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Found 41868 results

  1. Hi there! This is a new list of QoL (Quality of life) suggestions for DayZ Standalone. I have created several of these posts in the past, which I invite you to visit in the links below. The intention is always to come up with achievable ideas within the general framework of the game. What does this mean? It means that you will not find crazy new features that would imply a lot of development time, or requests that may break the original concept of the game. Although the complexity and feasibility of any of them can only be determinate by the dev team, I invite everyone to keep this same QoL focus in future suggestions because I’m 100% positive that those are the kind of ideas that could eventually make it into the game at this stage. Do you have to read everything? No, the titles are intended to be self-explanatory of the core idea, but be sure to check the brief explanation under the images to understand the context before commenting about them. Having said that, I hope you find this an interesting read! OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/259915-dayz-30-qol-suggestions-part-6/ HERE ARE MY +50 QOL SUGGESTIONS 1) Interactive actions menu | Disable them while running The game shows the contextual menu allowing us to “perform” certain actions while we are full sprinting, leading to unwanted situations. One of the most common examples of this is when we try to make a strong/running melee attack with a shovel or farming hoe and instead we end up getting the garden plot blueprint in the middle of a fight. Since most of the actions require an animation and that our character remains relatively still, the smarter thing would be to prevent these options to even showing up on our screen while we are full sprinting, avoiding this kind of scenarios. This would also have a visual positive impact since, as I think we all have the experience at some point, while running through a forest or hiding behind a bush you usually get the interactive pup-ups with bushes and trees right up to your face when it is clearly not our intention nor is it something we could do while running. Suggestion: Disable the contextual menu when we are full sprinting, cleaning the screen and avoiding any unwanted action to perform by mistake. Limit those for jogging or walking. 2) Burlap sack cover | Visibility according to its condition This is simple and cosmetic idea, but it could add to the gameplay experience. Depending on the condition of the burlap sack cover its the visibility it offers. Then, if it’s a damaged burlap sack cover, it will allow you to see through it with a soft overlay. Players can use this attrition for their own benefit, either by using it for their captives or on themselves, providing with more depth to this item than just having a complete black screen. Suggestion: The overlay of the burlap sack cover should not be completely black but should offer a level of transparency commensurate with the wear of the item. 3) Quick access limitation | Items inside containers Right now, you can assign a hotkey to any item, even if its inside a container (such as a bandage inside a protector case or any other items you want to preserve), and bring it out anytime you want. This is not only unrealistic but also allows you to abuse the system a little bit. The idea is that the items inside containers should not be visible (or accessible) through the hotkey bar forcing players to have to take them out manually or carry them outside the container. Suggestion: When an item is inside a container (protector case, cooking pot, ammunition box…), you can´t pull out that item by assigning a hotkey. 4) Weapon collision | Guns should retract I am a big critic of the weapon collision feature in DayZ. Not because of the concept itself since its somehow realistic and prevents some of the old clipping issues and shooting through walls that we had in the past. But because of the unpolished and very basic way it was added. Its current implementation is just a clunky animation and one of the worst allies of a smooth PVP experience. Having said that, I'm not proposing to get rid of it at all (although I welcome the servers that do so until there is a better implementation) but to improve it in a way BI has already shown that it can be done. Currently, when our weapon collides with a structure, the same animation is played where we raise the weapon upwards. There are no transitions, no retraction and no intermediate animations. When we peak a corner, we can raise and lower the weapon about 6 times per second simply by a millimeter of collision (Example). Trying to shoot prone on a surface that is not perfectly flat could lead into a disaster due the weapon collision (Example). On the other hand, if we see how the weapon collision has been applied in the company's games such as VIGOR, we will surely see an alternative perfectly applicable to DayZ. In the case of VIGOR, the weapon does not rise towards our head automatically when there is a collision (Example). On the contrary, it retracts (towards our waist) progressively, modifying the target of the gun from the center of the screen but preserving the aiming instance. This system is definitely the one that should be imported to DayZ, replacing the current crude and basic animation. 5) Military flashlight | Vintage L-shape attachable flashlight The standard flashlights are quite useless right now not only because of the vulnerability of not being able to use them as a passive illumination device (you must hold it in your hands) but also because of the massive superiority of headtorches and how common they are. The idea is to add a military L-shape flashlights (like a Fulton MX-99 for example), that can also be attached to our vest/backpack, same place than the Chemlight (aiming at the front). Suggestion: Add an L-shaped military flashlight that can be attached to the Chemlight slot on backpacks and vests. Credit to LAD for its implementation as a mod. 6) Watchtower | Turning a wall into a gate or alternative Another thing I’m not a big fan of is basebuilding, but since it's in the game I think it's better to make the best of it. There are a variety of changes to be proposed in the basebuilding system but the possibility of being able to turn one of the (3) watchtowers walls into a gate is something that every vanilla player wanted at some point and would be quite functional. This can also be achieved with a less restriction/limitation for building next the unwalled side of the watchtower, so you can build a nearby fence there and then turn it into a gate. (In servers where the building restriction is enabled, of course). Suggestion: Allow to turn one of the three walls of the watchtower (only for the bottom floor of course) into a gate. 7) Radios | Voice sound effect Whether you are talking to someone on the radio, in an open field or inside a massive underground bunker, our voice sounds exactly the same. There is no reverberation or significant distinction that allows us to identify the source of the voice. I think many of us have heard people speaking through an open radio and thought it was someone from our team until you realize that a radio was on. Taking Arma 2, Arma III and Reforged as a good reference, where this has been implemented in excellent ways, the suggestion is to add a sound filter (complementary to the white noise) that actually emulates how a voice would sound through a radio, clearly distinguish it from the regular VOIP player to player. I am not aiming at some kind of "militarization" of communications, but at an immersive and clear distinction between regular voice and voice over communication devices. Suggestion: Add a radio chatter sound effect to voices over the radio so they do not sound exactly the same as if we were speaking next to a player. 8 ) Inventory management | Slot highlight and combination clues I did enjoy my extremely hard and punishing learning curve back in the dayz when we had ¼ of the crafting recipes, ¼ of the diseases, features and tools that we have now. But I even when I think the game should be as challenging as possible, I definitely disagree when it became counter-intuitive for new. In many ways, the inventory management it still is, that is why I consider that these two changes/additions could be really useful in that regard: 1) Slot highlight: By dragging a piece of clothing (like a mask, a helmet, a vest, a backpack, a belt and such) from the vicinity/other players inventory to ours, the game should highlight the slot where it can be placed or the item that is currently in that slot. 2) Combination clues: We know that the orange edges on an item are the ones that indicates that we can combine it with another. However, we only see it when we drag that item to the right side of our hand’s slots. The suggestion is then to highlight the items that can be combined just by dragging one item around our inventory, giving a hint or clue of a possible “recipe”. Example: you have a gas cannister and a gas stove in your inventory. If you drag the gas cannister around, the gas stove will highlight with the orange edges. Suggestion: When dragging a piece of clothing from the world to our inventory, the slot where it can be places should be highlighted and, when dragging items around our inventory, if there is other item that can be combined with, it should also be highlighted with the classic orange edges. 9) Getting worms | Infected mass graves Previously suggested in these forums by other users. Right now, you can only search for worms (for fishing purposes most of the time) by using a sharp tool over organic surface. It would be interesting to be able to look for them with your bare hands (or by making them spawn like rocks/mushrooms/fruits due player presence) inside the infected mass graves assets around the map. It would make sense and would be functional for the early game. If it was an action, it could be accompanied by bloody hands to give it even more depth. Suggestion: Being able to obtain worms from interacting with the piles of corpses around the map. This can be either through an action or by simply appearing in the vicinity as is the case with rocks, fruits and mushrooms. 10) Spark plug | Make them spawn inside a box A quite simple suggestion that I really can't explain why it is not part of the game yet. The spark plugs for vehicles should spawn inside their boxes just like the headlight’s bulbs do. Having to resort to vicinity every time we want to find a spark plug, I don't think is intended. Common sense indicates that this is absolutely feasible and it will be a welcome QoL addition. Suggestion: make spark plugs spawn inside a box just like it happens with the headlights blubs. 11) Blocking melee | Penalties You can survive a horde of infected or turn a melee fight with another player into pure speculation just by permanently blocking. With the last modification where blocking is not 360 anymore but directional (so if can got hit by the side or back), this has been slightly mitigated, but it is still quite easy to abuse the blocking, mainly against AI.I’m fully aware that when it was implemented in a more "punishing" way suffering damage or cuts when blocking) the general reception wasn´t good so I think a good middle ground that implies blocking without taking damage but some kind of punishment would be this: The blocked attacks should/could be able to damage your clothes (gloves, vest, jacket, helmet…) and, while blocking, you should regenerate stamina way slower than normal. Of course, there is a lot more to explore about melee combat but these two changes I believe do not escape what would be a QoL improvement to prevent pure speculation regarding blocking melee attacks. Suggestion: Blocking melee attacks should prevent you from getting damage but it could damage your clothes and prevent you from recover stamina like you normally do in idle. 12) Underground triggers | Visible representation This can be difficult to explain for those who have not tried to set up a dark area trigger, so I will try to be very simple: Since 1.19 you can add dark areas to the map (like the one in Livonia Underground Bunker or A2 in Namalsk). You must assign a trigger/area where, when a player goes through, the screen will become dark. At the same time, there are different "levels of darkness" (EyeAccommodation=X) within the same area to which you must also assign a corresponding position and size (Breadcrumbs). While it is not impossible to do, the game does not offer many tools to have a visual representation of the size of these areas and everything must be calculated by eye, leading to tons of trials and errors to prevent the darkness from exceeding the desired limits. The intention is then to add the possibility of having a visual representation of these triggers and their areas ("UndergroundTriggerEdges= 1") after you place them (so you can see in-game if they exceed the wanted limits) or maybe just add a proportional asset (like the one from Dumpgrah) that allow us to estimate with more precision the ranges for X / Z / Y of these "blocks of darkness" while we edit those. Suggestion: Provide with a visual representation for the underground areas trigger to make it easier to set and to detect possible errors in the trigger size. 13) Gas Masks | Put them on/off by a quick access key By assigning a hotkey to our mask and holding that key we should get a contextual menu (just like when we hold our ammo or mag) to put or remove our mask. This suggestion becomes more relevant with the proposal of a new concept for dynamic toxic zones (or airstrikes) and the way we can interact with headgear inside vehicles. Suggestion: allow to put on and off the gasmask by assigning a hotkey to it. 14) Landmines | Disable vicinity view I think it doesn’t make any sense if landmines/claymore can be seen through vicinity when they are active. It is probably the way in which 9 out of 10 landmines are currently detected by players. You just see a landmine in the vicinity tab, you then try to drag it to your inventory, and if you can´t, you know that it’s an active one. In my opinion, these items – once placed of course - should not be visible for players in the vicinity tab, just like underground stashes for example, and only be accessible for eventual disarming through a direct action. Suggestion: Once placed, disable the explosive devices from the vicinity tab. 15) Gasoline cannister | 10L or 5L red jerry cans I think it would be convenient to implement a 10/5L jerry can to serve as an intermediate gasoline cannister between the 20L and a bottle or canteen. Even more considering the recent changes that the game had in terms filling up a cannister and adding fuel to vehicles (I’m referring to the time it takes). A yellow 10L gasoline cannister and a red 5L one would be a pretty good addition without much work involved. Suggestion: Add a 10L and 5L gasoline cannister. 16) Alternative Russian NVG´s | PNV-57 w/ tanker helmet I know that asking for a new item is a bit far from being a QoL suggestion, but since it would be something more cosmetic, according to the context of the game and that could enhance the use of an existent item, I don't think it would be too out of place. DayZ already have occidental night vision goggles that can be attached to the tactical helmet or by using straps. The suggestion is then to add some eastern night vision goggles (like the PNV-57) that can also be attached to the tactical helmet but also be use with the tanker helmet instead of the straps. Suggestion: Add the Russian PNV-57 night vision googles that can be attached to helmets but also to the tanker helmet (instead of the straps). 17) Effects sound overlap | Key bind for volume reduction I think everyone knows what I mean, even when though 5 posts of suggestions I had never really suggested this outright. But for those who do not know, most of the modded servers have different versions of what we call "ear-plugs". This simple feature allows you to reduce to 50% (or more) the sound effects of the game just by hitting a key. Although it may seem trivial, it ends up being quite decisive for interactions because it only reduces the volume of the sound effect, not the voices, making in-game communication possible even in the most adverse situations (loud vehicle engine sounds, wind, rain, ambience and such). So, this is definitely a QoL addition that should be in the base game. I must say that is no real way to exploit this in any way since while you absolutely gain a lot by facilitating interaction through VOIP, you lose a lot of awareness by not being able to hear the sound effects in full volume. Suggestion: Add an assigned key to reduce the level of sound effects to 50%, allowing to give priority to in-game voices at times when it is required. 18) Hunting scope | New reticle and damaged state The hunting scope is probably one of the least updated scopes in DayZ since forever. Even mid-range sights, such as the Kobra or the Kashtan, have been recently improved with 1.20. I do not intend to change its reticle to make it more complex or militarized, nor I pretend any picture-in-picture kind of feature. Just apply the same criteria that other optics have, avoiding it to be a simple black overlay as we have since the DayZ Mod years. I have already proposed that the hunting scope should not be full screen, with blurred edges and a dark vignette. Not only because of a visual improvement, but because this would allow to provide a damaged reticle states according to the scope wear and tear since, right now, you have the same view regardless its condition. Suggestion: improve the hunting scope so it can represent the wear and tear state through its reticle like the other scopes do. 19) Outdoors fireplaces | Extinguish with a shovel or farming hoe Add the ability to extinguish (sort of throw dirt on but with the same dig animation) outdoor campfires by using a shovel or a farming hoe. As I said, the animation for this should not vary too much from the ones these items already have. I think it makes complete sense and would add something different than having to throw water on top. Suggestion: Extinguish outdoors fireplaces by using a shovel or farming hoe. 20) Fresh spawns | Immersive (initial) spawn The idea is definitely not mine or even new, has been around for quite some time in several mods (the one from Zenarchist for example). The concept implies that, when you log in with your character, you do not just pop up standing out of nowhere but instead, you do it lying down and progressively opening your eyes as if you are waking up. While this particular implementation (which applies to all log-in and respawn cases) may create some issues with the player position or with the items you in his hands (due the lay down animation), it could definitely be applied to fresh spawns first spawn where you have no gear at all and the locations are already defined. In addition to this, and even when it’s not part of this suggestion, the idea of adding an overlay (to spawns that are not fresh spawns) such as an eye-opening vignette or yawning sound when logging into a server (as I have already mentioned in another thread) would be very useful as a method to combat ghosting and “X-ray views” due textures load delay. Suggestion: When it’s your first spawn as a fresh spawn, you should do it laying down and slowly opening your eyes like waking up. For any other log in, it should only limit to an opening eyes vignette. 21) Handcuffs | Break them only by force or key Maybe I'll get a little ahead of myself and this will probably be modified in the near future, but in the first 1.20 build, another player can free you from your handcuffs with just their hands. This seems fine to me for most items like ropes or such, but in the case of handcuffs it just doesn't make any sense. This item should be an exception to the rule and other players shouldn’t be able to free you simply with his bare hands. I have suggested in the past a higher punishment for this type of binding, although I understand that it is intended to prevent any scenario that could completely destroy a player's experience (even when you can still “scape/die” by logging out of the game). Suggestion: prevents another player from being able to free you from the handcuffs simply with his hands. It should be only through the key, pliers, lockpick or by forcing them (with significant time). 22) Gasoline pump explosion | Add shock damage I'm not sure when this was changed, or if it was even intentional, but right now if you explode a gasoline pump while being inches away from it (without any kind of protection), you will only suffer a loss of about 45% HP and will NOT take ANY shock damage. This means that you can destroy a gasoline pump, then another one, and you could still walk away after two explosions in the face. This needs to change. If the intention is to avoid an instant-death kind of damage, gas pump explosions should at least generate enough shock damage to knock us out for a good while with a nearby explosion (which would be the more realistic approach in my view). Suggestion: add shock damage of the gas pumps explosions and increase the HP damage to avoid ridiculous situations like people walking away like after an explosion. 23) Ghillie Suit | A new use for plant material The current ghillie suit can be repaired through sewing kit and duct tape, which considering the design of its damaged version, does not seem to make much sense. At the same time, it never seemed too realistic to me that we could craft a ghillie suite out of burlap strips and netting. But that's a discussion for another day. I think there is an opportunity to link and enhance the growing’s feature by giving plant material a new use. What would that use be? By allowing plant material to be used as a way to repair or patch (just like you do with the sewing kit or duct tape). Second, the possibility of crafting the Woodland ghillie suite (greener version of the ghillie) by combining a certain number of plant material (or a sub-item crafted from it like root web or something smaller that we could combine), with a certain number of nettings. This would make even more sense than crafting a ghillie by using burlap strips. Camo net could also be in the mix, allowing the three different recipes for the ghillie suit: Tan Ghillie Suit = 10 Burlap strip + 4 Netting | Woodland Ghillie = 10 Roots web | 10 Netting | Mossy Ghillie Suit = 10 Camo Net strips + 4 Netting. Suggestion: Plant material should also work to repair ghillie suits and, by combining it with netting, it could be a reasonable recipe to craft the woodland ghillie parts (greener version of the ghillie). 24) Gas cannister | Inventory size reduction A gas cannister (Regardless is a small, medium or large one) takes 4(H) x 3(V) slots in our inventory. When combined with a portable lamp or gas stove, its total size does not change at all (except in the case of the blowtorch which becomes 3x4). The suggestion is then to reduce all the gas cannister size to 3(H) x 2(V), and then became 4x3 only after attaching another item to them. Note: I really think DayZ also needs a serious reconsideration of weights and dimensions of many items with a criterion not only realistic but also functional for the gameplay. I don't understand how we can carry up to 3 rifles inside backpack, or how a Taloon Backpack can carry a 20liter jerry can when the model itself is 30% larger than the backpack. Suggestion: Reduce the gas cannister size to 3x2 when they are not attached to any other item (such as a portable lamp or gas stove). 27) Chest holster | Belt attachment In Livonia, the zombie (infected) that spawn in the convoy and could have the punch card to access the underground bunker has a pistol holster around his waist. It would be a nice addition to imagine this for players. Being able to opt between using the holster as a vest or put it in our waist (replacing the belt slot) could give another use to this item that is generally discarded immediately when finding any other type of vest. Suggestion: The chest holster should be also carried as a belt with a pistol holster. 28) Combat log | Offline punishment and logging out clue There are many unpunished practices that make public servers less attractive than the community ones, and combat log is definitely one of those. The absence of admins to control this through logs often leads to very unfair situations, and abuses. For more than a decade, no effective punishment has been implemented against those who uses disconnection as an escape tactic and I think there are many solutions that can be tried. I am not discovering anything new if I say that extending the time of the offline bodies (your body stays on the server) our character's body remains in the world after we force a disconnection is perhaps our best and only option. Many mods have implemented this with great results. But at the same time, I know that nothing is simple and it is necessary to evaluate its impact from more than one point of view. The suggestion is to extend to 5 minutes the time our offline body remains in the word after we log out if and only if we have taken player damage within the previous 5 minutes and we didn´t wait 1 minutes of logging out cooldown, forcing our disconnection. At the same time, logging back in to the same server should also have a cooldown punishment of 5 minutes to avoid any possible “offline body manipulation abuse”. This would at least discourage the quick disconnections after a PVP and force players seek for a safe place. And if they don´t, you just provide a punishment since they will remain 5 minutes defenseless. Suggestion: If you have taken damage within the last 10 minutes before you log out, you should have a 3 minutes cooldown to normally disconnect without any penalty. But, if you force a disconnection under those conditions, your offline body will remain up to 6 minutes in the server and you get a 6 minutes cooldown when trying to join the same server again. 29) PVE threat | Windstorms and extreme fog for Chernarus/Livonia I’m aware that storms and rain are already present in both maps but not really as an “event” and with the same incidence and representativeness that they could actually have. Intense windstorm with a severe temperature impact and a massive fog that only allows us to only see a few meters away would definitely be a great PVE condiment to the gameplay. The duration and recurrence of these weather events would clearly be key in determining whether they positively complement gameplay or become completely frustrating. Again, I’m talking about the kind of storms that force you to stay indoors or move from house to house as long as it lasts or that reduces your total visibility as if you were inside the movie "The Mist". Those which you can't speculate too much because the cold is too intense to pretend to survive outdoors and you could have dozens of infected within 50 feet without really being able to notice it until you get too close. Suggestion: Allow weather events (sporadic, extraordinary) that represent a PVE challenge, either with cold, rain or visibility through intense storms and/or fogs that significantly reduce our visibility. 30) Medical suture kit | A new concept for treating wounds An item that could provide variety to the medical system but without departing too far from what the game already offers would be a medical suture kit. Unlike the sewing kit, it would be already sterilized and would allow suturing wounds without the risk of an infection. Like the sewing kit, it should have a number of specific uses. In addition, I really thing the way we treat wounds needs some changes without implying an extremely hard and punishing system. For example: bandages should not close wounds completely, but simply prevent blood loss. But eventually the player should suture or cauterize the wounds so that they do not generate further infection. The bandages would then be an immediate solution, but not definitive, forcing the player to change them periodically (every 40 minutes for example) until the wound closes naturally (after 1 hour of play) or through a sewing kit or cauterizing the wound with a knife or item heated in a campfire. Suggestion: adda medical suture kit that allow to close wounds without the risk of getting infected. In addition, rethink the treating wounds concept making bandages a transitional method of stop blood lose, but not a definitive way to close wounds and prevent wound infections. 31) In-game map at nighttime | Flashlight effect A very simple detail that could provide some more immersion, although I can understand if it might be too punishing at times: When you open your in-game map, it looks absolutely clear, no matter what time of day it is. Ideally, there should be a continuity with the outside and how the map looks. The perfect scenario (already suggested) would be a 3d representation of the map (without accessing the full screen) or even better, the option to click/hold to access one viewing method (full screen) or another (3d map as an item). But until that happens, giving it environmental continuity when we consult the map could be an attractive change. Suggestion: when checking the in-game map at nighttime, it should have a darkness effect instead of being completely bright, providing some environmental continuity and immersion. 32) HUD customization | Enable/Disable contextual menu Linked to the first suggestion of this thread, since quite some updates ago, the game offers the ability to disable various HUD elements to make it more immersive and cleaner. Among them, we can now: 1) disable the HUD completely (everything that appears on the screen), 2) disable just the crosshair. 3) Disable just the quick access bar and/or 4) disable the server info. However, when playing without any HUD element, this could turn the looting/interacting experience into a quite frustrating one since there is no contextual menu popping up at all. Trying to interact with an item that has a very small interactive area (without resorting in the inventory screen) can be quite challenging, even more if we play with a console controller. Suggestion: The suggestion is to add a new customized option where, even when the HUD is fully disabled, the contextual menus could still show up on our screen. 33) Give action/emote | Hand to hand This idea comes from a recent mod called “Give&Take” by affenb3rt. This mod allows you to assign a key to “offer” (extend your hand with the item and making it visible for other players) so any other player can interact with it (among other minor features). Its's a quite simple idea and very useful to avoid having to drop/throw items on the floor when you want to make an exchange. Thinking about how it could be applied in vanilla, I think we should start thinking about a method to be able to voluntarily show our inventory to other players without having to be tied or having two players interacting with the same inventory at the same time (to avoid issues with synchronization and possible exploits). So it would be a good initial idea to implement an emote (give) like in the mod that allow us to share/show the item we have in our hands so other players can see it through direct interaction. The emote (like the rest of them) should block players movement and of course, inventory management. Suggestion: add an emote that allow players to give (show to other players) the item we have in our hands so they can pick it up by direct interaction. 34) Barrels fill with water | Tweaks and changes For those who may not know, the barrels in DayZ have a function that, while not the most popular, could eventually become a great element for basebuilding: with rain, they fill with water and allow you to store liquids. This water barrels suggestion involves at least three minor changes: 1) First, the rate at which these barrels can be filled, either manually or through rainfall, should be greatly increased. Otherwise, storing water or gasoline in them is just not functional at all. 2) Second, a barrel filled with liquid should not be able to move. We can currently carry a 210kg barrel with our hands and move it like a bag of potatoes. This could also prevent at some point the barrels thefts and griefers since they would have to empty them first. 3) Finally, and as a handicap, a barrel with liquid should transfer its humidity to the items inside of it. Taking advantage of the new features linked to this brought by 1.20, it would be very possible to achieve this. Suggestion: Barrels fill with liquids should have a faster refill, should prevent players from carry them when they have more than 20% of liquid on them and they should transfer the humidity to the items inside. 35) Sound reverberation | Voices What is a reverberation in the first place? It’s the reflection of a sound against an obstacle in a closed environment. If the area it’s a big area, the sound may take a while until it bounces back creating an echo effect. But when the area is smaller (a bunker room, a hangar or a church), the reflected sound is much quicker, creating a “hollow” or “rumbling” sound. In DayZ, we do have this when shooting a weapon in the open or inside a structure. The sound is quite different providing realism and a clue of the source of the gunshot. However, when we check how VOIP sounds, this environment simulation does not apply. In this way, the suggestion would be to apply the same environment simulation criteria (mainly reverberation) to the voices when they start or originate from players within large structures, giving more realism, immersion and offering a "clue" to the origin of the sound. Suggestion: Add reverberation (sound effect) for the voices (VOIP) of the players when these are given in the context of a large structure, offering immersion and allowing to recognize the possible origin of that voice. 36) Enable/Disable NVG´s and Headtorches inside vehicles It's probably a lot more complex than it sounds, but enabling some interactions within vehicles is definitely a road to develop. And a good starting point could be interaction with items involving a hotkey. This is the case, for example, with headtorches or night vision goggles. Being able to turn them on or off inside the car would avoid situations where one has to get out of the car completely to simply turn them off, which makes no sense at all. Suggestion: Allow to enable/disable some devices (Such us the NVG´s or headtorches) inside vehicles to avoid having to get out the car just to be able to interact with them. 37) Handheld Transceiver | Remote detonator holding animation + PTT There are two changes linked to radios that I believe would be very functional. 1) Holding animation: It would be very functional to be able to telegraph to other players what are we actually doing, instead of just hold a “thing” next to our waist. I would love that the animation of holding the remote detonator (Claymore mines) could be used as the default animation for the Handheld Transceiver (radio). Not only would it give ourselves (and others) a clear indication of what we are actually holding in our hand but it would be a hundred times more immersive than simply talking with the radio attached to our waist. 2) Push to talk: Right now, any communication device will just transmit all the voices around the device just for being on. We must turn it off if we do not want our conversation to be filtered through it. This is impractical and at some point, unrealistic. The suggestion then is to the communication devices push-to-talk using the default “caps lock” key (PC) of course. This way, even if we have a radio on in our hands, any voice around will only go through if we are holding (or have locked) the VOIP key. Suggestion: Add the remote detonator holding animation to the handheld transceiver so we can actually tell what’s in our hand and have more realistic approach to the way we would talk into a radio. Make the communications devices push-to-talk so you can actually control what goes through the radio and what not. 38) Epoxy / Blowtorch | Repair fishing rod and beartrap The title is kind of self-explanatory. Allowing damaged fishing rods to be repaired by using epoxy putty (you currently can´t). At the same time, allow to repair a damaged bear trap by using the recently added blowtorch. Both things just make sense, won’t imply much configuration and probably won’t hurt anyone. 39) Nighttime infecteds | Range and clothes visibility Many of you probably don't know this, but clothing in DayZ has a visibility stat according to how bright it is in relation to the environment. This - in theory - would make us less visible to the AI depending on the type of clothing we wear (a black raincoat should be less detectable than a red one in terms of AI aggro). I honestly haven't tested this feature exhaustively to see if it works properly, but the concept is very interesting and definitely has a lot to potential to be expanded. Something that I did test is how the infected, during the night, seem to have the same range of vision and aggro distance as in daytime. The difference, if any, is not too significant to be an attractive element (or advantage) for nighttime gameplay. It seems to me that it would be a good way to reward the night gameplay to drastically reduce the visibility of the infected during the night (even more, if it is already reduced, I personally didn't notice it) and link it to the visibility stats of our clothes. Thus, at nighttime, a player dressed in dark colors could pass in front of an infected at about 2-3 meters without being detected at all (the sound will obviously continue to be a conditioning factor). Suggestion: considerably reduce the range of vision of the infected during the night to encourage night gameplay and deepen the impact of the visibility of clothing under this same concept. 40) Vehicle HUD indicators | Background Blur This is an aesthetic and functional change. As Arma Reforger does, I think it would be quite necessary and would be aesthetically far superior to the current design to add a blur behind the vehicle indicators (dashboard symbols) to add to the aesthetics and visibility of them in all circumstances. There are times when the brightness or the background of our screen ends up taking away part of the clarity of the indicators and this could be improved with this simple modification. Suggestion: Add a slight blur behind the vehicle HUD indicators to make it more visible, clearer and with a design that will be aesthetically superior to the current one. 41) Helmets against melee | Increase shock damage reduction Whenever we talk about helmets in DayZ we are always interested in their ballistic protection. Will this helmet be able to stop a bullet of this caliber? Which helmet offers the best protection? However, we often forget that helmets offer different protection according to the nature of the damage we receive (Projectile/Melee/Infected/Frag). I think that in the early game the helmets should have a greater relevance distinguishing between the player who wears it and the one who doesn't, especially considering the reduction of visibility now offered by the overlay. In this sense, the shock damage reduction using helmets against melee or infected attacks should be considerably higher than they are now, offering a great advantage to the player who prioritizes it over the one who doesn't have it. This is not only realistic but would lead to more balanced results than the ones we have now (where an infected can make us lose consciousness with the same amount of hits to the head wearing a helmet as if we were not wearing anything at all). Suggestion: Significantly increase the shock damage reduction for melee and infected attacks, redefining the importance of this protection in the early game. 42) Low battery | Blinking effect (visual/sound) Mostly a cosmetic addition, the idea is to have an indication that our battery (either car/truck battery or 9v) is about to run out or has less than 10% of its capacity through a slight blinking effect and sound effect every few minutes. It is a detail that would simply add some more ambience, mostly when wearing NVG´s so our screen doesn´t just change to full black from one second to another. 43) Throwing animation | Allow jogging while throwing stance The throwing animation blocks our movement so that it only allows us to slowly walk while we are in it. Then, when we throw the object, our character completely freezes in that position until the animation is finished. I think there is an unnecessary double punishment in this feature. One and hand, the clunky movement limitation at first and then, a complete movement cancellation when throwing the item. Of course, the idea is far from resembling arcade games where things like "run throw" or “run jump throw” are actually a thing. The suggestion then just involves a fluidity request by allowing a faster movement (jog speed) during the initial throwing stance since the movement cancellation or penalty will still be there the moment, we release the click and throw the object. Suggestion: Allow a faster movement during the throwing stance to provide more fluidity to the gameplay. The movement cancellation when actually throwing should remain. 44) In-game server browser | Mods filter and warning Most of us here know that to join a community server (where a vast majority have some kind of mod) we must do it through the official launcher to detect and download the mods and, in case we want to join a different server, we should close the game and repeat the process. However, many new players who don't know this procedure just look for a new server where anyone would intuitively do it: in the official in-game server browser. The idea is there to simplify this by adding two things: 1) A “mods” filter in the in-game server browser so it discriminates the (community) servers that have mods and as a consequence can´t be accessible through the in-game server browser. 2) When trying to join a community modded server from the in-game server browser, a message should pop up indicating that the server has mods and that we must close the game and join through the DayZ launcher. 45) Check pulse | Lets enhance this feature With 1.20, the pulse check feature got a new animation and became a continuous action. However, the concept of this feature is not even a glimpse of what it could be. Back in the “DayZ”, the check pulse had three main functions: a) Identifying the survivor (by his in-game name). b) Know if he was dead or unconscious. c) Tell if it was a recent death or not. Today, all three things have become inconsequential for this feature. You can´t identify a survivor by his in-game name (PC). You don´t need to double check if a player is dead or unconscious because its body position already gives this away. And the state of the corpses informs us about the time of death. So how could we turn this feature (checking pulse) into something meaningful? 1) First of all, the game should remove any state indicator in the contextual menu (red/yellow/green circle) on players bodies. 2) The game should only allow pulse checking on unconscious or dead players, not on conscious ones (Since the animation involves crouching). 3) When a player is unconscious, the pulse should provide some generic information about its state that allow us to obtain indirect information or conclusions. For example: Message after check pulse | Unwritten conclusion/player condition. “Very Weak pulse” = Unconscious survivor but with one or more of the stats (HP/Blood/Food/Water) in flashing red or red. “Slow pulse” = Unconscious survivor, regular stats. “Rapid pulse” = Unconscious survivor but with open wounds (bleeding). (The heart rate accelerates to compensate the blood loss). “No pulse” = Dead survivor. At the same time this could be: “No pulse, no violence signs” = dead by malnutrition/weather/drowning. “No pulse, multiple scratches” = infected / predator death. “No pulse, bruises” = melee death. “No pulse, gunshot wounds” = killed by gunshots. “No pulse, broken bones” = fall damage death. 46) Improvised shelters | Add camo net and attachments We know that there are three improvised shelters that we can craft, but in reality, the vast majority of players only use the most basic one (sticks and branches) because it is the simplest to craft and because of its high level of camouflage. The other two (Tarp and Leather), are mostly in disuse. I have already proposed incentives to differentiate these three types of shelter according to the difficulty to make them (more slots in some than in others), but in this opportunity I propose the possibility of adding attachment slots so that they can really work as a survivor shelter. What could be these attachments? 1) Camo net for the leather and tarp shelter. 2) Portable hanging gas lamp. 3) A slot to add a wooden crate, 4) Xmas lights, among others. The idea is that, when attached, these items have their visual representation inside the shelter and with the camo net attachment you can enhance the use of tarp and leather improvised shelters. 47) Raincoats and ponchos | A new approach I have already suggested in a previous post about the possibility of crafting a waterproof poncho from tarp. This not only exists in reality in the Russian army (Russian Plash Palatka), but it would provide with a new (and real) use to for the tarp/fabric. Given the 1.20 changes to rain and the impact of dampness/weight on clothing and momentum (inertia), I think that both items should complement the clothing (instead of supplant it) by taking the backpack slot (like the ghillies). A raincoat or a poncho should have a protective function, not really a cargo one is if they were a jacket, and the possibility of using them over your clothes with a much more comprehensive design (covering more than just our torso) It’s, in my opinion, the right way to go in a survival path. Suggestion: We should rethink raincoats (and eventually add tarp ponchos) as a survival item and not as a cargo option. It should cover he whole body from the rain by placing it in the backpack slot, similar concept to a full ghillie suit. This should be an auxiliary item of our character, not just another piece of clothing. 48) NVG´s handicap | NVG's | Very dim glow in eyes NVGs are definitely a controversial item. On the one hand they represent an endgame in itself for the player who try to obtain them through the different dynamic events where it could spawn and offers a unique advantage. On the other hand, it completely annihilates the possibility of nighttime gameplay by adding to the lack of incentive to stay on a server or explore the map when night falls. It is possibly for this reason that may servers (with a survival focus), notably reduce the amount of NVG's on the map or even eliminate this item from the loot table to justify the use of other means of illumination. This suggestion aims to bring a little closer to the necessary balance by offering a very slight handicap when using NVGs. As it would happen IRL, the googles should have a very faint glow so that it can be noticed by other players with a trained eye. Of course, it should be extremely dim so as not to completely counteract the functionality of this item. This would be a first step in balancing it out although - as I have suggested in the past - a real and efficient method of counteracting the use of NVGs may be with an overall improvement to the lighting where the light effectively "blinds" the NVGs. 49) Full stomach | Audio clue Most of the HUD elements in DayZ were progressively having their auditory and visual representation. This is excellent because it allows us to do without the HUD and to be able to interpret the sufferings of our character without the need to appeal to artificial indicators. Although there must still be elements of accessibility (because it is still a game), today we can identify a cut and bleeding by sound and visual representation, the damage of shock, a disease, an infection, etc. But one of the elements that still does not have a sound representation is the full stomach or "about to vomit". I think it would be a good quality of life addition to add a stomach sound (different from empty stomach) for when our stomach is stuffed and close to vomiting. Suggestion: Add an audio clue for the full stomach / close to vomiting state to be able to warn of this situation without having to resort to the HUD. 50) Chance of devices already spawn with 9v batteries inside This suggestion is quite simple. Just at least add a minimum chance that devices can spawn with a 9v battery already in them since, right now, no device can spawn with a 9V battery (nor has the chance to do so). While this may encourage the look for batteries around the map, in most cases it ends up ruling out the use of that particular item (e.g., radios, flashlights, etc.). 51) Reduce the sound level for crawling Currently, both the crouching and crawling animations generate the same amount of sound, which I believe is a mistake. Being able to differentiate between walking crouching (2 sound bars) and crawling (1 sound bar) in a situation where we don't want to be detected by the infecteds around would be more reasonable and functional for the gameplay. Even when we want to move inside a house to lose the aggro of the infecteds. It is common to see how they continue to listen to us even when we are on the ground. I have already suggested in the past (and I still hold this idea) that there should be the possibility to walk while crouching (holding the walk key), also making only a sound bar. Actually, whether or not we hold the walk key while crouching, the speed is always the same. 52) Splitting long stick | Chemlight click animation I always thought it would be much more realistic and less “frustrating” if splitting a long stick into three short sticks didn't require the entire 5-6 second animation. Instead, let's just resort to the same animation of splitting the Chemlight (with its 2-3 second duration) in order to do so. You can even use the same sound in the absence of a particular one. Splitting a long stick shouldn’t not be a ceremony. 53) Melee attacks | Hitting and freelook possible conflict Another element that I have personally noticed and once again I don't know if it is a bug or something deliberate is the direction of the attacks when using the free camera. It is as if the direction of the melee attack is not linked to where our character is pointing but to where we look with the camera. Let me give you an example: Imagine you are hitting a locked door or basebuilding fence to break in. You take out your axe and start hitting it. Our character looks straight ahead and hits straight ahead too. Now, with your character hitting the same spot, try to turn the camera (free cam, hold alt) to the side. You will see how your character will still swing straight ahead but it will not generate any kind of impact. I think that melee weapons should follow the same logic of firearms and continue hitting where their barrel - or in this case our character body – is actually aiming. Otherwise, there may be situations where no melee damage hits are not “registered” even when the weapon goes completely through our target. 54) Stealth attack with (attached) bayonets Another item that becomes extremely expendable is bayonets. Not only because they increase the chances of the (horrible) weapon collision system, but also because attacks using a bayonet are slow, consume a lot of stamina and offer no real advantage when used against enemies or infects. In this sense, I think this could be improved by allowing a stealth attack with the use of bayonets attached to the weapon. In this way, it would at least fulfill a specific function by being able to maintain the stealth level and eliminate infected in this way even with a weapon in our hands. I also think bayonets should be rewarded in other ways as well. In the past I have suggested reductions to stamina cost, multiple slashes or increased damage output. These are all ideas/modifications that I would still like to see in the game. 55) Dynamic toxic zones | A new approach Since the arrival of toxic zones to DayZ, they have been incorporated under two different concepts: 1) Static toxic zones, with permanent contamination and specific loot for those areas. 2) The dynamic toxic zones or airstrikes, where toxic gas bombs explode in the sky killing all life in the place and making magically appear NBC infecteds and related gear. In both cases, the full NBC suit is required in order to survive inside. While the static ones seemed to be a great addition because they create an attractive endgame by collecting the NBC an such, the impact of the dynamic toxic zones on the gameplay has been quite superfluous and inconsequential (At least in my experience). Mainly because: 1) They haven't really complemented the experience in the way they could do it. 2) They don't serve as a way to gather the interest of players (quite the contrary). 3) Their only real virtue is an eventual anti-camper method when they fall in military bases. 4) The airstrikes do not seem to have a concrete and rational explanation from the DayZ lore, because it is not known if the intention is to eliminate infected (which would be contradictory to the idea that infected NBC magically appear) or if it’s actually against survivors (. Clearly, we do not know who is throwing them either. So, my idea is this: first of all, I think it is imperative to distinguish static and dynamic in terms of the protection required. Only the gas mask and active filter should be sufficient to survive inside the dynamic toxic zone, making gameplay inside them actual feasible. Second, I would rethink their purpose. Instead of just ejecting players from an area as it does now (because absolutely no one plays with a full NBC equipment in their inventory), they should serve as a way to attract players. How? Simply by understanding that the purpose of these toxic gas attacks is not to clear the area from survivors, but to clear the area of infecteds for a supply delivery. And I know that the term "airdrop" may sound unpleasant to the hardcore gamer, but I find it more rational in the context of a war than a random toxic attack that make NBC infecteds spawn out of nowhere and add toxic related items inside random structures. Considering dynamic toxic zones in this way would not only allow real use to be made of masks and filters (which today is minuscule), but would also propose dynamic points of interest all over the map for players in all instances of the game (provided they have a gas mask). 56) Character comfort | A new passive stat This suggestion is not extremely complex or deep, but I don't want to extend too much in a thread that is already long. The idea of a "passive stat" (referring to an element of our character that does not have a visual representation in the HUD and that works simultaneously with the rest of the stats, as for example, the immunity level), that refers to the comfort of our character and that affects other stats, improving or worsening them as a consequence. This could well be a separate stat or a refinement of our immune system. What would be the purpose of this? To reward the in-game actions that are linked to the survival element of DayZ and that currently do not seem to have too much incidence. In this sense, elements such as campfires, being in-doors, the presence of other players around or being fed by them, the proximity to tents or shelters, the absence of infected or dead players within a certain range, the intake of cooked food, the combination of night and fire or lighting... all these should boost this passive stat. What would be the consequence of a high comfort stat? Mainly a bost in the immune system, increased blood/hp regeneration speed, lower the wound infection or diseases, faster regeneration of broken bones, higher resistance to cold, etc. I think you get the idea of what I mean. 57) Swap objects from our inventory | Objects must fall at our feet One of the most frustrating "bugs" for several years now is the one that originates when replacing a garment or object with another one that we have in our inventory. The game not only replaces the item but also its position, making that sometimes, the item that goes to the vicinity remains under the structures (or above) preventing to access again to it or its content. Unfortunately, I don't really know all the technical considerations to make an informed suggestion about this, but I think that considering a fix or mechanism by which every item we replace falls at our feet instead of trying to replace the position of the item in the vicinity would be an excellent goal to accomplish for a problem that for years has not even been covered as such. I really recommend checking out the other suggestion threads. All of them are still valid and Im sure they would make excellent QOL additions to DayZ. THANKS FOR YOUR TIME OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/259915-dayz-30-qol-suggestions-part-6/
  2. Parazight

    Watercrafts

    Great idea. I would love to have flying boats. Seriously tho. There are some good boat mods out there but they all seem to have issues with the vehicles beaching themselves. Maybe because the vehicle simulation and the code that governs them is terrible. We’ll never know.
  3. Hello Survivors! Can anyone hear me...? We want to invite you to a new server based on vanilla experience with hardcore loot setting What you can find there: ► We reduced loot to make it harder to survive. Building a base is not that easy and it brings more adventure. ► Contaminated Tisy Military! We added static contaminated zone to Tisy Military and boosted loot there Exploring Tisy gives you a chance to find M4A1, LAR, Plate Carriers, Grenades, SVD, SVAL, VSS and claymores Gear up, put your NBC on and head north to gear up! But be careful becouse its full of infected NBC soldiers ► Tier 4 loot only in Novaya Petrovka and Tisy Military ► Much more storage Bored of placing many wooden crates that impact your fps? With MMG Base Storage you can store more of your juicy loot! ► Boosted stamina by 30% Now you can travel a little faster when you hold heavier loadout. ► No car damage below 50km/h Now you can drive safely... But dont go too fast ► Map shows actual location You can see where you are but you need to find tourist map first ► Custom raid times You wont get offlined at night anymore. We understand everyone has their own lifes so raiding is available only on weekends. We also removed plastic explosives becouse of their broken mechanics ► 4 hour day and 1 hour night cycle Nights are always dark so find a safe place or take the advantage ► Cover your vehicle with camonet You can cover vehicles with camonet to prevent them from glitching and make them "static" ► New scope for mosin You can attach better magnifying scope to mosin. Now you can hunt with better precision... not only animals Mod list: BetterDayz-pack Mag Obfuscation Ear-Plugs Inventory Move Sounds MMG Base Storage CarCover Code Lock VPP Admin Tools CF Discord: discord.gg/vxpuu7NdCV Map: ChernarusPlus IP: 51.89.59.148:2302
  4. It would be amazing if survivors could use the vehicle turrets in both the Humvee and M3S Truck like showcased in the DayZ Live Action Trailer, which always amps me up to play! DayZ Live Action Trailer Similarly, passengers in civilian vehicles should also have the option to shoot pistols inside the vehicle or sit out on the door window to use a longarm rifle. Driving survivors can easily be ambushed with no way to defend themselves from a firefight the way the gamer is now. -Cheers
  5. Welcome to DeathZone UK! DeathZone is a unique survival server that embellishes the standard DayZ with cool fresh content, Awesome MODS, and new Custom Built Content! Can you survive the DeathZones? Can you survive? Come find out! We have super active admins online 24/7, An active discord, and a great in-game community. Come jump in-game and join our fast-growing friendly community! See you guys out there! -Love the Admins- Server Mods: RedFalcon Helicopters Banking BaseBuildingPlus CodeLock Durable Suppressors MoreDoors PVEZ SIX DayZ Auto Run Unlimited Stamina Unique Vehicles!!! Plus more! Find us on our discord here: https://discord.com/invite/deathzoneuk IP: 141.94.98.99 Map: DeerIsle Mode: PvE/PvPzones Capacity: 70 (3PP)
  6. We would like to welcome you to our new growing community to a new experience that is about to happen with experienced developers, We will be creating a place where everybody can have fun and enjoy whether you like the PvP or PvE side of things they'll always be something for everyone, So we would like to thank anyone that joins in advance and hope to see you looting around Deer Isle with us! Mods Included: 🏡⦁ Base Building 🔺⦁ PvE with PvP Zones and full weekend PvP and Raiding 🚙⦁ Vehicles Including Custom Vehicles, Boats and Helicopters 🔫⦁ Full range of modded Weapons to choose from 💊⦁ Mod which enables grow, Package and sell of drugs 🏦⦁ Banking System to store hard earned money 💳⦁ Keycarded bunker system with high tier loot 🗺️⦁ Custom PvP zones around the map for the battles And Much More Being Developed By The Day, Hope To See You Join Our Discord And View Our Updates To The server As We Push To Get This Going As Soon As Possible, Were Almost nearly at launch! https://discord.gg/fFXgxewEcF
  7. Riddick_2K

    AI infected I

    What would be really nice is that they allow the infected to gather in herds wandering around the map (without running) and that they also attack the fences of the bases (with the damage proportional to the number of infected). Like in "The Walking Dead", more or less, but they should first really make this game engine work in multi core (in theory it already is, but in practice it doesn't work for many... many don't even know it or verify it: they play and that's it), otherwise, given that at least 50/80 and even more infected would be needed, the performance of the servers would be greatly affected, other than vehicles in orbit. But if it worked, it would be a big step forward, in my opinion.
  8. Hello Survivors! Can anyone hear me...? We want to invite you to a new server based on vanilla experience with some modifications for storage and overall QoL. What you can find there: ► We reduced loot to make it harder to survive. Building a base is not that easy and it brings more adventure. ► Contaminated Tisy Military! We added static contaminated zone to Tisy Military and boosted loot there Exploring Tisy gives you a chance to find M4A1, LAR, Plate Carriers, Grenades, SVD, SVAL, VSS and claymores Gear up, put your NBC on and head north to gear up! But be careful becouse its full of infected NBC soldiers ► Tier 4 loot only in Novaya Petrovka and Tisy Military ► Much more storage Bored of placing many wooden crates that impact your fps? With MMG Base Storage you can store more of your juicy loot! ► Boosted stamina by 30% Now you can travel a little faster when you hold heavier loadout. ► No car damage below 50km/h Now you can drive car safely... But dont go too fast ► Map shows actual location You can see where you are but you need to find tourist map first ► Custom raid times You wont get offlined at night anymore. We understand everyone has their own lifes so raiding is available only on weekends. We also removed plastic explosives becouse of their broken mechanics ► 3 hour day and 1 hour night cycle Nights are always dark so find a safe place or take the advantage ► Cover your vehicle with camonet You can cover vehicles with camonet to prevent them from glitching and make them "static" ► New scope for mosin You can attach better magnifying scope to mosin. Now you can hunt with better precision... not only animals Mod list: MMG Base Storage CarsFix RaidSchedule CarCover Code Lock Mosin Scope Community-Online-Tools CF Discord: discord.gg/vxpuu7NdCV Map: Chernarusplus IP: 51.89.59.148:2302
  9. Lpcunload23

    Dark Phoenix Gaming

    https://discord.gg/sVUjAuKfDark Phoenix |PvP|100K|Traders|Helis-Vehicles|Drugs|+More US East New York based server 127 Slots 192.169.86.18:2302 PVP Fresh wiped on 2/25 Newly Reworked Banov map with 100k Start Cash in the ATM and plenty of things to keep players busy Upgraded Hunting Mod, Carepackages, Dark Horde, KOTH coming soon! QOL Upgrades and a lot more... We also BBP V2 With easy building and fortification Driving is smooth and easy with over 70+ Different vehicles and Helicopters Easy Grouping and Banking with Advanced Groups and Enhanced banking Virtual garages to keep your Vehicles safe and Improve server performance! As stated so much more to come this is only the beginning, Welcome to Dark Phoenix Gaming
  10. robert.w.inman

    The Wildlands Chernarus

    New server I just created, PvP oriented with some cave systems. No traders, no tox zones. Keys for vehicles do spawn in, and key grinders are randomly placed in cities. Look fir garage buildings with then red double doors, or the small shops. Code locks also spawn in. Hoping to get some people to join the server. Name of server is The Wildlands Chernarus, or direct connect 69.4.232.18:2302. Come check it out, feedback always welcome.
  11. arlingtine

    Bows

    Vehicles are not more important than bows. Vehicles were not even a thing in the beginning. Back then we had more choice in playstyle it wasnt just run in and get gun and pew pew. Lots of stuff should be behind bows in my oppinion. Vehicles, basebuilding, adding a million other guns and remapping airfields are all great examples of this
  12. Misfit Island [NO LIMITS]DNA[FreeVehicles]BOOSTEDLOOT[CUSTOM] Come to Misfit Island and join the fun! We have a fully loaded server, tons of customizations and features to enjoy. We have minimal rules and basicly no limits on what you can do. We dont have a huge player base right now, but you and your friends could change that! PROS: Many mods and features. No building limits. Friendly staff. Free vehicles. CONS: Low server population. Long load time for mods list Misfit Island [NO LIMITS]DNA[FreeVehicles]BOOSTEDLOOT[CUSTOM] 107.182.230.222:2302 https://discord.gg/Fu6MUz56 Admin: CancerousWart
  13. lynn.zaw

    Console Update 1.20

    Console 1.20 Update 2 - Version 1.20.155814 (Released on 22.02.2022) If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents to assure game stability. Not following this procedure can result in severe instabilities. FIXED The player character would remain on the server too long in case of connection interruption The combine action in the default control scheme was not working with fresh settings (https://feedback.bistudio.com/T170368, https://feedback.bistudio.com/T170359, https://feedback.bistudio.com/T170358, https://feedback.bistudio.com/T170308, https://feedback.bistudio.com/T170357, https://feedback.bistudio.com/T170354, https://feedback.bistudio.com/T170335, https://feedback.bistudio.com/T170341, https://feedback.bistudio.com/T170329, https://feedback.bistudio.com/T170327, https://feedback.bistudio.com/T170324, https://feedback.bistudio.com/T170322, https://feedback.bistudio.com/T170314, https://feedback.bistudio.com/T170312, https://feedback.bistudio.com/T170310, https://feedback.bistudio.com/T170309, https://feedback.bistudio.com/T170306) SERVER Fixed: Spawning items through Object Spawner made them persistent, resulting in them being duplicated with every server restart (https://feedback.bistudio.com/T170349, https://feedback.bistudio.com/T170338, https://feedback.bistudio.com/T170336, https://feedback.bistudio.com/T170323, https://feedback.bistudio.com/T170343) Fixed: Setting staminaMax in the cfggameplay.json to more than 100 could result in broken stamina calculation (https://feedback.bistudio.com/T170390) KNOWN ISSUES Spawning objects with _DE-suffix by Object Spawner can result in them being duplicated with every server restart - the team is testing a fix internally The player character might glitch under the map when leaving vehicles - the team is looking into a fix The gear box of the M1025 might desync when shifted up in drive mode - the team is looking into a fix The 3rd person camera view might shake in close quarters - the team is looking into a fix
  14. themonk3106

    Console Update 1.20

    The vehicles still drive like poop. The truck is the worst having to smash through gears to climb a hill, on a steep hill you end up with a yellow engine because you cannot go beyond 1st gear. In previous iterations you could pull away in 2nd and engage 4th and happily drive everywhere like that. This was the best version of the gearbox setup in the truck and I implore you to bring it back. In its current set up your watching the rev counter trying not to go into the red (the xbox triggers used for throttle are not user programmable and are incapable of increasing in increments) and not watching where you are going and the gear ratio is set to high. The second worst vehicle is the Humvee and that auto gearbox with Drive, Neutral and Reverse. Over half the time it refuses to engage drive and when it does it performs poorly in AWD and struggles to climb hills either on road or off. After switching off the truck exhaust fumes continue to pour out of the exhaust pipe, this will stop after a server restart or if the player removes the truck battery and reinserts it. There is no way currently of camouflaging vehicles apart from using a car tent for cars. If memory serves on Skalisty island next door to a Vendors hut inside the castle ruins there's a cammo shelter which has enough capacity to camouflage 3 or 4 car type vehicles its a pity this isn't available as a craftable item using the same dimensions as the Skalisty island version. I have used that cammo shelter many times as a base. OR why not add the cammo net icon like you find on fences and watchtowers and add them to vehicles of course some vehicles are larger than others and require more cammo nets OR much like the improvised shelter using sticks cammo a vehicle its like covering a vehicle with branches and forest matter irl.
  15. DayZWarrior1932

    DayZ Developer Admiration Thread

    As we all know DayZ is now a masterpiece with all the bug fixes polishing up a perfect game and the vehicles finally fixed in 1.19. There are a lot of whiny weasels that keep complaining because nothing will ever satisfy them. They just want an excuse to complain because they're upset after I ate them for dinner in Kamyshovo. I would like to celebrate the greatness of DayZ by listing 3 things I think are the best designed parts of the game to commemorate the hard work the DayZ developers have put in year after year after year to bring us far more than our money's worth. List your reasons why DayZ is the perfect game below so we can all appreciate the best game developers in gaming history. With that said, here are my top 3 reasons why DayZ is the best game ever made. 1) The vehicles! They are outstanding and feel like driving real cars with amazing gearbox, removable parts and seamless performance. 2) The cosmetics! You get to dress up and be whoever you want to be in DayZ. There are truly no limits if you are creative. We got these wonderful mime masks so you can spook your victims before you eat them for dinner. 3) The guns! You get a wide selection of all the best military weapons you could hope for. Collect lots of mags and ammo so that you can shoot down a base, assassinate the members and eat them for dinner, and then steal all their precious guns and mags and ammo to do it all over again to the next nerdy clan. It really is a dream come true to run around Kamyshovo like a maniac mowing down fresh spawns with an automatic rifle. Why is DayZ the perfect game for you? PS: Haters can go make their own thread to complain. This thread is for appreciating the relentless work ethic of these fantastic developers and their wonderful engagement with the community, bending over backwards to listen to feedback and respond to questions.
  16. PandaChef-536b69f80a49ce49

    Looking for server which cuts out running sim element

    if you have nothing helpful to post then why post? The part of the community, such as people like you who are so condescending towards other people, is very tiring. I have simply asked for a server which has easy access vehicles. If you think that is lazy then good for you, I couldn't care less. I don't have that much time and the game is modded, not sure what the problem is.
  17. lemmac

    Looking for server which cuts out running sim element

    You've only got to move to get loot. Choose a server with high loot and you won't have to move as much. There are plenty of servers that even start you with a full loadout, including food and water, so you won't have to move at all for an hour or two. Unfortunately even vehicles require pressing a button to move.
  18. Hey, I used to play this game alot back in 2014/2015. Have recently been watching some videos of Dayz and would like to try it out again. Issue is I don't have as much time as before. Dayz has always been a big walking simulator with a lot of time wasted just literally pressing down the run key. I don't have time to do that anymore and was wondering whether there are any servers out there which cut that out? I.e add in easy access vehicles? I have tried some servers where you can choose where to spawn. That prevents some of the early travelling but not the wider problem. Trader mods also provide vehicles but they are very expensive to buy. Anyone have any suggestions?
  19. Lasyen

    Bows

    they've said in the past they want to get it back in on a stream, but they can't confirm it will be coming. Its a lot of work involving animations and rewriting code that they are best spending time in other areas that really need people working. I think 1.20 is a good example that they're fighting with a lot of backend technical work, and bows don't really seem like a priority to readd right now when vehicles are not where they need to be, handstate bug, desyncing issues, server issues, the list goes on. As a team for a 10-year old project, they know from experience confirming things to the community then not being able to get that confirmed thing in for years goes against them, so their best option is to hear but not share where things are at unless it's genuinely coming in an update. That's why they haven't said anything about bows.
  20. Ryan Veres-Eceri

    DayZ in 2023

    From a console side of things. I know PC players have the choice too add a lot more items in their custome servers. Was hoping that some if not more of these items can make it to console. Weapons For example the lack of weapons and attachments on console. I know we recently received a couple of new hunting rifles and some explosives, that being said most of the other weapons have not changed. Cosmetics for them ie: colours have changed and some magazine sizes as well. More sights and scopes, more hand weapons, pistols, smgs, long guns, rifels, scopes, suppressors, etc would help keep the console players going. Building Seeing more building choices for consol as well. Adding doors, instead of just having gates. Keypads or different locking mechanisms. Different wall variations example walls with windows. Adding platforms that we can build on the ground to help level it. Some of these would help console players be a little more dynamic in hiding bases in or around buildings. Vehicles The cargo truck has been made usless as of 1.18 or 1.19 on console. Can barley make it up hills now, paved or not the seem to just spin tires even in 1st gear. As of 1.20 I know that there is a bug with the hummvees are doing the same. I know players get excited when we see a good working vehicle to be able travel and loot other areas. But trying to get anywhere now is more frustrating then ever before. The cargo trucks were amazing before. Now the are just a struggle to do anything with. AI Looking forward to seeing more changes to this area in the future updates. Map experience. I do agree that certain areas will be well received in updating. More immersive environments. I seen that someone put of graffiti as an example. Birds, and other types of animals as well. Some other things for example. When we cut down trees they just stay on the ground blocking us on building sometimes. Maybe after the fall down animation they disappear and a cut down stump is left. Maybe if there are tings in the way tables or chairs we can destroy them to place walls or open an area up a little would help. These are just somethings that I would like to see as a console player. I really do enjoy this game. It is byfar one of my favorite games that I can spend hours on every time I log on. So please don't take this as complaints. This is just hopes that console players can receive some more updates to make it even more enjoyable. I know it is easier to add things and customize things on pc but really do hope thatnit can be added to console. Really looking forward to seeing what 2023 has in-store for us and what the future of dayz will bring. I do hope this will be received. To the people that take the time. We will see you out there. Stay safe, make friends, good luck on your survival. Cheers.
  21. Pauldinho

    Console Update 1.20

    Hi For the last few years I've been going around the Chernarus & Livonia map and picking out all the faults that I've seen and come across. There are so many Dayz issues and here they are: 1. Trucks: No Power up hills.... Trucks need the 5th gear adding.....Engine burns out when revving the engine to much.....Rev counter needs slimming down..... Tyres are to far of the ground at least inch & half, Hence the reason why the wheels are turning when truck is ticking over... 2. Cars: as the same with the trucks wheel are to far of the ground.... 3. Shops and other buildings: The steps into are higher then the ground, you have to jump in to then to get in. 4. Zombies: They can hit you from 2 foot away from them when running away from them. They can go into the vehicle when they are chasing you or when they see you in vehicle when vehicle stops. 5. Static Military Convoy: At prison island ( rocks) you cant get by when driving a vehicle at all (coordinate 2506.05 / 2045.28) They need moving backwards by 3 foot..... 6: Static Police Situation: In Eltro town the Static Police Situation you cant get by when driving a vehicle again needs moving forward by 4 foot. 7. Roads: Roads go from tarmac into grit road or grass roads. 8. Loot: loot can be seen hanging out the vehicle.... So when a player wears a gun on there back then gets into a vehicle you can see the gun popping out off the roof. 9. Track Roads: on this particular area approx 192.47 / 3905.37 The road dips very low and needs addressing. when driving any vehicle it throws you in to the trees. 10. Player floating: When player connects with any climbing item the player feet goes into the item such as vehicles. 11. Gates: When a player opens or opens a pad lock to open a gate the the gate spawn through them. 12.Hatchet: When player use's a hatchet it looks like the player is about to chop of his fingers. The hatchet needs turning around so the other end is hitting the nail. 13. Chopping down trees: There is a issue when chopping down a tree, Sometimes the tree falls into you and damaging your health. 14: Canteen & Bottle: Dont open when player drinks from it. 15: Water fountain: when filling up to far to fill up and CanisterGasoline goes into the fountain. Thease are the main problem that are issues that can be fixed. kind regards. Dayz is a perfect game that anyone can play either PVE or PVP. But this game can kill you in many ways. One being the issues above or by someone who shots you. Maybe one day i can help correcting these issues and make dayz the best game ever to play. kind regards
  22. Parazight

    DayZ in 2023

    Maybe in 2024, if the company is still afloat, we will receive a meaningful update to vehicles? We have received no meaningful fix to cars since the title left beta 3+ years ago.
  23. veveausberlin cristian

    DE 95 Expansion Servers/PVE/Quests/Missions/MoreZeds

    Wiped Vehicles to rebalance 🙂
  24. Kyiara

    Console Update 1.20

    Console 1.20 Update 1 - Version 1.20.155766 (Released on 14.02.2023) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED Mime masks Carnival masks Warning icons for the connection stability and server performance FIXED Changing stances could result in desynchronization blocking access to ADS and shooting (https://feedback.bistudio.com/T168720, https://feedback.bistudio.com/T159299, https://feedback.bistudio.com/T169162, https://feedback.bistudio.com/T169657, https://feedback.bistudio.com/T169837, https://feedback.bistudio.com/T169986) Hitboxes of items in characters hands were misplaced (https://feedback.bistudio.com/T168891) It was possible to place items inside the stairs of the yellow church (https://feedback.bistudio.com/T167358) When approaching a restrained player with binding materials, the non-functional option was shown to restrain the player again It was possible to commit suicide with ruined firearms (https://feedback.bistudio.com/T160975) Carp, Mackerel, Chicken and Rabbit were always yielding 100% pieces of meat when skinned Character sounds when picking up heavy items were not played for the player themself (https://feedback.bistudio.com/T167931) Drink sounds were not played when drinking from pots or cauldrons while prone Impact sound of items when landing in water was repeating itself It was possible to shave characters while having their face covered Equipped belts were not accumulating wetness Explosives could not be armed reliably (https://feedback.bistudio.com/T168007) Reduced instances of vehicle access being prohibited due to another user already interacting with it Fixed several broken character animations while restrained in prone Improved damage zones of the M1025 M1025 trunk bars did not move correctly with the model (https://feedback.bistudio.com/T168594) Sound of taking the SSG 82 magazine was doubled while prone The player could get stuck in throwing stance During combat with infected, the player's position could get reset to a previous infected kill (https://feedback.bistudio.com/T167694, https://feedback.bistudio.com/T168690 - private) ADS sensitivity wasn't properly applied in all cases (https://feedback.bistudio.com/T165015, https://feedback.bistudio.com/T165855) Jumping while having a gag applied or removed could desync the player Manipulation of heavy items allowed players to access items through walls (https://feedback.bistudio.com/T169133 - private) It was not possible to cover/uncover a characters head while they are prone It was possible to be force fed while wearing a gas mask (https://feedback.bistudio.com/T160486 - private) The character could teleport to the roof of their seat if an object was at the height of the door (https://feedback.bistudio.com/T164360) Inventory icon of the deployed spotlight was badly cropped Filling a gasoline canister at a pond could result in desync (https://feedback.bistudio.com/T168967) Items were interfering with the character collision when dropped from gift boxes upon their destruction Other players could not hear the sound of a locked door being opened (https://feedback.bistudio.com/T163131) Using the quick bar while moving items in the inventory could result in desync Some twin doors could not be closed (https://feedback.bistudio.com/T160737) Several twin gates were not properly aligned to open in the same direction (https://feedback.bistudio.com/T158950) Some twin gates could not be opened by force when locked (https://feedback.bistudio.com/T159534) It was possible to access certain underwater locations Portable maps could display wrong map features when switching between servers running different terrains Fixed character collision shape shifting causing clipping through structures It was possible to skip certain parts of the soda can opening animation (https://feedback.bistudio.com/T138370 - private) The character collision shape would not adjust when falling into water Switching between 1st and 3rd person camera could result in a distorted character (https://feedback.bistudio.com/T162688, https://feedback.bistudio.com/T162468, https://feedback.bistudio.com/T162412, https://feedback.bistudio.com/T164586) The head-torch with the yellow light did not update its light location in all cases Orientation of the light on the weapon flashlight was pointing forward when shouldered (https://feedback.bistudio.com/T165114) Chemlight on ground models of utility bags not lighting from the correct position A climbing player was able to phase through objects during the landing state (https://feedback.bistudio.com/T164706 - private) The player could be teleported to the world origin when climbing (https://feedback.bistudio.com/T166375 - private) Smoke grenades wouldn't show smoke outside of the players near distance network bubble Doors could have their animations and sounds played when reconnecting Previously felled trees would play their fall-animation upon reconnect Other players and creatures could be stuck in a permanent frozen animation state if they were to die while the client is being logged in Grass did not move with the wind on the tenement buildings Bear traps could hit the player in multiple zones The M3S truck was missing a sound related to high RPM Reversing lights of the M3S truck did not emit light Reversing lights did shine even when the engine was off Stamina was not decreasing during jogging in deep water Fixed several issues with individual buildings Fixed bad rendering of specific trees Source of the car horn sound was not properly located in 3rd person view The Santa infected did not scream while attacking Placing certain items would play the place sound twice (https://feedback.bistudio.com/T156577) Dropping the wooden cooking tripod would make metal sounds The unloading sound and bullet animation of the Longhorn were not in sync The dry fire sound of the Derringer was too quiet while prone Fixed several exploits used to look through walls (https://feedback.bistudio.com/T168561 - private) An exploit allowed to repair car parts to the pristine state It was possible to repair vehicle engines while they were running Certain scopes allowed to look through the smoke from smoke grenades (https://feedback.bistudio.com/T141155) The M1025 driver was accessing the wrong lever when switching gears Damaged Santa's hats looked pristine while worn The Claymore mine explosion did not have the proper volume when the player was facing away Opened food cans did not fit properly into the inventory UI (https://feedback.bistudio.com/T157660) Respawning from unconscious state could result in a black screen (https://feedback.bistudio.com/T169330) It was possible to deploy the spotlight using the drop action The Gunter 2 did not have sounds when removing and attaching wheels Large clusters of rocks and cliffs could result in in client performance drops Manual transmission from vehicles could get desynced when changed too quickly (https://feedback.bistudio.com/T168465) Switching between the classic and new control scheme could result in a game crash Accepting invitation to a server from a friend was not working when in game with a menu open It was possible to still hear blocked players in voice chat Stealth-killing infected with rifle bayonets could result in a glitch Player corpses had collisions after committing suicide Vehicle horn sounds would fix to a specific position (https://feedback.bistudio.com/T169863, https://feedback.bistudio.com/T169862) The player collision was conflicting with vehicles while sitting in them It was not possible to pull corpses from vehicles Players could not get bleeding sources from punching objects with bare hands The M1025 engine was not stopping properly when RPM went to 0 (https://feedback.bistudio.com/T167763) Quick gear shifting could result in desync (https://feedback.bistudio.com/T168431) Fixed further exploits to glitch the camera through walls (https://feedback.bistudio.com/T170057, https://feedback.bistudio.com/T169899, https://feedback.bistudio.com/T170058 - all private) It was possible to prevent dehydration through non-hydrating food (https://feedback.bistudio.com/T168824) Reduced the chance of getting desynced in doors by running through them while closing (https://feedback.bistudio.com/T170121) It was possible to stack the ammo box and dry bag indefinitely (https://feedback.bistudio.com/T170051) Howling of wolves was not synchronized for all players (https://feedback.bistudio.com/T160845) CHANGED Changed combining action from "press B/O" to "hold B/O" Vehicles can spawn without wheels again Wheels can again be damaged Reduced the eye zoom distance while sprinting Reworked item weight calculation (fixing several bugged item weights) Item wetness now influences their weight again Weight of the carried gear now impacts player movement inertia Increased the time needed to refill the car radiator Checking a player's pulse is now a continuous action Increased the lifetime of improvised explosives to 5 days, which can be refreshed through a flagpole The stairs of the concrete silos are now usable to access the roof Adjusted the geometry of barrels and fireplaces to cause less issues when colliding with vehicles Improved the surface detection for throwing impact sounds Optimized the character update to environmental exposure Lowered the hit points of improvised feet covers and gave them louder walking sounds (https://feedback.bistudio.com/T169140 - private) Positional wind and tree creaks are more audible now Tweaked the 3rd person camera collisions to reduce possibilities of exploits The 3rd person camera zooms in when an obstacle is in front of the camera Disconnect due to a server restart will no longer kill restrained players Updated map textures to reflect recent map changes (https://feedback.bistudio.com/T163844) You can now stealth-kill with the Cleaver Replaced outdated dirt pile model Updated textures on static pipes Updated sounds for the different stages of cooking for more variety Slightly increased the volume of the stealth kill Improved the sun reflection on water and changed its color in quarries CHERNARUS Fixed: Green and black plate carrier vests and their attachments did not have their intended lifetimes (https://feedback.bistudio.com/T168947) Tweaked: Increased chance for random positional bird, insect and tree creak sound to play Tweaked: Increased audibility of the positional bird sounds during windy weather Changed: Adjusted player spawn points for more even distribution SERVER Added: Server config parameters for connectivity warnings (Documentation) Added: Gameplay JSON version mismatch and default value handling Added: Parameter to gameplay config (JSON), that allows people to disable the behavior of influence of stamina to inertia (Documentation) Added: Parameters to gameplay config (JSON) that allows control over variety of stamina consumers (combat, climbing,..) (Documentation) Added: Launch parameter "storage" to define root folder for storage location ("-storage=") (Documentation) Added: Functionality which will copy over storage when a storage exists in default location (mission) but not in the custom location provided by the storage launch parameter Added: Warning when DE spawns an entity with no Types entry Fixed: Sawedoff18 was missing from types Fixed: Deleting events.bin but not vehicles.bin would cause events composed of eventgroups to have the possibility to spawn inside each other Changed: Improved error messages and error handling regarding storage location Changed: Adjusted ping calculation to be more forgiving with individual spikes before kicking a player KNOWN ISSUES The character might shake when close to doors The combine button in the inventory might not be functional - Switch to the new controller scheme and back to default from the Main menu to resolve - we are working on a complete fix. ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ Console 1.20 Update 2 - Version 1.20.155814 (Released on 22.02.2023) If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents to assure game stability. Not following this procedure can result in severe instabilities. FIXED The player character would remain on the server too long in case of connection interruption The combine action in the default control scheme was not working with fresh settings (https://feedback.bistudio.com/T170368, https://feedback.bistudio.com/T170359, https://feedback.bistudio.com/T170358, https://feedback.bistudio.com/T170308, https://feedback.bistudio.com/T170357, https://feedback.bistudio.com/T170354, https://feedback.bistudio.com/T170335, https://feedback.bistudio.com/T170341, https://feedback.bistudio.com/T170329, https://feedback.bistudio.com/T170327, https://feedback.bistudio.com/T170324, https://feedback.bistudio.com/T170322, https://feedback.bistudio.com/T170314, https://feedback.bistudio.com/T170312, https://feedback.bistudio.com/T170310, https://feedback.bistudio.com/T170309, https://feedback.bistudio.com/T170306) SERVER Fixed: Spawning items through Object Spawner made them persistent, resulting in them being duplicated with every server restart (https://feedback.bistudio.com/T170349, https://feedback.bistudio.com/T170338, https://feedback.bistudio.com/T170336, https://feedback.bistudio.com/T170323, https://feedback.bistudio.com/T170343) Fixed: Setting staminaMax in the cfggameplay.json to more than 100 could result in broken stamina calculation (https://feedback.bistudio.com/T170390) KNOWN ISSUES Spawning objects with _DE-suffix by Object Spawner can result in them being duplicated with every server restart - the team is testing a fix internally The player character might glitch under the map when leaving vehicles - the team is looking into a fix The gear box of the M1025 might desync when shifted up in drive mode - the team is looking into a fix The 3rd person camera view might shake in close quarters - the team is looking into a fix ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ Console Stable 1.20 Update 3 - Version 1.20.155844 (Released on 01.03.2023) If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents - or revert to a previous storage version - to assure game stability. Not following this procedure can result in severe instabilities. FIXED Players would teleport locally when they exited a vehicle while it was being simulated (https://feedback.bistudio.com/T170362) Vehicle could fall through structures after a server restart (https://feedback.bistudio.com/T170225) Fixed a desynchronization related to the placement system Adjusted several problematic ladders in Chernarus (https://feedback.bistudio.com/T156622, https://feedback.bistudio.com/T169828, https://feedback.bistudio.com/T160592, https://feedback.bistudio.com/T168942, https://feedback.bistudio.com/T170169, https://feedback.bistudio.com/T169805, https://feedback.bistudio.com/T169805) It was possible to catch both types of fish at any water source Interactions with water were not possible at deeper levels (https://feedback.bistudio.com/T169875, https://feedback.bistudio.com/T170040) Melee finisher attacks were ruining vests and backpacks of infected (https://feedback.bistudio.com/T170355) Weapons would become bugged when attempting to load bullets from a ruined magazine (https://feedback.bistudio.com/T170464) The player camera could shake heavily when colliding with other entities The 3rd person camera could clip with objects during vaulting The camera shortly zoomed out and in when sprinting and turning from side to side SERVER Fixed: Spawning objects with _DE-suffix by Object Spawner could result in them being duplicated with every server restart KNOWN ISSUES Weapons that in previous version were bugged due to loading a bullet from a ruined magazine need to chamber a bullet to function again The gear box of the M1025 might desync when shifted up in drive mode ______________________________________________________________________________________________________________________________________________________________________________________________________________________________Console Stable 1.20 Update 4 - Version 1.20.155881 (Released on 08.03.2023) If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents to assure game stability. Not following this procedure can result in severe instabilities. After careful evaluation of 1.20 update, we have reached a decision not to wipe the official servers. We will reserve this for future updates that would require central economy changes later in the year. FIXED It was possible to pick up items through some walls or closed doors (https://feedback.bistudio.com/T170531, https://feedback.bistudio.com/T170665, https://feedback.bistudio.com/T170665 - private) The gear box of the M1025 could desync when shifted up in drive mode KNOWN ISSUES Weapons that in previous version were bugged due to loading a bullet from a ruined magazine need to chamber a bullet to function again
  25. Vehicles taking damage seems like the only authentic solution here. A vehicle should protect you from a bear until it is ruined. What about taking out a horde of infected with a makarov, single loading, and standing safely on top of a hesco barrier? What about that gross abuse? (have them drop grenades)
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