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Showing results for 'Vehicles'.
Found 41868 results
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List of Ideas, ive thought of over the past 6 months
BeefBacon replied to magetut2's topic in Suggestions
A lot of these have been suggested before, some of it is planned. I'll address some of the more interesting ones. Slightly opening doors is a neat idea. I think slowly opening doors has been suggested in the past, but being able to open doors partially and then stop would be pretty cool. I like the idea of dizziness and concussion after crashing. Even just unconsciousness for a few seconds would be pretty cool, especially if vehicles could catch fire. It'd be neat if you crashed and were knocked unconscious and your passenger, concussed, had to drag your body out of the burning wreck. I could get behind that. Suppression to some extent exists already. Smells are an interesting one, though. I like that you've suggested how they could be displayed visually. Would they serve much of a practical purpose? Maybe not, but it's interesting nonetheless. Random spawn scenes are again interesting. Cool scenarios you've posed. Certainly I'd like to be more immersed at the very start. As it stands we just spawn in standing on a beach with pristine clothes. We should spawn prone, wet and with badly damaged clothing. First priority should be finding dry clothes or building a fire. -
Vehicale Windows Attempt Number 2 This is NOT a bug, it's sloppy modelling on behalf of BIS which has persisted since OFP. This is a discussion to make sure BIS 1) Fix the idiotic positioning of the driver height and 2) to make sure they don't copying the idiotic modelling to every other vehicle they introduce. Even in an alpha state, the animations have been set for the height in the game meaning some rework is going to be needed. Is that going to ever go to be changed or can we expect our side windows to be useless like they were in OFP, Arma, Arma 2 and DayZ Mod? Most people when they turn their head can see out of the window and up as well. Maybe we could have the same for DayZ vehicles too, please? PS. I PM'd Bones to unlock my thread and have heard nothing though he was almost instant to lock it. If that one gets unlocked can you merge them please and in future, maybe not be so quick to lock them?
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Not quite sure what an RPG is going to be useful for. Are we expecting the zeds to start attacking us with armoured vehicles? Very limited use this thing will have to the point of making it practically obsolete. Oh and talking about windows, time for another rant thread about those dumbass things.
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I have seen a fair few defending the move and saying they don't care etc in avid defense of the game. Apologies though, everyone was not the right choice of words. I have looked at the road map I have seen MANY comparisons with what they have and haven't delivered on, I have looked at all the changelogs and my lack of hours is purely due to me not wanting to burn out the experience IF it ever gets released. The fact is, as i stated, they have promised a relatively meager amount and have not delivered on even half of it. That is not objective, not up for debate, they have failed to deliver on the large bulk of what they have promised and have in fact taken out a massive part of the game that made it popular in the mod. The fact is i am not a programmer or a game dev, but when taken into comparison with other games, (as i mentioned but you ignored entirely) who have smaller teams, smaller budgets, are arguably bringing more to the table in a shorter space of time, goes to show that this team is either lack luster, severely understaffed or just plainly inept. Also having been someone who sunk 1000+ hours into the mod, and was shocked at how much worse the SA was within the first 10-15 hours and made me not want to play at all until beta. Now the devs said a beta would be released at the end of this year, is that going to happen with the current state of the game? No of course not. A full release in 2016 like they promised? Again of course not. These are not raging ill informed arguments, they are just facts. You can argue the complexities of game development till the cows come home, but looking at the timeline, the changes, the multiple backward steps and so forth, it is clear this game is grinding to a halt. By the time it is released (if it ever is, which i doubt), lets be honest who the hell will care? Probably only the hardcore community, most of which are moving onto better games now and will have burnt out on the game by then, basically where does dayz sit within the current spectrum of survival games, well pretty near the bottom to be honest. The dev team have to pull either finger out of this game will be condemned to a war z like fate. For reference original road map for 2015: Q1 2015 Basic vehiclesAdvanced loot distributionNew rendererNew Zombie AIBasic stealth system (zombies and animals)DiseasesQ2 2015 Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behavior)Player statisticsNew UIPlayer staminaDynamic eventsQ3 2015 TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeQ4 2015 Animal companionsSteam community integrationConstruction (base building)BETA version, expected price 34,99 EUR / 43,99 USD
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I have to agree somewhat with the OP - the format of this early access game is very different from the beta (playable demo) format of the early access the industry has gotten us accostumed to.. This game is being presented to us a bit like it is presented to Beta testers and QA teams, except it is completely playable (by that I mean that the whole game is being presented, not just segments and/or isolated mechanics, like it would be in a QA environment) and I think that perhaps the backers (the consumers) were just not used to this sluggish pace of development when changes to the game engine are being implemented ... I don't doubt that the whole development team is on board for finishing this game and that the truly interested and involved players get to contribute and are noting the progress as evident - but I also don't doubt that the average consumer was in their right to be disapointed when they were able to pay for a product two years (and counting) before it was fully disclosed (or finished) to them.. On another note, I count myself as a defender of this game and the developer team, but the progress is very slow and its getting hard debating with friends on weather the development is headed to a halt or getting ready to speed up... For example, the other day when discussing some Arma 3 mod with a group of people I sometimes play it with one of them said:"I like this mod, feels good... Makes me wish DayZ SA didn't die.", and I would reply:"But it's not dead.. The development is ongoing.", to which he replied:"Oh? Really! I haven't checked it out since May, I thought it died... So are vehicles in and usable and how's the basebuilding going? What about modding stuff?" ..... What do I tell this guy? I told him what was added and I couldn't convince him the game was even worth the download to check it out... how do I convince someone to buy it first then?..
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But why exactly do simple firearms and vehicles somehow make the difference between ArmA and DayZ less clear? If simply having content shared between games does that then we should never have a Saiga or CZ-550 in the game because those are also in ArmA. Plus, this is an RPG-7. It's not unrealistic by any stretch. Also, considering that you're convinced helicopters will be very detrimental to the game, I'm interested to see what's so bad about RPGs besides the fact that they're a military grade weapon that appears in some other BIS titles.
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"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
Rufert replied to scriptfactory's topic in General Discussion
The fact that I don't have very good control over my character. While one to one control over your character in video games is impossible, Dayz does a lot of things that just makes you feel like you're playing mechwarrior rather than being a guy doing stuff in a game. I'm not saying I want to be a backflipping ninja or crazy COD 360 noscoper. But the way you're locked into many animations, can't cancel them very easily. Unable to get your weapon out. Often unaware of what state your body is in(something you'd be able to feel in real life) But instead have to look down your body to see if you remembered to put your pants on before leaving the house, or if you're crouched and if you have your weapon out. The latter made a lot worse by the unresponsiveness of the controls, in particular using and equipping items. I've died numerous times clicking the hotbar to get my gun out, and it not responding, me clicking again, nothing. Third time it comes out, but instantly puts it back again because it then registered an earlier click. It's really dumb. Also, I feel put off a little that every character in Dayz is a very disciplined military man. Most would in my mind be civilian. Since it seems random who is immune to the virus, more civilians than soldiers would survive since there are just more of them. You're unable to easily navigate simple obstacles. Crawl out windows ect. Run up stairs. Shoot from vehicles, or while running. Things that some dumb panicked civilian would do. I'd very much like there to be a panic button, one that immediately cancels what you're doing so you're free to move, at the cost of throwing whatever you have in your hands on the ground. And something that allows you to sprint madly up stairs or over obstacles with the added chance of items falling out of your backpack or falling on your ass. You know, for those times you're being chased by a madman with an axe, sprinting away, but decide going up these stairs can only be done at an elderly mans pace. Also, I feel like bits of the world are badly designed. ARMA 3 has the incremental crouch which is fantastic. Dayz does not. And certain barricades or walls have slits in them that are just between the three different heights you're able to put your character in. Crouch, too high, prone too low. All you can do is get shot from outside. I think that if they're not adding the ARMA 3 crouching mechanic then at least design the world to work with what they have. It just feels bad being shot and killed because you guy is a robot rather than a real person and refuses to look through a crack because it is at a certain(but completely reasonable) height. -
You might wanna look into this old thread (which I like a lot). Unfortunately these ideas will be left to the modding community, because the game is in late Alpha and appart from soft-skills and vehicles I don't think much new will be added. https://forums.dayzgame.com/index.php?/topic/45284-control-old-industry/
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Brian, since you've joined the project a bit later -- do you think the alpha was launched prematurely? Given your current issues with the RV engine, do you think netcode and engine requirements should have been considered more carefully before going into early access, so as to prevent having to re-do a lot of work (such as code related to animation) you've already put into the game? Or do you think that the only way to make SA truly shine was to go ahead with releasing this really early alpha? Apart from securing funds via sales, what do you consider are the other advantages of this bold approach? Also, I'm interested in how useful gameplay metrics are in this alpha stage. Given that gameplay will obviously change with introduction of new weapons, fatigue mechanics, vehicles and most importantly, things like the new animation system and polished netcode which will allow less clunky gameplay -- are you guys taking into account what occurs now gameplay-wise? Is it even a good idea to spend effort balancing a very incomplete game? And another question if you don't mind -- are you guys at all worried about the community splintering into too many exclusive parts? There are various ARMA 2/3 survival mods, all segragated between public/private and 1pp/3pp. SA right now is already similarly divided and with modding on the horizon, the playerbase will divide even further. Are you at all worried that the total playerbase will be spread too thin? I ask because while the 3pp players have a lot of places they can enjoy themselves, those who prefer 1pp exclusive gameplay have traditionally had (and still have) issue with finding populated servers. Are you worried that the same might happen with SA when the modding community "takes over", so to say?
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Hey Brian. I Hope I am not to late for my questions. It would be great if you can answere some of my questions. :) Thank you. 1. Will there be any Base Building content before BETA Starts? 2. The first Trello information was about Procedural Color Changing with weapons and as a example we saw the AKS74u. Is this still in developement or did your team made a break at this coll stuff? 3. Long time ago you said, that there are coming more variants of Dynamic Event vehicles in. Also de V3S Cargo. Are these variations still planned? 4. Are more underground structures planned? 5. Can we expect more changes on the coast like small islands? 6. How is work going on with the NEW especially the Server browser. I have a lot of friends, that have loads of lags with it. 7. Will there be visual changes to the small lakes? Because the water there looks not very beautiful. :(
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They have pve servers in H1Z1 that doesn't really focus on the bullshit shoot on site pvp. I prefer those over the pvp ones. Gives me solitude to craft things and improve my base. Hunt for deer, bear and wolves to cook meat with and make bio fuel for vehicles. Besides H1Z1 developers were mainly focused on bug fixes for quite awhile there. But there back on track to adding in more survival elements and to brush up on other things.
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I like your idea but a system similar to that from ARK actually makes a lot of sense as well. There are a few different movement modes:Mode 0-1: Resting/standing still = Speed x0Mode 2: Crawling/crouching/walking = Speed x0.2/x0.5/x1Mode 3: Jogging/trotting = Speed x1.5/x2Mode 4: Sprinting = Speed x4Your stamina and energy drain is based on your current movement mode (0-4).Trotting is a special movement mode than can only be reached gradually through jogging. Basically, your speed gradually increases while jogging until you eventually reach a trot. If you go to any other movement mode (e.g. resting, sprinting, walking, etc.) you lose your "trot" status.Jogging and trotting have the same caloric and stamina requirements.You can only sprint or jog while stamina > 0.Current stamina, energy and movement mode dictate your rate of stamina regain.Resting - maximum stamina regain.Standing still - normal stamina regain.Walking - very slow stamina regain.Jogging/trotting - slow stamina drain.Sprinting - super fast stamina drain.No passing out when stamina is low.(Temporary) passing out when energy is low.Heart attack when hydration is low.I feel like this is slightly more realistic. When you are jogging long distances occasionally you will eventually hit a "groove" where you can run pretty quickly for a long period of time. Sometimes you may walk to regain your breath and then start jogging again. People can walk almost indefinitely. The main blockers are dehydration and foot injuries. I partially agree with this. Chernarus is small compared to Altis. I play on an A3 Chernarus server and you can get across the whole map in a couple minutes. It is very easy to find player camps and if I am playing in a group we can pretty much grief the entire server quite easily. That being said, I love fast ground vehicles (120kmh) and very slow flying vehicles.
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It's actually still really easy to find gear and food, which is why everyone is running around fully geared like a commando. Lack of meaningful zombies has effected the game and made it a little thin on entertainment but they'll be back in next patch we're told. It's an alpha and the game was always going to change a bunch of times for better and for worse as they play with settings and make it right. No, AI soldiers are a bad idea in my opinion. I'd just wait for zombies and new vehicles, new weapons and stuff. As far as food it's incredibly easy to stay alive to the point nobody worries about starving or dehydration anymore. I think they need to fix the Apple glitch, the Officer glitch and add hard ass zombies to the mix, all the while slightly reducing military grade weapon spawns. Then we'd have a monster on our hands ;)
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And this is why we cant have nice things is because everyone is to fucking PVP butt fuck focused at the moment. Maybe if the zombie WERE infact the main focus and should and ALWAYS be we wouldn't have ppl jacking off with shotgun's and M4A1's blowing there load on each other in a bullshit cycle of pvp combat. Vehicles and new guns really don't get me excited at the moment. Good zombie AI thats punishing to players that can't be taken for as a joke by players and that wont break mechanic wise in less than a few hours into a new patch is what id like to see.
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After a few years all petrol would have gone bad and diesel and kerosene/jetfuel for helicopters wouldn't be far behind kind of blowing the cool vehicles they have and are adding out of the water.
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There are a few very nice small areas on the current map that look like they are going in this direction. Its a matter of interpretation as to the age of DayZ. Some would see SA being placed after the DayZ mod which contained all new shiny items . Mod was in what 2012? so its been a few years now in real time. Since the fall of civilization. Mod was all new still working stuff.. SA could easily go a few extra years past that point . Which would allow for over growth of vegetation, aging of buildings and vehicles . With out going too far and everything being in ruins . Which would start messing with current modern weaponry and items . ( 3 years , sure still find nice items.. 20+ year.. no way. We would all be using sticks and bows ) My best argument for this style of map . Is the simple question of who exactly is still going around mowing the grass in the Apocalypse ?
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Will there be any more explosive weapons? AT, more AP or AA options? Armored vehicles or suchlike? Is there any concern amongst the devs that bases will be easy to spot and locate, once they are implemented, due to the relatively small size of the map, having a lot of towns and populated places and such? If so, any plans to remedy this, and how would it be remedied? Is it still planned to be able to "lock down" a city or area, effectively removing zombies from that particular area while it is in such a state? Any plans on underground or similiar areas with the new renderer, or will we have to stick with above ground?
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Ok i got a few questions but im not sure if someone already ask it. 1. Will we be able to carry a second Backpack in our hands maybe with both hands or move a bit slower when we do that? 2. Is there a chance that we will get different weather like snow maybe after 1.0? 3. Are there any plans on water vehicles like small boats or something like that? 4. When will the Radio be in game maybe 0.59 or is it spawning and only extremly Rare?
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OK I got some questions 1-what new weapons are we going to see in .59. 2-can you tease us a spawn location for one of the new vehicles 3-are there any plans for some new revolvers or reapeaters 4-are there any plans on more shotguns 5-is the new cherno going to put in in .59 6-are 7.62×39mmr and .45 acp going to be spawning in civilian and military for now on to have people actually be able to use there izh 18s and derringers. 7-are the camo jails gonna spawn mil loot(really they should just have rarer chances on finding mil weapons or high end mil gear). 8-are police stations gonna spawn some actual police loot instead of jackets pants and cr 75 stuff. 9- is the handgaurd glitch gonna be fixed. 10-are the new enter able buildings of .58 gonna spawn loot. 11- are the wip enterable building gonna be enter able in .59 12- is there a estimate time arrival of when .59s gonna hit exp. That is all....
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Pity Gaming(Tavi Overpochins)(Cherno Overpoch)[Gold Coins] [DZGM][ESS][4EverPlot][PVP]
moodyplaya posted a topic in Mod Servers & Private Hives
We are on our last legs, We're begging you to join our servers, We have two servers that have been overpoched, one is Chernarus Overpoch, and the other is overpoch Taviana. Any problems connecting when it says Player: Ronald is missing "Example.pbo" are fixed by reinstalling Overwatch, Taviana, and dayz epoch Website:http://pitygaming.com/forum/ Server IP: overpoch.pitygaming.com Port:2304 Mod order: -mod=@DayzOverwatch;@Dayz_Origins;@DayZ_Epoch For Taviana server -mod=@DayzOverwatch;@DayZ_Epoch for regular chernarus server The following is a list of all our features and what they do/how to use them. Aircraft carriers off the shore of cherno and island. infiSTAR Pro Antihacks Frequently updated to stop as many hackers as possible. These antihacks have stopped/caught many hackers in our server already (Over 500) just from june. They work so well that the PRO antihack costs alot of money. AI Missions Dynamiclly spawning AI missions for building supplies,medical supplies,vehicles or weapons and ammo. These missions spawn automatically on a timer at a minimum time of every 20 minutes. Custom animations Custom animation actions. Armored SUVS lets you close and open the hatch of the mini gun pod from the drivers seat (as long as no one is currently in the gunners seat). Fold the wings and rotors of a MV22 and open and close the rear ramp. Auto-Epi injection Right click epi-pen in your gear to then click 'Charge Epi' and if you get knocked out it will auto inject the epi-pen into you after 30 seconds. Extended base decay Takes 45 IRL dayz for your base to start decaying so you have more time to maintain and make changes to your base. Reduced base maintain prices 10 or less buildables= SilverBar x1 20 or less buildables= SilverBar x2 35 or less buildables= SilverBar x3 50 or less buildables= SilverBar x4 75 or less buildables= SilverBar x6 100 or less buildables= SilverBar10oz x1 175 or less buildables= SilverBar10oz x2 250 or less buildables= SilverBar10oz x3 325 or less buildables= SilverBar10oz x4 400 or less buildables= SilverBar10oz x5 475 or less buildables= SilverBar10oz x6 550 or less buildables= SilverBar10oz x7 625 or less buildables= SilverBar10oz x8 700 or less buildables= SilverBar10oz x9 Better spawn selection menu Lets you pick if you want to spawn on the ground or HALO spawn,then lets you select the class (Hero,Survivor,Bandit,Super Hero,Super Bandit or Donor loadouts)then it lets you select the place you want to spawn near (Donors can select to spawn at there base ask Skilled how to get this working if your a VIP/Donator). Custom loot tables Custom loot tables that have been adjusted to have a more balanced spawn chance and has overwatch weapon spawns for the over part of the overpoch mod. Custom overwatch traders Custom overwatch traders that sell most of the overwatch guns. There are 3 overwatch traders at each trader city 1 Trader has all of the ACR variants,2nd trader has HK16s,HK17s,Cop cars and 350 Z cars and the 3rd trader has LMGS sidearms and snipers (including cheytech). Deployable vehicles Required parts. Toolbox 1X, = Bicycle Scrap metal X1,Part engine X1,Part wheel X2 = Motorcycle Scrap metal X2,Part engine X1,Part V rotor X1 = Mozzie (Gyro Heli) To make any of theese have the required items in your inventory and right click your toolbox click Deploy Bicycle,Motorcycle or Mozzie. DayZ Group Managment This is a port of the Wasteland group management dialog. Groups can communicate using group chat VON and typing (requires radio). When players accept a group invite they are automatically tagged as friends using the Epoch system. Kicking, leaving or disbanding the group will remove friend status. Only the leader can kick members, invite members and disband the group. Group membership is persistent through changing clothes, but wiped upon relog or death. Use the right ctrl key or right clicking your radio to open the menu. Elevators Scroll on a metal floor you built and click upgrade to elevator it tells you the parts you need then when you upgrade with the required parts in your inventory it becomes a elevator then you can place elevator stops above the elevator by upgrading a metal floor to a Elevator you can make as many stops for as many floors as you want. Extra buildings Military base at NWAF patrolled by AI with lootable crates Multiple city enhancements. Many extra military barracks . Heli Evac chopper To make a evac chopper you need a helicopter,the key for the heli and 2 Breifs. To start making a evac heli move the heli to the place you want your evac heli landing pad to be and then scroll on the outside of the helicopter that you want to make your evac heli then select Set Evac Heli and it will start building your evac heli. After its built if your 500M or more away from your chopper you can call it too you (as long as its not destroyed,not heavily damaged,its on the landing pad and it has fuel) by right clicking the radio in your gear and left clicking Call Evac Heli then it will turn on autopilot and fly its self to you. Remote key FOBS If your within 150M from your vehicle you can right click the key for your vehicle then you can lock,unlock or remotely start the engine of your vehicle (you can also use this to lock the doors when your inside of your vehicle).(Dont worry about the locked vehicle take no damage script because if a players still in a vehicle even if its locked it will take damage). Recover clothes from dead Recover the clothes from a dead players or AIs body by looting the clothes from there gear. When the player/ai is killed the clothing they were wearing spawns on there corpses gear. Roaming/Patrol AI Roaming AI patrol the map in UH1Hs,Medical Blackhawks/UH60Ms,AN2 cargo planes,UAZs,White SUVS,Yellow 350Zeds,Swat Cop Car,APD patrol police car & on foot. They are very hostile so its probably a good idea to shoot them on site. Trader Safezones This trader safezone script which is active at all traders (except shore IE boat dealer) protects from backpack stealing,vehicle ramming,Zeds,AI/NPCS,Other players shooting & gives you god mode while your in a trader safezone. Trader Vehicle/Skin preview After youve highlighted a skin or vehicle in the trader menu press F5 to view a preview of the skin/vehicle and the gear capacity fuel capcity etc and a actual view of it that you can control (press f5 again to exit). Self blood bag Right click the blood bag in your gear then left click self transfuse gives 4K blood.If your near a ambulance vehicle or a hospital the amount of blood given is 8K. Snap building pro After starting the positioning process on the object you want to snap align scroll your mouse wheel and click toggle build snapping and you can move it around and even drop it and pick it back up while still in the building fase. Custom commands: /Killme (kill yourself) /boogie (dance) /Boxing (Box) and more! Day/Night Vote script/2 Hour day 1 hour night "reserved space" Weed(Drugz) Gather weed from weed farms that are randomly spread over the map by right clicking your knife in your gear while in a weed farm then click harvest weed,then right click the weed in your gear then click #420 Blaze It for a hard hitting joint or mellow joint for a light hit. (Warning! you should only do this if you have a good GPU as its very intense fast flashing in colors & if you havent at any seizure problems IRL) Zombie camo Hide from zombies so they dont attack or notice you until you run or fire your weapon or wash off the camo (washes off in rain or by using water source). To apply the camo make sure you have 2 zombie guts in your gear then right click one of the zombie guts and click 'apply camo'. This is run off a dedicated box with the following.99.5% Up Time (0.5% is restarts maitmence/updates or unfortuanate power/internet outages barely happens though).4 GHz 8 Core CPU,4 TB of storage (500GB just for this servers backups),16 GB of RAM and a 1 Gigabit Up and down load speeds (Running off fiber optic ISP).Have fun and post on the forums if you have a problem. We are currently adding more scripts!I hope we'll see you there!!! -
Hicks, I've got some questions about pre-existing tech that hasn't been fully implemented yet. 1. When might we see fixed/lootable world containers such as the minsk fridge inside buildings? And do you plan to add container animations (ie. fridge door opens when being looted) 2. Will it be possible to make a frankenstein vehicle by using various parts from other vehicles? (such as putting offroad tires on a sedan or vice versa) 3. How advanced will object placement get? (Such as placing maps on walls, moving furniture, attaching objects to each other, placing tent/barrels etc.) 4. Is domesticating animals still planned? (especially cows, goats, pigs, chickens)
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Yes sir - we talked about it at PAX Prime infact. (Shooting from vehicles) As far as more vehicles, yes - more are planned but it is important to understand that DayZ Mod had the large variety it did because it pulled from Arma 2 - which itself pulled from several scrapped projects in addition to its own planned vehicles. Yes, we plan on requiring different tools for different types of repairs. (Im going to get some food, and take a short break guys)
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1) Are there any changes in 0.59 for the tripwire? 2) Are you planing to add the fridges in many houses around the map? 3) Are there any plans for adding cabinets and so on a inventory? 4) Do you know the final number of weapons for 1.0? 5) Is the visual bug with fences (not transparent sometimes) fixed in 0.59? 6) You announced some weeks ago that we can configure the vehicles a little bit more individual (different color of hoods or doors), whats the current status? Something to expect for 0.59? 7) What do you think about cutting fences with the existing pliers?
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Thank you so far Mr. Hicks. Really good Q&A :) :beans: - Will more animals (or animal hordes) spawning in 0.59? - Will we get an option to disable the HUD and crosshair in the future (clientside)? - Can we expect that nights will be improved with the new renderer? - You said some time ago, that you would implement stamina when more vehicles are in. Is it possible for 0.60 (or maybe 0.59)? - There are so many soccer fields in Chernarus+, will we get a ball to play? - Do you have some wishes to the community? How could we help more or give better feedback? Thx :)
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1) Should be, given their current spawning quantities and regions. However, the intent is for that to change - will be speaking more on that next SR. 2) Aside from tracking down vehicles, establishing camps, hunting player camps, acquiring high risk/high reward gear, not off the top of my head. 3) Suppressors are very rare as it is - the issue is with known duplication methods being exploited. 4) We'll see - I'm hoping that functionality will be supported when we get the new audio module. 5) I'm going to sideline this question, as we're currently working on both new mechanics for loading/chamber/reloading - AND the move for actions to Enscript. 6) VMC (as the players call it) - No we have no plans for adjusting per building maximums right now. That said, as I've mentioned before - I'm definitely interested in trying weapons being more common, and ammunition being the rare commodity. 7) Likely no - the answer to the rest really depends on what issues are still present in the build when it hits experimental. 8) This would be pretty cool, and blood shouldn't be too much of an issue - but we'll have to see if this falls within the scope of 1.0, or comes as a title update/patch post 1.0.