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Showing results for 'Vehicles'.
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It's a step in the right direction for sure, but I'd just like to see the weight penalties taken back a notch or two, and have a slow conditioning over time to increase max stamina. Considering that the sprint feels more like a loping run than a sprint, an unladen player should be able to sprint a fair distance longer than currently possible in one cycle. It's all just issues of balancing, at this point. It just doesn't sit well that the difference between having a fair amount of stuff, and being stuffed to the gills with ammo and magazines is next to nil. I noticed almost no difference between having a Taloon backpack with a fair amount of food and water, an extra knife, and some chicken breasts, and having a mountain backpack chock full of AK mags. Admittedly, I tend to lean more towards higher mobility because I tend to play as a walking loot pinata. But the seeming lack of scaling of this new system makes it seem a bit arbitrary and overbearing. U.S. Marines are known to carry between 70 to 100 lbs of gear on combat patrols, which is ridiculous and causes chronic injuries, but they do it, albeit without much sprinting involved. You might be thinking "but that is after lots of physical training" right about now, and I totally agree. I'd like to see the stamina system reward the longevity of the player by increasing the total stamina available over time, as well as adding to the amount of stamina a fully laden player has available. This way, a fresh spawn will not be able to sprint to Tisy while picking up everything they see along the way, but a player who has survived a few trips around Chernarus will have about as much stamina while laden, as a fresh character would have. Not only would this serve as an incentive to keep yourself alive for the long term, but also give more seasoned characters a higher chance of general survivability. No longer could a fresh spawn chase down and punch out a geared player with relative ease, but that geared player would only have double the stamina of the freshie if he drops his pack and empties his pockets to flee. Furthermore, endgame characters would have an ad-hoc class specialization decision. Would you still take it slow and jog through the woods carrying loot to drop points, or do you run lean as a scout and cover more ground to ensure the safety ahead for your friends carrying the load? Is it better to carry that car battery, spark plug and gas can across the map with you, or drop your bag in a central location and only carry your food to look for vehicles? When it is all said and done, the success of the stamina system will rest in a delicate balance between the availability of food in the loot economy and the will of the player to endure an extremely slow-paced play session. Those wanting to cover ground quickly will be constantly frustrated that two cans of beans, a knife and a water bottle reduces their stamina by half, and those who like to collect things will simply get tired of walking everywhere. The stamina system is likely a make-or-break issue for a large percentage of the playerbase. And I assume my preferred compromise of setting the base stamina depletion and about half of the current level, 33% nerfing of weight penalties, and add a lifespan potential to double total stamina cap and reduce consumption by 15-25% will still not be enough for the quick action players, while hardcore players will think it's too generous. As it sits, the difference is huge. It went from 30 minutes to NWAF from almost any spawn, and turned into 2 or 3 hours from most spawns, depending heavily on luck. There is plenty of room to make stamina have an impact, without turning off all but the most dedicated players.
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I love the beta. I think every feature they have added is great. I don't mind the changes to aim. It's different, but I have spent a lot of time with it in offline mode and I'm comfortable with the changes now. The things that are right with .63 far outweigh the things that are wrong with it in my opinion. The ambient noise is great. There is a ton of detail to listen for. The inertia system is something we have needed for a long time. Finally no more stupid zig zag combat. Also, .63 has a melee combat system with combos and defensive moves, which is actually more than I was expecting. Zombie interactions are also way less stupid. It feels more like a real game interacting with them. They don't have x ray vision. You can hide fairly easy. Also, I think stamina is a good choice for DayZ, and I love how your character limps over time as he/she accrues various afflictions. DayZ's current player base is used to an enormous amount of running in straight lines without stopping anywhere along the way to get where they are going the fastest. That is because loot is thinly distributed and very far away. Also hunger and thirst is virtually not a problem because of apple trees. I think it's important to remember that this sucks and is not the way the game is supposed to be. The shores in .63 won't be barren. The loot system is better. We won't need to run marathons every spawn to find what we want. Also, vehicles!
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[Terrain addition] Artillery/Airstrike/Gunship/Naval bombardment craters
Raptor97 replied to RaphaelDeFusco's topic in Suggestions
In general in my opinion they should add more of the "military vs infected" battles in the past, what happened and so on. There should be also more dynamic events like more smoked tanks/military vehicles around the map and not only at the northern west side. -
Latest Development news from Eugen, small teasers of the upcoming changes to radios and other VoIP devices, as well as the final particle effects for gunshots, and also a nice summary of our trip to PAX East! It's not Tuesday, but it's still Status Report time, so let's read! Contents This Week Dev Update/Eugen Dev Update/Jan Dev Update/Boris Community Spotlight Dev Update/Eugen Dear DayZ players. All of us here are both playing and tweaking the version for the first Stress Test. You might be asking why it's not out yet, and how on earth we are enjoying it and not sharing that with you? :). The current state of the build, although fun and quite consistent, is still a bit unstable. And what I mean by unstable? In the worst gunfights with large numbers of players and looting, we can still see at least up to 10 different crashes averaging in up time of less than an hour. We fixed about 500 bugs so far for this Stress Test alone, and there is about 50 left. About 10 of those are crashes that have been plaguing our most recent internal playtests. The good news is that we were finally able to debug the reasons behind these, and are working on fixes as you read this. Quick look at the issues that need fixing for 0.63 Experimental as of this afternoon (not including features that still need to be implemented). Click to Enlarge Once these fixes are confirmed, and if nothing else pops up (usually does, but fingers crossed!), we will evaluate the state of the build again and start with Stress Testing. We are as anxious as you to get this ball rolling :). Now for the work invested into things that are not launching with either Stress Tests or with the first Experimental build: there are about 1000 bugs fixed so far for Experimental and we are doing some heavy work on UI visuals and functionality to go beyond the basics needed to develop on the new engine. Jumping has got into the game with its first iteration and will be followed by climbing later as we polish animations and possible edge cases where players get stuck. On the notion of having other means of movement rather than walking and running, we are still working on 0.63 vehicles, and also the first helicopter iterations for internal testing. These are still heavy work in progress as vehicles, base building, and several other features are still waiting for a commit (= implementation to the main game code) of technology that we have mentioned a couple of times: enabling hierarchy between entities in the game. We will move on to that commit once we confirm that there are no larger issues during Stress Tests. Just to give you some scope (since I started using numbers) over the years, we have tracked around 30 000 issues and resolved about 25 000 of them, where resolving means that some have become irrelevant on their own either due to change of tech or design (Expired, Won't fix, Duplicate, As Designed and other resolution types in the chart below except for Done or Fixed). Part of the remaining unresolved issues is also related to post 1.0 content and features: A quick look at the issues that need fixing for 0.63 Experimental as of this afternoon (not including features that still need to be implemented). I'm excited about what's to come with the first stress test and feedback that we can work with. I'll be there trying to survive there with you! :) Eugen Harton / Lead Producer Dev Update/Jan Hello everybody! Voice communication is something we haven't really talked about for some time. So I'm here to introduce you to the changes we've done on the gameplay side. But since this is my first Status Report, I'll start with a small introduction. My name is Jan Huòka (on the internets, I go by the nickname Zoidy) and I work on DayZ as a Gameplay Programmer specializing on networking - but I also worked on the new damage system, login/logout process and a bunch of other things. The main goal of these changes was to make the communication as seamless as possible. As soon as your radio has a battery in, you can talk on the selected frequency. If you turn it off, you're automatically using direct communication again. Currently, we have three types of communication devices in the game. Megaphone, personal radio and also a Public Address System. Radios Personal radios are very easy to use. You don't need to hold the radio in your hand, it can be anywhere nearby like in the inventory or just on the ground and you can still use it. Other survivors nearby can also use your radio if they're close enough. To transmit on larger distances, you can use big radio stations. Signal strength is based on the maximum distance. The closer you're to the maximum distance, the more noise you're gonna hear. The same goes for the text chat. The closer you're to the max distance, the more can your text message be corrupted. Public address system (PAS) We placed quite a few PAS loud-speakers across the cities of Chernarus and now you'll finally be able to use them. PAS broadcaster can broadcast your voice to all loud-speakers in range. You just have to stand close to the broadcaster. It is also possible for multiple players to use the broadcaster at the same time. Listening players are hearing voices of the speakers from the loud-speakers based on its distance and direction. Megaphone Megaphone needs to be held in hands to use and it basically allows your voice to be heard on larger distances than just talking. Server keeps information about nearby communication devices that every player is currently able to use. This information is then cross-referenced against other players and the result is a "list" of players that you can communicate with. All voice messages and also text chat messages are routed to appropriate clients using this information. Thanks to this, you can transmit your voice to multiple devices at the same time. For example, if you want to set up some radios on different frequencies nearby your PAS broadcaster and then broadcast your amazing speech on all possible channels and PAS at the same time, it is completely possible. Contrary to the original plan, you cannot use one device to transmit to another device. Like leave your personal radio nearby PAS broadcaster. The chains of devices that could be created using this feature could become very complex really fast. We would also need to constantly check all communication devices on the whole map to update these chains, which could get costly in terms of resources. But we'll try to keep this in mind and maybe this feature could make it to the game on some smaller scale. We added and tweaked the sound filters for different types of devices. Radios still have their typical noise, but megaphones and public address system received some nice echo effects, so you should be able to tell what device is the source of the sound. If, for example, there are three radios around you on the same frequency, you're gonna hear the same voice with a little echo, so you can recognise the same voice is coming from multiple sources. The echo is calculated based on the number of devices and their distance from the player. Thanks for reading and I hope you're gonna have a lot of fun with the new communication system in Chernarus! Jan Huòka / Gameplay Programmer Dev Update/Boris Survivors! I have some news from our scripting team - I'm happy to say that the system for weapon particle effects has been finished for some time now, so here is a small sample of the quality of muzzle flashes you can expect to see in the 0.63 Stress Test: Note that rapidly firing for a prolonged amount of time will heat up the barrel, causing a continuous stream of smoke until it cools down. In later experimental updates, badly worn out weapons will tend to smoke more as build-up collects in them, which prompts players to use the weapon cleaning kit to avoid malfunctions. The next task related to gunfights is the improvement of bullet impact effects (including blood splats), which are meant to better visualise our advanced ballistic system. Currently, we have a simplified placeholder system implemented until the final solution is fully prepared. Fire away, survivors, but mind the heat of your gun barrels! Boris Vacula / Scripter Community Spotlight/Baty Hello guys! I don't know if you noticed, but me and my colleague Martin were invited by Microsoft to show you the Xbox One DayZ DEMO at PAX East in Boston. Yes, we already have a playable single player 0.63 demo that runs really smooth, and this was the first time we presented the Xbox version to public! We were a bit nervous about the reactions, but your enthusiasm about the demo calmed us down and we were really happy that you liked it. Xbox players had a chance to try the demo for the first time, running around and exploring what DayZ is all about. Meanwhile, experienced PC players were testing new features, because it was also the first opportunity for the to get their hands on 0.63. If you want to see a personal experience of one of our players, here is a video from Jake: And of course, we've met so many nice people who we know only from online communication. For me, that was the highlight of the show. Thanks everyone who stopped by and talked to us or just tried the demo! Our little station was right there. Massive thanks to Microsoft for inviting us to their booth! Pax East was so crowded! We've met a couple of survivors in DayZ cosplay! Some streamers like MarkstormTV, TheLoyalPatriot, LtDanOfficial, Mr. Moon, Deadly Slob, GamerDad, Johny Rotten, Puhdado, Acesfury and Jakon tried our demo too. So many amazing people came to Pax to meet us. We love you guys. Community Events Let's check out some events on private servers. The first one is organized by DayZ Underground server and it is called "king of Severograd". Be ready tomorrow at 4PM EST. Don't forget to register! Another one will be on Saturday at 7pm CST on the DayZ Noob server and it is melee weapons only. You can win a fully decked M4A1, AK101, AK74, FAL and AKM. Nice prizes! And the third one is today, so run and join other survivors on TopeRec&Spaggie's server (185.16.86.37:2602) at 20:00GMT as soon as possible. Communuty FAQ The last thing for today are some of your questions (we'll do the riddle next time): Is PC your primary platform? Yes, it absolutely is our primary platform. Every piece of new content, every feature, every new bit of technology always gets into the PC version first. Both Xbox One and PlayStation 4 run only what already exists on PC. Ultimately any development progress made now is always implemented on PC first. Should we be worried about DayZ being on consoles? No! Quite the contrary: we need to squeeze every frame, and every possible line of code optimization out of DayZ in order to make it run well on consoles. This massively contributes to the overall improvements of the PC build. Exploring new platforms with DayZ also opens more possibilities to cooperate with different partners - if we did not make DayZ on Xbox, it would be harder for us to visit you in person or events, for example. Is it going to slow down PC development? No! Remember, PC development is console development. It's not two different things. There is, of course, some amount of work associated with specific platform support and bug fixing, mostly in programming and QA, but we're not taking the time of any developers that are critical for reaching our Experimental, Stable and 1.0 goals for PC. And that is all from me today. Don't forget to send us your videos, pictures and everything DayZ related you've made, because we love it! Header picture by Lith3on Baty/Community Manager
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I am on a similar page Gews, the reaction of the bullets on the ground etc and players and also dust trails kicked up on dirt roads by vehicles. Smoke from fires and just general particle stuffs. Most of that is probably just polish for the final game but I'm very curious.
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UPDATE: Wednesday, April 11 - No new changes to the list. As a result of our internal playtests, most of our staff is now fixing critical crashes and bugs that will get us to a version stable enough for public Stress Tests. Developers currently not assigned to these important tasks are working on their goals for further releases (mainly the vehicles and infected as features). The feature that will be next marked as "ready for experimental" in the near future is jump, as we are in a process of creating data for that right now. If there are any good news and progress before the first Stress Tests happen, we will definitely share them here.
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Some questions to the devs regarding the content shown in the stream
Mantasisg replied to exwoll's topic in General Discussion
Yes, perhaps there is a bit of enthusiasm, but not much. Most of it probably is because finally the day is comming when you will not have to work on this same DayZ stuff over and over again. Perhaps finally will be able to do something entirelly different, or just quit this sinking ship. And how it can be personal, is their team a person ? I just was expecting a game, not a we redid this, we redone that. It is great personal achievements I believe, congrats, hard work kool. But why I should be happy if I hardly see anything significantly better, if better. And how it should make me happy if I see none of the stuff being addressed to gameplay. I don't care what has been done if nothing seems to add up to gameplay, I think we should be glad if it doesn't take away by this point. Seems to me like DayZ is more like a sandbox for developers, not a meant to play sandbox game. If not its past greatness, NO ONE would care already. Because they just aren't making anything to contribute for actual gameplay. I haven't seen anything in a stream what is not in now. Just redone stuff. Organise a stream with a proper gameplay in a full 100+ people server, with vehicles, zombies, predators, night and rain and more.... Play something like a survivor games or something.... Invite some streamers like Puhdado, Patriot, Dimitri, Moon, Kiwo, Lirik, Runningman, and more Do Not invite TopeREKT... Make it all natural unscripted with real fights and converstions, real struggle. Show what DayZ is about. But what I see is air punching, rolling on the ground forever, struggling to shoot down a hen, aiming for headshot for a minute and not making it, randomly running like it shows anything. And I am not surprised that at the end the game has no play. After all the great stuff, all epic teasers such as planes, helicopters, bikes, for example.... We see weird melee fight, some new animations, climbing the ladders masterpiece, new UI once again, modified controller - which you can't really show, just try. And nothing else. How should I feel after all the wait, and teasers ? :) Oh well it all will come in a rate of DAYS after 0.63 will hit stable, and yes it has to hit stable at first, I don't believe it hits stable this year. Years of majorly disappointing game will turn into something everyone believed in a few months. Yes sure. -
0.63 Developer Live Stream - 14th March 2018
Dancing.Russian.Man replied to Baty Alquawen's topic in News & Announcements
Here's a recap, similar to the ones I've posted before on Steam: (It's nothing official, just some personal paraphrased notes.) Official VOD on Youtube. 0:58 - Stream starts 2:20 - "What is the biggest change compared to 0.62?" (Discussion about the stamina system) 6:05 - "Importantly, the first 0.63 experimental update won't have vehicles, but the stamina system will probably change when they come." 7:05 - "Currently the jogging speed is around 15kmh (9.3mph) which is quite fast, and the sprint is around 24kmh (15mph)." 7:40 - "The difference in travel time from Elektro to NWAF with the new stamina system is about 8-10 minutes." 8:08 - "What are the differences between 0.63 Exp, 0.63 Stable, and 1.0? What happens during those phases?" 10:28 - "And just to remind everybody, we still want to reach the Beta and 1.0 this year." 10:52 - "What has changed about hunting/skinning?" 12:00 - (Bloody hands are shown) 12:45 - "User actions are now shown with a time indicator. There are two kinds of actions, single-use and continuous actions." 13:30 - (Character is shown eating while moving around) 14:30 - (Discussion about the food/energy and blood/health systems) 19:50 - (Discussion about the character controller) 21:40 - (One of the tourist trail maps is shown.) 21:50 - (Discussion about the naked-eye zoom) 22:45 - "The zoom is only available when your weapon is lowered." 24:25 - "What other major gameplay changes are there?" 24:50 - (Discussion about the reloading mechanics) 28:47 - "Baty found an ambiently spawned stone. No more texture spamming!" 29:10 - "The CLE spawns stones, apples, and later maybe stuff like mushrooms, sticks, fruits, and plants." 30:05 - (Plastic bananas worn in chest holsters is mentioned.) 31:00 - (Discussion about the hotbar/quickbar/quickslots) 33:55 - "We tried spawning apples on the trees, but it didn't look good because of the tree movement. Spawning on ground is fine and much better than before." 34:58 - (Discussion about very old bugs like breaking legs on stairs) 36:00 - "Now the synchronization is much better and the new character controller uses proper physics." 36:26 - "The rewrite of all this tech to get rid of these rooted issues is the reason why you guys have been waiting for so long." 38:20 - (Discussion about the melee combat system) 39:10 - "We had combo attacks before, now we have separate light and heavy attacks." 41:20 - (Discussion about weapon sway) 42:00 - (FNX sway/recoil and holding breath is shown.) 44:25 - (Discussion about gestures) 49:00 - (Discussion about prone animations and aiming) 50:05 - (New crouch pose/animations are shown.) 51:05 - "It may not show in the video, but the new character controls very differently from what you're used to. You won't want to go back." 51:45 - (Animation interruption is demonstrated with stance-switching.) 52:30 - (Short drop animation is shown.) 52:50 - "What other systems benefit from the new animation system?" (Continued discussion.) 56:05 - "Yes, we are using inverse-kinematics on hands and feet." (Continued discussion.) 59:30 - (Discussion about ladder animations) 1:01:20 - "We are working on climbing obstacles." 1:02:11 - "There will be jumping, climbing over, and climbing onto obstacles." 1:02:58 - "How are we going to solve zig-zagging?" 1:04:50 - (Injured animations are shown.) 1:07:50 - (Swimming animations are shown.) 1:09:06 - (Long drop and more injured animations are shown.) 1:11:50 - "We're working on facial animations and gestures, but the in-game heads are not ready for it yet." 1:12:45 - "Throwing is still going to be possible, but not in the first 0.63 Exp update." 1:17:30 - "Eugen, what's the most important thing you want to say about the new update?" 1:20:50 - "All of the HUDs can be hidden." 1:23:05 - "As soon as you fire your weapon in a city, you can easily get overwhelmed by zombies. Zombies are really hard right now." 1:25:55 - (Discussion about release goals) 1:27:20 - "We're going to scale up, meaning we're going to start with stress tests for a couple hours here and there." 1:28:55 - "After 0.63 Exp is first live, meaning we're using a lot of our servers to allow people to get in for a few hours, we're going to take in the feedback and do small iterations and update as soon as possible. After the stability of the server and the client are alright, we're going to keep it live for everyone to play. Once the update is live, we're going to allow server owners to switch their server to the experimental 0.63 version." 1:30:40 - "Will we be able to rotate items in our backpacks?" (Yes!) 1:31:05 - (Discussion about bayonets and player freedom) 1:32:20 - (Discussion about client and server performance, specs) 1:34:05 - "We're looking into those stress tests to figure out the limits for player numbers, zombies, etc." 1:34:35 - (Discussion about modding) 1:36:10 - (Discussion about lack of updates, communication, feedback) 1:42:15 - "What are we going to do about the gamma settings?" 1:44:55 - "Thanks to the game engine, we actually have a very playable console version right now." 1:48:40 - "Weapon scopes are not going to be in the first experimental update. Why is that?" 1:53:30 - (Discussion about the process of balancing things with development in mind) 1:56:50 - "How are we going to approach cheaters and hackers in the game?" 1:59:00 - (Discussion about audio) 2:02:55 - "Client-side performance is better than it was." 2:05:35 - "Battle Royale is popular. What are we doing with Survivor Gamez?" 2:08:45 - "How far are we from releasing 0.63 Exp?" 2:11:05 - "We're weeks away from experimental." There.- 92 replies
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0.63 Developer Live Stream - 14th March 2018
☣BioHaze☣ replied to Baty Alquawen's topic in News & Announcements
Furthermore, I would like all character running/jogging slowed down even further once vehicles are properly implemented. The more we have to sacrifice to make gains, the more those gains have meaning. If getting to Tisy on foot takes you 3 play sessions over as many days, you will cherish the loot you find there. This will also have the effect of making the map feel bigger again. The best games reward the difficult paths. If 2 infected are deadly, you will move slower, and with more stealth. If it took you a week to get a car running, you will guard it with your life. I find most shooters repetitive and uninspired games. I lose any empathy with the character when I can just respawn with no penalties or build up of my characters gear. Honestly, I hardly consider people who play only shooters gamers. DayZ gives me a reason to carry a gun in a game. DayZ makes me want to keep my character alive as long as possible. You cannot deny the visceral thrill that DayZ provides that no other game can. This is mostly due to the efforts you must make to build up and sustain your character and the more work that involves, the deeper the connection. -
DayZRP.com - the largest DayZ role playing community! [online since 2012, 19000+ whitelisted members, over 1.8 million posts on our forums]
ElRolle replied to ElRolle's topic in Servers
Bump, we're still the largest, despite all setbacks with development and all naysayers claiming the community is dying! Here's our latest newsletter that was sent out to all DayZRP members, check it out! ===== Welcome to another newsletter from DayZRP! Despite slow game development, the server activity in our community is still well and we are hovering above 300 unique players who play on our server every week. We are able to get a full server most days, with peak numbers around evening server time (UTC). It's great to know that despite all the setbacks with development, existing limitations of the game, other game releases and steadily declining DayZ playerbase population some people still stick with us to get that unique role playing experience in DayZ. We've recently made some changes in the rules and the community to spice things up a little, and do things a little differently. Here are some highlights of these changes that we think you might be interested in. Happy reading! --- GROUP CHANGES We have decided to make a line of changes to the way groups work on DayZRP. All groups must now define a set of achievable goals, this is to help with group stagnation and define a clear purpose of the group and how the group progresses through their role play. This should also give groups incentive to create ambitious goals that may affect not only their own group but also the larger population on the server. We have also decided to remove the dynamic groups from the server and limit the kill right sharing to established, staff approved groups only. This has several reasons: It prevents and helps to quickly pinpoint rule breaks related to unnecessary hostilities and invalid reason for initiations. Dynamic groups have often been used to play as PvP groups which have no role play related goals, cannot be easily tracked or monitored, could not be held responsible or would not face consequences of their actions in game, had no leader, contact person, official thread or presence on the forums which made it extremely difficult to prevent this kind of PvP gameplay. It allows the staff team to balance power on the server, by keeping a ratio of hostile vs friendly groups to a reasonable level and more closely monitor groups progress. It gives incentive to players to create larger official groups. Looking back it is these large official groups that have always been the ones to affect the lore and drive the storyline on the server and we would like to see that happening again. LIST OF OFFICIAL GROUPS KEEPS GROWING This change means that players who are not members of an official group do not share kill rights with each other. They are effectively considered individual units that must gain kill rights on their own, through for example an own initiation. This may sound a little complicated to begin with, but we hope that players will quickly adjust to this change and we've already seen an increased interest in creating new official groups. Read more... --- OTHER RULE ADJUSTMENTS We have also made changes to other rules, although not as drastic as the ones for groups: All hostile players must now be able to justify being hostile through role play. It is not a valid reason to be hostile or attack other players because your character or group story on the forums says so. All hostilities must have origin from actual role play, be it in game or radio chat. Events are now protected from 3rd party hostile initiations, sabotage and disruptions. You may not attack an official event unless given permission by the event organizer. This is due the amount of events that have been "crashed" and never completed because they were attacked by bandit groups. Griefing rule has been added, to make it clear destroying other peoples camps, containers or vehicles without a in character justification is not allowed. Read more... --- 0.63 HYPE DayZ new patch - 0.63 which will put the game into beta is just around the corner. We are all eagerly waiting to get our hands on it and lots of community members are patiently waiting to get back into DayZ once the patch releases. We hope that is will be released within a few months. Unfortunately we won't be getting any base building, new vehicles or anything like that in this new patch, it's more of a technology update and most of the actual content will follow in subsequent beta patches. It is however a large step that will change how the game feels and plays and will allow for more frequent new content and features deployed in the future! Read more... --- RADIO CHAT NOW PUBLIC Radio chat rules have also changed. We have disabled the ability to create private radio conversations on public radio chat forum. It was strange to have publicly visible information like that and not allow most people to use or react to it. All threads in radio chat are now considered public broadcasts and all characters may respond and use the information in these conversations in game. Also, only active players may use the radio chat section of the forums. If you haven't played for at least an hour in the last 7 days, you won't be able to create new threads or reply in radio chat section. Once you have the required time played, the permission to do so will automatically switch on. This is to prevent people who don't play the game from replying as radio warriors and whose characters cannot really face any consequences as they do not appear in game. RADIO CHATTER IS NOW ALL PUBLIC. GET IMMERSED. We advise players who still want to hold private radio chat conversations to use our PM system. It is private and allows adding up to 10 members to a single conversation which works similarly to a thread. Read more... -- DISCONTINUED FEATURES As you may remember, in the last newsletter we announced a new Promotion feature, where you could earn points for recruiting new members, spreading the word about DayZRP etc. Then these points could be exchanged for Premium ranks. With sadness we must announce that the system has been discontinued, due to low participation and no noticeable increase of new members or engagement. If you still have points that you haven't converted to account credit, you can still do so now on the Promotion page. We have also discontinued our safe zone concept. It has been removed from the game due to low popularity of the hotspot. Players and groups have taken upon themselves to create new hotspots, like pubs or camps. Character damage has been disabled because of a limitation on our server access by the game developers. Of unknown reasons, DayZ developers have told all game server providers to disable access to server logs for server owners through FTP. Access to logs through FTP allowed us to automatically fetch and analyze server logs for kill an death statistics, character damage system and log archival. All of these things are no longer possible. Read more... and more... and more... --- PLAYER COUNCIL SOON? Recently an idea was suggested to create a group of players who would represent interests of the larger playerbase and bring them forward and discuss them in meetings with the staff team. Thus, the idea was refined to concept where all official group leaders would automatically be members of this player council and represent interests of their group and general player population, suggesting changes and improvements to the community in refined meetings with clear agenda and every speaker having an assigned time to talk. We believe this will be much more constructive and productive than the large community meetings we have used to do, where 80+ people tried to talk over each other. A prototype Council page has been created that showcases this idea and how it might look like once implemented. We are still ironing out the details, as the group changes have happened very recently, but you can expect this to go live in the near future. Read more... --- That's all updates we have for this time. If you wish to start role playing in DayZ again after a long break, visit our website, get updated with the new rules and start playing! If you have any questions, don't hesitate to create a thread in the question forums, we have lots of active members who often respond within minutes! See you in Chernarus! Rolle www.dayzrp.com -
Great question, when i tried to do the arma 3 exile mod i tried to reduce it for 1 every max sectors. It wasn't the same as dayz. Fix and repair. I know you guys have an arma 3 server rolling so how many vehicles do you have populating the server? HIHB server can reduce the numbers, and force the players into a more walking sim, then again it depends on how you guys want it to go like., More survival, or more mixed? Your vision may come true depending on how you lay out the server. Doesn't have to be Arma 3 all over. In time i bet arma 4 will be out, maybe not who knows how bi will go now.
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I'm late to the party, as usual. But I'd like to say that I am a little concerned about how modding will splinter up players. I'm hoping we see more original ideas for modding and not the usual vehicles every 10 feet on the coast and mil tents with good loot everywhere. I'm hoping we see more variety than that. I just wonder how many private servers are going to start catering to the PvP crowd immediately???
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No problem at all, just trying to do my best to get rid of the confusion to make them aware how important this list is to give an indication how far you guys are. :) The 0.63 Experimental update is not about content, it's about getting the systems in place to build the content upon. You can basically compare it to building an house. They are busy on the outside of the house (roof, walls, foundation, etc.). After this they can start on the decorating (windows, furniture, doors, etc.). Gradually we will see these systems getting completed and we'll start receiving the content like base building, vehicles and all of the other goodies. Like @RaptorM60 already mentioned, there might not be a lot of new interesting content in the first build of 0.63 Experimental but the game will feel and play very differently. Although the setting will still be the same (Chernarus), your first reaction will probably be "What the hell, is DayZ?", trust me on this one. The sooner you understand the significance of this update and the underlying thought, the sooner your complete picture of DayZ will be clear. I know it sucks that the game gets stale at some point currently. It's also the reason why I'm on a break from the game currently, but I'll definitely check out 0.63 the moment it gets out. We just need to have patience and trust and let the developers do their thing, even though that is hard or sounds hard. In the end, your patience will we rewarded with not only a great game but also a great platform to expand upon with modding.
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0.63 Experimental Release Check list
captainvette2112 replied to Baty Alquawen's topic in News & Announcements
I get it...... but my only point when talking about the lack of Base Building and Vehicles was...... with the exception of #1. Prone 360 Aim, #2. Injury, and #3. Stamina, what is there in that list that is in anyway exciting or that will radically change/improve gameplay? Im not trying to be difficult or a dick... I just dont get the hype. They demoed 0.63 7 months ago at Gamescom and since then THIS list of total filler fluff is the culmination of 5 years of Alpha marking the official Dayz Beta ??? With promises of updates to follow?? Its ridiculous. And its not even the DEVs being ridiculous because frankly I dont expect anything from this game anymore.. its the community. The internet blows up with Dayz Hype cause of this update and THIS is it ???? Ladder climbing, disease, and swimming..... I mean I guess if you feed starving people a cracker they will freak out too. -
0.63 Experimental Release Check list
amadieus replied to Baty Alquawen's topic in News & Announcements
Vehicles and Bases will be released during one of the experimental patches if I am correct. At least basebuilding will come later during the experimental phase just like the stuff they postponed now. Exactly this. Stuff like scopes and leaning probably will come in like a month later after the initial release. It is experimental after all. -
0.63 Experimental Release Check list
THEGordonFreeman replied to Baty Alquawen's topic in News & Announcements
@Raptor (DayZ) I understand what you are saying. Based on your answer, I would revise my suggestion to just removing the POSTPONE tag altogether. You can leave something TODO, the POSTPONE tag is simply unnecessary. There's nothing in your list about BASE BUILDING or VEHICLES. In the Jan 30th Status Report, they said work on vehicles was happening again. Nothing in this list about Vehicles. My point is that POSTPONE causes confusion, why not remove it when there are missing things from this list anyway. if the purpose of the list is to showcase what is being worked on for an Experimental Release... showing postponed items is clearly confusing as they won't be in the release, and the list is missing items anyway. Other than that, I am so grateful you guys have done this. All I'm asking is that the list be clarified a bit, either put all the items on it, and use TODO, or leave the items off that won't be in a particular release and get rid of POSTPONE. Thanks RAPTOR for all you do! -
0.63 Experimental Release Check list
exacomvm replied to Baty Alquawen's topic in News & Announcements
Well there's alot of truth in ur message, but no one ever said that dayz team works or worked on DayZ, they just developing the new engine which is required for all the new features that dayz will have including vehicles, base building etc and dropping them into the DayZ Standalone. ( mby like 20% working on dayz 80% on engine, if it was full force for dayz, the dayz would be like 1.3 now ) Actually there's also many dayz players on modded servers ( not visible to gametracker etc ) , today it was 3200~ players online at the same time. Vehicles/Bases is top priority ofc, but im not sure if thats the easiest task for them, if they would add it to .63 experimental, then we would have to wait end of 2018 to test the .63 etc. -
0.63 Experimental Release Check list
exacomvm replied to Baty Alquawen's topic in News & Announcements
Go play Arma 3 Exile.. Base Building and Vehicles wont revive this game, look at DayZ mods.. they're more dead than Standalone.. 200 players online.. okay max 350, but usually if you're lucky u can find 1 full server in Arma 3 even it has base building and working vehicles. DayZ SA needs to be full survival game with all possible realistic features, Mod was fun 5years ago but it was always crap compared to what DayZ SA achieved with diseases and all that "unnecessary" stuff and no surprise why DayZ is dead atm. Standalone 1.0 is the last chance for DayZ.. -
0.63 Experimental Release Check list
captainvette2112 replied to Baty Alquawen's topic in News & Announcements
i cant help but notice that BASE BUILDING and VEHICLES are not mentioned anywhere on that list.... This is why Dayz Standalone is DEAD. This is why MORE people are still playing the MODS than Standalone. No one gives a damn about Ladder Climbing, Falling, Swimming, Diseases, Enhanced Melee Combat, New Reloading Animations, Animal Herding...... ok maybe I shouldn't say no one.... 98.5% of the people dont give a damn about any of that crap. There is a reason people prefer the clunkier, uglier, glitcher, MOD version of this game..... End Game CONTENT!!! Devs... if you want to actually save this trainwreck disaster of a game from its death bed..... repeat after me..... BASE BUILDING and VEHICLES, BASE BUILDING and VEHICLES, BASE BUILDING and VEHICLES, BASE BUILDING and VEHICLES, BASE BUILDING and VEHICLES. So keep polishing your turd and call me when you have BASE BUILDING and VEHICLES. -
The =UN= Community Server| Hardcore PVP|RP Encouraged| Huge Trade Center
DR. IRISHMIKE replied to DR. IRISHMIKE's topic in Server Advertisement
The Cannibals Clan is led by the "Cannibal King" and "Cannibal Queen" and is one of our larger RP & PVP groups. They have a large base somewhere along the Southern Coast and prey on all players that roam in their area, including Bambies. Be careful as they do play with their food. =UN= Brief concerning the Cannibals and the Cannibal King Clan type: Chase. Hunt. Kill. Eat. What we know about the Cannibal Clan: The Cannibals are nomadic and could turn up anywhere on the map, but seem to prefer preying on survivors in the North in large cities or on the coastal regions. They will not only use bladed weapons, but also sticks, spears, and all gun types. The Cannibals will also use deceit as a primary weapon, pretending to befriend survivors until a vulnerable moment presents itself. They ultimately do not care if the =UN= is in power, so long and they are left alone to feed. They have some structure within their own community, but it is completely a mystery as to what that structure is or what their goals are beyond feeding. The first documented Cannibal was a survivor known as the Cannibal King. He was originally imprisoned on Prison Island and held there after being captured by Security Forces for cannibalistic activities after the Apocalypse started. Zombie attacks on the island eventually wiped out the guard population, and somehow the Cannibal King escaped his cell amid the chaos. Rather than freeing all of his cellmates, He selected the Alpha's in the group and they lived on the island for the better part of a year eating the rest of the prison population. Eventually, the Cannibals left the island when their food ran out and began preying on inland survivors. Analysis: The Cannibals have transformed into an almost zombie like humanoid themselves and seem to be focused on gathering members and feeding. The Cannibals will be heard giggling and crying when they are close to a feeding frenzy. Analysis: It is believed that while cunning and deceptive, the cannibals eventually can't contain their excitement to feed. Science has revealed that they do in fact have a brain disorder that has been caused by their diet of human flesh and other raw meats. It is possible the Cannibals actually have a facility where Survivors are locked up and kept there for meals during times the group goes into hiding. Analysis: Studies reveal the clan is Cultist in nature and may go into hiding during periods of rituals and other dark ceremonies. Human sacrifice is a possibility and cannibalism is 100% certainty. The Cannibals do have a recruiting process, but it is entirely random and unknown why they eat so many and then spare others and bring them into the Cannibal fold. Analysis: It could be an article of clothing, mannerism, speech, or other trigger that hold the Cannibals off from feeding when they recruit members into their fold. Reports indicate that the cannibals are growing at an alarming rate. The =UN= has an ongoing investigation on reports that the Cannibal clan is much more sophisticated than originally documented. Reports of weapons caches, organized bases, and group alliance with other Clans are now deemed as possible scenarios. Cannibals recently have been observed attacking vehicles and other travelling groups. The Cannibals hunt primarily on the coast between Svetlo and Cherno and will go out solo, in small groups, or in a large horde. The Cannibals may pretend to be Zombies, or Bambi's that try to befriend you before waiting for that vulnerable moment to kill and eat you. Intel has revealed that there is also a "Cannibal Queen." -
Two weeks have passed, and we're bringing you the latest progress from the Dev Team - the usual setup got a bit of a twist with Eugen traveling this week, but we've got a whole lot of news nevertheless! Let's keep it short, and do some reading, survivors! It's good for you. Contents This Week Dev Update/Martin Dev Update/Peter Dev Update/Viktor Dev Update/Adam Dev Update/Filip Community Spotlight Dev Update/Martin Hello everyone! As Eugen is traveling this week, it's my turn to contribute to the Status Report (after quite some time), and provide some summary of the past two weeks in the DayZ Dev Team. With February in full swing, we're approaching the moment where with each week, the 0.63 experimental release is becoming more and more likely. We're about to start team-wide play-tests to get our internal servers as full as possible in order to get proper data on server synchronization and performance. With that said, there are still elementary parts (like swimming and vaulting) of the game that are very much work in progress, and for that reason, we are still not feeling very comfortable talking about any potential 0.63 Experimental release dates publicly. Considering some feedback we got under the last Status Report on Twitter, we've been looking ways how to still communicate the state of things more clearly, potentially as a progressively updated online task list. Together with Eugen and Baty, we've compiled a to-do list of sorts (basically our Experimental goals from the BETA Status Report) where we want to provide a simple overview of the current state of each key part of the 0.63 update. We'll check if and how we can publish it (we still need to work out some specifics with our team leads, also during the play-tests I mentioned), but suffice to say - there is a lot of work in progress, and less things that we would already be able to tick off as "ready for Experimental". While we don't want to give in to some unnecessary rush, there is also the other side of things that kind of makes us want to progress towards the 0.63 Experimental PC release as fast as possible. Our release schedule for this year is pretty tight. The main goal is to have the PC BETA and 1.0 all happen in 2018, and we're also getting much closer to bringing DayZ to console players. Our good relationship with both Sony and Microsoft opens interesting opportunities for cooperation, and since we've always had our focus aimed at the existing PC community of players first and foremost, it's in our own best interest to bring you solid PC releases ASAP so that we can also satisfy the large audience waiting for DayZ on consoles. Despite the not-so-huge amount of work going into our console builds of the game, we're basically able to run our regular PC 0.63 builds on both consoles with no major issues in gameplay or performance, and so the progress towards PC releases of 0.63 Experimental and Stable is critical also from this point of view - not only we really want you to have something to play already, we also want to grow our community further. Let's see how that works - we'll keep you posted! Meanwhile, see you in Chernarus! (Or on the forums, social media channels, and Reddit!) - Martin Čulák / Brand & PR Manager Dev Update/Peter Our first working implementation of the new melee combat looked great, especially with predefined combos chained by attacks flying through the air. However, after applying a rule set to it and passing some internal play-tests, we have confirmed that it would be really hard to wrap our intentions of melee combat around these predefined combo attacks. As gameplay is the most important thing in DayZ, I don’t want to compromise on possibilities. Ideally, players should be always able to choose which attack option at hand they can use. Considering that predefined combo chains were composed of different attack types, players were not able to choose between light and heavy attack types. Since their order was firmly determined, it made melee combat feel like something that's a bit out of your hands, which made it less interesting in the end. We have decided to try one more prototype, in which the player is able to freely choose which attack to perform - a light or a heavy one. Immediately after the first play-test run, it was clear that’s the right direction to make the melee combat more "controllable". We will continue to iterate and improve the melee so that we finally arrive at the final implementation. It's safe to say that despite the shift from predefined combos, the new melee combat will still maintain visual variety in terms of movement, as there are still attack variations from both the left and the right side, and for both light and heavy attack types. These variants are seamlessly blended together, creating a continuous flow of attacks that simply looks nice. The infected AI that you know well from 0.62 and older versions of DayZ was kind of always limited, and it never met our expectations, nor came close to the behaviours we defined in the design team. Currently, the infected AI is being heavily re-worked, incorporating the new animation system. We are cooperating closely with our programming team to achieve all the intended features. The primary goal is to make the infected feel better on every level you can imagine. May it be more clever use of sensors to strengthen stealth, luring and aggro, adding search behaviour around the last known position of their target, or simply much improved readability of infected AI, utilising transitions like lost interest, target confirmed or target lost between their states. There are some significant changes coming to their melee combat as well, with jumping attacks making a comeback. Don't end up feeding yourself to the infected... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor Hi everyone. The entire team is still really busy implementing the remaining parts of our animation system overhaul, so today, I would like to at least quickly share with you a couple of fresh GIFs from the development. After receiving the implementation of the new ladder climbing from our programmers, we are currently applying some final touches to ladder animations and behaviour. We're finally able to enter/exit the ladders in a rather smooth way, and also climb and even slide down the ladder. There's still some polish and fine-tuning to do before we can make ladders experimental ready, but we're getting there! The team is also busy with weapons, player turn animations and unconscious animations: - Viktor Kostik / Lead Animator Dev Update/Adam In this Status Report, I would like to talk about another map feature of the upcoming 0.63 update - Tourist Trails. The Chernarussian Tourist Club (also known short as КЧТ) is responsible for a wide network of the tourist trails in the Republic of Chernarus. In South Zagoria (province of Chernarus that we have in DayZ), they maintain roughly 200 kilometers of tourist trails. From the northern border mountains, through the central fields to the important destinations in coastal towns. Connecting many of the historic and natural landmarks, but also showing perhaps not often visited places in South Zagoria. All that to make your travels easier and safer. The idea of having the tourist trails on Chernarus has been floating around since early Arma 2 days. It was brought up again at the start of DayZ development with more details fleshed out. But given the rapid iterations on Chernarus+ map, it was not really feasible to start with the actual implementation until the map was in a more stable state. With the release of the update 0.62 (which introduced a total vegetation overhaul along with the western border rework), we felt that the map has finally reached a somewhat stable state that would allow us to finally return to the idea of tourist trails. We have re-visited the original plans, made several improvements and re-designed the planned trail network to support all the map changes that happened over past couple of years. A result of this task is an overwhelming, 200 kilometer long trail network - so what helped us getting there? 4 different color markings to mark the trails you will find these on trees, rocks, poles,... in real life, you would also find arrow versions of these markings, but to avoid too much duplication in data, we had to design every hard turn of the trail without the arrow markings. 93 custom directional crossroad signs tailored for each trail crossroad, any important place (stops), and for the start/end of each trail crossroad signs contain the local name and mark the crossroad's elevation above sea level (in meters) individual plates cover every possible direction you can take, along with the travel distance (in kilometers) to three following crossroad/directional/trail signs same as traffic directional signs and settlements signs, everything on these plates is written in Russian (Cyrillic) 2 types of the actual path models for the trails we use these models when the trail goes through the meadows, fields, and forests roughly 60% of the whole trail network is covered by these models - because as in real life, trails are also using the existing road network (excluding major roads so tourists are not in a danger of a serious car accident) 2 types of tourist shelters to make bigger trail crossroads more interesting and believable brand new assets that serve as shelter for players during rainy weather, or when you just want to get a bit of a rest before continuing your journey In addition to these, we also have one other supporting asset that may or may not make it into 0.63: Map stands in real life, these are present mostly on major trail crossroads in order to help tourists to get a bigger picture and plan their trip we've got several prototypes so far, but still ironing out the best shape, size and the map coverage (if it will be the entire map or, for example, quarters) there will be a "you are here" sign on the map to help you pinpoint your current location Overall, tourist trails gave us a nice opportunity to improve our landscape - many improvements were done to it while the network itself was worked on. Additionally, it also gave us an opportunity to revisit all the locations names and make them actually visible directly within the environment. We hope that they will prove to be a useful feature when navigating through our 225 square kilometers of environment, and that you will have great encounters with other like-minded survivors there. We certainly enjoyed building the network and we hope that we will meet some of you there when this feature hits the live servers! - Adam Franců / Map Designer Dev Update/Filip Hi everyone! Over the course of the past two weeks, we continued our work on footsteps and cloth rustle sounds. It's kind of a tedious work because we have to implement these sounds into all animations - and the number of animations in DayZ is pretty overwhelming :). Another big task ahead of us is represented by an update of ambient sounds. We intend to create a more dynamic and realistic soundscape than before. We do not want to relate only upon flat 2D ambient sounds, but rather want to use as many positional sounds as the audio engine will allow us to have. Within the next couple of weeks, we will see how far we can push it! - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors! I would like to start a new tradition - answering some of the community's most asked questions in every Status Report and post it to a special thread on our official forums. So, let's check out what you want to know: Will DayZ be released on consoles? Yes, Xbox One version will be out this year in the Xbox Game Preview program. We are also working on a PlayStation 4 version and want to provide more details about that soon! Can you give us some modding tools already, goddamnit?! Not right now, we can't. There are ultimately two main reasons for that: we're simply not ready to legitimately support modding until we have a solid foundation in what is a game functional on an elementary level. We also need that game to be in YOUR hands and we need you to be able to run your own servers. That will not happen before 0.63 hits Stable. In addition to that, we're also still evaluating how far along will DayZ be moddable, and how we can best support modders with all the necessary modding tools. How long do we need to wait for the 0.63 Experimental? We want to play it so bad! I know, we want to let you play it too! Right now though, it just really needs more love from the DayZ Dev Team. It's not fun to play yet. All the teams are working like devils now, trust me - I am sitting right next to them in the office, I can see it all happening and I want to play it with the community as bad as everyone. But 0.63 still needs more time! Yes, the base building is also not ready yet but we know how much you are looking forward to trying it. An example is Axel, who made this cool base building concept. We have a DayZ Tip by NomadGaming. We know vehicles are sometimes pain in the ass in the current version, and you can get them stuck pretty easily. But don't forget - if you can't unstuck them, just destroy them with a matchbox, and they are going to re-spawn! We had Gaming Roach Entertainment here before and they are back with another cool cinematic. It is a story about mother who wants to protect her daughter from dangerous people in every way she can. Another good job Gaming Roach, you amazed me again. What about some DayZ in real life? BarelyInfected has done a short video, it is nice to see his face again! Do you know RDiddy? He is the Australian streamer who loves jumping with cars in DayZ. This is the best jump he'S ever made! GG RDiddy! Let's check out some more screenshots. dayz_bron sent a beautiful screenshot to Reddit and I want to share it with you. Another amazing view from Green Moutain by DrDesync. Be careful, I was shot standing there like this! And now is the time for your favorite riddle! Who answered correctly last time? Jakon $€i¥ablitz Jeff Day CryDoXz Polski.Tytan TheReverned 14400bps is enough Dmitry Mirnyy Uncuepa Boio Summer vini True DayZ pros! I asked our map designer Adam for a hard location this time. Can you guess where it is? Send the location to our official Twitter account and be on the wall of fame next time! Thank you for all your content and enjoy the Valentine's Day. And don't forget that we love you! <3 - Baty / Community Manager Header image by Watchman.
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BioHaze ^^ its @Espa 's Quote But...the devs tell us the program-technic for "2 wheel vehicles" come after 1.0 Source... hm first SR 2018 .. or dez. 2017 ?? .. sry no power left for search.
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Dude, I'm pretty sure motorcycle and bicycle was taken off the list of vehicles due to difficulties in creating quality 2 wheeled vehicles. They also said no pickup truck.... Correct me if I'm wrong.
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Things are looking crisp AF. Super excited to get my hands on in this in the next weeks/months/whenever you're done! Stick to the hard duty and it'll pay off. . Definitely feeling like it's much much closer than ever before. Happy about everything so far! I would like to hear if Vehicle Aim-Spaces were still going to be introduced in BETA or after. Along with that, would it be possible for us to see some of the new vehicles in action? *Cough* Motorcycle *Cough*
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Getting Started DayZ is new to me, what is it? DayZ is a gritty, authentic, open-world survival horror hybrid-MMO game, in which players follow a single goal: to survive in the harsh post-apocalyptic landscape as long as they can. Players can experience powerful events and emotions arising from the ever-evolving emergent gameplay. There are no superficial tips, way points, built in tutorials or help given to players. Every decision matters, there are no save games, no extra lives, every mistake can be lethal. If you fail, you lose everything and you need to play again from the beginning with nothing but your wits, and your two hands. Fight the hostile environment, where every other player can be friend or foe and nothing can be taken for granted. How can I buy DayZ? You can buy DayZ and the Livonia DLC for PC, Xbox and PlayStation, via The Bohemia Interactive Store Steam Xbox Store PlayStation Store Installing and launching (PC) Install in Steam After the game has installed open steam game library Select DayZ from the list Click the Play button What if the game doesn't install an update or becomes corrupt (PC)? restart steam verify cache restart computer reinstall the game If this doesn't work, please write a report to our feedback tracker. How do I report a bug? All information on how to report a problem with the game can be found here. How do I change my in-game name? You can set your in-game name in the DayZ launcher, under parameters > profile name. Is Steam required for DayZ? Yes, on PC, Steam is required to run DayZ and to browse for servers. How do I know if DayZ has received an update? We will communicate large updates via our social media channels (Facebook, Twitter) and Steam Announcements. How do I switch between Stable/Experimental versions? In order to join the Experimental version, you first need to download it. To do that, select the "DayZ Experimental" App from your Xbox / Steam Store and install it. Where can I get updated information on DayZ? The development team releases status reports that are uploaded across our website Dev Hub, DayZ Twitter and Facebook. How can I reach customer support? You can reach our customer support here. For queries related to purchases made via Steam, please contact Steam's support. If you want to report bugs or game-related issues, please go to the DayZ Feedback Tracker. If you suspect someone is using hacks, please contact Battleye. Server Hosting & Modding With the new engine and beta, will FINALLY the cost to rent a DayZ server be reduced? Yes. Right now, anyone able to host their own PC servers on their own terms, you can find the DayZ Server Files here. Additionally, we want to provide a Linux version of the DayZ Server Files, and that should further cut the costs of running a DayZ server. While we don't have direct control over the pricing offered by our selected server providers at the moment, the Linux Server Files should also lead to noticeable cost reductions with these providers. When will we get a dedicated server for Brazil? We are looking into this option. When will DayZ get modding support? Modding is officially supported for PC. You can download our official toolset and server files via Steam. You can also find already existing user-created mods in the Steam Workshop. Will there ever be mods on consoles like there are on PC? Mods are unlikely to be available on consoles. The path we took is vastly different from a path where we would be able to provide an infrastructure for modding. However, we are improving server side options to further customize the experience on community servers. DayZ on Consoles On what platforms is DayZ available? DayZ is available right now for PC, Xbox and PlayStation. Is PC your primary platform? We are aiming to release our game updates to the live branch at the same time on all platforms. Is PC version of the game any different from consoles? No, PC and consoles have the exactly same content. There are some minor technical differences like the inventory and that console doesn't have a text chat. Will there be cross-platform between platforms? That’s unlikely. While it’s perfectly viable from a technological perspective, we’d rather not mix PC and console players because it would cause a noticeable disbalance in gameplay. The platforms are not only running on different servers, there are some technical hurdles as well (compatible voice chat, reporting functions, etc.) How about the frame rates on Xbox One X? It’s all work in progress, but we’re already peaking at 50-60 FPS in 1080p on Xbox One X, and we plan to support 4K@30 FPS. We’ll see where we end up though! Can I play DayZ on the new gen consoles? Yes! More info can be found on our Dev Hub page. What's the performance like on PS5/Xbox X/S? We currently have pretty stable 30 fps on the ps5 and mostly stable 60 fps on the Xbox Series X. Will the PS5 framerate be optimized to 60fps? Our goal is to increase the frame limit on PS5 in the future. Will we get customizable key bindings for consoles? This is unlikely to happen. The cars are broken on console. Are you working on a fix? Yes, we are looking into this issue. As it´s very complicated for various reasons, we can´t provide detailed information, but we are aware of the issue and it's being addressed. Why does PC have a winter map and consoles don't? Winter/Snow maps are not a part of our official development. They are all from the modding community. Can we get helicopters and other goods on consoles? Those are from the modding community and modding is only available on PC. Why is there no Experimental server on PS? Experimental servers are testing servers, working on one console platform during testing and gathering feedback from one console platform is simply more efficient. Having Experimental servers on PS platform is more difficult, so we prefer to give the PS players the final version of the update. Do you plan to add more maps on consoles? Currently not a focus for upcoming updates. You can see our plan and focus for 2022 here But we would like to continue working on how to offer more tools/functionality for community server admins on consoles. VOIP volume is too low on PS5. Is there a fix for that? We are working on this issue. At this moment, you need to turn the 3D audio OFF in the Playstation settings (it´s ON by default). You can find it under: Settings > Sound > Audio Output. DayZ in future updates Will the performance of the game be better in the future? We are working on better game performance and stability with each update. Will Ponchos get added to the game? We can't add full blown ponchos because of their length. It currently isn't possible to have any long clothes in-game, because of clipping through the legs of the character. If we would add any ponchos, it would be just short ones. For example look at the length of the lab coat. Are there any underground structures/bunkers/mines/cave systems planned? No, underground locations are not planned for now. We are missing proper support from the engine side. While there is a way to achieve underground locations even under the current tech (as seen in some older versions of DayZ), they usually have a severe impact on the landscape and visuals (both surroundings and inside). How safe are bases? How do you find a middle of getting in to easy or to hard? No base should be impenetrable. How fast it will be conquered depends on its defense, which can have varying degrees of protection. Even a locked item can be lost if someone makes enough effort to get it. What kind of water vehicles will we see? Floating platforms possible? Wooden boats? A whole set of water vehicles is something we want to do in future, like wooden boats for an example. We are thinking about craftable ones too, but that's really looking at a more long term future. Submarines aren't planned. Will there be more crafting options involving improvised weapons? Grenade arrows, flaming arrows, etc? We'd like to have some form of improvised weapons in the game, but we can't tell you more right now. Will the bow ever come back? The bow is not a priority at the moment. Will it be possible to reanimate a dead body? No, it won't be possible. Do we get a Guitar as a melee weapon and as instrument we can play? We don't have it in plans now but we would like to have something like this to enrich social interactions. What about digging a grave to bury a friend? What about false graves to hide your stash in it? These are already available in the game. Could we get a winter map? Will consoles get new maps? Both PC and consoles share the same official vanilla maps: Chernarus and Livonia. Any additional maps on PC are purely from our dedicated modding community. Why you don´t add bicycles and horses? There are technical constraints preventing us from doing so, and our current focus is on stabilizing existing vehicles. Other Are you taking any steps against duping? Yes, we are continuously working on this issue. You also may have noticed that some of the methods are not working anymore. If you suspect someone's duping, please report the person via feedback tracker or DM us on Twitter. I can't see any servers in the server browser. This might be due to scheduled server maintenance. We announce them on our Facebook and Twitter pages. You can also check our forum. If it´s past the server maintenance/update and you are still experiencing this issue, you can try restarting the game/console or manually checking for updates. If the issue persists for more than 6 hours, please contact our customer support or DM us on Twitter. I would love to work for Bohemia Interactive, where can I apply? You can check our Career page here.