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Showing results for 'Vehicles'.
Found 41868 results
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In DayZ standalone we currently have the V3S and like the original DayZ mod, it currently spawns in random locations. This severely limits reliable access to vehicles which was one of the major issues of the original DayZ mod. Secondary mods like Epoch and Overwatch (for the original DayZ mod) became much more popular because of basebuilding and because of the reliable access to vehicles. The availability of vehicles on original DayZ mod servers depended on the settings of the server (usually jacked up very high so there would be as many vehicles as possible) but on many servers finding a vehicle was a matter or pure luck. (finding them and keeping them was not stable or reliable or consistent in any way) In order to address the problem of vehicle availability, it should be the case that an assortment of makeshift vehicles be made constructable from the ground up. The most simple makeshift vehicle should be a small 1-2 person buggy built off of a modular small frame. In order to build the frame there should be some resource collection involved, and then in order to complete the vehicle should require an engine (can be modular, meaning numerous types of engines), wheels (can be modular, meaning different types of tire and different handling on/off road), and some sort of auxilliary parts like siding/armor (can be modular in terms of weight/armor level which will affect overall speed of the vehicle) Players will need to gather some sort of metal, an engine, engine parts, wheels, and other miscellaneous crap, which alone might be a fairly laborious process, and the result could be something like this: The buggy would behave in speed/handling according to the engine and wheels and overall weight, and once the frame breaks due to damage will become wreckage (perhaps partially salvageable) and will dissappear on a server restart (along with any salvagable parts). It is possible to make the requirements for actually building a buggy like this such that you basically need a team and a base in order to accumulate all the tools, parts, and raw resources required to complete the assembly. It doesn't really matter to me how easy or difficult it is, so long as it is available it will give me something to dedicate my time to that has a tangable reward. A bigger makeshift vehicle could be constructed in a similar way while requiring more resources, better engines, etc... If the nature of parts onto frames of various sizes becomes modular (as I believe was promised) then there should be no reason that we cannot craft silly vehicles on car sized frames: Whether or not a V3S sized vehicle is realistically constructable or should even be constructable is something that I have reservations about. I think that we can have these modular vehicles ontop of the ones that randomly spawn as a way to supplement the availability of things like the V3S. While they are not meant to replace the value of a real vehicle like the V3S, they give survivors something to do which is going to create and endless amount of fun. When it comes to aircraft, building your own plane or helicopter is not easy, but with just a little bit of knowhow it is highly doable. for example: or even better, THE DREADED, TWO PERSON AUTO GYRO!!!! The main problem I seek to address with this concept is the issue of needing to hunt endlessly for fully spawned vehicles and then when something happens to it you are screwed and need to start the endless hunt over again. In order to play with friends and groups without hours upon hours of walking vehicles are a requirement. People so heavily favored things like epoch and overpoch to the original DayZ mod because if they had a group then they could be sure of reasonably reliable access to transportation, without which traveling from one side of the map to the other becomes to time consuming and I can say from experience that all that walking and walking and walking is quite boring.
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When the devs said that vehicles were going to be modular, what exactly did they mean? Are we going to be able to build them from the ground up? Are we going to have to find them already spawned in and then add stuff to them? Personally I think there should be a variety of vehicles that players with enough resources and the right tools can construct from the ground up, with different engines, tires, chassis, which all affect the behavior/performance of the vehicle. Here is my suggestion thread for what I have personally envisioned: http://forums.dayzgame.com/index.php?/topic/223703-modular-vehicles-what-are-they/
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How the petrol stations have an unlimited supply of fuel
etwas replied to lewtaedoung06's topic in General Discussion
its just the usual ignorance and sarcasm i guess. if u dont like the topic, just dont comment on it. geez. u guys make more out of this topic than OP and me together. just because this is not the 894th discussion about vehicles, doesnt mean people cant suggest other things for the game. -
PC | DeathZone UK PvE/PvP Deerisle | 1PP & 3PP Servers | WIPED RECENTLY
Gravy Mate posted a topic in Server Advertisement
Welcome to DeathZone UK! DeathZone is a unique survival server that embellishes the standard DayZ with cool fresh content, Awesome MODS, and new Custom Built Content! Can you survive the DeathZones? Can you survive? Come find out! We have super active admins online 24/7, An active discord and a great ingame community. Come jump ingame and join our fast growing friendly community! See you guys out there! -Love the Admins- Server Mods RedFalcon Helicopters Banking BaseBuildingPlus CodeLock Durable Supressors MoreDoors PVEZ SIX DayZ Auto Run Unlimited Stamina Unique Vehicles!!! Plus more! Find us on our discord here: https://discord.com/invite/deathzoneuk IP: 141.94.98.99 Map: DeerIsle Mode: PvE/PvPzones Capacity: 70 (3PP) 65 (1PP) -
We want to introduce our new Arma 2 OverPoch NAPF Server! The server is running on a high end dedicated box with 1Gbit/s connection in germany for low pings. All new players will receive a - free - Starterkit with a Plotpole, Lockbox and some parts for your first base! We're running over 40 scripts, most of them with custom fixes and improvements. Furthermore we're having our own and exclusive LevelSystem which allows you to earn XP and use those for skill improvements! There are already about 15 active players on this server after only a few days and we would be happy to see you soon on our server! IP: 85.14.243.24:2614 These scripts are currently running on our server: Level-System - earn XP for each class and learn new skills or improve themCargoDrop - drop cargo from your helosvirtual Garage - Custom Change: Share your vehicles with friends added to the PlotPoleEnvironment Scan - scan your environment for AI/Players, Vehicles and Zeds (range of 1500m) every 5 minutesMining - get stones to craft them into cinderblocksSingle Currency - without global bankSuperhero & Superbandit TraderCraft in ShedClass System & Spawnsystem with lots of spawnpointsWeapon AttachmentsAdvanced Tradingnon-AI Missions (IKEA, Treasure,...)SuicideBuild VectorsSnap Build ProVehicle Service PointsPlotPole ManagementDoor Management (EyeScan)Claim VehiclesWicked AISafeZonesAlchemical Crafting - craft custom buildings like the virtual Garaga, Barracks or other thingsVehicle Painting - with custom fixesCrash LootChangeable ViewdistanceGroup ManagementDrink WaterFast Tradinglots of moreWe also made a significant change of the trader design on our map! General Traders: Pistols, Shotguns, old Rifles, Ammunition, Foods, Drinks, Backpacks, neutral Skins, Medical Supplies Building & Vehicle Trader @ Ruemlingen: Building Materials, Wholesale, Bikes&ATVs, Tractors, OverWatch Vehicles Building & Vehicle Trader @ Oberdorf: Building Materials, Wholesale, used Cars, Pickups, Offroader Building & Vehicle Trader @ Brienz: Building Materials, Wholesale, SUVs, civilian Trucks, Vans Juris Military Equipment: All Types of military weapons, unarmed military vehicles Hero Trader: High Power Weapons, Wheeled Tanks, armed helicopters & vehicles Bandit Trader: High Power Weapons, Wheeled Tanks, armed helicopters & vehicles Aircraft Dealer: unarmed military helicopters & aircrafts, civilian helicopters & aircrafts We're looking forward to see you soon!
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Console 1.19 Update 3 - Version 1.19.155463 (Released on 03.11.2022) GAME FIXED Fixed an exploit to glitch the character through walls Ladders in tight spaces might have had issues with climbing Infected were not properly de-spawning from convoys on Livonia Throwing items could lead to a character glitch It was possible to glitch the character when exiting a ladder while running out of stamina The glowplug was visible and accessible through the closed hood of the M1025 The trigger of the SSG 82 did not move when triggered (https://feedback.bistudio.com/T168269) The inventory scrolling would reset to the top at every re-opening (https://feedback.bistudio.com/T168060) Inventory button helpers were overlapping with the stamina and status indicators If the inventory focus was on an item in a container in the hands slot, it would not properly reset on re-opening Disconnecting the controller while playing with MnK enabled would result in a warning message Fixed a collision at a ladder in large tenement buildings that could result in players falling off Changing ADS while holding breath could result in desynchronization Fixed a server crash related to item placement CHANGED Changed default action of filled cooking pot to "drink" instead of "empty" (https://feedback.bistudio.com/T167922) Damaged ammunition can no longer be repaired using the weapon cleaning kit (https://feedback.bistudio.com/T168505 - including more information on the issue) SERVER Fixed: Placement objects could not properly be stacked with disableIsCollidingCheck enabled Fixed: Custom spawning of the water reservoir would result in problematic rotation of the water surface Changed: PSN ID and Xbox Gamertags are no longer treated as case sensitive in whitelists/banlists etc KNOWN ISSUES Vehicles spawn with wheels, wheels cannot be removed nor damaged (this is an intended, temporary change) this change is also recommended for community servers to ensure vehicle stability
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Reduced dust cloud trails behind vehicles when raining.
lt dan posted a topic in DayZ Mod Suggestions
I consider violent thunderstorm as a good opportunity for attacking, or moving in dangerous areas. A simple detail that would only improve immersion and gameplay would be to make the dust clouds smaller (or shut them off completely) during rain.- 1 reply
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Console 1.19 Update 2 - Version 1.19.155418 (Released on 26.10.2022) GAME FIXED Crawling off the edge of a higher object could glitch the character alignment The character could get launched into the air when changing stances close to objects It was not possible to crawl up steep slopes The character could get stuck when walking backwards along walls In certain situations, the screen would stutter while sprinting sideways (https://feedback.bistudio.com/T168133) Burying some items could result in a tilted pile of dirt The character could get stuck behind opened doors Activating a heat pack in prone would play the drinking animation Dialing the number on a combination lock in prone would play the chemlight animation instead Combining two stacks of items would result in one inventory slot being blocked (https://feedback.bistudio.com/T167758) The controller disconnect message would appear inconsistently when activating/deactivating mouse and keyboard support Widgets for the quickbar and stamina were misaligned in certain cases It was possible to glitch through base-building objects It was possible to use the vehicle horn in the pause menu It was difficult to access the engine widget in the Sarka 120 Reversing into objects with M3S truck could result in major crash damage to the fuel tank Fixed several spawning issues related to the Halloween event Fixed several building issues It was possible for long-time players to have more than 25 servers favorited, resulting in an error in the favorites tab CHANGED Updated the model of the M1025 engine Reduced the amount of damage the blowtorch takes on usage Decreased the amount of glowplugs in the world The light of the mummy infected now fades after death SERVER Fixed: Ban list/Whitelist/Priority list would not accept all possible player identifiers Fixed: Setting inertia values in the cfggameplay.json to 0.0 would result in a game freeze - minimum value is now 0.01, see documentation KNOWN ISSUES Vehicles spawn with wheels, wheels cannot be removed nor damaged (this is an intended, temporary change) this change is also recommended for community servers to ensure vehicle stability
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I feel vehicles are much worse than before. In the past I have had maybe 2 times in the span of a year where they would begin bouncing then fly off into space. Today, Oct. 25, 2022 within 30 minutes while driving the vehicle fell underground 2 different times, began bouncing randomly to the point I was doing flips around a small area, and randomly heard a crash noise 2 different times then after driving on got dragged back to where I heard the crash noise and thrown into a tree and later a guardrail. Yesterday Oct. 24,2022, within 3 hours fell underground 4 times, bouncing around and doing flips to the point I couldn’t drive again, and randomly hearing a crash noise then being drug back and thrown into an object next to where the noise happened. I don’t understand what was changed so much that these issues are now happening when before they rarely ever happened to me. Until it’s fixed I can say I will not be enjoying the new Humvee or any other vehicle for that matter.
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I don't really mind the vehicles, take look at the zombies. I don't know how did this AI and pathfinding ever pass quality control, it's shame for a full release game. I'm suprised people don't talk more about this. It's not even about the latest update. It has been like this for a while now.
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What's the plan, ScottyB? When are they gonna fix cars? I thought that was in the works. When are we going to be able to pick up chickens again? I saw your video for 1.19. Real artsy. Do you have any practical skills that relate to being a brand manager? Because the brand is a mess. We're way, way out of beta now and the game's ballistics are being reworked. The core part of the game. As Early Alpha subscribers, we were sold on the idea that DayZ would represent realistic ballistic values. We're years past official release. Why are we still changing the very core elements that the game must obviously be balanced around? We were warned about possible bad design issues but were led to believe that such issues would be ironed out. When are vehicles going to be in an acceptable state? Can we get some information? Is this the final iteration of car physics? I'm sorry if you answered these questions on some other youtube video or podcast, but I don't watch that nonsense. I assumed going to the Official dayz website for information about dayz was the right approach.
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Have vehicles been implemented in SA yet?
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IP: 95.175.99.206:2402 Like the name tells, this DayZ server has been fully created for DayZ Players. Who want to be part of a community. For those who don't like overmilitarized bulls*** For those who want their ideas to be heard. For those who want friendly, understanding, mature and above all, fair, Admins. For those who want a social DayZ community. (Clans or players who kill players without any motives or reasons don't belong here. Don't be that guy. [Even pretending to be the servers most notorious psycho is reason for you to be a fair killer. Want to be like that?]) Heres an example: For those who want fair rules for everyone. Features: -Custom Missions -Custom Map -Deploy Bicycle (Repacking allowed) -Hemp Farms (WIP) -Custom Loot Table -Take Clothes -Auto Refuel -Custom Traders -Tow and Lift -Indestructible Cinder. -Custom AI (Vehicle patrols and so on.) -300 Spawned Vehicles. -Experienced, friendly and Mature Admins. -New updates added daily. -Group Management (Access thru Radio) -Custom Graphics (Color correction and post process effects[Forget Arma 2's default gray tint!]) We are hoping to see you on our server :)
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How Can I add random spawn vehicles? I had server of Epoch and It was soo easy :). best regards, Morfa
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Hello there! I've been wanting to do a new post with some ideas for a long time so here it is: A new QoL (Quality of Life) list of changes for DayZ Standalone that I think it could help to provide an overall better experience in the near future. The intention was to come up with achievable and “easy to implement” suggestions that involve small changes or tweaks within the current content of the game (with some exceptions). As I said, these are not meant to be massive changes and that is precisely the idea. At this stage of the development of the game, suggestions like “add helicopters”, “add shooting from vehicles”, “add this completely out of the blue and complex idea” conspires against the possibility any of these will be even considered. Keep it short, keep it simple and aim for an impact on the daily gameplay without much effort/development behind. Hope you (and mainly the Devs) find them useful or at least serve to awaken other tweaks/improvements. OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/259915-dayz-30-qol-suggestions-part-6/ HERE ARE MY QOL SUGGESTIONS 1) Being able to set locked attachments by default on spawned vehicles (server configuration) Right now, we can assign a chance of occurrence of any vehicle attachments (Spark plug, wheels, battery, radiator, etc.) in the cfgspawnabletypes.xml and set, for example, that vehicles spawn at 100% ready to be driven. But what we cannot do is to make those attachments already locked inside vehicles so everyone would have to use the proper tool to remove them. Why is this so important? Because right now, any player can (and they usually do) remove any vehicle attachment with their bare hands leaving scrapped vehicles all over the map. This is not only unrealistic but also generates an unwanted consequence of emptied the servers of working (or potentially working) vehicles since its extremely improbable that players take the truble to rebuild a completely empty vehicle or destroy them to force their despawn. So my suggestion is then to add the possibility to lock vehicle parts from their spawn through the cfgspawnabletypes.xml and implement this idea as a default configuration – at least for the wheels – for vanilla servers in order to discourage random scraping vehicles without any reason but harming the rest of the players. Exception: The exception to this rule should be the ruined parts, which should be able to be removed without the need of any tools. 2) Allow players to interact with doors while aiming or performing simple actions (Eating/drinking) When you try to open a door while aiming your weapon (Hip fire or ADS) or performing any simple action that do not involve a full movement restriction, you won´t be able to interact with doors since the “[F] Open” menu won´t even show up on your screen. It is also quite frequent to see players hitting the doors with the weapon melee attack in this kind of scenarios. I really think there is room to improve this by allowing to interact with doors with your weapon raised or when you are performing some simple action like eating or drinking. This shouldn’t really create any huge conflict between the key binds since you can assign “[RMB] + [F]” = Melee hit (only when you have a weapons in your hands) and [RMB] or [ADS] + [F Hold] = to open the door. If you are eating/drinking, just hit [F] = open door like you normally would since the on-screen menu should show up. 3) Add the existent rusty textures to functional vehicles Vehicles in DayZ have a particularly shiny condition (even when damaged) and their aesthetics in my opinion “clash” quite a bit with the rest of the vehicles/structures around the map (and this is even more noticiable in Livonia). While this may respond to the idea of making functional cars more identifiable to players, it kind of kills the atmosphere of an abandoned scenario. My suggestion is something that I have personally implemented and the result was incredible: being able to use the rusty textures of the wrecked vehicles (both in chassis and parts) in some of the functional vehicles in DayZ adding a massive ambience without the need of any new content. These rusty - but functional - vehicles, would camouflage much more with the world providing an incredible atmosphere. It is something anyone can do right now in their server, but it would be great to have it on vanilla-public servers as default. 4) Allow to see (not to interact) the inventory of a surrender survivor I have already mentioned this suggestion in my previous post and I think it is very important to bring in it back to the table. If you want to check someone inventory to identify a possible threat, you are forced to either tie them up or ask them to drop everything to the ground. In both cases, the interactions usually end pretty bad because there is no reasonable middle ground between the willingness to interact of both. In order to deepen interactions and increase the chances of encounters that do not result in a mere KOS (which is part of the game and should always be present), it would be good to allow inspecting the surrender survivor inventory when he performs the raised hands animation. This could be limited to 3 basic conditions: 1) Having your hands up 2) Crouched raised hands position - instead of the standing one 3) It should be limited to see, not interact, the hostage inventory. There are lots of servers that had already implemented this system through mods and it works really great. It would be a shame not to have it in vanilla. 5) Make the tents placement less restrictive in relation to irregular surfaces It is perfectly understandable why tents must necessarily be placed around flat and clear areas to avoid any clipping issues or exploits like blocking entrances and things like that. But the current tent positioning - even in clear and semi-flat areas - is so restrictive that it is almost impossible to place them in most of the terrains if they are not 99% flat. In a way, this kills its purpose of hiding tents in the forest or outside mayor cities. I think it became necessary to make the vanilla placing system for tents slightly more permissive taking into account that, in case of any unwanted clipping or exploit that prevent other players for looting the tent, we can destroy them and access their content anyway. There are some mods that already allow a more flexible positioning without braking the laws of physics and I’m aware (and glad) that with 1.15 we will be able to disable the clipping restriction. But a middle ground between extremely restrictive / full clipping allowed would be greatly appreciated in the vanilla experience. 6) Nerf / restrict the leaning (or sprint) while running / aiming A fairly simple suggestion that was somewhat corrected with a small QoL mod not too long ago: the idea is to limit the possibility of leaning (Q/E on pc) while running avoiding that unnatural movement/exploit to dodge bullets. In the current build, if you are not aiming your gun, you can spam Q/E (leaning) while running to make a strange “snake movement” and avoid bullets. Of course it still has the general stamina limitation but it’s a very common thing among players even in 100% vanilla servers. Same with the Q/E while shooting your weapon (not running). In short, the general idea is to nerf this movement with that objective, there could be multiple options: 1) Disable the possibility of using Q/E while running full sprint by forcing a speed reduction (jog) every time you lean. 2) If you are aiming your weapon (ADS or Hip fire), you shouldn’t be able to go from Q to E directly. Instead, your character should take the normal straight instance first. For example: You aim your weapon, you Hold “Q” to lean left. If you hit “E” to lean right you won´t be able to. You would need to release “Q”, go straight and then Hold “E” to lean right. 3) Reduce the speed of the Q/E movement in general. 7) Increase the speed and traction of the M3S truck within realistic ranges (Prague V3S) I think the main reasons why the M3S truck is not very popular (IMO) since its release are probably two: It only have 2 seats, when I think everyone was waiting for an +6 passenger’s cargo. That’s something that we can´t really change with a QoL suggestion. But the second reason is that it’s extremely slow, being its max speed 44-45km, pushing its engine to its limit. As a result of this, most of the times the M3S end up abandoned somewhere around the map, used as a storage method and completely vanishes for the rest of the players in a server. So my suggestion is this: since the M3S is based on the Prague V3S… why not to use the IRL max speed (Around 60km/h) without moving away from a realistic approach? This would make it slightly more functional without losing its heavy cargo truck nature. That extra 15km/h could really make a difference. 8 ) Increase the light sources glare while using NVGs NVG´s are a quite OP item and I think we all know that. In a way, it’s good to be like that since those are (or should be) one of the hardest pieces of equipment in DayZ and kind of an endgame for a lot of players in the vanilla experience. However, there is something that as an ARMA franchise fan always surprised me and I believe that at some point it would have to be part of DayZ (either officially or if possible through mods): The impact of light sources on the lens of NVGs is almost nil. You can look directly at a light source when using your NVG´s as if you were looking at the sun with the naked eye. I know it's a change that probably requires a bit more development to be just a QoL suggestion, but having it would not only be a much more realistic approach but would also imply a greater balance when facing NVG´s equipped players equipped. So the suggestion (somewhat ignorant of how it might materialize) is to aim for a greater impact of light sources on all night vision devices. 9) Add an audible indicator to the consuming pills action Pretty simple suggestion: just add an audible indicator for when you consume pills (medicines in general) so you don´t have to rely on the HUD anymore to tell if you actually took it or not. I think most of the sounds for this are already in the game files so I think it shouldn’t be something extremely hard to implement. 10) Reduce the amounts and general lifetime for human steaks, bones and fat Unlike animal meat/guts/fat, which lasts about 45 minutes on the ground as long as the animal has been skinned and quartered, human remains last 14400 seconds (4 hours). It seems to me that it is excessive and that it pollutes mostly the coastal/spawn cities during the “fresh spawn’s massacres”. I assume that the idea is to leave a record that "something happened in that place” but you can achieve the same result without the negative impact of having tons of human remains littering the map, killing the fps and server performance. Thus, the suggestion does not attempt to nullify the idea of human remains being left in place for an extended time to prove that something happened or is happening there, but to adjust it to more reasonable numbers. I believe that a lifetime of 5000 seconds (Around 1.3hrs) and by slightly reducing the amount of human flesh obtained by the dead players would still fulfill the function without these negative elements mentioned. 11) Add a short delay before the auto-alignment of the sight/scope when entering ADS This suggestion is a 50% aesthetic and 50% a functional modification that implies the following: currently, when we raise our weapon to enter ADS, the iron sight or reticle aligns perfectly with the center of the screen in a matter of milliseconds. This allows anyone to aim at the center of the screen before entering ADS and shoot perfectly centered without even finishing the ADS entry animation (as in CSGO). A subtle way to slightly modify this would be to set a slight delay in the automatic alignment between the weapon and its iron sight (I’m talking about less than a second) when entering ADS. In other words: when one enters ADS, the weapon and its iron sight/reticle should take 0.40 seconds to align to the center so that one cannot shoot 100% centered immediately and the first shot will be conditioned by this (and the following ones by recoil/sway of course). Thus, if the first shot does not take at least one second of aiming, it will never have the perfect accuracy it currently has. 12) Distinct (low pitch) sound for the “Screamer” infected As we know, since 1.13 we have new types of infected, each with its own particular attributes, being the “screamers” one of them. Every time they aggro a player, they attract multiple infected to the area with his shout. The main issue I always have with these infected is that, even when they are visually identifiable because they are dressed as generals, the most important characteristic of these (their scream) goes a bit unnoticed since it is exactly the same as the rest of the infected. I think it would be ideal, simple and it would add a lot more to the experience to add (or modify the existing ones) a much deeper (lower pitch) tone to their scream so that, even without having seen it, we can tell that “a screamer has screamed” and that you are probably in big troubles. 13) Allow to cut medical scrub t-shirts into rags (Consistency with pants) It is not a very relevant suggestion but it would add to give consistency in this aspect. Simply allow that medical scrubs t-shirts can also be transformed into rags as they can currently be done with pants. I repeat, it is completely inconsequential, but it points to consistency. 14) Add dark vignette during ADS in addition to the already present blur effect Just another trivial but very immersive suggestion. The idea is to add a darker vignette around the client screen when you ADS. It provides a more realistic effect and definitely adds to the visual aspect of the game. It also serves as a way to prevent gaining clear information (even with the blur) of the surroundings when you are looking through a scope. It could also be limited to when one holds one's breath as a sort of advantage/disadvantage between the slight zoom obtained and the tunnel vision effect. 15) Add a sound effect when zeroing your weapon to prevent the need of any HUD element With 1.15 experimental update, we are now able to tell in which fire mode our weapon is set without the need of any HUD element and just by hearing the particular sound of each fire mode. This was something that lots of people (including me) have been asking for and we are grateful that it has been incorporated. However, this opens the door for applying the same reasoning to other aspects of the game, such as when calibrating your weapon/optics, another thing I had suggested in the past. In few words: You always need to enable the HUD just to calibrate your weapon and know the zeroing range of your weapon (100m, 200m, etc.). This kills a big part of the immersion of playing without any HUD/Indicator. By adding a simple “click” or “progressive nut” sound effect, you can just go all the way down and then use that sound reference to identify the distance you want (Example: 2 "clicks" up, so your Winchester is now at 400m. All the way down and its back at 200m). The main idea behind this is to be able to avoid any kind of HUD element while playing DayZ. 16) Allow to repair hard surfaces containers with an epoxy putty Quick, reasonable and should be an easy to implement suggestion: allow hard surface containers to be repaired by using epoxy putty in the same way it is used to repair reinforced helmets and vests. I think this is logical, consistent and something we unfortunately cannot do today. 17) Disable the ability of burying ruined items or containers Another change that should not be very difficult to implement is to cancel the possibility of burying containers (or items in general) that are ruined. At the time, I had suggested the possibility of adding an attrition damage every time we bury and dig up an item (to reduce a little the imbalance offered by this feature), a suggestion that I still support, but I think there is not too much discussion that completely ruined items should not be used as storage methods using the persistence time of underground stashes. 18) Make binocular smaller and attachable to your belt and/or backpack I will probably repeat this suggestion until the Devs get tired of me. There is currently no incentive to use binoculars over any other item that allows us to see at a distance (Scope in hand, rangefinder, scope on weapon) besides the steady pulse they offer. Its size is too big (3x3) to even carry them and you can't attach them to any slot to save that space. If you compare the IRL size of the model of binoculars those are not quite far from a 1P78-1 Kashtan scope from example and the last one takes only 2x2 in our inventory. So the suggestion is to add an attachment slot for binoculars for the belt and/or backpack so you can carry the binoculars in your waist/back and change their size from 3x3 slots to 2x2 to enhance people carry them more often. This item really adds to the game and it’s just a shame that people do not use them because of this (I really think it’s the main reason). 19) Mix the unconscious and dead animation to enhance the check pulse / uncertainty meta As a consequence of the unconsciousness animation being so recognizable these days, the goal of determining whether someone is dead or not becomes rather inconsequential. While it is something that is achieved after learning the characteristics of one position (uncon) and the other (dead), most players already know by now how to use the information provided by the player’s animation. I think that being able to tweak/mix a little bit more the position of an uncon player by assigning some of the death animations (facing the sky) would give a greater difficulty and "revive" that initial uncertainty. You will then be forced to discover whether the character is alive or dead based on their pulse, breathing or sounds of pain. 20) Reduce/differentiate the lifetime of the packed tents form the unpacked ones We all know that tents have a huge persistence. Around 45 days (or 3888000 seconds) once one places them and this time gets refreshed every time we interact with them. This is great in a game that appeals to a persistence world but the thing is that packed tents somehow share this persistence time making players able to hide them (again, I’m talking about packed tents) in random places, making them unavailable to the rest of the players. Of course you can play a bit with the nominal values to compensate for this but it would be ideal to be able to differentiate the persistence between unpacked and packed tents, so the latter being much less persistent and forcing them to respawn after, for example, 8 hours of inactivity. 21) Add an audio clue for the dehydrated state (like when starving) Added in 1.14 stable, we can identify when our character has very low energy (food) by hearing the sound of his stomach crunching. This was definitely an excellent addition to the game in every way. Taking that concept, I would like to see it also applied to our character's dehydration which currently has no sound/external representation at all besides the HUD. A suggestion/alterative to this would be to randomly employ the "out of breath" sounds (same sound used when we run out of stamina after holding our breath) as an indication that our character has reached dangerous levels of dehydration. Not in a permanent way but in a repetitive way that allows us to notice that our hydration has reached dangerous levels. 22) Add the spawn of certain sawed-off weapons in the world The mechanics of sawing off weapons is great, but there is no way for players to learn about this feature in an intuitive way. By this I mean, no one is going to saw off their weapon if they don't know that this feature is even possible since not even the description of the handsaws is a good source for this information for this. There are many new players who do not even know that this mechanic exists. With the recent addition of the sawed-off LE-MAS, it would be excellent if both the sawed-off LE-MAS and the Sawed-off BK-43 (leaving outside of this list the sawed-off mosin 91/30 and the sawed-off BK-18) have a minor chance to spawn directly in the world. This would serve two purposes: 1) To give a greater variety of weapons in general 2) Introduce the knowledge that these items exist and it is possible to craft them natural way. 23) Reduce the lifetime of empty garden plots due inactivity With a similar concept of the one mentioned about human flesh and bones, garden plots are another element that unjustifiably contaminate the map. While it is true that they can be manually removed with the same tools that were created, no player will take that trouble to do it and their persistence time is too long. Of course I am referring to the garden plots per se and not to the ones with crops that already have a much more reasonable life time, avoiding permanent farms. I think a good idea would be to set them to a persistence of about 6 hours - 21600 seconds – without any kind of interaction, so that the map can be progressively cleared of them. 24) Allow the ability to craft improvised split by using Duct Tape Whether as an alternative to bandages/rags (with the same splint model) or with a new ducted model, I think it would be quite realistic and practical to be able to craft a splint by using 3 short sticks + Duct Tape at +75% of its capacity. Of course the ideal would be to have a new model for this splint and even with own characteristics (which is more efficient in maximum healing time considering that rags/blends are easier to get than Duct Tapes at +75%). But in the short term, at least having the ability to alter between rags / bandages / duct tape should be a good step forward. 25) Crafting an improvised tripod (One use only) The idea is quite simple although I understand that it may be a bit more elaborate to implement it since it will require a new model and so. The suggestion implies that by combining two short sticks with one long (unsharpened) stick, you can craft an improvised tripod to which one can then add a rope or metal wire so that it can be used in a campfire with a cooking pot. It should be a one-time use item (once set up it could not be removed) or progressively damaged so it could not overcome the benefits of the metal tripods. It would not be a bad idea either to be able to directly attach pieces of meat or long sticks with meat on their ends to be able to cook multiple foods at the same time. 26) Unconditioned action of grabbing / taking out items This is something I suggested quite some time ago and every time I play DayZ I notice that it would be extremely necessary for the smoothness of the gameplay (mainly for consoles). A little bit of context to explain this idea: not that many updates ago, the "reserved slot" system was implemented so, for example, if you have 2 long rifles on your back (right shoulder / left shoulder), and one of them is in your hands (with the reserved slot on one of your shoulders), when you try to grab another long rifle you won't be able to do it unless you manually drag it to the reserved slot. The "reserved slot" system is excellent because it avoids what happened before its implementation when players unintentionally throwing items to the ground when looting other items. However, there are some situations where we would like to avoid this “manual mechanism” and take or pull out an item imperatively, without any restriction. For this, I suggest that through a “hold key” of a few seconds, we force our character to replace or drop the item in the reserved slot or hands without the need to open our inventory. Let me show you with an example of how it would work: Example 1 (Forcing picking up items): We have an AKM in our hand and a Mosin on our right shoulder. The AKM has the reserved slot on our left shoulder. We see an M4 on the ground and want to take it fast. If you hit F, we won´t be able to grab the M4. If you open our inventory and drag the M4 to our character, we won´t be able to pick it up either. We will need: 1) Drop the AKM by holding “G”, and then hold “F” to grab the M4 into our hands or 2) Open our inventory, drag the M4 to the reserve slot for the AKM. 3) My suggestion: If we approach and hold F for 3 seconds, this weapon will directly replace the reserved slot of the AKM. Example 2 (Forcing pulling out items): We have a knife in our hand and our inventory completely full. We are bleeding and we have assigned the bandages to quick access 2. My suggestion: If we hold quick access 2 for 3 seconds, our character will force the bandages into his hands even if it means throwing our knife on the ground. 27) Allow to add full backpacks inside vehicles I understand that, in the past, there were bugs related to the possibility of putting containers inside containers, thus generating a rather dangerous "Inception" effect. But once those bugs were fixed I think it is more than reasonable to consider the possibility to store backpacks (as with any other container) with items inside vehicles. It is not only realistic but quite necessary for the gameplay in general. Clothing should be excluded from this possibility. 28) Allow players to extract (drain) gasoline from vehicles into a container One functionality that would be extremely useful and definitely possible to implement is to be able to obtain/drain gasoline through the tank of vehicles (and I am referring exclusively to functional vehicles). By simply approaching the same container with the same mechanics as in a gas pump, one could obtain gasoline from a disused vehicle to use it in another one. It would be an interesting addition to the gameplay. 29) Handcuffed players should be able to get inside vehicles for themselves It would be very convenient and useful to allow restrained players to perform certain actions for themselves that do not involve the use of their hands. A very clear example of this is when we want to make a player to enter a vehicle while their hands are tied. They simply cannot do it. However, they can get inside vehicles with a sea chest or barrel in their hands. We definitely need more consistency in that regard. The suggestion is then to allow the action of entering vehicles with hands tied, even when it means that, inside the car, the player goes with the same animation of any other player. 30) Add a sound effect from grenades seconds after they have been thrown Right now, the only reference we have that someone has thrown a grenade is the warning offered by the removal of the security pin. Nothing more. You may or may not die in complete silence due a grenade before we even hear the explosion. I think it would be amazing and quite simple to add a "plonk" or “hitting to the ground” sound effect to the grenades seconds after they have been thrown (something simple, not even a realistic reflection of impacts against the floor or walls or anything similar). This will make things much more exciting and give an auditory cue that a grenade has landed close to you, creating that panic moment. Just like with the artificial sound after you have placed a landmine. 31) HUD-free screen representation (or sound effect) for the bleeding state I know that the Devs have spoken about this in the experimental 1.15 update changelog, but it seems appropriate to mention it again. You can see this all the time in almost every DayZ stream/gameplay while playing on hardcore servers. People trying to play without the HUD but, after they got shoot/attacked, they need to open their inventory – or enabling the HUD - just to check if they are bleeding or not. This is extremely anticlimactic! I know that your screen will eventually became black and white over time and that there is a “cut sound” when you receive a wound, but it’s just impossible to hear it in the rush of a battle and for the time your screen goes black and white by multiple cuts it’s probably already too late. By adding a more representative/noticeable sound effect (like some heartbeat for example, being even realistic since your heart will beat stronger when you lose blood to compensate) or a screen effect (like a continuous red coloring on the edges of the screen or just a red “flash” when you receive the cut) you can provide with enough non-invasive information to the player to avoid having to always rely on the HUD. 32) Obtaining berries after cutting a Canina bush or Sambucus bush One of the items that has been forgotten and has almost no impact on the gameplay are the berries. Probably because of their low caloric level or because of the difficulty of finding them (and I’m pretty sure those are even disabled in 1.14). My suggestion is that one can get a % of berries by cutting the bushes proper to each of them instead of having them spawn as dynamic loot on the ground. I think it would be an excellent exception to the rule and would re-signify this natural food source. Those bushes are not really easy to find and there are not usually tons of them in the same place to be able to exploit this feature, so it would be a great reward for players who actually know this mechanic. 33) Clothing state should also impact on their max cargo capacity I know this is not a QoL suggestion because it would imply quite some development, but in any case, maybe it could serve as a think tank for Devs and modders. In a nutshell: the suggestion is that the state of the clothing / equipment, besides impacting on its thermal, permeability and durability properties, also has a direct bearing on its carrying capacity. Thus, a pristine field jacket for example, will have 42 slots of capacity, but in a worn condition that capacity will be reduced by 10%, damaged by 30%, badly damaged by 50% and so on. I think the impact of slot reduction (something very noticeable for any player) would give so much more importance to the fact of having to take care and repair your equipment. On the other side, considering that there is already a mechanic to allow the game to drop the content of things to the ground when they get destroyed, this could be also implemented along with this capacity/damage system to drop the items that were using those “damaged slots” in to the ground. Just an idea. An alternative, to make this mechanic less frustrating, would be to apply the same logic as with the ruined clothes. That is to say: if you have the item on, the things that are already in the "damaged" slot will not fall or get lost, but when you move them you can no longer place them in the same place. The same is currently true for damaged items (e.g. a backpack). You can use it until you take it off and then you can't put it on again. 34) Enable vehicles respawn time base on inactivity (or reduce its lifetime if it is actually working) I've explored quite a bit in this regard and I could not achieve a functional system where vehicles disappear after, for example, 5 days of inactivity. I think this is key to the intention that I've been arguing in several suggestions in this post: that the vehicles are part of the servers without, after a few weeks, completely disappear because they are either scrapped by the players or are abandoned and unused in some corner of the map. One establishes through the different variables that we can modify that a vehicle disappears after X amount of hours and the event is generated again and it just doesn't happen. The car remains there permanently until someone destroys it completely (which is not the case). My suggestion (and at times question) is to know if it is possible to add this mechanic (or correct it in case it is not working correctly) and set a lower lifetime to the vehicles event after someone they leave them somewhere on the map and completely independent of their condition, the presence of ruined parts or any other type of feature. Respawn based solely on inactivity. 35) Alternative despawn system for spawn cycling dead fresh spawn’s bodies Another suggestion regarding dead corpses is a bit more complex and is mainly based on the concept implemented in the "Body removal" mod by DannyDoomno1. Let me give you some context: For those who do not know it, this mod forces the despawn of dead fresh spawn’s bodies in a shorter time than vanilla (for example, 5 minutes, and you can set any time) if a player has respawned within a certain – definable – time. Then, for example, if you die in the NWAF (Dead body A), then respawn in Berezino, suicide within the first 5 minutes of that character’s life (leaving the Dead Body B) and gets a new spawn in Chernogorsk, the “Dead Body B” will disappear in a much shorter period of time (and as long as there are no players nearby to see how it disappears in their faces) than the dead body 1, that will remain for the vanilla lifetime. This avoids several things: 1) littering the map with dead fresh spawns due the spawn cycling. 2) Abusing the spawn cycling mechanic by obtaining starting fruit in an almost infinite way. I really think that a similar system could work really well in the vanilla DayZ experience. 36) Allow to manipulated attached communications devices through key binds Another suggestion that unfortunately you will see repeated ad nauseam, but I really think it is extremely necessary mention it whenever possible. Just like with the Head Torch or the NV googles, you should be able to turn it on/off radios and change their frequency when those (radios) are attached to your backpack by using a default key. Radios are one of the most interesting items in the game but its implementation conspires against the idea of enhancing their use. They need to be practical and handy. I even think Ammo (Modder, part of the DayZ Underground team) has implemented the possibility of interacting with the radio attached to your backpack/vest by moving your head down and looking at it without items in your hands. But in this case, some particular key binds for radios would be more than enough only for when they are attached to our backpack. 37) More worms (x2) if you use a Shovel or Farming Hoe The title is pretty self-explanatory: if we look for worms in the ground (for creating a bait or other use in other traps) using a shovel or a farming hoe, we should get twice as much worms as we would get from using a knife or any other smaller tool. I think this is an easy to implement idea that shouldn’t require much. 38) Hatchets and axes should allow us to get bark from trees Another quite simple suggestion to make the game more consistent is the ability of obtaining bark from trees by using a hatchet or an axe. Right now, you can chop down a tree but you can´t get bark from it, being quite frustrating when in any other IRL scenario it would be even easier to cut some back from a tree with a hatchet than with a kitchen knife. Just add the toggle option for cut tree or cut bark by clicking LMB once. 39) Communication devices should relate with the dynamic events I know there that are probably countless complexities to make this possible, that’s why it’s not really a QoL suggestion, but I think what is really important is the main concept behind it. The idea is to establish a much more direct link between communication devices and dynamic events so that it is through them that their use is enhanced. How could this be achieved? One example would be to play some kind of sound, alarm, broadcast, morse code or simple “beep” through the radio when an air strike is about to fall within a range of 5km. Another example would be to be able to track helicopters crashes signals in a range of 2km by using a field transceiver as a backpack, giving a real utility to this device. Anyway, there are dozens of ideas that I could come up with to link communication devices with dynamic events, so I repeat, what matters is the concept because I think that in this way these items will take a greater role in a natural way. 40) Stunt effect (and minimal shock damage) when throwing things to a player Originally developed by Helkhiana and mainly seen at Namalsk, anyone who has played the map probably know about the great mechanic with the snowballs over there. For those who don't know, when you throw a snowball at another player and actually hit him, he receives the impact as if it were a melee hit. I'm not sure if it takes any kind of hp damage or shock damage, but the mechanic itself is just excellent. So, the suggestion should be a little bit obvious by now: bring that feature to the vanilla experience and let players being able to throw some very particular items (like rocks or other blunt items) at other players generating a stunt effect and/or a very light shock damage. I envision the possibility of several fresh spawns throwing rocks at the same more geared player in order to knock him out. It would be something very interesting gameplay addition if you ask me. I understand that there may be some inconsistencies with the system and it may not be 100% polished, but as long as it is added as a gameplay enhancer and not a pvp tool, I doubt it demands an absolute level of accuracy. But obviously I'm not in a position to evaluate this. 41) Adding a horn to vehicles (Default H) whose use consumes battery power This is something already present in the DayZ Expansion mod (even with the animation where the player hits the horn) and that adds a lot to the game experience. Just add the possibility of honking the horn in the vehicles (Default H). To avoid spamming this feature, each time we honk the horn it should consume a % of the car battery. 42) Contaminated areas vs. Air Strikes, a more dynamic approach to toxic zones This is probably the most controversial suggestion of the post, but I would like you to at least consider it. It would be interesting (and an extremely useful addition for the gameplay) to be able to slightly differentiate the “static toxic zones” (permanent, with high tier items) from the “dynamic toxic zones” (resulting from air strikes). In what sense? Let me explain: We all know that the static toxic zones have created the goal of obtaining the complete NBC suit in order loot those high tier areas. In other words, this objective is based almost exclusively on the possibility of looting T4 gear. While interesting, this meta it is somewhat limited and runs out rather quickly since many players abuse this system by hiding an NBC suite in the vicinity of static areas in order to loot regularly. On the other hand, the dynamic toxic zones (or air strikes) 95% of the cases are reduced to the idea that one must escape from them. Thus, there are not too many gameplay opportunities after an airstrike since besides running away, because there are hardly any players running around the map with all the NBC equipment. Again, a very limited meta. My suggestion: the idea is to generate a difference between dynamic and static toxic zones, using the best of both scenarios. In the case of the dynamic toxic zones, they should only require a gas mask (with a filter of course) to avoid any kind of damage. In other words, the dynamic toxic zones should not generate cuts in our player. On the other hand, the static toxic zones, since they have (according to the lore) a permanent contamination for some reason (added to the fact that they contain high valuable loot), they do justify the need for the full NBC suit as an end goal meta. What will be the result of this? A higher incidence of dynamic toxic zones in the game where players can actually play inside them and use this amazing new feature as another pve threat (and not only be forced to run away. 43) Add an animation for when turning on/off NVG´s Currently there is no power up animation for the NVG's, head torches and universal lights in the case. There is also no transition effect for the NVGs. While this is purely aesthetic, it does have an impact on the gameplay when it comes to knowing whether we are actually trying to turn on the device or not. The suggestion in this regard would be: 1) Add a power-on sound for these devices. 2) Add an animation that involves holding the hand to the head in a sort of manual activation (to be able to see it in 1PP). 3) That when "lowering" the NVG's it takes 1 second more to turn on and first we see the lens as seen in the image above this text. 44) Add vegetation on roads I always found the roads in Chernarus to be in surprisingly good condition, a bit out of tune with the general atmosphere of the game. The same thing happened to me in Livonia where, in contrast to the houses consumed by vegetation, this pattern was not repeated on the roads. Thus, the proposal is to expand a little the margins of the roadside vegetation towards the center of the roads, thus gaining much more atmosphere and ambience with a modification that, I hope, should not be extremely complex to implement. 45) Disable the vehicle parts HUD indicator when driving a vehicle The idea is to disable the on-screen indicators of the parts of the vehicle when you are driving it (see image above). I am aware that we can perfectly well disable the HUD completely, but I think that a vast majority of players turn on the HUD when driving because they need it to have a better reference of the gears and speed, and the fact that sometimes that menu end up popping up in the center of our screen, messing up with our vision is quite unnecessary. THANKS FOR YOUR TIME AND SORRY FOR ANY GRAMMATICAL ERROR OR POOR CHOICE OF WORDS, ENGLISH IS NOT MY NATIVE LANGUAGE
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PC | US | CHERNARUS | 1pp w 3PP Driving | Warzone | Safe Haven Casino (WIPE HYPE OPENING TODAY 5PM EST)
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Started a LAN Server, Can't take off any tires on any vehicles, except spare, The hood doesn't open on the new Offroad_02, Is anyone else experiencing this?
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The community server I'm a member of on Nitrado is running very poorly. Bad desyncing, lagging when running, vehicles bouncing all over the place...and Nitrado wants more money to move on a better server to support the update. The owners of the server are getting screwed and people are leaving the community. Rough time.
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Sry Should be more specific, Spawned drivable vehicles !
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Why not ?!? At least one vehicle that works decently. Have you ever tried the others? Are you old to drive? Have you ever driven a real vehicle? Did you realize the difference between real vehicles and these crap in the game (little power, little torque, no wheel grip, absurd gear ratios, etc.) I would be curious to see a Hummer going uphill on a lawn, if it really works like reality.
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OK... so the new physics engine is in place. There are a crap ton of community servers that are possibly going to suffer worse now with this engine switch. Vehicles and security exploits have been my main problem with DayZ, and while supposedly making vehicles try to run better with an engine switch, it better not be a final step. We need some optimizations done on the server exe.
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208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!!
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Console Stable 1.18 Update 1 - Version 1.18.154955 (Released on 14.06.2022) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED Abandoned trains dynamically spawning across Chernarus and Livonia M79 grenade launcher 40mm grenade launcher ammunition Derringer pistol Sawed-off Revolver Sawed-off Blaze Craftable improvised explosive device (IED) Plastic Explosive Claymore mine Remote Detonation Unit PO-X Vial Fireworks Launcher Craftable armbands from flags Gas Canisters explode upon destruction Advanced sensitivity options for controller Game credits FIXED Doors of several structures could not be opened by force Adjusted some exploitable building collisions (https://feedback.bistudio.com/T163092 - private) When driving the Gunter and Olga without a radiator, the spark plug got ruined too early The slot for cooking equipment was displayed when the tripod was not attached Widget of dead players/animals was not displayed after leaving a vehicle (https://feedback.bistudio.com/T163934) The stamina indicator was not displayed in the inventory with disabled HUD (https://feedback.bistudio.com/T162706) When entering the pause menu after disabling the HUD, the HUD could not be re-enabled (https://feedback.bistudio.com/T163869) Fixed an exploit related to fireplaces Stones were not properly displayed when left as the last attachment of a fireplace Melee damage was dealt in the direction the camera was facing The wrong text was shown when dragging a body out of vehicles The CR-550 magazine was not properly reflecting damage states The dry fire of the CR-550 did not have sounds in prone stance The Revolver was missing its dry fire sound The land mine disappeared upon disarming Land mines ruined by shooting did not explode (https://feedback.bistudio.com/T164288) After cooking, the sound of roasting meat would persist on the equipment used Trying to ignite a wet fireplace would activate burning sounds The fireplace was missing some particles when burning It was possible to boil food in gasoline (https://feedback.bistudio.com/T146331) Transitioning between erect and prone stance while charging a throw was skipping animations in certain cases Brooms did not change their materials properly when burning It was possible to craft the improvised spear while the stick had food attached Ticking sound of the alarm clock could be desynchronized when interrupted while setting the alarm The tutorial screen was falsely showing console controls in the tab selection Inventory icon of the Long Torch was cropped Fixed several instances of headgear clipping with character heads It was easily possible to get stuck in the stairs of the castle tower Adjusted rag cover clothes to reduce clipping with other clothing items The Bizon was spawning with the 1PN51 night-vision scope (https://feedback.bistudio.com/T163972) Improved textures of the spear variants The animation of drawing a pistol from the holster would twitch unnaturally Fixed an issue that prevented military infected from spawning with EGD-5 grenades Skater infected gave a metal sound when hit against the head Bus wreck model was levitating slightly (https://feedback.bistudio.com/T161767) Stick was held badly when roasting meat over fires (https://feedback.bistudio.com/T164438) It was possible to unpin grenades silently (https://feedback.bistudio.com/T158850 - private, https://feedback.bistudio.com/T161873 - private) Items would float when taking them into hands with a wounded character Reloading while freezing could result in animations glitching Fixed some issues that would result in skipping animations Jumping with two-handed rifles could result in stretched arms Cooking slots in the oven took different amounts of time to cook (https://feedback.bistudio.com/T164090) Multiple flash-bangs in a row would eventually stop impacting the character Ownership of the Livonia DLC was not correctly reflected in the main menu Change of the control scheme was not saved after restart (https://feedback.bistudio.com/T164582) Fixed an animation glitch related to going prone Plants missed their name widget during growing stages Brooms would recover health after stopping burning (https://feedback.bistudio.com/T164097) Food lost quantity when baked with lard Food did not lose quantity when being roasted on a stick PlayStation: Sea water would disappear on low tide PlayStation: Removed falsely displayed "Choose Account" button CHANGED Increased base building resistance against explosive damage Rotten meat now gets burned when smoked It's now possible to skin dead chickens, rabbits, carps and mackerels with the screwdriver Reduced the weight of the Handheld and Field Transceivers (https://feedback.bistudio.com/T157490) Decreased the inventory size of binoculars from 3x3 to 2x2 The sharpened wooden stick can now cause bleeding on targets Halved the damage to cooking gear while cooking (https://feedback.bistudio.com/T164266) Keybinding menu now has inputs split into several categories to make it easier to navigate (PC) Adjusted positions of rifles in the shoulder slots to reduce clipping with the character Animations of character symptoms do not conflict with other animations any more Adjusted the modern compass to be more readable in sunlight Adjusted colors of all raincoat-based armbands Controller sensitivity options are now visible even when mouse and keyboard is enabled (https://feedback.bistudio.com/T164297) Renamed the "Restart" button during unconsciousness to "Respawn" SERVER Added: cfgeventgroups.xml to define groups of objects to spawn with dynamic events Added: Hundreds of static environment objects now have a config-class to be spawned by the server Added: "deloot" attribute to events.xml <child> to define the amount of wanted dynamic events loot for a child instead of the default value Added: "spawnsecondary" attribute to events.xml <child> to define if the child should be spawning the secondary infected event Added: Warning message when a definition in types.xml will be ignored Added: Additional dynamic event setup validation and warning messages Added: Dynamic events now supports spawning of "dispatch" from proto xmls Added: "dispatch" and its children "proxy" from proto xmls now have an additional attribute "dechance", a float value ranging from 0-1 to decide chance of spawning at a dynamic event Fixed: Banlist, whitelist and prioritylist were cleared when the accompanied file was failed to be opened by the game Fixed: The enableDebug window was not fully displayed in certain resolutions Fixed: Random loot spawned by dynamic events would persist after a server restart Fixed: A prevalent connection error resulting in Connecting Failed 0x00020009 (https://feedback.bistudio.com/T163151 - private) Fixed: Renamed the SharpWoodenStick to SharpLongWoodenStick in the types.xml Changed: The game now has an error message and shuts down when it cannot find the world KNOWN ISSUES 40mm impact grenades disappear after 6 seconds of air-time Console Stable 1.18 Update 2 - Version 1.18.155001 (Released on 30.06.2022) GAME FIXED It was not possible to access certain clothing containers in the vicinity A non-functional "combine" option was displayed for plastic explosives with the remote detonator Fixed a server crash related to vehicles The Derringer was missing a reload sound after only one bullet was shot The Derringer did not display ejected shells The character got stuck in walking speed after dying while in inventory It was possible to arm an empty improvised explosive using an alarm clock or kitchen timer Consuming an item assigned to a quick slot could result in the slot becoming unresponsive Raising hands with an opened map in hands could result in desynchronisation (https://feedback.bistudio.com/T165934) Widgets were still displayed after disabling the HUD via keybinding Plastic explosives were dealing inconsistent damage (this also includes additional damage rebalance to reflect this fix) An improvised explosive with one plastic explosive was doing more damage than one with two explosives attached Disarmed plastic explosives and improvised explosives could not be picked up Timers from the improvised explosive could not be disarmed Ruined landmines and bear traps were still triggered on contact Cargo of vehicles and barrels was not displayed properly (https://feedback.bistudio.com/T165739) CHANGED The M79 Launcher can no longer jam Slightly increased resistance of the base building wooden walls against explosive damage (tied to plastic explosive fix) SERVER CHANGED: Newly implemented static objects were renamed to StaticObj_* instead of Static_ (https://feedback.bistudio.com/T166003) Fixed: Chernarus contaminated areas had seasonal event usage flag applied (https://feedback.bistudio.com/T166023) ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ Console Stable 1.18 Update 3 - Version 1.18.155048 (Released on 14.07.2022) GAME FIXED Fixed two game crashes Equipping the plate carrier or smersh vests could cause inventory management issues The character was shaking while covering other players' heads with a burlap sacks or gagging them (https://feedback.bistudio.com/T159648) Fixed a game error related to inventory containers Fixed a server crash when corrupted character logs in (character is removed instead) KNOWN ISSUES The inventory of the smersh vest and attached backpack is falsely displayed as one container, but still separated
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Hello, forum. I understand there is quite the stigma against "western" items, but, I firmly believe modern euro/American vehicles have a place here. We know that DayZ is set in a time after 1999, as signs in game have proved this. Seeing as this after the fall of the Soviet Union most of us believe that Chernarus was a part of, wouldn't that mean western vehicles have been trickling in from western markets? For example, brands like Opel, Vauxhall, Ford, Chevrolet, and many others do have a place here, look at countries similar to Chernarus, such as Ukraine or Czech Republic. There are more than just Ladas and GAZ's and VAZ's and so on. Of course, it is obvious that Chernarus is a poor country. If it becomes possible to enlarge the map and add in large urban areas, These vehicles should definitely become considered. Thank you for taking the time to read this wall of text, and feel free to discuss below!