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The following is just a list of 34 QoL (Quality of Life) improvements or small suggestions for the next update (1.06) that I think could provide an overall better experience besides new content. These are attainable ideas and not some crazy suggestions that would imply a lot of effort to make them happen. Green = Considered THESE ARE MY 34 QOL SUGGESTIONS 1) Sound effect for the elevation adjustment Turret/Knob when zeroing you rifle The main idea to this is to avoid any kind of HUD element while sniping/aiming in the game. Currently, if you play without the HUD (hardcore – 1PP servers or just because you like it that way), you always need to enable the HUD just to zeroing your rifle. By adding a simple sound effect you can just go all the way down and then use that sound reference to identify the distance you want (E.g 2 "clicks" up, so your Winchester is now at 400m. All the way down and its back at 200m). 2) Sound effect for when changing the fire mode of your gun Same reasoning as above, it could just be a simple * tick sound *, but it would definetly be great if you could actually see this reflected in the gun model (Note: When you get in the throwing stance with a rifle in your hands, you can see the side of the gun like an "inspecting" feature) or have a proper animation for that (Like when you turn on/off your flashlight). In the meanwhile, a simple sound effect would do the trick. 3) Working Spoon for the 1-M8 Smoke Grenade Right now, when you take out the pin out of an 1-M8 smoke grenade it starts stomking right away in your hand, giving away your position. 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). 4) Wooden crates crafting, balance and destruction Wooden crates are really messing up things in-game right now. They are way too big, way too easy to craft (10 nails + 2 planks) and way to persistent (45 days). People can craft 10 of them in a blink of an eye and hide long automatic weapons almost indefinitely, killing their spawn rate for the rest of the players in that servers. Its also frequent to see raided bases with +30 wooden crates laying around forever until a server wipe since you just can´t destroy them. Improvements: 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. Reduce their persistence to 14 days without interaction. Crafting should be: 5 planks + 30 nails. And finally, allow players to destroy the wooden crates with the same tools that you can use to destroy a wall. 5) Drybags damage when bury them as a hidden stash Similar reasoning than above, Drybags are quite easy to find along all the coast (Docks/containers) and people use them as a quite big gun storage with hidden stashes. You can prevent this by using a similar criteria than above (reducing its capacity since its very unrealistic that they could hold a mosin inside) or by making them getting damage (Hitpoints) every time you bury them. It would be also proportionate reducing its persistence time (When buried) to 14 days (Underground stashes global persistence time). 6) Taking out blood from dead bodies that are not decomposed yet Why the blood transfusion features is not very popular? Because there are no situations that justify it use really. Holdups are extremely rare these days and it just don´t worth the effort taking out blood from friends, test their blood, etc. So, since blood bags are kinda of a “dead item” right now, they need a fresh idea to make that amazing feature interesting. By allowing players to extract blood from dead bodies (One-time thing), you can make this feature worth again along with re-significate the blood test kits. It should be one-time blood per body and that could also reduce the body persistence / despawn time or change to the decompose model after you extract blood from the corpose. 7) Full Blood bags and full Saline bags as spawned items in the world Most of the poelpe just won´t use or even understand the general mechanics of blood and saline when they start to play Dayz. There are not many incentives (in realtion to interactions player to player) to use them really and their healing properties are not that great either. By adding Full blood Bags as spawned items that people need to test before using will provide with more interest to this element. Same with the saline bags. It would be a great introduction for new players. I strongly suggest adding new spawn points for this in the hospitals and pharmacy (Mistakenly known as supermarket) to give those building a new relevance in-game. 8) Animal raw meat and fat/lard must immediately induce vomiting Currently, if you have charcoal with you, you can just keep eating raw meat or fat and compensate its negative effects by using the charcoal tabs right after. This is an easy way to survive (kind of an exploit) that creates a very unrealistic scenario. By providing an immediately vomiting effect when eating raw meat (just like when you drink gasoline), you can avoid this exploit and force players to cook the meat/fat before eating. 9) Barbed Wire and Fireplaces collision exploit More than a QoL addition is a very needed fix. A lots of players are using the Barbed Wire and crafted Fireplaces collision to get to very high places by placing one above the other, over and over (You only need two). You can use this to raid bases, get way up to the sky and for many other exploits. While car parts / wheels also have collision, those are harder to carry around. This is way is you really need to consider removing its collision. 10) Tripod should be able to carry as a melee weapon Tripods are one of the least used items in the game because of their big size. You can´t carry those in most of the backpacks and you can´t carry them on your back either. Reducing its size to 1x8 (instead of 1x9) or allowing players to carry them as a melee would definitely be a good QoL addition for the game and something that many players have been asking for ages. 11) Nerf the Duct Tape and make the epoxy stick and Weapon cleaning kit useful By removing the ability of fixing guns, vests, helmets and suppressors with the Duct Tape you instantly assign a role to the epoxy stick and weapon cleaning kit that don't currently have. Those are “dead items” right now because of the disproportionate and unrealistic properties of the duct tape (less size, you can still “refresh” them and are quite universal to fix everything). 12) Ability to turn the Radios (Walkie-Talkies) on/off while attached Just like with the Head Torch or the NV googles, you should be able to turn on/off the radios when they are attached to your backpack by using a default key. Suggestion PC: Using the default “K” or splitting the “L” key to hold/tab would be a good alternative for this. 13) Significantly reduce the amount of rags obtained by cutting clothes There is an excess of rags in the game making these never a concern for the player. By limiting the amount of rags that you get from a piece of clothing you could change this and re-signify the importance of this item. 14) Cooking meat with a stick should keep your character’s animation Making the action "One click only" (Not holding RMB) and allow to keep the players animation while changing between steaks, it’s something that needs to be part of the game. It’s just frustrating having to break the animation every time you need to change the steak and then do the sitting animation again. 15) Saline Bags should offer and hydration value when applied Besides the Blood regeneration boost, Saline Bags should also help with the hydration levels of your character by providing 500ml of water over time (Same properties as a water bottle). This will give a new role to this medical item and turn it into a good introduction for new players to the Dayz medical system (since looking for water sources are one of their first in-game objectives). It’s also a more realistic approach to this item. 16) Allow to Split / cancel one of the two ADS keyboard methods In PC, you can enter ADS by a) Hold RMB + Shift b) Hit RMB. Having both alternatives working at the same time end up being a clunky experience in most scenarios, even more since you can´t run with your gun raised. You would see a lot of players trying to run after the ADS and leaving / entering ADS again several times by mistake just because they hit Shift before releasing all the keys (Clunky design). Splitting / cancelling one of the two alternatives in the key binds will definitely help a lot with that. 17) Cut indicator when playing without HUD You would see this all the time. People playing on hardcore servers without any kind of HUD. After they got shoot/cut, they need to open their inventory every time to check if they are/keep bleeding or not. This is anticlimactic and unnecessary. By adding a more representative sound effect, a screen effect (like a red coloring on the edges of the screen) and/or just showing for some seconds the bleeding icon on screen when you receive a cut will give you all the information you need preventing you from opening your inventory just to check that. 18) Different diseases symbols for different diseases This is probably something that is already planned to be a thing in the future, but just in case, we definitely need to different icons for the multiple kind of diseases. The global bacteria icon it’s just not intuitive enough for new players and lead to very frustrating experiences. Figuring out whats the correct treatment should be the main goal behind it and not trying to guess what kind of disease you have since the icon is always the same. 19) Add a greater effect / benefit when applied medical items to another players Back in the days, the fact that you needed other player to give you a Saline Bag forced that interactions making the experience of the game even better. Now there are really no reasons to interact at all. I’m 100% behind the idea of self-applying medical items but it would be amazing to have some kind of reward (like +50% of its effects) if someone else apply you the medical item. E.g: blood bag provides you 500 blood units. If someone else gives you the transfusion, it would give you 750 blood units. Same with Saline and other medical items. 20) Allow players to jog when they are restrained and make handcuffs stronger The holdups were always a big part of the Dayz experience but, nowadays, seems to be less and less frequent sadly. Big part of that could be due the lack of the broken bones features and non-lethal weapons. But there is another reasons: restrained players are basically useless for themselves and their captors since they just can´t jog around to take them to another position. Allowing this would expand the interaction possibilities a lot. 21) Allow to add camo net to barrels Hidden bases in the forest were also an amazing thing back in the day. Your travels through the forest were enjoyable because you knew that something could be hidden in some tree or you could find some tents around. Now, since you can´t carry tents in your back anymore and they have a very restrictive (in relation to the surface) positioning system and barrels glitch above the tress when you try to place them close, hidden bases in the forest are just part of the past, and hidden stashes close to the big cities kinda killed that exciting part of the game. By allowing players to use camo net to hide barrels in the forest, you can compensate this and recover part of that great and old “in the woods” experience. 22) Allow players to reload (or at least chamber a bullet) while running This is something that have no real reason behind and make PVP extremely clunky and unresponsive. You can´t chamber your gun or change mags while you are running, but you can do it if you just release Shift, hit/hold R, and then start running again. It just makes no sense at all and make the game feels completely unresponsive. Allow players to reload/chamber while running or be consistent in the decision of allowing to reload only while jogging preventing them to release Shift, hit/hold R, and then start running again while changing mags or reloading the gun. The current design it’s just an inconsistent and bad system. 23) Radios and Altar Zenith should be multi-frequency instead of single-frequency Who use radios? None, not even players on RP servers. Why? Because their design goes against the idea of allowing players to find other players in-game. The idea of having +5 radio frequencies conspires against the main idea of this item (Contact randoms). Squads use third party communications so radios are mostly to find other survivors. None really need privacy over the radio. By making the radios multi-frequency (With a volume increase in the frequency you are, but allowing you to tell if someone is speaking in any of the frequencies) you can definitely provide with a new life to this item. Same with the Altar Zenith Panel, an amazing feature in the game that is almost dead since none would ever hear it. 24) Limit the amount of gasoline of the gas stations (Until server restart) Gasoline in the gas stations are limitless. Even after you destroy the gas stations you can still refill containers with gasoline. It would be amazing if this resource takes a new relevance (I made a thread about it possible importance in an apocalyptic scenario in relation to base building) and limiting its amount would be a very necessary first step. 25) Reduce motor / power generator noise/smoke by adding motor oil Vehicles and power generator noise its way to high. Almost all players just turn down the sound effects in order to hear their voice inside a car, even with all the doors closed. Same with the power generator. While I like this, it would be great to be able to reduce this noise by filling any of those with an already existent item: Motor oil. 26) Add a cutting value to the Barbed Wire and remove the shock points Paradoxically, barbed wires can get you unconscious but do not provoke you cuts (the main reason for its existence). There are many bugs related to barbed wires when players just get cut with invisible barbed wires, leading into an unconscious state that keep damaging the player and finally killing the player. Adding a cutting value to the Barbed wire instead of a shock damage its definitely a better approach. 27) More spawn points and food spawn into the Apartments buildings Title. Not even the snipers (since the new dispositions of most of the cities) or base owners with barrels visit this building anymore. There is almost no loot inside in the buildings that you may thing were one of the most populated building before the apocalypse. Food and civilian items should be abundant there and a reason to visit those buildings. 28) Alpha wolf to the wolf pack There was always the myth that, within the wolf pack there was an alpha that, if you identify and kill him, the whole pack will run away. We know that this is not a thing. Instead, all you need to do is kill 3 members of the pack to make the rest run away. It would be great to have an alpha (generally travelling behind the wolf pack IRL) that if you kill / identify him, you can survive the pack. I think the tech is already there and with a simple re-coloration it could be made quite easily. 29) Required tools while removing vehicle parts You should be able to add vehicle parts to vehicles without any tool, but you should require the proper tool to remove them. Pliers (Sparkplug), Screwdriver, (Battery, Doors, Trunk), Tire Iron (Wheels), Wrench (Radiator). The problem I see in general is a lack of balance between adding vehicle parts and removing them. Right now, none can really take advantage of other man’s work because someone would probably have disassembled it before is fully done. It’s become pretty discouraging and usually very few people even bother in fixing a vehicle. 30) Reduce the flies noise of dead bodies While I love the fly noise around bodies, when you have dead bodies around you inside a building the noise is way too high, preventing you from even communicate (VOIP) with other players. You can always skin and quarter the corpse to prevent this but since sometimes the bodies became inaccessible, reducing the general flies noise could be a good QoL addition. 31) Add the Survivor GameZ infected animations to the base game I truly think that one of the main reasons the Infecteds in Dayz are not really frightening is due the fact that they all move the same and have the same complexity. Even when you have a horde behind you the fact that they all have the exact same size, movement speed and animations turn a horde into something more predictable, ergo, less scary. We all saw the animations of the infected in Survivor GameZ. While I don´t know the extent of that animations, it would be great if you guy could port some of them to the base game. 32) Handcuffs resistance increase Another thing is the handcuffs time to break out. I would love to make them almost indestructible (You would need the keys, pliers or a crowbar to brake them), but in the meantime, they should require double time than now to get free. 33) Infected agro proirizing moving/live targets over unconscious players Because of this, the game basically prevents you from enjoying / survive to the unconsciousness state and enjoy the subsequent recovery/stealth to escape situation by sealing your death if you went unconscious from an infected. I know the infected damage/shock was reduce in the last build, but again, infecteds should always priorize alive targets over unconcious players. 34) Precise positioning and persistence for the Field Transceiver Just like power generators, the Field Transceivers should have more than a 6 hours’ persistence when one uses precise positioning. This way, factions could have one in their bases. It would also be amazing if you could power them with an external source like a generator (And of course if they broadcast through every frequency at the same time). * THANKS FOR YOUR TIME *
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Vehicles should recharge their battery when the engine is turned on and running. That's all.
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BetterDeadThanZed I guess at this current time thats what I have to do. Maybe when dayz expansion get released it will bring better hope. They got custom vehicles, custom basebuilding, even AI coming. They might have something or at least a good starting point. I might even just start a post in the Suggestions. It might not even get notice but its worth a try. how hard can it be to make a mod DB folder and files and a string code to call from it.
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This is always been an issue. I have gone thru the reporting system for this game, but it remains unaddressed. The Olga in particular is buggy during server reset. If parked on uneven ground (for example, you couldn’t place a medium tent in that spot), there is a good chance the vehicle move, flip, or despawn. Essentially the game looks for the nearest location the car can sit. If there is no nearby location, within parameters, the vehicle will despawn. I assume the Olga is most likely to have issues, because it has a larger footprint. In light of not receiving any assignment to my report. What I now do is park on a fully paved road, for roaming. At my camp/base, I always use a tent to scout even terrain to park vehicles on. Hope this helps you. Again, it’s been reported, but not addressed.
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Things that we’ve been doing to mitigate despawning: Don’t park vehicle inside buildings or garages for now, cars seem to subtly shift overtime with server resets causing cars to flip on sides or upside down then become ruined and despawn If an accident occurs, remove anything damaged at all, if the part is not pristine throw it away; this includes doors, hoods, etc... we’ve noticed worn, damaged and badly damaged parts are treated as if ruined and will despawn anything attached to them, such as being stored in a tent Distance vehicles migrate after server restarts is greatly associated with vehicle’s foundation ie how many wheels are attached Avoid driving as server restarts I Don’t know if this actually helps or not, but i’ve been putting my car in neutral when I park it now Park in wide open spaces, so in the event of vehicle migration from server reset, it has less chance of hitting an obstruction causing vehicle to spin on its side or upside down Don’t stow ANY Badly Damaged items in trunk, I had first car despawn on me in weeks from storing a badly damaged Butt-Pack in trunk 🤦♂️ @ImpulZ please makes devs aware of these issues... sick of loosing tons of gear and dozens of cars that took days to build.
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There so many new and good mods coming out every day. The trouble is, some mods require type.xml or event.xml script to be added. Like vehicles, clothes, food, ect. Then when Dayz devs puts out an update it sends these .xml files back to default. Then I was thinking what if we had a custom type.xml and a type.xml file (same with the event too), where we can put the mod script into and have the game call from both files. example: All the mod's type.xml scripts will go into "custom type.xml" The dayz update new data will stay in the "type.xml" So we can continue to get all the new update items and it wont effect the mods that we have on our server, and vice versa. This would be a win win for the Devs and the modding community. I was thinking of just adding custom type.xml call script, but cant find where the type.xml call script is located at in the pbo files. "Any Ideas" on how to go about doing this will be very helpful and appreciated.
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Vehicles could build up torque to go up hills and even burnout
Pauperprince replied to Pauperprince's topic in PS4
‘I would be thrilled to see a fix soon. I look forward to seeing good car mechanics. Yet, Vehicles still can’t make it up roads on hills. Dsync can cause a car to enter a 15km/h+ struck state. The check engine light isn’t exclusive to changeable components. There’s no horn. Headlights have no peripheral illumination and reverse lights are really dim. All tire tread markings are identical. Olga’s parked on certain terrain have a chance to despawn. Vehicle skins intermittently render damages. Vehicles still spawn upside down, wedged between objects, or on buildings. Throttle lacks trigger sensitivity. Camera drag during first person view operations. Emissions originate from forward end of carriage and clip thru during operations. Etc. So, really, I’m not holding my breath. Hopefully BI will roll out improvements while I’m still playing. I have no doubt people are hard at work on all aspects of DayZ, but it’s about resources, abilities, and priorities. So who knows. ‘Either way, I’m still enjoying the game -
This construction site maybe one odity, but they made quite a few wonderful additions and changes to the map lately. It would be great to have all three Chernarus regions. That way perhaps cars and other vehicles would make much more sense.
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I don't know if this is common knowledge or not but I thought I'd share just the same... We've always had issues with inventory getting "stuck" in tents, cars, barrels, etc. This obviously makes life difficult when trying to use these things to transport or store items you need for supplies, base building, repairing and maintaining vehicles, etc. Until now, I thought nothing short of a server wipe would solve the issue until of course it begins to crop up again. I never attempted a server wipe until today. I also never restarted my server which I wasn't sure was one in the same. ....although I was pretty sure it wasn't. Anyhow, while experimenting with these options and their affect on the characters, etc., I discovered that a server restart (while not deleting any progress) actually fixed our inventory issues in the game world. Suddenly, everything was accessible that was previously stuck. It did nothing to resolve a glitched M4 I had, but the inventory sticking issue seems temporarily resolved by this action. Going forward I set up an automatic restart to be performed daily at around 3am my time. I'm hoping this will help a bit with some of these items we are trying to access as we transport, etc. Again, this may be old news to some of you with servers but I thought I'd just throw it out there just in case.
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Yeah, unless 1.06 takes care of these persistent bugs especially those negatively impacting gameplay like the BSOD, inventory getting stuck, weapon glitches, lag spikes with vehicles, etc., I'm not going to spend another dime on content for this game. On the other hand, if they simply switched their focus to fixing the bugs instead of adding new content, I would be all over this new DLC. ....but they can't even commit to what they tell the community. They delayed 1.05 because they wanted to fix the bugs and "get it right" they said. Well, we do have new features (some of which are kinda cool) but still, the same game breaking bugs persist and new ones are even introduced including the BSOD that seems to be much more common now after the update.
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I go around looking for people to kill, or if unarmed, to mess with and maybe kill. Sometimes they happen to spot me and speak, and if they sound alright I don't kill them, and we run around for a couple hours. On occasion I have been known to go to lonely places by myself to just explore or test game mechanics. A lot of the time someone else spots me first or outplays me and I am killed and repeat the process. Things that I do not do: -repair vehicles -build structures -fish -hunt -cook -make leather clothing -make stashes of loot
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Vehicles could build up torque to go up hills and even burnout
Pauperprince replied to Pauperprince's topic in PS4
Thanks for sharing that Kean. I am very happy with my 2t ssd. As you experienced, i also see an improvement in a few games. Mainly DAYZ, everything loads in better. I experience fewer performance lag, and haven’t met the occasional bulletproof infected yet. Haha, i say, yet! I am on my own community server. It’s only me playing on it, so i drive everywhere. I must say, seeing such a difference in performance, made me very disappointed, that sony sold a game its console couldn’t fully support. Installing the upgraded hardware confirmed it all. We’ve accumulated approximately 170 games, and 120ish are non resealable digital purchases. Yet, for me, this is the first game to have performance issues. Sad really, because i greatly enjoy this game. I truly hope that the vehicles get a torque value, or see a similar improvement. Till this and certain improvements roll out. Ill give no money to DLC for this game. I’m not honestly excited for a rainy map anyway. It’s not like raincoats go over clothing, nor do they hold much. -
@Greensek I lost hours of progress last night because a car decided to Harry Potter out of control when I hit the gas pedal. This is seriously absurd. Seriously, why the hell is this still happening? If cars can't consistently perform the way they should, they need to be taken out of the game. I know cars are a problem, and driving them is a gamble, but it really shouldn't be, and it's not crazy for me to expect basic features of the game to just fucking work. My patience with this game's development cycle is pretty much gone. I've been playing this game since pretty much the launch of Early Access, and I've defended and supported it in every possible way, but, there's simply no palatable reason for performance to be this bad. It's almost a year into "release" and desync and cars are STILL this game breaking? You've made some incredible strides with this game over the course of development, with frame rate, inventory, enhanced survival features, the new player controller, the overall map design, but there's still SO MUCH lacking in terms of performance, and basic interactivity with vehicles should not be this broken at this stage in the game's life. There's no excuse for it. Whatever is causing cars to be this much of a gamble should be the only issue worked on right now. Do you realize that this stuff is killing this game's already dwindling playerbase? I've been a long time player and supporter, and if my tolerance for this crap is pretty much gone, how do you think someone that just picks up the game on Xbox Live or PS4 is going to react? If some new player spends hours getting a car to work, only to have it wreck and destroy all of their progress because of some weird lag, why would they ever pick this game up again? I just want this game to work. I know the Dev Team is "aware" of these issues, but that doesn't mean a damn thing if the issues aren't actually resolved. @Greensek, @ImpulZ are you at least able to provide the community with some kind of insight as to what The Dev team thinks is causing cars to behave like this, and what possible solutions are being taken to fix it? This has been an issue with this game since cars first hit Early Access, so I am honestly very doubtful that it's going to be rectified any time soon, if at all, but maybe there's stuff going on you can illuminate for us?
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Don't drink from water bottles & canteens Until emptied & refilled at a well. You can only empty them by looking down but there is a bug ATM where you can only do this at ground level, so if your in a house or second floor etc the option won't appear. First thing you should do on spawning is find a well & preferably a bottle & fill you stomach with water till the full stomach symbol appears. That way you can sprint for hours without the need for hydration. Running water in a stream is NOT clean in DayZ and hasn't been for well over a year. Also mushrooms & fruit can spawn rotten now & will also make you throw up. Antibiotics & chlorine tabs are your second priority after getting fully Hydrated, take time to learn all wells, hospital, medic stations & hunting cabin (chlorine tabs). They've even increased the radius of medical spawns at all medical buildings, so now medical loot will spawn in residential buildings next to medical buildings too & vehicles. So they purposefully increased your chances of finding medicine as they Added cholera. Hope this helps
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Vehicles could build up torque to go up hills and even burnout
Kean__1 replied to Pauperprince's topic in PS4
A lot of the physics and mechanics are there already which is nice, but they just need to be tweaked as you said. It would be a hell of a lot better if the freezes / lag didn't exist while driving then I could actually get more of a running start on some of those without the worry of wrecking my vehicles because of a glitch. 😉 ....that and the bug that causes them the wildly flip all over the place from time to time. -
Vehicles could build up torque to go up hills and even burnout
Kean__1 replied to Pauperprince's topic in PS4
Yeah, especially on paved roads like you mentioned. I get the dirt roads and off-roading on grass, etc., but paved roads should be accessible to all vehicles in the game. Likewise, the Ada should give players the advantage of four wheel drive to be able to get up grades on dirt roads better, better traction off road, etc. As it is, it really provides little additional benefit over the Gunter. The Ada should be the ultimate exploration vehicle in the game. ....IMO. -
One thing the bugs me, to know end, about DayZ, is this infinite fuel supply accessible across the map. Kind of make it difficult to create an apocalyptic feel when everyone is traversing the map via vehicles with no worry about fuel consumption. We can, already, use the settings in various files to reduce the prevalence of food and ammunition, but not gasoline. The only way that I found to do this is to block the pumps with static objects so that they are inaccessible, and sell jerrycans at the trader for a high price, or force players to hunt spawned jerrycans. This solution is, not only, unrealistic, but immersion breaking. I believe I have come up with a viable solution, that I am not certain can be modded in but, could certainly be coded into the vanilla game. 1. Create static reservoirs connected to a station's pumps that begin with a random (or designated via server settings) amount of fuel contained within. As players fill their receptacles with that fuel, the reservoir will deplete, eventually, becoming empty. 2. Set vehicles to spawn with a random amount of fuel in their tanks. It's just unrealistic to have every driveable vehicle dry as a bone. 3. Make static wrecks have gas tanks with random contents of their own. 4. Have gasoline drums spawn with random amounts of gasoline. 5. Create a feature that allows players to siphon fuel from any container. 6. Implement a system of biofuel creation. 7. Implement a system of converting vehicles to run on straight biofuel or hydrogen (water is plentiful).
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Vehicles could build up torque to go up hills and even burnout
Kean__1 replied to Pauperprince's topic in PS4
I agree with just about everything you mention although the damage bar may not be feasible given the individual components affected (e.g. radiator, tires, etc.). After a crash it's important to check things out to see what may have been damaged / ruined. .....but that's not why I posted here. I think the biggest problem currently are the screen freezes that cause most of the crashes people experience now. My proposal is that until they actually fix this, they should dial the damage way back on vehicles at least for now. I don't find the cars necessarily too fragile but if all else were working as it should, I agree that it could be toned down. .....but for now, the damage makes it way more difficult than it needs to be for players given the lag / freezes. Nerf the damage or remove it for now at least until those problems are finally addressed. -
We have a map with paved roads on hills, but the vehicles haven’t the power to navigate them. Every vehicle should be able to make it up paved roads on an incline, in first gear. I propose, vehicles could build up torque while the acceleration is active. This would allow them to make it up the roads on hills. It would even allow for spinning the tires (burnouts), which most audiences want more on vehicles when exiting a vehicle in 3rd person, the camera dips into the car. On certain terrain, this causes the character to fall thru the map. Consider remove forward aft camera bobbing when driving vehicles in first person. vehicles are far to fragile, consider the performance lag, the console cannot run DayZ smoothly. Driving is far to problematic with these fragile vehicles headlights project no peripheral illumination . vehicle engine noise, as heard by the player is a little too loud in 3rd person. Dropped by perhaps 25% or more, the sound may feel more realistic. It’s easily understood that infected hear vehicles, without them sounding so loud to the player. Frankly, aren’t they a big enough target already? consider placing a thin white damage bar under the existing vehicle hud display, which decays to depict body damage. Currently players write in communities with confusion, as to why a vehicle just started smoking while having serviceable components. The current system miss-uses a check engine light for this. vehicle check engine lights should be exclusive to changeable components concerning new players especially - why not let a % of vehicles spawn ready to drive? The ADA isn’t really a 4x4. I feel like that statement alone, delivers disappointment. Dropping a weapon while getting in a vehicle is silly. If you can sprint with it in your hands, you should be able to enter a vehicle with it in your hands. Vehicles may flip and tumble while driving at low speeds over railroad crossings, certain spots on roads at intersections, And roadside curbs. olgas have a chance to despawn at server reset when parked on uneven terrain (including two track roads) or near various vehicle spawn points. all vehicles may get destroyed or despawn at server reset, when parked on slightly uneven terrain. a damaged vehicle intermittently makes crashing and/or glass breaking sounds upon entering or loading in nearby. No horn, why no horn all tire tread markings are identical vehicle inputs: acceleration, breaking, and steering; need trigger/pressure sensitivity. This is a big one. Sarka instrument panel image file is spread across the dashboard and steering wheel. Olga spare tire cannot be installed Players other than driver often hear scraping wheels, even with no vehicle damage Thank you for your time and considerations,
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The problem IMO is that they continue to add content but don't address some of the major issues affecting gameplay like the inventory problems (e.g. items getting stuck in cars, tents, etc.), weapon loading / glitching, weapons becoming suddenly ineffective, lag / freezes while driving, etc. Bugs that are really irritating at best and game breakers at their worst. The things is, these core issues persist as they continue to add more content. Instead of focusing on fixing the problems as they said they would, they continue to build on top of them. ....sometimes introducing more problems as they go. I like the game and I'm glad it came to console but I'm really losing faith in BI's word that they were going to get their stuff together. This game is not release ready IMO and shouldn't have been marketed as such. I took the plunge knowing this since I've been a long time follower of the game. .....but I also bought into BI's renewed commitment. That changed when I heard the announcement of the physical copy release and then the paid DLC. I love the game and want to support it, but I really think BI needs to adjust their priorities. Their focus should be on fixing and optimizing this game first and then adding more content, selling physical copies, DLCs, etc. later. It seems they also make the game more difficult by adding new survival features which I would be perfectly fine with and would welcome. ......if I didn't already have to deal with long standing glitches, some of which have led to my death or the loss of gear / vehicles I spent hours or days searching for, outfitting , etc. They said they delayed 1.05 for console because they wanted to get it "right". ......having a hard time seeing what's right about not addressing the core problems with the game though.
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I like some of the new features and glad to see the return of others like the ability to drop what's in your hands holding square again. .....although I noticed this poses a problem when trying to use the same command to perform an action like entering a vehicle (e.g. you will drop what is in your hands if you happen to be carrying anything). Big dissappointments are the fact that optimaztion issues like game freezes when driving vehicles seem unimproved as well as inventory glitches. I was initially encouraged to see that one of my vehicles (a Gunter) that had several "stuck" items in it had become "unstuck" only to see my fully outfitted M4 get stuck in my Olga. I left it in my hands by accident when retrieving another item in the cars inventory. I had an "oh sh!t" moment since I was used to seeing things get stuck in that fashion in the past and sure enough, it did this time too. I haven't had enough time in the game since the update but I will this evening. ....also noticed some new bugs when navigating my inventory (can't cycle downward sometimes between storage items (e.g. pants to backpack, etc.) and items on zombies seem to be getting stuck more frequently than before although I have had luck holding square to drop them into the vicinity and then retrieving them that way. When they said they wanted time to "get it right", I thought that to include some of the more long running, persistent and pressing issues as well.
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....and that's fine but what I'm saying is that although some of these issues may not affect you and/or don't affect your gameplay in the same way doesn't automatically invalidate those who feel they do or do run into issue you don't, etc. When people describe others expressing their concerns about these problems as "moaning", whining, etc., it's dismissive and quite frankly, I find it a little disrespectful to be honest. That was my point. Even in the cases where workarounds are possible, they don't always work IME and those I play with. I have run in teams typically no larger than 4-5, doubles and solo. I have played on public servers that were full, empty and everywhere in between. I also play on private servers (including my own) where I was solo, playing coop with a friend and with a handful of players. I have experienced these issues to some degree or another in all of these scenarios and talked / played with many people who have shared the same or similar experiences in their sessions. I have also had players tell me of glitches they experienced that I haven't (so far) had the pleasure of seeing myself like the invisible zombie bug. I've had the glitch where zombies are stuck through the floor / ground about 4 times. All of those times we were unable to interact with them and they could not attack us. ....but I also had one time where they suddenly popped back into the gameworld and came after us. ....I almost died once again to a glitch in that case when it happened. Again, "living with it" doesn't help in all cases my friend. I live with a lot of bugs in this game but some of these glitches are unavoidable and do cause player deaths regardless of what people do. I have also experienced game freezes not just in vehicles where all action would stop (on my screen) but I could still hear the zombie I was ready to shoot start attacking me. By the time I was back, I was already rendered unconscious and died quickly after. ....so yeah, glad you're ok with the glitches you've experienced and happy that you haven't died from any of them but to be quite frank, that is of little consolation to those of us that have. It's not like this is a case of "you're doing it wrong". I had that issue twice so far. Once was right in the middle of gameplay when we were in a house sorting through our gear (no threats nearby). I simply glitched (crashed). When I logged back in I could see my old character in the lobby screen but I was placed at the game with a fresh new one on the shoreline. The 2nd time I had to relog as I do several times a session and when I came back, I was a new a character at the shore once again. In that case, I do recall that when I logged off my character didn't do the sitting animation as normal. I think I was squatting at the time. The countdown and everything else proceeded as normal but my character was killed off. In fact, my friend (in chat) told me he could see all my stuff. .....unfortunately, he was not able to access most of it as usual.
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What's the deal vehicles? It seems like it's clearly a server related issue, but it's been plaguing this game on PC for years, and those problems seem to have transferred over to console. I'm sure the Dev Team is well aware of the issues, but it's 2019. How is this STILL a problem? There's seriously no excuse for it anymore. If vehicles can't perform as they should, why are they in the game? Given the massive time investment it takes to find a vehicle and get it working, it is beyond unacceptable that in all likelihood, driving one will cause you to die. What's being done about it?
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So far i'm enjoying the update. Glad to see the Duct tape exploit fixed, the bleeds are a bit on the heavy side 😂. But we've endured worse in between patches (is a bad show PR wise though, especially after they've already done the same thing to PC players but didnt think to with hold the patch till recent tweaks were made to it). the vaulting/climbing works fine. Unfortunately I think the decision to not server & character wipe will cause a lot of aggravation with some, as the new AR wont spawn and the new vehicle wont spawn till other vehicles are wrecked on servers & despawn to be replaced. one thing the game desperately needs is some basic changes to the CLE, stashes need to be removed from the loot table respawn calculations so that only weapons currently equipped to players are counted. Or the amount of AR's spawning needs drastically increasing. But all being said and done its a decent update with loads of fixes.
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Well, have a couple more of those incidents and you'll likely be doing what many others of us do who keep our speeds usually around 20kph or even less in 1st gear. .....especially around towns. I have several video clips showing what some call "lag spikes" where the screen completely freezes. The problem is, it's just the driver's screen as time continues to pass as normal for the rest of the world and players in it (assuming they are not also experiencing their own spike). In other words, your car keeps going if you were already in motion and sometimes it will make turns without any input. All you can do is cross your fingers and hope the car doesn't crash and keep your finger on the brake. This happens several times a session for me and my friends. You get used to it but the experience is less than optimal if I'm going to be nice about it. .....oh, and now I hear we can look forward to being injured in car crashes as well which (if they haven't fixed the lag in this update) will only add insult to injury when we crash due to a spike. I have to drive one of my vehicles I had to recover from across the map tonight so I guess I'll see if this was improved. While there are some workarounds that can sometimes help, they don't always work IME and believe me, we've likely tried them all. ....so yeah, it's not necessarily about learning how to avoid them at least in my case and those I have played with and it's nothing to do with knowing how to navigate the inventory system. I have no problem with that or the innocuous bugs that are simply irritating at best that are associated with it. Hell, I have to relog a handful of times a session just to help get mags to reload, food containers to open, combining items to work, etc. Well, these bugs we "moan about" are nothing major until they result in your death. That's kinda game breaking wouldn't you say? .....or how about having to throw out a glitched weapon that you spent hours looking for and/or customizing? ....or how about a gun that simply stops dealing damage in the middle of a firefight? I had that happen two nights ago and lost my fully kitted secondary character. Normally, a relog would usually "unstick" what's wrong with the gun but unfortunately, that's not an option when you have a zombie hoard on top of you because your weapons were ineffective. ....or what about a car that you spent days acquiring parts, sourcing fuel and water for (not to mention the jerry cans to carry those fluids) only to lose it due to a lag event? I'm not even getting into the inventory issues regarding tents and vehicles where items get stuck that players spend hours and days to obtain. ...so yeah, when I say game breaking, I'm not trying to be over-dramatic. These issues can at their worse cause the player to die and at least create roadblocks in their progression in the game. .....and in a game that's all about an extreme hardcore, scarce loot, perma-death experience, it's no small matter. Some of these bugs that may seem relatively inconvenient in some situations can have deadly consequences in others. What's worse is that these glitches, etc. are really not in the player's control in a game that is all about your actions and the decisions you make. I'm not trying to sound like an ass but when someone describes concerns as "moaning", whining, etc., it's dismissive and off-putting to be honest. I don't doubt they knew full well this game wasn't ready for a full release. However, I was ok with that given that I had followed DayZ for several years and bought into BI's promise of getting their act together. I saw their recent progress at the time and was satisfied with their efforts and communication. ....at the time. However, with the announcement of a physical release and then a paid DLC in just a few weeks time, I find it quite insulting to be honest. It really makes me question if their priorities are really focused on fixing the game as they have said or simply making as much money as they can. Having said that, given the relative lack of communication from BI in addressing some of these issues (or if they even were part of the patch), I'll just have to see how it works out after a couple session over the next couple days. I like some of the new features (less the auto aim) but I'm hoping this isn't just more lipstick on a pig.