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 41870 results
-
Why No Epoch Servers With No Traders?
Automodown replied to Max Trichomes's topic in DayZ Mod General Discussion
We have a server which is exactly just that. No traders and no currency what so ever. Scavenge, survive and loot. Everything that you would find in Epoch is in game, base building, weapon and vehicle variety are all there. There are special missions to obtain higher tiered vehicles and weapons. There is around 15 steady players who are all pretty friendly to answer any questions or provide some assistance. I have include the server name, IP and port. hope to see you there. Also the server is around a week old so its constantly evolving and ideas and feedback are appreciated! Dayz Epoch Chernarus ClanD IP: 199.101.98.74 Port: 2322 I suggest using Dayz Launcher as Dayz Commander is not current and have issues connecting to some servers. -
Should scopes in dayz have the ability to zero?
AdrtySanchez replied to Karmaterror's topic in General Discussion
They shouldn't remove zeroing for one simple reason...it isn't realistic or authentic.I OWN a scope very similar to the the LRS and I can zero it(and I can adjust the magnification or zoom from 3x-9x),however keep in ming it doesn't say 100-1000 meters. In fact it says nothing,zeroing is adjusting elevation and windage which should be added instead of removing anything. If I can find the game I'm thinking of it was a military sim tat I used to play where you had to do that by watching the grass or a flag or even smoke to adjust for windage,and its an older game from 2002 or so it was very similar to arma or the battlefield series in the sense the maps were huge,tons of vehicles and just all out warfare. Removing zeroing from other scopes like the acog or red dot isn't realistic either,as I own one of both aswell(in case you're wondering I have these on my AR-15 and my MK17 SCAR) and guess what,they too have windage and elevation adjustments. Even iron sights have these adjustments,I'm not sure about the pso or PU though. I saw someone make mention about the recoil being unrealisitc,my question there is...have you ever fired one of these before? Mosin,M4,akm etc? I have and the recoil is very close,more so on the mosin and M4. So if you don't like zeroing all I can say is deal with it,it's realisic.Again it doesn't show the range but if you know how to use these tools it's actually very easy to do with little effort. However I do agree mildots need to be implemented,as almost all modern scopes have them. -
Experienced Player looking for a Good Server
Ranger2415 posted a topic in Mod Servers & Private Hives
Hello, I am an old player of Dayz and I am looking to get back into the swing of things. I am looking for a server that is specifically for the Dayz Mod, has a good amount of Vehicles so I can find them easily. Loot can be found easily, and I don't want a huge server. I have a picture below of what my version is. Anyone got server for me? http://imgur.com/NJwyVwC -
Hello everyone! I'm would like to introduce you to a cool Overpoch server by DayZ JarHead! it has some cool features such as: - Up to 500 vehicles - Snap Build Pro - Plot 4 Life (keep plptpole ownership after death) - Door Management - Advanced Buildables - Mining (also includes gems such as Rubys, Sapphires and others) - Blowouts (S.T.A.L.K.E.R.-Style) - Walk Amongst The Dead (needs Zombie Parts) - Vehicle auto-refueling and repairing (at gas stations) - Group management (right-click on radio in toolbelt) - Take clothes - Custom missions with really tough AIs - Roaming AIs, watch your back - Animated heli- and planecrashes … and much more The admins are: - Taikonaut [JH] and - Cleriker [JH] To join the server you need to download: Epoch 1.5.0.1 Overwatch 0.2.5 You also need to download the map Podagorsk (also called fdf) works best with DayZ Commander or Launcher. http://www.gametracker.com/server_info/178.77.65.159:2326/ Check out their website with more info: http://www.dayzjarhead.de/ See you Soon! Cheers Brainzaw [CAK] I'm a permanent player on this server, and i will happily help you get started :)
-
[Hardcore] SurvivalCore.de #4 shinyZ Epoch. New Kind of DayZ
Torkmastaflex replied to shinysonic's topic in Mod Servers & Private Hives
Bump. By static he means that some AI will always be in the same area every restart, like Skalisty. I would say there can be up to 80-90 vehicles on the map at a time, but like Shiny said, you will be hard pressed for parts to get it to drive. Canned food is rare, and most food you find you either hunt or complete missions. Limiting first-person is hardcore and all, but it doesn't outweigh the general player count most hosts want.... usually kills a server with first-person only. It's been a long time since i've seen one with a population of 10 or more. -
Third Person View should be Over-the-Shoulder, NOT a bird's eye view.
Etherimp replied to Rags!'s topic in General Discussion
Hasn't this topic been beaten to death already? Here's the reality -keyboard warriors on the forums and reddit claim 1st person is all they play, and yet 3rd person servers are packed 24/7 while 1st person servers often struggle to be fully populated despite the fact that there are far less 1st person servers. -Streamers and youtubers play 3rd person almost exclusively. -Stream viewers prefer 3rd person (as 1st person is less entertaining to watch.. for some reason.) -Driving vehicles (and especially flying helis) would be a complete pain in the ass in 1st person. -Playing 1st person doesn't make you a "better player" nor is it "easier".. It's just a different set of skills. -
How I Feel a Chat System Would Make Sense (if Its Added)
Caboose187 (DayZ) replied to b4ttlegrunt's topic in Suggestions
People will mod the servers into crap and give all sorts of chat options along with the billion vehicles that go with them. Do not fear, you will get what you want. -
Third Person View should be Over-the-Shoulder, NOT a bird's eye view.
treetop82 replied to Rags!'s topic in General Discussion
Great debate. I do believe it should be 1st person for characters on FOOT and 3rd person while in vehicles. I also believe that 3rd person gives an advantage while prone or hiding, that a person can see in almost 300 degrees of viewing angle. Sneaking up behind someone is also impossible if the enemy is using 3rd person. It's not realistic in it's current state. On the same token, I think 1st person offers the best advantage to PvP as it gives me a realistic sense of battle. I am able to aim quicker and be more accurate, fumble through my weapons, etc. while in 1st person. In overall fairness, any player can choose any view they want. So since everyone is afforded the same opportunities to change their views, it's inherently fair. -
I am getting a very strange errors in Dayz. I'm getting things like Error: The instruction at '0x00000000' referenced memory at "0x00000000". The memory could not be written And the graphics are showing up like the below. Sorry it's a crappy picture... The tree shows in the middle what I'm seeing a lot of. That and things aren't rendering right. Some backpacks are blocky and a humvee I was near didn't render fully. Very flat and not a lot of rendering going on with it. I have uninstalled Arma II and Operation Arrowhead as well as all the mods. Then Re-installed all of it. I get the same thing. I can go into an Arma II OA mission and everything is normal. The trees / vehicles all render perfectly. Just as pretty as ever. It's just Dayz is not behaving. The graphics problem started up later. I'm using a pair of Radeon HD 6800's in crossfire mode. I have the latest driver installed. I updated after these problems started to happen. The standalone works fine too. Any ideas? Thank you, Aixelsyd
-
Try and play a little less OP, iv been very very good with this alpha...I think im still under 100hrs. Even the mod can get stale if you play it a lot, and theres a lot more to do there. Rationing how much dayz you give yourself can keep it fresh :) Imagine when theres a lot more vehicles, then you will see people more often. When they add helis you might hear it every hour or so and be able to try and track it, or hear a car pull up and set an ambush. Theres just so much missing from SA that makes Dayz. Think about when zombies are enough to keep you on your toes all the time, maybe its just a bit of alpha burnout :)
-
Ideas for new maps or areas after release.
Funkmaster Rick replied to vidlover97's topic in General Discussion
Hah, just because we haven't hit beta doesn't mean we should not discuss ideas. Then again, you put alternating capital letters and a number (possibly your age?) in your name, Nopaer, so I suppose you're just sticking to your guns in a sense. I, for one, would like to know if Bohemia intend to allow other maps to be ported over into DayZ SA. I love Chernarus+, but it's a huge map that's mostly trees, and anyone's going to get bored if they spend enough time there. I liked Namalsk in the mod. It seemed less concerned with the zombies and more concerned with PvP, but it was a refreshing change every now and again. Sure, I've got stories aplenty from Chernarus about epic hunts, lengthy stalking missions, all kinds of patient shenanigans to find out where someone's base is. But Namalsk is where I've accrued most of my Utterly Ridiculous Stories. Like that time myself and three others teamed up, found a couple of vehicles and a helicopter. We went around loading them up with guns and ammo, spare fuel, food and water. Some enterprising fellow managed to steal one off of us - very sneaky, very daring! This began a fifteen minute aerial chase during which we were having all kinds of fun shouting at him over the direct voice chat to pull over. We'd shout anything we thought was vaguely amusing at him. Eventually we had the second vehicle tailing him close while I flew the helicopter ahead to paradrop one of my friends into an ambush. It worked. It was epic. It was hilarious. It was a goddamn adventure. No doubt Chernarus+ shall hold adventures of such a grand scale for me, ranging over most of the map twice. But the flavour of them will be different. Plus I like the idea of making a replica map of, say, my hometown or some famous city, and dropping the DayZ infrastructure into it. Could you imagine DayZ in Tokyo? Shooting from skyscraper to skyscraper across air bridges? Trying to fly a helicopter through the crowded downtown Harajuku? Epic SMG battles along their lengthy subway systems? Hell, DayZ Manhattan would probably be just as good. -
DayZ has become empty and boring
Funkmaster Rick replied to Mukaparska's topic in General Discussion
Muka! Last I heard, the Devs were saying that this game will be entering beta around the end of 2015. Of course, plans could change, but one should note that this is actually a pretty good timeline. I was hesitant at the idea of Early Access (and seeing other games take this route and how they end up has not helped), but after a year I feel confident in saying that these guys are doing their jobs right and you don't know what you're talking about. I do agree with one point though: encounters, friendly or not, seem rarer and rarer. Bumping the possible player cap to 50 has helped a lot. Of course, as they add more to the map, one must roam farther and farther in a given day if you wish to meet anyone. Human interaction, of course, is the heart of DayZ, so one can understand how you'd be upset. That being said, you pretty much answered your own question in your first post: "I guess people are so excited about these trucks and helicopter crashsites they're all just trying to find them along with other military gear." Here in North America we have a saying for just such an occasion, and I'm glad to be able to share it with you in the spirit of multicultural, global learning and communication. I hope learning this phrase will help enrich your understanding of other cultures! The phrase is: "No shit, Sherlock." If you want to find people, go to where the people are. Of course, I've tried, and I still find encounters less and less frequently. Somewhat disheartening. And your thread appears to have awoken some personality disorders, judging by some of the harsh responses you've already got. That being said, you really did answer your own question in your first post, which kind of makes it look like you're using this forum as your own whiny blog instead of the communication device and community it's meant to be. But that's fine, just don't expect a warm reception after. =p As you've no mod experience, I'll share some of mine: nobody goes to the coast unless they have to. In the mod, all the cool cats head North and West at the soonest opportunity. All the cool shit is, traditionally, in the NW. The SA is now starting to mirror this from the mod. When I played the mod, I only ever had two reasons to head anywhere near the coast: 1. Vehicle parts/tools. Toolboxes, engines, and the such just seemed more plentiful in Cherno and Elektro than anywhere else. As the SA does not currently have full vehicle maintenance and none of the spawns are anywhere near the coast, this possibility is obviated. 2. To kill bambis. I mean, sure, you could be nice, maybe head down and give them some food and a ride somewhere more interesting. But with the noise that vehicles caused, that was pretty much a death sentence for them anyway, unless you stuck around to defend them, too. Or gave them a gun, but that just seems like suicide. But since coastal spawns are no longer all the rage, this possibility is also obviated. So put on your hiking shoes and get ready to experience the world's most immersive jogging simulator. You can ask Steam for a refund, complain to anyone who will listen, or tighten your belt and try harder. Steam really doesn't like refunds, and pretty much nobody is listening, but it's still your choice. And really, DayZ is a game about choices. -
[Hardcore] SurvivalCore.de #4 shinyZ Epoch. New Kind of DayZ
shinysonic replied to shinysonic's topic in Mod Servers & Private Hives
they are enough vehicles, you just need to find and repair it. You probably just wont find it after 5 Minutes playing. Just give it a try and see if you like it or not. -
Celebrating DayZ’s official release on 16th December last year, Bohemia Interactive today have released a special anniversary video on DayZ's official YouTube channel. The video provides a unique insight into the some of the challenges DayZ faced throughout its development, and what DayZ means to various members of the development team. The standalone Alpha version of DayZ was officially released using Steam's Early Access program, on December 16th 2014 - very early on in its development cycle. Since then the DayZ development team has continued developing the game with a continuous flow of updates, including new weapons, new items, diseases, harvest-able resources, private shards, persistent objects, initial vehicle testing, and various platform improvements. Over the next 12 months, the team will be looking to expand the options for basic ground transportation, aerial transport, expanding on basic survival features, such as animal predators and traps. On top of these the DayZ team is implementing an improved rendering engine, which will expand upon the graphical fidelity and depth in game. Since the game was released into Early Access 12 months ago, the development team has grown significantly. David Durcak, the new Project Lead on DayZ, stated: “Firstly, I'd like to thank Dean Hall for leading the team for the past two years, and I wish him the best with his new studio. The growth of the DayZ team over the past 12 months will be integral to the prolonged success of the game. With the additional team members, we hope that throughout the upcoming year we will be able to create more content and a deeper experience for the DayZ audience. Plus, it will also enable us to significantly improve the technology for the standalone, and polish the features that we have. All in all, it is our goal to create the best experience we can, in terms of frame rate, visual quality and the overall gameplay.” In support of DayZ's first anniversary, the team has also released an updated development roadmap for 2015. The roadmap contains a list of the feature goals for 2015. Please note that the DayZ development roadmap is not a fixed document, and the schedule and content always remain subject to change: First Quarter Basic vehiclesAdvanced loot distributionNew rendererNew Infected AIBasic stealth system (infected and animals)DiseasesImproved cooking and horticultureAdvanced anti-hack system (Dynamic BattlEye)Second Quarter Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behaviour)Player statisticsNew UIPlayer staminaDynamic eventsWorld containersNew physics systemThird Quarter TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeAdvanced communicationFourth Quarter Animal companionsSteam community integrationConstruction (base building)Beta versionTo join the survivors in Chernarus, people can purchase DayZ (Early Access) for 27.99 EUR/34,99 USD from Steam and Store.bistudio.com. The price of DayZ will increase as development progresses. For more information, please visit http://www.dayz.com and/or follow DayZ on Facebook, Twitter and YouTube. Discussion and Feedback
-
While your ideas are indeed good,i really doubt that the majority of them if implemented,would push player interaction. Allow me to expand on this. 1. Increase the zombie numbers tenfold and make them deadly predators,so that even a single one if close can easily knock you down and overpower you. That way survival would be made almost impossibly hard without relying to stealth and survivors would band together to face their primary antagonist. 2. Implement overpowered weaponry that requires 2 or more people to set up. For example to set up a mortar,requires one survivor to carry the base and the other the shaft (backpack slot is lost). In the same principle have 50cal machine guns where in order to set it up,one survivor would carry the weapon and the other the tripod in expense of their backpack slot. 3.Implement a variety of professions.For example care taking - construction - mechanic. - Caretakers can perform special actions.From first aid and skinning to building farms and tend to livestock . - Construction oriented can construct things.From furniture and tents to houses and underground facilites - Mechanics can repair and create machinery.From crafted explosives,and basic repairs,to armored weaponized vehicles and machinery from scratch. Have your picked skill 50% from capped and place no restrictions if you desire to advance in something unrelated to your profession. This system is sure to make the individual survivor worthy and people will have to rely more on each another.
-
[Hardcore] SurvivalCore.de #4 shinyZ Epoch. New Kind of DayZ
Max Trichomes replied to shinysonic's topic in Mod Servers & Private Hives
How many vehicles are on the map? I hate traders, they make scavenging completely useless. But I also don't much care to play marathon simulator 2014. -
Celebrating DayZ’s official release on 16th December last year, Bohemia Interactive have released a special anniversary video on DayZ's official YouTube channel. The video provides a unique insight into the some of the challenges DayZ faced throughout its development, and what DayZ means to members of the development team. The standalone version was officially released using Steam's Early Access program, on December 16th 2013, very early on in its development cycle. Since then the DayZ development team has continued developing the game with a continuous flow of updates, including new weapons, new items, diseases, harvest-able resources, private shards, persistent objects, initial vehicle testing, and various platform improvements. Over the next 12 months, the team will be looking to expand the options for basic ground transportation, aerial transport, expanding on basic survival features, such as animal predators and traps. On top of these the DayZ team is implementing an improved rendering engine, which will expand upon the graphical fidelity and depth in game. Since the DayZ team released into Early Access 12 months ago, the team has grown significantly, David Durcak the new Project Lead on DayZ stated: “Firstly I'd like to thank Dean Hall for leading the team for the past two years and I wish him the best with his new studio. The growth of the DayZ team over the past 12 months will be integral to the prolonged success of the game. With the additional team members we hope that throughout the upcoming year we will be able to create more content and a deeper experience for the DayZ audience. Plus it will also allow us to improve technology for the standalone and polish the features we have. All in all, it is our goal to create the best experience we can, in terms of frame rate, visual quality and the overall gameplay.” First QuarterBasic vehiclesAdvanced loot distributionNew rendererNew Infected AIBasic stealth system (infected and animals)DiseasesImproved cooking and horticultureAdvanced anti-hack system (Dynamic BattlEye)Second Quarter Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behaviour)Player statisticsNew UIPlayer staminaDynamic eventsWorld containersNew physics systemThird Quarter TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeAdvanced communicationFourth Quarter Animal companionsSteam community integrationConstruction (base building)Beta versionTo join the survivors in Chernarus, you can purchase DayZ (27.99 EUR/34,99 USD) from Steam and Store.bistudio.com. As development progresses the price of DayZ will increase For more information, please visit http://www.dayz.com and/or follow DayZ on Facebook, Twitter and YouTube.
-
Hi guys, so my friend (@Dayzeuroserver) is currently working on a Vanilla DayZ mod. He wants to bring back the old feeling of Dayz. He is making a few changes in the mod like : Textures, sounds, better antiCheat and a few other changes. it is currently in a working progress but it is playable. Vehicles are Rare and "broken" when you find them. the guide on how to install it here : http://dayzeuro.boardhost.com/viewtopic.php?id=15 But as i said. it is in working progress so there might be bugs and maybe update sometimes, he is doing his best. just be updated on the DayZEuro forum. There will be a Video showcase in a few hours: https://www.youtube.com/watch?v=R0nTdb1n198&feature=youtu.be
-
Why does the game hide everything cool from us?
sachad replied to Sebidee's topic in General Discussion
When they add more vehicles, they will also become a LOT more difficult to operate. Good luck getting your car rolling when you need to find the engine block or a steering wheel, and then carry it all the way back before having to get the gas to start the engine. And how do you even know how vehicles will be when the game is released? Not even the devs fully know that. That is why we're testing them first. You also seem to be under the impression that testing means everyone should just have a go. That's not how testing works. Enough people are finding vehicles that there is plenty of feedback on them already. And the game is not rigged against anyone, everyone has a fair chance. And if you want to improve your odds, go play experimental. Assuming you don't die from starvation, newly added items are more abundant. -
Why does the game hide everything cool from us?
Sebidee replied to Sebidee's topic in General Discussion
I think that there will be more vehicles in the final release. The truck is only one of them, there will be plenty of cars and jeeps too. When they are around more then all of you hardcore survivalists here will be complaining (and I'll be there to to tell you to stop being a bitch). However, I think that the devs have added only a few trucks right now because they are all of the TRUCKS that will be there on release. The other vehicles will be added along side them to bring up the total numbers. My problem with that though is that right now the vehicles are not simulating what they will be like at release, which is what we are supposed to be testing. So why not put more trucks in in place of the other planned vehicles? Then they can replace them as they make the models for the new vehicles. We need to know what the game and the vehicle situation will be like on release, so add more (maybe like they were in experimental). Then we can test them and the devs can get their feedback. Simple. That's what they have been doing with guns the whole time. At the start there were tons of mosins and M4s, now there are less since they have been replaced by other guns. The total numbers of guns on servers has not decreased, but the numbers of certain kinds of guns has. Why not do the same for vehicles? -
Why does the game hide everything cool from us?
alsmir replied to Sebidee's topic in General Discussion
People complain about broken mechanics - "This is alpha! We're here for testing!" People complain about item rarity - "Testing is not an excuse!" We had like ~50 vehicles per server (regular settings) in the mod and they were quite rare with most of them being hidden in some forests, bushes, barns. Now we have 3 trucks per server, while we're stil supposed to test those vehicles. No wonder people are confused. -
Napf Overpoch 198.154.118.36:5302 Try WMG server out. We have many mods some include: No Roaming AI A Plot for Life v2.23 (Rimblock) Build Vectors v3 (strike) Snap Pro 1.4.1 (RayMix) Fast Build ESS (Enhanced Spawn Select) (ebay) Debug Monitor Burn Tents (soul) Deploy Bike Crafting Suicide ( Grafzahl) Binocular Fog (alexlawson) Nitro (Sandbird) Regen Blood (Schwede) Fast Rope (=BTC= & sabbath) CAGN (safezones) Harvest Hemp (infiSTAR, FragZ, Shogun338) DZGM ( Group Management) (ebay) Drink Water (Mamu1234) Arrest/Investigate (Inkko) Tent Sleep Healing 1.1 (Krixes) Zombie Bait/Bomb (Freaking Fred) Anti Zombie emitter (Freaking Fred) VASP 1.2 (OtterNas3) fast trade (gr8_boi52) Trade from vehicle + Backpack (Csus) Door Management (Zupa) Paint Vehicles (0verHeat) EVR Blow Out (Sumrak-Namaslk creator, JOoPs for how to) Elevator (Axecop) Journal (jOoPs) Craft In Shed (Barra81) WAI 2.1.4 (f3cuk) Extra Loot Postions (General Zaroff) Animated C130 Crashes (Gorsy) Animated AN2 Crashes (Gorsy) AN2 Carepackage Drops (Gorsy) Animate Heli Crashes (Grafzahl) DZMS 1.1 (TheVampire) DZMSHotSpots (ekroemer) Tow + Lift (Nightmare) Bury Body (seaweeduk) Cannibalism (seaweeduk) Take Clothes 2.0 (Zabn) Hero perks (MattL) Walk Amongst Dead (Sandbird) Bank Robbery 2.9 (Darihon & Spodermayt) Service points (Axe Cop) JAEM (OtterNas3) Snow (Audio Rejectz) Ground Fog (Andrew_S90) Advanced Alchemy Building (hogscraper) Weapon Mods (mudzereli) Fast Rope godmode (Asian Kid) Server does not have full moon nights enabled meaning its old school nights. Very scary. Get flares and chemlights and hold on to em. So much to do on the server, and an eerie atmosphere. Tons of missions that are challenging. Militarized server with more vehicle selection than 90 percent of the servers out there. No more pick one of three vehicles to be competitive. Coming soon: -Single Currency -Donor perks -First join perks -clan join perks Hope to see you all soon.
-
Why does the game hide everything cool from us?
pillock replied to Sebidee's topic in General Discussion
Spawns will increase for vehicles down the line. They are hard to find now, I agree - I've never found one yet either. But again, if you want to play with the latest features, opt into Experimental, where the new additions are usually much more common. -
Why does the game hide everything cool from us?
solodude23 replied to Sebidee's topic in General Discussion
I have to disagree. That DOES make a good game when it comes to DayZ. While finding individual cool things should not be extremely hard, having and holding many of the cool items of the game should certainly take time and effort. If you could be fully kitted within minutes, or even a few hours, what's the point of gearing up and surviving to begin with? If everything's just given to you, we'd have kitted guys with vehicles all over the place carelessly PVP'ing. Part of the fear of death lies with the rarity of high value items. You say that you have to play "hours and hours of boring gameplay just to get something cool". If you're playing to get cool things, you're doing it wrong - and of course it will be boring. Play for the survival, interaction, and hairy situations that DayZ throws you into - not for the loot. If you survive these experiences, chances are you'll come across some of the cooler items in the game and have a good time in the process. This of course has it's limits when you consider the current status of DayZ, but I find I have the most fun when I try to encompass myself in the game and play for the experience. I don't pay much attention to new items as they're added to the game and thus don't usually search for them specifically, but I'm always happy when I find them as I play! :) All being said, it's of course a WIP and loot, along with the central economy, will be ironed out in the next few months. And to some extent - you're absolutely right. Certain items you'll likely never find, but I think the problem lies more with server hoppers and an unfinished loot economy rather then the intentions of the DEVs. -
Just saying that either it's working, not working, or has bugs - all understatements. This feature holy pisses me off, simply because there has been and still is hardly no dev information coming forth about it. GSP's say anything to pacify and close support queries. DevTeam - GSP communication? Take a guess. Nothing is uniform to date. I'll add my wiggle again though. What the fuck is going on or shaping up, what is persistence system data looking like internally, and what/when will the community receive updates on it? ----------------------------------------------------------------------------------------------------------------------------------------------------- Maybe I should've just said: Yeah man, my stuff randomly disappears too. As in not one or a few things, but everything that was ever placed anywhere by anybody - A.K.A. crashes But sometimes, persistence doesn't even really 'crash/reset'... sometimes it takes a step or 2 backwards. Example? Tents that were deployed will be packed up, sitting there, a couple hours later after a restart. Some items placed in one location will teleport back to a previous location. Various other oddities that will just be ignored. Don't say it's player interaction/theft, yada yada, just STFU. ----------------------------------------------------------------------------------------------------------------------------------------------------- Making feedback tickets doesn't get you anywhere. At this point it's like a 'GSP says it's the devs' & 'devs say its the GSP' type of stalemate. Everybody knows it's in development, hell so is every other feature. But persistence needs to get some spotlight shined on it so somebody will shit out some details. Not only tents and current items, but also vehicles and future features all depend on persistence in some fashion. Too many people think persistence is just about how you get loot. Newsflash bitches, it's tied to everything 'immersive' or continuous about this game in the coming months. We apparently see what's been worked on during the last few months of 'dev-blogging'... but I haven't seen shit about persistence or status about an impactful gameworld being priority. They could say it's placeholder, say it's in the new tech, say peanut butter jelly time with a wiffle ball bat comming soonTM. Just put something of substance after that first something. Bohemia isn't Blizzard. 90% of the people that are going to buy the Standalone, have probably already bought it, so information on core features isn't the devil. Unless the team traded the devil they knew for the one they didn't. Oh wait...