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Showing results for 'Vehicles'.
Found 41870 results
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I know you announced it already, I stated that in my post. As far as releasing a game platform without support? I'm not sure what you are replying to there. It seems like you are trying to say that just because you offer multiple consoles as well as PC support that you are automatically going to succeed in keeping them all satisfied at the same time. This is a stretch to say the least. I don't think any PC gamer out there would give you a favorable response if asked how they feel about titles branching out into the console market and it's overall effects on the PC experience in the end. You are being intellectually dishonest when you say PC development is independent of consoles. It has never in my 30 years of gaming. One will always influence the other and it is almost unanimously console which winds up screwing up and dividing the PC community. This, because the console market is comprised vastly of legions of underage and immature children who spend their entire life glued to their cell phones and social media complaining about how things should be easier, 24/7daytime, militarized, max loot, spawn loadout, 1,000,000 starting cash. To see the cancer I speak of go browse through the comments of any of the official tweets you have posted. No one here believes this game will release as 1.0 this year. This is also intellectually dishonest. No one who has been here since the beginning believes this game will release in anything resembling a finished state this year. The term Beta implies that all your core development is done and mostly debugged. Beta implies that most of your content is in and is being debugged. Dayz does not have anywhere even remotely close to enough content to warrant the SEVEN YEARS we have already been waiting. Dayz doesn't even have officially supported keybind editing yet. No vehicles, no helicopters, no heli crash sites, no basebuilding, you destroyed the ADS and stance system which Arma 3 did perfectly already. What, 3 viable weapons? You think anyone here believes all this is going to be added in 2.5 months and also be polished in a way it can honestly be labeled a 1.0 release? Servers and clients crashing constantly with pervasive and crippling battleeye kicks that have been plaguing this project from day1 and your development team has admitted is likely resulting from your own core code. Yet here your team is with 2.5 months left in the year and you want to try and sell a shell of a game as a finished project to people who have been around going on a freaking decade because it's, 'A milestone we need to reach'. You aren't aiming for a 1.0 release this year. You are aiming for a Beta release this year and calling it 1.0 because the Dayz development and management teams have been a catastrophic failure throughout this entire ordeal. The whole console thing is the icing on the cake, probably the point in this project where every PC community member whether they admit it yet or not gave up on this project. Have a nice day!
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I think why they haven't is because everything is subject to change, let's say they say vehicles are coming then never come (unlikely to not come) a % would uproar over it but I would like to know what I can look forward to sooner
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I'd say Elektro and Cherno are especially bad for loot because they're so close to the coast spawns, going inland is your best bet for untouched loot. Also, try looking around apple and pear trees or hunting chickens and cows for meat. Check their recent status update/website for news on vehicles and new weapons. Their Trello board shows things like the M249, PKM and Uzi.
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PUBG is alot more toxic but its just generally the mood of game forums, especially early access. There have been 2 updates since release, Well, 3 if you include the latest update which got brought out, took back due to issues which they fixed and they released the update again. I couldn't tell you of a schedule but it seems like they are activey fixing and working on priority issues effecting game play and also stuff like vehicles which are supposedly in final tweaks before release. The bugs you mentioned; theydo know about and are working on. The reload bug is frustrating as it can give away your position etc but there are small in game workarounds for bugged guns which some times work. If you have more details on it, I could try and help.
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Inventory works really nicely now, thanks a lot devs. I'm looking forward to diseases being implemented and vehicles shortly after. I'm assuming we will e gettin those soon after PC once they've been reintroduced and tested on PC experimental. Congratulations on this patch & fingers crossed for another one soon
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"Half done" would clearly be an exaggeration, but I guess you are referring to some features/content being pushed back. While we of course understand that "new feature" always sounds more interesting than "stable experience", the second is what we need to go for right now. In our current Status Report, our Lead Gameplay Programmer explains very well, how existing issues in the game can suddenly multiply and create chaos. This is what our focus needs to be on for the release, creating a stable experience and functioning gameplay loop with regular survival, vehicles, base building and gunplay. It needs to run well to avoid difficulties for players, server owners and mod creators. We've said it countless times, 1.0 does not mean the end of DayZ development by any means. But it is a stage of stability we finally need to reach before diving into more and more ambitious and more flavor features that are great, but not essential for the core DayZ experience.
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@pilgrim*We are talking about the game. While all of the survivalist theories might be interesting, and perhaps useful to someone writing a thesis on DayZ player behavior motives and modes, it is largely irrelevant to the discussion of how to balance motivations and player behavior within the game mechanics. It is food for thought when getting acquainted with a private server, and all the regular groups operational trends, but purely academic and beyond the scope of how game mechanics influence player behavior trends. Some people will always shoot on sight, regardless of the benefits of cooperation; these players can be excluded from consideration in the sense of this discussion. Everyone is aware of the possibility/prevalence of being shot on sight. Many players will choose to shoot on sight out of fear of being shot themselves. There is little to no incentive to cooperate with strangers, both in the short term and long term. Things that may provide incentive for players to make contact and asses the benefits of cooperation; even if only in the short term to achieve a goal and then dispose of the cooperant: Gradually developed, lifespan-bound, task specific, competencies. Things such as medical, agricultural, mechanical, structural, handicraft, bushcraft, and culinary skills could be applied over lifespan experience to generate greater value to individual playthrough lives, both to the benefit of the player and anyone that they may meet. In this manner, a player who has survived a long while farming and hunting will generate more food for any group into which he/she may integrate. All of this should be "behind the board" and only perceptible by observation of results. Said player-lives would carry greater value to the group, in terms of product produced per growing cycle or animal harvested. Other players would see an incentive to protect that player, and have incentive to delegate experience based tasks to players with a higher experiential competency in that category. Farmers would likely be kept safe behind walls and oversee plot preparation and planting to help give experience to others, while attending and harvesting for greater yields. Experienced hunters may oversee hunts and provide security, perhaps taking a few butchering themselves for a greater yield; it would be dangerous for an experienced hunter to risk skinning the first deer out in the open (or perhaps the last). As I discussed with a friend over beers earlier, the potential for abuse and trolling will always be there. As long-lived and masterful player-lives come to be known in a specific server ecosystem/economy, there will invariably be people who want to take out those more valuable and skilled player-lives who contribute to the skill-based economy. Such is already the case, if anyone has played on a server with developed groups and factions/clans. People target the players who build and defend bases; the players who secure and maintain vehicles and do supply runs; people camp out farming plots near tents full of food, to kill the farmer after they get tired of seeing the tent full of vegetables keep coming back after numerous despawnings. All this would add is more incentive to cooperate for some, and more specific interference-based hunt and kill goals for others. Whichever way one plays it, it can only lead to more diverse and layered player motivations and interactions. And that is what I think DayZ so desperately needs right now, to rise above the years-long quagmire of incremental not-quite-progress...
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This pretty much hits the nail on the head. There simply aren't enough factors affecting the player's decision making process and hierarchy of needs to address the regressive trends in player interactions. Over the years I've suggested many things to diversify the range of motivations among the playerbase. For those who wish to do nothing but find and kill other players, because that is the reason the are here. Not much can be done to change their goals and motivations outside of adding more "realistic" and diverse basic needs that need to be met. A sort of extra layer of confounding issues they will need to address to become effective at sustaining their purposes. It's too easy to sustain a long term mission with the given mechanics. Stamina has slowed down the process considerably, but there aren't any more considerations that need to be met and managed. In previous patches, I used to like playing as sort of a park ranger. I could carry with me everything I needed to to indefinitely sustain a mission lasting a dozen hours over most of a week, to roam the map and catalogue evidence of player activity; tents, crashed vehicles, discarded backpacks. I would often be able to discern who was playing at what times by taking screenshots of tent contents and referencing the time elapsed between changes. With this I could make contact with regular players on even a public official server after a few days of gathering information. I feel that perhaps even that was too easy to do. In most cases KOS wasn't even an issue, because I could easily choose to avoid engaging players who took longshots, even if they got a good hit; I could just use the terrain to my advantage, mitigate bleeding or bone damage and eat all my food that wasn't ruined and take a big loop to catch up on my rounds after a half hour or so. I could pretty much do anything I wanted to do after a couple hours of prep looting, without any immediate concerns or challenges. In this light, the game could surely use a few more factors in influencing the needs of players to drive behavior in a less linear and repetitive manner. Things like normal wear and tear on clothing and shoes would provide diversions to make players need to make stops or go looking for things that they otherwise would ignore. Maybe add socks to the game, and have boots contribute to blisters soreness and fatigue with longer periods of sustained foot travel compared to sneakers. People will have to divert their attention to finding new or more appropriate shoes, replace worn socks, or stop and rest their feet to avoid loss of health. Another thing I had suggested was a nutrition/comfort/morale system to encourage players to eat freshly cooked hot meals of diverse ingredients. These things would be affected by diet, conditions of clothing and shelter from the elements, and the intervals between injury or conflict; and would contribute to behind the board metrics that affected things like healing rates, stamina usage and recovery, and perhaps even a dulling of hearing if these values are dismally ignored. I tend to lean towards bonuses for taking more care, rather than penalties for ignoring factors. That way it takes nothing form those who wish to ignore it, but will give a slight advantage to those who take the time and care.
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I have been playing Escape From Tarkov and Squad the past 6 months. No one is cooperating in EFT. Any wiggle attempts are met with a bullet in the face. Teaming up with someone in the lobby is like testing a bear trap with your head. Shoot everything that moves, even your slav-buddies if you play as a scav. Cyka! In Squad everyone are yelling at each other, players refuse to do logi runs if asked to. Generally very few even try to understand the game or help their squad leader, squad, or team, with whatever they are doing. So the other week I booted up Arma 3, the best game ever, and hopped on a KOTH RHS server and started to level up. Arma 3, in 1pp, is still goddamn spectacular in comparison to these other titles. However, every single game you have a couple of completely erratic retards running around in base shooting their team mates in the face, shooting at and team killing returning vehicles, spamming nades, or just having their personal destruction derby with non-participating players trying to play the game. If we'd look at the general population, e.g. measuring intelligence and social competence, I am certain a somewhat terrifying percentage would be deemed a complete waste of oxygen. Do the same to the global gaming community and we'd probably have to triple that number. Being disappointed in how the DayZ player base is playing the game is pretty naive in my opinion. I have pointed it our before, and I will do so again; There is only one way to combat KOS without compromising player's freedom. Slow down gameplay and make it as realistic as technologically possible. Hardcore on steroids. Remove 3pp. Much more dangerous infected. Anything that makes the game more difficult and unforgiving. NOTHING else will make a difference regarding the KOS issue (if it is an issue)... nothing. By the way, I have seen a clip or two of 0.63 and to me it still looks like A-D spamming is a thing, and that player interaction still looks like a bunch of birds trying to impress each other. Are my eyes deceiving me?
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I know the whole premise of the game is to loot and survive as long as possible. But with how long it takes to travel on foot without vehicles I think it would be nice to be able to return to your dead body after you respawn to get your gear. Maybe have it disappear after the server reset or if you die a second time before making it back to your original body. I recently died due to a abnormally large wolf pack and when I returned 35 minutes later because of how far away I spawned the only thing that was there was the gun I was holding.
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Well, the entire project hinges on 2 things. 1. BI has to change the APL and APL-SA licenses to allow use of Arma models in DayZ SA. I'm not sure if this will or won't happen, I'm sure they want it to, but commercial products can be complicated. 2. In order to actually get the terrains to load in DayZ they will likely need to be "repacked" which will require rebuilding source files that BI did no make available. It is possible to create them, and the CUP Terrains team is currently working to that end in order to improve the maps for Arma 3. IF 1 happens but 2 does not, then at the very least I can port in all the "natural and artificial objects" (buildings, plants, signs, and roads) so that anyone who DID create their terrain in Arma 2, or Arma 3 using ONLY CUP Core, or their own models. Having thought about it, it's fairly unlikely (although not impossible) that Bohemia is going to release source for Arma 3, which would be needed in order for addon author's to use any of the assets they used from Arma 3 in their addon's for DayZ... so it MIGHT get fairly complicated for terrain makes to use their A3 map source to make DayZ maps.... OR BI might have seen all this on the horizon and has a plan... really could be either way. There is also a distinct possibility that for DayZ (and eventually Arma 4) they're looking to make a break from legacy content... which is a valid position... the older content doesn't really standup against freshly created modder content, much less DayZ or Arma 3 quality models... It can be improved, and re-worked but more often than not the majority of it remains as it was originally shared with minor tweaks. As far as new buildings... there are already a fairly large amount of opened buildings in CUP, and other team members are currently working on making that more of a priority, so I believe some more buildings may be included eventually. I am not sure I will start modelling buildings again, it was very time consuming and I wasn't particularly good at a lot of portions of it. Here are some of the buildings that M1lkm8n and I did for SMD Sahrani (he did most of the work) almost all of these were closed buildings from Arma 1. They all got heavily reworked as well, all materials and pathways and geometries were gone through, they were given shattering glass before Arma 3 had it (arma 2 didn't have it at all) Some even got animated destruction: All this was done for our DayZ Derivative mod, where you spawned with limited storage capacity, had to find clothes, and backpacks to expand, had helmets and vests that gave increased damage protection, inventory crafting, object crafting based on books you had to find, Zombies that would attack anyone who shot at anyone, and spawned anywhere, not just in towns, and didn't get cleaned up so you couldn't tell if there was someone in a town or not. We spawned trash loot so you could tell that it was a loot spawn point but still had to search for good loot... only helicopter crashes spawned hi powered weapons, vehicles didn't spawn with ammo on ever restart, fully recolored UI and menu screens You could throw bricks for 1 shot kills to zombies... lots and lots and lots of tweaks to the original mod. And TONS and TONS of custom zombie and player models as well as custom vehicles helis planes, cars, suvs mostly just retextures to match the factions... we made it so that ALL the characters showed backpacks when they were equipped, and so that women players could wear ghillie suits... we almost had equal armored vest/helmet models done for the females, and female zombies, but never finished those. This thread has all the features and details: https://opendayz.net/threads/dayz-sahrani-mod-development-work-in-progress.7373/
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Sorry, but only thing I read out of this all is that you dont like PVP and dying. Its a sandbox game, only necessary thing to do is get food and drink, there is absolutely no need to build a base / farm or hoard the gear. Its your CHOICE to spend time on those things and you should be prepared to lose them. If you make a base that will stand out, ofcourse people are gonna target you, thats the price. Why should anyone ever care how much you spent time on your character? And you make re-spawning look way worse than it really is. Map is huge, its hard enough to see players. Getting good spawn takes time, getting gear to travel takes time, getting properly armed takes time. Now I would really love to see who would spend hours after re-spawning just to kill you again and again, you must be hiding a holy grail. Im also curious, what would be these systems to balance things out? Only solution would be to make guns non existent, because as long as they exist, people will shoot you. There is no need to punish anyone and I dont see how there could ever be a sensible system which will know every circumstance about firefight (voicechat etc.). Overall, I find it really odd how people define and throw around KOS term. I consider myself to be a KOSer. That doesnt mean Im just gearing up, searching for players to kill, die and repeat. No, I have my own crew who I have played with since mod was launched. We also built bases, farms, repaired & drove vehicles, hunted & crafted and had some great firefights. Only difference is that we just shoot / kill others on sight (and no, we dont get high gear to camp freshspawns on coast or hunt people in general). We are just trying to survive in Chernarus & have fun. I just dont need to have conversation & RP with every random guy I see. Thats why I love Dayz, its not forcing any playstyle on me. All I really see from this thread is some people having fun as it is, and group of hardcore RP fans who demand this game to be much more than it ever could be. They want a simulator where every little detail & human interaction would be polished to the perfection and experience the movie-like journey in the post-apocalyptic world. Sorry, but thats just wishful thinking, closest things for these people will be RP servers. Everyone else AKA the majority of the playerbase will enjoy the game as it is
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The first iteration of Stamina System in DayZ has been a strong topic of discussion here, so I decided to share with you all my expectations on it, but first, let me give you an example of the flaws I noticed as it stands right now. • Lack of intuitiveness What I mean by "intuitiveness"? Well... If you see someone carrying a huge backpack, a gun and some tools on their backs, and you were wearing light clothing, and a pistol or a rock, whatever... Who do you think that would run faster in a chase scenario? As soon as you think about this, I believe you would assume: "Okay, izi bro. The «light weight guy» would catch the «hoarder»!" This is what you expect when you first interact with the game (based on observations and thoughts of a friend's experience when trying out DayZ 0.63.) This is how it works right now... Even though the «Light Guy» has a huge stamina bar and the «Hoarder» a smaller one. As soon as «Light Guy» spends his huge stamina bar, he and the «Hoarder» will run at the same speed, and neither of them will be able to catch each other, because the stamina regens at the same speed. • What should be done if we need to keep stamina regenerating at the same speed? Make it so everyone have a huge bar, regardless of the amount of weight they are carrying. Instead of shrinking it, slow the player's running speed based on their total weight. This won't be detrimental if well designed and balanced, as players right now, on top sprinting speed can run like Usain Bolt. Hoarders should run a little slower than the actual sprinting speed, and that will be it... Well, by this point you got the idea, right? This is the way I expected it. Besides... If the «Hoarder» was in a "do or die" chase situation, he could effectively drop his stuff and be able to run faster again. Which right now, won't do much for our poor hoarder. Thanks for reading, comment whatever you think that is lacking or is faulty over this solution. (Remember, we will have vehicles "sooner than folks think".) Copy and pasted from my reddit's post.
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Playing BI games since Operation Flashpoint and DayZ from the early days of the mod, being around here on the forums since 2012. I really was hyped for the so called year of DayZ 2018 expecting to see constant content and feature updates and a full release by the end of this year. But as it seems now we will be lucky to even get a half assed beta version before 2019 including some basebuilding and two cars and tons of features and stuff missing. The new engine will defenetely show its full potential in coming BI games like probably Arma 4 ( my steam account stopped counting Arma 3 at 1800 h a long time ago btw) and I am also sure that the console version will be recieved and do very well..but they finally killed the PC version with not fully delivering this year...it also feels a bit like we paid the price for BI getting a new engine and getting a feet into the console market....(not talking about money) For me the pure sandbox is simply not working any more without features as vehicles...helicopters...boats...planes...bikes...base building....contaminated zones...dynamice events...high end military gear...predators...real scary zeds in large numbers...dynamic weather including storms and maybe even frost and snow....etc etc etc Walking and looting...a shootout at NW Airfield and some old dudes running around dressed as girls with rubber boots and school bags is not fun and defenetely is not enough any more after 5 years.
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Your shadow always points North West
Tyler Tee H C replied to CarlTheGooner's topic in New Player Discussion
You keep saying this like we can't compete or keep up with PC players and how easy we have got it on XB1 Lol. But our Chernarus has very limited loot and actions right now. And no vehicles to quickly town hop. You can tell by the inquisitions that we are SOOOO ready for ALL content to be dropped in so we can get cracking. And it's never good to be learning bad habits when learning how to Dayz. Like swamp water, and the Sun is at a static South East. We want that realism to trust me. -
when i play i cant talk in game
TheYetiBum replied to Shane Ventura's topic in New Player Discussion
I've met plenty of solo players who will talk, just gotta remember Dayz is death match ATM purely due to the pack of content available ingame. It's spawn loot, run to northwest airfield gets military gear then PvP, explore or do nothing. Once vehicles and base building and more advanced crafting is available people will be encouraged to talk more for trade. The games easy mode right now, once a sickness, diseases and the need to drink clean, cooked food and water is added people won't be able to gear up as fast -
I get the game is supposed to be hardcore survival but I've died multiple times now not by zombies or others players just by simply dying of thirst or hunger, the loot when you spawn in is just terrible there is like a billion pairs of tracksuit pants or wool coats yet no food or water; and before people say git gud the distance you have to travel in this game on foot means am usually dead before I reach another town or water source at least. I know vehicles aren't in the build yet but the distance vs your hunger and thirst levels either needs adjustment or there needs to be better loot.
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It would be fantastic Maytrix001, to have hoards of zombies, what a game changer that would be, but In believe it would impact server performance so don't hold your breath. As for more content - yes it needs it. Information is sparse, but i have read that once the new build is stable, they will re-implement some of the old content back - horticulture, fishing, vehicles, diseases, temp and maybe one day fortification. I hope this comes sooner rather than later, because as someone mentioned in an earlier post, without it there is very little to do when you become fully geared.
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Vehicles yes. But the base building isnt like ark/conan/minecraft bases. Base building in this game is fortifying windows and doors. But still I dont mind either way, I just dont wanna run across a 10+ bandit squad hoarding a military base. That is the fear of this
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In their frequently asked questions forum they had said they plan to add base building and vehicles before full release of the xbox one dayz game preview
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Best map for finding yourself, food, water, EVERYTHING!
Man Parts 241 posted a topic in New Player Discussion
DayZ Map You can toggle literally everything on or off the map. 1. All types of buildings including military, groceries, fire station, police station, etc.. 2. Water souces including wells, ponds, streams, etc.. 3. Crash sites. 4. Vehicles. 5. Animal and player spawns. 6. Towns. 7. I could go on. Also has one of the best wiki, guides, and loot table for everything dayz. Hope this helps! Comment if it does. P.S. Friendly-Berezino One Stop Shop coming soon. Look out for a cambodian looking chick with a red backpack and AK. Shop location also coming soon.- 1 reply
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http://Dayztv.com Has the best interactive map that I've found so far. You can toggle all variations of buildings, animals, towns, vehicles, crash sites, water supplies, etc. on or off the map. Once you figure out where you are it becomes super easy to find anything and everything you might need. I'm still on my second life, about 20 hours in.
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Get off your fat 45535 and fix the servers.
Makeshift001 replied to Maccamc666's topic in New Player Discussion
You did both but yet you immediately bought the game instead of waiting a week or 2 for better reviews. The closed beta was 3 days, you really think that's enough time to address server issues. Pubg is 9 months in and their servers are still hot garbage both on xbox and PC and charged $30 for it.If you care to gander at the feedback page they are knocking out bugs and glitches every couple hours vs. pubg takes weeks if not months to fix simple sound and game bugs, 4 months of complaining and they still have yet to fix vehicles running or the ump/lightweight bug. I for one am happy with the progress bohemia is making, i reported a bug and it was fixed 24 hours later. If 10-20 squid is a big deal for you maybe you should find a less expensive hobby. -
Started fresh with a character. Started jogging north right away, 11 minutes later i came to a small village. Looted the 4-5 houses inside and since there are only one thing in each house (weird) i gathered 1 battery, 1 axe, 1 tracksuit and a boonie hat. No food or water... (???!) Continued to jogg (no running at all) north and 12 minutes later i was dead of starvation/thirst... What???? You either go all in on the realism..and i mean all in with peeing, sleeping and taking dumps aswell showering etc. etc. or you start making some changes asap. Playing this with a friend or two are the worst hassle ever...ever in a video game. An in-game map is needed yesterday, the ability to see where your friends are as dots on the map is essential. Either remove stamina all together (since all you can do on this gigantic map is jog/run) or add vehicles like tomorrow. Hunger/thirst should not even be a thing the first 24 hours...period. Or if it's such a big thing every 15 minutes, replace all those #%\$, tracksuits with food and drinks, and allow the player to start with one canteen full of water and food to get him going for the first 3-4 hours of actual gameplay. This is not a survival simulator, this is an eat and drink simulator.
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Here recently I purchased Dayz for the Xbox one and started playing. As with new releases I expect issues like: lag, missing items, button command issues, glitching ect. .especially games in the process of being made my issues are as follows: (1) just recently I was playing and I ran into the issues of rubber banding such as running down a road next to the coast and next thing I was jogging in the in the same direction running down a mountain( and eaten by wolves I guess that's the luck of a new spawn). Server latency is also to be expected (2) was hunting a chicken, knife had it cornered and I stopped moving and as did the chicken I assumed the game had frozen and pressed my start button it was not working as with all the buttons (I have had issues like these as a new spawn also: couldn't open doors and pick-up items) I was about to press my home button and the game snapped back on and there were 3 zombies on me and I died. befor hand there we no zombies in the area be cause I was in a field in the middle of nowhere except the chicken.(3) for the last session I played I did pretty good starting out: canteen, food, mountain backpack knife, canopner, a container pistol,mosin nagant, ammo for both for my avatar life was good helped out a couple of friendly players took out some bullies attacking new people that just spawned and got better gear to boot so I decided to log off for while and come back later (later came) logged back in spawned back where I logged off and went into my inventory and nothing was there except a teddy bear which I did not have in the first place granted I was upset (I'm not going into details of what I said but you get the point) and my stats were all blinking did not get down the second flight of stairs and died when I left everything was in the green. my inner voice said it's only a game.(4) connecting to the servers and it starts and then your kicked out and back at the home screen and when you do get in a server ( it like are their yet x1000 or depending on ones patients) as for ideas ( tons upon tons) like thousands of other gamers out there like myself I'll relinquish a couple but first in a survival game of course it's all about survival but for one to start off in a game. ( idea 1) a few starting amenities to new spawns nothing huge like weapons ( except for like a knife,hatchet,firefighters ax not in pristine condition but very few uses,badly damage ect.) ,good gear or the like. (Idea 2) simple things for instance a simple water bottle empty or full one will have to figure out how fill it up and where to fill it up. (Idea 3) a can of food but no way of opening or vica a versa it they'll have to figure it out for themselves ( except for experienced / veteran players ) (idea 4) matches (which I have already seen in game) or interduce lighters (limited uses) steel wool and battery, a glass bottle for a gasoline starting base (I've seen tons of vehicles in tha game ) or make shit Molotov,flint and still (limited uses) in short as the saying goes every game has a gold lining. Play strong