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Found 41868 results

  1. LaughingJack (DayZ)

    Summary of dev Q&As from streams

    Since our beloved DevTracker can't get this one automated in (for obvious reasons), I thought I create a little topic where I collect these things for the players. Because a lot of these things, that the Devs say in the Q&A sessions, are asked over and over and over again... Also, if you haven't please read the "Confirmed upcoming features" in the announcements: http://forums.dayzgame.com/index.php?/topic/156129-confirmed-upcoming-features-for-dayz/ I'll try to update this first post every time with the newest information, but I can't promise that I'll be able to deliver all information immedeately (or even within a day ;)) And, if you don't mind, bump this thread with an answer, so it doesn't get lost :) Also, if a stream comes up, there is always the possibility that I miss it/never get to know that there was one, so please inform me (just post in this thread^^) about every stream you hear, that is not mentioned in this post. So here we go (Changed the direction: Newest entry is on top now) Roadmap of DayZ and Q&A with Dean Hall - 28.03.2014 Started with roadmap a year ago; Now when more units were sold than calculated, more things can be done and the roadmap had to be redoneFocus of DayZ: Survival & ImmersionTeamsize:BI "Riverside": 16 people in the core team + 4-30 in QA as neededQA is scaled as neededBI "Slovakia": In Bratislava, formerly "Cauldron studios", bought by BI; 25 people atm, scaling up to 40 people; dedicated to DayZspent the last month getting ready to deploy on DayZImmediate Goals More robust process for testing/delivery (to stable)Bow&Arrow / CrossbowArrow/Bolt sticks in target, can be recoveredInteresting for hunting as wellFireplacesGraphical work, emmesive textures etc.Skyrim inspiration for Bow shooting and cooking; also from Project ZomboidCan cook thingsMust be craftedCan be upgraded to ovens (bake bread)Server persistent objectNetwork optimizationsImportant: Desync/Lag fixesChange to guaranteed messaging (described below - short: Client / Server spam each other all the time to make sure that all the messages are recognised)Lowered bandwith usageLowered overhead (CPU), mainly for the serversNo spawn penalties for joining same serverWhen:best case: 2 weeksWorst case: End of AprilRespawning loot prototypeWorld divided into quadrantsQuadrant resets when it is empty for a set periode of timeIncludes resetting doors (status of door randomly set)Accelerated timeWas already in the game but accidentally removed when fighting desync/lag issuesConfigurable by server adminsUp to 64 times faster day/night cycle (can also be slowed down)Rules for hardcore tbdThrow-able items: Any day on exp nowEverything that can be held in hands can be thrownDifferent materials (wodd, metal, plastic etc.) react differently (bouncing off, rolling etc)Uses "Bullet" physics SDKCalculated on server (to stop clientside hacks, maybe performance issues)Player controlsMouse acceleration issuesArma 3 dev working with programmers to implement whole new system for player controlsDexterity (the more attached to the weapon the slower it can be turned around)FreelookPhysics based movementJumping consideredShort term (Q 2)RagdollNearly functionally completeBased on "Bullet" physics libIncludes falling charactersThe futureDragging unconscious/dead bodiesBlended body injuriesNew AI pathfinding (whole team in bratislava working on)Animals and ZombiesTechniquesVoxelization (terrain voxelized; how AI sees it)Walkable polygons (define where and where not AI can walk; helps Z attacking through walls/floors)Navigation mesh optimizationObject avoidanceFirst iteration nearly complete, maybe sometimes earlier turned on on exp. for testingHandles interiors, small objects64 bitCompiling now on 64Servers can use a lot more memoryImportant in the future for physics (including vehicles), new AI, Navigation meshes etc.Prototype animalsPrototype implementationAllows player "hunting"6 new animal types from scratchWandering the mapPersistent objectsAll objects make persistent (experimenting with that, may not come that way) not only tents & backpacksPretend that everything is persistent and saved to the DB to monitor the load + performanceMaybe most objects persistentAdvanced weather effectsSnow & fogWill not stay on the ground, but snowflakes can be seen, temperature is going downWill affect ballistics, same with windSome way to visualize how the wind is blowing without using UIWorld containers, can hold itemsHelp with performance a little bit (allow more objects in the world)RefrigeratorsOvenCupboardsMedium term (Q3)Multithread / Multicore"kind of exists in the engine a little bit"Probably a lot more focused on the server, because most calculations are done thereMore Zombies, more players, more animals...More flexibility to server providers: Scale down for small server, private hive; for large communities 100-200 players on one server also possible soAdvanced animalsHostile animals (wolves, beers)Neutral animals (rabbits, zombies)Companion animals (dogs definitive; horse on the cards but lot of work to do)New zombie behaviorMore responsiveRedeveloped "agro" systemMore benefits to stealthZ stabilized in Q2 and improved after thatCentral Loot economyControl loot numbers centrallySet for all servers per hiveControl amount of NV goggles, advanced weapons for all servers on the hiveBarricading (inspired from the dead linger)Physic based constructionMainly focused on existing buildings (barricade windows, doors)Server persistentWith new Z mechanics (Z piling up on door & bvreaking barricade)Basic vehiclesVehicles pushed to Q4 maybe beyond to make them really work and not use Arma 3 files, wouldn't allow crafting; advanced physics etc.So at first: Small vehiclesBicycle, Motorcycle, ATVPossibly small carsCustomizable/configurable like weaponsPhysics basedModding supportActually already in but turned off, because too much changes are made to the game architectureProbably tied with private hivesFull support for modsSteam workshop integrationPlayer statisticsSteam achievements already in but turned off (like: Survived for X days)Database interaction API for developers (statistics can be read out easily and shown on websites)HorticultureBerry picking already in, same will come with apple from apple-trees, Pumpkins from fields etc.Inspired by Project Zomboid: Plant plants and harvest themAlready worked on prototype, maybe releaseing protoype earlier, concerned about performanceLong term (Q4 and beyond)Advanced vehicles:Cars/trucks/Planes/Helicopters/boatsCombined with central loot economy: Not all parts on one server / not enough for 2 helicopters on hive/ steal things from existing onesUpgradable componentsSimilar approach as weapon attachmentsAdvanced animals:Horses?Animal husbandryExtended barricadingExtending barricading to full constructionAllow players to create new structuresPersistent to the serverAdvanced social mechanicsFaction identification methodse.g. make own armbands etc.Spawn tied to controlled locationsBetter UI support for tradingQ & AQ: Plans to improve nighttime (lighting, Z mechanic)A: Plans for lightning, but atm limited, bc. DirectX 9 which is tied to the simulation; plans to disconnect it and replace it with DirectX 11 if possible; Hard because DayZ has to deal with HDR when light goes sliding from midday to dusk and night, where the sun is, the moon is; torches used etc.Q: Plans to implement rivers from (?)A: What scarmed it, prototyping how to do it; not on roadmap because it's not keyfeature; if team grows maybe things will be added to the roadmap; also for low priority map features like riversQ: Food&hunger times balancing done by server admins?A: Server admins will be able to do that as well (food & hunger timer)Q: Full release ETA?A: Finish at end of the year, test it for some months, end of Q1 next yearQ: Favourite pokemon?A: PikachuQ: Did you sacrifice some part of the un in the game for realism?A: Yes, absolutely. Example: You can't move the character very well at the moment: Instead of a Counterstrike-like movement control more realism; precarious balance between how much realism before it takes away funQ: Underground areas?A: Not on the roadmap, make sure core pillars work, not written out for done in the future, because some achievable goals have to be done to a date, reaching that points is a process, so no more information on that subject at the momentQ: Barricading: How to stop people from server hopping in barricaded buildings?A: Reasons why it has pushed further; start with concept of "controlled areas" where you can't spawn in, probably barricading working before controlled areas will work (so server hopping into barricaded houses will be a problem for some time ) but at the time barricading come sin, the concept of "controlled areas" should be finishedQ: Face on the character like in arma 2?A: Immature things done be people, much more customizing, 20 new character things including beards Live stream with Brian Hicks and Lead Animator Viktor Kostik - 26.02.2014 Experimental patch: 2 handed animation overhauled: now you have to bring the weapon up (space) to swing it correctly (just like guns) - "activated"-modePerishable food: a point in discussion; food will perish later; importance of cooked/harvested(!) food later onSo harvesting will come somewhere down the road (also the hoe and hicks comment on his twitter was a good sign for that)Gamma exploit: There should be unified settings for all players; but some people have to adjust them to make it playble; it will be looked at and may be changed when game develops on lightingMouse acceleration bug: Dean commented on it, team is aware, working on itSupporting events like survivor games, not super-critical but continously talked aboutGraphic-hardware optimization: ATI/Intel/Nvidia: pushing optimization with hardware manufactorerMilitary vehicles: Not talked in detail about which vehicles will be in, first about the system and get the system workBicycles first, will also take time, chopper not a matter by nowAnimation for walking with raised weapons: Work in progress"Don't expect to see a camping tent in game anytime soon" (actual quote)Writing names on protective cases/ammo boxes: Not talked about; interesting thing; no MS paint like paintingAnimation: Bug crouched walking diagonally to the right with gun on back: clips through the head: aware, addressed later onNo ETA on respawning loot, but it is being worked on; ETA: Soon. (was asked 10 times I guess, answered 2 times ;))Animation for holding a map: worked onDucks? ("like...the bird?") MaybeShouldering 2 firearms: design decision, from animation it would be no problemSound: positional&ambient: it is actively been looked at & will be addressedNew guns/new items: Added in the game all the time during developmentWill zombies carry loot: Yes. They will carry loot, not always but there will be a chance, like in the modDuarbility of clothing/armor: More different types with different values, also against environmental effects"JESUS CHRIST, THEY ARE COMING UPSTAIRS!" (sorry had to include that...was just so horror-movie-cliche^^)Multiple profiles per cdkey: Right now not looked into it, maybe in the futureOther spraycan colours: maybe in the futureLadder glitch should maybe been already fixed in experimentalClose interaction like giving items or even advanced like double attacks would be very nice to have, but from performance/synchronization itvis too hard to make at the momentServer hopping: Ongoing issue, as game develops, it is watched how player reactWill a Char get infected if a zombie kills him: NoBut different diseases from Zombie attacks (if the character survives them) will comeDuct tape+rope to handcuff: At the moment not, but in the future maybeETA for Physics: Next experimental patch maybeDMR: Right now not, doesn't make senseFridge will not be moveable by playersAge: discussed again and again; beard+hair growth: wanted to do, but not for one specific type of character, it has to affect larger scale of characters; In the future (after core features): Yes, why notBinoculars: Finished (art&design) configuration pending, specific programmer support is waited for some itemsSteam workshop: DayZ will fully support it when it gets releasedNot understanding DMR in 50 cal: started modelwork an SVD (Dragunov?)AK: Worked on right nowAs confirmed on reddit: It is the AKMSuicide: Will come, the topic is not scrapped, has to be done correctlyWeather: bigger effects on Gameplay will be there; e.g. 1st rain->wet->cold etc.Will Zombies be a danger to freshspawns: Yes, absolutely intended: Started with the first respawning mechanism that is now on experimental, and there is a ongoing polish on Zombie systems; they will be "a real pain in the ass for freshspawns"NPCs: Not planned, the only human life are the playersPlayer spawning: keep as far as possible from high risk/high reward areasRestrict logging in in high risk areas: not plannedLimping animation: Fully intendedMigrating engines: not any time soonNo immediate intend on adding "hissing" (?)Extensive crafting is planned: recipe system, ongoing feature and developing; futureproof system, it can be built on; after core features it will comeBI intends on continue pushing updates after releaseCharacter backstories: The character should not be too far away from the player; Char is built by the player as he plays, not defined by a spreadsheet at character creationNext experimental patch: "as often as possible", focussing on feedback of the last one, iterate on bugs, getting it ready for stableStable push, next maintenance (wednesday) if no major bugs occur in experimentalSlow vault: No direct plans on removingLight machine guns: Every intend to support them at some pointsAnimation: Plans for cancelling animations (food, bandaging): Yes, will be possible to cancel is worked onSMGs are in workMid march another Q&A with hicks and possibly with a designerMap expanding: Map will not become bigger, but populated with new towns, interesting areasBase building: Rich support for some kind of...and the headset died. DayZ behind the scenes, Studio Tour - 25.02.2014 Not much to mention here, but also interesting to see it :) Poking with sticks (not sure if that will really come^^)Glance at a new gun on a developers screen DayZ Devblog 24.02.2014: As rocket twittered: "Just a quick look at some of the progress for our next patch." UPDATE after watching it myself (and checking it with iBanes List ;)) Lighting will be more important for gameplay purposes. Flashlight, headtorches, gaslamps will work now during day (HDR improvement)Physics : throwing items will be on experimental soon (atm already in but disabled)throwing items: To give a friend ammo or to attack.Physics allows ragdolls to be implemented, this will also change the weight a character actually movesItems have own materials now - that means, they will react in different ways., also in terms of penetration (and in my guess also weight?)Containers (e.g. refrigerator, filing cabinet) can be interacted with, models will be redone (opening doors etc.), more deep for loot systemBow+arrows (PVC bow+composite arrows were shown from a "very early state", so some variety may be coming here as well), arrow deflecting of the ground, sticking in zombies/players and can be recoveredAnimations smoother and more precise; Especially for one/two handed combat (but still not finished), this will also change the way items are held, and attacks are performed and also how hits are resolvedMap updates: new buildings (e.g. police stations, health center and other ones all over the map, new towns), far more to comeFixing loot spawn bug (buildings that should spawn loot but don't do)Weather & environment will be much more important and should be like an antagonist: In the first step: clothes get damp, will affect items, different clothes have different values for absorbancy valuesRain (weather) completely is synchronized for all clients on a server;Medical System: improved messaging to the player so they understand their actual condition.Hunting+Cooking: Whole new (big) team, big experience from hunting games, dedicated for hunting, making animals, behaviors of them, how hunting worksSame team will also be work on Zombie pathfinding, hit boxes and collision detection (wall glitch^^)Maximize the element of survival: Campfires to cook and keep characters warmGas canister works for cooking+pot/pan on internal (soon experimental?), campfires are worked on nowDesync: Problem is the huge amount of bandwith DayZ uses when players with lot of items are close to one anotherProgrammer speaking: non-guaranteed updates for inventory items are sent all the time from server to client, the more items on player and players around, the more messages are sent, the more desync.Some fixes are done now as far as it is possible, but in long-term (some weeks, maybe months): change to guaranteed server updates (messages are sent only once) but will also be ongoing worked onZombies and Loot respawning: Big topic at the moment (loot respawn should come soon now that Z respawn is on experimental I think...)Zombie respawn mechanics optimized, already on experimental, should be on stable in 2 weeksRespawning should work soon sensible: no respawn in front of a player or in an overtaken townPersistent objects: Backpacks, paper (I swear he said "piper" ;)) and wood (once barricading comes in)Next Steps: Once the things on this list are complete the next focus will be on low-speed vehicles like bicycles and barricading. Faster vehicles like cars would follow the slow vehicles in later updates and will have a complex part system. Items like spark plugs and car batteries will need to be located to make a car operational. Cars will also break down and need to be repaired with items like these. Live stream with Rocket (20.02.2014) - from reddit, thanks to rudette :) UPDATED after hearing it myself 2. Update: merged with iBanes list (thanks ^^) Female models now have female voice acting.Bugfix for lootspawn buildings/cars/tents is worked onRain: Damp clothes make you cold, lowers body temperature makes you use more energy, damages equipment etc.Bows are still worked on, arrows will stick where they hit and be recoverableZombie wall glitch is priority task together with performancerun up hills: should maybe be possible (actually a collision issue)flashlight performance will be increasednew gas lamp is worked onLight sources: resolving the collision/leaking issues with light sources would be incredibly difficult and largely unusable at the momenthunting, cooking, crafting before vehiclesvehicles will come afterwards, starting with bicyclesVehicles: No carbon copy of the mod - vehicles will be totally redesigned, bicycle are possible already with the code that is in the game, but other vehicles will need far more work, but will definitely in before betaWhen will barricade houses, set up camps come: short to medium term, they will be persistent server basedPrison: Work in progress, longterm thingServer Files (privat hives) : working on security/control protocolsFriend Identification System (to ID Steam Friends in-game) - not planned. Would likely be left to the modding community and only for non-hardcore serversWallhack/floorhack: known & worked onHacking is dealt with every day, continuous ban wavesNew towns and buildings - being worked on all the time (Senchi) and will be part of many major updatesBetter fps in cities: ongoing thing, working with graphic cards manufacturer, lot of work to find out where the problems areZombies getting more aggressive, higher numbers as server performance gets betterBackpacks as first persistent storage, tents laterRocket wrote yesterday (23.02) on reddit: Refrigerators and other static scenery items in game will have storage values and gear spawning in them in the future.Ragdolls are being worked on with other physics (throwing: not only weapons)Hunting, Cooking and Crafting up next for major implementation.Dead linger inspired boarding 'short to medium term'Binoculars done but not in game yet"Complicated" medic system is comingheart attacks not common (fever, then hit with blunt, electrical shock etc.)disease mechanics are already in game just not turned onMorality System: Not planned at the moment possible console versions: When the game is successfull enough, he doesn't want to affect the pc release, so after pc release maybe, doesn't affect him as a pc gamer, it would be nice but there is no timeframe on itBlood on hands after looting a dead player is being considered.Suicide: Is worked on, Pistol & rifle & knife suicide is plannedNo custom faces (scanned in, like rainbow six) due to TTP and performance hit.Axes to have spawn chance in stumps near woodpiles.3 types of animals: Predator (Wolves and Bears), Prey (Food), Companions (Dogs, horses)Dog mechanics were working ok, becoming owner of dog was not, that's why it wasn't implemented nowAmputations are tabled till performance testing can be done with ragdolls.DMR/Other weapons are implemented when they get around to them, no real road map for when certain weapons are introduced. (AK is being worked on now "quite a beautiful and brand new")self made silencer: maybe, crafting is worked on atmBeards may not get in due to being to gender specific and too much work.Indian faces being worked on.Chainsaw almost done.Stats will be available on siteDegradable items (food, medical supplies) over time, being worked on with refrigeration devicesPaint Fire-axes ("I thought they were in")Stamina to be improved (balanced?)Physics based doors, locking doors and a complete overhaul of doors in the future.Player will be able to lock doors, zombies pile into them until they breakFishing ConfirmedCannibalism: Definitely want to put it in, but need to work on the consequence system of something like this100 slot server in stable would be very interestingSlow vault"jump" will be removedAxes take damage every time you hit something with them but depending on what it takes more/less dmg (flesh, stone, other melee weapon in hands of opponent etc.)Sliding down ladders probably comingDampness from sweating seems to be implemented on experimental branch nowWeight based+volume based inventory system: Old system will be revisitedNew maps/enlarge chernarus: (no answer because he was distracted - happend more than once, just mention it once)Lootrespawning will happen soon ("has to be done first") beforethings like loot % per server population can be thought about (the mor epeople on a server, the more loot spawns)Skills: It will mainly be passively skillbased. So as you get better at repairing certain things, you will be able to repair more and more badly damaged stuff. It won't be something you'll put a skillpoint in. It will only be the more you do it, the better you get at itKids: Very complex to put in, has to be done tastefullyNudity: Talked about it, no rush to put it inEnvironment should be more effecting the player (e.g. rain, wind)Barricading/player built camps & cooking are the things Dean looks himself most forward toCampfire: Will come but is very complex for something like so specificHardcore mode should be hardcoreParticle System - will be replaced at some point in the future. Will allow for better visuals/animations.Better blood effects: Unknown, probably when the particle system is replacedMelee System - it's clunky, but it's very difficult make it really smooth. Would like to improve it, but focus is improvements to the medical systemCurrently in 3-4 week update cycles for stable branch. This should be the expected time frame for updates to Stable branch for the foreseeable futureQ& A with Hicks ( 19.02.1014) (quotes taken from reddit) ambient sounds are being worked on every building should spawn stuff there is no "right" way to play Dayz suppressors, depends on work organization about some key devs environmental effects should be done right, so patience here loot from zombies: is alreay a dev task WET, SOAKED state on experimental have no meaning yet (regarding sickness) hardcore ideas: no reticule, more damage to bullets, more damage done by zombies....many things might be happen hacking: permanent being worked on, also with battleye viewing around corners in 3rd person mode: permanent discussion topic clan/community support: private hives(shards), form community around features/feature sets physics system: almost made into exp branch, was being worked on today, for throwing items 1st person lift over walls: teams has to see if this unbalances things almost 40 people (to whatever question that was the answer. Maybe teamsize?) damage slots on containers: is not Hicks_206's department balancing: will happen all the time campfire: not in yet modding: we available (e.g. Taviana), not earlier than beta/release wish of hicks: persistent storage naturally suppressed pistol will be in game, is being worked on "suppressors will suppress soon." config needs to be done little story: throwing poop was in very very early game (because of the 3d poop model i guess) dev process: features with some content -> bug fixes -> more content per feature -> bug fixes maybe regular(weekly) streams on http://www.twitch.tv/dayz with changing team members 10/22 needs some bug fixes, almost done IEDs: some ideas are being worked on(?) lights and walls: bugs in arma engine, nights will have more lights to the player available Dean is working on vehicles, maintance might be needed dynamic events like helicopter crashes needed to be done right. It was a useful addition to the mod. Indeed added sniper cycling on mod, but there were also guys watching the crash site fishing: maybe Dean is working on it throwing knives and axes: "Would be very interesing!" new spawn points near Svetlo, Berezino, Kamyshovo - also better loot spawn near these spawn points (med kits, etc). Already on experimental. "Swords would be bitches!" Bows are still worked on steam controller: not being worked on, but close relationship with steam target style: not realistic, but authentic. good feeling of being in another world boonie hats should be in next update Senchi (map designer) has a work roadmap for a year. For locations in the north. snow: needs to be figured out the right way timeout system for login/logout is work in progress NVGs: might need spawn limitation for whole hive. No clear idea for this snap someone neck: Don't tell Dean about this. Players create better experiences than devs. Give players the right tools. Narrative elements (should) come from the players. Q&A with rocket (12.02.2014) Binoculars models is ready, but not yet configured6 Month is a very conservative estimation for vehicles, rocket expects them much soonerFacepalm gesture is coming ;)Animals/hunting will be in very soonCooking has already started workMachete killsBow & arrow models are ready, need some programmingFishing is a biteasier (dont now compared to what...)Spear is coming as wellHorses look to be very hard, but they will defently be doneSaddles with inventory spaces ==Easy"I'd love a snow area"Experimental build makes use of steam cloud (saves profile)They'd like to do a CZ550, it's on the list but it's not sure when it will be inWhen throwing (Physics) is implemented, guns and pistols will be very rare, because it will exist an option for ranged weapons beyond rifles/pistolsRocket worked on Tazers, as part of the unconscious systemThe medical system is also expanding a great deal tooThat all togetherallows them to reduce military style weapons a lotHand signals: They cannot go much beyond the current gesture system (like manually made ones). But if they run out of F-Keys, "we will simply make it you can configure the gestures however you want"Bows should work almost like they work on Skyrim, then they will look on for poisoned darts etc. which nwill be easy when the basic bow system worksMore pistols will be added (while reducing rifles) Dean loves the Brown HP, so chances are good, that it will be in gameA "Stream straight to twitch" mode will be considered but focussed will be a "cinematic mode" so that youtubers have an easier way to make contentServer based persistent containers is coming in next update and will appear on experimental any day now (Said 4 days ago)"Medical system is getting a major facelift and cooking is starting shortly"Major performance updates (which is already an experimental)
  2. Dear community! We would like to introduce to you our new DayZ-Epoch Chernarus [back to the Roots] server. But wait! Another server? Really? You are probably going to ask you this question… Yes! We are a group of experienced and passionate players, who decided to take the reins themselves. Why? Unfortunately, we had to make the experience that the community on the servers we had played on died after some time. Most of the time the admins stopped their support after a while and the server was discontinued. From time to time, admins also tended to abuse their rights, which influenced the game experience in a very bad way. By actively supporting our players and our presence on the server, we try to counteract the “death of the server”. Furthermore, we hope that our solid and fair admin support will create a pleasant game experience. In addition, we will hold regular events like death matches or “capture x”. It already took us a great deal of time and energy to get the server started. What separates our server from others? I guess it's our striving for the original DayZ experience. Back in the days when there where no One-Shot-Kill-Weapons, Tanks and everything to buy in a safe haven. There are a lot of server out there with a lot of different mod additions, but they all feel the same. We just want to make a difference raising the difficulty again and by making your loot and time worth something. We have three simple goals: Easy to learn, hard to master. New players should have a comfortable start, but the endgame must be bloody. Get the players back on the street. A big problem of the most Epoch servers are fact that 50% of the population is always behind safe walls in their base. We do everything to stop that by controlling the economy, forcing the player to search for their loot since he cant buy building supplies, food and big ass guns any more and by providing the player reasons to go out(custom events, admin events, etc). Your gear should be worth something, right? We will not throw endless gear at the player. We try to find the best balance for all traders, loottables and we do our best to avoid inflation. Configuration / Features Community page: www.bttr-dayz.de IP Adress: 146.0.32.47:2302 Best possible performance Custom AI Missions Admin events - more often and regularly, if we get a stable player base Custom loot spots and different maptweaks (high quality guaranteed) Custom loot tables to provide a balanced economy Custom areas to provide more variety and options for basebuilding players Only Bash and Klen as Safezone Stary PVP zone with better prices No medics, building supplies, food and vehicle parts in stores - Go out and do PVP Selfbloodbag 450+ Vehicles lower vehicle ammo spawnrate Only cinder/metalfloors are indestructible Codelock protection No weapons with more than 8000 damage You can remove building parts even after dying without placing a new plot pole Maintain once every 14 days. Database updates every hour - We are prepared, if shit hits the fan. Teamspeak 3 Server ts3.bttr-dayz.de Passwort: epoch Private channels: We will provide you with a password protected channel if you choose to use our Teamspeak. Public channels: You can use those channels in order to find new teammates. Special temporary offer This offer is only available until we reach a stable player base.You will receive a welcoming gift, if you sign up in our forum an post your ingame name in the correlate sub-forum. We would be very happy, if you just swing by and pay us a visit. Maybe our server is just the one you have been looking for! You can also come by every time you like and talk to us on Teamspeak! We wish you a lot of fun while surviving and thank you that you took the time to read this post.
  3. DMentMan

    Fireworks and Flare gun

    flare guns, thats the thing i was most in dayz, and vehicles, but flare guns would be SO AWESOME!
  4. captainvette2112

    What Do? "End-game"

    SA doesnt really even have a beginning game, let alone an end game. There is basically nothing in the game at the moment. No crafting, no base building, no high end loot, no vehicles, no group objectives, no player economy. End game happens the min you spawn in.
  5. TEST_SUBJECT_83

    ultra rare katana

    You would only be disappointed. Just pretend the pitch fork is a katana, because it would act and feel exactly the same. Something like a katana which would have the expectation of slicing something or cutting something off, which will never happen in DayZ will only disappoint, IMO. The melee system is so utterly horrible that there is no need to add anymore melee weapons IMO. Honestly if I could pick one thing to add or fix to dayZ it would be a better melee system. Even over adding vehicles. Im not even asking for an awesome one. Even a "bad" system would be so much better than the complete pile of horse shit that is the DayZ melee system.
  6. Server IP : 108.62.56.50:2302 Tired of servers where admins spawn in all their stuff? freshspawns start with all the necessities of life including guns? If you're looking for a server to call home with active admins that don't abuse their power, this might be the place for you! Main Feature List: Self BloodbagBuild snappingService PointsAI Missions (both DZMS and WAI)500+ vehiclesTow/LiftTrader Safezones with anti-backpack theftExtra Vehicles (Merlin, Bell, etc.) might add more based on player feedback!normal Starting Loadout (No freshspawns with guns!)Take Clothes off Bodies!Extra buildable objects via right click menus4-Hour Restarts with NotificationsServer hosted on west coast USA (Seattle)Rules: No griefingNo hacking/glitchingKeep side voice chat to a minimum please
  7. Just making a quick announcement in regard to Hastecase Gaming, we are closing our (newly opened) Epoch Chernarus server, and converting it to a brand new Epoch Panthera server! The new server will include the same scripts as our Chernarus server, such as... Self Blood Bag (6000+ Blood) Mission System (With custom Epoch AI Loadouts) Admin Missions (Convoys, KOTH, Attack/Defend, Races, Challenges, etc) Donor Packages (To help support the server and forums, completely optional) Armed AN2's (Gives AN2's M240's with 400 Rounds of ammo) Tow and Lift (W.I.P | Allows the user to tow and lift vehicles) Handcuff/Detain system (W.I.P) AntiHack (Custom) Debug Monitor (To show your stats!) Forums and Store for donation purchases! New Admins (Out with the old and in with the new!) Indestructable Bases (Cinder Block and Wood! To prevent griefers, but this does not mean that there isnt raiding!) Armoured Vehicles! (BMPs, LAVs, BTRs, hell, you name it!) [buyable and findable] Animated Heli Crashes (W.I.P) 700+ Vehicles (Armed or not) Teamspeak (200+ Slots!) Clan Bonuses (Free Private TS Channel if you meet requirements!)
  8. Publik

    Respawning Loot Prototype

    Right at 8:50, straight from Rocket's mouth. World divided into quadrantsQuad resets when empty for X timeIncludes resetting doorsDoor state randomly set on world startThat's all the info we have. What does "empty" mean? Empty of players? Empty of items? If it's players, how predictable is it? Can I cause a loot respawn on my own? If there are players spawning on the coasts, will the coasts ever restock items because of spawning players constantly resetting the timer. Are "quadrants" literally 57km^2 chunks or does he mean a quadtree? If it's a quadtree, how many steps in does it take? If it's items that cause a restock, does "empty" mean "below a certain threshold"? Do trash items count towards that number? Does this do anything to prevent server hopping? As the OP asks, what does this system attempt to fix? If a system is in early development and we know a little about it, is it better to ask these questions now or wait until the system has been completed? I'd rather ask now instead of waiting for the team finish it, only to find out that said system is exploitable and needs to be reworked. Why wouldn't it be common sense to take what a developer says literally? If Rocket says "We're adding vehicles", should I disregard the very literal statement that they're adding vehicles and instead assume that they're adding tanks and airplanes? Rocket says that under said system the world is divided into quadrants. That's 4 sections, split into NE, NW, SE, and SW squares. These quadrants reset after being "empty" for a timer. Also, doors reset. I've got questions about those very factual statements. I'm mainly arguing with Judo because I don't like him and I'm bored. He hasn't provided any other opinions other than "it's an alpha", so there's no way for me to grow anything. Also, this thread isn't about my ideas, it's about Rocket's ideas. I just brought it up as an example of an alternate method, which Rocket could use as a much more rewarding tool to help his idea grow.
  9. mgc

    Respawning Loot Prototype

    Still the question is legit and more information would be much appreciated. Server restarts are irrelevant as there will be loot respawning everywhere. They will just hop to a quadrant with loot. Granted, they may have to hop a few servers before they find one. Once vehicles are introduced, it might be more appealing to drive to the next quadrant or get the quadrant to respawn loot.
  10. Today Hastecase Gaming (HC) has launched their own DayZ Epoch Chernarus server! Our server is complete a new and improved antihack, ban system, and new active admins, as well as tons of scripts! We are a Hero/Bandit/Survivor friendly server, though we still have rules regarding base raiding and banditing in place, read the rules here : http://goo.gl/3c5Cgo . We are also looking for admins and moderators/teamspeak helpers! Apply within! Features : Self Blood Bag (6000+ Blood) Mission System (With custom Epoch AI Loadouts) Admin Missions (Convoys, KOTH, Attack/Defend, Races, Challenges, etc) Donor Packages (To help support the server and forums, completely optional) Armed AN2's (Gives AN2's M240's with 400 Rounds of ammo) Tow and Lift (W.I.P | Allows the user to tow and lift vehicles) Handcuff/Detain system (W.I.P) AntiHack (Custom) Debug Monitor (To show your stats!) Forums and Store for donation purchases! New Admins (Out with the old and in with the new!) Indestructable Bases (Cinder Block and Wood! To prevent griefers, but this does not mean that there isnt raiding!) Armoured Vehicles! (BMPs, LAVs, BTRs, hell, you name it!) [buyable and findable] Animated Heli Crashes (W.I.P) 1000+ Vehicles (Armed or not) Teamspeak (200+ Slots!) Clan Bonuses (Free Private TS Channel if you meet requirements!) Custom Locations and military bases! (W.I.P | First one will be up north!) and lastly, an entirely new, user friendly forum! IP's and such below! Cheers, LuckyMrGun We are also looking for admins and moderators/teamspeak helpers! Apply within! Teamspeak : hastecase.com DayZ Epoch : 66.55.148.60:2302 Forums @ http://hastecase.enjin.com/
  11. Judopunch

    Respawning Loot Prototype

    Most of your obvious concerns will obviously be addressed when they balance the system. You almost have a great post, but like Faux newz you try to make things seem worse than they are with comments like " It doesnt take into consideration that wrenches will be very useful for fixing vehicles and building things. You fail to make the logic jump than when loot and zombies respawn server restarts wont need to happen very often. Let alone must not have read one of the 100 threads about how the hives will have a loot economy and persistant storage and all of the discussion already avalable. Where do you even get off making a statement like that? You obviously dont know anything about what they are doing, what they are doing next, and what the end goal for the system is. Please stop posting this shit. You are stating things as if they are facts when you havent the most basic grasp of what your talking about.
  12. Pazzmon

    My story

    After hearing about this game a couple of months ago, (have no idea how I stumbled across it), I got intrigued and began watching videos of Frankie, LeftyOX and others, I found it hilarious, (Especially the capturing of a woman and luring her as bate to some bandits). After a while, I decided to buy it, knowing that I had to change my Macbook Pro and dual boot it, I managed to actually ruin my hardrive when partitioning it, however, I made so much effort to fix it, just to play DayZ, even though my Macbook Pro 13.3" has a terrible graphics card, it's definitely not making a hindrance on my excitement and joy levels while I play this game. Well, after playing it for about twenty hours.. I've spawned again many times...probably died in all the ways possible..even suicide off a factory! But, I've had this one game now, I've been alive now for about four hours, I've managed to go from Svetlojarsk... following the coast all the way down to Solnichniy, Kamyshovo, back up to Tulga, Msta, Berezino, Khelm, back to Svetlojarsk, got lost on the way to the airfield, and ended up in Olsha, which actually had some life saving loot, gained some pain killers and a can of beer which got rid of my very soon to be broken leg and mild food poisoning (who knew alcohol was good for a sore tummy!) Managed to find my way to the airfield, low behold, I managed to ransack the whole place, with my new fire axe that I found in Svetlojarsk hospital, I was so happy, my first decent weapon! In the airfield, I also found a mountain backpack, which is my first backpack as well, along with my first gun as well and also my first medical kit! I was so happy, I feel like I'm going to mount everest! However, I need one more thing...a wooden f***ing stick? Just so I can fix my extremely painful leg... Possible Bug: In brown (camo?) pants.. (six slots), you can't put any items in the first slot (not too sure on item condition though so that could effect it). Overall, I'd say this game is about as addictive as football manager for me... something that passes the time so quickly you don't realise it's taken you about half an hour to go from Svetlojarsk to Kambiwobo! Definitely can't wait for the new survival ideas to be implemented, vehicles need to stay out of this game for a while, I think something has to be done about loot, it's taking me 20 hours to find any decent sort of survival gear which is why I've lasted more than three hours for once, however, i'm not complaining too much as I've had to be more rational with anything I find and extra cautious and even more expeditious! So happy I spent the £19.99 on getting this game, despite being bare minimum of what it could be, it's an amazing start to a game, no doubt many game awards will be broken! Possibly add a few Runescape-esque sort of survival.. players able to chop down trees with axe... make fires with logs and firelighters or rags, matches and logs/twigs, being able to make food on fires with pots, and have different recipes, able to set traps up to capture animals, skin with kitchen knife or possible swiss army knife, etc and cook on the fire. The possibilities are endless, as long as they keep it realistic and logical in the way things need to be made/done/work etc then it will be amazing. :)
  13. Added Map markers for Industrial District Extra vehicles have been added to the tow list Added random Ai Patrols :)
  14. clemontine36

    Join our Server!

    Looking for a new, fair and original server? Join ours! Dayz Epoch latest version, with AI Missions, bases, roaming every on the map, definitely a challenge! Our server is JSRS Soundmod supported, everything sounds new and awesome! No plot poles, loads of vehicles, all down south and helicopters, planes, Pook gunships dotted all around the map! Epoch building snap has been added so you can build the base you deserve, with no building item limits!!! Admins are always on to help you guys out! Custom loadout, vehicles, spawns, bases and so much more for donators, Dead cheap too! Auto refuel, PVP, custom traders, custom loot and map the whole package! All this and so much more on our server! Chernarus: Server I.P: 188.165.193.15:5502 Visit our website for Panthera Server and loads of updates! http://dayzsaintsservers.webs.com/
  15. mgc

    DayZ should always be about survival...

    At some point survival turns in to organized survival, then civilization followed by wars, trade, politics and all the other good stuff a growing sandbox game needs. I want creative base building, not just barricading. I want player designed coachwork on vehicles. I want more than just hanging on by my fingernails. You don't want that in DayZ?
  16. Geckofrog7

    Kick Dead Bodies!

    Dragging bodies seems it would have more uses than one to me, but I'd like something in that area. Also, the ability to drag handcuffed guys around too, and stick them in vehicles.
  17. doctorbadsign

    What has the standalone become ?

    1. Vehicles, rare items, bases to name a few. 2. Stats, perhaps some cool appearance type things, and learned skills that develop over time
  18. IshFingers

    DayZ should always be about survival...

    My thinking on this is if there is a way to to create rustic, home-made traps etc. then sure, throw them in. Like say... An axe tripped to drop if someone was to step on a wire, or glass bottles which make loud noises if someone walks through them. Security cameras seem a step too far - how would it be powered? Connect the camera to... What, exactly? A monitor? Definitely not some sort of HUD, IMO. I can maybe see a simple, grainy image being shown on a screen in your barricade, but at the same time this camera would/should be able to be destroyed by any intruders. Vehicles should be scarce and unreliable; granted we don't know how long has passed since the infection/zombiefication outbreak (do we?) but all the bits & pieces - fuel included - have a shelf-life, which would need to be maintained etc. I find it quite funny how many cars are fully-functional and used so liberally in many post-apocalypse pieces of fiction. Though at the same time, if there is a large group of players capable of working together for prolonged periods of time to maintain an entire 'base' - and all the pieces are in the game, somewhere - then it would be a cool idea to attempt to build a productive society. Though that might be a stretch to implement, given current technology & the general gist of what's to come. Basically, I like the idea if it's conceivable in a remote area void of hi-tech know-how.
  19. Katana67

    What Do? "End-game"

    The way I see it, we're at the same (if not a little behind) state as the mod. Where we have very few consequences or alternatives to PvP. Persistent storage will be a good first step, and should bring us up to snuff to the mod in several areas. One, as we're discussing here, it should give the players some sort of goal that's not directly concerned with PvP. Now, it could be indirectly concerned, meaning one could stash PvP gear. But, it's still another step. Second, is encouraging people to disperse across the map. Right now, even if one is consciously looking for PvP, the coast is pretty much the only place to go. Couple that with threatening zombies and a balanced approach to loot, and I think there'll be much more to occupy oneself with other than mere deathmatching. Likewise, once we've got to deal with the environment more (i.e. rain, cold, etc.) there'll be more consequence to PvP. Never mind that alternative activities may be presented in the form of cooking, hunting, and foraging. In the long-term, as you both mention, things like vehicles and construction will offer players some sort of activity to accomplish other than killing folks. That and once things like persistent farms, offensive animals, and full on weather is implemented, at the very least we'll be concerned with other things. But, lest we forget, all of these actions/activities are only as distracting as they are worthwhile. I'm a little wary of cooking being a potential distraction, given that we can scarf down canned goods from any ol' supermarket. Which will be respawning once the loot system is addressed. So, I think there needs to be some tangible upsides to all of the above mechanics. In tandem with a heavy re-balancing of loot distribution.
  20. captainvette2112

    DayZ should always be about survival...

    I want base building, fortifying, crafting, vehicles, more guns and gear, some sort of player economy... all the stuff the OP apparently dosent want. Basically I want all the stuff that would actually make DayZ a functional game.... you know.... A GAME. Not the running simulator it currently is. Crazy I know.
  21. Somestupidusername

    What Do? "End-game"

    When vehicles and possibly some kind of base building mechanics are added there will be something else to do than just going down to Elektro and starting a war. Really looking forward to that.
  22. Why give up the topic is about modding i am in full support of modding ( makes sense as i am a modder) you are not, the best way to show the strength of ones arguement ( based on this being an open debate being in a open public forum) is to show the weakness of the arguement being presented by those in the negative. You failed to do this you just want to throw insults when you come up against oppersition to your opinions hey just because i think your wrong doesnt mean your wrong argue the points why is modding bad why should only some things be modded and not others. Why is not your own choice of servers not a strong enough device for you to protect what it is you want and if its not does that not mean in reality your opinion is not in the majority ?? I didnt like many of the mods of the dayz mod but many of them had great modding work put into them and as pointed out many were watered down by the fact admin could effect the game data base eg your 1000s vehicles etc shouldnt you rally against admin powers to do such things rather than stiffle creative works that may MAY grow dayz..
  23. This is the kind of content I want to see. Community submitted maps, weapons, vehicles, clothing, accessoriess and more. Gamemodes: not so much. I'm not interested in Epoch, or Overwatch where you parachute in with an mp5, find a humvee with a 50cal and go build a doomfort that other players get teleported away from if they try to walk near it.
  24. just like Origins and this mod is not my deal, if you had claims on me , that i do not want those who collect donations to use my addons - my deal is - if you use my addon for free (no donations, no donor perks, no paypal, no server pay, no other profits) you can use it, if you collect money at any form (server perks, server hosting profit, possible server profit, donations, paypal) you should share tribute , so dozens of Arma mods USE my addons, my models, my textures, reskins of my vehicles, dozens of mods, RACS, CWR2, The Netherland Army mod, Italian Army mod, German Army mod, Marsellie77 addons, Ice Breaker addons such as forces of Duala, Unsung mod about Vietnam War, some Russian army units which use my rifles, US army mod which use my weapons, Swedish army mod which has my vehicle, and dozen mods more liek Brazilian army mod, SLA mod, Nogova mod, they all do it cause they do it FOR FREE, opposite to "other mods which you are not responsible" but which are DayZversum and DayZ hosters such as companies who host different mods and want 20 dollars for start with M16, want 100 dollars from clan per month (dayz hell if i remember correctly) or dayzvalhalla which sell "virtual gold" on Ebay for which you could buy my cars, but you moan on me that i do not want dayz mods to collect money from years of my hard work for Arma community (i didn't even know about dayz when some mods were collecting money using my cars cause i was only focused on Arma military gameplay) I hope never, many moders wish DayZSA to be closed game which only BIS give DLC the thing which is now important - is WHO was getting money from GTX, was it King, was it Martin+Alex , who was this , if it was King and Martin/Alex didn't know about it than it would mean that King lied to us for year , all i know that they all are shown "online" on Gamersplatoon forum, but noone responds on skype, on TS, on mobile
  25. you are ignorant, other mods were collecting donations and NOT sharing with me and NOT asking me about permission BEFORE, other mods were not taking care about addonmakers rights, but simply they were copying addons, setting server and setting donations button, and me as author was never asked before can they collect money using my addons ! dozens of mods use my content when they do it for free, but when they want collect money it is not free use, almost every dayz server and mod was making money, unlike Arma mods who not even had donate button but Origins was ONLY mod who asked me about use before and passed me some donations and offered cooperation, makes difference ? some mods collected over 1000 dollars and NOT even asked me can they use addon to collect money on my work, you don't see difference between "sharing tribute for team member" and "collecting money on other man work without permission" ? one mod who was using my cars collected 1000 dollars (over 1000), other server hosters wanted donations perks to start with my vehicles , in military Arma mods simply HAS NO donation buttons, and they do it for free, no server perks, no donor perks, no collecting money like majority of dayz mods addons are free to use when mod is free and non-profit, hardly any dayz mod is nonprofit, look at majority of mods, they all have donation button, but addons are not their-hands made PC graphic is like music, when you play Metallica in bar and sell tickets to hear it, you pay tribute/percent to Metallica when you play for free - no problem dozens of Arma mods NEVER EVER had plans to set Paypal, opposite to dozens of Dayz Mods which didn't had SINGLE addon(model, island) made with their hands, so they were collecting money on other person work - it is called piracy when person earn money on non-his made content , thats why i didn't wanted use of my addons in mods that collect donation and servers which collect money and have donor perks people who make CWR, CSLA, RACS mods get 0 money in few years, they do it for FUN opposite to many dayz mods who first thing that do is set paypal if i was reading forums i would not be doing models , i do not read forums, especially of dayz forums, cause i am not dayz player ,
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