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Found 41870 results

  1. Baty Alquawen

    Status Report - 5 June 2018

    To start off this Status Report, we are going to let Stress Test #18 run over night, so have a good time. Today, Eugen is going to talk about the upcoming weeks as our Stress Test versions gain more and more stability. Peter gives an introduction to the conditions of our new Central Economy system and Adam explains the ongoing changes to the Balota airfield. We close with some of the most memorable highlights of our community. Let's dive into it! Dev Update/Eugen Dev Update/Peter Dev Update/Adam Community Spotlight Dev Update/Eugen Dear Survivors, As we are pushing a large amount of fixes into the current Stress Test Branch, our aim is to stabilize the build enough to launch an Experimental Branch that will be available on official Experimental severs, as well as community servers, as server owners will be able to switch over. We expect the 0.62 Stable to be played less often and we will move server resources to Experimental depending on the player interest. We expect a couple more Stress Tests to be happening this week, aimed at least a couple fixes for crashes and locked character issues. We would like to confirm these fixes over the next couple of days and have the build available during the weekend for an extended Stress Test. This will be the version we will be launching for all the players interested in moving to experimental. In the meantime, we have planned out the features that will be reviewed and connected to the new engine. This is done on the Internal branch of development and will move over to the Experimental in bundles. Last week we have moved to review/bug fixing of: Hidden stashes Chambering loop (Enabling weapon classes such as the Mosin in-game) Character - Unconsciousness CPR Gestures Repairing UI - Main Menu Polished Sensors audibility/visibility (Infected) Sheep/animations, behavior This week is dedicated to the implementation of : Softskills Fireplace Environmental exposure Jump Weapons - double barrel UI - Server Browser Polished Goat/animations, behavior When these features will hit experimental, soon after the Experimental release we expect to switch over and keep doing Stress Tests for the newer builds before they move on to Experimental. The process itself is focused on connecting these features to the new character as a lot of them have been under development for a long time now. Each week we aim to deliver the implementation and dedicate the second week to bug fixing. Switching these over to Experimental will be done depending on the feature review and the community feedback that might affect priorities. - Eugen Harton / Lead Producer Dev Update/Peter The new Central Economy (CE) is in charge of the spawn and clean up of items, infected, animals, vehicles and dynamic events. It is easier to setup than the old CE and allows us to be more flexible with the categorization and areas of occurrence. A more precise placement can be achieved as well. After a series of internal tests during its implementation, we deployed it to DayZ 0.63. The CE is a complex system, as its behaviour develops over time and reacts to player interaction. Testing on our side was limited in scale and time. To check how the new Central Economy is behaving on a mass scale in the wild, we gathered data during the 11th Stress Test. From 18.5. to 20.5. we saved the storage files every hour across all servers which were constantly under full load. Loading this data back into the game allowed us to reconstruct how the CE behaved over time. From all the items spawned by the CE we picked the ones that are crucial for survival - food (beans, spaghetti, peaches, sardines, tuna), drinks (Cola, Pipsi, Spite, Kvass, water bottle) and firearms (Makarov, FNX45, Skorpion, IZH18, MP5, UMP45, AKM). The presented data is from the UK 0-8 server. The overview maps show where these items were spawned over time and similarly, the graphs show their overall quantity on the map over time (note that one dot means at least one item or more). To put things into context there is also a map of character spawn areas. Areas of character spawns along the coast. An animated occurrence of food across the map from Friday to Sunday. Amounts of food across the map from Friday to Sunday. Positions of food in the map at its lowest, Saturday 11:00. Amounts of drinks across the map from Friday to Sunday. Positions of drinks on the map at their lowest, Saturday 09:00. Amounts of firearms across the map from Friday to Sunday. Positions of firearms on their map at their lowest, Saturday 15:00. From available data granularity, it can be seen that in general, there have been enough food and drinks across the map to survive, as well as firearms to provide empowerment of survivors. Interestingly, the sum of all initially spawned food in 0.62 is lower than the sum of all spawned food at their minimal quantity in 0.63 (when an item hits its minimum threshold it will start to respawn back to its initial value). It would be nice to see players adapting to a new mindset of getting prepared before starting their next trip by checking more houses and structures at their location. However, there are things which will be addressed down the road to improve the CE behaviour and its balance. It’s clear that some parts of the map are rather empty, especially in the bottom right corner. In such cases, areas for character spawns will be tweaked and more structures will be added where it makes sense. That goes hand in hand with lowering the safe radius around characters which prevents items to pop up, as in high traffic areas this can cause the lockout of entire cities. Next, it’s the settings of the CE itself playing the decisive role. The randomisation of the lifetime of more common items has to be set in a greater range, as we noticed there were cleanups of large amounts at once causing noticeable dips. Moreover, the difference between nominal and minimal values of an item makes items spread across map even more unevenly. Most importantly, the short time frame we had to ‘boot up’ the new Central Economy and the truncated list of given items to spawn, led to a sub-optimal items categorization and defined tier zones. This is the area of the CE which will become crucial when more items start to flow back into the game and we really need to nail it. With the new Central Economy we definitely have a great toolset to tune loot and its distribution as good as possible, but given the nature and complexity of it, it will take some time. Let the looting begin... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Adam As mentioned in our Status Report from April 25, we are re-designing Chernogorsk and its surroundings. If you have played on the 0.63 Stress Test Branch and visited this area, you may have seen where we are heading with this re-design. I should remind you that map changes, unlike other parts of the game, are something that is not receiving updates on the Stress Test Branch that often, because of the difficulties with the branching of map data. Anyway, I am happy to say that quite a lot of progress has been made over the past few weeks and we are nearing the final stages of polishing and optimizing the overall area. If you have played the more recent versions of the 0.63 Stress Test Branch, you may have also noticed that we have decided to re-design the Balota airfield. This change was planned for a long time and originally set to be made at a later stage of development, but since the re-design of Chernogorsk is covering the area from Balota to Elektro, we have decided to include the Balota airfield re-design in it too. Balota is such an odd spot for any type of airfield to begin with, but we feel the need for a number of airfields across the Chernarus. Now with the NWAF re-design close to being done, we have got a proper military airbase on the map and we feel like there is no need to have other military air bases. And so the airfield was completely de-militarised, the concrete runway was removed and the whole airfield was rotated a bit more facing inland (so the corridor is pointing away from inhabited areas). Given the relatively small and odd place, we have decided to transform this airfield into a local airstrip, maintained by a local flying club and have re-used NEAF buildings to support this idea (and if you ask, yes, we do have further plans for NEAF too, but not for 0.63). To give this newly re-designed airfield a backstory, it has been captured by the military forces, with most of its entrances sealed off by mostly improvised structures. - Adam Franců / Map Designer Community Spotlight Hello guys, Let's check out what the community has for us after two weeks. I need to start with something really sad. Our community lost one of its members and a great streamer. Jen, known as Poisonantler, died under unfortunate circumstances on 8th March. We decided among the dev team to commemorate her by placing a small cross and a bench in the place where she disconnected for the last time. Our Brand Manager Martin Čulák accepted an invitation from our favourite Australian content creator Boydy and joined him in his podcast. Check it out, you can find interesting info in the video: I didn't expect much from a video with just walkie-talkie recording. But I was really surprised by how entertaining the video is. This is a recording of a few people's conversations from The Village server which has a very interesting ending. I really recommend to check it out. It is good to see that hand painting is not dead. This DayZ logo on a canvas made by danyuls0n's girlfriend makes us happy. We hope it is already hanging on the wall somewhere near a PC. I know we didn't have a location riddle for a long time. Our Twitter is now overwhelmed, because of Stress Tests, so we need to identify the riddle tweets. Just tweet the location with #DayZriddleTime hashtag and I will find it! Have a nice day(Z), Survivors! - Baty / Community Manager Header image by zombi.
  2. to add value to peoples characters, why not add books and manuals to the game for certain things, like fixing a car, or giving another player a bloodbag. but instead of a book that covers a broad base of things, like repairs to vehicles, you can have players find specific repair manuals for each vehicle in the game. maybe you can fix a car, but not a bus unless you interact with that specific manual. players can find them at garages, maybe schools, etc. And for the military vehicles (if there are any) they can be found only at military bases. Books on giving blood, determining which sickness you might have, if sick, and more complex healing can be found in hospitals, maybe schools as well. Books of fixing guns or attachments for weapons could be found in shops, homes, etc. books on building bases, various levels of building could require books to interact with. using electricity could require books or risk getting electrocuted. books for fishing and hunting, could yield better quality food. im sure its been mentioned before, but adding more value to players characters should help with the KOS mentality. players who are long time survivors and have read through (clicking on book once its found) a lot of information, could be a great benefit to a growing group of new survivors, helping them attain certain things they couldnt get normally as fresh spawns. if developed that way. thoughts?
  3. I like the idea man! Personally I think it's a little too RPG-y to be implemented, and I think this would probably promote more hermiting then reduce KOS. I do find it strange that a guy who wakes up on a beach is fully weapon proficient, able to run considerable distances, fully fix vehicles and potentially fly helicopters - but I think generally having a book system might push DayZ further towards Rust (blueprints), which is quite a different game. Maybe this concept is one for modding to realise.
  4. Clayztobi

    Bases !!

    Sense we're talking iterations here.. why not send it to Xbox for cert? We know about the server issues and wouldn't Xbox be on totally different servers? Back to iterations, for first version for Xbox is all you need is the unconscious state? Sense everything else looks to be there (excluding.. vehicles and base building). Well, either way looking forward to any version released to console. Thanks to the DEV's for all your hard work. Keep it up your doing great.
  5. X1S0ld13R1X

    Increase kidnapping experience and more!

    I get what you say but I think it is not for Role-playing only, there are actions like surrender, handcuff players, put sacks on their head and you be able to shoot the driver as a passenger, this actions don't enforce nobody to kidnap players, everyone is free to do it or not. Also, there are more posibilities, not kidnapping only Yes I'm agree with that and it would takes extra work for vehicles. Thanks for comment.
  6. Sqeezorz

    Increase kidnapping experience and more!

    For a mod, that can be ok. But I think the focus on easy ownership of vehicles is too big. If we have to repair the cars again, it will be much riskier to drive one, kidnapping is more likely to happen to get at the vehicles themselves.
  7. Baty Alquawen

    Status Report - 22 May 2018

    Following the 0.63 Stress Test, weekend we are back with a new issue of our biweekly Status Report. Today, Eugen looks back at the first results from the weekend, Peter talks about missing visual indicators in the current Stress Test builds and Viktor gives a glimpse into the progress of the animation team. The Community Spotlight is defined by your first reactions to 0.63. Let's dive into it! Dev Update/Eugen Dev Update/Peter Dev Update/Viktor Community Spotlight Dev Update/Eugen Dear Survivors, at first, I would like to thank you for the amazing participation during the weekend Stress Test. It has helped us to identify a number of new issues that we are investigating as I write this. Let's take a closer look at some of those issues. Crashes and general game stability issues There have been about 200 crashes altogether over the period of two days with a couple of different causes. Some of them are new, but most are known. Hopefully, the amount of data generated will identify the pattern to replicating these issues internally and getting them fixed. Character locked in database Besides the stability issues, we are still tracking situations where a player character gets locked in a database. Although happening less often than previously, this is still a major problem that is most likely tied to a server/client crash/freeze not closing the connection gracefully, and not unlocking the character as intended. We have a possible fix for these outlier issues and crashes in our internal main Development Branch of the game and should roll these out in next few Stress Tests. Basic Central Economy balance There is an investigation ongoing into Central Economy loot distribution. Specifically, we're looking at cases where the intended gameplay loop is not properly supported by items presented/spawned to players exploring even the most remote corners of Chernarus. DayZ Central Economy The Central Economy is a complex system that controls the distribution of loot across Chernarus. It's supposed to sustain a barrage of ongoing player interaction on a given server (player picking up and dropping loot, taking it across different servers...), with the goal to keep the core gameplay loop during a gameplay session challenging, encouraging players to learn, and eventually master the survival in DayZ. At the same time though, it needs to be a fun gameplay mechanic. It's important to note that the Stress Tests are our first real opportunity to really see how the Central Economy behaves in 0.63, as we're just not able to internally reproduce the behavior of large amount of players in the game. That ultimately puts us at the very beginning of all the balancing. During Stress Tests, we are extracting economy states over periods of time to understand the players movement and their interactions. This in turn helps us understand where our priorities should be within the spawning system. The second part of our loot/basic survival mechanic problem is the character representation itself - meaning how healthy/hungry/thirsty your character is. That sets the pace to this core gameplay loop of keeping your character fed and alive. Any potential tweaking of character representation values depends on the findings of our loot distribution tests. We will have to cover a lot of possible border cases that happen to players. Additionally, we will (as previously suggested) also play around with the overall player numbers per server, and we will need to see how to scale the Central Economy with the player numbers going up, possibly all the way to a 100 players per server. How do we prepare the Stress Test release packages Since I've mentioned our internal Development Branch earlier, I also wanted to explain the process behind the scenes that goes into releasing a Stress Test itself. Internally, we have created a new branch of DayZ for data and changes that we specifically need to run public Stress Tests. Software Branching Branching, in revision control and software configuration management, is the duplication of an object under revision control (such as a source code file or a directory tree) so that modifications can happen in parallel along both branches. More in a related Wikipedia article. We've been merging various fixes and surgical tweaks to the game on that branch, while the regular development has been ongoing on our main Development Branch. With Stress Tests, we are trying to gather data on specific problems that require a high-stress environment with tons of players coming in and out of the server, pushing all gameplay systems to their limits. That is specifically the case with loot distribution and all player interactions tied to it. Stabilizing these interactions and making them somewhat consistent with a decent amount of variety is our primary goal. We want you to experience that feeling of discovery when you find what you need at a certain moment. Especially if it's a rare item. Looting is a big part of the DayZ gameplay, we know how much this can affect the enjoyment from fighting for your life in Chernarus, so with each Stress Test, we set a goal and a particular combination of data that we want to gather within a specific gameplay element or system. Then, we add extra logging to these interactions, helping us to decide on the next action we should be taking. It's only a small part of the development though. The Development Branch has seen a lot of additional optimizations already, even including fixes to several different issues that you have been experiencing, so our goal now is to leave the Stress Test branch to keep the development pace going forward. Our Development Branch is where the progress towards experimental goals happens, so it's about time we make sure this branch is viable for live playtests. To ensure we really are ready to do that switch, we will release a short Stress Test based on the code/data of that branch before we go on for another longer Stress Test. Once again, I want to say a BIG thank you for the feedback coming in, it's what makes this community special. All of us want a great game, no doubts about it! - Eugen Harton / Lead Producer Dev Update/Peter In the last Status Report I was commenting on the community feedback regarding firearms in our DayZ Stress Tests. Today I will continue with different elements which are related to them. Weapon switching animations As is pretty obvious, the animations for swapping items from the inventory to the hand slot are missing. Especially with weapons, this creates a gameplay problem, as a lack of visual communication turns a harmless disarmed character into a threat in a split second. Currently we are implementing these item switch animations and, along with them, we are changing one important thing - shoulder slots will be no longer be dedicated. That means you will be able to carry two long firearms or two melee weapons as needed. As we progress with 0.63, a slot for a belt will also be added, opening possibilities for an additional pistol holster, knife sheet, or quiver. A slot for the bow is considered as well, but there needs to be a bow implemented first to see how it will work with non-dedicated shoulders. Hit feedback Another part missing is animation feedback of a target being hit with a projectile, as we turned that specific feature off for the Stress Test. We ran into a problem where even additive impact affected the aim of a firearm. Such an authentic affair quickly becomes a very unpleasant mechanic, preventing a reaction by putting you in a disadvantage after being hit - the only chance was that the shooter will miss or have to reload so your aim can recover in the meantime. We will have to address this issue as we would like to have animated feedback following a projectile hit. Bleeding On a different issue, bleeding and its treatment are basic DayZ mechanics. Unfortunately, without the new parent-child hierarchy, which is being implemented as we speak, we cannot pin particle emitters to the character properly and animate them with it. We've decided to postpone the visual representation of bleeding particles as well. Admittedly, this is a bad timing, as in 0.63 you have to treat every bleeding source individually. With slightly unresponsive progress arrows of the blood stat icon (more about indicators later) and no way to tell if there are some bleeding wounds left, it’s hard to say how many times you should bandage. Overall balance Apart from that, please be aware that many elements you see in the game right now have not been not through a basic balance pass just yet. From digestion, regeneration speeds and stamina, through damages of melee and projectiles to the weight of items, their sizes, and cargo spaces... it’s safe to say that basically everything will be adjusted more or less and it is connected to some degree with the lack of features, mechanics, and content, which will be added down the road during the 0.63 Experimental phase. Oh, and it will be a ride... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor The animation team is now focused on several parts of the player character. We are now in the phase of improving and finalizing the prone system. Animations for crawling in prone on the back, which have been missing until now, are being added. The cameras and some poses are not final yet as well. And of course, after the animations are finished, we will have to do a couple of rounds of bugfixing for prone on the back before we tick it off as done. Another important part that is in progress, is overcoming obstacles. We now have a working prototype for jumping, but we are still in the process of adding missing animations. Meanwhile, there has been some work done on climbing over higher obstacles. These are divided into multiple levels, and different animations will be played depending on the height of the obstacle. Close combat will see some changes as well. As we want to have more variation to the combat, we are adding new animations for the baseball bat. These should better reflect the item. In the future, we want to continue with this and add more item specific attack animations. Last but not least, there is ongoing work on firearms, vehicles, user actions, infected and also tons of general bugfixing. All of these areas are a longer term task, but you should see constant improvements in the game with everything related during Experimental. But for now, let's check out some gifs! Cheers! - Viktor Kostík / Lead Animator Community Spotlight Hey Survivors, I hope you had a weekend at least as amazing as I did! Why was it so amazing? Because of you! You were simply being a fantastic help during the Stress Test! 30 482 of you have already tried the first version of update 0.63. Wow, thank you! We've had so much feedback, that I wasn't able to read it all in just one day! We were watching streamers the entire weekend and we are really happy to see your love for DayZ. You had a lot of fun, we saw all the emotions, it was so awesome. For a while, DayZ was the second most watched game on Twitch this weekend, it reached more than 76 000 viewers and it has been played by some of the biggest streamers such as Summit1g, Anthony Kongphan or shroud and they were having a good time too. You did a great job with videos this week. I found this cinematic made by DaGuyd and it is pretty impressive. Check it out, it is only under 2 minutes long: Another cinematic short named Loot Lost is made by our favorite Status Report reader Septic Falcon. And we like it a lot. And here is a creepy story about a cannibal doctor who loves the flesh of his patients by MarcusGalic. Eating people is bad, isn't it? Who knows… Look at this true hero! His name is Reginald and he is a humanitarian in Chernarus. His mission is help to people and he is very good at it: The last video is from the well known double trouble creators - Vertiigo and MrMoon. It is a really funny story of friends lost in the wilderness - they are best friends until the hunger comes… I almost died laughing watching this video. I love your creativity and your passion for DayZ on both real and virtual paper. Art pieces like these make me happy and I thank you for them. This one is made by AStupidAnt from Reddit. It took him about 4 hours and he did a really good job. This photo is from a true DayZ fan, ScarecrowCOD. He even has a gas mask! And check the painting on the wood he made. Nice! That is all from me, have great two weeks and see you on the next Stress Test! - Baty / Community Manager Header image by BubsonHD.
  8. Baty Alquawen

    Status Report - May 8, 2018

    Following an entire week of Stress Tests, the team has gathered around to report on the results of our first public testing phases for 0.63. We’ve received so much feedback from you guys and we’re going to dive right into it; but first, there is someone you probably haven’t read in a long time! Dev Update/Brian Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Filip Community Spotlight Dev Update/Brian Greetings Survivors, I can't begin to tell you how great it has felt for myself, for Peter, and honestly for the whole team to see all of your reactions to the work that has been done on .63, and DayZ as a whole. For what seems like years, a big part of the team (especially Design and Animation) have worked on documentation and internal prototypes without hardly any feedback. To finally be able to start sharing some of this with you all (and thanks to platforms like Twitch, Youtube, Mixer, etc - SEE) and hear your thoughts has been the most uplifting since the Early Access launch on Steam. It’s a good day for DayZ and the DayZ community. I can not wait for .63 to hit experimental (and stable as well of course!) and begin to be able to spend more time with you all in this new DayZ experience in longer play sessions. With that said - I feel DayZ has reached a point in which I, much like how Dean felt years back - am no longer needed. I've spent years talking to you all, working with the team, and collaborating with Peter on where we want DayZ to be, how we want DayZ to feel. Now that you have started to see, and touch DayZ .63 I feel like our plans, our dreams are finally within grasp. Peter Nespešný and the design team have a rock-solid grasp of what DayZ is, and what it needs to be. All of our systems have been discussed, documented, and discussed again. For the last year, I have been slowly taking more and more of a back seat (as I'm sure some of you have noticed) and tried to push folks like Peter, Adam, and others to let their voice be heard. Over that year I have made plans for what is next for me and worked for free with Peter Nespešný in a design consultant role. I won't lie - it hasn't been easy, and there have been times where Peter and I both were uncertain about how .63 would be received, or how it would perform under full-scale load. I don't want to be a broken record - but I am so happy that all of those concerns have been washed away. DayZ has been my life, made my life - and been so ingrained in who and what I am that I won't be able to just walk away. Hell, I've just crossed 7,000 hours between two accounts. From here, I look forward to opportunities back home in the States, being closer to family, and playing DayZ as much as I possibly can. I certainly have not forgotten my promise to TSM Smak to do a 24-hour stream when DayZ hits 1.0. See you out there in Chernarus folks, the sun is rising and the future looks bright. - Brian Hicks / Creative Director Dev Update/Eugen Dear Survivors, before I start, I have to thank Brian for his contribution to DayZ over the years and wish him the best in his future endeavors. His passion is an inspiration to many. And I’m pretty sure we will be seeing each other in DayZ all the time :). I know we both wish for the game to grow and improve and finally testing the 0.63 has been a step in the right direction although a lot of work remains to be done. On that note, I want to thank you for participating in the last few stress tests. Feedback is coming in from every channel and we read all of it; from our forums, Reddit, Twitter, and more. I noticed a couple of topics that are coming up, and I want you to know we will be looking at these in the testing of both stress test build and experimental. We will prioritize resolving issues depending on their severity or their impact on the gameplay, while also working on more advanced features like climbing, vehicles and base building alongside that. I want to remind everybody that these will be part of the experimental build but probably won’t appear in its first iteration. It is extremely important to test these during experimental because as soon as we move the build to the stable branch, we want to focus on bug-fixing and tweaking. Don’t forget that as soon as we hit experimental, customer servers will be able to switch over. Now let’s get back to the things that were tested thanks to Offline DayZ being available, although it is definitely not representing the DayZ experience yet. Distant sounds, not hearing a gun or where is it coming from, or megaphone audio not traveling far enough; all of these things require tweaking as most of the initial configuration has not seen a revision yet, we will be looking into these as we progress with experimental. Distant lights, either a flash from a gun or a camp far far away; now these issues sadly have no simple solution, but we are talking about possibilities and will experiment with those as we get further down the development. Inventory visuals and functionality; a lot of the underlying tech is in, and visuals are still WIP. However, there are a lot of things we want to improve and work on during the ongoing testing. We want the game to feel physical and consistent in its behavior, as well as making sure things are telegraphed to a player when they need to be, focusing on the user experience of crafting and manipulation. The idea is there it just needs a lot of bug-fixing and tweaks. Besides the issues mentioned above there is an amazing amount of gameplay feedback, from the crosshair interactions, reload mechanics, aiming, shooting, controls, actions and more. We will be looking at what has been said and discussed and I know Peter will talk about these in much more detail over the next few status reports. As already mentioned before our next goal is multiplayer testing with infected and I’m definitely looking forward to that one! - Eugen Harton / Lead Producer Dev Update/Peter Two weeks passed since the first Stress Test of DayZ 0.63. In the meantime, there have been another three more Stress Tests plus we added the possibility to play in an offline mode if you are interested in trying out what’s on the table with the “new” DayZ. During this time we gathered a lot of qualitative and constructive feedback from you - our community, which I am very glad for (read past Status Report to find more about my feelings designing something without feedback for so long). Now I would like to comment on the most important things through the Status Report, which is the most effective way on how to reach most of our players. As most of you know, our goal is to make everything to feel as tangible as possible, so you really need to be making things over time, at least most of the core actions. In this respect, we chose to have reactive raise of hands. To maintain the active stance, in which you can endanger others or defend yourself against them, you need to hold a dedicated button. Once you remove your hands from controls, the character should be rendered as relaxed and harmless. Telegraphing intentions and what’s going on is one of the most important aspects of DayZ. However, from feedback it seems like there is no problem with holding raise to become actionable, but more with the actual switching to iron sights while the firearm is raised. Currently, this is bound to MMB/LSHIFT, which obviously feels awkward and clunky, especially when it’s on another hand than the one controlling aim and shooting itself. One solution is to a double-click of raise and then hold it to enter ADS directly, but unfortunately, proof of concept which was available in first Stress Test, was implemented in a very crude way and it felt very unpleasant, confusing and it did not meet with understanding. Personally, I think a chain of actions is fine, firstly I’m raising my firearm to do some immediate shooting or I enter aiming down sights to get better precision, especially on mid to long range. On the other hand, I know that I will be upset finding myself in an advantageous sniper position and having to hold raise for the whole time waiting for the right moment to strike the target. I can assure you that we are very aware of this discrepancy and we want to solve it. As many of you already suggested, and we are tending to it for some time already, the solution is to simply have raise still on hold, but ADS (aim down sights) togglable from a lowered stance. While I’m not a huge fan of such kind of “togglability” of states (you won’t believe me how much it triggers me off watching friendly survivors talking by a fire while aiming at each other's faces), we will definitely try some other ways to address this until we end up with implementing this simplest solution. Another thing which is causing some tables flipping around is ‘hip fire’, respectively how accurate it is. Actually, it’s not hip fire, as the firearm is in the same position as while being ADS - the only difference between these two is the camera position - but for simplicity’s sake let’s call it ‘hip fire’. In the first place, it needs to be clear that ‘hip fire’ is not meant to be accurate by any means. It should be used for immediate reactions at very close ranges. Anyways advantage of it in its current state is coming from several factors. I already mentioned non-ergonomic switching to ADS above. First off we changed how the direction of the projectile trajectory is calculated while shooting from ‘hip fire’. Currently, it’s always heading from the weapon to the center of the screen. In the previous version .62, bullets were always fired out in the direction of a barrel of a gun, which didn’t make sense to anyone, which led us to introduce a floating crosshair to show where the barrel is pointing at (you kinda know to estimate that direction even when firing from hip IRL). However hunting this floating crosshair which is jumping across the screen like crazy is unpleasant and in the end, doesn’t make sense. So why not simply shoot towards the center of the screen - hence the change. Of course, the current implementation has a few worst cases where it’s not working properly or very badly to be honest, but those will be fixed one by one. Another thing is that after the rewrite of the weapons we are missing implementation of dispersion - random cone-shaped spread defined by angle. Previously it was used as kind of an inaccuracy from the manufacturing process where long barrel weapons were most accurate and short barrel ones were least. We are not using it anymore as I think ‘fighting’ some random nonsense on mid to long ranges is over the top, as players are already challenged enough by mechanics like sway, recoil, zeroing, actual bullet speed and drop - all that combined with character movement, which is enough. However, if it’s applied only while using ‘hip fire’ it can help to introduced much welcomed inaccuracy on mid to long ranges. For now, we will try to address it with modified sway while not in ADS to see how it works out. Next thing is the overly precise crosshair for ‘hip fire’. The former crosshair was ugly for sure, but in its size, it wasn’t precise at all, thus it was hard to assess the center of the screen, but still good enough to show the direction of shots. After a massive outcry about how ugly the crosshair is, we change its look as it is very simple to do - and to show you how a simple change can have a huge impact on gameplay, which, not surprisingly, you don’t like. In the past during internal playtest we ran a series of tests without a crosshair, but people were mostly unable to shoot anything even on close ranges during stress situations which required fast reactions. Personally, I’m for the complete removal of the crosshair, but then there are plenty of 3rd party software or monitors allowing to overlay crosshair on screen, making it unfair to those playing fair. By the way, you can disable crosshair (along with dot) from options (game>crosshair>off). Forcing disable of crosshairs will be also available server side. As a mix of all the above, there is a possible exploit now with ‘hip fire’ where you can fire immediately after pressing the button for raising firearm where the dot can be abused for super precise aim. Of course, this will be fixed down the road. Advanced firearms manipulation and subsequently accentuate usage of quick slots as pockets with instant access to items in them, is related to the philosophy of DayZ’s survival element - being prepared for possible things to come. Using quick slots for anything else beyond the switch of items in hands is not standard at all and it needs some time to get used to it for sure. Compared to old DayZ (.62 and previous versions), we changed loading weapons to hold-action, instead of just click, for a reason that weapons with internal magazines will be loaded continuously - same as how feeding detachable magazines works now. Next, we enriched the usage of quick slots for initiating any combining actions, basically crafting, but I have to see someone to using it like that yet, as it can save a lot of time and inventory access. Anyways quick slots have that disadvantage that they are kind non-ergonomic, especially for hold-actions which is of course a problem. Just the fact, that R key isn’t working as it’s used to work across all action games, which is so deeply rooted standard, inflames most of the players. I would like to point out, that currently, we cannot present you the big picture, where the pieces fit together - and that’s manually charged firearms like bolt action rifles or pump shotgun - which internal magazines can be continuously loaded and have to be manually charged prior to every shot, where R is used for now as it’s manipulation using a mechanism of the weapon. Even if it will be still unclear and uncomfortable after that, we have already plan B prepared, which makes R key to behave in ways people are more accustomed to. In that case, R would reload magazine or chamber (most probably from pre-prepared items in quick slots) while holding R would manipulate with the mechanism, or unjam it in such chase. We will be able to see and evaluate once manual firearms are implemented. There is also critique regarding weak recoil. It’s good to know, that the new system for recoil is good, however, there is only one setting used across all weapons for now if I’m not mistaken. As it was tweaked for low caliber pistol, of course, it seems very off using an AKM. Better recoil patterns will be added gradually. From other stuff related to gunplay which is also being questioned is hold breath. To be more specific - its default keybind, which is currently set to left CTRL. At first it seems to be non-ergonomic, but on the other hand, it makes sense as it’s paired with the walk modifier. With the upcoming new input controller we will separate these actions from each other, so we will be able to bind them independently. It’s worth to mention that most actions of the new character are hardwired to the actions of the old one which is gone for a long time now. This means we are in some occasions limited in achieving the desired result (for example we are still missing hold-action for environment interaction - currently bound to F, which limits us in the introduction of continuous actions, like drinking from the pond). Until the new input controller is in I would advise you to not rebind controls as it can completely mess up a new character in some cases. Seems like I already made it into a solid wall of text even as I wanted to comment on other stuff as well in no particular order, like weapon changing animations, bleeding, hit impacts, falling, stamina, HUD and tendency icons, headbob, fake inertia, clipping issues in FPP, inventory, infected behavior, melee combat, balancing in general, lack of content and more. But I would better stop right there and leave those for next Status Report. Brian, thank you for all your hard work for DayZ, your passion will be missed... see you in Chernarus man! - Peter Nespesny / Lead Designer Dev Update/Mirek Hello survivors, today, I'd like to write about current Stress Tests, how they are helpful to us programmers (especially server-side stuff) and what's the plan with next Stress Tests. Secondly, I will write about our progress on the infected. First of all, I want to thank all of you who are participating in these Stress Test sessions. They already helped us to find performance bottlenecks, some thread deadlocks, sources of crashes and connection issues. We fixed several of these issues and we're working on the rest. We've prepared some performance optimizations, which are in our internal branch and are ready for internal testing. Our current Stress Test scenario, where all players are spawned in the same city, is probably the worst case for server performance and network traffic. Although we're quite happy with the numbers we received, we'll continue to improve performance till DayZ hits stable in version 1.0. The next Stress Tests scenario (I'm not sure now when it will happen) will look like your ordinary DayZ session, which means that players will be spawned at different places and infected will be present. In these sessions, we will try to continuously increase player and AI numbers to see how intense we can populate Chernarus. Please keep in mind that the AI can be still buggy in these test so don't be angry if you'll be killed by infected which went through a wall (I will explain why this is happening in next paragraph). So, now about the infected status. Some of you have met them in our recently released offline mode and noticed that they can go through obstacles sometimes. This is known to us and it's happening because we decided to save some performance on collision detection, therefore we've disabled collisions between AI units and static objects during movement - the navigation system should keep AIs on the navigation mesh and that's the reason why we disabled this collision detection. This bug is one with the highest priority and hopefully we will fix this navigation issue soon. About infected and their features - basic movement, stealth mechanics, and fight logic are in place and we are iterating them. Designers are tweaking infected senses, which means they are balancing how infected can spot a player depending f.e. on player's stance or clothing which they wear. We're adding some more movement features right now - turns and crawling. Crawling will be there a little bit later because not all animations are ready now for this movement state, but here you can at least see transition animations in the game: Turning - I think it will be best if you look at these samples, to see what that means - I believe these will make stealth and fight funnier: ' And that's all for now. As you can see, stability improvements and infected are our current milestone. Hopefully next SR we will be able to show you more from other game features. - Miroslav Maněna / Lead Gameplay Programmer Dev Update/Filip Hi all, over the last couple of weeks, we've made several improvements. We’ve implemented ambient sound attenuation for interiors and added a smooth transition between outdoor and indoor states. The number of ambient sounds that can play simultaneously is now higher plus we’ve added a few new controllers, so sound can react more dynamically to weather changes. Regarding doors, we redesigned door open/close sounds and added over 200 new sounds in the process. On a different issue, the localization of sound sources in 0.62 did not work very well. The visual position did not correlate with the position of the sound. Especially with animals, which you can hear over long distances, this slight offset made them hard to locate. This is why we decided to redesign vector panning. We are very happy with the changes we did for stereo configuration and now we are concentrating on surround configuration. - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors, it is finally beautiful weather outside, but who cares when you can play the Stress Tests! We released four Stress Tests already as well as an offline version of DayZ and we received a lot of feedback from you. We are glad you are helping us to fix all these annoying bugs and crashes. Let's check what you've sent us through our social networks. This is really cool. An old friend of Sweetest_Kill gave her a DayZ-themed bat with her name on it. It is a nice gift, but please, don't use it on living creatures. Guys, I want to show you a great video made by HandZ. It has everything - sadness, regret, violence, moral decision-making, betrayal and death. Great work HandZ, it is one of the best live action videos we ever saw. DickieTheChamp made a cute DayZ inspired USB. It is a small can of Pipsi and I want it so bad! If you think it is only violence and blood in DayZ, we want to show you that you are not right. You can find love there as well. Mach and FubarBundyy can confirm we are right because they met in DayZ and they fell in love with each other. They are just celebrating one year together! So adorable! Willkillshill shared his selfie photoshoot with us, from when he was playing on one of the Stress Test session. And it is hilarious. And now some real Chernarus thing - on Reddit, zverus showed pictures of the real Nord East Airfield named Nalivaikivka airstrip, which is located near Kiev in Ukraine. Check it out, it is really interesting: That is everything from me today, If you have anything you want to share with us, just send it to our official Twitter account and I will check it out! - Baty / Community Manager Header image by Punchy McSlap.
  9. Espa

    Letter to Developers

    Just putting my 2 cents in, also. First of all, it's deeply refreshing to see a member of the DayZ Team interacting in threads in these mysterious BETA times. So, good on you, @ImpulZ for being there for us :) As for the worries of players - I, myself, am actually leaning the other way. Every new update they include on the .63 Stress Tests shows more and more of that Fabled Final Version we have all fantasized and desired for years is slowly coming into focus. My worries are lessening by the great work of the Devs, even if a selfish part of me wishes I could wake up one day and it all be done with (I am sure they feel the same). For a short while I was really thinking that the community was turning the page and abandoning the project, but most of those fears have been alleviated by the mass of Test Players, as well as Console-Streamers starting to get an itch to get a hold of this game on their FunBoxes. Along with that, if the Devs somehow implement PC/Console Cross-Gaming Servers, then the numbers will swell far more than we have ever seen. Just reading from the OP, @noentry45, but their words seem to echo most of ours. We're grateful to see a survival game fantasy come into full reality with a Dev Team that has stuck out the worst of their times to finally arrive here with the game feeling like 2.0. And because impatience doesn't help anything, I won't get into how badly I just want vehicles to show up in the new .63 already. . . . . But I do want that. . Cheers, friends.
  10. Clayztobi

    0.63 Experimental Release Check list

    Vehicles and your blood particles.. (are mentioned)
  11. Raptor97

    My Suggestions/Wishes for DayZ

    First of all, hello devs and hi to the community :) ! I would like to share my suggestions and ideas to the dev team, I really appreciate all your work and it's honestly the best online game ever and it would be even more perfect with some features/addons in the future: 1. Base building/Barricading: For me keep in mind there needs to be a BALANCE. For example: A survivor shouldn't be able to build a base in military bases or in towns and villages... Imagine the balance when a squad builds a base in the airfield and no one can loot it... Also base building shouldn't be easy to make, it should be hard. Maybe wooden base is something easy to make but also easy to destroy. And also no base should be 100% secure ;) maybe the heavy reinforced metal bases should be only taken down by RPG's or explosives which are very rare etc... something in that way :)! 2. PVE, environment: The environment should be more active, adding MORE players, infected, animals,animal predators and more wrecks of vehicles with smoke/dead bodies of infected/humans(soldiers). with items to loot of course. the helicrashes are a good example. Maybe adding infected hordes which are moving through forests/chernarus ... (or AI missions like Arma 3 Wasteland). From my point of view these things make the environment of dayz more active and living. 3. Loot quantity/economy: loot economy should work cleanly... that would be nice. I think there should be alot of vehicles, but a bit difficult to fix them. For example: Hummingbird is very very rare and ground vehicles easy to find. If there are many surivors and many bases with vehicles how much vehicles should respawn for freshspawns or what if some are destroyed etc... all these things are important to the balance... In general the loot shouldn't be easy but also not too much ultra hardcore. For example, survivor A was in elektro and he gained all the loot, while 10 mins later survivor B spawned at elektro and doesn't find any loot... would be nice to make the loot places refreshed when survivors are near etc... but I know thats already a feature of the loot economy, maybe making the economy function better. 4. Communication: survivors should use more walkie talkies, or some features regarding to altar station etc... there needs to be more active communication between survivors. but to this part i dont have alot of ideas... 5. Infected: Make them very strong, maybe adding a virus when you get hit too many times, it should be hard to survive against infected or against the general environment of chernarus(as I mentioned predators). The predators have to be almost everywhere (maybe in the cities). And not only like the wolfs just the hole nordern and western part of chernarus. But also here it goes to a positive direction :)! I hope you devs are in the same opinion in some ideas above... For me all these things make dayz much more immersive and that would also call alot of players back! I really see a good future of DayZ and I wish the playercount will be high as it was in the good DayZ golden age :) Just keep up the great work devs, you make a very good job and don't forget we all love you ! <3 CHEERS AND HAVE A NICE WEEK ! :)
  12. Espa

    0.63 Experimental Release Check list

    Really pretty excited about the changes, but don't want to touch it until the new blood particles and vehicles come into play. Hoping that's soon ^^
  13. There are multiple solutions for this "problem": - Vehicles when they are back in - All logout at the same time and place, we will be able to have multiple characters so you can have 1 for playing solo and one for group play - Stay around one area so you know where your friends are going to be - A mod which makes this possible, which is most likely going to be there Solutions which will tackle this problem but won't be implemented (at least I hope so): - A party system - A spawn selector - Spawning together This is not what DayZ is about. It also doesn't make it fair for other fresh spawn if you can spawn in a group. Think about how many squads will be roaming the coast, dunking on fresh spawns in 4 vs 1. I'm sure you wouldn't like it either if you're playing solo. It doesn't take that long to meet up, to be honest, even in the current patch. You're in a group for a reason, to help each other. You don't have to loot as much because your friend can give you some stuff when you meet each other. And you can always meet each other halfway, you know... your friend(s) doesn't/don't have to sit still until you're there. We always discuss a meeting point and if one is there faster than the other they can always move on closer until they've met. At that point you can exchange stuff and help each other out. If I know I'm good on food, I always offer food if I have some on me or find some. If they don't want or need it, I eat it myself to increase that buffer. Just last weekend, I offered BioHaze constantly food but at some point he had enough as well so I just added to my buffer.
  14. Well, I also think that majority of people wanting closer spawns/re-spawns near their friends are either : 1. Just plainly wanting to have a good game night with friends after a hard days school/work, despite of dying a few times maybe - which is understandable 2. Just looking for a quicker revenge for their demise, be it fair and square or "unjust". It's just their way of playing the game. But let's not forget these vehicles. They might turn up pretty good and relatively easy to acquire and get to them. I agree that the solo ability should be in the first place, before easily meeting up with friends. They might make something like those closer spawn areas for the time being, but I'd wait for vehicles feature to get implemented back and then see what's to be done to have some even better game play.
  15. And some challenges, whether viewed as tedious or not due to play style, will be hardwired into getting started in Vanilla DayZ. Navigation and basic solo survival tactics should be a major component of the core skills of any DayZ enthusiast. Many factors not yet in play will change much of this as well. Bases/camps/stashes and vehicles to name a couple. The people who want to teleport to their friends are usually the same people who can't be bothered to build a fire when standing around in jeans, and a flannel shirt, in freezing rain. If you can't adapt, or lack patience to learn, you're likely playing the wrong game.
  16. It "being over the top" could be that there are already many factors affecting accuracy that it will be such a miniscule impact for a lot of work. You would need to work on it like you would for recoil (specific weapon values) but it would have much less of an impact on gameplay. In the end it will probably come down to time and if they said they needed to drop it for more time to work on say vehicles or damage system then ill be completely fine. (Remember they plan to have 1.0 out by this year) It just means they can always implement it again in the future so long as they dont mess up the modularity of how weapon firing works.
  17. ^ that is masochistic, admitting that DayZ is sometimes "pretty" frustrating, and enjoying that.. The solution would definitely be vehicles, especially bicycles because they should be easiest to find, and devs won't give them soon, too good to have.
  18. Mantasisg

    Start Walking

    If that is "everything" to you, then I am sorry, thats just the tip of the iceberg. Unfortunately, with such attitude we aren't getting anything from DayZ, or at least didn't for a couple of years. It indeed should be time consuming to get to the top, high end gear stuff and so..., but it absolutely shouldn't be so at basic level. You should be able fast pace the game around the coasts if you would like, also you would have to go through it as a freshspawn, then you would get a bit slower pace as you would get further towards inlands, but you would also get more risk to encounter predators and more and more seriously armed players and their unclear intentions, and then finally around military zones, and especially tissy you should totally be shittttttttting your pants the whole time... May i quickly draw my version, of what I would guess could be "game pace" map, red fast, blue slow: As a base I will use this "safety" map from 2015 (when game was fun): http://www.dayztv.com/pic/dayz-safety-map-of-chernarus-and-chernarus-using-standalone-data/ Room for all styles... By the ways where Devs said that they, lets not hide it - sorta "canceling" bike and bicycles ? I really hope that two wheeled vehicles will be introduced soon after cars, and I hope that they will help to pace up the game.
  19. ☣BioHaze☣

    Start Walking

    It seems like many people missed the dev post that said we won't be getting 2 wheeled vehicles in 1.0.
  20. Don't you think that this is a bit rough, and not very nice to say. This guy is not asking to dumb down DayZ. I really know very well that it is sometimes next to impossible to meet your friends if they aren't very familiar with the game and map. Obviously nothing has to be put on the plate and brought right in front of you. But it is not a science to understand that some stuff just doesn't fit a computer game. I suppose that when there will be bicycles (hopefuly there won't be like only 10 per map lol), then many of the current "we are such a niche elite this game is only for us and nobody else" players will be frustrated, that it will be possible to cut down a lot of gameplay time which is exactly a WASTE. I believe there will be enough of running/jogging/walking anyway, even when (if) bicycles together with other vehicles, will be more common and usable, and adding to the game. Especially the bicycles and bikes, because I believe they will be more common and will have less missing parts.
  21. Mantasisg

    Start Walking

    It is definitely not right to have stamina this strict without having any vehicles. When it will be possible to find a bicycle or some other vehicle in ~15mins then it will be kool. I also don't think that stamina system is complete, it is too static, it should depend on health and time rested (maybe it is, but I haven't noticed?), in general IMO it should last at least 2x more. But it is really nice feature, definitely makes game more interesting, except that there aren't any other choices of traveling which is - no thanks, I'll wait for vehicles. Great thing is that you can run uphills again, that used to be very annoying. Another interesting new thing which affects mobility is health. I also hope that it is not finished because it is too not well adjusted IMO. I have already wrote an essay on that.... It takes too few hits/impacts for a player for him to start limping very hard. I think it is very nice feature just like stamina adds great deal of immersion and is interesting, but it also just happens too quickly, just like stamina it gets really bad too quickly, and then gets well again too quickly also. Also I think that limping seems too much directly tied to health, at least I have not yet experienced being poor health but not limping. I also haven't seen bleeding, or loosing colors (which IMO is signature of DayZ), but thats stress tests, not even experimental so... Think about people who can not spend 5h per day on games lol, some has real lifes beside gaming, but still likes DayZ haha.
  22. For full article Why the DayZ Community needs a Trade Center on every server (from a =UN= Community point of view): I've been asked several times about the role of the =UN= and the Trading Center that will eventually be set up under the security team that will be assigned to protect it. The Trading Center is intended to be the RP hub of the =UN= Community and provide as safe an environment as possible to the players that enjoy that aspect of the game. I've had it mentioned that we have no problem putting 60/60 on our server everyday, so why be concerned about having any RP population on our server? There are two important reasons we need the RP community here teaming with our HardCore PVP community. First, DayZ is a deep game and our vision for the =UN= Community is to welcome all sorts of players, but to do so in a "no pvp rules" environment. Part of our server tags say "RP Encouraged" (alot of servers use those) but what does that really mean? To us, it means we want to hold events (RP & PVP) that enhance those play styles. For us, holding events and maintaining a Trade Center are the perfect way to attract more players to our server. As great as PVP is in DayZ, there is room for much much more in terms of players working together, interacting, and building places good for Chernarus like a Trade Base. This leads me to the second reason our server needs a healthy RP population. While its's currently easy to fill up 60/60 a day is coming soon where servers will jump to 75, 80, maybe even 100 player populations. When that day comes, and the game isn't as new, the server that has outstanding PVP and RP populations will be the last man standing, and that will be the =UN= Community Server. We will not whitelist our group and leave people out because they RP or PVP like other server groups do. We will be an inclusive group, not exclusive, and we will not create interaction rules requiring in game behaviors that benefit RPers or PVPers. People can play the game the way they want to play and not be unhindered in how they interact with others. As a community, we understand that the game is much more difficult to play as a friendly hero type player. The same is true of those that like to RP. The notion that these play styles make us more vulnerable is just a part of the game we love and an accepted threat we constantly face. Playing friendly, and having a base with a Trade Center present will only enhance the friendly mode of play that so many enjoy, and also allow those parts of our community to thrive and recruit more friendly based players to those groups. So while a kos type of group can have some immediate, short term satisfaction, the lack of interaction ultimately keeps most of those groups small because the ability to meet a player and recruit a player is lost everytime kos takes place. There is nothing wrong with KOS tactics and there is also a place for that play style in DayZ, but the Trade Center notion allows the friendlier player base to absolutely thrive and growth an absolute certainty. Hardcore RPers that would normally have never have logged in a Hardcore PVP server like ours will flock here because while we have real threats of danger, we actually have reached out and legitimately offered an encouragement to RP as our server tags suggest. So how does the Trade Center concept feed into this vision? Having the =UN= Clan hosting the Fort Eden Trade Center provides a rare opportunity in DayZ. We have had almost 20 players sign up as RPers specifically to serve in the =UN= in some capacity related to the hub of our RP world. The Trade Center will have Farmers, Traders, Looters, Hunters, Leather Makers, and Security forces. To further solidify the Trade Center safety, the military forces of the =UN= Clan also will serve to help out when threats present themselves, and other friendly groups may also intervene on their behalf; groups such the former =Fish= Clan have taken over leadership of the =UN= Clan, and merged with other PVP based groups such as the Ghosts of Chernarus, Green Berets, and Helm of Eden to form a large comprehensive military machine that will police the map, provide recon, loot and raid bases, escort players to the Trade Base, and provide sniper support where needed on top of defending Fort Eden, the Headquarters of the =UN= Clan as well as serving as our massive Trade Base. Other RP clans, such as the Trader Clan have also joined the effort and will play inside the base enjoying the more social aspects of the game, and serve as traders, farmers, hunters, leather makers, etc. There is even talk of offering vehicles and vehicle services. We also see having the =UN= Headquarters at the Trade Base a crucial element to it's defense and overall success. The =UN= is a large Clan and while the clan is a policing fort playing aggressively out on the map, all players, even bandits will be welcome at the Fort Eden Trade Center. So a player can literally attack the trade base all week, but then visit the base and trade just like anyone else on the weekend, as long as they follow the rules and approach the base with weapons on their backs and hands up like everyone else does. We are aware this will make operating the base more difficult, but we do it because it's good for the server not to exclude any players from interacting at Fort Eden. We also happen to think that while many players enjoy playing KOS or bandit, that doesn't mean they necessarily want to be excluded from ALL social aspects of the game and be "enemies" 100% of the time. We'd like to build friendly rivalries and in game social relationships in all aspects because once again, it's good for the server. So again, all players on the server, no matter what their play style can come to the Trade Center and interact, trade, or spy. It's all good. We will only ask that players who are not in the =UN= Clan or RPing as Traders approved to work the base NEVER log out inside the Castle walls. We make a point to notify every visitor of that when they come to the Trade Center. While the Trade Center may offer a mobile trading unit at some point, or could offer brief times at various locations where it is open, the =UN= Military Base and Trade Center are at the same location, Lopatino Castle. For the Military branch Fort Eden is somewhere central to PVP action and for the Trade Center somewhere that allows them to quickly gather gear from high loot areas and transport it quickly to the facility. The Fort Eden Trade Center is close to Water, Deer, Wolves, and Cows, and of course as mentioned be able to be secured realistically when base building comes into the game. This will provide RPers an amazing experience, because while under threat of violence in game they also have the knowledge of a conscious effort to secure a location for them and a cooperative effort by a Hardcore PVP Server (with no pvp engagement rules) to allow for their play style to thrive and moreover actually tie the heart of our PVP action to the activities within Fort Eden's walls for the ultimate DayZ experience! This RP meets PVP idea is the heart of the =UN= Community Server. At the Base itself, Lopatino Castle only has 3 ways into the facility, and one (two small holes in one of the walls) can easily be fixed with .63 new base building or base mods. The second entrances are two large archways, and they are surrounded by two short towers and three high towers, including nearby rooms with windows, high walls, stairways, hills, and stones for defenders to hide behind. Each Archway will have a lockable gate at it on each end of the archway, creating a total of 4 gates to get into the RP Trade Center, including the entire =UN= Clan Base Headquarters in between the two archways protecting the actual trade Center area at Fort Eden. This provides a potential "gauntlet" of combat between any invaders to Fort Eden and completely favors the defending group. The last entry area comes from folks glitching through rocks up the western hill into the base. That can easily be walled off both at the castle walls and down lower on the Lopatino Hill that the Castle rests on (We call it Gray Mountain). Defending Fort Eden Trade Center is the ultimate homefield advantage, which is exactly the type of challenge many outlaw KOS type groups want as a challenge. This gives our community a type of safezone that can provide a consistent hub for RP - but not enforced by rules but rather by force of action in game. Should any group successfully raid the base and they can steal, despawn, or take over and hold the base. No rollbacks, no bans, etc. The =UN= Clan is more than large enough to handle that sort of business in game. That isn't to say that if some new cheat presents itself that it won't be dealt with, but the .63 and the new base building is going to completely change the former glitching problem and lack of real walls and gates that .62 had. We anticipate that both defenders and attackers will enjoy the interaction at Fort Eden more than ever, and even the areas surrounding Fort Eden may be both monitored and used to defend the base. Other Defenses at Fort Eden: =UN= Company Commanders (also Admins): Fort Eden Brigade (Trade Center) Admin - Irish. Players that want to participate at the Trade Center MAY be from other Clans / groups so long as they do NOT ever attack the Trader Base in any way, shape, or form while working there. Serving at the Trader is a privilege not a right. Various responsibility's are - Organizing the tents, providing security for the base, working with Traders when they arrive, farming, hunting, etc. Fort Eden is where PVP meets RP and is the =UN= Community Server's effort to provide a quality RP experience to players that enjoy that aspect of the game. Interested players need to contact =UN=IRISH. Soul will also be back with the =UN= and serve as a daytime Admin. =UN= Alpha Company: Admin is Zombie Dust. Eastern Patrol and establish check points in areas that have frequent travelers passing through from Gorka to the Sobers to Grishino. =UN= Bravo Company: Admin is Etherm: Southern Patrol and player escorts to Fort Eden. =UN= Charlie Company: Admin is Ghost. This Company patrols the West portion of the map and provides immediate support to Fort Eden when under attack by outlaws. =UN= Delta Company: Admin is JohnnieRage. Northern Patrol and general Recon of the map looking for outlaws and/or bases. =UN= Echo Company: Admin is Kama. (This is our European Company for players in the UK, Europe, and anywhere else that has hours other than USA). Looting Patrols and Base Raids all over the map and frequent stops to Fort Eden. =UN= Ghost Company: Company Commander is Jarred. Leadership support is Till I Die. This Company provides Sniper and Ranged Support to all areas of the map when needed. Other =UN= Clan leadership that will be helping run the various company's are: Dallas, Mr. Yin, Brian, Papa Sean, Kae-Low, Till I Die, Rednex, and Number 2. We will also be installing mini towers and bunkers in key locations both inside and outside the Castle to help defend the base location, making the already strong location even more superb. While explosives are a potential security threat to our gates and walls, etc it's the best we can do in an Apocalypse, and as we found previously in maintaining a base, holding isn't so much about it getting attacked, it's more about having people online playing DayZ to defend it. During the .62 patch, the server was completely packed for 20 weeks before we had any drop off at all in population. During that stretch, we killed over 400 outlaws trying to breach the base gates. None made it inside. Often times bandit frustration got so high that rather than continuing to fight to get inside, they instead chose to glitch in through tents in the middle of the night during low population hours and despawn the base. Fortunately, with real base building in game the glitch monster should be fixed and more realistic means will be needed to breach the base, even in the middle of the night when population is low. There will be no "rules" related to attacking the Fort Eden Trade Center in any legitimate way in game. There are so many places to defend from with superb angles on any attackers that the facility creates an equalizer to lesser PVP skills. It is an easily defensible position that once inside offers Farmers a huge farming area inside the walls down in the lower grass area. There are also rooms down in the lower area to safely secure items or conduct business. The towers can be used as leadership offices, guard stations, and of course lookout towers. The Lopatino Castle facility is stunning, nothing like it since Prison Island was added to the game. At night, the Castle could be lite up with fireplaces, torches, and other lighting. It would set a stunning backdrop to the RP Hub and likely be a highly desirable place to hold all sorts of events on the server. Hunters can find game right outside the castle walls. Wolves spawn there, and cows and deer routinely run the area between the Castle and Lopatino. Many times you can literally shoot them from the towers of the Castle and then go grab your prize if desired. Streams and lakes are close by to make obtaining water for farming and consumption simple and as safe as it can be in DayZ. Some of the best loot on the entire map is within 5 to 10 minutes of the Castle walls. Myshkino Tents are 5 minutes West, The Lopatino Car pile-up is 7 minutes West from the Castle, Zeleno is a 12 minute run, NWAF is 10 minutes away and even Tisy is less than 20 minutes from Lopatino Castle. You can see Veresnik Hill at VMC from the tallest Castle tower as well as miles and miles of open meadows and wooded areas. Spotting players and game to hunt from here is simple and effective. Making this location even better, the tallest Tower at the Castle can view 5 different Heli spawn locations. The first of which is located on the other side of the Castle's North wall. Simply put; not only is the facility at Lopatino Castle located in the prime looting areas for gear, it provides an easily defensible location for the Trade Center to enjoy and a large area inside the walls to set up a mega community hub for what will become the place to trade in DayZ. The RP enjoyed here will be second to none, with the theme of "cooperation and survival" teamed with the threat of HARDCORE PVP. On this server however, the RP community can actually expect to have a reasonable opportunity to play the game they want to without constant interruption for the local trolls that only play to KOS troll them. Again, as stated, there will be no rules protecting this community, but they will have in-game forces helping them and protecting them as the Hero population in the game works to make life in the Apocalypse a little easier! In game rules are not what make the RP community thrive. It's all about in game interactions with the threat of violence that only the DayZ Apocalypse can offer. Players working together with other players to live life in game another way. Heroes taking on villains. Society against chaos. Our =UN= Community Trade Center is currently headed by =UN= IRISH. If you would like to participate in this vision for our =UN= Community, contact Irish and we will help you find a role that suits your play style. Currently the Trade Center is looking for Looters, Farmers, Hunters, Traders, Leather Makers, and security forces specifically assigned to protect the other groups. If you are interested in joining the Public =UN= group, we do guarantee clan membership in our signature clan. If you are interested please message a =UN= Admin on Discord and he will get you rolling. I hope you all can appreciate how this effort will in due time make the =UN= Community far more than just a fantastic place to PVP. There is much more to the game than just PVP (and that's coming from a PVPer) and having an RP community operate a strong Trade Center will prove to be what allows us to stay fully populated when others will struggle down the road. Come check out our community ~ It's where RP Meets PVP! The =UN= Community Server - Hardcore PVP | RP Encouraged | Huge Fort Eden Trade Center =Fish=IRISH =UN= Community Admin The Trade Center typically has someone there 24/7, so stop by whenever you like, but the fun is at its height in the evenings USA time when the server is packed every night with players working their way to the Trade Center at Lopatino Center! The Fort Eden Trade Base has safety, food, medicine, weapons, attachments, ammo, and all other types of gear. The base also serves as the Headquarters for the =UN= Clan. Rules for approaching Fort Eden Trade Center: If you want to trade at the Trade Base at Lopatino Castle, come to the facility at the Arch entrance only. Hands up, weapon on back, walking, not running. We do use DayZ Radio 102.5 if you would like to announce in game that you will be arriving and from where you are coming, etc. Not necessary but it makes it easier for security to protect you.
  23. Raptor97

    Start Walking

    I'm also in your opinion guys, DayZ is really getting the real shit again with the PVE immersion experiences, as you said it's a survival game, a unique survival game thats why DayZ is the best survival game ever. and we all know the devs will never change the principle of the game, we just need vehicles and base building and all will be fine :) (of course there should be very good balance regarding to vehicles and bases)
  24. Hello Everyone! First off I just want to say that the current build is absolutely fantastic. I've been away for quite some time while the devs worked through the dark period transitioning to the new engine. I know there is still a lot to do and fix but I finally dived in deep last night with a friend during the overnight stress test and we had such a good time. It was nice to play Dayz as it was intended instead of an hour of hunting rifle deathmatch. The new engine looks and sounds amazing. Most of the new controls feel fluid. With that said, I've got some pretty big concerns that I wanted to point out while the final features get introduced and ironed out. I know i'm probably speaking for a lot of other players as well including many of the ones I've had the pleasure of teaming up with over the past few years. So in order of priority I really hope the devs really think about the following features and game play balances; Raiding System This is gunna be a tough one and I really hope the devs get it right. As far as I know, no information has been released about how raiding will work. I really hope we get some tools specifically designed for raiding, rather than allowing bases to be destroyed with anything a player can find. Just to give you an example of a good raiding system, if anybody has played Exile mod for Arma 3 they have specific charges that you have to craft using items you find in the world. There are different types of charges depending on the building materials you are attempting to destroy. For example, low tier wood bases require wood charges. High tier concrete bases require concrete charges. Higher tier charges require more resources and more time to detonate. Now I've played all of the most popular PVP open world base building games there is on steam and I can tell you in my experience this still is the most balance raiding system to date. Additionally raiders can use thermal scanners to scan the code locks of doors and vehicles if they can manage to get to them without been spotted by the owner within 15 minutes of the last time they were accessed. The raider will receive the last 3 digits of the code and they will have to work out the remainder. These two systems are absolutely great, very well balanced. I suggest anybody who hasn't played exile go try it to see. For the defender there is another fantastic Exile system which sends a notification to their real world smart phone to tell them they are been raided as soon as an explosive is detonated on one of their base walls or doors. I think the main point for base raiding is that I really hope the devs consider balancing. Please don't make it so that anyone can easily get into somebodies base and wreck havoc. Make them work for it and with each raid there should be a great deal of risk. Base Building From what I've seen so far bases look pretty simple and mostly like glorified tents. I really hope that bases have a greater purpose than been a place to horde loot. There is so much scope here for things like workstations to craft clothing, armour, tools weapons and ammunition etc. User Interface / Inventory Management Another aspect of the game that in my opinion needs some serious TLC. The current inventory management system is clunky and unintuitive. Some smaller items are really hard to see and the inventory can be slow and unresponsive. I'd suggest the devs take a good look at Escape from Tarkov with regards to UI and even Rust. These two games have a very clean and user friendly method of managing loot and modifying weapons / ammo etc. The current method for loading magazines and ammo is also very mundane and clunky. I get what the devs are going for but it is just too far and impacts the flow of combat negatively. Half the time it doesn't even chamber a bullet when using the hot keys combo. Health & Nutrition Statuses The current notifications for things like taking damage, losing health and food or water are not all that clear. Why not add graphics for when your character is full o or in a good state of health? Also hunger / thirst seemed to go down slower when you were healthy in 0.62 and this worked really well. Sometimes its hard to see whether a zombie has made you bleed or just damaged you. Some additional audio and visual cues would really help out here. Food / Hunger It's feeling pretty brutal at the minute. The amount of food and drink our character has to consume in a day is pretty insane. It's particularly stressful when you spawn and your hydration level can hit zero before you even reach the closest town. I suspect new players will have a really hard time here not understanding the game mechanics and not knowing where to find the best sources of nutrition are. Rotate Items In Inventory Please allow us to rotate items in our inventory so that we can fit more in our bags and clothing slots. End-Game Content While there is a lot of excitement over the beauty of the new engine atm, I'm worried the novelty will quickly wear off and that Dayz will still be a case of spawn, rig up, die and repeat. I really hope we really get some tiered game play that involves progression and plenty to work towards when we get our gear and base built. Maybe around the map there could be secret objectives or missions / highly radioactive areas with nastier zombies and exclusive loot and vehicles - Maybe even some NPC type objectives. I just really hope base building doesn't become the last thing we do and then quickly get bored. They are my biggest worries right now and I really hope we hear more from the devs and there plans to combat them in the near future.
  25. Caatalyst

    My Suggestions/Wishes for DayZ

    Like your points dude! Especially on base raiding. I'd like to see some more developments on vehicles, maybe we can upgrade to provide additional storage, defence... maybe even speed. If you could add code locks to vehicles and bases too that would add a bit more spice. As a counter attackers could use lock picks or even laptops to hack and break in. Of course, all this would need to be balanced well to make it fair for both the attacker and defender.
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