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Showing results for 'Vehicles'.
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Pity Gaming(Tavi Overpochins)(Cherno Overpoch)[Gold Coins] [DZGM][ESS][4EverPlot][PVP]
moodyplaya replied to moodyplaya's topic in Mod Servers & Private Hives
[3/29/2015] [+]Cleaned up base maintain damage script you have 10 dayz without maintenance to base items (Excluding doors and plot poles)before they get deleted, you can maintain them after 3 days and maintain cost 100 mario coins per wall/floor (e.x. 10 floors * 100 = 1000 coins). [+]Changed base build able decay time to 120 days so you can have a item built for 120 dayz before its removed and needs to be rebuilt (this is separate from the base maintenance system base maintenance is still needed ever 9 dayz to avoid object removal). [+]Updated trader safe zones to use a better script with better logging and no error spam. [+]Added a function to admin spectate to view mario coin balance. [+]Fixed roaming AI random coins. [+]Fixed take coins/id not showing up. [4/15/2015] [+]Disabled taviana and enabled origins (version) and changed titles appropriately to overpochins. [+]Added origins vehicles to traders. [6/23/2015] [+]Added New Loading Screen. [+]Updated infistar antihack. [+]Attempted to Make guns spawn alot more at military bases houses etc. Dont forget to connect using @Origins in place of @Taviana -
Pity Gaming(Tavi Overpochins)(Cherno Overpoch)[Gold Coins] [DZGM][ESS][4EverPlot][PVP]
moodyplaya replied to moodyplaya's topic in Mod Servers & Private Hives
[3/13/2015] [+]Fixed dzgm file directory works fully now. [+]Fixed help/info menu so it shows up. [+]Fixed a error with the check wallet text. [+]Updated infistar anti-hack [+]Updated plot management to use single currency. [3/14/2015] [+]Turned on instant trading to save time. [+]Fixed roaming AI random coins.//STILL NOT FIXED ARRRGH AI WHY U DO DIS 2 MAH [+]Turned on require plot pole to build. [+]Changed plot pole radius to 70M. [+]Changed titles and cleaned up join messages. [3/15/2015] [+]Re-enabled paint vehicles, base jumping, jaem, and elevators they werent the cause of the scroll wheel issue. [+]Found out cause of scroll wheel issue to avoid DONT LOOK AT A PLOT POLE THAT ISNT YOURS until this is fixed!!! [+]Added custom animations to ah1z, uh1ys, mv22s, and armored suvs.//Tested on all possible class name variants all working except error with uh1ys will be fixed soon! [+]Added custom function to admin tools to manage single currency (Give, Remove)(Mario Coins).//Working but sometimes the number of coins given or taken can be off by 3-124 coins looking into it. [3/15(2)-16/2015] [+]FIXED BUG WHERE PLOT POLES WOULDNT BE TIED TO YOU AFTER DEATH REPLACE YOUR PLOT POLE AND MAKE SURE YOU CLICK MANAGE PLOT>YOUR NAME>ADD WHENEVER YOU MAKE A NEW PLOT POLE!! [+]Fixed door management saving as well now both mods will save to plots and doors through deaths and restarts,aswell fixed the bug where you couldnt access your plot poles manage plot option, dont worry I tested vehicle and player data and gear and money saving and there all still working perfectly fine. [3/20/2015] //All seems to be working great except the playerhud does need to be cleaned up and finished. [+]Fixed bug where dynamic vehicle spawns being to low would cause massive performance loss do to constant rpt log spam by it. [+]Fixed log error caused by the new player hud because it was trying to display the dayz survived even though that cant be viewed by client side scripts any more and removed unused or duplicate funtions that are already in the -END- key debug monitor. [+]Cleaned up the init.sqf and some configs. [+]On restart vehicles that have ammo will be refilled to 0.4 of its total magazine capacity so its not a total rip off. [+]Forced name on when in a trader safe zone so you can easily find the newb who stole out your vehicle etc. [-=-]Foot note all though this shouldn't be a bug dont hold more then 999,999 coins on you or else your coins could disappear off you. [+]Made all objects able to hold 5,000x the amount of magazines the storage item can hold in coins (e.x. vault can hold 200 magazines 200*5,000=1,000,000/1 Million) [+]Fixed plot pole maintain currency bug where it wouldn't allow you to use coins to maintain. [+]Reduced max amount of dynamic(automatically spawned unlocked vehicles NOT bought vehicles dont worry) vehicles at any given time to be 355 still alot but not server performance degrading alot. -
Guy with 70 posts on the forums telling everyone which is the "correct" way to play... News flash, smart guy - ARMA II DayZ Mod was/is 100% 3rd person servers. Listen, I have no problem with 1st person. If DayZ switched over to 100% 1st person locked servers TOMORROW, I'd still play it, on the caveat that they fix some of the glaring issues with it. 1. Improve performance so most people can get 60+ FPS in cities. 2. Give an option to go "3pp" in vehicles. 3. Lock FOV for everyone to ~90. 4. Slightly increase the interior size of most buildings. 5. Fix clipping/step issues with world objects such as rocks/branches/etc etc. 6. Fix desync/player teleporting/skipping issues. 7. Fix/add animations for certain things (For example - If you're running and you want to switch guns while having your gun UP in the "ready" position, the game stops you in place and forces you to stand still while the animation plays.... Reason? Missing animation.) Fix those things, and 1pp would be fine to play on.
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Omnicidal has brought back its old Invasion mod, we need help beta testing and hashing out all the bugs but about 98% of it is working, radio group system, deploy bike when you get 2 scrap metal, UN traders up and running. Instead of zombies you get an alien invasion experience. Ufo's and xfighters roam the skies to help combat some of the vehicles they see roaming Chernarus. Aliens are beefed up not leaving the game on easy mode, they can easily swarm and kill you if you are unprepared. You can download invasion mod through Dayz Launcher or through the omnicidal launcher Server IP: 37.187.249.96:2312 Or you can find us on Dayz Launcher Just search invasion http://www.Omnicidal.com/cdgl http://www.omnicidal.com/omni-blog/invasion- This is the blog explaining the mod as a whole. Note: You will also need epoch and overwatch aka Overpoch as well as invasion mod. Hope to see you on. PS. If you so choose to download everything through DayZ Launcher everything has been updated as of 7-18-15
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The P1, Red 9, Mosin, SKS and 1911 already all fulfill this role of surplus guns in civilian hands. Whilst a PPS-43 or something along those lines would be nice to have in game, it would wreck as an SMG and I thus wouldn't support it in civilian spawns. But ruined vehicles and military spawns? Bring on in the PPSh41 as an SMG that can only be carried on the back.
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Well, serious driving in A3 works better in first person. In vehicles with good visibility like the offroad you can even swivel your head around drive it backwards with full control. I don't think perspective is the issue with standalone driving. A lot of people argue about the correct way to play. By the way, hop on experimental, the percentage of players who enter the 1st person experimental servers is THREE times that of stable. Ha.
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I didn't give a reason because it was like 1 or 2 in the morning and I was tired and didn't feel like pointing out ALL of the reasons why driving in DayZ in 1st person is horrible. Look at EVERY game with vehicles, including racing games.. MOST of them have a 3rd person perspective WHILE in vehicles. Why? Because your single monitor cannot properly simulate all of the aspects of human vision and perspective that make it possible to drive "just like real life". This is why extremely realistic driving simulators, when driven in first person, are best played with 3+ monitors. Like this:
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I agree to an extent. He's right about the inconsistent framerate thing. I notice the low framerate a lot more in 1pp than 3pp. However, this will eventually be fixed or at least mitigated so this is a temporary issue at best. Vehicles I also agree with him on, though he gives no reasoning besides saying "itz retartid lol". Moron. Rear view mirrors and such not working makes driving a lot more difficult. I'd like to be able to peek my head out of the window to look back or something as well. I seem to recall devs mentioning the new renderer would allow things like rear view mirrors so, again, temporary issue. 3pp will always be in the game - the devs have said as much - even though they've said that 1pp really is the best way to play. That being the case, reaching a 3pp compromise that restricts the exploits inherent in 3pp is the best we can hope for. That's good enough for me.
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So I read over this list and I have to say, L O L I mean, so much of this 'super list of things that are fact' is so biased and ignorant I just.... let me start here. 1. Inconsistent/low FPS It has never been proven with any testing at all that can be found anywhere on the internet that first person servers get worse FPS then a third person server. If in fact this was true then I am sure someone would have posted it in the bugs section of this forum, I won't insult your intelligence in how to get there and look for yourself but I will save you the time. There's no such thread because First person vs. Third person has no bases on FPS. 2. Low FPS results in jumpy mouse response.. FPS has nothing to do with perspective, see above. Your FPS is directly based off of your PC which causes mouse stutter and bad frames. Basing your FPS on if you're on a first or third person server is completely ignorant and even more ignorant to think changing perspective makes your game play worse. Let's think about this for a moment in the form of a scenario. You are in Berezino and getting 60 FPS, someone shoots at you and you switch to first person, your FPS stays 60 frames per second. It doesn't magically drop simply because you changed perspectives. I could record this and give you an example but I won't waste my time. 3. Visual clutter. In most FPS's (Say, CSGO), everything is clean and models/players "stand out" from the environment.. In DayZ, you can see 1000 meters away, and there's SO much to take in that the wider perspective 3pp offers allows your mind to pick out movement/color change easier, which makes getting your bearings easier. In 1pp, it's easy to lose your sense of direction because it's easier to lose visual "markers" This... is again dumb. How do you suddenly lose visual markers because you move out of third person? I mean, this makes no sense. Do the hills and trees and things get up and run off because you changed perspective and secretly snicker at you from behind some other hill due to your misfortune? Third person only moves your perspective farther back behind your character and in some cases gives you vision over obstacles that you normally wouldn't have. Furthermore, comparing this game to CS:GO is a bit awkward don't you think? A competitive shooter vs a survival based fps? There's no clutter in CS:GO compared to DayZ because they are completely different genera. Moving on.. 4. Small buildings/entrances/doorways, short cielings, clutter in rooms/buildings/environment.. Stuff that basically forces you to get stuck/be unable to move fluidly.. All of this is prevented/helped with 3pp, where you can see your surroundings better and see what your feet are doing. The clutter and space does not change because you change perspective. Nothing changes other then you have vision directly out of your characters eyes. The tables and chairs don't move towards you or get closer and doors don't stop you from entering. Furthermore, the only time I have ever experienced getting stuck in a door was back in older builds of this game. Moving on... 5. Laying in trees/bushes/on a hill.. In 1pp it's very difficult for you to get a sense of how hard you are for others to see or how well hidden you are.. in 3rd person, you can see your surroundings better so you know how your body is fitting into those surroundings. Then.... don't hide in a bush? Seriously, if you can't judge if a bush / tree / whatever hides you then there's other problems with your game-play other then the server you play on. Judging if you're in cover is a FPS basic tool and simply requires you to learn a little bit before jumping into a bush and wondering if it covers you. 6. Driving vehicles in 1pp is just downright retarded.. nuff said. Stupid argument. NUFF SAID. That didn't win you any argument because driving in first person isn't difficult at all. So you've never played any game where you had to drive in first person? Were they all stupid? If yes, then see above, it's not DayZ that's the problem it's your visual awareness. I play other FPS games fine without 3pp. Battlefield, CSGO, Insurgency, you name it... Because those games were designed around being FIRST PERSON SHOOTERS.. DayZ is .. not really. DayZ is a game based off Arma, which is a tactical FPS. Saying that Arma of all games is not as good a FPS as a run and gun shooter is a bit silly. The entire argument you made was totally biased with no proof whatsoever. The only thing I said about third person servers is the fact I feel that third person is a bit of a cheat because it gives you vision you normally would not have. I have never claimed to be better then anyone else in DayZ nor will I ever do so. I will stand by my previous words : People play on third person servers because they are generally easier as third person is a crutch. You don't have to like the statement as it's my opinion, much like your entire post above mine. I think you should take your own advice here, stop arguing this topic because the your 'opinion' is not 'fact'.
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OP, 3rd person on 3rd person servers is not a "cheat"... If you don't want to use 3pp, don't use it.. Go play on Hardcore servers. Go on.. Nobody is stopping you. ...What's that you say? 1st person servers are always empty? Aww shucks.. Now you know why people play on 3pp servers. Because hardcore's always empty/low pop...because people prefer 3pp, because 1pp in DayZ is shit, for several reasons: 1. Inconsistent/low FPS 2. Low FPS results in jumpy mouse response.. (With high fps mouse speed will be fine, and smooth.. when FPS cuts down, mouse movement becomes jittery) This effect is worse in 1pp. 3. Visual clutter. In most FPS's (Say, CSGO), everything is clean and models/players "stand out" from the environment.. In DayZ, you can see 1000 meters away, and there's SO much to take in that the wider perspective 3pp offers allows your mind to pick out movement/color change easier, which makes getting your bearings easier. In 1pp, it's easy to lose your sense of direction because it's easier to lose visual "markers" 4. Small buildings/entrances/doorways, short cielings, clutter in rooms/buildings/environment.. Stuff that basically forces you to get stuck/be unable to move fluidly.. All of this is prevented/helped with 3pp, where you can see your surroundings better and see what your feet are doing. 5. Laying in trees/bushes/on a hill.. In 1pp it's very difficult for you to get a sense of how hard you are for others to see or how well hidden you are.. in 3rd person, you can see your surroundings better so you know how your body is fitting into those surroundings. 6. Driving vehicles in 1pp is just downright retarded.. nuff said. The above list is VALID and FACTUAL reasons why 3pp is more "playable/user friendly".. This is not a matter of OPINION.. These are facts. It's not that you're "Better".. It's not a matter of "getting used to it".. Yeah, I could "get used" to all of those things, but only by intentionally making my gaming experience in DayZ categorically "worse" than it is on 3pp servers. I play other FPS games fine without 3pp. Battlefield, CSGO, Insurgency, you name it... Because those games were designed around being FIRST PERSON SHOOTERS.. DayZ is .. not really. I'm so sick of 1pp elitism. Please just stop. Don't make any more threads like this and stop arguing this topic. People play what they like, and what makes them comfortable.
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some ideas for "signs of the apocalypse" to be added
d.walker43 posted a topic in General Discussion
Hey guys. My title is kind of vague so let me elaborate. Are there going to be more areas and textures and such that show that an apocalypse actually happened here? Im not saying there aren't any now, but there needs to be a lot more. Places like the International Hotel in Cherno. The roadblocks scattered around, which were a great idea and good improvement. But there needs to be a lot more. Below I'll list a couple of my ideas. Some may already be in the works, some may not be. Ive searched a bit about this and havnt found very much. Anyway here goes. 1: most of the everyday buildings should look more "abandoned." Lets remember that DayZ takes place several years after the infection. After several years of neglect, many of the buildings would begin to fall apart. Plants and such would be growing around and inside them. They should look more like the houses in Miscreated, some of the houses in h1z1 are like this as well. 2: most everyday buildings shouldn't be so organized. People likely left in a hurry. All the furniture and items shouldn't still be neat and orderly. Things should be thrown about, furniture tipped over, and for the diehards who wouldn't leave and were gonna camp it out, lets see some haphazard barricades on some buildings? To say it simple, Chernaurus should be a mess. And that leads to my next point. 3: signs of the evacuation. The recently added roadblocks and very small military checkpoints were a huge step in the right direction. But there needs to be more. On some of the major highways, when everyone was trying to get out of the city, there would be traffic jams for miles. Many would have abandoned there cars. Once some larger highways and roads are added, I'd like to see traffic jams that could go for miles. These could also be a hotspot for coming across working vehicles and their parts. 4: refugee camps and military concentration/containment camps. As the infection spread, the Chernaurus military (along with the UN and anyone else who helped) would have attempted to contain the infected, and rescue the uninfected. We already see some signs of this at the military bases, but there needs to be some areas dedicated purely to this. Camps where the infected were gathered, and attempted to be cured, or put out of their misery. Also, camps where survivors gathered or were brought to, and were evacuated out of the country, via land convoys and air vehicles. 5: signs of riots and protesting in the larger cities. As the end drew near, there would have been rioters and looters running around the streets. Also, large groups of people would probably be protesting something, like the militarys harshness in dealing with it or something like that. As the events unfolded, the remaining survivors would have fought among themselves. We even see this in real life today, on a much smaller scale of course. An example would be how currently in the US, as im sure you have probably heard or seen, several African americans have been killed by white police and there have been protests in several cities and looters and rioters on at least 2 occasions. As the military killed infected people, its inevitable that people would be against it and would be protesting. Lets see some signs of that. 6: more dynamic/random events, OR more static areas. Right now we have the heli crashes, tanks, etc. and that's great. Well right now they are static but we all know their intended purpose (which is hopefully fixed soon). We should see some more of these, possibly some non-military ones, or some more diverse military ones. For example, as people evacuated, the local airports would have been overwhelmed. There would almost guaranteed be several passenger planes shot down. We could have a downed 747 or 2 on the map somewhere, either be random events, or just be another area to visit, like the beached cargo ship AKA Rify. Also, tying into the lore I described earlier, we could see some military convoys that were overwhelmed or attacked by militias, or even the undead. There are many possibilities for things like this. So anyway, those are my ideas. If you guys come up with any more I'll gladly add them to the list and give you credits. Tell me what you think below. Thanks, and sorry it was such a long read. -
I seem to recall that modding is a Q4 thing. Or at least Steam workshop support is - so that's a fair indication that modding in some form may be coming this year, even if it's just custom maps. The devs will release modding when they think the time is right. Don't say "they should release modding now because it'll attract loads of new players!" or any nonsense like that because, frankly, you don't know shit. It's possible that modding isn't even possible at this stage. Hell, the game is barely stable as it is and something new breaks with every release. Just be patient. We all want new maps. I expect we'll see a lot of UI mods. Certainly new vehicles, weapons, items, clothing etc. It's only a matter of time before we see something STALKER themed and I am so, so, so looking forward to that. What I'm hoping is that devs will actively support modding and add the framework for popular ideas. For example something that'd make adding in radiation zones, or something, much easier for mod creators so they don't have to write weird scripts that might not work or which produce lag or something. My understanding is that the Arma2 mods are a mess of scripts and just general nonsense, so a more streamlined framework would be ideal. Unfortunately I don't doubt we'll see rubbish like tanks and helicopter gunships, but I'm hoping we'll see just as many neat survival-themed mods which make the game unforgiving (moreso than vanilla, even) but extremely rewarding. But please. STALKER themed. Give me snorks and bloodsuckers. Give me dilapidated factories and vast irradiated mutant-infested swamps. Give me that sweet cheeki breeki.
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Because this is DayZ. Not Arma. as I said to the last guy, if I wanted to play Arma, I would play it, not a Arma-like mod for DayZ. Hell, in a scenario like that it sounds more like Battlefield. I'm perfectly OK with people who add more DayZ stuff to the game, servers with more vehicles, more guns, bigger maps, stuff like that. These are mods. Altering things such as what people spawn with and core game functions isn't modding, its hacking. Its creating a hacked server. Which is a problem, that I did not create.
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Could be cool, but realistically how would they have ended up in Chernarus? Also many have unique calibers so the devs will likely not add most of them. Maybe once modding is in a few servers will have WWII full conversions with weapons, vehicles, and clothing of the era...
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If I wanted to play Arma 3, I would play Arma 3. Not the Arma 3 mod for DayZ. I am in no way alienating the modding community in any way, so where you made that assumption from is beyond me. I even said it in my previous post, im not against it. I just don't want the shit where everyone spawns with all the loot and theres no zombies and unlimited vehicles and all that. Those aren't mods, those are hacks. If I wanted an all-out open world deathmatch with vehicles, I'd go play GTA. If people made good MODS, not hacks, I'm perfectly fine with it. As long as there are purely vanilla servers to fall back on, in the event that it (inevitably, with all the 12 year old cod kiddies playin) goes to shit. If BI remains in control of it, I'm all for it.
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I am asking for world containers since ages now and I absolutely agree that it would be an absolute waste to ignore them and their possibilities and advantages....I don't think that it will work well to spawn more than one or two loot items in garbage bins, mail boxes, desks, fridges, rubbish piles, wardrobes etc without having a lot of bugs and clipping issues...beside the time and resources that it will take to make it work this way. I absolutely can not understand why not using already existing stuff to create containers ( I guess nearly everything could be used)...especially since backpacks, multipurpose barrels, tents and vehicles work the same way...this could even probably help with performance ( not sure about this). Last but not least even searching world containers could be done in an immersive way....for example it could take a specific amount of time to search a container and make some noise depending on how you search...for example searching in a hurry would make a lot of noise including a chance to miss or even damage some items. Probably this would be more immersive than having one or two pipsis in a fridge and dragging them from the vicinity window into our inventory... just my thoughts
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I was a chief engineer on a commercial freighter. Sometime in early spring there was a big storm and I got swept from board trying to seal the cargo holds, I washed up on the shore with almost all my clothes washed from my body but fortunately without injuries. But damn was I hungry and thirsty! I later found the wreck at a place I later learned is called Rify. There didn't seem to be any survivors from my crew. The country is called Chernarus, I learned all this by piecing together information on partial maps and road signs. The country seems to be deserted by it's residents. There are zombies...and they just want to rip your heart from your body. I never thought they could actually exist but in folklore tales to scare children, Boy, was I wrong. There must have been an effort to contain the zombies but it clearly failed. There is evidence of military activity, road blocks and refugee aid camps but they all left...or died... Occasionally I see another "normal" human being but they seem as scared off me as I am of them. I am not sure if they are survivors from my ship or Chernarussians. I try to avoid them just like the zombies, I am not sure if they may carry some virus and many are armed and as desperate for supplies as me. I hope one day I can meet a few friendly survivors so we can work together and maybe find a way out of this God forsaken place. Since I washed ashore I spend all my time trying to survive the environment and avoid the zombies while I wait for help. The woods and plains to the West and North are to dense to traverse, I would never make it out on foot. I find vehicles but most are broken down. Even if I am able to restore a vehicle the chances of making it out of this country are slim, fuel is very scarce. So at night, sitting in front of my tent at my campfire, far away from any zombie, I read a book I may have found somewhere. It may sound strange, but I have a cuddly bear in my tent, it comforts me and gives me sense of normality in this crazy land. I can only hope one day help comes or that I find a way out of this hell.
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i'm pumped for that car it looks like it should do decent off-road with those kinds of tires seems like a gremlin with more balls. i hope we get a cherry picker when bases or camps become a thing it would be cool to modify the engine with different parts that make sense like a turbo or a extra fuel cell or things like re enforced doors and windows with run flat tires. of course if things aren't viable on these models of cars oh well i'm glad we have 3 vehicles with modifications that they are adding beggars can't be choosers i say.
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Sad thing is.. even with as "forested" as that map is, there were very few safe places to hide vehicles/tents. Step 1: Repair/steal a helicopter Step 2: Fly around the borders of the map Step 3: ??? Step 4: Profit! Trick is... If you had 1 helicopter, you had to get them all, other-wise people would do the same to you.. Then once you had all the helicopters you could collect as many vehicles as you wanted.. Then once you had that, it was just a matter of squashing other peoples camps.. then before you know it, the server you're on dies because nobody can find vehicles and their camps keep getting raided.. Then you just have helicopters, vehicles, a huge camp, and nobody to use it all on. :(
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some ideas for "signs of the apocalypse" to be added
Whyherro123 replied to d.walker43's topic in General Discussion
1) It is not a whole country, it is a specific region of a country, specifically, a poor, rural, and rather underdeveloped region of a country. We play DayZ in the region of "South Zagoria", which is part of the larger country of "Chernarus". Whenever you see someone on the forums refer to the in-game world as "Chernarus", they are either 1) incorrect, or 2) taking a shortcut, as "Chernarus" is faster to type than 'South Zagoria". 2) There are only 5-6 major (meaning: paved multilane roads that could handle major vehicle traffic) roads leading out of South Zagoria. It would be extremely easy for the CDF to block these off and prevent an exodus. And, again, there is zero (zip, zilch, none whatsoever, etc) indication that there was an evacuation of South Zagoria, either officially or unofficially. I am basing all of my "estimates about lore" on what we can see in-game. I suggest you do so as well. 3) Again, that is not how a quarantine works. You don't let people pass through just because they are uninfected right now. Asides from the "zombie disease", the quarantine would also be trying to prevent the spread of other communicable diseases. Allowing for fluid movement of uninfected civilians would allow those other diseases to spread, which in turn would allow the "zombie disease" an inroad into fresh populations. Not good. Also, it would most definitely not be considered genocide to enforce quarantine on a civilian population. It would be considered genocide if , you know .... the military was actually committing genocide : the systemic elimination of an ethnic, racial, religious, or national group. Which, based upon information gleaned from in-game, wasn't likely. The mass-graves we find around the map? Infected that were euthanized, or those that died and the infected remains disposed of in the proper manner. Notice how the mass-graves are found primarily around military bases, which would also house governmental/medical workers responsible for treating and tracking the disease. We have (had?) a quarantine on Liberia and East Africa to stop/slow the spread of Ebola, and in those locales infected bodies were disposed of in mass graves and by burning. 4) There probably weren't that many personal vehicles and such in South Zagoria. The region is notably poor, underdeveloped, and under-industrialized. Most of the freight was likely carried via train (as is the case in many rural nations lacking a developed road system). And, no, I am willing to bet there weren't all that many protests/riots in the face of martial law. They gather, get ordered to disperse, refuse, and get dispersed via tear gas, beatings, and arrests. And that was if the Chernarus Defense Force was feeling particularly nice about it. If they wanted to ensure people didn't riot/gather again, they simply would shoot the protesters. "Martial Law" isn't "increased police presence, with some Army guys walking around", it is "You lose ALL RIGHTS until the situation is over". The CDF is attempting to maintain a quarantine of a lethal disease, all in a region that was literally undergoing civil war a few years ago (AKA ARMA II). They are probably just going to execute any troublemakers, from looters, militamen, and rioters. The CDF wouldn't really catch any international "flak" for this, either, as generally if martial law is declared, the situation is dire enough to warrant the extrajudicial executions being overlooked. 6) Again, zero indication of this. South Zagoria was heavily militarized as a result of the ARMA II -era civil war, with military bases strategically placed around the map. Mobilizing some mechanized infantry (which is why we see Humvees and BMP's everywhere) would only take a couple of hours (MINUTES, really, with how small the map is and how the military bases are located. South Zagoria could be isolated in a very short time, realistically speaking. A helicopter could be used to cover those regions (forests, mountains, etc) where mechanized infantry would have trouble patrolling. 7) None of the airfields on the map are large enough for civilian airliners, with the exception of the NWAF, which is explicitly military in nature. And still, a quarantine would mean "NOBODY LEAVES", which means any civilian airplanes (again, which would overwhelmingly likely be small craft), would be shot out of the sky, and a "no-fly zone" would be enacted over South Zagorian airspace. That airliner that crashed into the International Hotel? Shot down by military forces for trespassing into the "no-fly zone". *** the current number of infected is not a good thing to base WMG-ing off of. The number of infected is still extremely low, as a result of engine limitations, and the number was actually decreased further in order to test server-performance-related things. Same thing with the number of "survivors", which will gradually increase per-server as the engine and such gets improved to handle more. Plus, South Zagoria is again, underdeveloped, poor, and overwhelmingly rural. Case in point: my previous hometown (Wareham, MA) is half the size, landwise, of South Zagoria, and it has 20,000 people living in it, with larger "towns" (developed areas). I am willing to bet South Zagoria didn't have that many. "5000" (which is a figure the devs are shooting for) infected might be the majority of the population. -
thx dev to focus in priority on issues :) and progress on many fonctionnalities (vehicles...) :beans:
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Greetings Survivors, Work continues on Experimental Branch where the team is working on reaching a suitable build candidate for the next Stable update. In this week's Status Report we'll see Lead Producer Brian Hicks commenting on upcoming changes to stable as well as a bit on the future plans for 0.59 on Experimental Branch. We'll also see Lead Designer Peter Nespesny commenting on both the current and upcoming state of the scheduler in charge of character updates. Contents This Week Development Board SpotlightDev Update/HicksDev Update/PeterRTX 2015Community Spotlight: AUS vs UK - Round 1 Development Board Spotlight Back to Contents Dev Update/Hicks Greetings Survivors, This week I'd like to recap some of the upcoming changes to stable (when 0.58 goes live) for those that are not up to date with Experimental Branch. Once 0.58 goes live, we can start discussing 0.59 plans and intent. Guardhouse Buildings: As work is underway on regional control over the central loot economy, in the interim the guardhouse structures spread across the entirety of the map will not be spawning any loot. This is done to preserve the restriction of high end military loot to the military bases and camps inland in Chernarus. The structures themselves remain enter-able, but until regional control is implemented on stable branch - they will remain without spawning loot. Land_Mil_House The structure some folks have referred to as the "Camo Building" or the "Jail House" has been problematic for some time. We've issued hotfixes, and addressed several bugs related to it - but the core issue that needs to be addressed is on the player controller. Rather than continue to issue small hotfixes (otherwise known as bandages on a broken leg) the issue needs to be resolved at the cause. To that end, the loot that would normally be spawning within these structures will be redistributed to other military buildings (tents, camps, barracks, etc) "Ghost Sounds" Those who have played DayZ throughout its Early Access development are probably no stranger to the notorious "ghost sounds" bug. Splitting ammo, bandaging, opening soda cans, etc being partially played, and well outside of the range of the actual sound effect. Fortunately, during 0.58 development we were able to get some of the gameplay programmers time to look into this issue, and we are now confident that on 0.58 the issue has been finally slain. So be very aware after the next stable update, if you *hear* a sound effect playing - it IS near you. Be careful out there! Wrecks (Non interactive) With work on the central loot economy continuing, and the functionality of how it operates being iterated upon - Non interactive wrecks (tanks, destroyed UAZ's, etc) have been removed from the loot spawning tables, and the environment team will begin using them in their "devastation passes" across Chernarus. As with other structures, items that would normally spawn there will be redistributed across Chernarus. Note: This does NOT include interactive wrecks, such as vehicles you can open the trunks/doors/etc on. Animation Glitching The gameplay programming team is currently investigating the cause and symptom behind the notorious animation glitching bug. (Weapon swapping constantly) As well as the issues with dropping your weapon when vaulting. The weapon vaulting fix should be coming to experimental soon, and it is the aim of the team internally to also include a fix toward the weapon swapping animation bug. Photo Credit: DayZTV.com Loot Respawning / Persistence Enabling Persistence itself has been functioning for some time, the cause behind it being manually disabled on 0.57 stable servers is tied to an issue with loot respawning. We're aiming to have this issue resolved before we push 0.58 to stable branch, once we've tested this on experimental and are confident in the fix - players will be able to resume making camps, storing gear, and so on. Similar issues with dynamic event cleanup and respawn were the cause of static dynamic events - and these issues are currently being investigated, and are marked critical for the 0.58 launch. In addition to these issues, bugs related to severe player position desyncronization are currently being investigated, and flagged as a must fix for 0.59. I hope this brief list of information pertaining to 0.58 helps update those who may have not kept a close eye on the experimental branch updates. - Brian Hicks / Lead Producer Dev Update/Peter With the 0.57 stable version of DayZ many of you experienced weird behaviour on the character side such as freezing core updates for hunger, thirst, bleeding and others which in many cases rendered character temporarily immortal or in worse case killed him instantly after login back to server. Unsurprisingly the root of all these issues was in the scheduler which is handling character updates recently. During our in house testing we didn't catch some circumstances leading to not clearing character properly from scheduler's array of active characters. This issue was especially triggered by respawning and in some cases by disconnecting from the server. After some time the scheduler array become partially populated by ghosts and newly connected or respawned players were forced to live outside of it. As scheduler wasn't aware of their existence it didn't processed core updates for them. Fortunately now it's fixed, tested and ready to go so I hope you'll don't experience such issues soon. With proper updates... see you in Chernarus folks! - Peter Nespesny / Lead Designer RTX 2015 Lead Producer Brian Hicks will be speaking at RTX 2015 - discussing the plans for apocalyptic Chernarus moving into the end of the year. From expanded base building options, new vehicles, modding support, character soft skills, and upcoming engine changes Brian will discuss and demo some of the upcoming changes to the post apocalyptic survival simulator DayZ. Q&A to follow! Back to Contents Community Video: "AUS vs UK - Round 1" This week we have a bit of a team based rumble. Via the Youtube channel TeamLiveAction, I was served a short video depicting the showdown between the "AUS" and "UK" teams. Even though the video only shows a fraction of the event, seeing two large teams like that arranging to have a go at each others was awesome! Now, unfortunately I missed the event, but the reason for highlighting these guys this week is due to initially finding the following video: Yep, it does look like the guys are going at it again for a second round on July 25th 2015 at 10:00 (UTC + 1). I'm definitely looking forward to the event, and if you have the time as well, I'm sure you would enjoy swinging by to see the two teams duking it out in Chernarus. Youtube: TeamLiveAction Twitter: http://twitter.com/TLa_HQ Twitch: There are several streams linked in the descriptions for the YT videos, but this one seems to catch a bunch of them: http://www.multitwitch.tv/ashimprezatv/bwaf_wiidevil/slothuk/ukalliancecallum/gotshadow/boydy73/locosutra/m4loo As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look. Header image credit: Jack Smith - Michael aka SMoss / Community Manager
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some ideas for "signs of the apocalypse" to be added
Whyherro123 replied to d.walker43's topic in General Discussion
1) It has most emphatically not been several years after the collapse of society. In fact, since gasoline and certain medications are still viable, it has been less than two years since society collapsed. (gasoline, even when stored properly and with a stabilizer added, is only viable for two years after processing). We don't know exactly how long it has been, but the general consensus is generally a couple of months. Some people even think it has only been a couple of weeks. The fact that (up till several patches ago) we had fresh tropical fruit floating around suggests that it hasn't been that long since 1) electricity (for refrigeration) and 2) international trade were up and running. 2) There is no indication that people left at all. Asides from car crashes in the streets, which happen on a daily basis even without the collapse of society. I certainly wouldn't throw things around for the hell of it, in the case of an evacuation, instead try to take everything I need as neatly (AKA quickly, as opposed to throwing things around) and quietly as I could. 3) Who says there was an evacuation? In fact, evacuating an infected area is a gigantic no-no when it comes to the treatment of an epidemic. That is how the disease gets transmitted. You want to quarantine the infected and possibly-infected away from other population centers. This is what all the road-blocks, checkpoints, and military camps in certain cities were overwhelmingly likely for. 4) See above. You don't mix "healthy" populations with possible transmission vectors. South Zagoria was overwhelmingly likely placed under martial law, instead of evacuating possibly-infected members of the population. This is why you see military vehicles in cities, and convoys near the border of the map. No-one goes in (except for military/governmental personnel), no-one goes out. This is why things weren't cleaned up. When the military is trying (and failing) to maintain law and order, AS WELL as search out "infected" people, they don't really have time to clean the streets of wrecked vehicles and the like. Curfews and "movement restrictions" (being under quarantine would likely make it illegal to leave the city/town you are in) would prevent civilian cleanups, or at the least make them impractical. 5) Possible, but only really likely when the SHTF. Martial law makes protesting and riots .... impractical. When the military was overwhelmed via Chedaki rebels (who would LOVE for the confusion of a disease outbreak), pissed-off citizen militias, and "infected outbreaks, then, sure, there could be riots. Otherwise, a guy inside an APC tends to scoff at your epithets, thrown rocks, and even small-arms. 6) Why? Tying into the "quarantine" theme, which again, is the more overwhelmingly likely form of action, all airstrips would be sealed off and civilian access prevented. Failing that, an airstrike (take a look at the ruins at Balota and the NWAF next time you go up there) would prevent civilian air travel out of the quarantine zone. Same thing with the heli-crashes. They contain various "Special Forces" pieces of equipment from the US/NATO armies, as well as the Russian Federation. They also recently (AKA why they are on fire/still smoking when you come across them) crashed. All of this means that outside nations are maintaining the quarantine after the Chernarus Defense Force failed to upkeep it. Every so often, they fly a Spec Ops team over the countryside, keeping an eye out for 'infected" movements, as well as the movements of the surviving uninfected population. Every so often, one of these crashes, or is shot down by the surviving population. *** the "zombies" in-game are not "undead". They are people infected with a disease, which various sources name as a "prion disease", AKA Kuru (which used to be in-game, BTW). Therefore, they need (and most likely do search for, "off-screen") food, water and shelter. The fact that we still have "infected" roaming around with relatively-warm-weather clothing on suggests that a winter hasn't come through to kill them all via exposure yet. The "zombies are actually living diseased people" thing comes straight from the developers, so please don't argue it. -
Vehicle suggestion - Fiat 126p. Dream of the '70, '80, '90, '00 years in eastern Europe
OnionOfShame replied to Pba (DayZ)'s topic in Suggestions
Pretty good suggestion, and given the apparent shitty economy of pre-apocalypse Chernarus a cheap but effective car like this would likely be common. And the engine being in back could bring a bit of diversity to the vehicles in-game. -
Bullet resistant protection actually giving bullet resistant protection
cornholio308 posted a topic in Suggestions
They have recently re-added the plate carrier vest into the game "From what I heard hackers could spawn this item" this vest was literally one of the most anticipated items in the game for me to be added. But sadly as I expected this item to not function at all like most features added to the game I was correct, let me digress A kevlar vest uses fibres to trap the bullet and stop penetration. A level 2 bullet resistant vest can stop 9mm and 357 magnum at point blank with a level 3A "Also kevlar" being able to stop a 9mm and 44 magnum point blank. Now let's actually compare hard plate vests shall we? A level 3 hard plate vest can stop in its tracks a 7.62x51mm nato ball round. A level 4 hard plate vest can stop a 30-06 ARMOUR PIERCING ROUND!!! But the plate carrier that's just been added is defeated like any other clothing item in the game, One .380 pistol round goes right through the vest damaging both the vest and your blood level? Remember a bullet has to pass through the bullet resistant material to make contact with flesh. I can understand a kevlar vest giving shock damage when hit but a plate disperses the impact on the plate itself so a plate vest should take all pistol rounds in game with ease shot after shot after shot after shot after shot, I would even dare say the damage to the plate would be so minuscule from pistol rounds you could take a couple of magazines to the same region on the plate and not get through, with the 7.62x51mm nato being stopped for a far lesser amount. how it should be Kevlar vest if added "Pistol rounds should not go through, remember its fibre so it can take multiple shots without breaking apart like plate armour so no blood damage should be dealt and if there is it should be a tiny amount as bruising would take place and possible internal bleeding though what is more likely is a superficial wound like being hit by a really powerful paint ball causing broken skin bleeding and a hefty welt. 5.56 and above should go clean through. Plate vest like I said above should take pistol rounds all day with ease with only the 7.62x51mm nato round doing hefty damage to the plate and able to get through after a few shots. The first shot to the plate should give no blood damage or shock damage and the second should give some shock damage and no blood damage, the third should go through. Now from personal experience and observation what I have said will offend the knights of dayz and they will be thirsty for blood so let me set a challenge for you to overcome, you WILL say this is over powered and make's the wearer a tank undefeatable by mere mortals, to the vests defence I ask you to take second and think what a real life bullet resistant vest does. Dayz is trying to be realistic? The firearms are trying to mimic the real thing food tries to mimic the real thing the vehicles are trying to mimic the real thing so let's not forget that in real life if a person is shot with a class 4 vest with a 30-06 armour piercing round he will be unscathed. Aim for unprotected area's of the body, the head the neck the arms the legs. So what do you think?