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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.

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Stay safe out there,
Your DayZ Team

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Found 41868 results

  1. emuthreat

    BI Needs to Postpone 1.0

    1.0 implies a finished product. I don't care what BI have said this means in their current internal parlance; what matters is what consumers are going to think it should be based on this labeling, and how they are going to react at what they see that it is. There is an entire profession dedicated to this subject. It's called marketing, and is a very well established concept with tons of industry norms. In fact there are many guidelines for marketing and advertisement of products, to ensure that people who give money for goods and services know what to expect when they are buying. So when a player hears that DayZ just released the 1.0 version, and finds that half of the guns, fishing, and bows and arrows are out of the game, many will feel that they have been lied to. It does not matter that DayZ Devs have made clear what beta and 1.0 mean to themselves. What matters is public perception. Calling the game 1.0 while it is missing most of the guns and vehicles, and numerous other features that people have seen and played in previous versions of the game is an unforced error. It is a terrible mistake of labeling that we could all see coming since they announced beta/1.0 (not the same thing, why are they calling these the same thing) to be released by end of year 2 months ago. I'm not upset about the current state of the game. I understand that all of this is new to them again, and there are lots of complicated things to make work together. These things will take time. That time is called beta. It is not called 1.0 and beyond. I don't know if they can't see the bad reviews and bad press that this proposed labeling of the 1.0/Beta release is going to bring, or if they understand and just don't care. But either way, the DayZ 1.0 steam reviews are going to mention them selling half a game and calling it done, mine included, even if they do plan to finish it later.
  2. TheYetiBum

    Xbox Update 05/12/2018

    Not all based are unfortunately, already had a few friends & fellow survivors report there tents, barrels etc are wiped by there vehicles have remained. But if yours has remained good sir, then congratulations, hopefully the majority of peoples has remained also.
  3. ImpulZ

    Xbox changelog

    05/12/2018 ADDED Added: Camera misalignment during movement in iron sights Added: Sounds for prone injured animations Added: Impact sound for Hatchback Added: Destroyed engine sound Added: Sounds for base building Added: Speaking animation connected to VoN Added: User authentication during loading screen Added: Horticulture FIXED Fixed: Client/server crashes Fixed: Time persistence after server restart Fixed: Gunshots not being heard properly Fixed: Handful of client/server errors related to in-game actions Fixed: Environmental issues (wrong/missing roadways and collisions, incorrect textures/occluders, misplaced widgets) Fixed: Fireplace in a barrel could disappear after closing a lid Fixed: Attaching a headlight box to a car Fixed: Injured crawling animation Fixed: Swapping items from infected's inventory could break a hand slot Fixed: Hatchback windshield transparency Fixed: Heat pack not heating up Fixed: It was not possible to jump over a landmine without detonating it Fixed: Camera did not stay zoomed in when holding RB Fixed: Car HUD was missing button info about changing gears or brake Fixed: Loot tab in Tutorials wasn't fully highlighted when scrolled to Fixed: Couldn't open or close containers in inventory Fixed: Collision detection and triggers for base building Fixed: Missing area damage on mounted barbed wire (base building) Fixed: Infected - attacking through doors/walls TWEAKED Tweaked: Infected AI (WIP) Tweaked: Global light config Tweaked: Temperature effects on hunger/thirst rates Tweaked: Vehicles simulation Tweaked: Input system (WIP) Tweaked: Vehicles damage zones Tweaked: Melee damage to animals Tweaked: Engine damage icon Tweaked: Reduced fireplace geometry collision to reduce stacking size Tweaked: Vehicles fuel consumption Tweaked: Texture cache (performance improvement) Tweaked: Improved cloud resolution KNOWN ISSUES exiting a car while it's in gear (not neutral) can ruin the engine
  4. Today's Status Report focuses on the current work of the team to fix the remaining issues in the PC BETA, while we are getting closer to our release in December. Eugen gives an overview on the most pressing issues, and the team leads give a brief recap of their work during the past two weeks. Let's get into it! Dev Update/Eugen - General status report and overview of current issues Xbox Update/Martin - Base building & Vehicles game update details; DayZ is 15% OFF on Xbox One now! Dev Update/Peter - Focused Feedback, Round 1 Dev Update/Mirek - Car physics, hit registration, and other bullet point updates from the programming team Dev Update/Viktor - Animation polish pass on items + new sickness and character states animations Dev Update/Filip - New infected sounds, clothes/backpack sounds, and other improvements Community Spotlight/Baty - Halloween content, mods, and more Dev Update/Eugen Dear Survivors! Today, I'm gonna talk about the pressing issues that you are experiencing in-game now, about our update schedule, as well as touching on the subject of things breaking apart as we get fixes in. But before I do all that, I just want to celebrate another milestone in the history of DayZ! To this day, the game has attracted more than 4 million people and I cannot state how grateful we are for all the support you gave us over the years. It's amazing that this genre has grown so much. All that makes me excited to continue, and I'm glad I could be a part of this team and the community for a better part of the last five years. As we march towards the 1.0 release, we will break things as we apply systematic changes to frameworks that hold the gameplay together. While it may seem as counterproductive from outside perspective with only couple weeks left before the release, there is usually (usually, but not always - truth be told, we make mistakes) a good reason behind it. I'm going to try and break it down for you. When we see an issue somewhere, we have to consider many factors. Our implementation needs to be consistent across the board in the underlying systems. Not only this is good for modding in the long run, it is also very important for us to lower the amount of new issues brought in with every update. In reality, that may mean that while a feature or action might be working right now, we have to break it temporarily, and apply fixes to make sure its implementation is, in the end, consistent with everything else in-game. Having said that, we are not happy about it and understand that it is hurting the player experience. While we have closed numerous bugs with recent patches, and improved many systems from a technical point of view, we introduced new ones that need our attention. Things will stabilise in the coming weeks and post 1.0, and our goal is to benefit from this stabilisation in the long run. Another thing I wanted to touch on was the update schedule. Since the initial switch over to Stable, we have made some mistakes and learned from them. We had a streak of hot-fixes in a very short time period and while we will keep reacting to most pressing issues as quick as we can, we want to stabilise our update schedule to the Wednesday maintenance window. The use of the Experimental branch will be less frequented, but still possible if required. We will try to be consistent, but flexible when needed. We want to get better. Update on pressing issues from the last Status Report We've made some progress on the pressing issues we listed the last time, let's take a look: HIT REGISTRATION We have tracked and fixed a number of hit registration issues over the last couple weeks. To be specific, I'm talking about the inventory manipulation of magazines through double click, which wasn't properly synchronised and caused ghost bullets. Another issue was with zeroing and a reload initiated during scoping/iron sights in a specific way. The most common issue was caused by problems in packet priority and networking. Overall, you shouldn't be seeing hit registration issues pop up too much any more, and I highly recommend you to contact us through the Feedback Tracker if you experience weapons not dealing damage at all. While there are certainly some issues with damage itself left, it is tied to a balance pass and things will get ironed out. I'll also be talking about one specific damage issue that has popped up on our channels recently. CHANGING KEYBINDS The next update should contain the keybinding UI and while still work in progress, it should be a large improvement over what was possible before, and it will also finally be consistent with other UI elements in-game. LIGHTING ISSUES Lighting and exposure settings are being debugged right now and you should see changes coming in over the next weeks, making sure that both day and night lighting problems, tone-mapping, luminosity, light sources and what the community describes as excessive bloom are improved. The issues we are tracking right now require more input from the Engine Team and are planned after the next Stable update. FPS DROPS With the investigation into FPS issues reported, we haven't gathered enough evidence yet. I would like to ask all of you experiencing a decrease over the last few patches to send us information about the server you play on (possible modification causing some drops, even economy changes causing more items to be placed on map), their configuration and drivers to help us iron out exactly what happened and how. Internally, we haven't been able to reproduce it on any range of systems we have available, but we may be missing a crucial piece of information. Current issues As I already mentioned, while fixing some things, we also manage to break them. Let's see what's broken. To make things short for the Status Report, I'm just going to list them as bullet points of current most pressing issues, and you can read the full context and our response in the related forums thread. Server crashes Vehicles issues Broken play button Persistence issues Gun sounds missing Sounds stuck in a loop Base building issues Shotgun damage issues Night time setup Hit reaction and stun lock VOIP issues Again, please make sure you read the related forums thread to see our replies on the issues you reported. Many of the reported issues can be improved by value adjustments on our end. I want to emphasise how important this balance pass is for DayZ and its functionality. While all sorts of interesting features are in, they require us to review their current state. We need to get dirty to properly configure them. Gun-play, damage values, diseases, economy, persistence, and so on - bugfixing definitely comes first with high priority issues, but a balance pass is what makes the game fun in the first place. We will announce as things get rolled out over the following updates before we reach 1.0. The first thing you should be seeing is recoil and its behaviour tweaks. - Eugen Harton / Lead Producer Xbox Update/Martin Hi everyone! While on the PC side of things, we're in full bug fixing mode, our Xbox Survivors are still waiting for the big update to drop. As we detailed in our Xbox Development Briefing, if things go well, we'd like to release the Base building & Vehicles game update on Xbox this Thursday. This is still with a disclaimer as we'll be be going through the final stage of testing tomorrow, but even if we discover some specific issues, the update will still be the biggest Xbox update of DayZ since we launched in Game Preview. We're also right in the middle of the Xbox Black Friday sale, and this will probably be one of very few chances to get DayZ on Xbox One for an advantageous price (currently 15% OFF at $33,99 / £26,99 / 33,99€). So, If you were considering getting DayZ on Xbox, or convincing your friends to give it a try, right now is probably a good time to go for it. The game will only get better and more polished from here, so while I'm of course strongly biased, I'd say the current price is a pretty decent deal. - Martin Čulák / Brand Manager Dev Update/Peter Over the past week we've been collecting your feedback on gameplay mechanics in the first installment of our Focused Feedback Round on our forums. Below, you can find links to the individual topics, you've send us countless ideas and suggestions for every single one of them. Status Indicators in the HUD Character Movement, Gestures and Actions New Actions & Crafting Stamina As we are pretty busy with the preparation of the December release, we will take this week to evaluate your feedback, before starting round two. We are going to talk about gun mechanics, melee, infected and the damage system, so gather your thoughts for when we open the next Feedback Round. - Peter Nespesny / Lead Designer Dev Update/Mirek Hello Survivors! As we're all very busy with our tasks, I just wanted to provide a quick bullet point overview of what we have done, what we are working on and what we have planned for the upcoming weeks. Let's go: Done Car physics update; We had to rework the car physics controller as the suspension system was very unstable at lower fps (both client/server side) Hit registration fixes; We've managed to fix one specific hit registration bug caused by packet ordering Support for hearing sounds outside the network bubble (this can be configured in a server config) View distances are now also configurable via server config Voice over Network fixes; We fixed specific issues with 5.1 & 7.1 headphones Aligning characters on sloped ladders Added script API for light sources; Our scripters (and modders) can now script the intensity, colour, and size of light sources and dynamically change them Support for additional character animations - e.g. sickness In Progress Overall stability improvements; Mostly crash fixes Modding support; Further script API extensions, filepatching & security bug fixes Further car physics tweaking Input system (allowing the ability to assign key binds) Fixes for applying damage texture to specific damage zones Plans for the next weeks Continue with crash fixes Character physical controller fixes Infected AI fixes - Miroslav Maněna / Lead Programmer Dev Update/Viktor Greetings from the animation team Survivors! We've been very focused on bug fixing and improvements to existing animations and systems in these past two weeks. We have finished a pass on hundreds of in game items, mostly updating their holding poses to make the animations look more natural, and also to reduce various clipping issues. There are still some problematic items which will be up next. Other than that, we've also worked on bug fixes in the animation graph and animation polish for player character animations. One of the specific improvements is the addition of animations related to various sickness states. Player characters will be able to show signs of being sick by coughing or sneezing, and also to show signs of being too warm/too cold. - Viktor Kostik / Lead Animator Dev Update/Filip Hi all! In the audio team, we've been working on introducing additional variety to the sounds of player movement. That includes three different sounds for movement with a backpack, three new sets of sounds for various types of clothes (represented by the Patrol Jacket, Raincoat, and Quilted Jacket) and noises for movement with the ghillie suit. By now, you have also probably discovered that the leaves are now rustling when players are moving through bushes and small trees. Finally, our infected received new voices, now totaling at four male and two female infected voice variations. - Filip Čenžák / Sound Designer Community Spotlight/Baty Hello Survivors! while it's quite some time after the Halloween, I have not had the chance to feature all the spooky screenshots and videos that you've sent me yet, so this is why I dedicated a large part of yesterday's community spotlight to those! There's also photos of our own real life infected at the Prague Zombie Run, and a lot of community mods for you to try! Check out the Community Spotlight HERE! - Baty Alquawen / Community Manager Header Image by Saqerest.
  5. nhow7108

    World size

    The map seems small to me. Is it ever going to be expanded? I want to be able to set out to a location and have it take days to get there. Of course vehicles would make that quicker. *EDIT* heres what im talking about . .
  6. tokeytoke

    A Lost Tape Found Near Myshkino

    Tape: https://youtu.be/xuWye_f9860 For more information on the Chernarus Chronicles, Lost Tapes, and Manuscripts visit our website: https://chernaruschronicles.yolasite.com/ Mission Base Camp The tape you are watching was recovered in the ruins of an old survivor camp west of Myshkino Military Relief Zone. The tape was buried in a dry bag which also contained a cassette tape labeled ‘Good Jives’, journal pages which were shown on tape and other generic supplies. In the tape it appears the military aged male was gathering supplies to build the encampment which we later found in ruins. He is seen moving large quantities of building supplies with a repaired hatchback to a remote lodge house somewhere in the hills west of Myshkino. At some point in the tape there is some serious electronic interference which we can now confirm was caused by some sort of military helicopter. The helicopter seems to have some sort of electronic EMP/Jamming type equipment installed, as we can see each time the survivor approached the helicopter the tape distorted, and immediately cut out. The reason behind this survivor in particular being targeted by such a craft is still unknown. But based on our mapping it is confirmed that the electronic interference from this craft did also affect the ‘Mysterious Lone Survivor. (Shown in Tape 001). The crash site of the military aircraft was unfortunately scavenged to the bone. As well no vehicles shown on tape were confirmed to be located at the ruined campsite. We will conduct further investigation on the site, and try to learn more about the survivor in ‘Mission Base Camp’. To further support our endeavor to historically capture this dark yet unique world we ask that you please subscribe, leave feedback, and share the information acquired with others.
  7. Hello Xbox Survivors! It's been a week since we published the Base Building & Vehicles Update on Xbox. And yes, it has major issues, to say the least. We are aware of the problems and will speak about them today, and how we intend to resolve them. But first of all we want to thank all of you who helped by reporting the issues to our Feedback Tracker, as well as our Twitter and Forums, we received a lot of support this way and it helps us a lot! We expect the first patch with fixes to hit the servers next week. Game Crashes and FPS Drops / Rendering Issues Regarding the game crashes many of you have been experiencing: We have tracked down various issues that have been causing problems in the inventory, mainly things that were related to script-side handling of the combine/management system, and have fixed most of them. There are still a couple of issues with the inventory, but nothing we know of should be causing any crashes as of now. As we've already stated the new shotgun was one item causing particularly high amounts of crashes. If you see this happening with other items as well, please forward that information to our Feedback Tracker. FPS drops and rendering issues have mostly been reported to us by players on the regular Xbox One. Over the course of this week we have identified three issues regarding them. We have fixed one related to loading the cache. Two more are being investigated and hopefully fixed as soon as possible. Long Rain and Night Time We are aware that rain and night time are not optimal surroundings and they shouldn't happen all the time. Long rain is an issue that we are looking into for some time. We are currently testing new settings for it on the PC Experimental and hope to bring them to Xbox soon. Today we have changed the server time settings to test different night-settings. Night currently shouldn't last longer than 90 minutes. Upcoming Inventory & Usability We've been working on improving the underlying system of the inventory, mainly the traversal through containers and items, which should be improved. There have been modifications to the display of equipment, which is now sorted, in preparation for customizable ordering of your equipment. Cargo of attachments should be visible, which will be mostly useful while using items like the fireplace, which now displays the content of the cooking pot that is attached to it. This way the user does not need to remove the pot to inspect the state of the food inside the pot. This is also in preparation for equipment that can have expandable cargo through its attachments. There are still a couple of issues, such as the scroll windows in the inventory breaking if too many items get removed from the vicinity or player inventory, and also split items not being put into the player's inventory but onto the ground. We are working on getting those resolved. Lastly, combining items should now be easier, as you can add items from the ground to the stack in your hands. As we finish up the main elements of the inventory system, we're looking to put a visual overhaul in place, which should improve the readability of the inventory. This includes visual elements such as improved container backgrounds, larger item icons and better readable quantity and inventory sizes. Missing and bugged Actions We are aware of several actions that are still missing in the game, especially when it comes to weaponry (e.g. cycling with bolt-action/pump-action rifles, holding breath, unjamming). Currently we are testing a new technical solution to cover most of those issues. There are also some bugs causing overlapping actions (for example push-to-talk and zeroing), which will be resolved over time. At last, some of you might also be aware that we have the 1.0 release for PC upcoming. Regardless of that, our Xbox team will continue their work and try to bring you fixes and updates as fast as possible. However, it can happen that our communication around Xbox is going to be a bit more quiet in December, as we will do our best to support this important milestone for the game. See you on Chernarus!
  8. PandahFistophacleezeSykes

    Persistence Workaround

    I don’t think that’s the cause every time . I’ve done nothing of the sort like you described and have had multiple base building objects and materials disappear on me . Tents ? Yes . Barrels ? Sure . Vehicles ? After one bump they were gone (haven’t found another in days). Persistence is wacky in the code , and it runs deeper than “spring cleaning” but thanks for the workaround regardless .
  9. Molecular Drift 1.0

    Zombie with no sound.

    Zombies, gunshots, wolves and vehicles have all had moments of no sound during a long play yesterday (two of my friends were running down the middle of a road heading into Stary and were run over by a 4x4 that they didn't even hear bearing down on them...). The developers know about the sound issues and will hopefully have them resolved with the next patch / update.
  10. MarczXD320

    The game needs an update or hotfix

    Not only vehicles but helicopter crashes and cop cars spawn back now, even the shotgun stopped crashing the game for some people and a overall better frames per second in big cities. Hot fix or server fix, it sure was a very welcome thing.
  11. Fester808

    Looking for a server

    In short, no. Unfortunately there are no servers like that currently. Overwatch comprises of many features (mods/scripts) and I will list their current functionality: Safezones - partially working, headshots will still kill a person due to the way the game currently handles damage Traders - partially working (and unreleased). AI - only zombies and animals at this stage Persistence - broken. Bases you build, tents you fill and cars you repair are randomly despawning due to bugs in the game. Leaving a large part of the end-game elements that Overwatch added useless if implemented. Advanced bases (digital locks, assigning building permission to friends) - not developed/released Friends/Groups - not developed/released AI/Zombies Killed stats in Debug - not developed/released Vehicles - currently only one car which is set to spawn as default in the server files and that is still very buggy In conclusion, people are hard at work developing mods/features which can be bundled together to create an Overwatch/Epoch/Exile 'style' server. Unfortunately these mods rely on a stable backbone (game) to build upon and work in conjunction with, and DayZ persistence is currently broken/buggy. These mods will come in due time and these bugs will hopefully get fixed soon. Watch this space!
  12. Man Parts 241

    The game needs an update or hotfix

    Pretty sure we got a hotfix. Hence, why everyone is finding vehicles.
  13. TheYetiBum

    car persistence

    We definitely need a separate sensitivity slider for steering , I'm a high sensitivity player when aiming so even the slightest touch of thumbstick even just a gentle tap translates to fish tailing all over the road or doing a full 180 lol. But it's the first iteration of vehicles so I'm sure with future development/updates it'll handle better and be able to go up hills without a run up (4x4 vehicle my ass lol) . Also anyone else noticed the car models actually floating about five inches of the ground?
  14. OFG|LOOTx2|BETTERSTATS|AIRDROP|ADMINS-HELP|KILLMESSAGE-BOARD| DAYZ STANDALONE SERVER von OFG test it out ! 85.14.245.231:2302 SERVER: Prozessor: AMD Ryzen Pro 1700x (8 x 3,4 GHz) Arbeitsspeicher: 32 GB DDR4 1.000 GB SATA 480 GB SSD 10 GBit Internet in an Computing Center in Düsseldorf. SETTINGS: 100 Slot Loot x2 More Zombies Vehicles Basebuild Airdrop Playercounter Kills Session and Overall K/D Session and Overall Persistence 6 hours Restarts with only Day Better Stamina & Food & Drinking Zombie Hordes Loadout Admin can help now ! We are searching for our Root Admins and Scripter. And for our Community more Member and Player. Mfg Burschi
  15. TheYetiBum

    Basebuilding & Vehicles Update

    At this point I'm 99% certain that cars aren't spawning. I've been on high population servers for atleast four hours everyday since the update came out, I've not found a car, heard a car or met anyone in game who has either. I have 6 other friends who play frequently for lengthy periods also and they've not had a sniff of a vehicle either any chance a BI representative can clarify if the car spawns are bugged? I haven't seen a single comment from the community manager regarding vehicles since the update & quite a few people have been enquiring. Any info would be greatly appreciated :)
  16. Ryan JG

    Basebuilding & Vehicles Update

    @RaptorM60 Can you confirm vehicles are 100% in? Ive spoken to a heap of people and no one has seen a car.
  17. PandahFistophacleezeSykes

    Hotfix Today?

    You do realize “game testing” is ending in less than a month ? You do realize that a broken beta this close to full release is NOT GOOD RIGHT? You do realize that fallout 76s beta was just like this , and if they don’t get their shit straight people will hate dayz even more when they realize it’s every feature that pulls people in is broken ? lets break down just SOME of the broken / missing features : persistence of bases - broken , items disappearing at random and people can use a saw , axe or other tool to take down your base in minutes . vehicles - broken , too rare , and very desync ridden , the vehicles were far better when they were first implemented as they now disappear after the radiator is damaged and it happens a lot considering the headlights ARENT BRIGHT AT ALL and you will find yourself smashing into shit unless you have a flashlight or other light source out (impossible when in car) zombies - don’t jump over fences any more , they don’t react to you unless you are right in their face or have the brightest colors on , they also take too long to kill you (15 slow hits from a zombie = possible death) and they never make you bleed anymore (rags = now useless) server owning = with night time being broken for everyone besides ultimate FBs and forum WKs , many night time servers are left abandoned ; unless said server is operated by a famous streamer of course , then they stay over night to stream snipe . Also there are many persistence and crash errors for server owners. Nighttime - broken as all fuck ? Light sources are rare and when you find them you’re simply a target for someone with a better monitor (read : better monitor = better advantage at night) Guns / items : many are missing . MANY . We are working with such a limited roster of weapons it’s kind of pathetic the devs keep removing perfectly good weapons for no reason . The new engine has been In for months now , they can’t reactivate the weapons with the new animations they have been “working on” ? They’ve been working on new animations for almost a year now... Anyone remember the longhorn , the glock , vss , Svd , fn fal , engraved 1911 , blaze double rifle ? Some of these will be at a crash site you say ? Ok well find me a crash site that isn’t already picked over . Oh you can’t ? Oh what’s that ? It’s because the devs put one per server and it’s never found by anyone besides the no lifers ? Oh... ok . I guess that’s that . Overall there’s so much more I can put down that was fucked up , removed , or taken out of the game altogether , but it would only disappoint me further and put me more towards disliking the devs decisions (how they are now) than I already do . People need to stop defending these devs and their poor decisions , it’s only enabling them to continue down this lazy and poor path . They NEED to push out this big patch like asap so we can critique it and tell them if it’s ready for 1.0 or not . Remember FBs and WKs ; your idolizing of the devs as God’s is only Bringing us further and further away from a proper , non-broken , smooth operating 1.0 . TLDR: Essentially if you defend any poor decisions or use any FB / FORUMS WK-like terms (which includes using the phrase “it’s beta/ it’s early access just be patient”) then you are advocating for a bug ridden , poorly developed game that will never have a proper beta or 1.0 phase because of all the goddamn coddling you people are doing to the devs just because you don’t want to hurt their feelings or some shit ; grow up- we paid for this product years ago, we still have yet to have that product delivered i full but don’t let these devs pull a fast one and give us a shitty broken 1.0. We honestly deserve more for being so damn loyal and always telling our friends “dayz is just about to get awesome” when really it’s just spinning the same old gears .
  18. addicted2code

    Anyone find a vehicle?

    So I am curious if anyone has found a vehicle yet... I've seen a few threads started on this and so far nothing. My buddies and I scouted since Friday, many hours each day, no luck. Had a ton of fun, love the new update, but I am starting to think vehicles don't exist LOL. Would love a witness to say they found one...
  19. Chris1283

    Basebuilding & Vehicles Update

    Thats not right Bro, they say on xbox community on last Sunday: "Survivors, even though we changed the weather configuration with the Basebuilding & Vehicles Update, DayZ gods decided to pour some more rain on chernarus. Also night time. Keep your raincoats tight until Monday, we're gonna try and settle things before this turns into another apocalypse ;)"
  20. T P (etag)

    Anyone find a vehicle?

    Answered on XBOX forum, sorry.. But on PC we saw multiple vehicles during friday and succesfully managed to drive and fool around with them notes if you find a car, on PC version - refuel only with Jerry can, passenger side behind door - start car: hold mouse - turn car engine off: click mouse NOT hold - exhaust gas seems to come off directly from engine, seems NOT to be a problem with the engine - gears up: E, gears down Q - gear indicator on N seems not to be Neutral, but Drive - getting on the back seat: move front seat first then get in. reverse to get out - motor oil could be added to engine - could not add water to radiator for some reason, didn't seem to need adding
  21. xzDIABLOzx

    Epoxy puddy

    Found epoxy puddy. Haven't found a use for it yet. Checked online and it looks like it may go with the tire repair kit but I haven't tried anything with vehicles due to them being broken currently.
  22. Baty Alquawen

    Xbox Update 02/11/2018

    Hello Xbox players, we have a new update for you today - 0.63.149255. Please keep in mind that this is NOT the current Stress Test version from PC including vehicles and base building, it still needs more testing. We also changed a server time, a night is now shorter. Fixed: Player stuck in the login queue after console update Massive FPS drop when scoping in big cities - improved Favorite filters can corrupt navigation in server list screen Description block text in Options on XBOX ONE X is too small Quick bar in the tutorial picture Canceling logout timer using B eventually kicks you out of the server after 15 seconds Added: Player invite button If you find any bug just make a ticket here, please.
  23. Hello Xbox Survivors! Since launching in Game Preview, we haven't really released any major content update for DayZ, and especially now after the PC BETA update, we've been getting lots of questions about when you can expect it to drop. Well, good news - it's right around the corner! Read on to find out when, what's in it and what else do we have planned for DayZ on Xbox this month. Basebuilding & Vehicles Update Alright, let's start with it right off the bat - if nothing goes wrong during internal testing, we'll be releasing a big Game Preview update on Thursday, November 22 - next week. We're announcing this with a little bit of a warning since there are quite a few things that can still break the build, but hopefully, we should be all good and ready to release what's without any doubt the biggest game update we've done on Xbox so far. Along with bringing new things to try, the update should also be addressing some of the very annoying issues that you've been reporting. Let's take a look: Content & Features Highlight new vehicle: ADA 4x4 + parts and other necessary items base building + necessary items to make it work (tools, planks, nails...) new shotgun + ammo tents and barrels for making improvised camps and loot stashes improved nighttime (don't throw away those road flares everyone! You'll need them ;) lots of other new items configured for spawning in the Central Economy slightly increased numbers of infected Bug Fixes & Quality of Life Improvements fixes for the annoying hit registration bug some missing controls should be added, as well as some new options (we'd like to add leaning, switching fire mode, weapon zeroing and switching between multiple user actions) we've gone through the first round of optimizations improving the performance and stability of the inventory (evaluating the performance will be one of the things we will be monitoring) changes to Central Economy and item spawning quantity in general lots of smaller animation and sound improvements general improvements to game stability Black Friday Deals - get your friends into the game for 15% OFF! The other big news is that since yesterday, DayZ is featured in the Black Friday sale! This is one of the very few chances to get DayZ on Xbox for a really advantageous price of $33,99 / £26,99 / 33,99€, so if you have an undecided friend, or still think about buying DayZ on Xbox, it's probably time to give it a shot. Don't forget that there's still the 1-hour free trial available! Click the banner to go to the Microsoft Store page, or simply just find DayZ (Game Preview) on Store in your Dashboard. Upcoming Inventory & Usability Improvements One of the things that we'd like to resolve during the Game Preview is the general usability of the game, and the inventory/UI functionality. The DayZ game design team joined forces with our friends and colleagues in the Vigor team and for the past 2 weeks, they have been brainstorming possible new concepts for the DayZ UI and inventory usability. We've done a pretty extensive research in this area and identified a lot of specific things that would be worth taking a look at. This effort should result in a set of specific improvements that we will want to try implementing in order to make DayZ a bit more user friendly. While it's too early to show any results and the implementation phase is always the hardest one, we're taking this very seriously and will update you whenever we have any concrete results. Your feedback on this will be very important, so get ready to bring it on! :) DayZ will support mouse & keyboard! Lastly, at XO, Microsoft announced that mouse & keyboard support is officially coming to Xbox One - and DayZ is one of the games that will take advantage of this new feature! While we don't have a specific day to roll out support for mouse & keyboard input, it's safe to say that we will most likely not be able to do that before we leave Game Preview. Figuring out a good controller experience is the priority for us at the moment, and while it may seem like it's easy to just bring over the PC controls to Xbox, there's actually quite a lot of programming and scripting work that would need to be done in order to support this - and we need our programmers and scripters on other things right now! And with this - let's wrap up today's Development Briefing. See you all in Chernarus, Survivors!
  24. CzM Conquest

    Basebuilding & Vehicles Update

    Hey Man, Understand the emmense ammount of work you've put into building the game update. I'm wondering have vehicles been fully implemented / where can we find them if they have ?
  25. GreezeModeSnipez

    Basebuilding & Vehicles Update

    @DayZ Update has many issues, and crashes randomly, but the 10 minutes i've experienced so far, it feels so different. But in a good way, rendering and frame rate needs to be fixed and crashing has to be top priority! As for minor issues some items of clothing and equipment are missing textures. Buildings and environment are texture popping (especially the vehicles, trees, vegetation and the ground) and rendering is really bad, frame rates are between 5-14 FPS (estimated) game crashes trying to join servers unexpectedly. I know you guys are aware of the BK-113 causing the game to crash. Sound de-sync issues, weapon sound issues, also now the new controls have been implemented there is no way to swap shoulders. Please take time to address these issues and don't rush to please everyone, because they'll always find something to cry about. Keep up the great work!
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