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Showing results for 'Vehicles'.
Found 41868 results
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Vehicles should always be the best source of vehicle parts. If the Dev's are careful with the regional control, they could spawn hundreds of cars in a single town and yet only provide enough usable (not ruined) parts to fix one or two vehicles in total. - The more vehicles in an area, the lower the chance of success. (both for the mechanic and griefers) - The more scattered the vehicles are, the more time is required for scavenging parts. - The more complex the vehicle diagnosis system / parts retrieval & inspection/testing is, the less reliance is needed on the previous two for making it difficult.
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I'm really enjoying the vehicles present in game! I've only rode shotgun to someone who was gracious enough to let me ride with them for a short time, but it was glorious. One thing I'll say is, it's extremely difficult and time consuming to fix up a car. - With that said, I do think that there should be a heavier population of cars/parts for cars. Perhaps even some already running vehicles placed into game. Vehicles I'd like to still see are, Motorcycle, Dirtbike, Police Car, Humvee, and some sort of luxury car.
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Hey there! I would like to know something. As you say somewhere, you planned to why not, add some AI events (random safe house invasion) I wish to know if you planned to work on a military AI. I'm pretty sure somebody already asked about that. If I'm asking this is it's because I'll find amazing the fact that you'll need to fight against an AI military faction to get some camo pants, NATO's weapons and military vehicles. All cloths and stuff from the soviet/Comintern/Warsaw pact era could be found on military base but if you want more "modern, west type" equipments you'll have to fight those AI military. Obviously when I'm saying military faction it is as an event. Try to imagine a convoy made of 2 Humvee and 2 trucks. One of those trucks contains troops the other one is filled with stuff. This convoy spawn randomly on map, following a random road. Convoy's road could be found by listening radio and "catch" conversation for example. If you want to succeed you'll have to ally with others dudes and imagine some strategy to get vehicles and defend against others player and most of the time best stuffed military enemy. It's gonna add some more realism in my opinion, and could be set off in server option. But still a balanced military AI is needed. Most of us just don't want op AI from Dayz origins for example.
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Brian, Why when people asks for game improvements in performance, zombies, vehicles and stuff you and dev guys always says "it's alpha", but you increase the games's price like a complete game does? Why don't you put a alpha price? Is Alpha only for development and not for the price? Considering when the 0.50 was released, dean hall said that the game wasn't 50% done, and the game's price was 25 dollars. Will the game cost more than 50 dollars? Are we getting a less-than-half-done game and paying for a more-than-half-done game? if the open alpha is for users test the product, why are you developing the core of the engine in this stage? Users can't test the engine, i can't report to you that you are not allocating memory in the correct way, but i can report to you that the zombie's ai is not working properly. Why didn't you do it in the closed alpha(2013), or maybe why didn't you don't extend it?
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Hi Brian, With the introduction of vehicles, ragdoll and now the sneak peak we got into global physics for all objects, I wonder if the 'sliding' could be adressed. Dead bodies sliding of slopes, vehicles behaving like they are driving on ice. Overall there seems to be a lack of friction in Chernarus :) - since I can't recall this being adressed yet I would like to know what the issue with this is. Is it fixable? At what stage of the engine will this be fixed? And talking about dead bodies: Will we see (semi) persistent dead bodies in the forseeable future? Nothing compares to the feeling you got in the mod when you stumbled into a heap of dead bodies. Trying to reconstruct in your mind how the conflict went down and the fear that came over you, when you realised the killers might still be around. Will we also see bodies go trough different stages of decomposition? Untill they disappear after their final stage? Will eating corpses, or wounded be added into the zombie AI? Another thing I miss from the mod. Thanks for taking the time to do this. Looking forward to the answers.
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Hi Hicks, thanks for another QA. First off, I'd like to say, amazing work with the recent 0.59 experimental builds. I logged 400 hours between 12/13 release and 4/14. I'm coming back from a long break since then and it's nice to see how far CLE, persistence, zombies, vehicles, and desync have come. I could ask a million questions, but right now my main ones follow: 1) Despite how great of an experience the current 0.59 exp is, the extended night-time and accelerated day-time really detracts from it in my opinion. Will you be tuning the day/night cycle for experimental any time soon? Why not 1 hr real time = 2 hr game time, so that a 12 hr session mimics a full day in-game? 2) Will the 12 hr up-time we see in 0.59 experimental be enforced in stable when it gets pushed, or will it be dependent on the admins' choice for that server, similar to time acceleration? The constant restarts really break immersion and I didn't notice much of a performance hit with the 12 hr duration in experimental. 3) Are there any plans for giving players a queueing system for entering a server that is filled? And when are 75-man servers making a return? Edit: I just realized this question was asked in your QA last time and you said: Any updates since then on the development of the queuing system? If not 0.59 stable can we hope for something in 0.60 exp? 4) As is currently stands, the throwing physics in-game consists of a mixture of old and new tech, which still results in a very crude placeholder system. When will we see a newer more robust system taking over the legacy stuff? It is still near impossible to tell where an object lands when you throw it with the current system. 5) How is work going on the updated ambient sfx? When can we expect to see this implemented? Will this include a fix for hearing the ocean from across the map? 6) What is the current vs planned status for randomizing door states, gun conditions, and chance of ammo spawning with guns? 7) We saw a sneak peak of the motorbike recently. Any plans for the return of the non-motorized bicycle from the mod? What about skateboards, scooters (motorized or not), or other small mounted methods of getting around? When boats come in, will there be motorized AND non-motorized options? 8) How would you like the idea of players being able to man a handcar on the railroads for an alternative means of getting around the map? I think it's time we put the tracks to good use! 9) How is internal work on the new ui and server browser going? When can we expect to see more updates on those from the design team? The performance enhancement is great but functionality-wise and aesthetically they are still very lacking. 10) Currently you can fall off of a set of stairs, hurt your leg and foot, and ruin your pants (and everything inside of the pants) and shoes. Are there any plans for distinguishing between fall damage and weapon damage? I understand the leg and foot hurting if you fall, but I don't think it should always result in ruined pants and shoes. 11) Any chance to get a spawning system that lets you choose a region but still adds randomness to where in that region you spawn? It's god awful trying to meet up with newbie friends now. I feel like you can give players some control over where they spawn and still not entirely sacrifice the random nature of exactly where. 12) On that note, are there any plans for expanding upon the current armband technique for improvised buddy systems in-game to keep track of friends or represent your clan? 13) Any news on player-controlled regions and how that would affect spawning? 14) Right now, the current player migration behavior being instilled is spawning on the east/south-east coast and heading inland towards the northwest. Does the team have any plans for re-incentivizing visiting the northeast ? Any plans to spruce up the lackluster east coast so it's not just a marathon sprint to Berezino or Elektro? 15) Any plans for implementing player mental states like in Project Zomboid? I'd be interested in seeing a player need to sleep, have interactions with others, smoke cigarettes, or play mini-games like darts to retain sanity. Edit: I saw a question about sleep being answered with a NO from you: I am interested to hear your thoughts on those other things, however. Mental states like panic might make your heart beat fast and have high chance to faint or something in a fight, or reduced player interaction maybe making you hallucinate. 16) When will things like flu and accompanying symptoms like fever/chills join the two diseases currently in the game? Cheers!
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Hi Brian, thx for doing this - first question is mby for Eugen. sorry for double questions. 1) I only see one 1st and about 7 3rd person EXP Servers from CEU. Any plans to double server numbers and turn them 1st? 2) Legacy systems and -newui / the performance boost is amazing but items in vicinity are so small. Overall, usability and design is "weird" even for a placeholder, regarding -oldui is a placeholder too. Changes to this are WIP? 2.1) -oldui feels much worse now you know the boost from new. Is it correct to assume that as soon as the blockers are resolved the complete transition to newui with finished basics will occur? 3) 0.59 is all about vehicle desync - does this also mean multiple crashing vehicles, like a derby, with physics? 4) Also if yes, vehicle desync works before stable push, does that mean player desync works even better? Correlation? 5) Renderer. A treat for the community would be a screenshot of the improved nighttime in a SR in the future. Or is it all about implementation first? 6) Physics and ragdoll, regarding we'll soon have alot of different vehicles and alot of zombies for the first time, will weird(deadly) physics behavior be addressed during 0.59 or is in one of these ongoing battles? thx again
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Will objects that are moved/destroyed remain so? For how long? Will the picnic tables and light pole reset after server restart? Will we be able to haul these objects to our base? Once in base will these objects have their reset locations set to inside the base? Once moved back out of base will the reset locations be reset to original location? Will small structures like the wooden barn next the light pole be destructible/movable by a larger object (car/truck/bus)? I noticed in the newest exp update that the physics was running a little smoother. I threw a bag of rice to another player, when it eventually hit the ground I noticed that the bag was rolling. I haven't seen any item roll on the ground before. They usually just stop. Will the physics of items mirror the physics of the objects from the video? Meaning will items move if touched by players or vehicles? Something similar to Demon/Dark Souls, with less silliness? Can you speak to the Physics "Up next" feature "Manipulating bodies"? How much manipulating do you foresee possible? Dragging players (dead/alive)? Rolling players/bodies? Positioning players/bodies? Pitchfork suicide was cool looking, will we see suicide animations for other weapons/items? Stick? Box of nails? Wire? Nooses (rope + tree)? The two video clips really opened up new possibilities for what can be done in this game. Can't wait for more.
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! WE NOW HAVE OVER 100 MODS INSTALLED !
Bricktopserver replied to Bricktopserver's topic in Mod Servers & Private Hives
[RELEASE] NEW MOD ADDED - Ph(F)alcorp custom crafting To access the crafting system just scroll your wheel and click on the item you want to craft. You will see a message on the screen with the requirements to build. There are upgrades options available once you craft an item. _________ VEHICLES _________ Bicycle 4-Wheeler Gyro Mossie _________ INVENTORY ITEMS _________ Fuel pump Chainsaw Sledge Handle Lock box _________ BASE DEFENSE PLACEMENTS _________ Searchlight Kord Dshkm M240_nest _________ Thanks to Ph(F)alcorp for this addition _________ Enjoy, Bricktop -
I mean a new time line, like Q1 2016 New rendererNew Zombie AIBasic stealth system (zombies, animals, ...)DiseasesQ2 2016 Advanced vehicles (repair, modifications, ...)Advanced animals - life cycle, group behaviorPlayer statisticsNew UI Stamina / fatigueQ3 2016 TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeQ4 2016 BETA versionAnimal companions (dog, horse)Steam community integration (Achievements, Steamworks modding, etc)Construction (building shelters / walls / ...)
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Little Bird is well capable of cruising at over 250kph, pretty sure it would leave any of the ground vehicles in a cloud of dust. That said i hear what you're getting at. Hopefully once new fixes for player position / vehicle desync are in it should be a relatively quick addition. I have run tests, and a round trip from northwest airfield to the southeast coast and back takes under 8 minutes including takeoff and landings :) assuming the Little Bird is modeled similarly to Arma3.
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So, I've been on the hunt for one of the new vehicles in .59 Exp, and while travelling through the woods, I saw one hidden off in the distance. I was super siked, and sprinted for it. i get to it, and it had all the required parts, but alas, I couldn't enter the vehicle for I had just moments before switched over to the old ui again. So, I logged out, switched back to the newui, and tried to log back into the server by clicking play... It got full. So I spend the next 20 minutes trying to find the server I was just on, and I finally, after so much anger and annoyance, find the server. I load in, and hear someone hitting metal, so I'm kind of freaked out. I'm stuck in the darkness because of the horrid amount of time it actually takes to load in, fearing that I'm going to be killed while loading in. So after a minute of finally gaining vision, I see four people sitting there DESTROYING the vehicle, beating the living hell out of it. So here I am, ticked as hell, getting so close, but thanks to the fact that you cant do jack shit without the newui in Exp, and the horrid History list in the server browser, am having to start from ground 0 again. Needless to say, I just logged off, and am ranting here. (No, I'm not saying the game is broken, nor am I suggesting anything, this is just a story, and I know things will be fixed in time)
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Im gonna make a very selfish suggestion which many wont like so its more of an opinion only map modding should be allowed. atleast for awhile Because the moment modding comes in we will have maybe 2 vanilla servers with actual difficulty and the rest of the servers will be pumped full with 100+cars and 10 rifles in every house and every possible thing of arma 2 ported in not because the majority of us likes it perse, but because its the best way to get people to join your server and thus I make the selfish remark that a part of me wishes that modding would be limited, although a part of me want the freedom of modding possibilities aswell And many will say, let them have their servers you can play in your own server, but honestly I think vanilla servers will die out then so its more of a concern really, I hope there are many players that will stay in either full vanilla, or small adjusted modded servers (for example extra vehicles and a different map however the vehicles are still very rare etc.)
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Epoch Origins (Lingor) - Hardcore Survival Server
haywardgb replied to haywardgb's topic in Mod Servers & Private Hives
Fixed: Lock House option doesn't come up for locked houses, so no more accidental gear wipes! ISSUES: You get the option to buy and sell vehicles at Hero and Bandit traders via the Advanced trader menu. You cannot buy or sell vehicles using the advanced trader menu, it will tell you that you don't have enough space in your inventory. For vehicles please use the regular trading menus. Thank you. -
Agree as well. We all know what will happen to the game if "unlimited" modding becomes available. I have absolutely no issue with new maps, new vehicles, new weapons, etc Just, PLEASE, no " No zombiez 1000% loot self-bloodbag FART NOISE FART NOISE FART NOISE" modded servers, please
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I need to know the list of items that are " released " in version 1.8.6.1 ( clothing, weapons , vehicles ) and future release. Items that are in the mission , you know? Items that BEC will not kick if I lootear it , or the game will let me spawn . Thank you
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As DayZ Standalone nears two years since its Early Access release, people often wonder what's in store next for the development of the game. Though the community gets a steady stream of teasers and previews, along with Q&As and presentations chock full of information, it can be difficult to see and remember everything that lays ahead of us. Here for the benefit of everyone is a semi-comprehensive list of everything ever considered in the development of DayZ. Within the next six months, the game will be transitioning to the Beta phase of development which means a switch from 85% content / 15% bug fixing to the exact opposite. For some, this statement by Hicks during the PAX Australia "Road to Beta" presentation was taken to mean that there wasn't much left to be added to the game, or that the team had resigned itself to not meeting some of their Road Map goals prior to the game's release. Hopefully this will help dispel the myth that DayZ isn't getting much additional new content. Included at the end is a section of ideas or concepts that were primarily considered in pre-release development by the game's original creator; they are unlikely to make it into the game because they reflect earlier ambitions and a different direction for the game that has changed since the Standalone's original conception over two years ago. DISCLAIMER: I am NOT a member of the development team and I am NOT a Bohemia Interactive employee. It is important to remember that anything on this list can change at any time, and many of the things you read about here may never make it into the game. NOTHING HERE IS GUARANTEED. Anything said here by me is purely speculation based on time played and a keen interest in the development of the game (in other words: have your dump truck of salt ready). Table of Contents:1. Animals2. Chernarus+3. Clothing4. Equipment5. Food & Drink6. Game Engine & Programming7. Infected (Zombies)8. Mechanics9. Plants10. Sounds, Animations, Etc.11. Vehicles12. Weapons13. Questionable / Old Development Guidelines 1. Animals We already have a variety of animals in the game both wild and domestic, but there is still additional work to be done with fine-tuning the behavior and life cycle of these existing animals. There are also a number of animals that are on the way which have not yet been implemented, and they mostly fall into two categories: companions which will travel with the player, and predators that will present a PvE challenge to players. 1. Bear -In the game files in 0.48.2. Dog -Given as an example of an animal companion early on. -Mentioned by Hicks during PAX Aus presentation.3. Hedgehog -In the game files in 0.50.4. Horse -Implied by the presence of a Horse Pelt in the files. -Mentioned by Hicks during PAX Aus presentation.5. Mouflon -In the game files in 0.57.6. Wolf -In the game files in 0.49.7. Miscellaneous -Birds are specifically mentioned on the 2015 Road Map. -Insects have been mentioned but are unconfirmed. -Predators (bears, wolves) and birds will be added when their programming is complete. 2. Chernarus+ (Map Changes / Additions) The expansion of Chernarus to the North along with the addition of many new towns is nearly complete. From this point forward we will see a few new locations added such as the Tisy Military Base and a few smaller islands, but the primary focus for the map team will be updating existing locations that carried over from Arma 2. This will include what has been referred to as "devastation passes" of the map where areas that were previously untouched will look more post-outbreak, with destruction and remnants of the struggle. Besides the map itself, there are a small handful of buildings that need to be made enterable yet. These include three industrial buildings, a church, a train station, and a barracks. 1. Chernogorsk -Major overhaul; previewed in 15 Oct 2015 Status Report.2. Elektrozavodsk -Not confirmed, but safe to assume.3. Military Base (Tisy) -Will feature new structures, infected/irradiated areas, and high-value loot. -Previewed during TwitchCon 2015 presentation.4. Coastal Islands -Confirmed by Hicks during 12 Nov 2015 Status Report Q&A.5. New Buildings a. Military Watchtower -Nothing else unique confirmed, but Tisy Military Base will likely require additional new assets.6. Newly Enterable Buildings a. Giant "Silo" Building (questionable, already has extensive exterior) b. High-top Tan/Blue Industrial Bldg. c. Two-Chimney Industrial Bldg. d. Medium-sized White Church e. Military Barracks f. Small Train Station7. "Devastation" Passes a. Many, if not most, of the areas of the map will be altered to look more post-outbreak if they haven't already. -Discussed by Hicks in 08 July 2015 Status Report. 3. Clothing Some players may think we have too many clothing choices already, but variety is king. Much of what is still left on the table is merely aesthetic alternatives to existing items, but there are a few functional pieces remaining as well. In particlar, a HAZMAT suit will need to be added eventually for players to survive new areas that have succumbed to infection or radiation. 1. 3/4 Length Pants -Was supposed to be the very first female-specific clothing, per 22 Sept 2014 Status Report -In the game files in 0.50.2. ALICE Attachment System -Confirmed by C.Torchia in Q&A on 22 Jan 2015.3. Balaclava ("3-Hole") -In the game files in 0.59.4. BDU Pants -Previewed by C.Torchia via Trello on 30 Sep 2015.5. Dress Pants -In the game files in 0.55.6. Fingerless Gloves -Mentioned by C.Torchia in the 11 Aug 2014 Status Report. -In the game files in 0.49.7. Jumpsuit Jacket -In the game files in 0.58.8. Jumpsuit Pants -In the game files in 0.58.9. M53 Boulder Backpack -In the game files in 0.57.10. Orange Worker Safety Vest -In the game files in 0.57.11. Shorts -In the game files in 0.51.12. USMC Jacket (MCCUU) -Previewed by C.Torchia on 26 May 2015.13. White Coat -In the game files in 0.58.14. HAZMAT Suit -Confirmed by Hicks at TwitchCon 2015. -Pending; needed for new contaminated areas. 4. Equipment By far the largest category of items yet to be implemented. We await resources from both plants and animals that haven't made it into the game yet, base building materials to begin setting up advanced camps, vehicle repair components for both existing and future vehicles, and various player equipment needed for surviving or entertainment. Most interesting among this list are things like the Mobile Transceiver and the Radio, which promise to change player interaction in a big way. 1. Animal Resources a. Bear Pelt -In the game files in 0.51. b. Horse Pelt -In the game files in 0.53. c. Mouflon Pelt -In the game files in 0.53. d. Wolf Pelt -Unconfirmed; implied by the inclusion of Wolves.2. Plant Resources a. Cannabis seeds -In the game files in 0.58. b. Compost -In the game files in 0.55. c. Potato seeds -In the game files in 0.53.3. Base Building a. Barbed Wire -In the game files in 0.58. b. Canvas Tarp -In the game files in 0.59. c. Electrical Extension Cord -In the game files in 0.59. d. Flood Light -In the game files in 0.59. e. Portable Generator -In the game files in 0.59. f. Sea Chest -In the game files in 0.59. g. String Lights -In the game files in 0.59. h. Wooden Case -In the game files in 0.59.4. Vehicle Repair a. Aviation Fuel -Discussed in the 12 Nov 2015 Status Report. b. Brake Fluid -In the files in 0.54. c. Bus Wheel -Implemented as of 0.59. d. Car Battery -Implemented as of 0.59. e. Car Radiator -In the files in 0.57. f. Control Unit -Previewed in the 12 Nov 2015 Status Report. g. Electrical Wires -Previewed in the 12 Nov 2015 Status Report. h. Headlamp Bulb -Implemented as of 0.59. i. Helicopter Battery -Discussed in the 12 Nov 2015 Status Report. j. Hydraulic Fluid -Discussed in the 12 Nov 2015 Status Report. k. Hydraulic Hoses -Previewed in the 12 Nov 2015 Status Report. l. Igniter Plug (helicopter) -Discussed in the 12 Nov 2015 Status Report. m. Motor Oil -Discussed in the 12 Nov 2015 Status Report. n. Pitch Link -Previewed in the 12 Nov 2015 Status Report. o. Transmission Oil -Discussed in the 12 Nov 2015 Status Report. p. Truck Exhaust -In the files in 0.51. q. Truck Radiator -In a build of 0.57 Experimental. r. Rear Rotor Blade -Previewed in the 12 Nov 2015 Status Report. s. Spark Plug -Implemented as of 0.59. t. V-Belt -In the files in 0.55. u. Windscreen (Box) -In the files in 0.57.5. Blood Pressure Monitor -In the files in 0.44.6. Butane Canister -In a build of 0.57 Experimental.7. Butane Torch -Shown in early promotional picture.8. Candle -In the game files in 0.50.9. Cigarettes a. Pack of cigarettes also. -In the files in 0.58.10. CO2 Canister -In the files in 0.58.11. Cooking Clock -In the files in 0.58.12. "D" Battery -In the game files in 0.50.12. Dextroamphetamine -In the files in 0.57.13. Fishing Rod -In the files in 0.59.14. Glass Bottle (Vodka) -In the files in 0.50.15. Megaphone -Previewed by C.Torchia on 19 Jun 2015.16. Mess Tin -In a build of 0.57 Experimental.17. Milk bottle -In the files of 0.57.18. Mobile Audio Transceiver -Previewed by Peter on 20 Aug 2015.19. Petrol Lighter -In the files in 0.53.20. Radio -In a build of 0.56 Experimental. a. Cassette -In the game files in 0.50. 5. Food & Drink One area of development that has not seen much that's new in a while. In the last few updates we've seen necessary updates to the cooking process, but we don't yet know what kind of advanced cooking we may end up with (i.e. recipes). For now however, there are a few items you can expect. New fruits will come from their respective trees, vodka will likely be a lootable item in previously shown glass bottles, and eggs may be obtainable from chickens or chicken coops in the future. 1. Egg -In the game files in 0.57.2. Marmalade -In the game files in 0.51.3. Pear -In the game files in 0.57.4. Plum -In the game files in 0.57.5. Vodka -Glass bottle in files in 0.50. -Liquid itself confirmed by Peter via Twitter on 22 Jan 2015. 6. Game Engine & Programming Here's where things begin to get murky and less straightforward. The game engine itself is still a heavy work-in-progress, and is currently going through a very tumultuous time as bits and pieces are slowly implemented into the public-facing builds of DayZ Standalone. What you'll find below is an overview of previously stated goals and ideas, but it is likely that the majority of it will eventually make it into the game. 1. Audio a. 3D Positional Ambient Sound. b. More complex audio triggers and combinations. -Discussed by Hicks in 23 Jun 2015 Status Report.2. Console Support a. Xbox One -Announced at E3 2015. b. PlayStation 4 -Announced at Gamescom 2014.3. New UI a. Complete visual and functional overhaul. b. New on-screen icons. -Able to be toggled off eventually. c. Helps support changes to other new systems. -Able to be previewed using -newui launch parameter since 0.55.4. Oculus Rift Support a. Maybe, but not prior to 1.0. -Mentioned in 13 Sep 2014 dev stream.5. Physics System a. Currently running both new and old systems as the new one is being developed an implemented. This means there are lots of bugs and performance is less than optimal until the old one is removed.6. Player Controller a. Overhaul of player actions -Example: press and hold to eat, rather than "Eat All." -Enables players to be moving and performing an action simultaneously. -Eliminates mouse wheel for choosing action, based on context and duration of action. -Differing actions based on what you do: ie.. weak versus powerful swing when clicking or holding mouse button with a melee weapon in your hands. -Discussed at length on numerous occasions by Peter; too many times to cite. b. Passive player movements -"Cough, sneeze, fever and more." -Mentioned in 27 Oct 2014 Status Report c. New Animation System -Previewed many times by V. Kostik. -See: "Sounds, Animations, etc." section.7. Player Statistics a. Developer API b. Steam achievements -Mentioned in 2014 and 2015 Road Maps.8. Precise Object Placement -Previewed by Peter on 11 Feb 2015.9. Renderer a. Multiple cascade shadow maps -Mentioned in the 12 Nov 2015 Status Report. b. Improved rain (postprocess) -Mentioned in the 12 Nov 2015 Status Report. c. Improved HDR & Glow (postprocess) -Mentioned in the 12 Nov 2015 Status Report. d. Multithread optimization -Mentioned in the 12 Nov 2015 Status Report. e. Water rendering (ponds, ocean) -Mentioned in the 12 Nov 2015 Status Report. f. Improved sky -Mentioned in the 12 Nov 2015 Status Report. -Using the TrueSky software (http://simul.co/truesky/). g. Improved fog -Mentioned in the 12 Nov 2015 Status Report. h. Improved nighttime -Work-in-progress since pre-release.10. Reporting System a. Eugen would like to see a way for players to be able to report hackers and other issues from in-game. -Last discussed around the time of 0.55, and included tie-ins with VAC which is not been discussed for some time.11. Scripting a. New scripting language: EnScript (300% faster). b. Already implemented to a degree, entirely for internal functions (not available to players yet). -Discussed by Hicks during Q&A for 15 Oct 2015 Status Report.12. Server Abilities a. Max player count eventually supposed to reach 100, currently at 50 or 75. b. Server uptime goal is 24 hours. -Discussed by Hicks at RTX 2015.13. Server Join Queue -Confirmed in Eugen Q&A on 20 Apr 2015.14. Server Package a. Full release of everything necessary to run your own server (on your own hardware). -Won't happen until at least Beta.15. Single Player Mode a. Allows for testing of mods without the need for a server and offers an offline mode for play (64-bit client only). -Announced by Hicks at RTX 2015.16. Steam Community Integration a. Steam Workshop (mods, maps) -Mentioned in 2015 Road Map.17. Weapon Spawns a. Currently, only empty weapons spawn. Eventually, they will spawn with mags, ammo, attachments, or some combination of those. Possibly even painted/colored. -Mentioned by Hicks in 01 Sep 2014 Status Report. 7. Infected (Zombies) Without much to document in terms of future zombie behavior, there is only one thing to focus on with the future of infected: their appearance and equipment. Rather than being the small set of similar models that we have now, future Zeds can be tailored to fit specific roles and locales throughout Chernarus. This is thanks to "paper doll" templates to which a variety of clothing can be applied to make the infected look more unique. Farmers, firefighters, prisoners, doctors, and construction workers are just a few examples. 1. Templates a. "Hoppers" coming back? -Not confirmed. b. New models -Fat man -Old woman ("Tereza") c. Greater variety of Zeds thanks to improved development assets ("paper doll" templates). -Examples shown: firefighter, prisoner, etc. 8. Mechanics Aside from the engine that runs DayZ, the mechanics built into it are the most important part. These define what you're able to do and how you do it. This list is fairly extensive, but the vast majority of it should be in the final product. Big features yet to be implemented include base building, hazardous areas, player lifespan, and player stamina. 1. Animal Behavior a. Aggressive carnivores b. "Life cycle" -Mentioned many times in discussion throughout development.2. Animal Companions a. Dog -Mentioned early on by Dean. b. Horse -Mentioned by Hicks during PAX Aus presentation.3. Base Building, Barricading, & Storage a. Hidden stashes -Previewed by Peter on 11 Nov 2015. b. Electricity Grid -Generator, lights, refrigerator -PA Control Panel -Previewed by Peter on 03 Sep 2015. c. World containers -Larger variety -Finished behavior d. Barricading -Fences, boarded windows, etc. -Might come after base building. -Last discussed by Hicks in 15 Oct 2015 Status Report. e. Persistence -A method for refreshing an entire base/area rather than having to do all individual items. -Discussed by Hicks at RTX 2015.4. Cooking a. Advanced recipes b. Drying food (instead of cooking it) -First mentioned by Hicks in 24 Feb 2015 Status Report, last mentioned in 22 Apr 2015 Status Report.5. Crafting & Survival a. Advanced Crafting (Workbenches) -Rail systems, improvised scope mounts, barrel swaps, etc. -Confirmed by C.Torchia in 13 Oct 14 Status Report. b. Craftable Shelter -Confirmed in Eugen Q&A on 20 Apr 2015.6. "Hardcore" Mode a. Has had different definitions over time. b. Early on, defined as no 3PP and no hide body option (implying that bodies would be semi-permanent). c. Modern definition includes a long respawn timer (hours, days, etc.). -Last discussed by Hicks in 05 Jan 2015 Status Report.7. Hazardous Areas a. Players will encounter certain areas of the map that are infected/irradiated and will need special equipment in order to avoid or mitigate health issues. -Discussed by Hicks at TwitchCon 2015.8. Hoticulture a. Herbalism -It is not confirmed, but is expected, that upon the introduction of mushrooms to the game there will be an associated mechanic. Since mushrooms have varying effects on the human body, it would be important to know what those effects are and how to utilize them to your advantage (such as for medicinal purposes).9. Infection a. Expanded number of diseases (and causes). b. Further ability to transfer disease via clothing and other items. -Cannot confirm.10. Inventory Management a. Changing amounts of capacity based on condition of clothing (less when damaged) -Discussed in 06 May 15 Status Report.11. Item Temperature a. Described initially in the 28 Feb 2014 Status Report when talking about cooking, it was originally planned that items would be able to be either hot OR cold (shown by blue tile instead of red for hot). This has never been seen, and certainly would have practical uses.12. Player Lifespan a. Soft skills -Medical -Resource Gathering (i.e. greater percentages when harvesting meat) -Repairing b. Visual indicators of time survived -Beards (male) -Scars -Bloody hands/arms after carving up a person/animal. -Previewed in 30 Oct 2015 Status Report. -All discussed by Hicks at RTX 2015.13. Player Stamina a. Weight of objects -Weight already implemented, stamina to come later.14. Traps a. Expanded variety? b. Finished functionality15. Vehicle Repair a. Separate items for each vehicle type. b. Tools necessary to complete repairs. c. Vehicles can be damaged just like anything else. -Body panels and wheels may be lost or visibly/functionally damaged. -Previewed on 15 Oct 2015. -Discussed by Peter in 18 Aug 2015 Status Report.16. Vehicle Interaction a. Manual transmission -Implemented as of 0.59. b. Shooting while seated in/on vehicle -Confirmed in Eugen Q&A on 20 Apr 2015. c. Functional mirrors (rear-view cameras) -Previewed by Peter on 25 Nov 2014. d. Vehicle part destruction (see above)17. Weapon Interaction a. Manual reload for internal magazines b. Improved handling of external magazine & clip manipulation c. Revamped system of holding breath for firing a gun (already in?) d. Clearing & chambering (bolt, pump, or lever-action... any non-auto) -Discussed by Peter in 23 Jun 2015 Status Report.18. Writing on Items a. Players may eventually be able to write a note on any item. This would only be visible in the menu, not on the graphical item itself. An example of use would be to mark what type of blood is in a blood bag. -Mentioned by Peter on Reddit 05 Dec 2014. 9. Plants Much of what we should expect from horticulture has already been implemented. In terms of the mechanic itself, most functions of growing and harvesting plants are already available. What we will see in the future are new plants with non-food purposes behind them such as mushrooms and cannabis. It's possible that additional states of condition will be added for food items as well (beyond raw, cooked, burnt, rotten) such as dried and decomposed. 1. Cannabis a. Cannabis (fruit, seeds) -In the game files in 0.58. b. "Dime Bag" -Mentioned in standup notes for 01 Sep 2014 Status Report.2. Mushrooms a. Agaricus -In the game files in 0.55. b. Amanita -In the game files in 0.55. c. Auricularia -In the game files in 0.58. d. Boletus -In the game files in 0.57. e. Lactarius -Discovered via data mining in 0.59. f. Psilocybe -In the game files in 0.58.3. Trees a. All-new trees were stated as a goal at one point (C. Torchia).4. Condition / Status a. In the Q1 Status Report, additional states of condition beyond just fresh and rotten were shown. They included burnt(?) and totally decomposed. 10. Sounds, Animations, Etc. A broad category encompassing a few different areas of the game. With the implementation of the new player controller in the near future, we will see many more animations added to the game (or changed from earlier, inadequate ones). The end result should result in more natural interaction between a player and their environment, and fewer gaps where an animation doesn't exist for something you want to do with your character. More options for customizing your character, including new "heads," will come eventually. Expect most weapon sounds to be overhauled between now and 1.0 as well. 1. Animations a. Chambering weapons -Previewed on 23 Jun 2015 and 16 Nov 2015. b. Falling -Previewed on 23 Jun 2015. c. Gestures -Rock, Paper, Scissors -Dance -Rifle hold (over the shoulder) -S.O.S. (arm waving) -Previewed by V.Kostik on 20 Aug 2015. d. Injured movement (standing, kneeling, crawling) -Players that are injured will have a different movement set. -Players may be unable to use certain items depending on their particular injury. -Discussed by V.Kostik in the 12 Nov 2015 Status Report.2. Character Customization a. New player heads. -Previewed on 4 Aug 2015.3. Weapon Sounds a. Many guns are getting new, more model-specific sounds for things like firing and reloading. -Previewed on 15 Oct 2015. 11. Vehicles Now that initial prototyping of vehicles has been done using the V3S, we'll see more and more of them added to the game. The Offroad and Sedan have been added to 0.59, the Bus should be in before 0.59 hits Stable, and there are no fewer than seven additional vehicles or variants that will eventually be included. Currently we have only land vehicles, but air and water will join later as well. 1. Bicycle -Confirmed by Peter in 21 Jul 15 Status Report.2. Boats -Confirmed by Peter in 21 Jul 15 Status Report.3. Dirtbike (Enduro) -Previewed in 23 Sep 2015 Status Report.4. Offroad Hatchback (Lada Niva) -Implemented as of 0.59 (in Experimental).5. Little Bird Helicopter (MH-6) -Previewed at TwitchCon 2015.6. Plane (fixed-wing) -Mentioned by Peter in 21 Jul 15 Status Report.7. Sedan (GAZ-24 Volga) -Implemented as of 0.59 (in Experimental).8. Transit Bus (Ikarus) -Initially previewed by V.Kostik via Twitter on 19 May 2015.9. V3S (Command variant) -Discussed in 22 Sep 2014 Status Report, still mentioned in 24 Nov 14 Status Report.10. Van -In the game files in 0.59.11. Changes to Vehicle Maintenance a. Vehicle-specific operational fluids: aviation fuel, diesel, gasoline... brake, transmission, and motor oil. -Confirmed by Hicks in E3 2015 presentation. 12. Weapons More than any other category, weapons have fluctuated the most over the course of development. As such, this list contains a few items that are somewhat questionable. Priorities and needs have changed, and sometimes an idea doesn't look as good in hindsight once it has been tested. We may never see some of these items, but everything here has been considered or even worked on at some point. Most of what remains to be implemented are weapons that occupy a particular niche. Heavy weapons are well represented on this list in the form of machine guns and explosives. We also have a range of attachments and non-lethal weapons that have yet to make their debut, some of which will not come until functionality is added to the new industrial workshops containing crafting stations. 1. Ammunition a. 40mm Grenade -Assumed based on the M203 in the game files. b. 40mm Caseless Grenade -Assumed based on GP-25 in the game files. c. Battery cartridge (Taser) -Previewed on 20 Aug 2015. d. RPG-7 Grenade -In the files in 0.59. e. Rubber bullets -Mentioned by Peter in Q&A 14 Jan 2015. f. Syringe Dart -In the files in 0.59. g. Tracer Rounds -Confirmed by Hicks in Q&A for 12 Nov 2015 Status Report.2. Attachments a. 100 Rnd Beta C-Mag -Mentioned in standup notes for 01 Sep 2014 Status Report. -In the game files in 0.49. b. 30Rnd Steyr AUG mag -In the game files in 0.51. c. AUG Bipod -Included in the AUG teaser via C.Torchia on Twitter, 14 Nov 2014. d. Desert Eagle magazine -In the game files in 0.56. e. Glock 19 magazine -In the game files in 0.59. f. Picatinny rail (AUG attachment for mounting ACOG, H-Bar style) -Confirmed by C.Torchia in 13 Oct 14 Status Report. g. Red Dot sight -Previewed by C.Torchia on 14 Jul 2015. h. RPG-7 Bipod -In the game files in 0.59. i. RPG-7 Scope -In the game files in 0.59.3. Modifications a. Procedural coloring -Originally previewed in 22 Sep 2014 Status Report, confirmed for "eventual" implementation by Hicks in Q&A for 12 Nov 2015 Status Report.4. Dart Gun -Previewed on Trello via C.Torchia on 20 Aug 2015.5. Desert Eagle -In the game files in 0.56.6. FN FAL -Previewed by C.Torchia on 16 Sep 2015.7. Glock 19 -Previewed on Trello via C.Torchia on 18 Sep 2015.8. GP-25 -In the game files since early on.9. M1 Garand -Dev wishlist, as of PAX 2014.10. M203 -In the files since early on.11. M249 Para -Previewed on Trello via C.Torchia on 12 Nov 2015.12. PKM -Confirmed as a "companion" to the M249 on 12 Nov 2015. -Probable use as a vehicle-mounted weapon.13. Recurve Bow -Previewed by C.Torchia on 04 Jun 2015.14. Remington 870 -Shown at Gamescom 2013.15. RPG-7 -Previewed on Trello via C.Torchia on 20 Oct 2015.16. Saiga 12K -Previewed on Trello via C.Torchia on 30 Oct 2015.17. Taser -Previewed on Trello via C.Torchia on 20 Aug 2015. 13. Questionable / Old Development Guidelines As stated in the introduction, this category is full of things that are highly unlikely to make it into the final game. Most of these are from pre-release when Dean Hall was still in charge of the project and prior to the decision of expanding the scope of the game that followed the its success in Early Access. That being said, these are at least fun to look at. 1. The "Humanity" System a. Dean originally promised in the 15 Feb 2013 dev blog, when asked via Twitter, that the humanity system would continue to see advancement throughout the development of the Standalone. 2. Diet a. Dean originally stated in the 8 Mar 2013 dev blog in regard to food, that there would be "longterm play effects such as poor diet affecting your long term health levels." b. He hoped that this would force players to create a "longterm plan for survival of your character," and "we’re sure the role of medical specialists will become very important - hopefully emphasizing social interaction opportunities." 3. Looting and Empty Cans a. Also in the 8 Mar 2013 dev blog, Dean seemed interested in placing an emphasis on what happens to your garbage. "Consuming your bounty now results in rubbish, such as empty cans after consuming your beans. This is no mere gimick, because your trash can be used to track you." 4. Community-Written Books a. In the 15 Apr 2013 dev blog, Dean makes mention of books written by the community being added to the game. 5. Island of Utes a. In the 05 Feb 2013 Dev Blog, Dean showcases an early attempt at shoehorning the island of Utes into Chernarus+ right off the coast near Skalisty. b. This is extremely unlikely to ever be added. -------------------------------------------- If you wish to discuss this post, please remain respectful and discuss the contents in a civil manner. Boneboys is watching, and he can make the whole thing go poof if you don't behave ;)
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You funny... do you think people will really come back? This is the less likely time for DayZ old playerbase to come back. So many games went out that will attract millions of players, Fallout 4, Call of Duty Black Ops 3, STAR WARS Battlefront. Next month Rainbow Six Siege and around the BETA release we'll see Tom Clancy's The Division.The devteam will have to put proper work because this year extra ordinary games will come out or have came out. Fuck it, I'm about to finish the storyline of Fallout 4 for the 3rd time now and I will buy Battlefront as soon as I finish studying for my next exams wave. What the hell makes you think gamers will pass Battlefront for .59 which adds nothing but vehicles and reworked Cherno? No one gives a damn about another vehicle in DayZ. That makes no change at all. The six thousand people that currently play this game which I am happily NOT part of won't grow just because we can drive a Lada Niva or find a VSS. Modding however will bring so much phuckling content in that the devteam couldnt create in an entire decade. .59 will bring more players pffft... we'll see if the playerbase post week of the .59 release will be higher than 7k. Which I completely doubt it. If only they would insert the CLE after its PROPERLY working not like what happened in .55 DayZ might have still been a thing. But it has already died 6 months ago. Lemme put you next to reality and hopefully a dev member will read it too. No body outside the active members actually cares about the stage of development. They care about what they get. Good game or bad game, fun or not. This early access program shapes what this game will turn to. If you ness up in a single update and you leave it for months there - you kill it. I assure you that when mod support is in and big mods will get released, and only then players will come back. I'd love to give you a medium to the future - contaminated terrain, helicopters and beards won't budge anything. No one who left DayZ back in .55 with impatience will be patient enough to play 10 hours to build a heli or be arsed to go all over to the NW corner of the map for only the broken heli spawn.
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I know the painting system is going to be expanded but I'm not sure to what extent. Like I know color variants for vehicles are in so I'm sure eventually well be able to paint them, and I remember hearing that more paint colors are coming. Graffiti will likely come eventually as well, although I doubt we'll be able to paint on everything due to engine limitations.
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I've been wondering - has anyone tried beating or shooting the cars before they attempt to take off a tire? Because that is what usually puts things in a ready state. With the wheels it almost looks like the vehicles just got "activated" and is looking for its proper position; it would help if the game engine wouldn't think that position is upside down and underground. Hit the car first next time and see if that settles it, before removing the wheels. Clearly these vehicles have a lot of troubles that can't be fixed even by our most educated guesses and behaviour. But I think we'll see much progress made with the next updates. It was a decent start. I got a little over-excited, but you know how these things can go sometimes...
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My idea is that if a player logs 100 hours of game time with a character (no deaths) then they would be alerted to an extraction zone where they'd be given the option to be picked up by helicopter and brought out of the area, effectively winning the game! OR simply resupply if the player doesn't wish to leave. No matter the circumstances, when the player decides to respawn into game (after being Extracted or has died), they're allowed a full (basic) military build on from the get-go. (Assault Rifle, Canteen, Pack, Armor, few MREs) What this would do for others?: Perhaps when the helicopter departs with the victor it leaves a small ration crate of certain supplies. --They could also be attacked and killed for even better loot inside the helicopter, as well as maybe the vehicle itself if the devs allow these type of vehicles someday. What this would do for players?: An extra incentive to try your hardest to survive, to weigh decisions more carefully when dealing with zed or other players, heighten the Hero/Bandit/Murderer divide, allow for more personal attachment to your character.
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There is defnite "soft-skills" system being implemented but chances are any sort of real-time monitoring won't be available. Perhaps an online history of some sort may be made for the stat-whores but no, you can't be a level 1 and have to use more bullets to kill a level 2 or anything. It is more about the amount of items you have that can deflect bullets, clothing, health/blood condition etc. Logging off saves your last position and character, but make sure your coast is clear as there are minor delays and you can still die from being shot for a few seconds after. Servers range from 0 to full (75 at the moment). Yeah, vehicles are being introduced really so they are in and out but the truck is always there and the zombies needed a bit of an overhaul to improve performance amongst other things so the pain was/will be worth it in the end when 0.59 hits stable.
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There is only one way to find out as some people will tell you it is amazing others will tell you something else. Fact is there is zombies, there is vehicles and the population is irrelevant because servers hold 75 people so you really only need 74 others. But one thing is for sure, no one on my friends list played this game for any less than 100 hours so for an unfinished buggy mess of a game that is freaking awesome! As for your character; yes you lose EVERYTHING when you die, and thankfully that is how it will always be. Thanks for the replies. I like the fact then when you die it HURTS. Hate continuous re-spawns unless there are real consequences. Is there a stats levelling system? Or is it all item/weapon/armor based? I understand when you die you lose all the stuff you've gathered, how about when you log off? Do you resume where you left off kinda thing? In terms of the 74 other people in the sever with you... is that ever like 5 other people just cuz its a slow day kinda thing? Gonna watch some youtube videos on it. Was confusing at first cuz of the "no zombies or vehicles in the game" and then i see some in the videos.
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Vehicles have not been removed. The v3s (normal and cargo variant) is in game and has been for a while and the current exp patch features 2 new cars. The reason you don't see them all over the place is twofold; they require parts to get running and they are often stashed by players to allow them to quickly return to camps/locations.
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There is only one way to find out as some people will tell you it is amazing others will tell you something else. Fact is there is zombies, there is vehicles and the population is irrelevant because servers hold 75 people so you really only need 74 others. But one thing is for sure, no one on my friends list played this game for any less than 100 hours so for an unfinished buggy mess of a game that is freaking awesome! As for your character; yes you lose EVERYTHING when you die, and thankfully that is how it will always be. --------- As per the thread; I've been thinking; with early access you pay less and get to participate in the development and watch the game grow in real-time. But when you pre-order you get none of those things. pay more and have to accept whatever is handed to you and it generally goes unnoticed. Somehow this early-access has given people some sort of entitlement feeling to this game and I would love to know where that comes from and what is exactly owed to these players? For shits and giggles more than anything but maybe there is a reasonable argument out there as the "you're late and there is no zombies when there is" bit is getting tedious.