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I want to introduce you to our Dayz Overpoch PVE Servers. warnings first: if you like the overpoch easy loot stuff, then this server is probably not for you ;) this server is more survival orientated. also check out our forum lastrefugium.enjin.com first is our napf (epoch1.0.5.1, overwatch0.25) server: our takistan (epoch1.0.5.1, overwatch0.25) server: our taviana (epoch1.0.5.1, origins1.8.3, namalsk0.75, overwatch0.25) server: here is a guide on how to join this server: http://lastrefugium.enjin.com/forum/m/36310884/viewthread/25831929-new-server-tlr-taviana-epoch-origins-overwatch-how-to-join-deeng we have a new server now: this server uses overwatch0.25, namalsk0.75, origins1.8.3, epoch1.0.5.1 and chernobylzone0.40 as the map. here is a guide on how to join this server: http://lastrefugium.enjin.com/chernobyl some mods we have on the server (lots more, but cant list them all): AI patrols (on foot, in cars and helis) AI is skilled! so beware. harder zeds. dr. ivan (harder damage and harder to kill zed) on all 4 servers! wild dog groups (hostile) ranger class (can make gardenplots, set beartraps, has his own traders etc.) hero, bandit & ranger level system group management lots of custom map additions customized missions (hero, bandit, neutral, convoi & delivery missions) special missions (for the experienced players, with good loot, random mission picked each restart) secret special mission in a hidden cave with special loot, has to be found trough hints random and customized supply events (supply crates with markers, heli crashes, city crashes, camps in the woods, custom veins and ammocrates) admin events (hidden cache, pvp events in randomly generated mazes, rally track) fast building, vector building, snap pro (sandbags etc. are only removable by their owners) findable and deployable mg backpacks surveillance cams/ CCTV virtual garage elevators no single currency bullshit auction house config traders with fast trading and trade from backpack crafting with gems masterkey, claim vehicles (with hotwirekit),, locate your vehicles deploy bike, evac heli lift, tow, load in service stations (only buildable, and for rearming your vehicles only) paint vehicles take clothes self bloodbg weed as medicine, can also be smoked, sold at black market drink from wells and ponds earplugs take a second weapon on your back (also saved in the database) anomalies smelt ore in lockbox lots of standard epoch scripts are changed: gathering meat from animals is harder veins and ammocrates have different outputs tools have a chance to break when used (like on bury or eat body) custom eating and drinking system (one can doesnt restore everything) custom fishing script unload crates script has been tweaked also some influence from dayz mod: playerjournal and craftingmenu when pressing insert button loot has been lowered, no overpoch bullshit loottable has been altered heavily dayz style playergui dayz style achievements system origins specific mods: smelt ore in furnace redesign lots of vehicles (origins textures) upgrade origins vehicles (incl. 182 suv and 183 military offroad) weapon upgrades on most weapons (also origins and overwatch weapon), but still wip, as I add new weapons all the time wepon upgrades are now real attachments (added from origins 183) all origins buildings are buildable and working (building depends on your humanity and the correct blueprint) (incl. new 183 buildables like the monuments) also new sheds like crane, mixer, furnace, tents etc. origins clothings (all!) working sleepingbag we also have a forum (lastrefugium.enjin.com), where you can leave feedback etc. we would like to see some new players who enjoy the experience of dayz and epoch, again: if you like the overpoch easy loot stuff, then this server is probably not for you ;)
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[BC] BinaryCombat.com | Never Out Of The Fight! | No Cheaters!
MadMcardle replied to MadMcardle's topic in Servers
This weeks event is the Chernarus Derby, putting vehicles to the test! http://binarycombat.com/community/calendar/event/12-chernarus-derby/ -
Day Z Is Going In the Right Direction
Mad Scientist replied to Solopopo's topic in General Discussion
Indeed, that 1% is the path that HIHBgaming.net has always been and will continue to be. We will always allow PvP anywhere, with light RP (but not enforced) and where everyone can do what they want. However, once server files are available, our 1pp Hardcore for the Hardcore servers will be going the other way from the 95%, with environmental effects maxed (its going to be cold and raining), infected and wolves (and hopefully bears) maxed, and with vehicles, food, guns, ammo reduced so it will be a true hardcore survival game! We will still have the true vanilla experience on our Regular servers. -
I recently made a post commending BI for their work with the new zombies, while acknowledging that in general I am not satisfied with Day Z. As I've had a little more time with .61, I've really come around to it. I recently had my first wolf encounter and it was amazing. I killed their pack leader and they split up and ran away. About 20 minutes later I found the same wolves in the next town and had to deal with them. I've seen some complaining on these forums about wolves and the new difficulty their presence adds to the game. I am frankly surprised that people aren't overjoyed by these new threats. Players seem to have gotten accustomed to the ease with which they can just run for miles without a care in the world. I for one think that's maddening and I've always hated it. I love that there are finally reasons to be cautious. There are actually things to survive from now in this survival game. Dealing with zombies, wolves, and even weather has been a blast for me. The clothes you chose to wear actually matter now. Finding water resistant and warm clothing can actually be the difference between life and death. I've had to craft multiple fires to dry my clothes and warm up to avoid dying of hypothermia. Locking myself indoors with lock picks and setting up fires has become a pretty regular thing for me. In fact, I think my cooking is what drew the wolves to begin with, which is awesome. Another thing I've really come around to is persistence, now that everything isn't always spawning in the same spot with mostly nothing everywhere else. I know this still happens sometimes, but the last time I tried playing Day Z it was so bad the game was literally unplayable. I've also really come to appreciate walking as opposed to running, similar to how Arma 3 is played. Somehow slowing down has made me more patient while exploring, because keeping my breath down has become an objective, like the objective of getting to my destination. Soon enough when vehicles are implemented again BI will be adding new, more punishing, stamina features making it so that we can't run forever. I'm really looking forward to that. Stamina management can be a game in itself, and it can really break up the monotony of endlessly running straight for miles. The way Day Z has been up until now, and the way some have become accustomed to, the fun needed to be sought out at far away loot locations that took endless running to get to. The way Day Z is going, the game will be fun wherever you are. That is a better game. That is the Day Z we want, meaning we should be more receptive of new challenges in my opinion. Day Z is certainly deserving of some criticism, but I think it's important to criticize the right things. Getting used to a survival game with nothing to survive from and then being put off when the developers actually deliver on survival features doesn't really make sense. What does make sense is that Day Z has taken so long to develop that it has already cultivated a community who have come to prefer Day Z the way it was. While I think this is a mistake, it's hard to blame them. However, it is reasonable to assume that many changes to come are going to be hazardous to your survivor's health, so it makes sense to embrace these new changes and adapt now. What Day Z has been up until now is quite poor; don't cling to it. There is so much better to come. Anyway, I just wanted to express how much I am enjoying myself right now at a time when it seems a lot of people are taking a break. For the first time in a long time I am excited and confident for the future of Day Z. The 64-bit client, along with the new Enfusion engine, has made the game more smooth than I thought would ever be possible. I am delighted by how smooth even the mouse is on the main menu screen, a true hallmark of optimized games lost even to Skyrim. Things also look incredible. I sometimes marvel at the detail of forests, unlike anything I've seen before in a game, with so many individually placed trees of different species. The new sound is fantastic as well. I remember when sound was so broken it was more likely that any sound you heard actually happened hours ago, and I'm not exaggerating that time frame. Sound is now very reliable as a form of defense and also as a way of seeking out any hidden threats. That may seem rudimentary, but it's something Day Z didn't have for a long time (it had it in the very beginning, but then lost it). And they finally got rid of that damn ambient noise audio loop they had for years; the one that would play random chain link fence sounds every ten minutes regardless of whether you were swimming in the ocean or in an empty field. The ambient noise is actually appropriate for the situation now. When it comes out, the new player controller, with it's new animations and features dependent on those animations, will significantly improve the overall presentation of the game. It is the last major piece of the puzzle to make Day Z what it needs to be, and it's the next thing on it's way. Then new physics will be the icing on the cake, and it's just smooth content releases and optimizations from there. I expect content will be released quickly then, with BI finally having put in place the main infrastructure they plan to build on, which is a goal they set years ago. The majority of the development team is working on beta as I write this, as I'm sure a lot of you know. .62 may be the last update before beta. We are coming into the home stretch! edit: It is now cofirmed that .62 will be the last update before beta
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The whole make so synonymous sense, if the character in the future a "gentle movement" control gets. This is also transferred to vehicles and does not have to be programmed twice.
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Greetings Survivors, Creative Director Brian Hicks will share the latest info on where we are at in the development process, Mirek and Peter are talking about removing SQF and Adam wants to share with you our progress with trees - biggest change Chernarus has received for the past years. Contents This Week Dev Update/Hicks Dev Update/Peter Dev Update/Mirek Dev Update/Adam Community Spotlight Dev Update/Hicks Greetings Survivors, I don't have too much for you this Status Report, fortunately Adam from the Environment team, as well as Peter (Lead Designer) and Mirek (Lead Gameplay Programmer) are joining us this time around - so there should be plenty of new info for everyone to dig into. Recently I sat down over on our forums to discuss some of the questions or confusion we get around addressing issues on the Steam branch while development moves forward internally on upcoming builds. I encourage everyone to take a look at it - as it might serve to relieve some confusion around what gets fixed, when, and so on. In addition, our Producer Eugen wrote up a forum post covering the internal milestone we recently reached towards Beta, eliminating support and dependency on the old SQF scripting language that so much of the DayZ Alpha had throughout it. This was a huge step for us internally, and something many of us have been talking about and looking forward to for years. I'll make sure to link both forum posts at the bottom of my portion of the Status Report. We're continuing to push new builds through Experimental/Unstable branch and on to Stable branch as we try and address the remaining critical issues with .61. Since the last Status Report we've been able to address several issues with memory management on the client, pushed several improvements to server performance, resolved a few known server crashes, resolved several of the performance issues tied to light sources, and we are continuing to address: Invisible Infected Additional Client Crash issues Server Memory Consumption (Which can sometimes cause issues with player stuttering, battleye time-outs, and so on) Server crashes tied to vehicles and/or AI We're hoping to be able to show some teaser video content at PAX East over at the Astro Booth showing off some of the progress on the visual overhaul of wild Chernarus for .62, rest assured this will also be shared through our standard channels if we're able to have this available in time. As I mentioned earlier, both myself and Eugen made two forum posts that are very helpful reading to understand what our priorities are internally, as well as the impact the internal milestone of finally being able to move away from SQF has on development. Check out these posts here (you do not need to make an account to view them, don't worry :) ): We know the road to the next few major builds hitting Steam might seem long, but the work going into reaching Beta is extensive - and a major change for DayZ as a whole. I know I personally (and I'm certain the whole team as well) appreciate everyone's patience, and feedback as we move towards it. I'll see you all in Chernarus - and remember, gunshots attract attention ;) - Brian Hicks / Creative Director Dev Update/Peter Last week we reached one of our internal milestones, specifically the removal of SQF, high level scripting language which was introduced back in days with Operation Flashpoint. When we started to work on standalone DayZ we heavily relied on SQF with its rich API of commands built over years of usage across Arma series. Original plan was to prototype and implement systems and mechanics we wanted to have in DayZ in it, then hardcode them to Real Virtuality engine directly to gain performance back. This changed once decision to build new Enfusion engine, based on previous RV and Enforce engines was made. Latter one used powerful and fast low level object oriented scripting language with its own IDE and therefore it was logical step to carry it over and improve it. Once it was production ready, we start to rewrite all gameplay and support scripts from old SQF script to newly established Enforce script, which offered us to become largely independent from programmers and to keep game open for modding. This process was quite difficult and tedious, mainly because of missing backwards compatibility, specific design and technical dependencies, limitations found down the road, and all that mixed together with our commitment to release playable version of DayZ in Early Access program. All these led us to maintain and develop basically two versions of game side by side - obsolete one for public to play in meantime and new one for us to make game as best as possible for public to enjoy later. Recently, new animation system began to be synchronized between server and client, which was long awaited impulse for us to switch exclusively to "all new" mindset to push things forward internally. Now every piece starts to finally fall into place, forming something I like to refer to as DayZ 2.0. The King is dead, long live The King... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek In the last status report, I mentioned that we started removing the legacy scripting language. We're done with it now, so Enforce Script is the only scripting language which runs on our internal version. We will continue removing other legacy systems: the next stop is the animation system. Synchronization of the new animation system is done, now we have to apply new synchronization rules to the user action system and to events performed only on server side. New player controller is now receiving support for melee combat, which will allow our animation team to tweak the combat animations in-game. Also, it's important to note that our Bratislava team is applying the new animation system to AI units. This will allow us to have much better interactions between players and infected/animals. Otherwise, we are still working on some major issues for 0.61, which we also need fixed for the 0.62 update, so every important fix is directly merged into the 0.62 internal branch, too. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Adam As many of you already heard, the upcoming 0.62 update will introduce a first set of audio-visual changes to the environment of DayZ. You may remember that we've already shared some progress on this matter last year. In this status report, I would like to touch on the subject of updating forests in Chernarus a little bit more. This is by far the biggest change Chernarus has received for the past years of its existence within Arma 2 and DayZ. This would be really tedious and unwise thing to do manually (there is a lot of forested areas), so we have internally developed a forest generation tool that will allows us to generate most of the forested areas on Chernarus. While the whole process of getting generated forests on top of anexisting map (that has all kinds of other objects already placed) requires some polishing work of course, we are very satisfied with the results so far. One of the most important things for new forests was to have enough variety. There are four key features that allowed us to have more varied forests. First, we have got roughly 6 different generation templates for each tree species (you can imagine this simply as young, mixed, older forests and so on). Achieving such variety would not be possible with the old models, so we have got at our disposal a completely new set of vegetation that contains roughly 3 times more models than the old one (and it is still growing). To give you an idea, lets take a look at the standard beech forest case (Fagus sylvatica). Following picture shows an example of available models for beech forest. This is quite a big change when compared to the old vegetation set (where we had like 3 available models for this specific species) and the picture is not even showing all models (we also do have dead tree variants). I should also mention that this is not just the case of beech trees, we do have similar-sized sets for oaks, pines, birches, larches and spruces. Just imagine combinations that can be done within just one species alone, not to mention what can we do when we combine them. We of course have some other types of species prepared too (for rarer use within forests and of course for solitary ones within fields and settlements). The third thing (that helps us achieving forest variety) is the tree colorization feature, which we already announced in one of the last years status report. This feature enables us to differentiate individual trees by changing their color ever so slightly to achieve a better autumn feel. And finally, fourth is the addition of 8 forest surface textures. This allows us to greatly increase variety on the ground level, because configuration of randomized miscellaneous objects is done per one surface texture (we can have one with more grass, one with taller ferns, etc.) Before: After: Please keep in mind that what you see on this picture is still work in progress and does not represent final look, these two are here to give you an idea how the transformation from old to new forest look on a small patch of forest within Stary Sobor fields. We are well past of setting up the generation process of the whole map and tweaking the visual feel of individual forest templates (assigned to forest parts on the whole map). Our primary focus now is to make sure we won't introduce any major performance problems. There is no question about the fact that while the new vegetation models were done to be much more performance friendly, we won't just aim for the same density as the old forests were. The introduction of Enfusion renderer with .60 provides us with an opportunity to go further. We are currently working with roughly doubled object count (that equals roughly 2.6 mil of vegetation objects). Our PCs are running map benchmarks overnight (multiple times on multiple machines if necessary) to get an overview of how does the current version of Chernarus with new forests perform. We can then use this information to make additional changes to the generation (forest density). Following picture shows what kind of results we get from one type of benchmarks that we do. There is still lot of work ahead of us, but it is awesome to see that things are finally coming together. We cannot wait to share more info about things to come with 0.62 update (yes, there is definitely more to talk about). - Adam Franců / Lead Map designer Community Spotlight Valentine's day is behind us and some love went to Dayz as well! You sent us some nice and creative love poems on the "Roses are red, violets are blue…" theme and we want to share them with you. This poem is made by Pedro Silva and it is not romantic at all. But love is not missing here! The love for weapons. Roses are red Violets are blue i love winchester but i like SVD too Jordan Strang send a poem where he talks about his love for killing enemies. Roses are red Violets are blue I have a mosin And your head too And short and clear one from Armin Cortez. Roses are re-- bääämmmmm Dave M. Seybert is sad because his PC is no good for playing DayZ :(. He made a poem about it. My eyes are red, my heart is blue, my computers too old, to play DayZ with you.... :( And an amazing last one by Stefan Asseryd. Militarytents are green To the right or left you can lean... Fireaxes you can colour black Remember you can make a backpack from a sack... If you get hurt it splashes some red Beware of enemy players, wolfes, rain or you will be dead We need to share a love story from our Facebook page by Sara Kpoint who met her love in DayZ as well. Awww! Actually over 2 years ago I found my valentine up in the north in the wilderness of DayZ :3. He was the kindest one I´ve ever met: He made a market with his friends, shared pullovers, apples and even a weapon, when I had absolutely nothing... 2 hours later a guy came and shot the whole group :D. But fortunately I had the same Nickname ingame and in Steam <3. And finally we have an older love song by the famous Team GEO. It is a survivor singing about his true love. Enjoy if you don't know it, because we love it! If you have some video, screenshot, poem or your own artwork you'd like to share, send it to our official Twitter account. Header image by: S3X - Baty / Community Manager
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Uh... there are no rack and pinion physics, it's just synced animations. Seems like you misinterpreted this quote: Status Report, 24 January 2017: "About the new player controller - we are finishing network synchronization of our new animation system. The next step will be the ability to control vehicles using the new character. This will be another big change, because now you are controlling the vehicle directly and character inside vehicle is controlled by vehicle simulation. This change will simplify vehicle synchronization and can also introduce some more options for modding." By "response time" I assume you are referring to the delay as the character turns the wheel. I believe that is there to allow users of WASD or arrow keys to drive a bit more smoothly (in theory). From ARMA 3 devs: "[. . .] pressing turn keys gradually turns the steering wheel, which prevents over-steering the vehicle." If I understand correctly, you have assumed the player gives the input "steer" to his character, and the character then steers the car's wheel, and that is the reason for the delayed steering—but that's not the case. Hopefully the end result is more controllable. A party bus is supposed to be fun!
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[OFFLINE] Twitch.tv/MadMcardle | !giveaway | BinaryCombat.com
MadMcardle replied to MadMcardle's topic in Gallery
Enjoyed tonight guys, thanks to the new followers! Great to have vehicles back in DayZ, love my tour bus! Lol -
Vehicles are lie. Dont believe everything you read on internet...
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You and your friend saw an illusion. It was probably a cow riding a player. Yes, a cow riding a player. We all know vehicles are not on stable branch. Please, please, don't misinterpret people.
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@goateswyn that's all debug plains out there, there's no end. You got pretty far if you drove 1.5 hours. Welcome to the debug explorer club, some of us enjoy doing this occasionally. I'm not sure why, probably a combination of boredom and desire to explore the uncharted nothingness. Before vehicles were in I ran about 9 hours north/east along the coast, spammed a gasoline can and planted pumpkins to stay alive. We used to do regular excursions to debug island too, on some patches it's possible and sometimes it's not. It's very dependent on the current calorie, thirst & hypothermia settings. Here, you'll probably enjoy this video from @Weyland Yutani (DayZ)
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I wonder how will Enforce effect on vehicles and infected performance.
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EST. 2014 [LaCG] Overpoch - SlowZs|Plot4life|Group| [LostandCrazyGamerZ.com]
lostandcrazy34 posted a topic in Mod Servers & Private Hives
Presents DayZ Overpoch All on a Dedicated Workstation Hosted By DizzY Himself. Specs Dual Xeon Quad Core Processors 8GB DDR3 RAM SSD Featuring: ESS - Enhanced Spawn Selection – Chernarus Group Management – Talk in group and know where your friends are Plot Management – Add yourself and your friends to your plot pole for easy building. Door Management – Eye scan and easy adding friends and removing – No more sharing combos Alchemy Crafting with GEMS – Buildable’s with functions, Working Vending Machine, Working Stove, Working Fridge and more to come. Walking Zombies – Don’t think that they are any easier though. Plot Pole 4 Life – Don’t ever have to pick up and place plot pole down for GEM crafting or regular building Plot poles also are Zed Free Zones.. NO more Zombies in Bases. Snapping Pro – Snap your base together in now time. Build Vectors – Rotate your walls and floors in any direction. Elevators – only useable by plot pole owners and friends. Custom Add-ons to Map Custom Traders Carpenter Trader – A place to buy wooden things (chainsaw as well) RPG and GEM Trader – A place Where you can buy RPG’s and Grenade Launchers and Much more!! The Junkyard – A place to buy all your junk needs (Sledge head, Handle, bulk cinder blocks and more!!! Lost and Crazy’s Gun Emporuim – A trader that has almost ever variant of gun the Epoch!!! Safe Trader Zones Anti backpack Stealing, Godmode, Vehicle God while in trader. Custom Missions The Missions on this server is one that sets them apart from the rest Red missions are minor missions 62 variants of missions to keep one busy, These are low loot missions, small box, medical supplies, building supplies, guns, food, and ammo. You never know what the box will be. you might get a set of bandages or might get some cinder. come test your luck Green Mission are major missions 30 variants to keep one busy. These missions have large crates at them with lots of guns, more building supplies, more medical supplies and so on. these have more ai at them to create a larger challenge then the red missions. Orange missions are black-market, gun emporium mission, Junk Yard Trader Missions, and more specialty missions, missions with hot-wire kits, Cinder Walls, Gems and more!! These missions have AI at them that carry M110s, MK17's and more. Watch out because the AI might have a RPG and take out that vehicle you try to run them over with. Then the BIG BLUE missions, these are team missions, hardest of all and has best payout.. Briefcases/building supplies and lots of them. Larger Big blue missions spawn in custom map locations built in map editor and have m2 emplacements and a heli that patrols them, the smaller blue missions are in the large cities such as Cherno and they have m2 emplacements and a m113 tank that protect them All these missions have been modified so they have to be done on foot. To hanance the feel of missions and increase those skills. Vehicle Locator – Right click GPS with key in your inventory and locate your vehicle Claim Vehicle – Claim mission and map spawn vehicles. TOW/LIFT Tow/Lift with all vehicles, Locked vehicles will not tow or lift Auto Refuel – Auto Repair - Reammo Self-Blood Bag – right click and action menu Suicide – dramatic suicide through action menu Deploy Bike/PBX boat Deploy Bike – Upgrade to Motor, Mozzie, Little Bird (right click) CRAFT IED’s Craft-able Grenades Cinder wall and half wall are Indestructible only No DECAY!! Server Rules: No whining It’s DayZ You Die Keep S*** talk to a min Keep Trolling to a Min and No Spamming Side Chat and no Talking on Side chat No Racism No Raging, It’s DayZ – A Game DayZ has Bug’s and Glitch’s So Deal with it! No camping major trader cities and no camping or killing around Novy Sobor Parking Lot in cherno! No stealing in major trader cities (vehicles included) No leaving vehicles in trader cities (Bash, Klen, and Stary) Vehicles Can be left in the public parking lot.. Please no Helis No bases or safes or lockboxes within the novy sobor town or 500m of traders on tavi and cherno 200m on namalsk. Do not trust anyone Do not talk in side You can build anywhere but blue mission locations. You can raid any base - Protect them Plotpoles Do not put plotpoles inside of things such as walls and trees and rocks - You must be able to remove them yourself. Hold peoples base hostage - request ransom is allowed Camping bases is allowed Blowing Up vehicles is allowed Remember These are PVP Servers.. WATCH YOUR BACK!! Being A Bandit is allowed - if you do not want to be killed then go to a PVE server Please only bother the admin on real issues. No asking the Admin for free stuff Learn to make copies of your keys The Admin is not a Key Maker No Duping, Glitching or Hacking - If caught you will be banned no warnings or mercy will be shown. Acting or impersonating a hacker can cause you to be kicked, and possible temp ban or perm ban. For More Detailed Rules Please Visit the Rule Page Maintenance Rules: Vehicles laying around and untouched for 10 + days will be deleted - keep them updating by accessing them or unlocking and locking them. If noticed a player has not been on in 30-60 days then the base and safes will be removed. Databases can only grow so big so unused items can cause massive database lag. - Do not ask admin for players valuables that you did not earn. Thanks and enjoy and Come Check Out The Hard Work in Action Overpoch Cherno - 216.143.41.66.2302 Overpoch Namalsk Server 216.143.41.66:2402 Server Owner: DizzY DizzAsteR Server Admins: Apex, Baibro, Geriatiric Hero Server Team Speak: 216.143.41.66:9987 Server Website: http://lostandcrazygamerz.com/ -
Having only the rudiments of a thing doesn't mean you actually have a functional thing. For example, persistent vehicles alone means little to long term players if you cannot park it behind a locked door or some other such obstacle. It's as insane as loading up barrel after barrel when any fresh spawn with the location can turn it into their personal cache with zero effort. Having a chicken in your pot and a car in your garage is valuable in and of itself (or will be when vehicles actually work right and nourishment/food scarcity is balanced right), but being able to build a base around that home and garage (your tent and barrels) gives way to a much more interesting end-game: Designing, building, expanding, fortifying, improving, and defending that home, whilst managing it all in the changing and dynamic server/community it happens to be located in. The reason why there is not much long term play right now is very simply because there is no way to create adequate security to make that kind of play stable enough on the whole.
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Day Z Is Going In the Right Direction
Mad Scientist replied to Solopopo's topic in General Discussion
We had persistent vehicles and the rudiments of base building (true, just tents and barrels etc) from 0.51 (IIRC) to 0.59 and that did absolutely nothing to change how the majority of the player base played the game. They still geared up, went to the coast, PvP'd, died, rinse, repeat. Groups had the ability to look for food, etc but they didn't, beyond getting gear for more PvP'n. Will there be some servers where what you suggest is happening? Sure, we are currently doing that on hihbgaming.net servers in AU, US and EU (and no, we are not PvE, RP or PvP promoting server, we are just vanilla DayZ with no rules except don't be a d*&khead) where we have multiple factions/clans running around looking for food, tools, medicines, and new recruits AND yet still the majority of the server just do it for the PvP. If we are doing that now, on multiple servers across all regions with the way the game is now, what makes you think that it will change with more features? -
Absolutely. Everyone is out killing everyone else right now because that is the only existing end game. That's the entire reality of it. With base-building and vehicle permanence the kind of group play that inherently stifles PVP will emerge. People will have a reason to group up and cooeprate. Instead of running around looking for pvp ation these groups will run around looking for food, tools, medicines, vehicles, vehicle parts, building materials, and new recruits. These groups will PvP with eachother once multiple groups emerge on a single server, but the good news is that it's entirely possible inter-group alliances will form when these groups get tired or think better of constant mutual destruction.
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[0.61] 34 Updates?
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
Stupid? Hicks has said DayZ will be feature complete by Beta. We're no way near feature complete. Do you still think the game will be “feature complete” by the end of this calendar year? Brian Hicks: When you say feature complete, it means the implementation of these features, the first, the basic flesh out, as we say, that’s the first iteration of vehicles. I still think we have a good chance of by the end of this year, being in what we consider beta, which is where we stop focusing so much on core features and switching to bug fixing and small content. SOURCE: http://www.dayztv.com/post/dayz-interview-brian-hicks-engine-mods-hordes-beta/ There are a ton of new features coming in. Bug fixing and small content doesn't mean: base building, new player controller, new animation system, choppers, new vehicles, new guns, new map, modding, horses, animal companions, bears, diseases, improved cooking and horticulture, advanced anti-hack system (dynamic BattlEye), advanced vehicles (repair and modifications), player statistics, player stamina, new physics system, steam community integration, advanced barricading, character life span + soft skills, animal predators + birds, aerial transport, advanced communication. Look man, all of this stuff mentioned ^ is BEFORE BETA. SOURCE: http://www.dayztv.com/standalone/dayz-2015-roadmap/ I've been really supportive of the project, staff, development, but this is a joke. I like Hicks, but this lack of transparency thing is starting to look like deception. The complaint argument is looking like smoke & mirrors, lets get a proper road map please. They owe it to us that have been patient. It's wrong not to. Population is dropping back to all time lows again. At the rate we've been going lately the community can't do another year+ for 1.0 SOURCE: http://steamcharts.com/app/221100 If this is going to take another two years there needs to be a drop in GSP pricing. Why should we pay full price to the GSP's for a game that's not fully done? I understand the game is in development and the disclaimers blah, but it would be nice if communities got a break considering the Top 20 servers are community driven. If the Top 20 vanished, do you really think they would move to pub servers? Doubtful. The game isn't being sold for full price (you know the game price will go up at 1.0), why are the servers full price? -
I can see what you mean, but at the same time it must be noted that the original charm of the DayZ mod only lasted for so long; there's only so many times you want to gear up, load up some tents, and just survive. In the end the DayZ mod could not offer what is required to make it a highly playable game over long periods of time. Admittedly the original mod itself wasn't really a mechanically polished or content laden game whatsoever, but it provided the bare bones for seemingly new kinds of player interaction, and that is the singular crux of what truly makes DayZ great. Mods like Epoch and Overwatch added much needed content to the game but more importantly provided a stimulating and rewarding reason to play DayZ over longer periods of time: base building/ownership. Without them, it's popularity would never have lasted so long. It might even be the case that the popularity of the mods were essential to drumming up interest in the DayZ standalone Discounting what are going to be invaluable quality of life improvements to the game in terms of animations and how we interact with the world, the new medical and injury system, the vehicle maintenance system, wolves, et cetra, already drastically alter the ways DayZ can be played. Since there was very little to do in the original DayZ other than kill people it was rather natural that this became a trend simply because it's stimulating. But in DayZ SA... People are going to be too busy building a fire to warm up and dry their clothes when they get wet because their raincoat got destroyed when the zombies attacked when they were eating the pills to cure the disease they got from the pond they had to drink from due to dehydration caused by an extended wolf chase which began with the necessary shooting of a hoard of zombies which had them cornered in the now looted remnants of their destroyed base. This is in my opinion a more fleshed out and detailed version of what the original DayZ sought (and party achieved) to be. It created a whole new genre of video games, and we complained constantly (we never stopped actually) in our thirst for better and more content, less lag, better mechanics. Some of the original DayZ mod mods took the easy route and more or less turned DayZ back into a pvp military simulator feat. sky-towers. I'm not gonna deny they had their place in the shortage of good DayZ content, but there were many thriving servers which managed to resist the allure of allowing cinder-block sky-scrapers and having [1000+ VEHICLES BONANZA SERVUR LEL KEK!!!!] mode turned on while still furthering what DayZ is great for: player interaction (beyond pvp in this case).
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Hi Weyland, 0.63 = Beta This was first mention by @Hicks_206 (DayZ) at a Gaming convention panel in November/December I believe. The latest status report 7 Feb 17- "I'll touch briefly on .62 - and then I'd like to give a little perspective on the work currently under way for the bulk of the team (Beta milestone)." Also this quote ".....as we're working on the .62 and Beta milestones now..." and this quote "...eagerly awaiting visuals and news from .62 and Beta...". From Status Report 24 Jan 17 - "...With the bulk of the team working on the Beta milestone, a smaller strike team working on 0.62,...." and "...As we get further into 0.62 and Beta development...." From Status Report 10 Jan 17 - "...As work on 0.62 and the Beta milestones move forward,..." and "....and pushing forward into 0.62 and Beta." From Eugenes post this morning - "....we only run version 0.63 which is BETA for us." Features that are being implemented in Beta (0.63) Now that all scripting in DayZ has been changed to Enforce from SQF, this will allow pretty much all the features you have mentioned to be implemented, including: Character Controller - everything being added is pretty much dependent on this New animations which are all done New weapons - most of them are ready to go I believe, just waiting on the new controller and animations Animal AI - we already have wolves and bears are coming, not sure when though for bears Features that we don't know much about Maybe Advanced vehicles (i assume you are talking about choppers) as this was linked to the new animation and controller. The vehicles that are currently in 0.61 exp (Lada, sedan, trucks and bus) need further work before they are back in stable, hopefully this is done before Beta Base building and barricading - there are already base building materials in the game files, however we haven't heard much lately on progress Companion animals - haven't heard much on this front as well Modding - couldn't care less when this happens, that can be part of the 15% Hicks was talking about Hordes of Infected - This I do care about but we haven't heard much lately on this front (still loving the mini hordes you get when you shoot in Elektro!!) Basically 0.63/Beta is going to be the biggest change to DayZ ever. All the legacy issues/glitches will be gone (with new ones springing up of course!!) with all new systems and measures coming into play. Is it going to be buggy? Hell yes!! Will they still need to add content? Hell yes!!!
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[0.61] 34 Updates?
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
Whoa really? I've heard Hicks say time and time again that the Alpha phase is made up of 85% new features and 15% bug fixing and when Beta hits it'll be 85% bug fixing and 15% new features. Not sure how this new development makes sense when we have a new animation system, player controller, new weapons, advanced animal AI, animal companions, modding tools, new basic vehicles, advanced vehicles, base building, advanced barricading, and much much more along with all of the other bells and whistles that still haven't been discussed. That's a lot of features to fall into a 15% category. EDIT: Just read over https://dayz.com/blog/status-report-7-february-2017 and I don't see anything that says we're moving to Beta after .62. I read every Status Report and can't believe I would miss that. -
Greetings Survivors, As we wrap up 2016, we'd like to take a moment and look back on what has been done so far, and what is to come. 2016 has been a pivotal year for DayZ development, both on the public Steam branches, and internally. For those who haven't followed development closely, lets start with the changes that have made it to Steam this year. New Renderer: Anticipated for a long time coming, 2016 saw the introduction of the new renderer for DayZ onto Steam's stable branch. An ongoing task throughout DayZ's development, this update to the engine powering DayZ was one of the most complex changes for the development team. The legacy renderer was originally intertwined with the engine side simulation going back to the earliest dayz of Real Virtuality. Seperating this, ensuring that no core systems or mechanics were broken, and introducing the new renderer technology to DayZ while ensuring a 1:1 visual fidelity was the base goal for introducing this to Steam. With the addition of volumetric fog, and the massive improvements to client frame rate the whole team was elated. 2016 took that one step farther with .61 tackling the issue of dynamic lighting and shadows, finally removing the thorn in the side of night time gameplay by preventing light sources from ignoring structure geometry, players, and so much more. Add into this dynamic lighting changes to .61, and light sources such as camp fires, flares, and more finally became viable for night time survival. Randomizing attachments, loot spawned in containers, and on infected: While it may seem like a small part of the larger puzzle, the "looting" side of DayZ's gameplay is integral to the experience, and should not be ignored. Adding in support within the Central Economy and item configs for arrays with multiple classnames, as well as having the infected themselves be a potential source of loot added a much needed boost to the search for those critical items survivors need to deafeat the obstacles within Chernarus. Dynamic Spawning of Infected: Throughout DayZ's development we have spawned a large amount of infected globally, spread throughout the world in an effort to reduce the meta-gaming and systematic learning of the mods script based trigger spawning based upon player proximity. Unfortunately, this led to us never really creating a feeling of dread or danger from our infected, as while they massively outnumbered players - they were spread throughout a huge 256km2 landmass. Utilizing the dynamic event system that powered things like helicopter crashes, and police car spawns to increase infected density in cities, towns, and villages that are within the 1km network bubble of players has reintroduced that long missed feeling of the infected citizens of Chernarus being a true threat within gameplay. While server optimization moving forward into beta will allow us to slowly increase these amounts, as well as beta itself allowing us to continue to improve the threat they offer - 2016 saw a reintroduction of a core element of DayZ gameplay. Network Synchronization Improvements: As long as DayZ has been on Steam, one of the most frustrating bugs for users to encounter has been the seemingly random breaking of legs, death from running over a small rock, or experiencing crippling desync within a player versus player encounter. Our gameplay programming team introduced with the first builds of 0.61 an architecture change on how our client/server networking communication occurs. Addressing approximately 90% of all known issues related to client/server position desync, and finally putting a nail in the coffin of the sudden "broken legs" while navigating larger structures. In addition, overall client/server communication throughout gameplay was improved, and a significant improvement of responsivity was the result. While beta will see continued iteration and improvement in these areas, this is arguably one of the largest and most impactful changes to the playability of DayZ Early Access, and we think you'll all enjoy it. Predator AI: Talked about initially in the early years of DayZ development, 2016 saw 0.61 introduce the first of DayZ's predator AI in the form of wolves. Known to roam the northern and far western reaches of Chernarus, wolves have introduced an off-road threat present even when no other players, or infected are to be seen. Traveling in packs, and stalking vulnerable players these enemies have quickly become a reason to save your shotgun ammo. Eden Sound Engine: Thanks to close cooperation with the fantastic team working on Arma 3, the DayZ development team were able to introduce the new audio technology that powered the Arma 3 Eden update. Allowing the DayZ Audio team to begin work on expanding the impact of sounds of gunshots within Chernarus. Beyond just proper volume attenuation, this update allowed a massive injection of immersion and paired with cooperation of the gameplay programming team, a much needed focus on addressing issues with gunshot sounds playing for all players, and a fantastic side effect of drawing players towards each other through gunshot sounds resonating through the hills and valleys of Chernarus. Moreso in 0.61 than ever before, the choice to fire a weapon in Chernarus has become a multi faceted one. Concerning both attracting large numbers of infected, and the unwanted attention of other and potentially more dangerous players. Moving into Beta and onto 1.0, this technology will allow continued improvement in all areas of the DayZ soundscape. Server Login Queue & New Server Browser: At the tail end of 2016, 0.61 saw the introduction of both the first iteration of our new server browser, and the much requested server login queue system. The new server browser is the first step towards our drive to properly presenting the official, vanilla experience as the first thing new players see, and will continue to evolve as we move into beta. On the ease of use side, the new server login queue removes the need to hammer that connect button, and beyond that - addresses critical vulnerabilities present in previous builds when large amounts of players try to connect. A huge gain for server side performance (and thus stability, and playability) the server login queue was originally slated for beta, but pushed up to address server stress after the 0.60 experimental push. As exciting as the changes that made it to Steam are, even more work was done internally behind the scenes that aren't quite ready to hit Steam. Lets take a look at the things that were done behind the scenes internally on DayZ development in 2016: Design Team: Its no secret that the development team halted the addition of new mechanics, weapons, and most content on the old SQF language, animation system, and so on. While work pushed forward on mostly engine, and infrastructure changes (as well as the design work required to properly configure them), the design team have been hard at work on both moving over all of the gameplay systems written in the old SQF scripting language (Approx 90% completed so far!), as well as creating and supporting new mechanics flagged to come in our beta milestone such as electricity, base building objects, and more! Animation Team: The animation team has had a mountain of work in front of them for 2016. From working hand in hand with the programmers responsible for creating DayZ's upcoming new animation system, to collaborating with designers and artists on all of the required new animations for new content, mechanics, items and so on. Not to mention redoing all the animations for existing gameplay mechanics, and items created on the legacy system from 0.28 to 0.60. With progress examples including but not limited to: 90% of all required animations for our Beta milestone completed 44 Weapons redone (Each about 10 anims per weapon) 24 new weapon unjamming anims (2 anims each) 2 New Vehicles (Approx 35 anims each) 2 New Gestures (Approx 9 anims each) 30 New Combat Anims 24 New Action Anims 1,744 Adjusted, Refined, and Exported Anims As we move past 0.61 in the tail of the year, and the bulk of the team is focused on our beta milestone, their work internally has paid off extensively, as the team can now begin working with our final animation system and the fruit of their hard work over the last year finally begins to make it to the main DayZ internal branch. Sound Team: Over 2016 the SFX team have been working hard collaborating with gameplay programmers, and support from the Arma team to introduce our new audio technology, as well as hand in hand with Art and Design teams to further the depth of audio simulation across the terrain and inside the buildings of Chernarus. From everything to new ambient SFX, infected audio, user actions audio, and so much more. Within 2016 the Audio Team were able to complete over 95% of all new player sound assets, introduce new gun SFX tied with the new audio system, internally complete new ambient sounds, prepare for additional improvements on melee SFX, and focus on new vehicle sounds in preperation for completion of new audio technology support for vehicles. Beyond that the team has plans for improvements to footstep sounds, and foley SFX based upon player gear as we move past Beta and into 1.0. Art Team: The art team is leading the charge into beta, and over 2016 has created a large amount of new content for the beta milestone. Including, but not limited to the CR 550, Mini Uzi, OTs-14, PKM, PP-19, Scout, PB 6P9, Saiga 12, Improvised Fence, Electrical Generator, Watchtower, Crop Duster, ALICE Pack, Recurve Bow, Biohazard Showers, Metro Police Station, Civilian Sedan, over 20 new characters for the new player/animation system and so much more! 2016 also saw significant improvements to the layout and structure of Chernarus as a whole, with extensive map changes and redesigns throughout the year such as the cities of Cherogorsk, and Elektrozavodsk, as well as villages like Tulga and Staroye, and railways throughout the country. In addition, they wrap up the new year working on finalizing the revamped "Chernarus HD" wilderness with the environment team for 0.62. Engine & Gameplay Programming Team: DayZ's Programming teams have had a massive amount of work on their plates for 2016. With a massive amount of the technical responsibility of preparing for Beta and 1.0 milestones, they've tackled the implementation of the new renderer, iterative improvements including dynamic shadows, improving client side performance, supporting increased view distance for light sources, and much more. Beyond that they've taken on introducing the new sound technology from the Arma team, addressing legacy peer to peer issues from Real Virtuality, Transfering ownership of every entity within the gamespace to the server, transfering to fixed time step simulation (which helps address synchronization of player position enabling much more reliable server responsivity to player input), Removing legacy mechanisms in player simulation and entity updates (allowing the simulation of more entities in the same frame), Introducing the first 64 bit client builds to Steam, Improving physics and vehicle simulation, implementing dynamic AI spawning, introducing the server queue system, and focusing a significant amount of work on the new player controller, animation system, and damage system. With even more plans for impovement, and optimization in these areas moving into the new year. In closing, 2016 has been a difficult but fruitful year for DayZ and the development team. We've overcome many obstacles, and the successes we have achieved have been a huge step in the direction we'd like to go with DayZ. The support of the community, and engagement through our official forums and feedback tracker have been a massive assistance in the march towards Beta and 1.0, and we couldn't be more excited to share that journey with you all.
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Hello Survivors, We have a new Status Report for you. Brian is talking about known issues and fixes what are we working now and Victor is sharing some news from animation department. We want to show you an interesting thread from our official Forum and you can find awesome song in Community Spotlight. Contents This Week Dev Update/Hicks Dev Update/Viktor Handpicked: DayZ Forums News Community Spotlight Dev Update/Hicks Greetings Survivors, This Status Report we're going to cover what the .61 Live Team are focusing on for Stable branch issues, I'll touch briefly on .62 - and then I'd like to give a little perspective on the work currently under way for the bulk of the team (Beta milestone). Rest assured, the development team is well aware of a good deal of critical issues that have popped up on various builds coming through Exp/Unstable and onto Stable branch. Some of them we're working to address in .61 updates, and some will more than likely have to wait for Beta milestone (as we're on the edge of addressing some issues in technology and systems that won't be around in Beta). The team has been able to make good strides on addressing server crash issues, but we're also tracking a good number of additional issues that have come in through the Official Feedback Tracker: Issues with the Central Economy group spawning items and clustering in some areas after extensive persistence uptime Client side FPS drops from several causes Issues tied to animation transitions at time of death Client side network freezing in some cases Remaining issues with vehicles from Exp/Unstable "Ghost Infected" Server Performance Issues We're all aware that these issues are critical to everyone playing on 0.61 Stable, and we appreciate everyone’s patience and participation in utilizing the Official Forums and Feedback Tracker to better allow us to track these issues down. Hang in there and be patient, as mentioned before .61 hit Stable - a majority of the team has switched to working on Beta, and some of the issues might not make sense to spend time resolving as we're working on the .62 and Beta milestones now - but we've not given up on addressing them for .61. If you find any new issues, or have new data - please continue to utilize the Official Feedback Tracker, it might not seem like it helps but trust me - it *does*. For .62 development, we don't have too much for you in this Status Report - however Adam (Sumrak) is working on putting together some tasty information on the .62 team's progress on their end for the next Status Report. Currently the .62 team is working on profiling the Chernarus with the new trees, and making adjustments to the forests based upon the data they gather from the profiling tools. There are some additional improvements on the visual fidelity side they are looking into - but I won't ruin any of that as Adam is looking forward to what he can tell you all in the next Status Report. It (almost) goes without saying - but the Beta milestone isn't just a matter of plugging a few new things into DayZ. The Animation System ties into effectively everything you guys do in DayZ, and the New Player as well. Tie into this the goal of total removal of SQF support (The scripting language that DayZ utilizes for most every gameplay mechanic) and the teams undertaking starts to closely resemble a skeletal and critical organ transplant. A great deal of work has gone into recreating all of these SQF scripts and mechanics into the new Enforce scripting language over the last year or so, but even so - the risk and work that is required to coordinate across the team, ensure things are functioning as expected, and discovering exactly what impact the total removal of SQF has against the game is a significant amount of work. We're all excited (and a bit winded) at all of this, and understand that it may be frustrating not getting the fixes you all want for .61 Stable as fast as you'd like - but rest assured, the work that we're doing on the Beta milestone will be worth the struggle of legacy bugs on .61. Lastly, In regards to the Official Feedback Tracker - the BI Webteam has recently added support for logging in utilizing credentials from Facebook/Google accounts for those who might not want to make an additional login just to report issues. We hope this lowers the barrier for some of you that might have data on bugs you're experiencing, but have held back on reporting them. I know you're all eagerly awaiting visuals and news from .62 and Beta, and no one would love to share awesome stuff with you more than those of us on the development team. We appreciate all your patience, passion, and participation in the DayZ Early Access - 2017 should be an awesome year for DayZ and the road ahead looks like a lot of fun. - Brian Hicks / Creative Director Dev Update/Viktor In my short update, I would like to share some news from the animation department. We have been playing around with the player character animations a lot recently. One of the latest additions include extra transitions for player. Now the character is able to move from stand or crouch run/walk/sprint to prone movement fluently. This does not limit the character in any way though, unlike in the past. If player decides during this transition he wants to stop - the character will stop nicely immediately. We have created combat animations for player and are now about to start testing them in game. We want to find nice balance between how player looks and how it plays. This is a difficult topic as our game is set in multiplayer environment, which means we are bound by some limitations that are not present in single player games. To mention other areas. Special interaction animations inside vehicles are being created now. Refining the animations is always in progress. We have revised the aimed movement for rifles, and we will focus on hand guns next. We also have received some new weapons from the Art team so we are adding animation sets to those as well. And finally, don't forget you still have some time left to ask animation related questions for our next Q&A video. Head over to the official forums please and ask anything you are curious about regarding DayZ animations - anything that you want me to answer. Cheers! - Viktor Kostik / Lead Animator Handpicked: DayZ Forums Topics We're getting back to our idea of highlighting interesting topics from the official DayZ forums this week - despite the regular, ongoing discussion we're maintaining on the topic of both Stable Branch and Experimental Branch updates, there have been additional interesting topics that you may have missed. Here's four of them, conveniently handpicked and awaiting your replies! Q&A with Animation Lead Viktor Kostik OK, you have probably noticed this one already, but we really want everyone to be aware of it: DayZ Animation Lead Viktor Kostik is up next in our series of Developer Q&A videos and he wants to answer the animation questions you're curious about. Make sure to ask your questions under this topic, as that's where we'll be collecting them! "Who was killed by zombies in 0.61?" by igor-vk Since 0.61 got out, we've been ensuring everyone that the infected are absolutely meant to be a serious threat in DayZ. While there is still a lot work to be done before the experience is final, the infected are already influencing the play-style of survivors in a way our design team expects - more often than not, frantically running through a city ultimately gets you killed, as witnessed by igor-vk and other survivors in a topic that beautifully describes how deadly the infected became in 0.61: "Items that don't spawn anymore" by Weyland Yutani For various reasons, we sometimes prevent certain items from spawning using our Central Economy settings. If you want to check whether an item you're looking for is indeed disabled or you're just being unlucky, make sure to read the following topic - other survivors might help you out, and we'll do our best to occasionally have our Community Manager Baty join the discussion: BETA Content: PKM discussion thread To finish off our handpicked section, we've got Brian teasing yet another weapon that's waiting to be implemented into the game during BETA: the unmistakable PKM general purpose machine gun, a truly effective weapon of Russian origin, present in nearly every major armed conflict of the past 30 years: Community Spotlight Hey Survivors! Recently, you have been letting us know on our social networks like Forums, Twitter, Facebook, Reddit or Steam, that you are having issues with client crashes due to memory errors. Should this error happen to you, we would appreciate if you could send your crash dump files from the folder C:\Users\YourPCName\AppData\Local\DayZ to our feedback tracker. By submitting those files, you can help us to solve the issue. Now let's move to a community content. I found a new and amazing rap music video about life in Post-Apocalyptic Chernarus with an unexpected ending. CamCANRUN proved again that he can create quality content. You know that feeling when you need to try something else. Something special. Including some new Dayz experience. That is the reason why some servers organise themed events for their players. I myself attended few "Wild West" events with Magnum, Repeater and cowboy hat or competition with .22 weapons only. But my most favourite are medieval fights with bows, swords and knight helmets. Astros Legacy was also attending such event on Gents Of Novo server . You can find a recording of this entertaining event on his channel. If you have something you want to share with us just tweet it to our official Twitter channel. Header image by: iSkyfallz - Baty / Community Manager
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DayZ Standalone Base Building is almost here! How do you plan to use it?
sneakydude replied to DR. IRISHMIKE's topic in General Discussion
That is usually how the weight system works, but to make it much better i agree vehicles to carry large sheets of metal, either raw materials such as sand, steel, wood, etc.. No way we can carry this in our backpacks. So if they do decide to make vehicles a primary tool to carry items, then i defiantly want the vs3 truck, to load everything on. If we can adjust any of the loots, i agree most of it should be sub categorized to each of the builds. We can do that if the loot adjustments are available on private. If public they will be hive controlled by the hive. I honestly think each non official server should get off of the hive, and run a local sql database. An official server has to be either box rented, directly contracted through bi first. Other servers are not hooked to it, not contracted with BI. When the time comes to install on a dedi box, that is. So you can adjust loot, adjust locations and script whatever you feel you want your server to look like. I am just so eager to get started..... -
DayZ Standalone Base Building is almost here! How do you plan to use it?
NickNasty6 replied to DR. IRISHMIKE's topic in General Discussion
I hope major base construction is no simple task and with new player controller/weight/stamina it should require a vehicle to haul a lot of materials around. IMO to regain balance to the coastal cities and make them viable assuming current loot economy/heat map is roughly wht to expect at 1.0. Those random scrap piles/wood piles should be lootable in the Factory/Industrial areas. Having vehicles in Cherno for example to load up wood/metal + zombies particularly a zombie herd and the threat of other people there to do the same or to simply ambush is a wonderful scenario. -
Had an exciting time on experimental servers over the weekend.. Began with picking up a friend in Electro Friday night after he ignored hypothermia until well past the point of no return. Driving a V3S along the south coast in heavy rain, I continue down towards the police station and as I reached the roadblocks I see lights through the dark haze ahead of me (Looked frigging awesome by the way devs!) . Turns out to be a vehicles headlights and just as Im about to say something in TS, shots ring out! Had practically stalled the truck and so am pretty much a sitting duck and soon looking at the unconscious screen! Thinking I'm doomed, I prepare for the final shot to hit home... waiting...hold on, I'm back! Knock the truck down a gear and high tail it out of there counting my lucky stars, meet up with my friend shortly after. He tells me he heard shooting after I'd blacked out.. saved by the infected maybe?! Following day.. another friend gets jumped by bandits at a heli crash and wouldn't you know it.. almost the entire crew are in the area preparing to slaughter a herd of cows! I'm closest in my cargo V3s that we had intended to fill with beef.. i disembark and move forward on foot hoping to exact revenge for our fallen comrade and retrieve the FAL he was carrying.. heli and bus look clear as others begin to arrive and secure the area. Thinking the culprits had heard us advancing and fled, I move towards the body and salvage what I can from the corpse as geared players and a speeding hatchback patrol the surrounding area. Just as i finish loading the gear in the bus I'm shot in the back by a high powered rifle.. here's that unconscious screen again! Minute later I'm back on my feet and whats this.. don't even need to bandage? Saved by my Alice backpack perhaps?! Players take care of my attacker and retrieve the FAL as more shots come from the northwest.. the stranger firing decides to make a run for it and our hatchback chases him, as we fire shots while he serpentines towards a forested area nearby. We spread out and attempt to encircle the aggressor.. then over comms, we hear there's contact on the left flank! As I ADS towards the area.. I'm hit by friendly fire from a FAL just behind me.. again in the back! Bandaged and given saline we then continue the chase through the forests in the west of Chernarus towards an old military base, but as its night we lose sight of our prey and abandon the hunt eventually.. I take stock of my equipment and discover everything in my Alice pack ruined except a FAL mag from our comrades dead body and somehow manage a smile. Talk shifts to recovering our many vehicles in the area.. then onto hunting the herd of cows that are very close still.. stubborn friends I am blessed with it would seem! Drawn by the many non-suppressed shots required to take down the herd or maybe just our friendly bandit returning back to the scene of the earlier engagement, someone takes fire and is hit in the legs.. players are uncertain of the direction of the shots, so after the nearby hills and town are swept and no-one found, the decision is made to leave the area and get our vehicles full of meat home and cooked.. Nothing like coming down from the rush of a prolonged firefight with the satisfaction of a stuffed stomach fulled with cow steak with the added bonus of regenerating the blood spilled in the field! Its a pity scars from wounds survived aren't already introduced.. I'd be one hard looking son of a bitch after this weekend!!!