public hives (when player changes the server, hopping spawn point is used instead of last log off position) Added: Support for multiple sets of player spawn points (only for public hives, currently fresh and hop sets available) Added: Fever now causes water loss Added: Epinephrine restores stamina to max value Added: Codeine Pills mitigate injured state for limited time Added: Morphine suppresses injured state for limited time Added: Charcoal Tablets can eliminate Salmonella bacteria Added: Shoes gradually wear off while using Added: Check Pulse action now display blood pressure and pulse type if irregular Added: Infected can be spawned with head gear, vests and backpacks Added: Positional rain sounds for Coal Plant Added: Character sounds for male wearing gag Added: Flare effect around Road Flare FIXED Fixed: Inventory was closed if another player performed restrain action (T140237) Fixed: AI could teleport, visually appear where it was not positioned or be positioned at roofs (T139728) Fixed: AI herds were not releasing the territory after last member of the herd has died (could prevent AI herds from re-spawning on smaller terrains with lower number of territories) Fixed: Incorrect visual state of speedometer Fixed: Character will not fold map while in prone and becomes stuck Fixed: Liquid contents of Barrel do not persist upon server restart (T139791) Fixed: Ruined weapons could twitch while trying to look through optics Fixed: Character started to float in some sections of small rivers (T140952) Fixed: Influenza did not cause blur effect Fixed: Texture filtering option in graphics settings was not working correctly Fixed: Many fixes and improvements to ChernarusPlus terrain Fixed: DayZ local application data folder was not properly deleted via DayZUninstaller Fixed: Punching walls was emitting unsuitable bullet impact particles Fixed: Spotlight had a hole where the reflector part should be Fixed: Switch ON/OFF actions sometimes not being available on Spotlight after server restart Fixed: Personal light created an undesired reflection if another source of light was nearby (it was mostly visible as a blue shine on cars) Fixed: Opening/Closing of car doors was missing sounds Fixed: When character stamina was reduced by gear it did not replenish correctly (T139932) Fixed: Action to eat pumpkin slices was missing (T139428) Fixed: Missing footsteps sound while strafing with heavy item in hands (T139604) Fixed: Incorrect item weight upon adding attachments on specific items (T139773) Fixed: Gas Stations can be blown up again TWEAKED Tweaked: Headlights on cars now switch to left/right/center depending on attached headlight bulbs state Tweaked: Cars now have functional rear lights Tweaked: Reversing with a car now subtly illuminates the area behind it, allowing drivers to see there during night Tweaked: Player stomach is now item/liquid-type based instead of nutritional-component-breakdown based Tweaked: Connection timer is now up to 95 seconds in case of rapid server hopping. In connection to this change, the previous database locks have been removed. Tweaked: Player spawn logic for avoiding water surfaces Tweaked: Gunshot sounds are audible up to 3.5 km Tweaked: Vehicles HUD Tweaked: Improved plaster and concrete impact particle effects Tweaked: Bullet impact effects are scaled by impact force much more visibly now Tweaked: Portable Gas Lamp now burns 10x longer (~55 minutes with the smallest container, ~133 with the largest one) Tweaked: Optimized muzzle flash particles for CR-61, FX-45, CR-75, IJ-70 Tweaked: Burning light sources now subtly flicker Tweaked: Shadows from burning light sources subtly move Tweaked: Smoke/Steam particles on weapons KNOWN ISSUES Items cannot be thrown through most windows It is not possible to eject a chambered round via 'R' Individual Servers are rarely not showing up in the server browser - refreshing the server list should fix this. Looks like if we’re getting everything from 1.03 and 1.04 together soon sometime in July, this is going to be a HUGE patch with tons of crazy new stuff!
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Hello Survivors! The long awaited update is out now! 1.02 brings a stylish and super-fast Olga 24 sedan and you can also find two new .308 caliber weapons on Chernarus. The design team added a HUD noise indicator, so now you always know how loud your actions are to the infected. For the night owls among you, there are also some good changes to night lighting! New vehicle - Olga 24 Once a high end, "Executive" level car, the Olga 24 is a four-door Sedan easily able to reach top speeds on the Chernarussian roads. New Firearms LAR The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 caliber bullets. M70 Tundra The M70 Tundra is a bolt-action hunting rifle using .308 caliber ammunition. New & improved weapon attachments Usable backup iron sight of the ATOG Compensator for the Mosin 91/30 Mini Sight (small red dot) RVN sight Individual zeroing of iron sight and telescopic sight for compatible items Clothing Holster and pouch for the plate carrier vest Assault vest and its butt-pack Other Possibility to kill an infected in melee hit (e.g. with an axe), from the back Changes to night lighting New Noise indicator to encourage stealthy gameplay NOTES In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. Patchnotes KNOWN ISSUES This update is not addressing the issue with some player characters not being saved properly. This is currently still being investigated by our teams. Players affected by this issue will experience character inventory rollbacks - these rollbacks are a preventative measure that we introduced to prevent your characters from being deleted completely, or locked from playing. FPS drops in bigger towns. Individual melee hit registration issues against infected. Going unconscious with an open map can cause freezes. Combination locks from the 1.01 patch can cause issues. Player is not able to move to the right in vicinity (2nd+ line) Crash After Suspending Title And Switching Accounts Favourited and Previously played filters in Server browser aren't working. Game freezes when holding large item (barrel, generator) and making shrug or surrender gesture Release Candidate Item Description Remains On Screen Zeroing down and VOIP are using the same input - down arrow D-pad. Combining items in Quickslot isn't working. Basebuilding - Character Picks Up Wrong Item Basebuilding - Unable To See Built Lower Frame Until Respawn Unable to unzoom a hunting scope once zoomed 1PN51 Scope day night mode inverted Player is walking and scrolling simultaneously Servers sorting by Full-Empty doesn't work Having a container with items in it in hands and escaping using RT/LT creates oddities afterward. ADDED Added: OLGA 24 with attachments Added: LAR with attachments Added: M70 Tundra Added: .308 WIN ammunition Added: Assault vest Added: Utility buttpack Added: Plate carrier holster and pouches Added: Mini red dot and RVN sights Added: Mini red dot sights now compatible with CR-75 and BK-133 as well Added: Functional back iron sights on ATOG optics Added: Precise weapon lifting by weapon length Added: HUD noise indicator Added: Ability to one hit kill infected from behind with selected items Added: Particle effects visible on the inventory player character Added: Inventory character has items in hands Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source) Added: Mosin 91/30 compensator Added: Independent firearm zeroing for iron sights and scopes Added: Hand cramp for brain disease Added: Injury animation is visible in inventory view Added: Footsteps sounds for movement inside tents Added: Footsteps scuff sounds for grass surface Added: Sounds for lock/unlock doors action Added: Sounds for combination locks Added: Sound animation events for heavy hit animations Added: New set of sounds for male infected Added: Sounds for hot and freezing character animation Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest) Added: Sounds for pick up and drop action for various items Added: Position dispersion when infected cannot see the target, but can hear it Added: Muzzle flash effect for Mosin compensator Added: Tutorial: Inventory screen Added: Logout timer: Disable quick logout FIXED Fixed: Server crash caused by in-game actions Fixed: Server/client errors upon loading weapon Fixed: Client error when equipping bandana Fixed: Server error when manipulating vehicles parts Fixed: Client error when manipulating barrel Fixed: Client error when manipulating radios Fixed: Client error when manipulating dead infected Fixed: Client error when removing wooden logs from fence or watchtower Fixed: Client error when disconnecting near a radio control panel Fixed: Client error when removing rag from the mouth Fixed: Client error when attaching combination locks Fixed: Client error when committing suicide with weapon Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, ) Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts) Fixed: Blending of textures on Skybox (previously causing sudden flashes) Fixed: Weak dynamic lights during dusk and dawn Fixed: Items can be picked up through walls (T137847) Fixed: Texture artefacts on the crosshair Fixed: Player can skip vomiting by staying crouched Fixed: Player can skip vomiting by jumping Fixed: Salute gesture keeps items in hand Fixed: BK-133 does not change textures according to damage states Fixed: FPS drop when dismantling/destroying base building parts Fixed: Barbed wire attached to fence will now move properly when opening gate Fixed: Player does not get proper damage while standing in flames Fixed: Driving over a character with a vehicle does not inflict damage Fixed: Some gestures with weapons make arms twitch Fixed: Infected do not inflict any damage to animals Fixed: Player becomes deformed for others while sitting in a car Fixed: Windows cannot be destroyed for some of the vehicles Fixed: Projectile impacts do not alert infected Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679) Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205) Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639) Fixed: Item size changes visually for wielded item when logging off (T136822) Fixed: Attacking infected clip through the player (T137370) Fixed: Hunting scope allows looking through walls (T137033) Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200) Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent Fixed: Weapons cannot be reloaded while lying on the back Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102) Fixed: AIs might get stuck mid-air after being killed by vehicle Fixed: Enduro helmet attachments are out of place in inventory Fixed: Fitting of localized item names in tool-tips and headers Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart Fixed: Server crash upon respawn Fixed: FX-45 was not functional Fixed: Getting shot underwater put the character into falling animation Fixed: The first gunshot caused FPS drop Fixed: Server VMEs related to the in-game map Fixed: Character noise indicator not being present Fixed: Character noise indicator not showing appropriate values Fixed: Collisions of base building objects remaining after their parts have been detached Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders Fixed: When opening doors for the first time, the whole building model can move slightly Fixed: Client error connected to player presence indicator Fixed: A client-side crash connected to the base building feature Fixed: Fence gate cannot be opened after server restart Fixed: Fence can be walked through after server restart Fixed: Client error tied to base building Fixed: Ruined tires now affect vehicle behaviour Fixed: Fire geometry for offshore worker infected type Fixed: Invisible dynamic events and custom objects Fixed: Adjusted MRDS post-process on FX to make it more usable Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass) Fixed: Stacks of .308 Ammo spawning with 0 quantity Fixed: The player now dies properly from hypothermia, preventing client errors and other issues Fixed: Only one player in a VoN conversation can hear the others Fixed: Vehicle radiator cannot be refilled until the car has been started Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not Fixed: Client error connected to using a water bottle on a fireplace Fixed: Leaving ADS on weapon actions Fixed: Server Browser: Crash during network cable disconnect Fixed: Inventory: Equipping from vicinity can be done using both Y and B Fixed: Basebuilding: Player can move fences, gates and watchtowers using inventory Fixed: Radial Menu: Player cannot equip and hide item without leaving Quickbar slot Fixed: Controls: Remove iron sights on left trigger tap Fixed: Controls: Remove iron sights on left bumper double tap while holding left trigger Fixed: Radial Menu: Selecting main category in gestures menu doesn't bring you to presumed subcategory Fixed: Controls: Character performs barrel rolls while moving in inventory in prone Fixed: Inventory: Can't equip items from vicinity Fixed: Inventory: Hands: Missing capacity info for containers Fixed: Inventory: Tooltips are missing in zombies inventory Fixed: Inventory: Split action(Y) is missing toolbar info Fixed: Inventory: FPS drops when opening inventory in vicinity w/ multiple other items Fixed: Inventory: Closing container breaks scrolling Fixed: Inventory: 1st container stays highlighted Fixed: Inventory: 1st container header not shown when scrolling upwards Fixed: Radial Menu: Radial menu doesn't work with sensitivities toned down to bare minimum Fixed: Radial Menu: It's possible to use quickslot menu in car Fixed: Server Browser: Server scrolling freezes after refresh of servers Fixed: Server Browser: Favorite server is not saved after restarting the game Fixed: Controls: Player can`t switch between user actions in car Fixed: Menu: Respawn button gets skipped after dying Fixed: Menu: Game Displaying Wrong Copyright Year Fixed: Menu: Warning message that your character will die after pressing respawn button pops up when player is dead already Fixed: Items: Rangefinder/binoculars not usable Fixed: The title crashes to Xbox Home at various points during gameplay Fixed: The title enters an indefinite unresponsive state when using the Hold to talk feature during gameplay Fixed: Title crashes after suspending while in the Main menu or during the gameplay Fixed: Controller reconnect msg: Do not show during loading TWEAKED Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. Changed: Improved the impact of dynamic lights on surfaces (including the roads) Tweaked: Minor tweaks to the global light config Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights Tweaked: Inventory blur intensity is now at half of the previous value Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged' Tweaked: Damage system for ADA 4x4 Tweaked: Central economy (minor adjustments) Changed: Item view bounding box enlargement when attachments are added Changed: Improved behaviour of all light sources (fade in / fade out effects and more) Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark Tweaked: Slightly darkened breath vapour particle to avoid glowing at night Changed: Improved behaviour of smoking chambers on all guns (smoke escapes only while the chamber is open) Tweaked: Decreased intensity of all light sources during daytime Changed: Reflector surface of all light sources now shines properly Tweaked: Chemlight illumination radius increased Changed: Torch is now always transformed to stick when its rags are removed from it Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical) Changed: Significantly improved quality of vehicle smoke particles during high speed Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation) Optimized: Size of entity create network messages Tweaked: In-game map behaviour Changed: All particles are now preloaded during the game's initial loading Changed: 'FullAuto' fire mode set as default mode on all relevant weapons Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night Tweaked: Blood and health regeneration slowed by roughly 1/3rd Tweaked: Water and energy metabolism slowed down by approximately 1/5th Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high Tweaked: Chemlight illumination range lowered to 7.5 m Changed: Updated tourist trail map model and textures Changed: Lowered the Infected alertness caused by projectile impacts nearby Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first) Changed: Amount of blood loss from haemolytic reaction raised Changed: Lowered the illumination range of chemlight and the light around character at night Tweaked: Lowered chance of jamming for pistols Tweaked: Inventory: Button tooltips when switching between containers and places Tweaked: Server Browser: Disable controls during connect Tweaked: Other visual and functional improvements for Inventory and Radial Menu
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Hello 🙂 Offline mode is a thing but this is a hidden feature. You just spawn at the coast and when you comeback you start all over again because the game doesn't save your progress. You can change all the values you are talking about but it's not with a nice UI with sliders and all of this... It's the lines of code.... Arkensor and his friends worked on a modified offline mode with more features. So you can spawn items, vehicles, animals, zombies, teleport and much more 🙂 https://github.com/Arkensor/DayZCommunityOfflineMode
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In the base game I don't imagine a bmp-2 as a drivable vehicle. The devs have to code tons of stuff for a non planned feature.... And because we don't have any armored(of any types) vehicles in dayz mod. However, military vehicles such as a UAZ, URAL, HMMWV, Kamaz, Vodnick and a Pick-Up could be one day added into the game. They are in the mod for most of them ! They all have similarities with other vehicles planned for dayz so all they need to do is to create the 3d model, animate and create sounds for them. If the game stay popular after 2 to 3 years I don't see why bohemia won't continue the support of dayz in content ? For free or with dlc(s)... I don't know how they could bring dlc in this game but I'm sure they are going to found a solution x')
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My point was that Rancove asked for "a variety of military grade vehicles with some options to mount weapons". DayZ is not intended to be a military FPS game, that's what the Arma series is for. So, I doubt the devs are going to add a tank with a weapon mounted on it. Modders might bring that, but not BI. I would definitely like to see more methods of getting across the map quicker -- maybe a bicycle, a boat, a jeep perhaps and at least one type of helicopter. We are more likely to see those things added at some point.
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Currently, if you have a ruined vest all the items in it will be damaged with the next hit. I currently can't check if my words are right but If I'm not wrong a ruined hoodie (for example) will protect less(to not at all) from the cold, the run and the damage from a hit/bullet. And this idea apply for ruined/badly damaged/damaged and worn. But that's it, we don't have any other penalities.... When we had for the first time vehicles I thought we could drop some items from the trunk of our car because we didn't had a trunk... But this was not the case. I have to agree it's a good idea on paper but we need to think how to let the player know he dropped something and why to make the experience good 🙂 We have a sound when we start bleeding... So why not a sound of a cloth being riped off ? We add to that a sound of the object when this one hit the floor and a grunt noise from the character. Should be enough to acknowledge the player about "something happend you should check what". If the object is fragile, why not add a random chance to damage the item ? We could have tons of way to indicate what or at least something happend. The real issue is, is it really fun ? The best way to know is to create a prototype and test.This is where most of the ideas are dropped for various reasons. I guess the devs had at least once the idea from the team or from a player since the game exist to be honest with you. This is where a lot of games don't communicate. Did they have this idea in the list of the "why not" ? Did they tryed to see if it was a good idea ingame ? Just to give you a idea, Minecraft only have a website dedicated for that since this year and other games like Project Zomboid sometimes drop a small message to let the players they agree (or don't). PZ is very close to Dayz in his original plan, a true hardcode survival experience. This quote is what Project Zomboid SHOULD have instead of dayz. While we know how to fix any cars, use guns, repair anything like nothing, build like a pro and eat anything without worrying for the calories. Project zomboid go full simulation x) And yet they don't have this feature to drop a item on the ground because your backpack is in a very bad shape and because you are being screwed by zombies. Maybe they will add this idea one day in this game, but they maybe tryed and saw something bad for the player experience ?
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What happened to "The Focused Feedback Round"? WHEN do we get OUR feedback? Round 2?
0.64 Freerider replied to 0.64 Freerider's topic in General Discussion
Well at least: 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 -
Dear Dev-Team, can we get some ANSWERS regarding the FUTURE of our beloved GAME?
0.64 Freerider replied to 0.64 Freerider's topic in General Discussion
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 -
you need to remove everything but vehicles.bin mean to be saved. Loot is event type of spawn so events_* mean to be deleted. But tents and barrels is event too so if you wipe events files you will wipe all (custom) buildings on server.
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Persistent items such as vehicles, base parts, tents, all seem to have had an issue since 1.03. The best way to help fix this is to submit all logs from a server after this happens to the Feedback tracker. BI might already know about the issue though. They aren't too good with reporting what they're working on fixing.
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I understand all that. I will give you another example. Built yet ANOTHER Olga last night, Drove it out into the North West, No houses, important land marks, military, nothing remarkable that might draw a player.. next to the edge of the Map, in a cluster of bushes.. it was well hidden. I logged in today and it was gone. My squad reported a remote camp site they set up with a improved stone camp fire, tents with loot in them, and walls they started to construct, all of that was gone as well. It always happens after the server restarts. every single time. I know its not players, due to the fact that on a couple of occasions, I was still logged in with the vehicle.. Server restarted... I waited a few mins.. logged back in and the vehicles were gone... So, I agree, some times it may be players... but when I spawn into a restarted server, when there are only 2 other people in the server and I am in a very remote area, and had not seen players for hours, I tend to think that maybe, just maybe, the server is eating them. I hope I am wrong. Iwant to be wrong. I love this game so much. Dev's please prove me wrong...
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Oh yeah, the unlimited stamina thing..... I forgot about it completely. However, I'd say it is still an issue that you basically ruin melee gameplay if you want a server with no stamina. And no stamina for a guy like me is way to go, when there are virtually no vehicles at all, at least there would be bunch of bicycles to respect my limited spare time that I decided to spend for DayZ, I definitely don't want to spend 2-3 hours by just trying to find a hotspot in the 14x14km map. I know Dayz is not supposed to actually be played like this, but in my experience it doesn't work other way if you play alone and don't play very often. In my humble opinion stun mechanics should be turned off when stamina is unlimited. Wouldn't it be better for everyone ? Or do you want to punish people who want to use such shortcut and skip the stamina effects in their Dayz experience ? It is not good. Peter Nespesny and Bohemia, why do you leave such simple issues that has such heavy impact on the gameplay ? I suppose it is impossible to turn off stun mechanics, because such heavily modded and IMO fine server like Trump Wall would have made the right choice, wouldn't it ?
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Have you used any more of the mods that allow different vehicles? If so are they persistent?
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Oh god wash, instead of fixing the problems they add weapons and items that people will duplicate out of existence. Instead of fixing the problem they delete servers, instead of fixing the problems they give us more vehicles which don't work correctly to begin with, instead of fixing things they give us the run around. There will always be a percentage of players that if a bug exists they will exploit it and it hurts those of us who play legit. They did a full release knowing full well the shit wasn't ready and its their responsibly to make thx game playable and remove bugs and glitches. It absolutely is the studios fault because apparently the majority of the bugs have been around for much longer on pc and instead of focusing on getting some optimization down and core game breaking bugs taken care of they release it on ps4 as well, effectively spreading thin the ability to focus on issues and fix them. Get off your Damn soap box that shit won't be accepted around here. So glad I got mini sites for my shotgun that I can't use in a large city due to huge frame drops where I lag and a zombie kills me because I'm unable to react, or the stupid gun in the air shit. Ever actually handled and shot an ar? You can hip fire just about anything with the weapon next to you. Edit. We all enjoy this game or love it and want it to succeed, which is why we are still here to begin with but that doesn't mean we have to put up with bs. Also they probably have a full pr team so quit doing their job for free.
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Yes, I want all the vehicles to spawn with all the attachments.
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... All you that are waiting for the introduction of helicopters. Have you even stopped to think about the current state of land vehicles? Building them takes ages, driving them is a headache, crash in one and you might survive.... Now go back to your sought after helicopters. Carrying rotorblades for 3 miles? Engine? Tail? Struts? Not to mention the electronics and fuel consumption. Then.... THEN ... You will try and fly that thing with bohemias well known and improved vehicle physics that we all come to love. No thanks, i stick to my two legs.
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I don't think @op has played the mod. Carrying a rotor blade for hours across the map to fix your heli was a rite of passage for many. Trying to actually fly the bugger without hitting the ground or the buildings while your passengers scream over teamspeak. Yup, another rite of passage. In fact the very things @op has detailed as being negatives are the very things that endeared aircraft to the DayZ community! My only issue regarding helicopters is the map boundaries and how to handle them while keeping a level of immersion, that applies to other vehicles too. In the mod you could effectively fly off the map and keep going until you got bored and the landscape below you would repeat (just plain texture like it is now, if I remember correctly).
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News regarding the 2019 roadmap
MaxwellHouse69420 replied to RaptorM60's topic in News & Announcements
Helicopters , barricading , advanced soft skills , bikes , c4 , shooting from vehicles , electricity to towns via substations , alcohol + weed , dynamic zombie hordes and much more... we deserve all these features as these were all teased and posted on status reports , roadmaps and trellos alike throughout the years as a “to come before or after 1.0” type deal. I was mostly excited for the advanced soft skills , I thought they would be a priority seeing as they can create long term persistent situations like medics and helicopter pilots or auto mechanics or what have you , but now it seems we will never get to that 😞 -
The real reason why there won't be a Roadmap...
ICEMAN-FMCS replied to Weyland Yutani (DayZ)'s topic in General Discussion
Number one thing people dont do on the internet is think before they speak/type,... all niceness aside, fuck your judgement, if your smart enough then you wouldnt of commented. Micro transactions will be the death of this game (at least to the original players, the survivalists, the veterans) Freedom of speech is what a forum kinda is for, so if there are people complaining, maybe its a sign of a real issue at hand,.. creative potential? precious time? Are you fucking joking? Thats what the devs are paid to do is use their potential and spend their precious time on this game. Im not amused at pocket pissers trying to create something thats utterly useless to the community when they dribble excrement as this.., We know the work the devs have done I see it in the files and in the gameplay and we aint knocking them back for their hard work, DayZ is only one of two games I play, 2! I have dedicated my precious time through Alpha from 0.49/0.50 to now, and its not just to keep myself amused but I actually trial and test features as well, So as you can tell Im a tiny bit annoyed, but honestly Im this way all the time, very blunt, you have made no change. Creative criticism is not intended to stimulate hate or anger, if you cant tell the context then dont comment to it, your not doing yourself any favors doing so, But again its the internet people do and say dumb shit all the time without mindfulness, either way I support the devs and their work and we as a community let them know how us the actual players rate the game (not their work) all so they may see that the majority of their players have shed light on a key issue with the devs' interests in mind, And if you didnt know, there is no relocation of coding time as they have a relay to deal with the forums, eg... DayZ Forum Team, so again Im not sure you know what your on about but I can certainly show you where you stand in regards to your comments, without resorting to a totally troll like behavior. I anticipate the games new content (well redone old content) and continue to enjoy the game with future new content being added, I really want volt back and of course throwing and I think I read something about scaling/climbing? return of all the weapons, survival aspects, tweaked realistic physics to ballistics and inertia its all in their waiting to blow our minds,.. shooting from vehicles, little bird helicopters, dead bodies not de-spawning but slowly decaying before returning to the ground leaving their gear, This is what we all are waiting for, whether it was promised or not this is some of what the players want to see in the game, all of this is without mentioning the modding aspect yet. Im sure BI has enough funding to make this game progress a bit faster, it not like they are working on ten or twenty or more titles, they can manage it definitely without low balling for micro transactions. Drops mic.....💥