Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
This is going to be long, so buckle up. But don't worry, I'm not going to be asking for anyone's paycheck totals or a breakdown of the weekly schedule of anyone on the BI Staff. But I do want to address something I've been thinking about a long time, and something that sorely needs to change. Last week's Status Report highlighted what has been an increasingly growing problem with DayZ's development, and it's the issue of Developer Communication vs. Fan Expectation. Hindsight is obviously 20/20, and a lot of things could have been done better or differently over the course of Early Access from The Devs, but I've been coming to this subreddit off and on since EA launched, and while I don't claim to speak for the community, I feel like I've been around long enough that I can point to some common areas of communication breakdown, community outrage, and Developer misstep (and success!) regarding both. This will not discuss how The Devs should develop or fix the game, or what content should or shouldn't be prioritized, but rather, some ways that this information can be better relayed to us, for the benefit of everyone, The Devs included. So, if you're going to chime in asking why helicopters aren't in the game yet, don't bother. Make another thread. ISSUE 1: ROADMAPS One of the most common complaints I see regarding The Devs, and what are often viewed as "broken promises" (quoting not to undermine the validity of that frustration, but to paraphrase it) is the issue of Roadmaps. Development Roadmaps, for the community, sound great on paper. It's an estimated list of features, goals, or whatever, that The Dev Team hopes to implement in the future. For the community, the idea is that we get to see what The Dev Team has planned, and ideally, can follow along as features get implemented or not. Here's the problem: Roadmaps are bad. This is not to say that, internally, they don't serve a purpose, but for The Community, they ultimately do more harm than good. Why? Because, no matter how much you tell us that "Roadmaps are Goals, Not Promises!", it is not going to matter. They are ultimately going to be viewed as a listed of Fulfilled Promises or Broken Ones, particularly if a lot of those goals are seemingly absent in the 1.0 release. Roadmaps are a community placebo designed to assure us that content is planned, and coming, but it's also not unreasonable for us to view it as a benchmark for the game's progress, because we need to have an idea of when The Devs feel the game has reached a state of completion. Ultimately, Roadmaps boil down to "telling, and not showing", and at this point, as we are now Post 1.0, that is not enough. Last week's Status Report, actually felt like a step in the right direction, but it's still ultimately a Roadmap Rather than listing a set of hopeful goals, it addressed most of the community's concerns, and roughly, how The Devs plan to tackle them. But it wasn't perfect. Which brings me to the next issue with communication. ISSUE 2: We Want Specifics, but Mostly Content There's sometimes a sense in The Community that if we don't see what The Devs are doing, then they must not be doing anything. Lulls in communication, and limited feedback, coupled with seemingly minimal results in game, often result in sometimes feeling like "nothing has happened." People sometime have a tendency to feel as if their problem is ignored because it does not garner a response on reddit or twitter, which is silly, but it happens. The very nature of DayZ, being a game with permadeath, also makes any bugs that facilitate permadeath, or hinder progress, INCREDIBLY FRUSTRATING. These issues, paired with a very noticeable lack of content, mean that Status Reports have to fulfill a lot to make most people happy, and in all likelihood, they are going to fail to do so as a result. Also, not knowing what to expect each week creates a self-defeating "hype cycle" that usually only spawns more frustration or outrage. Looking at last week's Status Report, the top issues plaguing the game right now, according to The Devs are Server Performance, Persistence, Server Browser, Animation Issues, Modding, Weapons, Vehicles, Consoles and Communication. Let's ignore Consoles right now, since there's another subreddit for that. While some players might argue that Persistence should be number one, Server Performance is arguably much worse. The Status Report highlights this multiple times, but not everyone in The Community agrees on that. That doesn't matter, however. The point is, everyone in The Community is going to have a different idea of what is more important and what deserves more focus. Some people might say content is more important, others will focus on bug fixes. In every case however, we want specificity, which really ties into the Communication aspect. Telling us that there is a plan to tackle Persistence and begin the implementation of Weapons is great! But, which weapons? Giving us some insight into that plan is also great! But, what specifically? Under Promise, Over Deliver is exactly what we need right now, but illustrating progress is not a promise. It's ok to show us stuff, we crave it! Obviously, we all want new content to enter the game as fast as possible, but we, as A Community, also need to have our expectations tempered and controlled, and satiated, if not met, and consistency in communication is the best way to do that. But what gets us most hopeful that any of this stuff is actually going to happen, is videos, or granular and specific detail. We waited a long time for the last Status Report, and none of knew what to expect, but I feel safe in betting that the longer the wait, the bigger the hope, and the bigger the need to have our specific needs addressed in the Status Report. Show us more of the content in progress, regularly. Give us more specific insight into how things like persistence are going to be tackled. The Servers that we can hop into and provide proof of in game problems is great, but we need just a bit more detail on that progress. We also need consistent (I do not necessarily mean frequent, or daily) but consistent communication channels, which brings me to the biggest red flag of the whole thing. Knowing we are going to get updates every 2 weeks is actually a good thing. This place RIOTS when we don't when to expect an update. ISSUE 3: Keep the Bi-Weekly Status Reports and Stop Depending On Streamers to Deliver Us News From the most recent Status Report: With many internal changes in planning and how we approach update releases overall, we will also need to be rethinking how often and in what forms we're communicating with you. We still have a lot of brainstorming to do, but it's very likely that the frequency of development Status Reports will no longer follow the 2 week period. Instead, we'd like to think of ways how to more actively work with what's happening in the community, engage in the events organised by community server owners, and improve the direct communication across channels. First, as much as people malign them sometimes, the Bi-Weekly Status Reports can be incredibly helpful, but they sometimes lack clear focus, and that's really what bothers a lot of The Community. I could be wrong, but it sounds like there's going to be a shift to allow community server owners, and possibly streamers, if past actions are indications, to serve as channels for development updates, as well as bringing more news about the game "in-game". No offense to any of the hardworking streamers out there, but I don't want the news about this game's progress to be delivered piecemeal across multiple channels or events to get a clear access of what I can expect and when. This move, is seemingly misunderstanding "The Community" and where it all takes places. I would wager a good majority of us don't participate in Community Events or watch Live Streams. We play the game, come to the subreddit or DayZ Forums, and read the Bi-Weekly Status Reports. I would argue that even more players, don't even do that. They simply play the game, and get news from it, or Steam, or more probably, incredibly outdated google searches or wikis. I suggest the following: -Keep the Bi-Weekly Status Reports, but break them up into 2 categories, one in the first half of the month, the other in the latter half. A "Content" Status Report, and a "Stability" Status report. This does two things: it gives The Community (and The Devs!) a clear focus of what kind of content to deliver and expand on within the SR, so that we can see a more granular and detailed focus on what is being worked on and planned, but it also helps control our expectations. Rather than us pinning all of our hopes on "maybe we well get guns in this one!" we will know, each week, what kind of content we can expect to be discussed and shown. "Content" Status Reports can highlight gifs and videos of in progress material, and touch on any issues with implementing. Previews of in game models, textures, game play mechanics; all the stuff we desperately want to see more of. "Stability" Status Reports can be a bit more technical, focusing on challenges that occurred each week and with the game in general. All relevant news about DayZ and it's progress should also be accessible via an in-game menu. Pretty self explanatory, but we shouldn't have to depend on platforms like reddit, twitch, or twitter, to server as conduits for essential communication, because many players don't frequent any of them. Patch Notes Need to be DETAILED. No more "let's see what we can find in the Patch Notes!" No more "fun surprises!" Tell us everything we can expect to find, including details regarding fixes. This game is too large and time consuming, as well as random, for it to be fun to wonder if a much needed piece of content is supposed to be in the game or not, or if it we simply aren't finding it. Ultimately, our expectations for this game are always going to be high. We are here, because we love it, and we want it to be the best possible game it can be. The only way to meet (and temper) those expectations is to deliver content, or news about content, regularly, and clearly. We aren't always reasonable, and we aren't always patient, but I'd like to think we are forgiving. Last year was not The Year of DayZ. Maybe this one will be. TL;DR Roadmaps are useless for The Community, Keep the Bi-Weekly Status Reports but break them up into "Content" and "Stability" with a focus on each every two weeks, Show us more videos and gifs of in-progress content. Gives us detailed patch notes, with no surprises about what's in each update. Sidenote: Thought this belongs here as well ! Link to original:
-
Come join us on NL Windmills servers. We currently have 2 servers with different mods. Looking to make some rubles for the Trader trough events? We are hosting these! NL Windmills |Airdrop|Trader|WpnRedux|DayZ+|NoStam|Vehicles+ 145.239.131.101:2302 Trader - Weapon Redux Pack - DayZ Plus - Build anywhere - Indestructible bases - Map - Inv+ and more! NL Windmills |WinterChernarus|WinterWear|Trader|WpnRedux|DayZ+ 145.239.131.101:2402 Trader - Weapon Redux - DayZ Plus - Winter Wear and more! Join us using DZSA launcher so you download all the mods automatically. If you need help, come ask us in discord. Our discord is: https://discord.gg/cn6Dfuk
-
This was actually implemented into one of the stress tests where they began to show us more things on vehicles, I believe this was in for only one patch and it was very buggy which is probably why it got removed. So you can definitely expect a weapon butt melee mechanic in the near future.
-
I quit playing late last year because there was no more enjoyment from the game. Persistence issues made any attempt at meaningful long-term play a sisyphean exercise in self-flagellation. Pair that with the unfortunate circumstances of 80% of my deaths in 1.0 sessions having been from getting stuck in the hinges of doors and being beaten through the walls by zombies, and it was just the last straw. I once died fully geared at the western roadblock gas station to only two zombies. I had beaten down more than a dozen along the wrecked vehicles and through the tents using my trusty glowstick and taking practically no damage; circled back to the gas station and tried to beat one more down inside the tin shed by the big white fuel tanks. Another heard the kerfuffle and I tried to close the door before he got there. At this point, I don't know what happened, because my glowstick clipped into something and I couldn't do anything but punch blindly from a presumably locked position with no indication of a door prompt, leaving me helpless and in darkness as I got beaten to death over an extremely frustrating period of nearly ten seconds. Only at the instant before the killscreen, did I see my glowsick clip back out of the geometry and fall from my cold dead hands. Numerous times things have gone similarly to this. Catch aggro from a distance at dawn, while double carrying right after a Tisy run; decide to play things "safe" and sprint to the nearest house with 3 aggro in tow, taking a couple hits along the way; open the door and rush inside, closing it behind me; drop the gun and pull out my axe, only to realize that I am bound to the wall at the hinges to the door; cycle the door state two or three times while getting hit through the walls by three zeds outside; finally free, I swing to knock back the closest before trying to close the door again; drop dead from the unreasonable amount of damage dealt through the wall while I was helplessly bound into the map geometry. Not cool, man, not cool at all... And regarding persistence and server performance: Is there any chance that these issues may be relieved by increasing the hardware allocation of each server instance? Are there some constraints that would prevent this from being possible? Has it already been done since .59, or ever in the history of SA development? Forgive me for seemingly stating the obvious, but how else is the game going to run any better than is does now; with only two kinds of vehicles, constantly abating persistence, and roughly half of the content apparently missing?
-
Issues I've encountered : -Surrender Animation destroys you gun in hand -no leaning -no holding of breathe -building a base with fences and a watch tower (each base piece has an 'inventory'), having a barrel in said base, and a backpack inventory; when trying to open the inventory it the game does this: 1) sound reduces to a lag and turns into blips and frames drop to 2 a second with sound only coming in those 2 frames 2)Moving inventory or navigating it is INCREDIBLY DIFFICULT AND FRUSTRATING 3) the game crashes. I cannot tell you how many times my friends and I had to restart our game because it crashed due to opening our inventory inside our base and it opens every single inventory item at once -clipping of person's body through clothing -farming food: our plots of land with seeds on them that we planted disappeared after logging out and coming back the next day but our base was still there -Reloading: Sometimes I can hit 'Y' on my controller and it'll reload my empty weapon. Other times it'll switch to something else on my weapons wheel [Maybe make it, double tap to reload, hold 'Y' to reload?] -Head torches are useless by my findings. Doesn't turn on with battery it -putting a fire in a fireplace in a house: The smoke out the chimney works great, but smoke also pours out of the house through its walls, resulting in two smoke signals -You cannot throw a flare or glow-stick -No Bow & Arrows -an item dropped on a fence being built for base building renders both unusable. (My friend dropped duct tape on a fence). The duct tape was just floating on top of the fence, could not be picked up, and the fence could not be built upon. (The building animation and timing wheel for duration of animation worked but nothing completed) -Vehicles: My friends and I found a skeleton of a car (i.e. no wheels, rad, spark plug, etc). It just needed parts. My cousin, being the car-nut he is, tried to sit in it. When he did he instantly died and the car went crazy. He closed the game out of frustration and joined back 10 min later. When he did he was standing next to the car alive and well with all of his loot Tweaks: -make hydration last a little longer -When a scope is on a rifle and I aim, I want to use the scope, not iron sights. Switch the toggles -fix the sprint + rb(free look) = getting cut in the back with a combat knife by my friend -loot economy to have more base building equipment spawn -make it so people can't server hop into your base that you built, fortified, AND LOCKED TO KEEP PEOPLE OUT! Just push them like 100m away from the base if they didn't log out in said base. New mechanics I want to see in the near future: -Spawn: Choose your spawn area! I'm not saying, "I want to spawn right at Cherno" but something like picking the south or east coast to spawn on. And be able to spawn back at your base when you die but with a harsh respawn timer, so if you're being raided the raiders aren't facing waves of one person every 30 seconds but rather every 10 min. I cannot tell you how frustrating it is to die and spawn 15km away from a base or friends. A general area spawn pick would be nice where if you pick the southern coast, that's the only choice you have. It can spawn you anywhere along it. But a general vicinity would be nice. -Be able to roll a tire or barrel instead of carrying it everywhere. Ofcourse doing this on a hill would risk you rolling it all the way down a hill, but getting parts and walking them 6km is a real kick in the nuts -Be able to 'stab' another player instead of just slash at them. Scenario: You run out of ammo as someone is firing at you, you take out your knife and charge them, you manage to get close to them and hit 'rb' to lunge stab (which i still think needs to be fixed), and it stuns them for a second or two; enough to maybe stab them a second time or punch them and knock them unconscious. This is just an idea, but stabbing would be nice -Waypoint/marker: If you do the point animation at a building or window, and your buddy is standing right next to you, they should be able to get an indicator of what they're seeing whether it be a distinct marker (think or a laser point) or a circle colored hue of an area he's pointing to signify what or where. If your buddy, however, is far away from you they can't see that -Prompt: I CANNOT EMPHASIZE THIS ENOUGH! SERIOUSLY! I just want this to pop up in the screen just for clarification. When I'm crafting or combining items, I put one item in my hands, hit 'B' on the item in my inventory, and then it backs me out of my inventory with nothing telling me 'item 1 and item 2 have been combined' or, 'Sorry, can't do that' for when it can't. I get so infuriated when it doesn't work because I don't know why. It doesn't even say I can't. If I wasn't able to, I'd just like the game to say so in live time instead of mashing a the buttons like an idiot and making my friends ears upset because of my growing anger -Base building: Bridges between watch towers would be neat, boxed structures you can make (think of the game Rust, but not obscured bases; just 3x3 houses or 2x4, etc.) and flagpoles. Flagpoles, I personally think, can really push for base building and raiding of other people in the game. Spawn and scatter flags throughout the map (whether they have emblems or just country flags, IDC) so that people can grab one, bring it back to their base and raise it on the flagpole (or hang on an interior wall) to signify that this is a person's base of operations. Now, when other people walk by and see this base, they'll have something to try and steal and take back to their base for bragging rights. Building a community can come about through competition. When they bring a flag back, they can erect it in their base, upside down showing their triumph other another group of survivors. This also eludes to those people coming back to their base and seeing it was raided and their loot was also taken, instead of someone logging in, not seeing loot, and figuring it was all wiped and that being totally unfair. this will not push people away from a glitchy game. And to also encourage it, the flag, when stolen, does not take up room, but can be worn as a cape or over a backpack or something to display it's taken and on a person. Think Capture the Flag but with zombies.
-
Ghilies In The Box And A Criticism Of The Current State Of DayZ
PEACE_543 replied to PEACE_543's topic in Xbox
Haha, yeah, I know its set in the world of Arma. The DayZ map isn't Chernarus in it's entirety. It's actually the province (Oblast) of South Zagoria. I was just trying to make a bit of a joke. I don't understand why civilians have semi auto pistols and Mosin Nagants in their houses? why do they have so many weapons?! (i'm from Canada where gun laws are strict and very few people own them. Some players are from the UK where guns are practically non existent. lol) Well. The Red Cross kinda answered my question. This report talks heavily on the availability of weapons in wartime and the effect it has on the numbers of civilian casualties: https://www.icrc.org/en/doc/assets/files/other/icrc_002_0734_arms_availability.pdf "A major impetus driving arms sales to developing States has been the rapidly shrinking military budgets of northern industrialized countries. The lack of coherent policies for conversion of military production capacities to serve the civilian economy has meant that military industries with high production capabilities generated by the Cold War are competing intensively to develop new markets, particularly in the developing world." "Even the former Czechoslovakia, which made a political decision in the early 1990s to cease arms exports, subsequently chose to re-enter the business for economic and other reasons. In addition, large quantities of surplus weapons have been transferred from the northern hemisphere to developing countries in the form of direct aid, subsidized sales or intra-alliance transfers. Ironically, these surplus arms are the by-product not only of reduced military budgets and forces in the industrialized countries but also of successful arms control agreements that have required members of NATO and the former Warsaw Pact to eliminate hundreds of thousands of weapons from their inventories." "This flow of surplus arms is not likely to end soon – unless preventive action is taken without delay. In the coming five to ten years a new wave of surplus weapons and ammunition into developing countries can be expected to result from the need for funds in some States of the former Soviet Union and the modernization of arsenals in countries slated to join NATO or those aspiring to do so." With Chernarus being a highly industrial state they would have had plenty of means of forging their own weapons. And they most likely would have had stockpiles from the Cold War. not to mention the other factions (And presumably arms traders) were pumping equipment and guns into the country. Given that Chernarus has been in a state of disarray and its occupation is contested by 4 different militant groups there's a good chance many civilians wanted to get their hands on something that goes boom. They could've been obtained legally or illegally. And with this mass amount of guns, they would have been relatively cheap either way. A quote from the same atricle: "Because these weapons are mass manufactured for military, police and civilian use, there is an abundance of suppliers around the world. In addition, the existence of many tens of millions of such weapons, often recycled from conflict to conflict, has in many countries caused prices to drop well below the cost of manufacture. For example, a 1996 report indicated that in Mozambique and Angola an assault rifle could be purchased for less than $15 or for a bag of maize. In Uganda the price was reported to be the same as that of a chicken." So following that logic and with the state Chernarus was in, there are theoretically a realistic number of guns in civilian areas. Now the only issue is that it's not a wider array of them. If people were stealing, buying, selling and making weapons there would have been at least a few people that could get their hands on assault rifles and other military gear. As for the "militias" I was thinking of the National Party. (NAPA) Mainly because they were armed with more rudimentary equipment: https://dayz.gamepedia.com/National_Party "The National Party primarily consists of Chernarussian civilians who wear a combination of homemade camouflage with stolen military clothing. They often use masks to hide their faces to keep their underground network, they also use civilian vehicles mounted with military weapons and even use stolen armored vehicles from other factions." Maybe there isn't too many guns. Maybe there's just too many people using them wrong. But the next time I pick up a Mosin, I'll have to wonder where it came from and how far it's traveled to get where it is now. Maybe a Russian arms dealer bought some cheap surplus and drove it down to the border to sell to the other side. Who knows? -
It is my proposal to construct a 12:32 short film. In Dayz, if you think about it, we have unlimited possibility's. It is my desire to create a short film. Using first person players as camera operators, recording at different angles for everything from close up dialogue shots, to scenery, to both sides of any gunfight, zombie POV etc... Catching all the juicy shots and downloading all of the feeds into a dump site which would be open and available to all that participate in the project. My idea for my short will be fairly structured. A diner, late at night, the boy, the old man and the outlaw are the only ones who make it out alive. They are trying to get back to the farm where the antagonists wife and young baby are home alone, that sort of thing. However with the footage given to everyone to splice and construct as they want there could develop a wonderful competition to make a better short, with your own story line. I had this idea after watching Moons stuff and other stories made around DAYZ environment. I for one would be happy to devote some hours of my day to volunteer as Cameraman #1 in the development of a new film. Would anyone else like to brainstorm on this idea with me? If you volunteer to work on my short, you get to write your own character backstory and if you are yourself a character ;) you get some dialogue, or write your own, or I will write you in a part. If you would like to be Cameraman #2 through Cameraman #whoknows????…….. Please feel free to respond to this post. I am a creative writer, screenwriter, and idea guy. I really need some great computer expert advise for the "dump site" for all juicy shots, available to every one idea. Thanks for all input. things I need : a dedicated server. at least 18 cameramen or camerawomen. 7 main characters. I will play old man. I need an OUtlaw, young boy, waitress Gladis, she gets torn to pieces in the first few minutes but I need a good screamer. Gas station attendant. We will need cars. the more vehicles the better. Can we get a working truck?
-
Content is #1 Priority, Not Persistence.
igor-vk replied to Survivor1431's topic in General Discussion
Both persistence and content should have been in game by now. We were supose to be geting new maps and vehicles and new base building objects. Chernarus is 10 years old, moders made new maps in few months. We still read about "PLANING" to fix game breaking bugs.... -
This status report is just so unnecessary. What have we learned? You are working on fixing bugs, fixing more bugs, fixing even more bugs aaand planning the roadmap. Wasn't that crystal clear and obvious to like, hm, let's say everyone? Since this game exists you are fixing bugs. Please tell us something new, like for example, when will the roadmap be ready? Will we get more new content soon or 2 guns every two months? How is the work on new wildlife, new vehicles and new equipment going? What about vaulting? In case you really want to communicate more clearly with us, the community, you better do so in asking us what we want to know about the development of the game, not telling us about the bugs we already know about. The next report is your biggest chance to do so, if not, I think that many Day1 players will stop following and playing this game, me included.
-
Pretty nice Status Report! I was especially happy to see that the first platform update comes in February, as I personally was even expecting it more around March. Now I still have to see what this update brings, but it is already great that it includes two new weapons. However, I do hope to see vaulting/climbing and fishing in it as well, since these features were already in development before the feature freeze. Hopefully this patch will see the solution to the persistence problem as well and with a noticeable increase in server performance. It is a pity that the roadmap is not finished yet, so I do hope/expect to see it at least next month. Nevertheless, I do hope to see some steady content and features coming this year! It would for example be pretty disappointing if we had to wait all the way till spring for vaulting/climbing and fishing, as these were supposed to be in 1.0. In one of the streams you mentioned that the current goals still will take till 2020 to be completed. This worried me a bit, as when looking at the features and content from the roadmap released back in November 2017, I would expect to see all that or at least 90% of it in this year. Thinking about the possibility that even at the end of this year we still won't have two-wheeled vehicles or planes annoys me.
-
You can still repair some of these "sunken" vehicles if you already have a working vehicle. Simply take the working vehicle and drive it VERY SLOWLY toward the "sunken" vehicle until they touch. If the sunken vehicle is not too deep, it will pop out of the ground unharmed. If there's any loud bangs or pops, you might cause the gas tank to be leaking, this will depend on how deep the car is in the ground.
-
Been wondering the map and have found about 4 cars. 3 of which my friend and I pointlessly shot at because they are under the frickin' world mostly. (issue with clipping vehicles) 1.finds car spawn 2.sees vehicle 80-90% under the map 3. gets frustrated and no longer wants to play 3a. keeps playing and full-auto shoots vehicle roof.
-
Yes... pretty well documented problem with a few fixes available for private servers. There are quite a few threads on the subject but most basically state that vehicles that glitch into terrain, even if they are eventually accessorized are generally ruined either because of the gas tank glitch or the almost inevitable SpaceX launch candidate application.
-
18/12/2018 ADDED Added: Added metal wire to base building proxies FIXED Fixed: Several server crashes Fixed: Rag icon disappears when moved over to fireplace Fixed: Incorrect filter name in Filters -> Sorting Fixed: No possibility to switch firing mode Fixed: Polytunnel having a white untextured square inside Fixed: Torch no being possible to ignite from a burning Fireplace Fixed: Fixed missing LODs in medium tent camonet proxy Fixed: Roadflare burning sound not playing Fixed: Wheels might be shaking/twitching Fixed: Missing material/textures Fixed: A seat can be moved while a player is sitting on it Fixed: Faulty firegeometry components TWEAKED Tweaked: Plants take only ~30 minutes to grow now. Tweaked: HUD icons and UI updates Tweaked: Damage system for vehicles Tweaked: Weather Tweaked: System messages Tweaked: Metabolism and regeneration Tweaked: Stamina and quantity progress bars Tweaked: HUD icons REMOVED Removed: Feathers and Small Guts from skinning of chickens
-
Things that should be added that would be very helpful for new ,and old players. #1. A personal map user interface. #2. Better survival meters (ex.Water,Food,Temp,ECT) #3. A way for Players to choose their spawn to meet up with friends. #4. Better spawn gear like: 1x Hunting knife ,1x Water bottle ,1x Flare ,1x food. #5. More weapons & Vehicles.
-
Search for the word "weather" (without the quotes) in your server browser filter or connect directly via 23.106.215.64:2302 NOTE: Turn on server messages for important information sent at random intervals. Announcing a new community server that went online on New Year's Day 2019! The Random Spawns and Forecasted Weather Server will have the following setup and configuration: SETUP SERVER LOCATION: West Coast of North America (Pacific Time Zone - currently GMT-8) SERVER UP TIMES: Daily PST 4:00am to Midnight (server will be down 4 hours/day for maintenance/backups/patches/updates) CHENARUS GAME TIME: Time in game will match actual server time using the Summer Solstice day as every day of the year for maximum daylight hours SCHEDULED RESTARTS: Every 2 hours (0600, 0800, 1000, 1200, 1400, 1600, 1800, 2000, 2200 and shutdown for 4 hours at 0000) MAJOR MAINTENANCE: The server will be down all day on the last Sunday of each month to perform Windows updates, server log cleanup, etc.) CONFIGURATION (Updated January 14, 2019) First-person server (1PP) 60 slots (increased from 30) Cross-hair disabled Persistence backups every hour No mods, other than the configuration changes listed below Mostly a Survival server with some PvP periods KOS is acceptable, but discouraged -- more fun to meet new people and have an adventure Different daily random spawn-in points for new spawns depending on the day of the week (see the schedule below) Different weekly random spawn-in points for infected (not all of them spawn in relation to player position -- some of them wander in hoards -- you may even see them between towns) Different weekly random spawn locations for vehicles and heli crashes (they could be anywhere on the map) Vehicles spawn fully assembled (water, oil, gas, field transceiver and spare battery in the trunk!) New spawns arrive with only 2 rags and 1 random piece of loot (could be anything from an apple to a gun) New spawns at night (8pm to Midnight PST GMT-8) also arrive with 2 road flares to help you find your way in the dark Loot on infected has been eliminated for slightly more hardcore survival Loot increased slightly at places like deer stands, police stations and schools Loot re-spawn rate reduced significantly to help eliminate loot cycling Weather for the current period (until next restart) and upcoming period (after next restart) forecasted in the Server Messages Weather will change gracefully over time (i.e. it won't go from clear skies to heavy rain in one restart) ... and finally, saving the best for last ... THAT !#$%@#$ ROOSTER IS EXTINCT ON THIS SERVER!!!! :) SERVER SCHEDULE Mondays: Mamino/Mogilevka/Msta/Myshkino Mondays (all new spawns are within the vicinity of the selected town - different town selected each Monday) Tuesdays: Western Play (all new spawns could spawn anywhere west of Novy Sobor) Wednesdays: Wide Open Wednesdays (all new spawns could spawn anywhere on the map) Thursdays: Eastern Play (all new spawns could spawn anywhere east of Stary Sobor) Fridays: A to Z Firefights (towns selected in alphabetical order for PvP - players spawn near the selected town with random weapons/ammo in their inventory) Saturdays: Event Day (various events will happen - check out the server's forum at http://rsfw.forumotion.com/ for details) Sundays: Sunday Swim for the Heli of it (all new spawns could spawn anywhere along the southern coast area - Skalisty and/or Prison Islands will spawn helicopter crashes) NOTES ABOUT PERSISTENCE There will essentially be periods of persistence (Sunday to Thursday) and non-persistence (Friday and Saturday) on this server. If you wish to build bases, pitch tents, hide loot, etc. you may do so and hourly backups of the world will take place during "normal" play from the start of day on Sunday to the end of day on Thursday. During PvP Day on Friday and Event Day on Saturday, the world will be wiped on these days, but will be restored once completed. This means whatever character and gear you had and whatever items were present in the world on Thursday night will be restored on Sunday morning. In the event of a server crash (which might corrupt the persistence files), the most recent complete persistence backup will be restored and the server restarted which will hopefully minimize persistence loss, but be aware, 100% persistence is not guaranteed. Backups will occur hourly during persistence days (Sunday to Thursday).
-
Bohemia Devs, Firstly I thank you for your consistent progression of the game, even throughout the 1.0 PC launch. As for improvements, there are only minor gameplay issues that come to mind. Most, if not all, have been mentioned to date. However, I do suggest the prioritsation of implementing private servers throughout Xbox regions. Critical gameplay features such as base building, loot persistence, vehicle transport have become plagued by players who will simply switch public servers to obtain items, or to purposefully spawn inside a base. I have joined some DayZ xbox "communities" and this became apparent very quickly, and evidentally lead to players leaving DayZ for good. Personally, I feel this removes any survival element to the game due to the lack of necessity for development within a server, be it fortification of a location or the need for vehicles to legitimately venture the map for loot. Thanks
-
In the root direction (where is addons keys ...) go into "mpmissions" "dayzOffline.ChernarusPlus" and copy the folder "storage1" there is the database (bases player gear vehicles everything ...) and in the root direction there is also the "serverDZ.cfg" in this is your server name password for admin login and some other configuration copy this on your pc go to your new host start the server one time so it creates everything if its online just shut it down copy the shit on the new server (what you got from the old one) and start it again Greetz G0ndalf
-
Recorded transcript of BI DayZ dev team 1.0 pre-release meeting leaked...
eno posted a topic in General Discussion
Recorded transcript of DayZ 1.0 release. Unfortunately we only hear voices… and we’re not sure who is who… but you get the idea. Speaker 1 (in charge): “Hello everyone and welcome to our 1.0 launch meeting. Everyone has been working hard over the last 5 years to put out the best product we can for a 1.0 stable release so let’s go around the room for a status update. First of all, let’s talk about the map.” Speaker 2: “Okay yeah, that’s me. The map is in pretty good shape. Graphics are solid and a clear step up from our origins. We only have about a dozen unique structures and 2 trees so performance is pretty good. Foliage is thicker making it a little easier to camouflage tents, barrels and bases.” Speaker 1: “That’s great news. You bring up tents, barrels and bases. How’s persistence working? I trust that it’s all ready to go?” Muffled scoffs and at least one stifled laugh. Speaker 3: “Suffice to say we’ll need to asterisks that one since persistence is irregularly irregular. Servers are crashing and everything or random things are getting wiped- we don't know why. Testers can’t confirm whether everything is wiped or just the unlucky few and are unwilling to restore from backups for fear of helping some and screwing many.” Speaker 1: “Okay well at least a player can rest assured that the gear they have on them is safe?” Speaker 4: “*Coughs* Not exactly. There are quite a few instances in our pre-release testing where random gear will just evaporate from the character. Sometimes gun stance glitches cause weird results that should be remedied with a game client restart… And it seems to relieve it by dumping the weapon that was being held as well as other random items.” Speaker 1: “Problem solved I guess hey?” Speaker 2: “I’m not sure that I…” Speaker 1: “Okay well if guns are a little funky at least we can lean on the bold, crisp nature of our melee combat?” Speaker 5: “I wouldn’t commit to using words like bold and crisp. Unfortunately our collision models are all over the place so zombies will be swinging one way and hitting the other. Meanwhile characters can be swinging directly at them and miss entirely or at least not register a hit. One player on the forums described it as a ballet dance in a phone booth with a tire wrapped around your neck.” Speaker 1: “Who said that?” Speaker 5: “Some guy named Eno.” Speaker 1: “Meh- he’s a moron anyway. Alright, moving on. Evidently we have some issues with various aspects of combat. How about survival?” Speaker 6: “Survival mechanisms are all on point. We’ve even got it now so that logging in will make characters bleed profusely. They might not even notice until they’re almost dead… that will surely provide our player base with the survival challenges they crave! Dump some snow and rain on them and we've made it almost impossible to get ahead!” Speaker 2: “I’m not sure that was the…” Speaker 1: “Perfect! Moving on...” Speaker 6: “Well no- let him finish. You got something you want to say to me?!” Speaker 1: “Settle the fuck down you. Okay so we’ve added some snow and rain… people are going to need to stay warm. How about starting fires?” Speaker 4: “It’s a study in frustration… People need to spend quite a bit of time running around chopping down trees, then splitting things to certain sizes and then loading them into the fire place at certain times… but not being able to load other items until after the fire is pretty much out at which point they need to go and get bark or other kindling. By the time they’ve run around and done that they’re usually freezing and trying to put a log on the fire requires placing the log in exactly the right place… usually taking a few tries.” Speaker 1: "What about vehicles? How are they working?" Speaker 3: "This one is another mess- vehicles are literally out there killing random people at will as soon as they get in if they’re not complete. We're actually thinking of rebranding the game to "Christine."" Speaker 1: “She sounds hot. How is our daytime / nighttime looking?” Speaker 2: “Daytime is good- nighttime looks like a person turned the lights off and put duct tape over their eyes...” Speaker 1: ”So we’re good there? I mean night is supposed to be dark, right?” Speaker 2: “This isn’t just dark... it’s as if the universe collapsed into your own pupil.” Speaker 1: “That sounds extremely unpleasant… I love it! What’s up with loot distribution how’s that looking?” Speaker 6: “We have firmly established Chernarus as a primary exporter of pea coats, generators and battery powered accessories. Unfortunately it has about 1 9v battery per hundred square miles and vehicles but no sparkplugs. These are more rare than finding a zombie with a winning lotto ticket onboard.” Speaker 1: “Sounds like a winner!” Speaker 4: “But-“ Speaker 1: “Okay then... Anyone feel like we’re not ready for our 1.0 launch?” Speaker 5: "To be honest I don't feel like we're getting full bang for our bucks spent creating the rooster sound. I'd like to make sure players hear it at LEAST 4 times per minute." Speaker 1: "Any objections?" Silence. Speaker 1: “Right, then it's settled. Roosters for days. Everyone got their lambos picked out? We launch at dawn!” Meeting adjourned.- 20 replies
-
- 11
-
-
-
-
Zeus mode, for those of you who don’t know, is basically two parties facing off (It's not necessarily 2 parties, it can be just one team) in an environment controlled by one person. The person in control could spawn vehicles, animals, weapons, zombies and whatever else you can probably think of. I would love a Zeus mode in DayZ (obviously on private servers). One could play as the director in L4D, keeping a band of survivors on their toes, sending zombie hordes their way, triggering random events (heli crash anyone ?) and weather changes. Also spawning or despawning loot based on the team's performance. As an admin (zeus) you could write some stories (notes or diary) to lead person to somewhere/something. For example, in one house, Zeus could spawn two dead bodies and next to them would be note that would say that this dead couple saved some tresuary for better times all the way up north or something like this. Something like this: Is this doable? Any great coder intresting in doing this mod?
-
ever since the vehicles and base building update i feel like this game has went down hill eg. you cant get into good gunfights or go into cities after this update. before that update i played this game every day but now i just dont see the point because i know that if i get into a gunfight my fps will drop and i will get killed. i know your doing everything you can and im greatfull, i dont want to see a game with so much potential fail. keep up the good work
-
My team and I went through about 5-6 vehicles before learning most of the bugs and odd behavior (usually dying in the process). We now have 2 cars working well, and progress getting our third going along with a base. I have always been the "driver" of our group since the DayZMod days of yester year, so I thought I would share what I've learned for those other "drivers" out there who just crave that sweet smell of exhaust fumes and vodka! Tips for vehicles in DayZ 1.0 - 1. If the salvageable vehicle appears to be stuck in the ground. DO NOT GET IN, it will snap out of the ground so violently it will likely kill you or shoot you into outer space. - The only fix I have seen so far is to drive a running vehicle very close to the "bugged" truck, it's important to drive VERY SLOWLY near the bugged vehicle or you can destroy it. Once close enough, it should pop out of the ground and be fine. Do all repairs after this step. 2. If you get in your vehicle and it starts "hopping", "bouncing", "rolling" or "levitating", or any combination of these things, I suggest you exit immediately, if you can. This seems to be caused by server lag and will almost certainly cause major problems. - Your best bet here is to wait for a server reset or less peak times as I'm fairly sure this is caused by the server lagging. 3. Avoid driving close to trees or other objects, ESPECIALLY if any of the signs from #2 exist, I sent a car to the moon this way, my character didn't survive. 4. Pretty sure motor oil is useless, at least for now, one of my vehicles has been running for days without ever adding oil. 5. Players can pretty easily destroy the radiator by shooting at you, immobilizing the vehicle until it's replaced. - If you try to run someone over, know this might be the price you pay (not that I know from experience or anything *cough cough*) 6. Don't drive above 60kph. You can, sure, but with random client hang-ups and moments of server lag, the faster you are going only increases your chances of hitting something and bricking the car. - If you do crash, try to salvage any car parts you can, because they will otherwise despawn with the crashed car fairly quickly. 7. Use caution when running up to the car, it can launch your character up into the air above it, so far none of us have died from this but we have had some GREAT laughs! 8. Use extreme caution near the edge of the map, If the car rolls off the map (indicated by brush and foliage) it will become stuck. - We lost 2 cars at the same time driving up the edge of the map, there was a client-freeze that caused loss of control and both vehicles became stuck when they slid off the map border. 9. Most Important - Advise all passengers entering the vehicle that they may die at any moment for any reason, or for no reason at all. - This will ease the pain (a little) when the inevitable bug kills you, a party member, or all of you. It's worth noting none of this would be possible without the efforts of my solid team. Thanks to their hard work, I am able to chase my dreams of carting their asses around the wastelands while they gear up like Rambo. I can't imagine securing and maintaining a vehicle without any help. I will update this if I discover any new things that are worth mentioning! Thanks for reading!
-
Can we get Helicopters and Planes like the mod (Best Version) and I would love to see some type of vehicle storage or something to help transfer vehicles to other servers.
-
I would just mention I have probably put over 500 miles on a couple vehicles over the last few weeks and when the server isn't lagging I find them QUITE enjoyable! The driving/shifting mechanics keep it interesting and the map design/scenery in this game is great!
-
1. Any chance of having private servers/games only friends can join? 2.Please increase the spawn rate of tents I have looked for several days now and not seen a single one. 3. Re-introduce more vehicles like the truck or maybe a boat 4. We would like to see bows added aswell