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Showing results for 'Vehicles'.
Found 41868 results
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Ok, I agree, a noisy, crisp radio can create atmosphere. What kind of vehicles? V3S rather only talk radio. Lada? Sedan only music radio. Bus music / talk radio. Ok, there are even more vehicles, maybe I see this too narrow and stubborn.
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I actually like the idea...just because its an apocalypse, it doesnt mean CDs and cassette tapes vanish or dont exist. If you dont like it or dont care about it, you should be able to just leave it off. It's little things like music that make the world feel alive and lived in, which iverall make the game more immersive. I always compare open world games to witcher 3, because they nailed the little details of things and people who would actually exist in the world. +1 for music/recordings in vehicles
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It's still on their Trello and the latest video Baty threw up showed they were still working on the Network Synchronization for the vehicles - I'm assuming that means other kinds of vehicles as well, such as Bicycles and Helis.
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Our journey begins just outside Gorka. A friend and I are on a mission to find a vehicle -- any vehicle -- to do our part and test this critical component of the 0.61 build currently on the Experimental branch. In 136887 (r: 23 Dec 2016), vehicles spawn complete and ready to drive; not necessarily scratch-free, but whole. This means that upon finding a vehicle, you are free to begin driving it right away so that the experience of driving can be evaluated and quantified. This is the type of feedback the development team is looking for right now. I happened upon a V3S Cargo truck to the west of town and met up with my friend who was approaching town from the east. I marvel at how well the truck's headlights work (and how well they look) in 0.61. Since the truck is a very noisy vehicle, it's only natural that I attract the attention of some infected. Driving through Gorka, I eventually collect about a dozen even just sticking to the main road. I was impressed with the headlights, but I also take a moment to appreciate how pretty the gauges in the truck look at night. We head north and make the long, winding trip through the expanse of the middle-north. Apple trees dot the road along this path, and I have several opportunities to crack 60 km/h in this lumbering elephant. About halfway to Severograd, we happen upon another truck parked in the road with its lights on. We never did see another player, but we had the odd feeling we were being watched so we didn't stick around for too long. Eventually we reach Gvozdno, and we decide to make a turn to the west to see how far we can make it before we both need to log off for the night. Note the severe weather warning in the lower-left corner of the screen :p The northern highway is empty on this night, at least while we pass through it anyway. It's oddly calming, but we're still on our toes. The truck has been a nice, quiet ride so far. Passing through Topolniki now. My friend remarks that it feels as through we just missed... something... but he can't quite put his finger on what. I agree. I love what this game does to your head. Making our way north from the area around Sinistok. The new shadows in 0.61 do an excellent job of leaving you to wonder what might be lying behind those stone walls where your headlights don't shine... The first of many littered vehicles on our way to the Tisy base. Some were complete and had obviously not been touched, and others had very clearly met an unfortunate fate at the hands of a careless driver. Finally, we arrive at the Tisy military base. I park at the front gate and take a seat to admire my accomplishment for a moment before logging out. Overall, the experience was primarily good. There were some hiccups when driving near other vehicles, but nothing that would have resulted in anyone's death or the killing of a vehicle either. When not near other vehicles, the ride was excellent the vehicle behaved predictably and without fault. I very much enjoyed my trip.
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Is there an official list of current persistent times for: Tents, Barrels, Ammo Cans, Protector Cases, Medical Kits, Dry bags, Backpacks and Vehicles and how exactly they work. It would be nice if the persistence worked flat across, but it seems there are massive variations... Also, I remember before that Tires would last several days if placed in a camp or out in the woods, is this still the case? I would like to trust player experiments, wish I had the time and patients to run a test... And yes, giving a private hive the option to adjust times and all containers and items would be interesting.
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I completely agree, but was not going to speak on the matter until we got past alpha. anything below 14 days is too low for many players... but i would suggest we allow private hive players to adjust these times. 14-30 days for barrels seems fair enough. 8 days maybe for a backpack stored in a tree?? I usually would up anything to do with arma 3 exile, when it came to virtual garage, base storage, safes, vehicles, etc... because we knew players could not always log into your server, almost all servers would increase the time for when your stuff starts to disappear.
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Hey guys, Its looking like Friday's Exp update will be pushed over to Stable branch today (estimated 12h update duration / stable server downtime). Now, while we're all aware that there are still some remaining critical issues to be addressed for 0.61, such as supersonic cracks not functioning, status modifiers getting stuck, and gunshot audio being out of sync for some players. The holiday season means that if we don't want to leave you all with 0.60 on Stable branch for the rest of the year, we need to begin the process of moving 0.61 over to Stable branch as soon as possible. That said, we're going to begin updating the stable branch servers today, while continuing to iterate/update the 0.61 experimental branch with the time we have left before the holidays. Fixes for supersonic cracks, adjustments to network sync for vehicles, and other bug fixes are still to come - so bear with us while we go through the long process of updating the Steam stable branch servers!
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So vehicles are back in? Is there a list?
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I've been building a camp on an Experimental server with a few people since Vehicles were added on Dec 23. The camp is still there, and growing. Persistence seems fine, on Exp, at least.
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Combat logging will always be a thing that people with no honor will do. No use avoiding game elements because of cowardice of the meek. Had a guy combat log just today, after he told @Thurman Merman his name, and it just happened to be the same one that KOS'd BioHaze the other day. The experimental servers have been super low pop lately, so besides ruining all the vehicles on the map, we have been feuding with the other locals. Maybe @Hicks_206 (DayZ) Should add a new machine gun to the Experimental Branch so people will actually play it. For now they seem preoccupied with stockpiling loot that will most likely be wiped when the vehicle patch goes stable. Haven't had any more that 15 people on SC 0-2 at any one time, so far.
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Hello Survivors! Christmas is coming and we have a small gift for you - 0.61 on Stable branch, Brian is going to tell you more about it. Peter talks about character growth and Mirek has information about vehicles, and their presence on Exp/Unstable. ------------------------------------------------------------------------------------------------------------------------ Contents This Week Dev Update/Hicks Dev Update/Peter Dev Update/Mirek Community Spotlight Dev Update/Hicks Greetings Survivors, For those that weren't aware - we pushed 0.61.136770 to Steam stable branch yesterday. While there are still some issues we want to address (VOIP Volume, Supersonic cracks, Container contents desync, Infected footsteps volume, status modifiers stuck, and more) we looked at the experience the tests over the weekend provided, compared to what was going to be available to those on Stable branch over the holiday break and decided to go ahead and make the move. This allows us to ensure that users on Steam stable over the holiday season will be able to enjoy a stable DayZ 0.61 experience, while we continue to address the issues the team is concerned about on Exp/Unstable branch, and pending build health potentially push these over to Stable on our regularly scheduled Wednesday maintenance. Lets take a look at the milestone goals for 0.61 Stable, and then we'll cover what is currently on Exp/Unstable branch - as well as what is pending a new Exp/Unstable update. 0.61 Milestone Goals: Server Login Queue Merge of New Audio Technology from Arma 3 Eden Update. Update of Weapon Sounds for New Audio Technology. Dynamic Spawning of Infected. Predators (Wolves) Dynamic Shadows Network Synchronization Improvements New Server Browser While we're happy to say that we've hit all of these milestone goals for 0.61, there are still issues that need to be addressed. Currently on Exp/Unstable we have build 0.61.136796 which is focused on the following changes: Fix for issues with container contents desync Fix to address supersonic cracks Adjustments of animal SFX levels Adjustments of infected footsteps levels Adjustment to Infected swing SFX In addition to the build currently in test on Exp/Unstable we are focused on more Exp/Unstable updates to address: Status Modifier Updates Adjustments to Dynamic Lights VOIP Volume too quiet Issues with Hand Slots on corpses Some clients experiencing FPS drops And lastly, as promised - future 0.61 Exp/Unstable builds will also be pushed (more than likely after the holiday break) with changes to test network sync on vehicles in DayZ. These builds likely will have vehicles set up to spawn ready to drive, but don't expect that change to follow through to Stable branch! We're all enjoying watching, reading, and hearing about your adventures in the latest change to Stable branch DayZ and we hope you all have a safe and enjoyable holiday break. This will be our last Status Report until January 10th, so see you all in the new year! - Brian Hicks / Creative Director Dev Update/Peter Don't get attached to your gear. This well known DayZ rule is there with us from very beginning. But then what is it, that you should be attached to? In short, it's your character, a survivor in post apocalyptic world full of infected and other threats, where every choice matters and has its consequences. It's easy to say that, but currently the only attachments your character has is his/her gear, his/her location within the world and his/her state. Losing all the gear, getting seriously sick or suddenly need fast travel often leads to sacrificing your character and starting from scratch as a fresh spawn. This behavior goes against the survival idea behind the DayZ in general. To build the value of your character we have planned three pillars which are connected to his life span and activities. Probably the most desired and awaited one is the visual representation of your character appearance like growing beards, scars, bloody hands and others which really reinforce connection between player and his character in world. Second pillar is pretty straightforward and it is connected directly to upcoming stamina system. With stamina in place, sprint wouldn't be intended for traversing long distances (that's what vehicles are for right?), however it will be an important factor for fleeing from immediate dangerous situations you may encounter on reasonable distances. Keeping the character alive longer will benefit from being able to carry more load until the penalty for overload in terms of shortening available stamina strikes in. Third pillar is obviously soft skills, which we have implemented in prototype state for quite some time. Same as with other stuff (for example stamina system mentioned above), this mechanic is waiting primarily for introducing his majesty, the new character himself, which as you may know will be formed from interconnected systems like new animation system, new controller and state machine, new physics, new damage system, new user actions and others. We had been speculating about soft skills for quite some time. Skills leveling system based on gained experience as we know it from traditional RPG games doesn't fit DayZ very well. First draft of soft skills was close to it, there was enclosed skill sets defined by actions which tried to mimic exact roles like medic, mechanic, hunter, builder, farmer and few others. Performing actions within skill sets add experience points to its pool and eventually raising its level. Such system leads to mindless grinding of actions without any meaningful gameplay context which, I believe can really easily ruin the gameplay experience for plenty of players just to witness such behavior. To minimize it, there needs to be some anti-grind solution like simple maximum cap for points per timeframe, or other more elaborate solution which demands more or less UI elements to be clear for players what are the rules and what's going on with experience and skills. In the end we decided to strip soft skills to bare minimum and dare to take different route once again so the vision of DayZ stays intact. Soft skills should not be mandatory, however they should reward long living, dedicated characters and reflect their past actions. Main idea behind it is simple - with little abstraction it's safe to say that if you can stitch up someone, you for sure are relatively able to gut animal or pick seeds from harvest, and on the other hand if you can build fences and watchtowers it should be relatively easy for you to cut tree down or dig garden plot. We introduced so called specialty, which is axis with two poles - precision and roughness, when a character is spawned the pointer is in the middle, neutral position. All actions in game can be divided between precise or rough ones. Even actions from traditional roles like medic can be categorized independently and sit somewhere else in specialty spectrum, for example transfusion as precise action while CPR as rough action. Performing actions in game is moving specialty dynamically towards one pole or other, every action can have different weight so it can move specialty in different amount, let's say while performing transfusion you gain more precision then with simple bandaging. Dedicated characters will be able to profit from current state of their specialty in terms of performing given specialty actions with shorter times, less materials used, wearing out tools less and more outcome gained as current specialty is multiplier for all of these. Not dedicated characters who don't care about specialty or those who feels like jack of all trades are not punished in this system as their specialty will be moving around the middle neutral position which means no penalty as both precise and rough actions will take default time, use default amount of material, worn out tools for default value and gain default outcome. Note, that we are not planning to punish dedicated characters yet (but there is a possibility to do so), if your specialty is more towards roughness you will be stitching yourself as you would do while your specialty is in middle position. I think it's kind of unique approach and it doesn't spoil DayZ with unnecessary tables, numbers, UI clutter and undesirable player behaviors. Merry Christmas and Happy New Year... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Today it will be quick again. We released stable version yesterday, but we're still working on fixing some major issues, like broken modifiers and statuses for some players. We might have a fix today on experimental branch. Looks like it's happening only when one player is connecting at the same time when another is disconnecting, which can happen very often for waiting players in the login queue. About vehicles, we made some progress with synchronization. It's still not perfect and you will experience some micro-teleportation during driving when it hits experimental branch, so please keep in mind that it won't be in its final state. Currently there is just one known blocking issue and it's related to passengers not being able to get out of vehicle sometimes. I don't want to give any promises, but it's still our target to release vehicles on experimental branch before Christmas and if we don't make it, it's priority No.1 at the beginning of next year. I wish you a Merry Christmas and happy New Year. - Miroslav Maněna / Lead Gameplay Progammer Community Spotlight I'm sure this happens to you sometimes. You meet a fresh spawn on the coast, befriend him, travel and loot together. But when he finds a gun with ammo, you hear a shot and your screen goes black and you are dead. Your trust in other players is down, but is it like that every time or is there hope for friendly players? YouTuber Cyborg Lyzard had an idea about a social experiment which would prove whether or not players are as cruel and hostile for real. When he released his first social experiment video it was a real successful. Look at this social experiment on update 0.59. Cyborg Lyzard gave a weapon with ammo to a random player and waited to see what happens next. 31% of players killed him immediately. The remaining 69% were friendly. This is not so bad. He tried it again. But in the second experiment he gave the players a gun with ruined ammo. What a lecture on trust and morality! He repeated this experiment again a few weeks ago on update 0.60 and he found out that players are more friendly than before. And what about you? What would you do if somebody gave you a weapon with ammo? Would you put a bullet between his eyes or thank him and go your own way? Let me know on our official Twitter! Header image by: MrBlueAndQueenie Merry Christmas for all Survivals! - Baty / Community Manager
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In my opinion, the entire concept of soft skills meant is to discourage players from so easily throwing away a character's life, by adding tangible value to the experience of that character's life. To really flesh-out a meaningful skill system, everything but weapon sway, reload speed, driving vehicles, and melee, should have some element of progressive and permanent (until death) character growth attached. The benefits of improved character skills should be significant enough for people to want to pursue improvement, useful enough to create real value attached to the character, and take a fair amount of time to accomplish. This proposed polar separation of fine and rough skilled actions appears to only hit one of these points, the time sink. I would hate for it to end up with players committing suicide because they have become too far specialized in fine skills, and want to start with a clean state, because that is somehow better than both of the end results of this "either-or" skill system.
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Not allowing people to shoot when in 3PP goes againts those who prefer 3rd person view. I myself hate 3PP when shooting, I would miss everything, but I both love/need 3PP for everything else, cuz in this game for some reason 1PP is unplayable. It must be model proportion, FOV, head movement (tho I have it disabled). I don't know, but I always end up resorting to 3pp when playing, also because I like watching my character. But for me, the solution is rather easy - conceptually speaking -. Make every interactive element on the map (players, zombies, vehicles, items...) invisible to the player if not in the eyes field of vision of the character. I've seen some mods already doing this though in a bad way (with latency at appearing/disappearing stuff cuz they're mods and can't modify the graphics engine itself), but it's doable. Integrating it with the engine would also make it 100% effective and not performance costly (for those who don't know the number of operations behind EVERY pixel of your screen for each frame rendered is asthonising, adding this to the math wouldn't affect your fps at all).
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Zombies are stronger which is a good thing, and they are all over the map. I've never been attacked by wolves, but the whole idea is pretty cool. I don't mind the new spawns, even though it does get a little boring going hours without any interaction, just searching for scraps in camps. Overall this patch is the most broken one ever released to stable. Between getting stuck in door ways, pulling your gun out and getting jerked all over the place, frame drops, stuttering, game crashes, graphic glitches, at times i can't put my gun away during PVP due to player lag, players dying in 15 minutes after it rains(which doesn't make any sense), status indicators are broken, zombies hit you without swinging, some sounds are too low, no vehicles, ect.. I like the patch in a sense, but holy shit, so much shit is not working properly. I thought after 6 months working on a patch we would get something decent here.
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Is it worth buying Dayz standalone yet? [With Developer responses]
Nodar Svanidze replied to Blade4777980's topic in General Discussion
There are too many threads, different videos on youtube, some standalone versions some with numerous mods. I cant understand after all, does current DayZ 0.61 Standalone version have following features or not: 1) Driveable vehicles; 2) Base Building (Basic Shelters, or Complex Structures?); 3) Dynamically Changing Weather( rain, wind, tornado etc.); 4) Servers with different rules (Role Play style servers?); Thanks in advance for answer! -
Thurman Merman, Starvingart and me already tested it. The desync problem with 2 vehicles near each other has been resolved. Although I noticed indeed some frame drops which people mentioned, specially if you look towards a vehicle but looking the other way you'll be fine. I think this might because of the items in the inventory of the vehicle but I'm not sure. I might hop on later but I'm not sure yet.
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Alright, first of all on the topic of apples, in the future the apple trees and probably berry bushes will change into an inventory based system. Which means you will need to press TAB or search for apples and you will get an inventory menu and you can take the apples out of there. This means that apples aren't going to be infinite anymore and spamming doesn't work. You will be able to get a few apples but if the trees empty, it's empty. At least this is how I think it will work and I hope it will be balanced where apples are not the main source to get yourself energized, hydrated and healthy. In Experimental I tried to get healthy without the use of apples and I started to loot Berezino. Finding food was hard so I had to resort to farming which also didn't help that much but I could keep myself from starving by the bit of food I found and the crops I farmed. I finally got to healthy after I started fishing and that's how I like to see it. Loot the town for supplies and optionally farm crops to keep yourself from dying of starvation until you can hunt or fish which is a way better energy vs. stomach content ratio. Also, the developers are reducing loot or at least canned food with each build or patch. I think there are two reasons behind this. The first reason being that they need to analyze the data they get when they tweaked the loot. This takes time and after they analyzed it they can tweak it again and rinse and repeat. The second reason is to push the players slowly but surely towards the end game. If they suddenly reduce the loot severly there are going to be a lot of deaths and a lot of tears suddenly which results in gasoline cannisters full of tears to keep me hydrated (yeah, I live on those tears). The developers mentioned many times that DayZ isn't supposed to be easy but rather hard. And in the endgame we will see if they keep their words and in my opinion I'm sure they will and I'm seeing it happen even though it's slowly. Wait until the stamina system comes in with weight and no more endless running. In the latest status (or was it the 2016 review topic?) they mentioned that sprinting everywhere is going to be history because that's why there will be vehicles. On the topic of diseases, there already some diseases in and I peaked through the game files and there are already more diseases in but I don't know if they're active at the moment. But I saw someone mentioned cholera and that drinking from ponds need to have an higher risk. Perhaps you don't drink a lot from ponds but if you're not healthy and you drink from a pond without purifying your water there is an high chance you will catch cholera. And I believe cholera is at the moment the worst disease you can catch. Just like when you're soaked or drenched you need to act immediately or you'll die when you catch cholera. The problem is, cholera is a slow and torturing disease and it takes multiple hours to get rid of it. As soon as your get the red status messages all you basically can do is sit still because you're losing blood slowly and your hydration goes down hard which means if you move you'll lose even more hydration, speeding up the process of your death. I do hope they make wells a limited source of waters which slowly regenerates again just like I think how the apple trees are going to work. This will make it also harder to stay hydrated and you need to plan carefully with your hydration. In conclusion: at the moment DayZ is easy to survive although slowly but surely you can see they are pushing towards the PvE and survival aspect which is great. We will see survival getting harder and harder going towards the release of the game so I shouldn't worry about it too much now.
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Where are you Guys findings hunting scopes on 0.61 stable?
BAHADIR replied to chrhein's topic in General Discussion
Try looking at the military road block, located directly at far west of Lopatino. There is a long road which directly going towards out of map. End of this road you will see mil tents and lots of vehicles. I found 3 in this place. -
I logged on as IMT was signing off for the night and I got to go for a drive later on. For the record the server was low-pop for most of the night, I didn't see anyone but Biohaze and Emuthreat all night. Biohaze and I met up around Ratnoe and went on foot to Kamensk Mil base then on to Stary Yar where we found a Lada. The doors were a bit glitchy for Biohaze at first but after we got that figured out the drive was very responsive all the way to Tisy. The gear indicators might be helpful to new players trying to figure out driving and the speedo was a novelty too. We got her up to about 80 kph along the northern edge of the map and drove right through a zed - so no zed clipping confirmed for now. Emu joined up in TS and he found a V3S right away and worked his way north, he mentioned he crossed the river near Grishino without a problem and I believe he switched over to a Party Bus which he eventually got stuck teetering on something - a guardrail maybe. Emu then hoofed it to Sinistok where we drove the Lada straight into town to meet him. No desync approaching Sinistok where Emu was waiting although we caught some zed aggro and had to dispatch a few when we exited the car. We weren't able to test another car within the network bubble proximity but there seems to be enough vehicles spawning to do that. I'm hopeful that the devs have that one worked out already. edit: driving in 1PP is still very loud, I had to turn down the sound effects to hear myself steer
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Hello boyz and girlz! This year have seriously been amazing!! I mean.. there is just so much.. New engine, new rendering system, new sounds, wolfs and so much more.. Its litrally insane!! Im so happy for all of this! Every update have been better then the last :) I have one small consern when i saw "what have been going on behind the scenes" Stamina in Dayz? I mean i get that you want to give the vehicles a more importent roll in the game. but i think some people just dont want to be in a vehicle.. it sounds lound, you feel vulnerable.. I like to travel by foot.. see the nature, taking long runs, run from town to town.. But then again.. What do i know, I havent even tryed it.. Right! It might be awsome. who knows.. Everything else in Dayz is awsome so why wouldent stamina be that. :D Merry Xmas! /Irok
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Now you need to assemble experimental crew and test with other vehicles and players near.
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How full was the server? I was impressed by 61s performance a couple days ago, everything was so smooth on full pop. First time that smoothness was carried over from exp to stable. I wonder how its gonna be like on a full pop with at least a couple dozen playercamps and vehicles.
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2016 was DayZ SA's best year thus far. I really cannot wait for the new animation system/player controller. Can't wait for the Beta phase with vehicles, barricades and modding tools. I really do hope DayZ is gonna be the game we all've been dreaming about for years. Merry Christmas and best wishes to the whole Dayz Dev team, you guys are great and your hard work has started to show. #MDAYZGA
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CLE: easier to get m4/mags than civilian weapons (now with expanded feedback)
Heaby replied to Bororm's topic in General Discussion
I agree with you Bororm. However since this game isn't finished yet the loot distribution is most likely not set yet and will change. But I'm also thinking that the way the map is currently layed out is also screwing up loot distribution. When south/southwestern spawns were in the best spawn without question was kamenka. And everyone who wanted the best gear in the shortest time would suicide until they'd get a Kamenkaspawn or close to it. That wasn't fun. I like that spawns now are limited to the east and just west of Electro however I would even limit it to only eastcoast but thats me. But like you say, now Berezino or Svetlojarsk are the goto spawnpoints. And I think these problems are not only because of loot distribution but of the map layout. Either like you say civ loot needs to be increased (not only guns/ammo mind you) and/or map changes to prevent best routes from emerging. I hope that DayZ will end up where coastal loot is limited to farming/vehicle/storage loot so the coast is actually a place where you spend some time before you venture further inland. The further inland you go less canned foods, more wildlife to hunt, perhaps harsher weather conditions, more civ guns/ammo, more predators, more infected and when you actually get to military locations they will be swarming with infected so it becomes a real challenge to loot them. And then Tisy being the endgame military location with tons of infected, poisonous gas, gasmask/hazmat suit requirement, predators and whatever else the devs have planned for it. It should be a really hard challenge to survive, get guns/ammo to defend yourself/your friends, build a base somewhere, protect that base, get working vehicles there without getting killed or robbed and finally getting the best loot from Tisy to your base. -
I suspect you have nothing to back this suspicion. I remember very well my first steps, when I was eating all those vitamins, purifying water (which wasn't a thing back then), carrying useless stuff like duct tapes, syringes etc. and I was hugely dismayed when I found out that most of this stuff doesn't even work yet. Many players expect DayZ to be super hard because that's what 'survival' means. And fun definitely shouldn't expire at 500hrs ingame. As for 'alienating people', it's precisely what I was talking about - people forgot the meaning of the word 'survival' and expect a shooter but with Soviet vehicles. This why it was wrong to accommodate PVP so much in the first place. A game which provides for multiple various game styles will never be really good at any of them. This is why there is no hunting mechanics in Civilization 6 and no strategic turn-based combat in DayZ.