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Showing results for 'Vehicles'.
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Hardcore Survival RP/PvP server. (WaZteLand OpZ (UK))
lJamesHalel1 posted a topic in Server Advertisement
WaZteLand OpZ (UK) 1PP only 3 hours day|1.5 hour night(currently short for testing) No party chat Mouse & Keyboard: ✔️ Jeabers KillFeed: ✔️ Log Damage: ✔️ Log Placement: ✔️ Log Basebuilding: ✔️ Log Playerlist: ✔️ Night-Lighting(Makes Nights Darker): ✔️ Personal Light: ✖️ Underground Stashes: ✖️(Only track weapons stashed on a player or on the map, not in tents etc burying is set to despawn) Different Variants of Guns: ✔️ More Zombies: ✔️ More Animals: ✔️ Lowered Rate of Guns:✔️ More will be added as I go. This is intended to be a Hardcore Survival/Roleplay based server. Roleplay encouraged, PvP encouraged, Communication encouraged. The only *Safe Zone* is a Player/Groups *Main Base* but please do take the consideration whilst within Woodland as for the reasons below Base Rules: Main Base: (Has to be added to iZurvive) *Safe Zone* Every Group/Solo Player has a *Main Base* that has to be located within Woodland. The *Main Base* cannot be within 300m of any building. *Do not store any weapons within your Main Base* Forward Operating Base: (FoB) (Do not add to iZurvive) *Not a Safe Zone* All FoBs have to be inside some form of pre built Structure within a 500m Radius of any town. *This does not apply to Solo Players as your FoB can be in any pre built structure* *You can store all valuable items/weapons/vehicles/clothing within here as FoBs aren’t safe* -
I have noticed Frame drop in vehicles when around structures.. large clusters of trees. In towns is really bad and around any high amount of loot. PS4 and anywhere on either Maps
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I'm not a console guy, so I can't confirm this, but I'm hearing you have access to the mission XML files but not init.c. The mission XML files control the loot table and all the spawns of vehicles, gear, items, animals, zombies, etc.. Here's a short guide to the files: https://helpthedeadreturn.wordpress.com/2019/07/17/how-to-customize-your-dayz-sa-vanilla-server/ I'm also hearing that init.c was not included. Without that, you can't really change loadouts, spawns locations, added anything that requires code.
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B.I. OVER-COMPLICATED THE GAME. YOU ADDED WAY TOO MANY UNNECESSARY THINGS. YOU FAILED TO ALLOW PRIVATE SERVERS FOR TOO LONG, YOU KILLED THE DAYZ MOD COMMUNITY AS SOON AS STANDALONE WAS RELEASED, THIS HURT MANY MANY COMMUNITIES THAT MADE DAYZ GROW FROM NOTHING. 8 YEARS AGO WE WERE PLAYING DAYZ. (DAYZ MOD). 8 YEARS. 8 YEARS AGO WE WERE FLYING CHOPPERS, DRIVING ROUND CHERNARUS, BUILDING BASES, AND HAVING FUN WITH GROUPS OF FRIENDS, ON 80 MAN SERVERS. WE HAD CUSTOM LOADOUTS, WEAPON LISTS, VEHICLES, STRUCTURES, ETC, 8 YEARS AGO. YOU HAVE OVER-COMPLICATED THE GAME AND TURNED IT INTO SOME STUPIDLY COMPLEX SURVIVAL GAME WITH MANY FEATURES THAT ARE SIMPLY BROKEN. IT IS SUCH A SHAME, BECAUSE MY COMMUNITY AND I LOVED DAYZ, AND YOU KILLED IT. IT COULD HAVE BEEN A HOME RUN CASH-COW, BUT YOU OVER-COMPLICATED IT, INSTEAD OF JUST FIXING BUGS AND MAKING IMPROVEMENTS. SINCERELY, PANDA FOUNDER OF THE LARGEST DAYZ-MOD PRIVATE HIVE COMMUNITY IN DAYZ HISTORY forums.dayz.com/topic/98174-free-dayz-standalone-teamspeak-3718719575-zombieworldeu-sa-server-is-up/
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Hello Survivors, The new 1.07 Update brings some important fixes and exciting new elements to the game. We are adding the Repeater Carbine which uses .357 rounds, and the 12ga Rubber Slugs which can be used by any of your favorite shotguns. This new update also focus on important fixes, from small gameplay tweaks to the inventory fixes that were affecting the players experience since the release of the 1.06 Update. You will also be able to find the newly added Amusements Parks, which are scattered across Chernarus. Watch the trailer, and read the patch notes below. PATCH NOTES NOTES In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. Game Hotfix 3 (16.03.2020) GAME FIXED Fixed: A common server crash Fixed: A common game crash connected to memory Fixed: An exploit for item duplication Fixed: Certain items would be inaccessible after placing Fixed: Tents could be placed half-way in the ground Fixed: The player was able to dig worms while high above actual soil Game Hotfix 2 (03.03.2020) GAME FIXED Fixed: A common server crash Fixed: An exploit for item duplication Fixed: Exploitable collisions in civilian buildings Fixed: A client error related to the cable reel Fixed: Occupied wheel slots on vehicles would still display the "Attach" prompt Game Hotfix 1 (19.02.2020) & (20.02.2020) GAME ADDED Added: Sound for amusement park objects FIXED Fixed: A server crash caused by certain player actions (On XBOX One) Fixed: A game crash caused by inventory manipulation Fixed: A server crash related to dropping large items (reverted the physical dropping until this issue is resolved) Fixed: A case of bullets not being registered when starting to shoot while the weapon is moved Fixed: Doors in certain military barracks were disappearing Fixed: Item description of beige Working Boots Fixed: An exploit allowing to carry heavy items while running Fixed: Voice chat could be activated while in the inventory GAME ADDED Added: Repeater Carbine Added: .357 Rounds Added: 12ga Rubber Slugs Added: Amusement park locations throughout Chernarus FIXED Fixed: A client error caused by re-encountering the weapon you dropped during a previous death Fixed: The map always used to open at the top left corner (now remembers the last opened position) Fixed: Disabled "Jump out" action for back seat passengers of the ADA 4x4 Fixed: Action circle was missing while dismantling the oven Fixed: The player can no longer attach both the suppressor and compensator to the SG5-K Fixed: Issue caused by starting an action with a different item in your hands between client and server Fixed: An animation glitch related to throwing Fixed: Several types of inventory interactions related to item swapping Fixed: Water bonus from wells was added to early in the action Fixed: Infected would not cause bleeding as intended Fixed: Issues with doors in the aircraft hangar, hospital, school, harbour crane Fixed: Issues with the sounds of doors in the fire station and big ATC buildings Fixed: Issues with a ladder on the construction site Fixed: Piles of wooden planks could spawn on top of each other Fixed: The big doorway of the sawmill had bullet collision Fixed: Object placement fixes for Enoch and ChernarusPlus terrains Fixed: A yellow heat comfort was giving a penalty on health regeneration Fixed: Position of the combination lock widget, LODs and textures Fixed: The player could collide with individual ivy parts Fixed: The Denim Skirt showed the wrong colour in 1st person mode Fixed: Infected could not navigate into the large grey shed Fixed: The Construction Light behaved weirdly when thrown Fixed: It was not possible to empty liquid containers in interior spaces Fixed: Blue Athletic Sunglasses had a green texture (https://feedback.bistudio.com/T148324) Fixed: The Thermometer would always display 0 degree (https://feedback.bistudio.com/T146710) Fixed: Night vision was darkened when someone entered the players network bubble (https://feedback.bistudio.com/T147106) Fixed: Base building actions could be mixed up resulting in building the wrong part Fixed: Barrel with holes was still able to store liquids (https://feedback.bistudio.com/T148495) Fixed: Missing icon for the night vision goggles attachment slot Fixed: NVGs were not operable while holding an item in hands (https://feedback.bistudio.com/T148637) Fixed: Door of the Radio Station would spawn opened half-way Fixed: Belts with attachments could be put inside clothing items CHANGED Changed: Global lighting changes (ground-lighting addition, brightness of day and night, shadow contrast during clear weather, rain visual tweaks, darker clouds during overcast) Changed: Updated the inventory attachment icons (missing icons added, some icons tweaked and unused removed to free space for more in future) Changed: Clean-up of the car damage zones Changed: Lowered the amount of leaked coolant when the radiator is destroyed in the car Changed: The open option for the fence gate can be accessed easier Changed: Removed the collision from Barbed Wire Changed: Barbed Wire now causes bleeding sources instead of shock damage Changed: The fence and watchtower kits can be dismantled Changed: Heavy items (with collision) are dropped using physics Changed: Rework of the combination lock destruction (requires more time, but in shorter cycles) Changed: Sawing a pile of wooden planks is now a truly continuous action Tweaked: Decreased range of the night light, and changed its colour, position and brightness for better immersion Tweaked: The fence gate opens and closes slower Tweaked: Inventory view of the Assault Helmet Visor Tweaked: You receive one additional plank when cutting down a wooden log Tweaked: You receive one more wooden log when cutting down most trees Tweaked: Base building materials are now placed more clear Tweaked: Sorted the attachments icons of firearms Tweaked: The base building build action won't show up at all when it is being blocked (previously allowed to execute without result) Tweaked: Adjusted the logic behind obstacle checks when building base building parts Tweaked: The map is now full screen Tweaked: Removed the collision from tourist trail poles Tweaked: The pickaxe can build watchtowers and fences again SERVER Added: Access to the server mission files Added: Admin log parameters to selectively monitor certain player actions adminLogPlayerHitsOnly = 0; //1 - log player hits only / 0 - log all hits ( animals/infected ) adminLogPlacement = 0; //1 - log placement action ( traps, tents ) adminLogBuildActions = 0; // 1 - log base building actions ( build, dismantle, destroy ) adminLogPlayerList = 0; // 1 - log periodic player list with position every 5 minutes Added: New server config parameters to customise night lighting lightingConfig = 0; // - 0 for brighter night, 1 for darker night disablePersonalLight = 1; // - disables personal light for all clients connected to server KNOWN ISSUES Picking up an item on the upper floor of a watchtower can crash the game
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=UN= Community Server | RP Encouraged | Private Hive
=UN= Square replied to =UN= Square's topic in Server Advertisement
=UN= Hardcore Survival|Trader|Bases+|Weapons+|Vehicles+|Raid+(PC) - First Person (Hardcore) - Player Run Traders - Scheduled Raiding(17:00-23:00EST) - Weapons+ - Vehicles+ - Lock cars - Repair vehicles - Custom Bases - Altar Military Base - Bases+ - Raid Tools(raidhammer, raidsaw, decoder) - Much Tougher Bases (timedestruction mod) - Breaching Charge - Zombie Hordes (that drop loot) We have united to create a First Person server that welcomes all players and play styles. The server already has several small groups committed to supporting its efforts. If you would like to join a clan, or form your own with the end goal to join The =UN= Community, Come stop by our Discord while you play. DayZ feels like a whole new experience with the outstanding mods we run on our servers. Our server is the original home of baseraidtools, tougher bases and the raidschedule, all of which were developed as part of our server mod. We’ve customized the map with new areas including a new military base located in Altar. There’s also custom crash sites (Humvee's and a downed attack chopper) to find and loot. We’ve completely reworked the base building and raiding on our server. No longer are you able to simply walk up to a base and be in within minutes. The higher the tier level you decide to put the time into building the higher your protection from those pesky raiders will be. We also run a raid schedule so raiding is only possible during the advertised times. We’ve limited raiding to a specific set of tools, the raidsaw, the raidhammer, breaching charge and our most recent addition the decoder We have a great group of people for both social play and PvP. Very solid community with Survivalists, Heroes, Bandits, Cannibals etc. This is a mature group of gamers who enjoy tactics, positive attitudes, and all aspects of DayZ. We’ve recently added zombie hordes to our server which can be hunted and defeated in order to obtain the high tier loot the horde master was carrying. The server will host events, as well as in-game challenges that will offer scenarios for clans, groups or individuals to accomplish, such as escort missions, king-of-the-hill scenarios, hostage situations, Prison Island jailbreaks, treasure hunts (PvP style). There is something for everyone who loves DayZ. Groups wanting to make =UN= Community their home will be offered a Clan room on our Discord server. We have active admins which will allow us to have supervision present most of the day, every day! Server Info: =UN= Hardcore Survival|Trader|Bases+|Weapons+|Vehicles+|Raid+ https://dayzsalauncher.com/#/servercheck/158.69.23.104:27016 IP:158.69.23.104:2302 Discord: https://discord.gg/tAkqgZ2 -
I’ve been searching the internet but can’t find info on how many vehicles can spawn per server. Is there a limit per model, or total car value?
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The following is just a list of QoL (Quality of Life) improvements and/or small suggestions for the game that I think could provide an overall better experience for the next updates... I think that, after reading the 2020 roadmap we can tell that Dayz development it’s on a stage where there is probably not a lot of room for completely new ideas or crazy concepts (we leave that to mods), however I do think that small QoL additions and small tweaks that can be affordably implemented can still be implemented. Luckily, many of the past suggestions I made have been actually implemented in the game – of course I am not saying that it was because of my suggestion – so it is good to know that the vision is similar. That’s motivated me to create this thread. 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 50 QOL SUGGESTIONS 1) Smoke Grenades | Add a working Spoon for the 1-M8 Right now, when you take out the pin of a 1-M8 smoke grenade it starts smoking right away in your hand. Just like the rest of the grenades with a spoon (With exception of the EGD-2 that doesn´t have one), make it to start smoking only when you release the spoon - when you throw it away – and not when you are actually holding it in your hand. That’s how they actually should work IRL. 2) Adjust Zeroing Turret | Zeroing without HUD You always need to enable the HUD just to calibrate your weapon sight and know the zeroing range (100m, 200m, etc.). This kinda kills the immersion of playing the game without any HUD/Indicator. There are two alternatives to improve this: 1) By adding a simple click 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). 2) By making the HUD (or just a number shown on screen) dynamic like it used to be. When you change between distances the weapon HUD shows up (or could just be a number in the bottom left) and automatically disappear after 2 seconds. The main idea behind this is to be able to avoid any kind of HUD element while playing DayZ. 3) Blood Bags and Saline Bags | Tweaks/effects modifications over health Both items have lost a lot of interest and almost nobody uses them given their very week properties and the fact that being low blood is not really punishing for players (besides the black and white screen). We need to provide those item with a more interesting effect and I think an incidence over health regeneration is the answer. That’s why I strongly suggest to buff those two medical items by changing: A) Blood bags should regenerate 1000 blood units - over time - instead of just 500 blood units. B) Blood bags should also provide with a non-cumulative boost in the health regeneration. C) Saline Bags should provide with a blood regeneration boost up to 500 blood units (like it does right now) plus a hydration effect (at least 100ml per saline bag, similar to what a bottle water provide). 4) Raw meat and fat/lard | Immediately induce vomiting and/or no nutritional value Right now, if you have charcoal/vitamins pills, you can keep eating raw meat/fat and avoid its negative effects by taking the medication right before or even right after you consume that food. This is an easy way to survive but also an exploit for the survival experience. It creates a very exploiteable scenario and surviving skills/effort are not being rewarded at all because of this. By providing an immediately vomiting effect when eating raw meat (just like when you drink gasoline) or by reducing the nutritional value to almost cero, you can avoid this and force players to cook the meat/fat before even considering eating. 5) Tripods | Size reduction and/or carry as attachment Tripods are one of the least used items in the game and I think it’s because of their big size. It’s a shame since is one of the more basic survival elements that a player can use if they want to stay away from urban areas (where you can´t use the fireplaces inside houses) and avoid the tedious task of cooking each steak one at a time. Right now you can´t carry those in most of the backpacks and you can´t even carry them as a melee. Reducing its size to 1x7 (instead of 1x9) or allowing players to carry them as a melee and/or as a backpack attachment would definitely be a good QoL addition for the game and something that many players have been asking for a long time. 6) Handheld Transceiver (Radio) | On/off key and different voice channels Just like with the Head Torch or the NV googles, you should be able to turn on/off the radios when those are attached to your backpack by using a default key. (Suggested key for PC: Using the default “K” or splitting the “L” key to hold/tab would be a good alternative for this). 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. Weather with an on/off key or with a different voice channel (like with Local / Global / Vehicle in the past) you can somehow create a “push to talk” kid of implementation to avoid people broadcasting everything they say. 7) Binoculars | Add attachment slot for belts and backpacks Add an attachment slot for binoculars for the belt and/or backpack so you can carry the binoculars in your waist/back. It’s an extremely immersive item but it lacks practicality right now because of its large size. It would be also great to change their size from 3x3 slots to 2x2 to enhance people carry them more often. 8) Cooking with a long stick | Keep character’s position (One-click action) Turning the cooking with a long stick action "One click only" (Not holding RMB) and allowing players to keep the animation (Sitting, holding the stick in hands) while changing between steaks/meat/food it’s something that needs to be part of the game at some point. It’s frustrating (and very immersion killing) having to break the animation every time just to change the steak and then enter the sitting animation again, over and over. You should be able to keep that animation while you can still access to your inventory to change the baked meat to a new raw steak. 9) Rags | Reduce the amount obtained by cutting clothes There is an excess of rags in the game making these (and the bandages) never a concern for anyone who plays Dayz. By limiting the amount of rags that you get/craft from a piece of clothing you can provide with a new relevance to this item at the same time of justifying the search for a better kind of treatment: bandages. The differentiation in the application time was definitely a great idea, however, I still think we need to go further into this differentiation (possibly with a chance of infection between them in the future). 10) Vehicles parts | Car wrecks and proper tools to remove parts The problem I see in general is a lack of balance between finding/adding vehicle parts and removing them. Right now, none can really take advantage of other man’s work because someone would probably just drag and drop all the vehicle parts to the ground just to mess with the rest of the players in a server. It became pretty discouraging and usually very few people even bother in fixing a vehicle (Besides their performance issues of course). That’s why I think that you should be able to attach vehicle parts to vehicles without any tool, but you should definitely require the proper tool to remove (non-ruined) vehicle parts from car wrecks (coming to Chernarus according to the 2020 report) and working vehicles. By only allowing to remove non-ruined vehicle parts by using the proper tool, you can provide with some reason to exist to those items too (Tire Iron, Screwdriver…) and also make the vehicles wrecks a more relevant element for Chernarus/Livonia. It could work like this: Pliers for removing a Sparkplug, Screwdriver for Batteries, Doors, Hoods and Trunks, Tire Iron for Wheels, Wrench for the Radiator. I think we would have more “almost complete vehicles” around the map because of this. 11) Dead players | Enable to extract blood from corpses (One-time action) By allowing players to extract blood from dead bodies (One-time action per corpse), you can make this feature – blood transfusions - worth again along with re-significate the blood test kits and blood compatibility system. It should be a one-time blood extraction per body and that could also reduce/change the dead body persistence / despawn time and its condition (decompose model) after you extract blood from it (also helping cleaning up the server, performance). I really think this could enhance a lot of PVE experiences and also the survival path. 12) Shoes wear | Nerf overall wear and tear A general nerf to the shoe wear is really needed IMO. I know that there was already one since the first implementation of this new feature but it was not enough. This should not be a permanent concern for players and in certain scenarios it ends up being ridiculously negative if your shoes can get ruined just by walking for 2 hours. Reducing the overall wear and tear of all footwear (at least on high tier boots) and increasing the damage tied to fall damage would be a good way to balance out this feature a little bit more. 13) Small Stones | Train tracks spawn concept back I do not know exactly when build the small stones stopped spawning on the sides of the train tracks and began to do so on the hiking trail. People are struggling a lot to find those at start to craft a knife and survive the first stage of gameplay. I think it was much more intuitive, realistic and identifiable before. Maybe we should go back to that implementation, add/increase the spawn in the train tracks or a combination of both. 14) Combination locks | Ruined after using a Hacksaw on them The combination locks should become ruined after you break them by using a hacksaw. This is mainly to avoid that raiders can easily usurp a base by changing the code and lock the door again. The raid of a base becomes a total demotivation for the owners since the intruders have a way easy path to take all their effort away (beside the loot inside). It’s also not very realistic to be able to use the same chain when you've already cut it with a saw. 15) Wooden crates | General re-balance, crafting and destruction Wooden crates are really messing up things in-game right now. They are way too big (10x5), way easy to craft (Only 10 nails + 2 planks) and extremely persistent (45 days). People can craft 5 of them in a blink of an eye with only a nail box and hide long automatic weapons almost indefinitely, reaching their max cap and completely vanish those for the rest of the players within that servers. It’s also frequent to see raided bases with +30 wooden crates just laying around forever since you just can´t even destroy/recycle them. That’s why I suggest: A) If you don´t want to sacrifice space, just reduce one horizontal slot and add one vertical (9x6) making them not able to hold AR´s inside. B) Reduce their persistence time without interaction to avoid “dead underground/glitched bases”. C) Crafting should be harder: 10 planks + 10 nails at least. D) Allow players to destroy/dismantle the wooden crates with the same tools that you can use to destroy a wall. 16) Duct Tape | Epoxy Stick / Electronic Repair Kit / Weapon Cleaning Kit / Sharpening stone resignification Certain changes in the duct tape consumption have been implemented according to its destination. That was definitely a step in the right direction. But IMO this item it’s still overpower and unrealistic for most cases and it overlaps with other items in the game, turning them useless since duct tape is really easy to find. By removing the ability of fixing guns, vests, helmets, radios, lights and suppressors with the Duct Tape, you instantly assign a role to the epoxy stick, the electronic repair kit and the weapon cleaning kit that don't currently have. Those are “dead items” most of the times due the disproportionate and unrealistic properties of the duct tape (even after the nerf). A fundamental part of Dayz is loot diversity and that each item has its particular purpose, so IMO we need to enhance that as much as we can. 17) Blood Bags and Saline Bags | Spawn already crafted/completed Complemented to the previous suggestion on the blood bag and saline bag effects, I think it would be a good idea to add those as complete items (% chance, along with the empty bags and kits of course) around medical areas. This would also provide with a better purpose to the blood test kits since you would need to check the blood type of the blood bag that you have just found and always know your blood type. 18) Hostages | Allow players to jog while tied up The holdups were always a big part of the Dayz experience but, nowadays, they seem to be less and less frequent. Big part of that could be due the lack of “broken bones” features and non-lethal weapons/ammo. But I think there is also another reasons for that: restrained players are basically useless for themselves and their captors since they just can´t move fast enough. Because of that, you can´t take to another position and also, it’s extremely easy to break out of the ties. Allowing jogging while you are handcuffed would expand the interaction possibilities a lot in my opinion. 19) Weapons fire mod | Sound effect and/or weapon representation Same reasoning that with the zeroing suggestion, it could just be a simple “click” sound to give you the reference that you have changed the weapon fire mod. It would definitely be a great alternative if you could actually see this change reflected in the gun model (you can “inspect” your rifle by entering in the throwing stance with a SMG, a rifle or a AR) but, in the meanwhile, a simple sound effect should do the trick. Once again, the idea is to being able to play with a complete clean screen. 20) Gas Stations | Limit the amount gasoline Gasoline in the gas stations is unlimited and that can´t still be a thing if we ever think to work on some future base building improvements like an electrical defense system. Even after you destroy the gas stations you can still refill containers with gasoline. It would be amazing if this resource could take a new relevance for the game (I made a thread about it possible importance in an apocalyptic scenario in relation to base building) and by limiting its amount we could be one step closer to that and of course, removing the ability to get gasoline from ruined gas stations. 21) Blood Test Kit | Modify animation and provide with disease information We currently have a not very related animation for when you use the test kit on yourself (it’s the same as crafting a rag for example). I suggest to change that animation to the one used when you extract / apply blood/saline. It would be a great addition to provide more information after using a test kit, like certain description of blood properties that could be relatable to a disease (without being too explicit about your sickness). For example: amount of blood white/reed globules, etc. 22) Barrels, Vehicles, Wooden crates | Camo net as an attachment Hidden bases in the forest was an amazing thing back in the day. Your travels through remote locations were more enjoyable because you always knew that something could be hidden around. Now, since tents can´t be carry anymore in your back, vehicles are not really a safe option for remote locations and the general positioning system (in relation to the surface) for barrels and tents is quite restrictive, people just limit themselves to use the OP underground stashes as their main storage alternative. I’m not going to talk here about the negative effects of underground stashes for the CLE and its unbalances as a storage method, but the point here is that, by allowing players to use camo net as an attachment for barrels and vehicles - just like it happens with the tents - you can provide with a more balanced and effective method to hide stuff in remote locations or building a base round them. 23) Burying Dry bags | Make them take damage with every bury/unbury Similar reasoning than with the wooden creates, Dry bags are quite easy to find along all the coast (Docks/containers) and people use them as a big storage method as a hidden underground stash. You can prevent this by using a similar criterion than the suggested (reducing its capacity since its very unrealistic that they could hold 3 M4s inside) or by making them take some damage/worn every time you bury/unbury them. 24) Players backpacks inside vehicles | Disable them from players model There is currently an issue when multiple players get inside a vehicle: if the player in the front seat have a backpack, that clips through the back of the seat and prevents the player to enter the seat behind (The contextual menu just won´t show up because of the backpack obstruction). While the clipping issue it’s also something that need to be fixed, the bigger problem here is the impossibility of accessing the back seat. Maybe by removing the backpacks from the players just like the game does with the items in hands you can prevent both issues at the same time. 25) Surviving without a knife | Tear up action / crafted bone knife As a fresh spawn, if you couldn't find food or a knife in your first 10 minutes of gameplay you are basically dead (Even more if we are talking about a rainy cold night). No knife means that you can’t skin and quarter an animal (usually a chicken) and without canned/dry food around and no small stones in some close hiking trail (and you need to know the map for this) you just can´t overcome that scenario. I think it would be a good idea to add a “tear up” action that you could use with a chicken (or any other animal) to get the bones from them and maybe some low % of steaks. You can then use the bones to craft a fishing hook and also a bone improvised knife by combining multiple bones. This will allow a survival path alternative from the first second of gameplay. 26) Diseases Indicator | Different diseases symbols by using a Blood Test Kit We definitely need to have different icons for the multiple kind of diseases, especially for new players. This is probably something already planned to be a thing since we saw some different symbols per diseases in previous experimental builds. The global bacteria icon it’s just not intuitive enough and not very helpful for the learning curve of the game. Along with the suggestion about the blood test kits, It would be also a good idea being able to use the test kits on you not only to identify your blood type but also to assign a new symbol to properly represent the disease you have (Example: you have cholera with the global bacteria icon, after you use a blood test kit, the bacteria icon change to a more cholera representative icon). 27) Weapons proportions | Increase their horizontal slots w/ a more realistic approach It doesn't have a lot of logic that a person can carry up to three long weapons inside his backpack. That threatens the idea of an intelligent looting and, above all, it’s against the realism that the game should aspire to. Seen people with three M4s inside an Alice backpack or a AK74U or UMP inside their jacket it’s just ridiculous. I think you should modify the general proportions of weapons (or backpacks, cargos…) to adjust them with a more realistic criterion to avoid people carrying up to 7-8 weapons on them. 28) Reloading while running | Conceptual consistency This is something that IMO have no coherent reason to exist and make PVP feel extremely clunky and unresponsive. What’s the problem? You can´t chamber your gun, reload or change between mags while you are running. But if you think this due some realistic approach, then think again. You can still perform all the reloading animation while running it if you just jog or walk for a fraction of a second, hold R and then start running again. It just makes no sense at all and make the game feels completely unresponsive in this regard during combat and you would see a lot of players holding R without anything happens. Allow players to reload/chamber their weapons while they are running or at least be consistent in the decision of allowing to reload only while jogging preventing them to release Shift for 0.05 seconds, hit/hold R, and then start running again while changing mags or reloading the gun. 29) Fishing rod | As melee or backpack attachment I definitely think that the game should increase the attachable slots for the backpacks (like with the binoculars proposed before) and the fishing road should have a place there. The fishing rod is probably one of those items that you need pretty early in the game in order to survive. Allow to carry it as a melee and/or add an attachment slots for backpacks. 30) Less food, more cooking | Make the most out of canned/dry food I still believe that the food amounts in DayZ is high enough for a survival game. Scarcity and the search for food must represent a much more important objective than it currently has. New players usually struggle to survive since they can´t identify the multiple sources of food fast enough during their learning curve, but once they know the basics, food and water ceases to be a concern throughout his multiple hours of gameplay. So along with a general reduction of the food for vanilla servers, what I’m talking about in this suggestion is the ability of taking the most of the food by cooking it. We all know that we can do that with raw meat, mushrooms and fruits (By baking and boiling, increasing their nutritional values up to 50-75%) but this system could/should also be applied to canned/dry food. How? A) By cooking water bath all the canned food (Peaches, Spaghetti, Beans, Tuna, Sardines) and the rise to increase their nutritional values up to 50-75%. Full canteen with water, cans/rise inside. B) By combining powdered milk with a full water bottle/canteen. C) Jam and Cereals should be the only items that you can`t actually cook. 31) Low blood effects | Decrease body temperature (Idle) As I said in other suggestion, I think that the effects of low blood are not really punishing for players besides the black and white screen. Being low blood should represent a pause in your normal gameplay until you get the values up again. By lowering the general body temperature (with its effects) you can achieve that forcing players actually consider regaining blood again as part of a “mission” after doing anything else. 32) Survivors corpses | Flies noise reduction / disinfection While I love the re-addition of fly noise around bodies because it helps you to find dead bodies, I think is too high and even more when you have one dead body inside a building, preventing you from even communicate with other players (VOIP and third party coms). You can always skin and quarter the corpse to avoid this but the bodies sometimes became inaccessible (clipping onside a wall for example). Reducing the general flies noise would be a good QoL in my opinion. Also, using disinfectant spray on a corpse to remove the flies/noise could help a lot. 33) Weapon Collision | Weapon retraction alternative The weapon collision was implemented some builds after BETA. But using a single - and awkward - animation (Raising the weapon to the sky) has turned PVP into a very clunky experience when fighting close to obstacles or indoors and its implementation is still uncomfortable 90% of the times anyway. The idea is then to opt for a more dynamic system like many other games did with a weapon retraction concept instead of a single lock animation. My suggestion is to implement a weapon retraction for SMGs and pistols, and a mixed concept for long weapons with an initial weapon retraction in relation to the obstacle proximity and the raised weapon animation if the source of the collision is extremely close. 34) Zeroing Key binds | Separated keys for Iron sight/hip fire and Scope Since the game added the two different zeroing some builds ago - one for the Iron sight and one for the Scope - it forces you to enter the scope and aim to the void every time you want to calibrate your weapon before / during combat. Even when this could be considered as part of a realist approach, it ends up being clunky and unrealistic since you could definitely do it outside the scope by using just the turret/knob. By adding/splitting key binds (for Scope zeroing and Iron sight zeroing) you would be able to change the range individually without having to enter the scope/iron sight view every time. 35) Communication Devices | Range, Multi-frequency concept and persistence We really need a change for radio concept to make these items useful again. Having 7 different frequencies and only a 5km range turns what could be a huge element of interaction into an absolutely dead item. I have suggested quite some time ago to increase their general range, around 10km for the personal radios (I remember an EXP build though where they were worldwide and people use them a lot), and that all communication devices should be multi-frequency, with a higher "sound gain" or lower “noise” when you are on the same frequency than the broadcaster. In the case of the Field transceiver and Zenith studio, there shouldn’t be such distinction so it can be heard perfectly along all frequencies. The argument against the multiple frequency idea could be a possible "loss of privacy". But let's be honest, almost no clan/squad uses in-game communications to talk to each other, not even on RP servers. Radios have been and always will be devices for meeting strangers, not regulars. The other part of the suggestion is about persistence. Just like with the construction lights, you should be able to place and power the Field transceiver with a power generator, making them persistence and enable for longer periods of time. I imagine a natural increase of the usage of this communication items at nighttime where people return to their shelters and turn on their radios while waiting for the sunlight. 36) Apartment buildings and pharmacy | Resignification of their “loot class”. We definitely need to assign some kind of “loot category” to the apartment buildings since there is almost no loot inside those. Not even snipers (since the new dispositions of most of the cities) or base owners visit those building anymore. There is almost no loot inside what you may think were one of the most populated buildings before the “apocalypse”. Back in the days, they were the main source for civilian tents. I suggest to go back to that “loot reference” for the apartment buildings. Similar reasoning with the pharmacy (wrongly referred to as a supermarket). There is almost no loot at all inside those most of the times when they could be an amazing (and realistic) medical area reference to direct players there, just like with hospitals and clinics. 37) Item reserved slot | Darker coloration in inventory This is more and aesthetics tweak. Since 1.06 we now have reserved slots for items that we take from our inventory to our hands, leaving a “ghost icon” of that item in our inventory. But this “ghost icon” is quite unnoticeable in my opinion and could lead into some confusions. If would be good to add a darker coloration (or just turn it black and white style) to make it more prominent. 38) Player to player actions | Rewarding interaction through an action boost This is a general concept and not a particular idea. You can apply it to multiple scenarios. I think it would be excellent to be able to reward in some way when another player feeds us, gives us a medicine, heals our wounds, repairs our clothes, applies a saline, gives us a blood transfuse, etc. I'm not talking about rewarding that player in particular, but rather rewarding the action in general through a small bonus that differentiates it from when we do it to ourselves. All under the reasoning of "greater effectiveness". For example: if another player gives us a blood transfusion we should receive 700 units of blood instead of the default 500, or the action should be way faster than when self-apply. If he feeds us, that food should offer more energy than if we eat it ourselves or faster. I remember how in the past we couldn't apply a saline bag to ourselves and we depended on a stranger. That encouraged a lot of interactions that are now mostly lost. 39) Improvised backpack | Being able to break it down Pretty simple suggestion. Just be able to break down the improvised backpack obtaining the burlap sack and some sticks back. It could be done by combining the bag with a knife (losing the rope in the process). Just like the recent change added with the fence/watchtower kit. 40) VOIP | Avoid that it cuts off when open the inventory I honestly don't remember this problem in buils before 1.06, but every time you are using VOIP and you access your inventory (Tab) the VOIP cuts off. You need to enable it again and then when you close the inventory it cuts off once again. This is extremely annoying and, as I said, I don´t remember this this strange behavior in the past. I add it as a suggestion because I don't know if it's a design decision or a bug. 41) Hot items | Dissipate heat over time / restart You can currently heat a cooking pot, an earthworm, meat/steaks or anything that retains heat and use it as a permanent “improvised heat pack” to raise your body temperature and avoid the negative effects of the environment. Three hot items in your jacket and you can go out almost naked in a cold rainy night. This would not be an exploit if the temperature were to dissipate over time, but unfortunately it does not. My suggestion then is to make the temperature of the items decrease over time or, at least, to return to their initial temperature after a server restarts. 42) Power Generator and Engines | General noise reduction Vehicles and power generator noise its way to high. Almost every player turns down the effects slider while driving in order to hear their voice inside a car (Even with all the doors closed). There are even mods to automatically turn down the sound effects with a key to compensate this. Same thing with the power generator. Would be great to be able to reduce the general volume in both cases as a general tweak and/or use the motor oil as an in-game method to reduce the general noise of vehicles motors and generators, giving this item an actual purpose. 43) Lock picks and handcuffs | Make them unique/useful Lock picks and handcuffs are not getting the relevance that they should in a game that uses their features/items as the main source of stories and interactions. The fact that you can open any door/gate just by punching it several times and that it takes around 40 seconds to break free some hard metal handcuffs kind of kills their purpose and completely wastes them. We already have certain “resistance” according to the different doors but, in my opinion, metal gates shouldn’t be able to be unlocked by “brute forced” and without a lock pick. I’m talking about the factories gates or the metal gates in general. Similar reasoning with the handcuffs. You shouldn’t be able to break free from those without the key and you (or another player) could also use hacksaw, some pliers, a screwdriver or a lock pick to set you free. This will open a huge window for really cool interactions. 44) Map and notes | 3D map/notes model This is already a thing is some servers and its completely amazing. The fact that you can check a map outside the “full screen map” it’s one of the most immersive approach that can be made with them. I would love to see that in the vanilla game as well, both for the map and notes. I know that, in the case of the map, it’s a unique 3d model so it may be impossible to make with notes but maybe there is a way around. I’m not saying to replace the “full screen map”, but to provide a hit/hold option to choose between both alternatives. 45) Antibiotics, charcoal, purification tabs and vitamins | Number of pills and reduce its max quantity There is a different representation of those medical items according to their amount. You have number of pills for some of them and a slider for others. I suggest to unify this representation to number of pills. Also, having +12 pills from a single box of medication it’s just too much and prevents you from having to loot medication again for the rest of the life of your character. That’s why I strongly suggest to reduce its max quantity in general to make these items more valuable. 46) ADS transition | Make it slower and smoother The current transition from hip fire (Raised weapon) to ADS is extremely fast. You get to your sight view almost immediately. This not only makes the game feel too casual and arcade-like, but also conspires against the original idea of "warning" the other player about your future intentions through your movement (thus enhancing interaction). Right now, you can aim with your crosshair and enter ADS in less than a fraction of a second to get the kill in the middle of a conversation. This need to change. I think this movement/transition should be much slower, as many other games have applied. 47) Dead animation gesture | Faint your own dead as a gestures/signals animation Kind of a not very meaningful idea but due its feasibility I think it would be great. Just add a dead and/or unconscious animation (same animations that its already in the game) to the gestures radial menu to faint your own dead/unconsciousness and lay down in the ground. You could confuse other players, get out of a hard situation or even set traps when they try to loot you. I think this could add a lot to the gameplay and I really don´t see how its implementation could be really hard. 48) Hands up, F5 | Allow captors to access hostage inventory Another thing that I think make hold ups less frequent in Dayz (and increasing KOS at the same time) is the general behavior of the game when you have a player surrendered to you. Why is that? Mainly because: a) You can`t tie players up when they have their hands up (F5) or they are performing some animation. So you actually have to put yourself in danger (asking him to put his hands down for example) in order to secure the situation. 2) Because since nor you or him can access the hostage inventory, once again you need to ask the hostage to put down his hands in order to drop his stuff to the ground. I think it would be a good addition to allow everyone to check the players inventory when his hands are up (Default F5) and/or allow to tie players up while they are performing the F5 animation. 49) Fruits, Vegetables and Mushrooms | Expand their properties Cultivating or looking for natural food sources like mushrooms or fruits it’s definitely not rewarding enough in Dayz right now. They provide with negligible amounts of energy and the water sources are too abundant to ever feel the need to cultivate those to get the water from them. Regardless of whether all the fruits, mushrooms and vegetables seem to have the exact same nutritional values, I think a good idea - to avoid having to make a general rebalance of all the food in the game - is to provide with an extra property to that items. I think a boost in the immune system for fruits and vegetables (just like you're taking a vitamin pill) and some sort of “medicinal use” for mushrooms (as assigning a “curative property” to each species of mushrooms for each disease) could add a lot to the equation. 50) Base building Rebalance | Comprehensive list of suggestions I invite you to read the set of suggestions related to base building to balance it and make it worthwhile without distorting the vanilla concept of this feature or turn it into a “sky bases” kind of base building: https://forums.dayz.com/topic/245191-base-building-rebalance-comprehensive-list-of-s xuggestions/ * THANKS FOR YOUR TIME *
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It's gonna be hilarious and ridiculous. Server titles gon be like... 10x loot 5x the vehicles no night safe zones yada yada yada
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My gripe with helicopters is that the map is too small, with helicopters it becomes too obvious that we are essentially trapped in a little cage - there is nowhere you can't get to in a couple of minutes. I don't doubt that assembling, maintaining and defending a helicopter would be the ultimate end-game challenge for a well established group or faction. For the lone wolf nomad they are quite pointless. I prefer a situation where everyone are landlocked, it brings a level playing field, where distance is a factor and hiding small bases is possible at least in theory. With aerial vehicles we'd need mechanics to better use cammo nets. We will see how it goes, I seriously doubt that helicopters has been fully abandoned by the devs, but giving stability and more or less all other features priority definitely makes sense. In the meantime we'll see what the Expansion crew can achieve. For vehicles, I am much more eager to see bikes/motorbikes as well as the V3S truck make it into the game. The truck was supposed to be in 1.0 - heck even the parts were spawning - but never actually made it. Since then it's been over a year and we've seen three other cars added but still no truck. Waiting for the physics to be stabilised?
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Hello Somebody would have a technique to prevent the players from passing with this glitch, the guys fall asleep fall on the floor and glitch the wall. I'm up high to prevent the car glitch, I was told to put an aunt to be safe but with this glitch I don't know what to do. Seriously, it pisses me off. this glitch destroys the whole point of making a base I can even make 300 walls it wouldn't change anything There is also a glitch that can be problematic, the guys take two doors or part of vehicles and by putting them one above the other they can reach the sky.
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My thoughts exactly. I mean, it is cool to fly a heli, but it's hardly useful. The only practical purpose in my opinion will be transporting freshies back to a NW battlefield, and other players will want to penetrate the base with a heli in it. From a perspective of a PVE survivor, aerial vehicles are a waste of resources - and these are apparently dwindling recently.
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I think helicopters are unnecessary or silly in some ways. It's not exactly practical or setting-appropriate. Seeing the "classic" DayZ Takistani Huey especially. And seeing how getting an old car to run requires several parts, multiple fluids and containers for such I don't want to think about a heli. But it was in the mod, and it was promised. And many people enjoyed flying them and the interesting situations which this lead to. Along with the other aerial vehicles: "Meet the Bumblebee. This utility airplane used mostly for crop dusting will be the first airplane introduced into the world of DayZ."
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yea so right...vehicle physics as most of things in DayZ is done server side... and servers run mostly heavily on 1 core... so in theory easy fix for almost all issues with DayZ would be improving the server and make it use more cores... And all of the content like helicopters and 2 wheeled vehicles will come this year with a mod called DayZ Expansion... remember... DayZ itself was a mod... created by modders for ArmA 2.. What Bohemia does is essentially create platforms that you use for modding and make the game almost what ever you want... so the community and Bohemia actually work together on a game to make it awesome... you can't rely on the solely on the company... nor can you rely on modders... those 2 need to work together... look for example DayZ Expansion mod... Bohemia Devs work on it too... Expansion mod had throwing Physics before the actual game got it... they just added some animations and polished it a bit and slapped it in the base game... so now that i think about it... Does this mean we will get helicopters and bikes in the base game after DayZ Expansion releases?? 😮 ( i legit just thought of that while writing this ) Woah... i just mindblew myself holy schnitzel 😮 Yo... this makes a lot of sense... since DayZ Expansion is making helicopters work same as vanilla should work... so maybe sometime this year Bohemia is gonna merge some stuff from Expansion mod into base game 😮 like they did with throwing physics introduced in 1.04 ... Expansion mod had it like maybe 4 months before that update i saw a video on youtube.. Just think about this... holy smokes i think im on to something
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Look I've got 930 something hours invested here. Not nearly as many as some of you do but.. I am let down. I am just bummed out I guess is all I can say. Half of the list of promises that were made to us were broken or pushed off like they didn't matter. Yay broken bones.. Yay more diseases. What about a bicycle or air vehicles or bows or adding back in the things that were taken out in the beginning? I know map changes and vehicles are two different departments here but we still don't have vehicles that are reliable physics wise.. I just don't get it. I guess I don't understand the logic that's in place here with adding new amusement parks that I have never seen asked for versus fixing inventory (i'm hoping this is the fix that was talked about on exp) or vehicles. Or any multitudes of hundreds of things that were asked for over these things that weren't. I am not trying to gripe and complain here or have this team feel like all hope is lost but if you would LISTEN TO YOUR LOYAL Players. Take our thoughts and requests into consideration. AND please Don't dumb this game down. This game was meant to be hard. This game is the one I played the most. The one I would go to when I've had a hard day at work. And I fell in love with it the first time I fired up the mod. Now I weigh my options and I hate that. I just want to add. I think most of us who bought the game before 1.0 bought the game based on dev blogs or updates and promises that were made about development. In a way I feel like we are all investors into this game. Maybe Im completely off base here but I feel like I was lied to just to get me and others to buy into this end all be all game of all games.
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It's unfortunate to read. And it's not what we were told. From "Status Report 6 November 2018": "Is there any team restructuring going on after the 1.0 release? Are DayZ developers going to be assigned to other teams at Bohemia?" "No, we are keeping the same resources as we had this year for the year ahead. To be precise, it's 86 people working on DayZ right now." https://forums.dayz.com/topic/240625-status-report-6-november-2018/ From "DayZ in 2020" " ... some team members moved to work fully on [Enfusion technology] last June, leaving DayZ with a much smaller development team consisting of seasoned developers across various departments. While this change has obviously affected the overall development ..." From this week's report it seems like we can expect in 2020: -return of broken bones -return of more old guns -extra wrecked vehicles on Chernarus It's not exactly inspiring stuff...
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dayz is waste of resources for BI their staff has been reduced (dont tell me 60 people cant get more than 2 guns per update in and other content) the engine switch was huge mistake they lost tons of money, time and got subpar game engine in result now im just waiting whats up with arma 4 because this pos engine cant handle 5 fucking cars how will it work with 150 vehicles on the map and ai i used to defend dayz too but once i saw .63 i knew it was gg from that moment on
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so nothing about increased crafting options? Dying, spray painting...etc? The ability to craft clothes, and makeshift items? More vehicles? Bow and arrow? Why are they reducing the dev team when this game needs so much work, and it has so much potential! Take a risk on DayZ, BI...if you invested some more in to this game you could make it really amazing, and make even more money on it.
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word by wordy the first thing that came to mind after reading the article. But after letting the article sink in for a moment, i have a points to talk about. The december article kinda raised my hope for 2020 when it said Sounded promising. But then... That is the most important thing about 2020? To mention that the support will continue... well... The PC release was a little over a year ago, followed by the final console relase in may. Given the amount of basic things that are still missing or heavily bugged, i never considered that post-release support would be stopped anyway. At least inventory, vehicles (air vehicles in particular) and basic medical systems like broken bones should be in a working condition before the development cycle ends. That's just the bare minimum this game should offer, or does anyone see this different? I was kinda looking forward to see a new roadmap or at least to read about upcoming updates. But there was almost nothing to look forward to in the whole article. The topics "Stability" and "Bug fixing" can be summed up with "we will try to fix the most obvious problems" - that was to be expected. "Gameplay improvements" can simplified to slight improvements about basebuilding, diseases, cooking and vague hints about "environment exposure". "Modding support" is actually a nice thing to hear, i got nothing to complain about this section of the article. And then finally "New content" ! *drumroll* We will get "more of the original and/or new firearms", broken bones and "new vehicle wrecks on Livonia". So when my friends ask me "whats gonna happen to DayZ in 2020?" i can tell em "They will try to fix stuff and add Livonia car wrecks to Chernarus. Basebuilding, diseases and cooking might get some love aswell". Everything else was to be expected. Fixing stuff and continuing to add stuff that was already in the game at some point (like guns and broken bones). And after writing all this, the quote i started with keeps popping up in my head again 😅
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Firstly, congrats to Adam, definitely the right man for the job, has been involved with DayZ since the OG days, I hope the pressure won't be too much! Secondly, I'm happy to at least see a plan laid out, especially with broken limbs going to make a return. However it was said that all remaining old and planned new content and features in scope of the original roadmaps were to be re-added over the next two years after the 1.0 release, with 1.0 being a push out of Early Access and the game on a more stable platform but still unfinished, then the first year (2019) was meant to be primarily stability, bug fixing and optimizations with 2020 being the feature/content heavy year. But it seems 2020 is again going to focus on stability, bug fixing and optimizations with not much news on remaining features/content. I think it would be good to know if: Are air vehicles (helicopter/plane) hopefully planned this year? Are single track vehicles such as bicycles and motorcycles hopefully planned this year? Are bows and crossbows hopefully returning this year? Non-lethal weapons? (tasers, dart gun) Environmental Exposures (Radiation)? Barricading? Infected breaking down doors? Also are there further plans along with the broken bodyparts if the health system and ballistic damages will be overhauled to be more simulated rather than "gamey" as it is currently? I want this post to sound as constructive as possible, a year of content/feature drought especially for those that were originally in the game will make it a slow year for many, annoying for some. I think being a bit more forthward about issues of feature/content delivery, even if it's not in layman's terms, would help at least reassure the community that such features/content are at the very least on the radar.
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Seems while the next coming patch addresses some inventory issues (absolutely vague as to what those are), vehicles as well as desync issues / lag, etc. are not mentioned. .....still waiting for that roadmap they promised would be out this month when they announced it last year so we can have a clue as to what exactly they will be working on. I have since let my server rental expire and stopped playing the game all together. I'll keep checking back here to see when they finally start getting their crap together and fix the game like they said they were going to focus on around the time of the PS4 release. ......before they went essentially silent. What can I say? ......I fell for the whole "turning a corner" pitch which ended up feeling more like a "bait and switch" maneuver.
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You can find them IF you can see the dirt pile. There are a ton of glitches in the game that allow you to bury stashes and you cannot see the dirt pile. It IS a contributing factor to breaking the CLE. I have buried stuff set for 5 days on my server, infact everything is set for 5 days, tents, vehicles, stashes, you can put a lock on your tent, but you better check it in 5 days or poof.
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We are a Brand new Server just opened Yesterday we have 20 slots for Active Players, you will find no cheaters on our server. All Mods we use can be Found in this collection - https://steamcommunity.com/sharedfiles/filedetails/?id=1981233367 Server Information - DayZ Server Name - Swift Assault Factions Server IP - Server Ip: 45.126.210.250 / Server Port: 2602 Server Password: 3233 Discord Link To our channel - https://discord.gg/ax4JSaJ Server Mods can be Found here as a collection Made Easy - https://steamcommunity.com/sharedfiles/filedetails/?id=1981233367 Server Rundown ★ This is a New and Fun Server, KOS is Allowed but we recommend Playing things out you never know where things will go. ★ This is a community server that is run via voting. This includes new mods, rules and general server changes. ★ Our zombies are unpredictable, And like to Horde Cluster so Be careful. ★ We have included a number of weapons, clothing, vehicles, and item mod packs ★ We have server events, such as treasure hunting, boxing, pvp battles and more ★ We allow community towns to be captured & run by groups (Except Kami) ★ Escalated RP leading to robberies, hot zones, hostage taking, torture and more ★ KAMI IS A SAFE ZONE!!! DO NOT SHOOT UNLESS SELF DEFENCE Court case will be made if rules are broken and we will vote on Ban Other Features: Active Admins in game and Discord. Screen Shot Equipment so if a glitch happens you can be refunded Equipment. Thank you for reading and hope to see you online. We are open to ideas and adding things Current Number of Mods: 10
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Amen to that. As a matter of fact, I fully understand their decision to halt communications, at least in the basic, human way, not as corporate conduct. I mean, who'd like to read all this about the project he works on? I'd definitely steer clear of this board if I was hired for DayZ. Whatever the customer relations guy earns, it's probably not enough. And I imagine most of those people are not on the team since 2013, so yelling at them 'but you promised a long time ago' is likely misdirected and pointless. I know, I was there! There was a number of such spots on railroads, which I drove on back in the day where they didn't slow you down. Another spot is somewhere close to the big castle near Bogatyrka. One of my trucks wa ssucked into and actually merged with a pile of rocks. I called such places 'a devil's vortex' (when I joined DayZ, I used to joke and pretend that all the bugs are actually anomalies like in Stalker's Zone; it eased the suffering a bit when I lost something important 'because DayZ'). So, they're still there, huh? I never knew what to make of them. OK, floating assets, that's the answer. Been wondering about the reasons for the constant issues. I try to understand the nature and scope of this project, but sometimes I look at other titles and think 'what gives'. Pity to hear about the bow being pushed to the back. Bows and tanning are still my main wishes, as for the OP. In fact, I could happily live without any aerial vehicles altogether. Thanks for the reply.
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The performance issues go beyond lag spikes in vehicles for many of us. Also, there are folks who have freezes at any speed so they have to drive below or around 20 kph everywhere they go. That used to be me too until after one of the updates and then I was able to travel faster except in towns. ....then it got a little worse but still better than my friends who gets long lags and have to maintain a low speed always. I have no idea what they changed and even was a good sport and reported it on their support site. ....but in usual BJ fashion, they don't respond to anyone there either even though they encourage people to report problems there in their rare Twitter.repsonses. To the OP... Yes, seek a refund through Sony would be my suggestion. I'm still mulling it over myself since I cancelled my server subscription and stopped playing because of the bugs / performance. It could be a great game someday but not in its current form.