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2015 We live in the future people. 2015 looks to be a pretty awesome year for DayZ, I'd like to kick off this months Status Reports by talking a bit about how the team has settled in during our first week back, as well as some awesome points of inspiration for us. First off, I was forwarded a link to Eternum Pictures DayZ fan film - which has some outstanding emotional points about friendship, and loss. The loss that the main character in this fan film experiences is something that resonates with me. I can recall how it felt to meet, befriend, and then lose a stranger in my early DayZ mod days. As the option to instantly respawn after death somewhat limits this experience, it brought to the discussion table some server options that we've had on the drawing board for awhile. Speaking of servers... Over the next few months we'll be rolling out some expanded server options to extend support for administrators, and introduce more customization options for private shards. - Admin Logs, covering: Connections/Disconnections, Chat, Player Deaths (Env & PvP) - Hardcore Mode: Initially we'll only support this on Private Shards, while we see how the mechanics impact gameplay - However the intent is to offer server operators the choice to restrict how long since a players last death they can respawn. Eg: A hardcore server could conceptually restrict players from respawning until 12 hours after their last death. We'll gauge how much impact this has on the design, and decide if it stays restricted to private shards, or we open this up to all public (consumer rented) hive servers. Now that the team have returned back to the office we've begun going over data compiled from stable branch since Christmas, and looking at what is left to do for the 0.53 release at the end of January. We've got some awesome stuff on the table for 0.53 and 0.54, and as always we'll be pushing to experimental to test things out as development on the update progresses. Speaking of the end of January, PAX South in San Antonio is coming up and we have some awesome things in store for the first Penny Arcade Expo in the great state of Texas. We'll be sending out information on that via our twitter and facebook channels next week. In addition, the finishing touches are being put on the DayZ website - as we look to centralize where you all get the latest news on DayZ development, and interact with the DayZ Dev team. Over on the Official DayZ forums the team leads have begun using their new sub forums to interact directly with you, the Survivors of Chernarus. Head over and take a peak, we'll start to use these more and more - giving you guys a direct line to the people that guide the vision that is DayZ. forums.dayzgame.com I look forward to increasing visibility into DayZ development in 2015, and evolving what it means to survive in Chernarus as we march forward to DayZ 1.0. Chocolate Milk Bath, do it. - Brian Hicks / Lead Producer Peter / Lead Game Designer "Welcome to the first devblog of the 2015, I hope you enjoyed the holidays and spent some quality time with your families, friends and DayZ! I will keep it really short. We all know that this year will be very important for DayZ. With all these big ongoing and upcoming changes it will be quite tough but the outcome will be splendid. Currently we are focused mainly on new controls/interactions. We would like to use them before we start switching character to the new animation system so we can identify possible issues with the old one and address them. Apart from that we are looking forward to the new scripting language which should be ready as soon as possible so we can start rewriting currently used scripts with it, optimize and polish them which also bring some performance boost (server side, yay!). Design for manual transmission for vehicles is ready for the review and when we settle down on last little things after discuss it with programmers its implementation will begin. We are also making a prototype for non intrusive group identification so that you can easily identify your companions. Have an amazing new year and don't forget... see you in Chernarus folks!" Chris / Lead Artist "Character Art: We're still working on new character clothing and new zombie templates. This is ongoing, long term work that occurs during luls when the art team isn't needed to support new features being added by design. We've finished the quilted jacket and a new batch of zombie templates. An M65 Field Jacket is also WIP. Environment: Work has begun on a school building. Its giving me flashbacks to my days dodging balls in the gym. We're working on desks, chairs, bells, and gym equipment. This is a piece I'm personally excited about. Weapons: We're nearly done with a new pump-action .22LR rifle based on the FN Trombone. We've also recently completed a Winchester Model 70 and two new guns I think people will be excited about are currently WIP. In addition, over the last couple of weeks, we've churned out a series of new melee weapons for people to try out. Community: Some of you may have noticed that we've introduced a new area on the official forums where it is possible to interact with the team and I've been busy this week visiting and answering questions. I'd encourage you to drop by and check it out." Standup Notes for the week of 05 Jan 15 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: • M65 Field Jacket • FN Trombone • Vehicle design standup • School structure • Winchester Model 70 Animation: • Bugfixing • Hand poses for weapon attachments • Hand Poses Design: • Bugfixing • V3S Changes • Cooking • Diseases • Independant content of canisters • New scripting language • Traps Programming: • Security vulnerability fixes • Vehicle persistency • Loot distro per building for new system • Close range weapon sound fixes • Suicide fixes • Zombie/Animal AI • Vehicles - Manual transmission • Server side logging
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Is it too late for night time servers?
Caboose187 (DayZ) replied to Caboose187 (DayZ)'s topic in General Discussion
I'm not sure how it's negative? The same posts pop up daily asking about wanting more vehicles so they don't have to run around anymore and I am 100% sure they don't get the fact that this game is not going to play like GTA where you can find vehicles laying around everywhere and freely jump in them and go. It's been mentioned by the developers, mods and players that this first implementation of vehicles is at it's very basic. We do not need to fix them yet, which again, they don't realize they will have to do. Anyway, off topic there. The original night time was not too dark unless you are playing on a dying monitor from 20 years ago. You could see perfectly fine in the open when is was pitch black out and it only got completely black in the forests and inside buildings. Inside the building is where the lack of proper light rendering was hindering the night time experience imo. Not to mention they had the lighting issues with the flashlight going through walls which I do believe was fixed many months ago. -
Pinkys Adult Playground - [1.8.7 / Private Hive] - RECRUITING !
sisirk posted a topic in Clan / Group Recruitment
Welcome to the Pinkys Adult Playground DayZ Mod The server is run and maintained by ugN Gaming We are a friendly gaming community playing DayZ Mod, ARMA3 Exile, League of Legends among other games. We pride ourselves on creating a fun and fair environment for our members to play the games they love. Our servers have active, fair and discreet admins. You are welcome to use our TS3 Voice server: IP: 81.19.212.152:9023 PW: access We have many male/female members from all over Europe and the USA. ugN Gaming are recruiting and everyone is welcome. Website: http://www.ugn-gaming.com Steam Group: http://www.ugn-gaming.com/steam Our DayZ Server is named: Pinkys Adult Playground (Noobs and Boobs) Features: Extra Buildings / Always Day / Starting Loadout / Self Bloodbag / Ai Missions / Deployable Bike / Debug Monitor / Active Admins / Auto-Refuel / Extra Vehicles / Suicide with Pistol and more...... ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Fancy some ARMA3 ? Try our Exile Mod Server - Pinkys Adult Playground (Chernarus) - |*** SURVIVAL SERVER ***| Features: Always Day / Starting Loadout / Zombies / Rank System / Ai Missions / Deployable Bike / Status Bar / Active Admins / Auto-Refuel / Extra Vehicles / High FPS and much more...... -
OVERPOCH ORIGINS TAVIANA DAYZ - One of the Best servers out there.
crmapj007 posted a topic in Mod Servers & Private Hives
[PMG] Overpoch Origins Taviana 195.154.168.188:27016 www.postmortemgaming.enjin.com -mod=@DayzOverwatch;@DayzOrigins;@Dayz_Epoch Hello Survivors, Post Mortem Gaming is a brand new community with an Overpoch Origins Taviana server looking for more players. The server has just launched with the added scripts listed below. We're constantly looking for ways to improve the server, especially in the first few months that it runs. The DayZ mods that we run adds things like basebuilding (epoch), alot of new weapons (overwatch) and great apocalyptic map edits to the Taviana map, vehicles & housing (origins). How to install: On DayZ Commander, download the mods: Epoch, Overwatch & Origins In the settings on DayZcommander, put this line into the launch parameter box: -mod=@DayzOverwatch;@DayzOrigins;@Dayz_Epoch All done! Now simply double click on the servername ([PMG] Overpoch Origins Taviana) in DayZcommander or DayZLauncher and play! Scripts: Server: Snap Building The server is made by experienced DayZ players. We have many plans to add to the server in the future.Self bloodbag We enjoy the risk of DayZ, and resemble this on our servers. For example, the only safezones are theCoin System tradercities and the hero trader, trading at the rest of the traders is at risk. The coin system does not useAI Missions the global bank where you could just get your coins from the safety of godmode, the coins can only be storedPlot Management in your safes etc. All community input and suggestions are welcome, we always wish to improve the server.Group Management Door ManagementPlotpole4Life Indestructable CinderOnly tradercities protectedCustomizable view distanceDeploy bike/mozzie/raft from toolbox -
Hello everyone and welcome to my thread, please take the time to read through this carefully so you fully understand what the server is and all of its core features. My name is TheDoctor and I am the founder of an Epoch server known as 52nd IB DayZ Epoch. We are a newly founded server and the staff are very supportive and most of all very active. The server is hosted in London (UK) and it is optimized for the users to reach their maximum FPS when playing. We have overhauled the map with loads of new buildings to try and help YOU, the user to have a whole new feel to the game when playing on our server. We have load's of different scrips/add-on's to help the user out when playing and to make the game more enjoyable overall. The Server: DayZ Epoch 1.0.5.1 Chernarus Features! -Self-Bloodbag -Deploy Bike and Mozzie -Custom Missions (Edited by myself) -High Server Performance -High FPS (Optimised for the user) -Service Stations to Refuel, Repair and Rearm -Active Admins -Flip Vehicles Script -Suicide Script -Custom Map (Cherno, Elektro, Balota, Berezino, North-East, North-West and Zelenogorsk. These are just a small handful of the towns we have edited. -God Mode in Trader Zones -Snap Building Pro -Take Skins from Dead Bodies -Heli Lift and Tow Script We are constantly updating the server and the scripts we use, I will keep this tread updated. Thanks for taking the time to read this thread, see you soon! (Find Server IP Below) TheDoctor (Lewis) Server Title: 52nd IB DayZ Epoch! Server IP: 62.210.52.11:2302
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Right now? Travel that doesn't... um.... make you sweaty? Eventually vehicles will be useful for multiple purposes just as they were in the Mod. - Transport for a large group that is speedy(don't count on our movement speeds always remaining this artificially high). - Travel that doesn't wear you out. In the Mod and Mods of the Mod running can use up hydration or fatigue you. Vehicles allow you to travel without that drawback. - Travel with heavy gear. There is no weight system and there might not be, but eventually I suspect we will be seeing more building materials for the fortifications they intend to have. I doubt those will be small. Think about carrying multiple logs or jerry cans worth of gear. You might not be able to hump it on foot but with a truck you can fill that up with items. Consider having space to throw that military tent into until you get it where you want without sacrificing your backpack. - Travel with protection. Some against the elements(actually it works for this against the rain right now, but not the cold) and some against bullets/melee. In the Mod most vehicles won't protect you against high power sniper rifles but might let you survive someone spraying the vehicle down. Some like the Vodnik could actually hold up against small arm fire for a bit allowing you to quickly pass dangerous areas. The downside is of course they make you a bigger target because of noise and size, but that is counteracted. - Travel to a location that is hard to reach. Like the stupid island that I safely swam to with gear but then lost all my gear swimming off of. Not to mention the near hypothermia since I didn't have an axe when I swam back, or matches, and so had to quickly find things to make a fire.
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Not yet, the trucks were only introduced very recently. The following topic by Eugen has the status quo on the vehicles that are in-game: http://forums.dayzgame.com/index.php?/topic/215707-dayz-vehicles-first-implementation/
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Hilux/Datsun junk yards, your One Stop Shop
jubeidok replied to sachad's topic in General Discussion
It's been that way for a very long time. I think junk yards need their own loot table or something. These should be where you go to find "junk", the kind of stuff you may need for crafting something; like lose pieces of rope, stuff to burn, parts for vehicles and so on. A destroyed truck on the side of the road still having something like a Mosin in it, that I can buy, but not one that has been hauled to a junk yard. -
i'm not sure you are following what Auto is saying. I'm the programmer with him. I can make Dayz Epoch into Vanilla Tavi that you seem to want in about 3 hours from what i have now. What i'm running is far from Epoch, it is basically what 1.8.3 should be without the dumb things Rocket's team started to do. It has non of Epoch stuff either like traders, unlimited vehicles, ect. It has static vehicle spawn locations with the right dmg levels and all the other things the base mod and Tavi have instead.. I just used Epoch because i could get to all the files i needed to. Similar story here, using it as the base code i can do more to it easier. I can make Tavi 2.0 into whatever we want but it will take me months. Frankly, i'm not willing to spend the time for that. The reward is not worth the pain. So, your choices are 1) Get your Tavi experience that you are looking for using the Epoch shell with none of the epoch Stuff 2) Nothing. Let us know what is of interest.
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EST. 2014 [LaCG] Overpoch - SlowZs|Plot4life|Group| [LostandCrazyGamerZ.com]
lostandcrazy34 replied to lostandcrazy34's topic in Mod Servers & Private Hives
Claim vehicles is up and running. you can now claim map spawn and mission vehicles. -
Looking for Vanilla servers
vinyljunkie replied to [email protected]'s topic in New Player Discussion
Hey, since it's a pure vanilla server we have night time (about 8 hours) and the vehicle spawns are default (max 55 vehicles). More info here: http://dayzeuropa.com/forum/viewtopic.php?f=2&t=8 -
Since when? :huh: This must have changed, because in 0.45,0.46, 0.47 and so on the limit was 3 crashes per server, back then UH-60 and Mi-8 were shared so each time you came across an Mi-8 you lost a chance to find an M4. Most people "hopped" servers when encountering even just 1 Mi-8. There's a guide on the forums explaining the mechanics, giving tips on how to find them, etc... It must have changed with 0.51 with the removal of the UH-60 that was replaced by the UH-1Y. Honestly we've done some testing on private hives, going to all 57 possible crash sites, and finding all 3. Sometimes 1 x Mi-8 and 2 x UH-1Y, sometimes 3 x Mi-8. Never seen more than 3 on a server. It's pretty easy to go to all crash sites spawns with vehicles now. Used to do it on 4 or 6 hours restart servers, but now it's doable on 2 hrs restart ones. Anyway, I'll have to trust your word on this, as I've never read anything official about this. (Even the official wiki clearly states how it works too... http://dayz.gamepedia.com/Helicopter_Crash_Sites )
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Does anyone remember when I think DayZero made the zombies infect you with about every other hit, and killed you in about five hits? That made meds the most valuable thing to where people traded vehicles for meds. Unfortunately after about a week or so people complained so much they nerfed them. That was the good old days. I actually worked with strangers more often then not during that week. One example I remember clearly is I met a guy who gave me some food, then my friend wanted to kill him for his gear. I prevented my friend killing him and then literally the next day my friend became infected and that same person traded with us so we could get meds for my friend. That is an actual example I can point to where increased zombie threat and low chance of survival increased player interaction. In the end it is an investment in cooperation that will give you a greater chance of survival. Yes we could have killed that guy for his gear, but then he wouldn't have found the meds that we needed the next day and my friend would have died.
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https://drive.google...3h3N0VRazg/view This Banlist are Compared with help of this following Server: 3. DE 1000 #2 Epoch | MostWanted | BaseBattle | Missions | Friends 193.192.58.61:2402Chernarus 28. Official Origins Mod #LFS [GER] ZombieZone[NEW DB 18.12.14]*|*M 37.187.143.217:2935tavi 36. [PEP]Epoch NAPF Groups|Spawnselect|Missions 1.0.5.1/125548 5.9.117.74:2302Napf 39. [DE] DayZ ReunionZ.eu (1.8.3) [300+ Vehicles | Web-Stats | Auto 85.114.130.102:2302Chernarus 43. Official Origins Mod #LFS GER Zombieland-Germany.com [NEW DATAB 37.187.143.216:7999tavi 45. NumenaDayz Epoch Chernarus 1.0.5.1 |Missions|Increased Loot|Mil 144.76.1.14:4444Chernarus 58. DayZ Namalsk Pendulum (0.75/125548) Customized & More | [Day] 85.190.160.62:2302namalsk 79. DE/EN BLACK FOREST OVERPOCH (1.0.5.1/125548) www.blackforest.tk 176.57.141.26:2302Chernarus 104. Official Origins Mod #LFS ZombieWorld |NoAbuse|Lock|Startgear|3 37.187.143.218:2513tavi
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EST. 2014 [LaCG] Overpoch - SlowZs|Plot4life|Group| [LostandCrazyGamerZ.com]
lostandcrazy34 replied to lostandcrazy34's topic in Mod Servers & Private Hives
Well because I have been saying I was going to do it for some time. I Have added a big array of some heavy vehicles that pack some fire power. This will give you something to spend those extra briefs on. I do not want to hear anyone crying though when they spend 80 briefcases and someone blows up their vehicle. This just means you need to get out and blow them back up. This will all be done by the Bronze Bar Currency, Bronze Bars will be worth 10 briefcases and you can buy the bronze bars at the GEM and RPG Dealer. New vehicles that will be added. HMMV M2, HMMV Mk19, MMMV, - with the TOW missile Rocket Launcher, UAZ SPG9 - Rocket, UAZ AGS30 - Grenade Launcher, BMP2_HQ - Just a tracked HQ vehicle. Vondik BPPU, - Heavy Machine Gun Vodnik that can shoot HE rounds. 3 Variants of the BDRM2 with the KVPT AAV, Tracked M2, Mk19 Heavy Armor BTR60, - with KVPT LAV25, BTR90, With Rocket Then the WARRIOR. Let the War Begin. -
New map in the future?...whats the rumours?
icebreakr replied to svisketyggeren's topic in General Discussion
Thanks, glad to see so many fans of Lingor around =) well, the thing is that I won't be doing any maps for Dayz:SA. I focus on Arma 3 work only. But I'm sure some other guys will come up with plenty new stuff. I quit playing Dayz:SA because the map is so boring I could fell asleep while walking around. Maybe that will change with final release (vehicles, added settlements, etc.) but I doubt I will return to this game. -
DayZ Vehicles (first implementation)
thegroover replied to eugenharton's topic in News & Announcements
What is the current vehicle amount per server? I went to a vehicle spawn point, jumped through 50 servers and did not see any. People are waiting for vehicles for ages, now you make them and then hide them?? What's the point? Make at least one (preferably more) available in each town so we can have fun with them without having to look for them for hours -
I agree with this post 100%. I would hope that proper project management and content meetings are being utilized to assess the critical components of this games development. I'm not physically there nor do I have any insight on the happenings within DayZ's development. However, It is in my opinion (and many other players I have surveyed and spoken with) that persistence with tents and vehicles should be a critical focus at this point in time. I personally enjoy the "hermit" play-style very much and I feel it adds immense depth to this alpha. My concern is centered around why this hasn't been a critical focus for the development process thus far? The high priority bug list above is no doubt valid, but persistence has never worked properly from the beginning of implementation. I'm certain there is something prohibiting persistence from remaining stable (server, coding, or engine related issues) however, would it be possible to receive an "official" developer answer to this? I performed extensive experimentation and documentation on persistence a few months ago which was posted to the bug forums for analysis. I hope this feature gets addressed with urgency in comparison to other content or mechanics being added. I know the process of adding content is needed during alpha's, but ensuring persistence is prioritized and working "properly" is key to DayZ's early and long-term success. Please don't take this the wrong way, but I'm really not looking for individual player feedback in regard to persistence working. With the amount of testing I've done thus far, I can't help but facepalm when someone tells me "it's working fine, just stay on persistence on servers...". However, I would appreciate any source material pointing to the ongoing progress or statements from official DayZ/Bohemia staff. Thank you for your time and consideration spent reading this post.
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Well, finding guns for one thing. In the MOD, you run into a place where you know a spawn point exists, reach that point, get a gun and some mags, move to the next location hoping to get a better gun. With persistence on weapon spawns, guns will spawn at locations, but once a player gets the gun, that gun is no longer at that point and the next player will not find it. I don't know how much better that might be, but it certainly changes the all the guns all the time dynamic of the MOD. The issue with this version of persistence is that an organized clan can start scooping the good loot, storing it amongst their followers or in a storage container, and call it a day, holding the best loot on a server. Sometimes this happened with the MOD (I recall a server I played on removed the option to purchase some military vehicles but didn't delete those that had already been bought making those specific vehicles the only ones left and so incredibly important).
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Vehicles in DayZ runs on broken dreams and salty tears.
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POLL: How happy are you with the buildings and map?
mercules replied to ColonelBurton's topic in General Discussion
No, that is the stuff they haven't worked on yet. Vehicle is in the game, not basic vehicleS. The advanced loot distribution isn't in as that involves there being X of items existing on a server at a time. In other words there will be X M4s on a given server or hive and no new ones will spawn until those are gone. That is certainly not implemented. The new BattleEye is not in, the system is a slightly improved one but not a Dynamic one as is listed. That is their Roadmap of what hasn't been implemented yet. -
We here at Prime want to welcome you to our Overpoch Chernarus server which includes Custom bases, plenty of AI to battle for loot at the NWAF, lots of military vehicles to use and save for that rainy day, and much more. We have a rather decent size administration team whom are very active and dedicated to helping you enjoy your time on our server. If they aren't on the server currently or RCON, you can easily find one on our Teamspeak 3 server (IP posted below) We are looking to continue to add new features in the time to come, come check us out sometime. Make sure you have @dayz_epoch1051 and @dayzoverwatch (.25) installed to play on our awesome server! We also look forward to doing some contests and server events for prizes such as games and gift cards! Server Information: IP - 64.79.107.138:2302 Search - "Prime" in the filter Map - Chernarus Hosted by Vilayer in Chicago, IL. 40 Slot Server Teamspeak IP: prime.ts.nfoservers.com Website Address: www.Primeservers.net We are also doing giveaways! ;)
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DayZ Controlcenter V7.4.0.0 is now out! Changelog:[NEW] Added support for DayZ 1.8.3[NEW] Updated to latest BE filters[NEW] Customized Be filters[NEW] Added all custom CC functions to DayZ 1.8.3[NEW] Added rMod 2.1 support to DayZ 1.8.3[FIX] Unable to edit backpack-inventory in inventory editor[FIX] Secondary ammo and bandages not saving in inventory editor[FIX] GCam not workingThe ideal place to post bugs/problems is under following: Server related issues Controlcenter related issues Known issues: *Displaying "Received invalid data" when launching software. (Ignore, waiting on access to the ftp server so I can update the version check.) *Deployables/vehicles are broken on some additional maps Download section here
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POLL: How happy are you with the buildings and map?
scriptfactory replied to ColonelBurton's topic in General Discussion
Isn't that the roadmap for completion? Vehicles are already in the game. So it loot distrib. The new BattleEye is already added, just not "activated". I dunno, man. It seems like you are arguing just to argue. -
POLL: How happy are you with the buildings and map?
scriptfactory replied to ColonelBurton's topic in General Discussion
Frostbite and IW(x) are two of the best game engines ever written. They were both created to fulfill specific gaming tasks. In fact, while the maximum size for Frostbite maps is about 8x8km it renders players/vehicles at distances up to 4km with astonishing details like trees, bushes and undergrowth. All at a constant 120+ FPS on top-of-the-line hardware. If they added a level streaming technology the engine could, no doubt, support a map the size of Chernarus+. My point is, there are a bunch of good graphics engines and the "Enfusion" engine is, currently, not one of the best. It will be improved with time, no doubt, but you shouldn't knock BF4 or CoD. Replacing the graphic rendering systems is an optimization. There are other optimizations that need to occur before the product goes into beta. The client is suffering from memory leaks on several hardware configurations. The player character loading process will need to be optimized. Network utilization has already undergone optimization and more optimizations will be needed before beta. There can always be blocker bugs found. Bugs occur constantly as a part of the development process. I work as a developer and team lead for a F2P publisher in Germany. We don't make games but we do make applications. On my team we have a "zero bug tolerance" policy. While we won't fix every bug as soon as it pops up, we fix 95% of bugs as soon as we can reproduce them. The reason for this is, the longer you wait to fix a bug the costlier it is to fix in terms of time and money. Zombies are an excellent example. There is no "about to work on the AI". The work has already started. In fact, Rocket started working on the Zombie AI a year ago. He reached a roadblock and then they got an entire team to work on zombie AI pathfinding and they implemented current navmesh system. The zombie glitches are a part of the new system and any changes made now would carry through to the post-beta product. Look, man. I have been following DayZ since mod. I am a huge fan of DayZ and the Arma series. While I appreciate the games for what they are, I also know that BIS gets a lot of leeway since they are an independent game developer and publisher. A lot of their practices are not the industry standard. And sometimes bugs stay in their games for waaaaay too long. I wish more fans would look at their work objectively and realize that sometimes non-BIS employees DO know a little bit about how software is developed...