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Showing results for 'Vehicles'.
Found 41868 results
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Unfortunately for us because of the way the devs are building the game it's entirely possible that the current state of affairs on public servers (casual Electro DM) could last until beta. But I do find it curious that you feel that it's getting worse. In my experience there's more people out west now than there was before private hives, helicrashes and vehicles. There's plenty of stuff coming that will add to these features pushing people off the coast, just look at the road map. What it comes down to is whether or not you trust them to do what has to be done. I haven't seen anything to suggest that the devs have changed direction to appease the casual majority, in fact in recent communications they've been reinforcing their vision for the game in spite of potential outcry from a large (or perhaps just loud) proportion of the playerbase. Here's some quotes from recent status reports: All this gives me confidence that the game will, eventually, be what I imagine it could be. There's no point complaining about trivial things like there being no scope for the CR527, the devs have a plan, they are following it. All we can do is wait.
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100% Agree totally feels like they've forgot what drew everyone into the mod in the first place and kept them there up until the standalone came out and for some even beyond that. Also feels like what we were lead to believe the standalone was meant to be from the start has changed direction along the way in a completely different way. If it is going the way as it seems to be going and i knew that when i bought the standalone i wouldn't have bought it feel like I've bought into what they told us we were buying into and it's going to be something completely different. I'm not a standalone hater i haven't once raged at the devs on twitter but it seems like as much as they say they don't like the kids raging about an alpha the vocal minority of kids get what they want. An example of that being there was no talk of vehicles coming into the game kids raged about it for such a long time they put them in to please them and they came into the game completely broken not the worst thing they could do to put them in the game to please some people but to put them in at a point where the people inside the vehicle could not be killed was insane. But it seems like they worry about pleasing stuff like that more than staying on course to the orignal goal and have got so far lost on the way. Just the thoughts of a hardcore mod player who played the mod from pretty much the start though who's hope of the standalone being the game that was promised are dying just like a lot of my friends who played the mod.
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Well break you sort of don't have a leg to stand on in regards to 1pp considering you steam third person. There are 6 full 1pp servers right now as I'm posting this, and the probability of a stream sniper is rather low if your up north and they don't know which of the six servers you are playing in. It would be rather difficult for someone to have a character well geared all the way up there on all the servers. But it is true the game is tailored to the younger crowd. I've yet to die of either dehydration or starvation in standalone since day 1. Water is in every well and food is in every house, survival is currently a joke. And dayz can't appeal to the majority, or it won't be dayz anymore. 99% of the mod sure as hell isn't dayz with indestructabke sky bases and millions of vehicles and guns. The most popular games are ones like call of duty, so if dayz appeals to the masses, we won't have dayz anymore. Just like it happened in the mod.
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Yeah, but if you played e.g. Origins mod you'd recognize this building immediately. It's already been in the mod for years and it is just another city building. Sure, the Devs will probably enhance it and improve the building, but it's nothing new to me. I don't think it's fun or rewarding going into every single house in a city. In fact, I find too many are open and not many of them offer much, not even a tactical advantage. There will be focus areas, like industrial centers (to find spare parts for vehicles), which are already very busy places in the mods. It naturally happens with the loot distribution and upkeep of vehicles. These houses/places will become much more important than the city houses - and much more stressful to search/roam around. So, determined by the loot and by the gameplay (e.g. vehicles need upkeep), you will roam around certain areas more than others. And each area poses a different security risk (not counting random encounters). I think the abandonplaces could be a nice medium setting, between rare loot spots (like the barracks) and general loot spots (like the cities). So abandonplaces would fit somewhere inbetween: they are harder to reach/find than general housing, but not as rewarding to loot as military bases or police stations. They could be neutral ground for trading, perhaps even some kind of trade post could be established there, leaving notes and requests on a sort of blackboard; it would depend on the kind of location; maybe you can raise a flag on the roof, signifying your intention for trade. (I don't think trading is a factor yet, but it will be later) And I also think this kind of building makes sense in the Socialist realm. Because when they build all their practical architecture, these gems of hotels and old houses were left to rot as symbols of decadent capitalism; often with their complete interiors. It's this grandeur that makes them stand out as special in the dull world of architectural Socialism. They are something special to find, loot at and explore. And they take a role of a remote place with no immediate threats, a chance to make contact with others and possibly great locations for building your base at (later on). They could also make sense in their placement, e.g. old water mills would be placed near rivers and lakes, castles on ridges and mountain sides. There are just a lot of possiblities for these buildings. It would be enough for them to look cool and different, but they could also serve a social function and generally liven up the game.
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I've seen the VS3 command vehicle wrekcs arround and the idea of an RV type vehicle sounds very good. It would be awesome if in the near future we could customise or mod vehicles as well. This idea is awesome, I hope the devs will take it into account.
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Getting around isn't that hard. It's a small map. In a V3S you can get from one side to the other in like 10 minutes. I'm assuming they'll be adding more vehicles like cars, suv's. I'd like to see a couple usable boats spawn at the docks so you can get to the islands. They don't even have to be powered, like a canoes or sea kayaks so long as you could also stop rowing to shoot. I'd much rather see them add some large cargo/troop transport planes which have crashed. Imagine running through the woods and stumbling into hoard of 50 zombies wondering around a crash site littered with AK's, armour, ammunition. etc. Also why are there no broken down aircraft on the airfields? There should be dozens of aircraft parked/crashed on the runways. If it was the apocalypse, those sites would have been in chaos as people tried to leave.
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Eastern-bloc aircraft only (simply because you're more likely to reasonably find spare parts) and I'm open to seeing aerial vehicles in the game. This will just add a new dimension to play. I don't want to see them everywhere but I think having a couple per server would make things interesting. I think I'd like to see some sort of boat first but not too bothered one way or the other.
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Voted for no. One the one hand it would be a nice end game part, but the map is too small and the advantage would be too huge. If they add aerial vehicles, it should be really small. Autogyros, ultra light one seater,... like others have suggested. Hot air balloons are my favorits :)
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Does DayZ need aeiral transport?
sausagekingofchicago replied to Sike (DayZ)'s topic in General Discussion
Unless they're incredibly difficult to repair and fly they'll inevitably ruin any chance of hiding vehicles or tents. -
Random spawns are a bad idea, a bad idea that's somehow become more acceptable with the illusion that the "loot economy" will change everything. Or that somehow you can put a no-spawn radius around an airfield. Or that somehow you can prevent people from spawning within five feet of my well-hidden tent. Any advantage conferred by the simple act of spawning is unacceptable to me, and I'm not entirely sure why people pursue it so much. What would it really add to the game? Would it spread people out more? Maybe. But the same can be done via a variety of different approaches, none of which are so blunt as just plopping people down willy nilly. That is really the only upside to random inland spawns that I can see, and the same result can be accomplished via other more subtle means which actually benefit gameplay (i.e. mobile resources, evolving threats, dynamic loot allocation, etc.) People should be spawning on the eastern coast and working their way inland to the high-value areas which are neatly arrayed in a nice line on the WEST side of the map. I could handle the southern coast spawns as a necessary evil to get people into Elektro and Cherno again in lieu of more attractive alternatives. But certainly nothing random. I'm happy with the spawns as they are, I see no reason or benefit to adding inland spawns. So long as you have persistent server items (i.e. tents, constructed buildings, storage containers, vehicles, etc.) you cannot have random spawning. Nothing is to prevent someone from spawning atop, within 50m, or within 500m of the fortress you and your friends took the time to set up. A player should have to work to approach that location, not just chance entirely into it.
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In red. it's what killed the game play in the MOD, its whats driving it down the toilet in the SA. 'end-game' goals that are extemely tedious/diffacult to attempt solo or even downright impossible and give an enormous advantage to those who choose interaction/cooperation. some things i think would go a long ways Realistic inventory volume. if it shouldn't fit in your bag/clothes IRL you should have to carry it in hands or drag it leaving you completely unable yo have a weapon in hands without first dropping the item your carrying. (this especially applies to LARGE items for base building or car repair like tires, lumber, etc.)Realistic Stamina system and movement system that takes total weight on your character into account *Along with realistic weight values for every single item in-gameextremely Deep base-construction system as good or better then Epoch's (i know a lot of you hate epoch and i do too, but you have to admit the base building mechanics we a quantum leap over vanilla. it's a shame that was ruined with AI traders, and the number of servers that added in safe zones and completely indestructible bases)Realistic fuel consumption values for vehicles, and realistic weight of fuel and fuel containers (no more carrying 8+ 20L fuel cans around all day). again this should push players into cooperating to get a vehicle running. There needs to be content that makes cooperative survival rewarding in a realistic/authentic way- and the best way imho is to simply take a lesson from real life. combine this with harsh random weather, full day/night cycle with temps that vary throughout the day and based on weather + date/season would go a long way. add in a deep medical system with many different afflictions that require specific treatments and now i'ts infinitely more beneficial to work in a group.
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WR OverPoch Custom Napf //StarterKit// Custom Scripts // LvLSystem/P4L/virtual Garage/Coins/TacticalSeats/EarPlugs/Share Vehicles&Safes/...
EdgeOfSanity replied to EdgeOfSanity's topic in Mod Servers & Private Hives
Infos for our upcoming update this weekend: Share Vehicles for virtual Garage - Share vehicles with your friends added to your PlotManagementMission Fixes - Spawn of new missions should now always workSafe Fingerscan - Safes can now be opened without entering a combination by the owner and those who are added to the safeAnti-Duping Tweaks - Some tweaks and improvements to prevent dupingGroupManagement Tweaks - Netzwork/Code tweaks & possibility to add players in vehiclesRemote Key for Vehicles - Open/Close your vehicles with a remote key -
DayZ Mod Development Branch - 20a57cf
LukeThero replied to r4z0r49's topic in Mod Announcements & Info
As it stands... Bases are not an easy feat. Satchels on the other hand, have been hoarded, and honestly, are not too hard to find. The thought of someone finding a lucky satchel, strolling up to my base, blowing up the wall, and then putting his own gate on it, rendering my weeks of work void, makes me gag. Walls should HANDS DOWN reset on server restart. All it takes is a satchel or helicopter and a competent enough player to know how to fly it, considering roofs cannot be made. My base has been stolen from multiple times and honestly, has probably lost more loot than I would have hiding it normally, just because the base is a giant beacon of " look at me I am huge and have lots of loot in me." Bases are underpowered if anything. If people are convinced that they are to easy, I would not be too a posed to an upkeep system, as long as the upkeep is not too often and expensive per wall. Maybe something like 1 wood plank every month, just to make sure inactive players do not hoard vehicles for too long without actively keeping them. If the wall does degrade fully, it should not fully go away, but a small wreck of dirt and wood that can be crossed over and be repaired back to it's previous glory with just a few more planks and nails.I can confidently say that I do not think any of this is necessary, but if something NEEDS to be changed, it should be this rather than nerfing the already small protection the walls give. -
I think some people have made these suggestions but maybe some of these haven't been made. Check the guides in the New Player forum. Water - look for streams, ponds, pumps, and if you have a bottle you can collect it from the rain even. Many foods you eat add hydration (although some like rice dehydrate you). Food - learn which buildings have more food than others, but in general search everywhere, you should find something unless it's a persistence off server and someone looted that area. Remember you can open cans with lots of things, you don't necessarily need a can opener (although that's more efficient). Zombies - you can out run them, you can lock them inside buildings (works most of the time), for killing them meelee the general hierarchy rule of thumb for common weapons I find is fire ax, splitting ax, sledge hammer, hoe, machete, ice ax, hatchet. Anything else is going to take more than 2 hits, but the weapons I mentioned are extremely easy to find - any town will have several of those options. Also if your method of fighting zombies is anything but circling around them you're not doing it right, there's tutorials and videos on youtube that can tell you how to do it properly if you can't figure it out yourself. FYI this is also the best way to fight other players as well. Searching for stuff - don't overlook sheds, around vehicles, etc - there's stuff there. Storage - if you can't find a backpack remember that burlap sack + rope improvises a bag, and if you add in a stick it makes the improvised backpack that many people prefer to use. Death to gear up with a solid weapon, backpack, food, gun + ammo (even if it's a sporter) - when you've learned the map that should take you at most 2 hours, but it'll likely take you less... even on a full server.With anything less than 150 hours played consider yourself still learning the game, anyone with less than that likely has a ways to go and more times to die before they've got a good grip on the game.
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This post is weird. OP has played the game for a whole 3 hours and is complaining about things he has no knowledge about. Sounds like you played the mod, guess what....this is NOT the mod. This is also a game in development so there will be issues. Firstly, you said you joined 5 servers and found nothing. You could have been playing on persistent servers. All the official DayZ servers are persistent I believe, and it doesnnt work properly yet. Best to find a normal server just now until the devs sort out loot spawning/despawning. Nothing wrong with a fire extinguisher, its a great PVP weapon and an ok zed weapon if you can use it properly. It will kill a zed after a couple of well placed hits to the head. So many inaccuracies in this statement. You do not need a weapon to deal with zeds. Punch them in the face and you can kill them easily. Zeds can be shaken, You can often lock them in buildings (dsync permitting) Just keep running out of their line of sight. Through forests are a good place to lose them. Stamina is not in the game and even if you are running in their line of sight, you will outrun them eventually as they often stop for a few seconds. Firsts are fine, I agree with this. The solution to bleeding, is to not get hit. Learn to strafe around zombies and when they do their attack animation. You have plenty time to deal with a zombie while bleeding anyway. Yes they do. Not all medical gear and not all the time, but they do have medical gear. Well D'uh. I haven't seen any AKs in my local firestation. They are usually for responding to emergency calls, not invading small dictatorships. Again, completely untrue. As well as food, they can a host of other loot items including ammo. Good. This isn't a military sim, its a survival game. You shouldn't be shooting zeds anyway. There is far too much ammo in the game as it stands. Again, probably due to the server you joined? Its stupidly easy to find. You might not find the ammo you need, but you will find some in no time in unlooted places (minutes, not hours) Played for 3 hours and says there is nothing to do. So you have made a ghillie suit? Hunted and cooked food? Fished and cooked food? Made a farm? Found every gun? Found a truck? Explored the entire map including all the new places not in the mod? Admittedly we dont have base building and a number of other features in the game yet, but the game is still being developed. One mans bad changes are another mans improvements. The standalone was increased in scope and aim from the mod very early on in its development. If you want to play the mod, play the mod. If you want to play a survival sim in development, play SA. Loot economy is coming soon. Loot tables not that bad now. Military items spawn at military places/vehicles. Civilian items in houses and civilian areas. Currently placeholder and new first iteration of new AI coming in a few days Completely a "learn to play" issue
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the first Q is a fail Q1 2015 Basic vehicles Central economy (advanced loot distribution) New renderer New Zombie AI Basic stealth system (zombies, animals, ...) Diseases
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Dear DayZ community, Dear DayZ Mod dev team, this is to express my deepest concerns about the recent shutdown of the public hive for the good old vanilla DayZ mod. Playing on the public hive has been the most intense and fun gaming experience I've had in years, but since a few days, it's all gone. Please, if you definitely can, do answer the following questions. 1. What happened? Rumor has it that the public hive was hosted on HFB Servers, which appears to have gone out of business. This is a bit hard to believe for me. What about backups? There must be somebody who has/had direct access to the database... 2. Is there ANY way how I can continue playing my 30k humanity hero again? :( 3. If the public hive as we knew it really has gone forever, can't you/we just start off with a new one hosted somewhere else? I really really miss playing DayZ. I don't want to play the standalone as long as it doesn't have a humanity/vehicle/loot system like the mod does. I don't want to play the "300+ vehicles" crap that totally kills the intense DayZ feel. I've hesitated to play on private servers because I'm a lone wolf ranging the woods, fearing that he will get lost in clan wars among people who stick to a single server. I would like to build up humanity and keep it, not lose it again as soon as the server admin decides to wipe their private hive... :( -RomanZ
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DN | DayZ Community - Epoch - Overpoch | Gold Coins & Banks | Respawn Menu |
Kimzer (DayZ) replied to Kimzer (DayZ)'s topic in Mod Servers & Private Hives
Updated: 24/03/15 All Servers Specific: Added: New Tow&Lift system, no more towing trains, works the same just better. Added: AI Loot scales based on player count. Added: Amount of items in crate is scaled based on player count. Added: Amount of cash found on AI is scaled on amount of players attempting a mission (more players near mission, more money on AI bodies). Added: At 15+ player count, crates have 70% chance (per each item) to spawn: 50oz briefcases, cinderblocks, metal floors, metal panels, cinder walls, combo locks, and hot wire kits. Added: At 20+ player count, crates have 40% chance (per each item) to spawn: 100oz briefcases, 2000RND m134, 150RND DSHKM, 48RND MK19, 29RND AGS30. Added: At 30+ player count, crates have 20% chance to spawn: Maaws, m107, All MK 17 variants, KSVK, LRR, M110 NVG, CSS vintorez, RPG18, and the AS50. Added: AI cleanup will now wait for players to leave the objective. Added: New hero missions added. Added: Changed AI difficulty. Added: Amount of AI at missions is scaled based on player count. Added: Ability to cancel packing deployed vehicles by moving. Added: Punishment for talking over side is now more severe than before. Added: You can now unlock/lock vehicles within 100M by right clicking it's key. Added: Friends will now get "x removed you from their friendlist" whenever you delete them. Fixed: Minor error when unlocking doors with retina scan. Fixed: Fixed issue where loot would not spawn for some players. Fixed: Fixed an issue with group tags when friends were in vehicles with non-friends, or in the passenger seat but not the driver seat, etc. Fixed: Fixed misc friendlist issues. Fixed: Fixed not being able to use flares after respawning. Fixed: Fixed (may still occur if you change/modify a safe 10min prior to restart) issues with safes wiping after code changes. Fixed: Self bloodbag wasn't reseting sound. Fixed: Self bloodbag in vehicle was causing you to "stand" in vehicles. Fixed: When deleting someone, it should also remove you from their friendlist. -
Ashes of NYC | 40 & 50 | Multiple Providers | Active Admin & Community
sk- replied to sk-'s topic in Servers
Hello All - long time no updates (We've been busy playing!) After a few players complained about items not persisting on Ashes #2 (Hosted by Vilayer) and some back and forth with Vilayer, I finally tested for myself. Placed a backpack, bounced server, logged in, backpack gone! This explains the missing tents, vehicles, etc. Ashes #1 is hosted on Fragnet and overall it's been working well. We're now moving off Vilayer and getting a new persistence server on Fragnet. Details to come. Finally, apologies to anyone that lost items. Nothing more I can do besides move the business to another provider. Sorry! Thanks Trev - been fun gaming with you! http://cloud-4.steamusercontent.com/ugc/37492408382057395/B414AE87B315BF3E613165C527235E705EE85840/ -
Id think satchel charges would be enough to break into a base. A launcher would only serve purpose if they were to add some heavily armored vehicles like an apc or tank, which i highly doubt.
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7saints.eu Vanilla 184 + Basebuilding 1.3 working
reen624 posted a topic in Mod Servers & Private Hives
Hello World! 7saints proudly presents its brand new gameserver, hompage and forum. What is 7saints.eu? 7s represents a platform for ArmA 2 DayZ Mod What does 7saints offer? 7s offers a hompage, a forum for its users, teamspeak 3 - all hosted by 7s on a decent dedicated root server located in Germany with Gbit lan. What makes 7saints special? - We made Basebuilding 1.3 running on the newest version of DayZ (currently 1.8.4.1) ( As far as we know, we are the only ones which made it work on original DayZ Mod since version 183) example vid for BB 1.3 https://www.youtube.com/watch?v=DVLgqrJzDnA (in an old version) - Frequently administrated server - 7s services will stay free. No donation system. Ever. History of 7saints: All founders of 7saints were influenced by seaweeds zerosurvival server. All loved the basebuilding, the server politics and the community and gameplay there. After seaweeds closing, we were looking for a server which closes the hole he left. We couldn´t find one single server that fitted to our needs. So we decided to start our own buisness. All founders love DayZ and nearly can´t play any other game. Dedication and passion made us bringing up the whole 7saints idea. 7saints are established in januaray 2015, so we are a brand new community. But we already made it to gametracker rank 150 and now begin to battle with epoch servers. Thats why i opened this thread, we need your assistance! What are the server politics? 7saints will host a slightly customized vanilla like server. We want to improve the game as much as we can, without breaking the main idea of DayZ. What settings are we running? Full 24 hours Day/Night Cycle No Crosshairs No Mapmarkers Rare vehicles Rare decent loot Rare map customizations You might get an idea of what the server wants to be. What we need now? You testing our services! Kind regards René "reen624" W. Links: http://www.7saints.eu -
WR OverPoch Custom Napf //StarterKit// Custom Scripts // LvLSystem/P4L/virtual Garage/Coins/TacticalSeats/EarPlugs/Share Vehicles&Safes/...
EdgeOfSanity replied to EdgeOfSanity's topic in Mod Servers & Private Hives
Our current rolling changelog: Remote to (un)lock vehicles incl. Beep-Sound Manage safes & lockboxes like doors with DoorManagement Vehicle-Content Preview for the virt. Garage maybe remote control for doors/garage doors Furthermore we're happy that there have been a lot of new players on our server on the weekend! -
Greetings Survivors! Work is chugging along on 0.55 update for stable branch, and the department leads have been sharing information and images over on the Dev Hub. If you haven't had a look - head over and you'll see some awesome work in progress stuff - like the SVD Sniper Rifle, V3S Animations, and new zombie models. Peter, our Lead Designer will be discussing below in more detail zombies and diseases. This week I'd like to talk about a few in progress updates that I'm looking forward to. First off, we have the mentioned full randomization of weapon spawn configurations. This ranges from attachment configuration, quantity, type, and condition. When functional, each weapon you find should be as unique as possible per that item type. Be it the chance to spawn with a magazine, potential attachment, overall weapon condition, and so on. This expands upon the uniqueness of each persons kit in-game, and ensures that very few two firearms are exactly the same. Who knows, you might get lucky and find that M1911 Engraved you always wanted, -with- a clip! Moving on to more advanced weapon customization, we've done a good deal of discussion on allowing more specific customization per weapon. Adding in rail systems, shoe horn mount scopes, barrel swaps, and so on. Controlling when and where this is done is critical to the flow of gameplay across the map. Creating hot spots, and high traffic areas for players looking to gear up, and create their favorite weapon. At this point, we're looking at adding in advanced crafting tables into this existing (soon to be enter-able) maintenance structure scattered throughout Chernarus. Heading into April, we'll be discussing the tasks and accomplishments of Q1 2015, what the road ahead looks like and the status of long term engine tasks. From the new renderer, to the new player controller, server side performance, and so much more. Keep an eye on the Dev Hub, and the official DayZ forums for the latest news and information on DayZ Early Access. - Brian Hicks / Lead Producer "It is clear that former, by purpose simplified infected AI wasn't a hit by any means and it was frustrating to play and look at. When I was talking about the new infected in the Status Report two weeks ago I had a feeling that it would stir things up a bit. A few days after that I made short video with a horde running after a player and recently we released experimental update with the first implementation of infected AI. There were so many positive reactions on the direction that the new infected are heading, that the entire team was pleased. However there were also some which were calling for changing the DayZ lore and turning the infected into slowly moving beings. I appreciate different opinions but I can't see any reason why we should make infected as stationary as possible, it will just simplify the game too much in such case. It is important to understand that the infected in DayZ are not the undead, and to be honest I don't want to see DayZ to become a frenzied 'run and grab all you can' simulator. I would like to remind you that DayZ isn't supposed to be easy and straightforward, it's meant to be hard and unforgiving. While they are pretty fast right now it is just the perception in comparison with current character movement speed, which is planned to be lowered in general as it was increased intentionally when we had decided to do a complete overhaul on how the engine handles vehicles, and thus they would be absent for some time. As well I'm looking forward to the implementation of a proper stamina system for characters which alone will cut off the constant sprinting across the map and thorough the structures which is just ridiculous. With the agile infected that are able to catch up with you while you are escaping the scene you will think twice about your approach and also the load you are carry as it especially determines how far you will be able to sprint to loose them. To balance things out, the infected have their own stamina and are slowing down during the chase and with the combination of the possibility that they can stumble upon it gives you a some chance to flee if you run into such situations. The infected AI will be continuously worked on, in terms of expanding it further and also balancing it close to the perfection. I would like to mention that we are bringing to life the long awaited disease system which in fact was hibernating under the hood for some time, but was never finished due the other needs. Diseases are described by their virulence parameters like transferability, invasivity and toxicity and to determine the potential influence on character, which can vary from carrier to heavy impact, they are compared against his or her current state counting in the levels of health, blood, diet and exposure. Diseases can be transferred in both directions, which means it's not wise to eat from the same meal after your companion, if you suspect that he may be ill. Physical and chemical resistance parameters of disease determines how it can be treated or their effects eased by medicinal drugs and after the disease passed you are resistant to catch it again for some time. System also have the possibility to be expanded with the use of gloves, niosh masks or other wearables which can obstruct transferring of the diseases by specific actions, like crafting. Stay healthy... see you in Chernarus folks!" - Peter / Lead Designer Standup Notes for the week of 17 Mar 15 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Animation: Support for new player character systemHand poses Zombie animation bugfixingSVD Reloading AnimationsV3S AnimationsDesign: Central EconomyBarrel CraftingInfectedDiseasesTriggersPlant PestsFireplacesCookingVehicle TransmissionProgramming: Inventory refactorizationDynamic EventsVehicle Transmission bugfixingInfected/Animal AINew Player Character controllerCrash to Desktop BugfixingNetwork and Memory Optimizationshttp://dayz.com/blog/status-report-19-mar-15
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i feel you man i think the vehicles have something to do with it i have just my PC with 25mb hardwired, i noticed when i have more than me in the truck i have these lag spikes where the game literally stops. i do play on a persistence server and there are a lot of loot explosions which i also assume cause these lag spikes.
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Guten Morgen/Tag/Abend liebe Community, > Good Morning/Day/Evening Dear Community We at NOGaming would like to indtroduce our new server to you. We are a gaming community which exists since 3 years a funny bunch of experienced players.We decided to create this server in order to create a more balanced unique gaming experience you wont forget too fast. We would really like to invite you guys to visit our Server Wir von NOGaming möchten euch unseren Server etwas näher bringen und euch diesen kurz und knackig vorstellen, was dieser beinhaltet und in wie fern wir diesen weiter ausbauen möchten. NOGaming exestiert schon seit ca. 3 Jahren und ist eine kleine Spielgemeinschaft aus erfahrenen Spielern. Wir haben uns entschlossen diesen Server zu erstellen um ein einmaliges Spielerlebnis sowie PvP-Erlebnis zu bieten, das ihr nicht so schnell vergessen werdet. Wir möchten euch deshalb herzlich dazu einladen unseren Server zu besuchen. Server Features: Aktive Admins 21+ > Active Adims 21+Wicked AI / Dynamische AI Missions > Wicked Ai and Dynamic Ai ImplementedAdmin EventsCoins by SoulSnap Pro incl. Build VectorsBike Deploy & Deployable BuildingsCustom Spots/Maps, Crafting, Traders, SafeZones, Loadout, Loottables, Textures, MapMarkersAntiHack300+ Custom Spawn Vehicles (incl. 200+ Spawn/Coast)Modded PlayerHudServicePoints (Refuel/Repair)Donator SystemSSD24GB RAMHigh Lootund noch viel mehr... > and much more.....Come and check us out ;) Wie kann ich auf NOGaming.de spielen? / How can I join the Server? Dazu müsst ihr einfach die DayZ Commander Startparameter für den Overpoch Mod unter Settings in die Startparameter: -mod=@DayZOverwatch;@DayZ_Epoch eintragen. Vorraussetzung ist natürlich ARMA2 und ARMA2:OA und das ihr den Overpoch sowie den Epoch Mod im DayZ Commander herunterlädt. You just have go in you DayZ Commander under settings and add the following Start Parameters: -mod=@DayZOverwatch;@DayZ_Epoch Prerequisites are of course ARMA2 and ARMA 2:OA as well as the Overpoch Mod and the Epoch Mod Server IP: 37.120.162.46:2301 TS³: 5.45.109.165:9000