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Showing results for 'Vehicles'.
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I kind of doubt they will change it, because most players won't notice, or care, and it would take a fair amount of work to create new models. I could be wrong though. Apart from existing vehicles we did see the planned Multicar with a different engine. Due to the location and size, a different model was more a necessity. The Skoda sedan also has a different engine: Didn't see for the 1203 van yet.
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I give up... Really. The end game is to look for an M4. Not to build a car and have a small community in a happy built base. This weekend i met and talked to over 20 players online, they all had one common intrest. To find an M4. I died 4 times by KOS's. Tried talking but nope... BAM! *searching corpse for M4* We, the community and paying customers, have plead on these forums, on twitter, on reddit to fix the duping problem since patch 1.0. What do we get? New weapons, odd controls, even more broken vehicles, 2 hour days and 1 hour nights, more bugs, gas mask and cosmetic nonsense. What i heard from players and read on the internet is not wanting a new weapon or a gas mask. Nope... what i've read is we want duping to be fixed, RNG to be fixed, custom controls, rendering and fps stabilization, stat tracking and so on. How on earth can you add stuff when the core game is broken? I watched a stream on mixer where a pretty popular xbox streamer stod inside a camp with 4-5 watchtowers, walls and 8+ tents full of weapons. That is cheating and exploting glitches. He should be banned. Console players will NEVER be or play a game like PC players. Most of us want everything right away, preferably with a huge red waypoint showing where it can be found. What this does is destroying a game to the point that it's not fun at all. In this case duplicating. Why not separate the players? You did this with FPP vs TPP servers. Why not add more casual servers with weapons and ammo replacing 50% of the unneccesary clothes scattered all over. Or have locked character servers? If you can’t fix the problem, try atleast to work around it. You could do so much more and could have, these two last patches to make us more happy. But i'm 100% certain that you DON'T listen to the community. If we stop to think about it for 1 sec... why do military weapons, or any weapon, need to be rare? Is it to prevent a massiv shoot out with 60 players in a town? Is it because everyone would go ape shit and shoot at anything(like it is NOW) ? Is it because the servers can't handle 60 players and 60 AR's shooting? Is it to let the player feel left out and scared to get killed? What would happen if weapons was easy to find? I can assure you that most likely it would be 100% better and fun than it is now. If everyone had a fully geared AKM or M4 or SVD would that mean they would go on a killing spree... I highly doubt it. No, what would happen is players would start looking at building communities, bases, cars. Gearing up and eventually have base wars and taking over other bases etc. You need to cater to the masses weather you like it or not. You elite players need to understand this aswell or you will run around on empty servers, wishing there were some KOS'ers to fight. For you "elitist" that been here since game preview started, know that changes have been made to make it more casual and easy. No matter how much you scream about it, changes have been done. It's inevitable... Here are some examples: Did we spawn with a soda, a fruit and a stone the first few months? Nope. Did we have an in-game map the first months? Nope. Was it this easy to find mp5's the first months? Nope... Police car spawnables. You might not like it, but most of the player base does. And for this game to grow in popularity, increase income and be succesful... Changes have to be made. So i truly hope we get to see locked character servers, 1st and 3rd person servers, more weapon loot servers.... And even TDM servers. Duplicating is destroying this game because the developers ignore the casual players. The whole community gets punished and the "elitist" are narrow minded and just think about themself. I doubt this game will be populated and fun by Q3 2019.
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Generic item labeling instead of fantasy names
pilgrim* replied to Blafirelli's topic in Suggestions
Yes - sorry to be so flippant - but the next topic up from this one is headed << Want to trade LAR for AK >> .. see what I mean? The guy wants to trade a KA for a FAL .. ?? I think, for weapons and cars in DayZ, it's obviously a trademark thing .. I spent a few years wandering around DayZ with an AKM and never really noticed that this gun I LOVED is actually of course called an AKM in the real world BUT some other weapons DONT carry their IRL name.. A FAL used to be a FAL.. er.. as far as I remember.. ? I guess it might be a big pain in the neck to get written legal permission to produce a realistic 3D model of a weapon for use in a game, on internet, AND call it what the makers call it themselves.. it goes a bit further than just using text to describe a trademarked object. And naturally - PEPSI - would do their nut - they have offices full of teams of people paid to specialize in that (doing their nut) . Surprising that BI haven't been jumped on for having a can in the game that "looks like" a Pepsi ca .. a LITTLE BIT. Seriously - true story - there was a hassle I remember about a cartoon series on British TV where the hero drank a pint of milk between fights and said "milk.. I love it" and there were complaints that the Milk Marketing Board (British milk pricing and quality) was secretly hiding commercial ads in children's programs, AND on the other side from the shock-horror watchdog folk complaining that milk was being DIRECTLY linked to violence on children's TV, which would encourage milk drinkers be more violent. So the BBC took it out of the series. No one was being paid for anything, it was a scriptwriter who thought milk was good to drink.. kind of like breathing fresh air.. but, ya know, its a commodity, people buy and sell it, there is quality control and government oversight and it appears in a series where people punch each other.. So the BBC backed right out of that argument. <seriously> So I don't blame BI for side-stepping any of that 'license' - 'ownership' - 'trade-name' - stuff, considering the SERIOUSNESS of arms manufacturers. They are COMPETITIVE b@ggers for sure. And of course saying "A German car" could be taken as an attack on the quality of German car manufacturers, OR a claim that German vehicles are better than "Russian trucks"... (oops!) So really I agree with @IMT - naturally - but I hadn't noticed much that this well constructed 3D design weapon in DayZ is called a KA.. everyone STILL calls it an AK.. I hope BI brings the KAM back, because I LIKE AKMs And a game that gave players - who choose what they like - EVEN the impression that a whatever H&K is better than a whatever Colt .. would just bring lawyers like vultures .. or .. Try making the DayZ teddy-bear look like Micky Mouse.. see what happens.. (heh).. xxp -
Generic item labeling instead of fantasy names
pilgrim* replied to Blafirelli's topic in Suggestions
what we EAT in DayZ is BEANZ what we drink in DAyZ is RASPUTIN what we shoot in DayZ is DayZ weapons with recognizable DayZ names what we totally drive in dayz is totally dayz totally vehicles and their totally uniqueness is totally amazing they are not IRL vehicles what we hit each other with in dayz melee is anything you've got, even if you don't know what it's called BEANZ are good for melee too, you can eat them later A can of Rasputin does not explode if you hit a player in the face with it I don't know why, it's a DayZ thing even if you beat them to death you can still open the RASPUTIN afterwards without it blowing your beard off this is not similar to real world ringpull cans. It has to have a DayZ brand-name, because other IRL brands aren't made to be that useful. IMO natch -
Hello Matteo, You should take a look at this video first, it will help you to understand a lot of things 🙂 "I see CHILDREN happy for the new car and weapons (which are a copy of the mod)" Hum.... ? What mod ? DayZ mod ? You are saying they took the 3d models of the guns from arma 2 dayz mod to dayz standalone ? Well no they have a team who create new objects everyday like wheels, mags, guns, hats... Like any company ^^ And if you mean they are recreating only the guns and cars that were in the mod... Well yes and no... Yes because they are not going to put WW1 guns in a country with mostly Eastern guns and Eastern vehicles. And no because they are adding more civilian weapons like the shotguns, the flaregun or the bow and crossbow. Why do we have less content than in Alpha ? The team had to create a new Engine "Enfusion" because the old one was not able to deliver the final product. But all the work from the old engine could not be imported to the new engine (3d models, sounds and the map were the only thing they could save). So they've created once again the vehicles physics, the player controler, the melee system and much, much more. This is why we don't have bows, grenades or paints for example ! Because they need to redo everything from scratch and they want to do it right. As a example we could have seen the melee system with guns ingame since November but we didnt.... Why ? It was not perfect and now, in the next patch (1.03) this feature will be live for everyone. The physics for the grenades or the dead bodies was bad and you know it. They need time if they want something that feels good 😉 Okey but the guns ? They have to work once again on the animations and the new features that gun could need. Like the flaregun, it's very unique and I don't think we will see this one soon because of that. Maybe they also want new and better sounds effects as well. So why we don't have a "Gun Update" You want 8 new guns or game changer features ? 😉 Why almost nothing changed since release ? A lot changed and I mean it. But in short, they had to redo a lot of stuff like the clouds, inventory or quickbar... This long road was the only way to go on and now we are at the end of this boring road. We can now see in the distance the beach with the girls and the bar ! 1.01 and 1.02 were boring updates because they tweaked a lot of content. 1.03 add a lot of new content and tweak the last missing bits TL:DR Don't worry, they are working on the game ! They don't have the time to write novels, they are making a game 😉
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Hello, I would say its important for you to first understand that some of the mechanics in the game is not exaclty in a desirable state. There is still a shit load of mechanics that dont work as intended and one of the biggest issues is still the vehicles. Version 1.0 is a bit of a joke to alot of people and was somewhat rushed out. You will never be able to fire from cars at this point. i have been safe inside vehicles it just sounds like you had some bad luck untop of half glitchy old dayz.
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Correct, but the publisher can invest more money and expand the dev team. I believe this usually requires bringing in some investors and to do so, the product should be promising, or at least hyped. The game IS promising, and we're past the hype, but BI is investing itself in a game that most companies tend to avoid because it's risky and is a long-term development. So far, BI is doing it better than the others, and on it's own pace. I just wish they would prioritize their goals and spend their time on completing and polishing first all PvE features, then PvP (guns, basebuilding, restrain, etc) and lastly - vehicles (land, sea and air).
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why had the frame rate dropped so badly again in 1.02. The game was in its best state for ages on full release and after the small 1.01 update. Now it’s taken a giant step backwards and it’s almost unplayable in every in every single built up area with more than 3 houses. It’s getting really frustrating when the devs add new items and content. Why would you add a new car when the old one wasn’t working right. Now you have two broken vehicles. Please please please sort out zeds glitching and the FPS all over the game.
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The following is just a list of 50 QoL (Quality of Life) improvements or small suggestions for the game that I think could provide an overall better experience for the next update besides new content... Green = Considered THESE ARE MY 50 QOL SUGGESTIONS Nerf the items Duct Tape can repair You shouldn't be able to repair clothing, weapons, hatchets, backpacks or building materials. This makes the weapon repair kit, sewing kits, the sharpening stone and many other items useless and the global experience quite easy. Containers like drybags, drysack, cooking pots, medic kits and tedy bears (not the ammo box or protector case) should suffer damage every time you dig them up People are using those containers - specially drybags - to hide their gear a lot. I mean, a lot. Those are one of the main storages right now in most servers. This would affect server performance and also is affecting CLE, mostly for weapons. I would also recommend to resize drybags capacity to 10x6 instead of 9x7 to avoid you could use them to stash long rifles. Reduce the Handheld Transceiver ("Walkie") and Field Transceiver static sound by 50% [Added] Loud static noise is mainly the cause that the small amount of players who use radios, do not using anymore. None can really be "idling" with the radios if you have that noise, making any posible contact even more unlikely. Resize the slots/size of tipods or make them able to carry in most backpacks 1x7 would be perfect. You can´t fit the tripos in most backpacks. Otherwise, no one really bothers in take them. It would be also great if you could carry them as a melee weapon in your back. Add the ability of turning on/off the headtorch without having to take it in your hands [Added] I'm sure this isn't delivered and just a placeholder for now but, the same scroll system like with the car headlights or "washing hands" can be applied here if you have something in your hands. Reduce the Canned Food spawn rates in general and also the food drop rates of infecteds In my experience - And I take the oportunity to say that all these suggestions are based on vanilla oficial servers - there are too many Canned Foods around the map, so its not really a challenge to stay alive with those high rates. A good balance would generate forcing players to know / explore / benefit fom other sources like animals, mushrooms, fruits, horticulture...) Make cooking with a stick animation a "One click only" animation (Not holding RMB) and allow to maintain players position while changing the meat of the stick Every time you change the steak from the long wooden stick, your character breaks the animation. This should definetly change IMO. When replacing an item from your hands to one in your inventory, the first one should never replace the slots of the second one unless there is no other place to go [Added] Let the explain this with an example: Imagine you have a compass in your hands, an FNX at the bottom of your Tortilla Backpack and some random 1x2 free slots around other pieces of clothing (Vest, pants, shirt). If you take/replace the Compass (hands) for your FNX (Inventory, bottom of backpack) the game usually places the compass at the bottom of your backpack. Then, if you want to take out the compass again, you won´t be able to because there is not going to be room for the FNX. Add the name of the server you've played for the last time (Not only IP) next to the Play button in your main menu screen. Allow to eject the inside mag from your gun (Not only replace it for a new one) by assigning a hotkey to it [Added] If you assign a key to the mag inside your gun and then you hold it, that should eject and put the mag into your inventory. This would allow players to eject the inside mag, take it to their hands, load the mag with ammo, take the gun in their hands and then reload the full mag... all without opening the inventory screen. Add a negative water impact for dry foods such as cereals, rise and powdered milk. This could be modify in the future if you can cook/mix them. Reduce the amount of pills per item for the tetracycline, charcoal tablets, codeine and chlorine tablets [Added] I really think having more than 5-6 pills per item is way to much and prevent players to loot those items again in a play sesion (even for days). Tweaks to the fixing car system: You should be able to add vehicle parts to vehicles without any tool, but you should require the proper tool to remove them. Pliers (Sparkplug), Screwdriver, (Battery, Doors, Trunk), Tire Iron (Wheels), Wrench (Radiator). The problem I see in general is a lack of balance between adding vehicle parts and removing them. Right now, none can really take advantage of other man’s work because someone would probably disassembled it before is fully done. Its become pretty discouraging and usually very few people even bothers in fixing a vehicle (Car bugs aside). Reduce the noise / smoke from the power generator by adding Engine oil and/or water. Morphine should affects your wounded animation allowing you to move faster while its effect lasts [Added] This could even work after broken bones feature is introduced. Reduce the amount of steaks obtained from animals by "Skin and Quarter" feature and asign a certain quantity to the different types of knives The amount of meat is way to high right now IMO. Remove the blood bag and saline bag self-transfusion ability. You should always require another player to do it and they can get infected if they don´t have gloves I think the self-transfusion kinda killed that necesary/forced interaction between players that was a really amazing element in previous builds of the game. Prevent players from jumping when they are [Health < 40] and [Stamina < 30%] [Added] Those are just approximate values, but in general, the jumping animation when a players is badly wounded takes away a lot of the game seriousness and realism and it also is counterproductive to the same reasoning of why we tried to eliminate the zigzagging. Enable a "Hold" function for the default interact key "F" to take items from the world directly to your hands [Added] Allow to have a separated key for "Walking" and "Holding breath" [Added] Increase 50% the Construction Light illumination range. Make the "blueprint/precise positioning/ghost system" for fences and tents even more flexible Its quite frustrating not being able to place one fence (Specially the base) next to the other without leaving a gape because the system is too strict. I'm not asking for complete overlapping or a "build anywhere" style here, just a more flexible system. Similar case with tents. Its quite difficult to pitch them in forest, hidden spaces or not perfectly straight surfaces. Reduce Mushrooms general spawn rates and assigns some negative effects (Toxicity) to some of them when they are not cooked (Boil or Baked). Same with the canned foods, I think resaurses in vanilla Dayz is way to high right now, making things extremely easy. About mushrooms, players should learn wich one is safe to eat raw and wich is not. This can compensate a little the huge amount of "free safe food" around the map that, as I said, doesn't really help to the survival element. About unconsciousness, it would be great to add another body position and also allow players to hear more (Though distorted) when they are unconscious. Add the ability to check the map by holding "LMB" (Left mouse button) without the need to enter the full map interface (Click LMB) Players should be able to extract blood from cadavers This is even possible and quite safe in real life and I think it would help to bring back some interest into the dayz medical system. Nowadays, very few players take any advantage from it mainly because of the very low effectiveness / regeneration capacity of the blood bags and saline bags and because there is no efective way to get blood. Increase the sound radio / power of Megaphones and change its size to 2x4 Magaphones have to be the portable equivalent of PA´s IMO, so they should be heard quite well within a medium sized city. Currently they are too big and too week to even bother to use them. Reduce/nerf the drying speed of items to force players to create a fire instead of simply wait 5 minutes while they keep running Remove papers from the ammo boxes, nails and headlights until notes are added to the game Tweak/fix the wooden planks, metal sheet, tires (And others) by removing the colission not necessarily with players, but to each other to avoid stacking and glitching inside bases [Added] This would be considered as part of the fundamental basebuilding general balance changes. Reduce Chickens spawn rates by 50% I'm sorry for being repetitive and insisting on how abundant the food is in this build, but there are too many chickens, and if you add the amount of canned food (Vanilla high pop, oficial) the hunger and survival aspect of Dayz becomes quite ineffective. Tweak / reduce the weapon colissions with walls (Even a little more) Its still quite restrictive for many interiores, windows and speccialy stairs. There are some houses and places that you just can´t go upstairs with your gun up because you get the colission, resulting in very frustrating pvp experiences. Canteens should not always spawn with 100% Water [Added] Increase the "Skin and quarter" animation time according to the animal and kind of knife you are using It currently takes a few seconds to skin and quarter a full Cow. It should last at least 45 seconds of even a minute. Beartraps and locked doors should have their own persistent time when you use / place them, regardless of server restarts [Added] There must be other deeper implications that I do not know so this is not possible so far, but I thought it necessary to mention it. Reduce the amount of rags obtained from clothes in general and add some toxicity value to damaged / badly damaged rags. Allow to grab the full stack of planks / firewood (and other items with the same issue) when drag them to your hands in oposition of take them with "F" What I mean is this: When you want to grab the stack of 6 firewoods from the ground, if you drag them from vicinity to your hands or inventory, you would only grab one by one. But if you press F, you would take the full stack for some reason. This should be unified. Same with other items and the impossibility of grabbing more than 10 wooden planks without having to combine them with a >10 stack. Make zombies aggro moving/live targets as a priority or not attacking uncon players at all The game basically prevents you from enjoying / survive to the unconsciousness state and enjoy the subsequent recovery/stealth to escape situation by sealing your death if you went uncon with an infected around. This should change IMO. Allow players to Jog while they are handcuffed Another element that makes interactions with tied-up players completely ineffective. The slowness of movement by limiting them to simply walking has been quite negative in this build in my opinion. Allow them to jog and make interactions more "accessible" because of this. Noticeably increased the smoke range/high when campfires are extinguished Possible smoke signs and this could alert other players. Make the camara roll with the player when performing a side roll (Prone + Q-E) Add the ability to move slower when you are crouch / prone and you hold the walk key. (Default CTRL) Make handcuffs unbreakable by preventing players from getting rid of them by struggling This could be also achieved by increasing the struggling time enough. It should always require keys, lockpicks or pliers. Enable precisely positioned for long torches (Standing) Allow to add camo netting to barrels as an attachement When you are about to perform a action to another players (Example: Bandage another player), there should be a external representation on your character, like slightly rising your hand [Fixed] When playing without HUD, in the absence of some animation, we are often forced to enable it because there is no external representation of what we are going to do. Many players heal themselves or even tie themselves as a result of this. Add a soundeffect when changing the firemod and zeoring your weapon As before, the idea is to avoid the need for a HUD to know what we are doing in-game) Military tents should be able to be carried on players back like in previous builds I understand that there must be many performance-related reasons behind the very low rate of tents and the impossibility of even jogging when moving with them. But Dayz has lost a fundamental element: the in-land bases. The posibility of finding a tent in the middle of the forest was something that kept players alert and interested. But now, it has become something almost impossible to find due the difficulty of traveling with tents and their very low spawn rates. We should be able to build a third upper frame on fences (only after building the platform) This could be a good way to avoid players jumping over the fences. The Field Transceiver should become persistent if you place it with the precise positioning system Just like power generators, the Field Transceivers shoud have more than a 6 hours persistence when one uses precise positioning. This way, factions could have one in their bases. It would also be amazing if you could power them with an external source like a generator (And of course if they broadcast through every frequencies at the same time). THANK YOU FOR YOUR TIME
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Whats your opinion about post 1.0 updates, development pace and game quality ?
valdark replied to Mantasisg's topic in General Discussion
The direction they’ve taken since they failed to deliver helicopters in 2015 has just been a series of reneged promises and feature cuts. This “new increased speed” isn’t even on par with the speed on the old engine and they are just re-implementing a fraction of what we we got to play during early access but now with crappy useless base-building. The map work was almost entirely done in the old engine so we cant credit that. The vehicles are still next to worthless as far as reliability is concerned and both melee and gunfights are the worst they’ve been since Arma 2. We’ve basically been given the shaft and told we should be happy they put a few pieces of what we had back in maybe if they feel like it. I went from the most enthusiastic and forgiving memeber of this community to just another disillusioned player among millions with the 1.0 and post 1.0 handling of this project. -
Whats your opinion about post 1.0 updates, development pace and game quality ?
IMT replied to Mantasisg's topic in General Discussion
First of all, they PROMISED us a roadmap and we still haven't received it. I don't expect or even want a roadmap where they put hard dates on features or updates because they have a bad reputation with roadmaps. What I gathered from the announcement of the roadmap and what I understood was that we would get a roadmap after 1.0 and the continuation of the development. I was and still am expecting a priority list of 2019 and even beyond that. I want to know the road they're taking with updates, which features are going to be worked on first, which last, etc. That's all I want and expect from that roadmap. They can also state it clearly that it is a priority list rather than a roadmap with hard dates. There is only one big problem with this, they're not promising, they're just "delivering". Based on what should've been 1.0, they're under delivering badly for me. After 1.0 my expectations were that new and old features would hit the game in a rather fast pace. Think broken bones, throwing, climbing, bows, fishing, leather clothing, painting Ghillies, helicopters, you name it. All we're seeing is 2 new weapons, perhaps a new vehicle, some fixes and some tweaks. Why not get those features in as soon as possible and then start tweaking, fixing and adding new vehicles and weapons. If people want new weapons or vehicles, modders can provide them. Totally new features is harder for them so the team should focus on that. Modders can keep the playerbase happy (which they already are doing) while the developers push stuff out for vanilla to keep those people happy. The latter is unfortunately missing. I like to disagree with these statements. Go to the Experimental Patch Discussion forum and go to page 3 through page 5 and see the frequency of updates. They would add some content or features, fix some bugs with the new content or features and rinse and repeat. It wasn't until an half year into 2017 that the update pace started to drop. Yes, Stable was seeing no frequent updates and sometimes up to a couple of months but at least Experimental saw progress. At least we get to see progress and how it should be done, at least in an Early Access setting. I also get that at some point they stopped updating Experimental and Stable because it was of no use because of the new engine and that it also takes time. But why aren't we back at the rapid update pace of 2017 where a couple of features are pumped out, bug fixes are done and rinse and repeat? That's what I was expecting after the engine was done and that was also what I was expecting after 1.0. What did I get? Disappointment! Which core elements? The core elements of DayZ for me are survival elements and I'm not seeing any pushed out by them, at all. If you mean the engine, then why the hell did they release the game when the engine isn't even done? Fully agree with your statements and views. Especially the part about listening to the community. I remember when they put digging for worms in the game. I suggested that it would be a good idea if we could dig worms with a stone knife as well. Low and behold, next update I could dig worms with my stone knife. The biggest fuck up on their part was releasing the game into beta and 1.0. All these topics, messages, etc. wouldn't matter because the game would still be in Early Access. And let's be honest, it shouldn't always be an excuse but as long as a product in Early Access sees any progress then it is a valid excuse in my opinion. -
Good luck with torches, it's basically a bullseye for anyone nearby. It was about right for me before, dark but not so dark you couldn't operate. Now when night falls all I can see if a reflection of my room and I basically just put the controller down till daylight. Currently, it's utterly pointless and I struggle to understand why devs thought making this change was a greater priority than fixing actual bugs like dupers or all the issues with the vehicles.
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How are people even getting vehicles. I've only ever seen two and finding all the repair items has so far been impossible.
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Whats your opinion about post 1.0 updates, development pace and game quality ?
MaxwellHouse69420 replied to Mantasisg's topic in General Discussion
I’m incredibly disappointed with how the game development has transpired over the past year or so. The devs want us to believe they are doing their best and that they listen to us ; this was true years ago but we know things are different now because we aren’t stupid and we know how to compare apples with oranges , they are just good at damage control and some of us mistake that for them “listening to us and doing their best” . These are not the same things . I wouldnt give yourself credit yet devs , the small increase of 1.5k new players pales in comparison to the MILLIONS that bought into this idea and supported it for years, and even the tens of thousands that we have had at peak at one time , or the expected number of at least a little bit more than the peak players seeing as we are at “1.0” status . Why arent tens of thousands of people playing this game like they once were , it’s better isn’t it ? Dayz has the potential- but not the meat (features) that it’s supposed to ... and why haven’t we topped the 45 k peak that happened so long ago if the game has improved greatly ? Because it’s only been improved in the smallest of ways that’s why , and then those achievements are being inflated as if it’s a milestone like when we first got vehicles or when the new engine was 100% complete and enabled (wasn’t that a year ago or more now ?). Until we get helicopters , soft skills fully developed , zombie hordes and properly implemented barricading (should have been done before base building tbh), I feel like this game will have no purpose other than for new people to come Into the scene and see how tense and amazing dayzs pvp is , and then unfortunately get burnt out when you realize that’s all there is. In fact , the only reason why I log on for an hour every week or so is because I think of the literal thousands of hours I have and how all of those hours were chasing amazing pvp battles and scenarios meeting strangers, and I want that again but can’t stay on long enough for it now ... running around for hours biding our time with pvp and player encounters all in the hopes that one day dayz would be more than that - but alas , years later it’s still just chasing a dream. Ultimately, that’s why you see a large jump in numbers , it has everything to do with new pc / Xbox players finding the game for the first time and social media communities seeing the pvp and player encounters for the first time, and it has nothing to do with the great work devs have put in over the past few months because truthfully the work has been far and few between and mainly focused on the Xbox version , which I can’t stress enough is the exact opposite of what the devs intended years ago ; pc was supposed to be priority until it was fully developed , but It’s not and was quickly put in parity with the Xbox version for these desperate number pulls for 2018/19 holidays . Please devs earn our trust and respect back we gave you our money years ago and continue to give you our time and attention even though you’ve jaded us and backstabbed us , reneging many great statements or promises you’ve made. List of renegs for historical purposes : 1) stated they wouldn’t work on Xbox version too much until pc version is complete , although this was thrown out the window more than a year ago now to bring parity to Xbox version so their plans of selling dayz 1.0 on Pc and Xbox for Xmas 2018 and New Years 2019 respectively would fall into place silently . 2) the beta was ended too quickly for “unknown” or poorly explained reasons , although after being explained #1 above we can clearly see it was aligned with their business plan to sell more units 3) features like helicopters , advanced medical system , soft skills , zombie hordes and barricading (arguably main selling points that got many of us to buy the alpha in December of 2013) on every roadmap to be released before 1.0 but then on the last few roadmaps before that pushing it off until after 1.0 which we’re now almost 6 months into . No sign of these features yet and no word from devs when we can expect them . 4) The enfusion engine ; you said it was going to be made for dayz , you said it would be the best decision for dayz even though it would set us back another 2 years , and that dayz could run smoothly with faster patching when the engine was in... so why now , have we been sitting here for 5 months after 1.0 struggling to get the engine to work with what little we have in game compared to what should be ? I thought alpha was for adding new features , and beta for fixing those features ? Why then, are we sitting here for 5 months AFTER 1.0 RELEASE fixing the Xbox version while the pc version sees nothing but more minute fixes to problems you guys created due to such a short beta ? Maybe you oversold the power of this new engine to create hype in a game you weren’t even sure would work with the engine , or possibly overenthused us on the competence of your team to work with this “better” engine ? Is this engine even better or did you painstakingly create it solely for the future of Bohemia games , even at the expense of thousands of dedicated testers hungry for just one game to be completed and work properly (dayz)? Hopefully we get where we are supposed to be before 2019 ends with all the features I mentioned above in at least semi working form, but to be honest unless the devs are cooking up a mega patch while being super silent then I don’t know if I can be hopeful for this year being the “year of dayz” - more like the year of many fixes for Xbox... man I remember playing dayz mod and getting the best feels due to base building and helicopters working well - lets get that for dayz SA please . -
Whats your opinion about post 1.0 updates, development pace and game quality ?
Mantasisg replied to Mantasisg's topic in General Discussion
I am happy that most or at least more than half of my DayZ hours have been made pre 0.60, maybe pre 0.59. It was certainly by many many things worse than it is now, but man there was a game, essentials just worked. I feel like launching DayZ again today. Just usual try to seek fun in it, just like I remember having in 0.5x, just running out alone and eventually running in some business (friendly, or not) in a hour or less. Usually it would have been less than hour to get things going if you knew where are hotspots around the coast. I will almost certainly fail at it. Right now and for quite a long time DayZ got to be in such way that you are always in rush for something, you travel, you loot, and everyone does this. Everyone runs deep inlands and keeps on moving and very carefully, but also fast. Some people told that this way the game is in slower pace and more realistic, but it is only true because you die of boredom in such way, and that takes a slow time. True slow pace is taking quite a bit of time at the coast and having some fun there, instead of diving straight into inland immediately, yes you meet people faster, and probably die faster, but you move slower and it makes more sense. Soon after 1.0 release I spent 1hour in Electro and saw nobody. Will try this again today. By the way where is Namalsk ? Being 1/4 of a size I suppose it will bring much more interactions, however it will probably be majorly pvp (though probably could be controled by loot specifics). I wonder if DayZ developers would do something to make Namalsk as sparse and as uneventful as Chernarus is now. I could suggest how this could be achieved. How to make namalsk feel dead, empty, uneventful and boring in nine steps: Less than 20 players max. Points of interest positioned in such way that people are least likely to meet. Spawning is designed in such way that people are least likely to meet. Loot is very rare, so players always run in search for loot, but not in search of other people, and when they see another people they run away or KOS. No vehicles, not even bicycles, because you don't want players to be more mobile and reach the hotspots in higher frequencies. Player voice has to be made to be audible in extremely low distance, so it would help not to detect or be detected by anyone. Shots to be audible in very little distances. Corpses and everything to despawn immediately, because you don't want another players to find clues about any recent activity. Very low player rendering distances, will simply help to stay alone. No zombies, no wolves, no bears, no heli crash sites (or rendering from very low distance and lasting very short time)... nothing else, nothing to add up to dynamics. -
Things I'd like to see added/changed/removed.....
Marvel_Ham replied to ZXDMCFCWoody007's topic in Xbox
• pistolwhip /gunpunch: going into melee after a gun is empty/jammed • kicking: same as above as another alternative • drive-by shooting from vehicles • stone throwing: been mentioned before, a way to cause distraction or injury • writing on papers + pen: an in-game way to leave notes • watches: can be set to major city clocks, include a battery • "Play Dead" emote: better than lying down and can be a life-saver -
Yeah, but it can negate ambient sounds like rain and shivering: leading to hypothermia and such. Another problem is silent vehicles, with the same pros & cons.
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25/04/2019 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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Dear Survivors! Just now we have released the Xbox Launch Update 1.01, marking our departure from the Xbox Game Preview. It is the first in a series of free platform updates that are going to be released throughout the year, to further improve the DayZ experience. The 1.01 update brings two new firearms, important fixes and performance optimisations, as well as a general overhaul to the controls scheme. New Firearms With each Platform Update, we're aiming to expand the variety of content available in the game. Our choice for 1.01 were two classic 7.62x39 rifles: the SK 59/66 and the CR-527, also supported by the introduction of the Hunting Scope! SK 59/66 A ten-shot semi-automatic rifle fed from an internal magazine. It is an older model, but still reliable, using 7.62x39mm rounds. Can be equipped with a PU scope and an improvised suppressor. CR-527 A bolt-action hunting rifle, fed from a detachable magazine. It's light-weight and accurate when used at intermediate ranges. Uses 7.62x39mm rounds. Can be equipped with a Hunting Scope and an improvised suppressor. Persistence Fixes Undesirable persistence wipes were definitely among the most annoying issues reported in the previous patch. With 1.01, we're introducing a system of Persistence Backups that aims meant to prevent problems with saving of the persistence data on the servers. Performance Optimizations Good server performance is critical to ensure an enjoyable DayZ gameplay experience. In 1.01, our programmers have made some solid progress on that front. Official servers running at full capacity with 60 concurrent players should no longer be witnessing flying cars and other shenanigans on a regular basis. We also made definite improvements when it comes to client-side performance (FPS) during several stages of the game. New status indicators & damage tweaks As a first step towards balancing the health and damage systems, we've added new icon status indicators that better communicate bleeding damage and the effect of medication (for example, the vitamins will now boost your immune system). We've also made some adjustments to the player damage, with the most visible example being the reintroduction of a bleeding damage penalty when walking barefoot. Furthermore, we removed the chance variable for bleeding damage dealt by bullets. Now, every bullet scratch causes bleeding 100 percent of the time. Improved Controls Scheme We have reworked the controls scheme to fit the multitude of actions possible in DayZ to the controller. That includes the new mechanics leaning and hold breath: press RB/LB when you are in a raised stance with a firearm, to lean around corners if you are in a raised stance with fists (or melee), press RB and LB to execute a dodge move hold Left Stick when in iron sight to hold your breath and aim more precisely 50+ other changes and tweaks In addition to the highlights, we've introduced over 50 other changes and tweaks that make DayZ a better game. Read the full changelog below! If you have questions, refer to our Xbox Launch FAQ. CHANGELOG ADDED Added: SK 59/66 Added: CR-527 Added: Hunting Scope Added: Recovery backups to deal with data corruption during crashes Added: New stream from Kozlovka to Balota Added: Over time self-closing of bleeding wounds Added: Script versioning to prevent future data incompatibilities Added: Support for bullet shells dropping, and new sounds Added: New audio controller for positional sounds, allowing us procedural control number or sound sources on models (Used to reduce number of bird sounds on trees.) Added: Tree stem creak sounds Added: Sounds when dropping items Added: Implemented EQ filter for unconscious state Added: Sound position offset feature to config Added: New sounds for bullet shells dropping Added: Antibiotics can fight diseases Added: Vitamins can boost player's immune system Added: Long torch (made of a long stick and rags) Added: Various severities of bleeding Added: Bleeding from bare feet Added: Status indicators for bleeding and active medicament Added: Masks and headgear provide some level of biological protection Added: Close/open compass animations Added: Voice effects for mumbling when gagged Added: WeaponLength parameter to weapons for precise weapon lifting Added: Visual representation for packing tents Added: Speech Restriction: Rags: VOIP filter/mute Added: Inventory categories icons Added: Pills badge icon now shows when antibiotics are in effect Added: Bleeding badge icon now shows when character has bleeding sources Added: Xbox Achievements FIXED Fixed: A server crash when a character with a corrupt inventory tries to connect Fixed: A server crash when a server with a garden plot on it was restarted Fixed: A server crash related to script array manipulation crashes Fixed: A client crash related to script array manipulation Fixed: A client crash related to a light being removed while still in use Fixed: Multitude of environmental issues (missing collisions, sudden LOD changes, hit materials, models adjustments) - as reported in Ticket T136380 Fixed: Typos in localization Fixed: Possibility to toggle headlights when both are missing or destructed Fixed: Some actions on target have incomplete action messages Fixed: Crafting improvised suppressor took only 1% from the duct tape Fixed: Landmine not detonating when it becomes ruined while it is armed Fixed: Various IK poses (Stone, Medium Tent, BK-18) Fixed: Chemlights glowing in cargo for 10 seconds Fixed: Animals have no collisions with vehicles Fixed: Shooting through a ruined suppressor did not emit muzzle flash Fixed: Fireplace does not upgrade to stone circle if smaller stacks of stone are used Fixed: Wolves attack animals rather then humans Fixed: Sound sources on trees move with entity during cut down tree action Fixed: SG5-K with compensator uses regular gun shots sounds (used sounds for silencer) Fixed: Sea chest can be put into another sea chest - T135962 Fixed: When preforming suicide headgear does not get damaged Fixed: Player's ankles can disappear while wearing Orel police pants Fixed: Bullets are not registered after the weapon was raised close to the wall - as reported in Ticket T136559 Fixed: AIs get stuck near obstacles (reduced chance of occurrence) Fixed: Motorbike helmet visually disappears after few steps Fixed: Player gear is teleported to exact place where he logged in after being skinned and quartered - as reported in Ticket T136367 Fixed: Icons representing ammo are small - as reported in Ticket T136555 Fixed: Tactical googles have no texture - as reported in Ticket T135082 Fixed: AI walking through ground pipes Fixed: Server crash - as reported in Ticket T134543 + T136323 + T135501 Fixed: Server crash when HTTP request does not return OK Fixed: Player might not be killed when shot with 12ga pellet Fixed: Wooden logs get duplicated when building base of Fence and WatchTower Fixed: ADA 4x4 won't stop after driver jumps out of it Fixed: Some clothes cannot be damaged on ground Fixed: Removing the rag from the mouth, make the rag slots smaller Fixed: Temperature measurement has a question mark in the result text Fixed: Players are able to access dismantle action on towers from the outside - as reported in Ticket T136666 Fixed: Bullets do not interfere with the player's body when fired through sea water Fixed: Inventory - First container stays highlighted Fixed: Inventory - Closing container breaks scrolling Fixed: Inventory - Impossible to scroll down if inventory is full Fixed: Inventory - Button tooltips when switching between containers and inventory parts Fixed: Inventory - Grey containers - far right icons are cut off Fixed: Inventory - Split action(Y) is missing toolbar info Fixed: Inventory - Vicinity - Small arrow for collapsing container in lower right corner of the container is missing Fixed: Inventory - Item Equipped In Hands Disappears When Making Surrender Gesture Fixed: Inventory - Item will retain containers capacity Fixed: Inventory - Micromanaging doesn't work when using LT/RT and putting item to upper container Fixed: Inventory - Missing (B) combine action in toolbar Fixed: Inventory - Tooltips are missing in infected inventory Fixed: Inventory - UI: Barrel_<color> inventory displacement Fixed: Inventory - VICINITY and HANDS does not display slot size Fixed: Inventory - Watchtower's inventory is too long and difficult to scroll Fixed: Inventory - Weapon attachments: wrong inventory tooltip Fixed: Menu - Option hints not showing Fixed: Menu - Tutorial screen is missing button legend Fixed: Menu - Xbox Player list - improved graphic design Fixed: Menu - Respawn button gets skipped after dying. Fixed: Menu - Translation - IT: Controls>Menu>"Press to sellect a gesture" and "Press to cancel a sellection" are not translated Fixed: Menu - Server Browser - After filter change, the message asking you to refresh the server list, does not fit it's designated area Fixed: Radial Menu - Red background for selected item Fixed: RadialMenu for gestures - Subcategories are not available Fixed: Environment - Land_Construction_House1 ladder widget missing Fixed: Items - CarBattery attached to Zenit Broadcaster becomes invisible after reconnect Fixed: Player can't switch between user actions in car Fixed: Ladder exit state, transition from swimming to ladder Fixed: Driving over character might not kill them Fixed: Player gets hit by a vehicle when standing close to it with engine turned on Fixed: Player can get ejected to air while standing close to a car Fixed: Logging off next to open barrel will make the close action unavailable Fixed: Inventory: Collapse containers worked on player container even if not focused Fixed: Weapons: Unjamming SKS breaks the weapons functionality Fixed: Weapons: Bullets are not registered after the weapon was being raised close to the wall Fixed: Weapons: Fire mode can't be seen, probably misaligned out of weapon box Fixed: Inventory: Player cannot swap entities with full inventory Fixed: Inventory: Storage capacity isn't shown anywhere Fixed: Inventory: Player is not able to loot dead players Fixed: Menu localisation for ITA/GER/RUS Fixed: Switching from YouTube to DayZ crashes the whole console Fixed: Can't reload with full inventory Fixed: VoIP mute does not mute other players Fixed: Achievements: Title unlocks the achievement Geared (Equipped a firearm, a melee weapon and a backpack) before the criteria have been met Fixed: The title does not allow the user to join a Server after resuming from connected standby TWEAKED Tweaked: Improvements in the visuals and performance of inventory code, including: addition of hierarchical attachment visualisation, hiding unused attachment categories (greatly uncluttered the Watchtower for example), inclusion of dedicated icons for these categories and overall bugfixes.) Tweaked: Improvements to server performance (central economy, networking and AI) Tweaked: Weapon muzzle attachments now steam during rain while they are hot Tweaked: Weapons animations polishing (animations speed, clipping) Tweaked: Sounds for climbing ladders Tweaked: Sounds for take item in hand action Tweaked: Projectile speed and air friction Tweaked: Rebalanced projectile damage Tweaked: Rebalanced character damage system Tweaked: Rebalanced armor against projectiles Tweaked: Shock damage for projectiles (chance to fall into unconsciousness increased) Removed: Chances for bleeding wounds from projectiles hit Removed: Flickering effect (roadflare) Tweaked: Antibiotics and vitamins only support single use consume action Tweaked: Traps no longer function as melee weapons Tweaked: Hen spawn zone reworked to better fit environment (should not spawn inside industrial and other unnatural areas) Tweaked: Many improvements, tweaks and fixes for ChernarusPlus terrain Tweaked: Improvements to server performance (central economy, remote projectiles are not real) Tweaked: Damage to bare foot for non-roadway surfaces Tweaked: Infected damage system Tweaked: Recoil (KA-M, BK-18, M4-A1,Mosin 91/30 and VSD) Removed: Chance to spawn SG5-K with 15Rnd magazine Updated: Inventory icons (placeholder icons replaced) Tweaked: IK pose for long torch Tweaked: Rangefinder zoom set to 4x Updated: Credits Tweaked: GUI - Main Menu, Server Browser, Options Tweaked: Main menu clouds Tweaked: Inventory: Added header above hands Tweaked: Inventory: Set fixed position for the tooltip Tweaked: Improved readability of dialog menus Tweaked: Added pills icon to hud badge display Removed: All News Feeds Tweaked: Inventory: Removed close icons and renders from Xbox headers
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I guess you need create a script which will fetch all vehicles array on map and set dmg. I guess there's a way to get array of vehicles.
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yes that <active>0</active> is pointed out in the second link I gave above. ( [steamcommunity] where the server owner couldn't spawn cars because he'd set their spawn to zero ) But @tandwan was happy with the @Sy8282 solution, so I left it there. xml are generally easier/safer to mess with Myself, (just out of my own interest) I was thinking along lines to to make vehicles go away without restarting the server at all ?
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vehicles.bin and rar are inside the data folder of storage_1 in your mission folder delete them and restart bingobango fresh cars
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sorry @tandwan I don't have an answer to that, I don't have files with me and I have also never looked at vehicles. (I'm not a fan of vehicles.. ) However, another suggestion, that might be easier - if you give each vehicle a location on the debug plain - meaning change it's current location coordinates to some place you choose outside the play map (what the hell, put them all in the same place) - then any vehicles located there will despawn quickly - like any object left on the debug plain - and then respawn in a random location inside the play map. So - can you locate your current in-game vehicle coordinates ? I will see if I can find where the vehicle coordinates are , or the vehicle state. Can't promise anything : all I'm doing now is asking around at places like github.com If @ImpulZ had the time I guess he could point you right to it. Or another Modder will pick up on this thread ??. Seems to me a useful thing to know. this might give you a lead: https://www.reddit.com/r/dayz/comments/9yujci/any_way_to_adjust_vehicle_spawn_rates_on_a/ & https://steamcommunity.com/app/221100/discussions/0/1752358461528882898/
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Then you would essentially have a mod port with more content, vehicles with shitty physics, and way more hackers.
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I think if you set the status of the vehicles to wrecked they will despawn as soon as no one is around them [ /disabled/ruined/ = ?? = sorry I don't know the script term for a destroyed car ]