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Found 41868 results

  1. Lt.Master

    Car slot

    If you are talking about this mod : https://steamcommunity.com/sharedfiles/filedetails/?id=1800546960 All it's doing is to change the amount of "inventory" slots for each vehicles and as you probably guessed it is indeed a mod 🙂
  2. krazikilla

    Status Report - July 2019

    One question: aerial vehicles? (Heli, plane)
  3. helpthedeadwalk

    Status Report - July 2019

    If you are allowed to edit the mission, you can change: * the loot table characteristics (min/max/locations). * dynamic events (car spawns, planks, animals, fruit/veg). * attachments/cargo of spawned items (zombies/vehicles) * all spawn locations/coordinates. * max zombies, dead body cleanup, login/logout time. So, lots of the environment, but you can't add anything nor tweak mechanics. [edit - well, you can add things in the init.c file like buildings and loadouts, so hmm, maybe some things]
  4. Derleth

    Status Report - July 2019

    This all sounds very good, but considering these diseases can't really kill you, what good does it all do? My character pukes a few times, then the bug icon goes away after a while. All I need to do is keep hydrated, which is not difficult. And that new sickness from bandaging with rags (disinfecting with alcohol does not work by the way), does that actually do anything at all? I get the sick icon but it doesn't seem to bring any effects whatsoever. The old text-based symptom descriptions from 0.62 helped a player know what he was suffering from. The current germ symbol just tells me I have something, if I get no visible symptoms on the character, how am I supposed to know what I am suffering from? And @ImpulZ , about broken bones, you have been dancing around this subject in a number of posts without providing any clear answers, so I'll try to ask as clearly as possible: Will you implement fractures during 2019? If not, has the feature been scrapped for good or will it come at a later time? And a couple of other questions: Could you elaborate on the "full feature parity not possible" statement? It has caused a bit of a stir, people are reading it as if bows, broken bones, helis etc will never come back or be implemented as once announced. I have a hard time believing Enfusion has some built in blocker for bows, so what does this statement actually mean? Vehicles still tend to do Harry Potter stunts now and then, seemingly caused by network lag. Also, client freezes when driving followed by fatal crashes is a recurrent and very annoying event. Are you any closer to tracking these things down and fixing the underlying issues? Are the events in no 4 possibly the cause of no 3? Implementing flying vehicles is certainly doomed to fail as long as a network hiccup will send you crashing and burning... Oh yeah, about new content (as in guns and items) please, for the love of gawd, listen to the community. We. Do. NOT. Need. More. Military. Weapons. If you look at missing weapons from 0.62 this is what remains: Military: Steyr AUG AK-74 SU Civilian: Derringer Amphibia P1 Red-9 Glock 1911 RAK Magnum Repeater Double barrel shotty Trumpet Sporter Pistol grip pump shotty Blaze Longhorn Improvised bow and Crossbow Since 1.0 every single weapon added has been military or hunting rifles used by snipers. This has led to the low tier game on the coast seriously lacking in variety while the pewpew crowd has tons of toys. So if 1.05 has no civilian weapons while adding the Steyr, or god forbid the M249 or some entirely NEW military weapon, expect a serious backlash from the community. Please.
  5. Salty seadog

    Status Report - July 2019

    This is pathetic, and frankly not good enough BI. You guys rushed this broken husk of a game to 1.0 on PC, and decided to milk it further by releasing the sloppy, buggy and technically inept version to Ps4 for a quick buck. Weather it was initially your intention or not, you have lied to the community over years of false promises, and moved the goal posts to suit yourself when you consistently were too lazy failed to deliver promised features. We have been told to "be patient" for years as you promised once the new engine was built, a backlog of old and new content would come pouring into the game at great speed. So many people on this forum and from your community gave you patience in spades at the promise of a good, feature rich game at the end of it. Even with 1.04 this game is still a shell of a survival game. Half the weapons are still AWOL let alone ANY new ones, barely any vehicles, no helis, no bears, no ✌️✌️flavour features✌️✌️, no traps, no hunting, no advanced medical (you actually said you want to dumb it down?), no fishing, no bicycles/motorbikes in sight, many loot pool items still missing from earlier builds years ago, no radiation zones, no bows, no ragdoll physics, no 100 player servers, no zombie hordes, 2 way doors missing, climbing obstacles, carrying/decaying characters, no tutorial or crafting list and probably 10 tons more stuff if I cared to trawl through the old dev/trello boards. I could forgive most of this BS if your status report read; We are buckling down and will be releasing a monthly patch that will fix bugs AND continue to deliver on ALL of the promised features you kind folks have been so patient to wait 7 years for, and a few extra features/ guns because you have been a great community and as an apology for releasing this fundamentally broken half-game to consoles under the guise of a finished product for AUD $80. Instead all I read was: This game will see 1-2 bug fixing patches spread out across 6 months, ensuring a swift death on consoles. Well give the keys of parts of the engine to you modders so you can salvage what you can from this half assed attempt at version 1.0. Also we'll be releasing some paid DLC before the game is even remotely close to a functioning v1.0, and we reserve the right to not deliver on the backlog of 60% of the game that is missing in future, and we're just giving you a heads up, we will be cutting out lots of stuff but we're not gonna tell you what that stuff is yet, so we cant be held to any standard and therefore have no obligation to even deliver on a single piece of missing content.
  6. Lt.Master

    Status Report - July 2019

    Not really, they just said they still have work to do with the health system. We only had a quarter of the system with the 1.04, another update will bring contagious sickness while another add contaminated areas (linked to the health system). EDIT: Why do people thinks of this features first ? In 0.62 we had them yeah right, but this was not the biggest feature.... Contaminated areas are more important for example... And on this point I think we just need to wait a couple of month to see if I'm right. They just said the 0.62 have clunky features and never worked like they intended to. This is why they can't, because they don't want a clunky mechanic... Just look at the grenades.... Like in any video games company. Nothing new... I have to agree it's a big surprise.... Even if Namalsk was announced as a free MOD... Maybe it's now going to be a DLC ? All the missing content can't be sold like in ArmA... You can't sell a helicopters/vehicles/weapons dlc, would be annoying for everyone.... However new vehicles/weapons for a new map (like the map from ArmA III contact DLC for example) seems realistic... So maybe Namaslk ? EDIT: Like in ArmA.... ?
  7. 0.64 Freerider

    Status Report - July 2019

    Hello everyone, it seems to be the day we have NOT been waiting for. If you haven't yet read the status report, that is subject of this post, you can do so over here: https://dayz.com/article/status-report/status-report-july-2019 I will go through the entire post below, adding comments, in this orange color to the relevant section but for those with little time, here are the Highlights: OK, let's go! FROM: https://dayz.com/article/status-report/status-report-july-2019 Curious about what's going to be our focus for the DayZ development in 2019? Have a read in our new DayZ Status Report, where we speak about console updates and the future of the game. Dear Survivors! DayZ is now out on all the major platforms – PC, Xbox, and PS4. You've probably seen team changes on social networks and are wondering: what's next? Of course, that's only natural, and today we would like to talk about the current issues, the expectations set by both the DayZ Mod and 0.62, and the future of the game. "expectations set by both the DayZ Mod and 0.62"... Already this starts off odd. What I would like to know about, are the expectations set by the official list of Post 1.0 Features, which was released in the STATUS REPORT OCTOBER 23 EXCERPT FROM OFFICIAL STATUS REPORT "Status Report - 23 October 2018" [https://forums.dayz.com/topic/240439-status-report-23-october-2018/] Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0 Helicopters 🔲 we've arrived at the decision that base building implementation will provide enough of an end goal for players, so helicopters can be added later on Climbing over obstacles 🔲 this feature required additional programming and animation support that we've decided to invest more effectively into other parts of the game Throwing items ✅ throwing requires a lot of additional specialist work on physics and network synchronization, and we'd rather invest that into vehicles and other features this includes throwable weapons like grenades or smoke grenades Bows 🔲 the implementation of bows means an introduction of a completely new weapon type on 0.63 and was always a risky goal, in the end unfortunately not achievable in 2018; we've invested the programming time into gun play, melee combat, vehicles and other core features that were more important Character and infected ragdoll 🔲 unfortunately, there are many network synchronization cases that we need to resolve and implementing ragdolls in combination with death animations will require more time and resources Two-way doors 🔲 while a huge quality of life improvement, changing the doors to two way opening will require additional rework of some of the assets, and is not achievable in 2018 Fishing and fish traps, decaying bodies, carrying characters, contaminated areas, item coloring etc. 🔲 🔲 🔲 🔲 these are considered flavor features and for now, work on core gameplay features was prioritized instead Consoles The console updates will always happen after the PC updates – within 3 to 4 weeks of each other. The main reason for this lies with the specifics related to the console submission and review process. It takes 3-7 days for a submitted game to go through review. If it is decided that the build is good to publish, it takes 3 more days to roll the update out to the public. However, if there are any issues flagged as a must-fix by Sony or Microsoft (even ones that could be fixed in an hour), the whole process has to start again. Because this review process can take so long, we use the readily available PC platform to try new versions early – to check if there are any significant issues we missed (as you know, it happens). This PC testing lets us deliver the console update in a more reliable state and minimizes the chance of re-sending builds for review. A quick 1.04 update: we will carry out a complete server and character wipe, and will introduce private servers. Also, this update will address some of the current most troublesome issues in the game – duping, server hopping, and frame rates. Past, Present, and Future Parity with 0.62 and the DayZ Mod – full parity isn't possible because of the engine specifics. While features from 5 years ago are exciting, we want to remind you: most of the features didn't really work properly back then, and this is why it wasn't a final game. "full parity isn't possible" - so that means partial parity is possible? Which features are we talking about. Still the ones from the list you released END OF 2018?! - "Features didn't work properly and that's why it wasn't a final game" - Exactly and the purpose of the new engine was to MAKE. THINGS. POSSIBLE You might question the necessity of a new engine, but for those who took a long break from the game, it's plain to see just how much of a difference it has made. DayZ runs a lot smoother on the new engine. Although it might be hard to notice the change when you play daily, taking a step back should help to highlight many of the improvements that have been made during development. That is true. And these improvements are strengthening the game every day. We see it through the steadily increasing player count (even on PC) since March 2019 (public data is here). We see it in Twitch statistics – with more channels streaming the game and more people watching (link to Twitch stats). It might be a far cry away from the numbers of 2013, but for an almost 6-year-old game, it's pretty good! The player-count has risen. True. BUT it's NOT a 6-year-old-game. The game isn't a millisecond old, because it's NOT FINISHED. I won't start taking the 1.0 debate here, we all know that's bs. Of course, we will continue to work on DayZ to make everyone's experience better. I would like more specific statements. Let's take a more detailed look at the game and its future: Advanced health system – We improved it in 1.04 and will continue the balancing. However, at this time we will not commit to implementing complex medical/injury gameplay – while this is desired by many hardcore players, we are still struggling to fully explain the complexity of the existing system to the majority of players. Moving forward, we are working on a nice balance between authenticity and accessibility. Ok. New content (guns, cars, etc.) – As you know, we have already added some of these. More will follow, but keep in mind that it will depend on how quickly we can achieve this year's goals. This is where it gets more interesting. "...how quickly we can achieve this year's goals". Those are? Hopefully what's on the list of OCTOBER 23 2018 Modding support – We will improve the user experience for both modders and players. For example, we will soon bring animation tool support. Cool. Stable base building – A large part of this is the matter of balancing, and it's one of our key objectives for the year. Good. Our focus for DayZ for the rest of 2019 will be: bug fixing, stabilizing, balancing, and modding support. What?! I mean that's good, but that seems a little bit short of a list and lacking of points like "implementation of missing features"...Or did you mean, when you said earler "full parity isn't possible", that DayZ is now FEATURE COMPLETE and there won't be any more features coming?! We also plan to release an official DLC this year (keep your eyes open, and follow us on social media for updates). DLC? What's first, the HUNTER PACK: introducing fishing, hunting (advanced) and new crafting items - 24,99$? Additionally, we are currently experimenting with Survivor GameZ (a mod and popular tournament from the past), and will possibly bring this to DayZ as an additional game mode. I like the idea. About people It's normal – especially in this industry – to move on after working on a particular project for several years. And after major releases are done is the most likely time to do so. With DayZ, it's no different, and after releasing 1.0 on PC and console, some people are moving onto other projects internally, or leaving the company. It should go without saying that no matter what, these people will always be in the hearts of the DayZ team. While these are by no means the only team changes, we wanted to at least address the public faces of the game who are leaving: Peter, Lead Designer, who led the design direction of DayZ through many tough years. Eugen, Project Lead, will always be loved for his honesty and open ears to both players and developers. Martin, Brand Manager, is in our hearts for his effort to finally bring DayZ successfully to players on Xbox and PlayStation. Baty, Community Manager, loved for all the personal care for our community and interactions with our player base. Everyone who worked on DayZ not only has a great line in their portfolio, but the tremendous support of both us and the community behind them, and we wish them all the success in the world. Press F to pay respects. Oh, now Eugen is gone as well. I personally couldn't care less for Martin or Baty, but that's just my opinion. But Eugen is a BIG ISSUE. He was the last one of the public faces I trusted had the true vision and the will to pull through and make DayZ...this is BAD NEWS! Dear Dev-Team, please make an official statement regarding the list "Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0" and give us an update how much, if anything, you cut away from that. Ah and one more question: What about 2020?
  8. I just love this part. So i guess vehicles work now since you released throwing with 1.04.
  9. philbur

    Car Dynamics (spawning, glitching, etc.)

    I personally have only had ONE type of vehicle despawn on me and that is the Blue LADA. The Gunter has yet to act up and the Olga has been extremely reliable and faithful for remaining where I leave it. On a Community Modded Server there seems to be only ONE regular that the vehicles have despawned on, and the rest of us have only encountered the very rare occasion of it. I know the vehicles are still a LONG way off from being what they should be....but again....it has been my consistent experience that the Olga and Gunter seem to stay in place at least. I can get through many hours of driving and only rarely do I experience the stuttering de-sync and it is usually when a high-ping player is on (not positive this is related though). I hit a Vanilla server every once in a while and vehicles definitely seem to be a hell of a lot more flaky and unpredictable. Coincidence? Dunno. But again.... It would be interesting to know if there is a greater likelihood of vanishing cars on Vanilla versus Community Modded. Maybe making even slight changes to their spawn conditions, or their spawn timers might be having an effect?
  10. I have to say I agree with the comments here. "Survivor GameZ" should really have been the end-game celebration of a completely finished DayZ -- a DayZ that includes all the things that are still missing, like vaulting, like broken bones, like a bow and arrow, not to mention all the remaining guns and vehicles still absent. If you read between the lines of that tweet, this is going to be an attempt to milk some more cash out of DayZ -- sure, it's free for now, but it will undoubtedly be something you'll have to purchase down the road, either as DLC or as its own game. It's like getting three-quarters of the way through a 1000-piece jigsaw puzzle and then saying screw it and starting to work on a 500-piece puzzle instead. I'll gladly pay money for "Survivor GameZ" but give us a finished DayZ first ffs!
  11. joarius

    ADA : new colors

    Hi. I would want to change the color of the ADA and Sedan cars, but it seems more difficult to do than under Arma 3... 😕 I have tried with ADA Hood, but it stills in blue nuances. What is ths way that Dayz uses in order to colorize vehicles ?
  12. budmaster

    Selected Servers going Offline on July 15th!

    Should wipe all servers/characters & eliminate all cross server abilities, (everything on a server stays on that server, character , gear,,ect. so if u join a different server should spawn as new character, & if u log without waiting the 15sec should have to wait for certain amount of time before u can rejoin that same server,) this will get rid of most problems in game like duping items, taking gear to other servers, & server hopping to get past base walls. Oh & need to fix combo locks so they cannot be opened/removed without knowing the correct combo cause they're pointless right now. & please add keys for the vehicles & dont unlock locked doors on server reset. Or add placeable/lockable safe, & a buildable bicycle for new spawns.
  13. https://discord.gg/7dpYXFN Have you ever wanted to play on a server that wasn't Chernarussian, United States Military, and Bandits? Have you ever wanted to play on a server where the admin is active, friendly, outgoing, and tries his best to make his community work? Have you ever wanted to play a character that you built from the ground up and didn't have a backstory to fall on? Then give us a try. The Lost is a new roleplay server recently created in which you, the player, are left on a spot of land, brainwashed, without any idea of where you are. You start with nothing on you except one item, a bear, and this bear compels you to want to keep it for whatever reason. The bear is the reason for your living, you know you will surely die without the bear. It doesn't have weapons, food, water or even a function outside of moral support but you know it's value is beyond measure. You're not sure how you know this, did you read it somewhere? Did someone tell you? Is it a memory in the back of your mind? Did the bear tell you? Are you going insane? All of these questions are entirely up to you, and the way your story goes depends on how you the player choose to take it. We support no rules other then honest, 100% organic roleplay. Organic roleplay is the ability of the player to roleplay (or play) however they see fit. We have no KoS rules, you may do so if it's in character for you. You may murder, thieve, destroy, plunder, make friends, help others, start a group of people to help those around you. ALL OF THIS is entirely up to you, and there's nothing stopping you except you starting, today. With a recent wipe of the server all previous characters, equipment hoards, bases, vehicles, etc, are completely gone so you have a fresh start to do as you wish. There will be some minor tweeks being done to the server, namely spawn rate, food drop, etc. Stop by, check us out. Ask questions. We'd be more then welcome to have you along. EDIT: I do want to point out this server is a meeting ground, not a voice channel server. There will be few, if any, voice channels on this discord due to the fact I would like to encourage radio usage and pure interaction, meetings with other people. https://discord.gg/7dpYXFN
  14. Menke910

    The Day after Z

    Dear Bohemia, this is a new concept for a sequel to Dayz. The xbox version of dayz is pretty much broken, the game is too ahead of its time. Love the game. I noticed its only 8.5 gigs. I would focus on a sequel but put time and effort into a 35 gig master piece. I love the game so much I literally spent 3 hours today coming up with concepts to make it a better game.(Sequel Concept)---- allow player customization. Have a PvP map sepreate from a player base map/ refuge camp. A player base can be completely free to build and upgraded, same as player refuge camps. The refuge camps are operated as a clan system. The refuge leader is in charge of the camp. He can appoint officers captains and generals to help him manage the camp. Officers and captains are in charge of blueprints, managing ranks, job schedules and defenses. New refuges earn loot tokens amongst the camp by donating moving up in ranks and help building the base. Loot tokens are a form of currency that allows new refuges to take gatherd loot from the camp. Such as equpiment to survive. Industrialize the day z process. Cement ,wood, gold or any other loot require transport from PvP map to base map. You would need a semi truck and freight carrier ship to transport large amounts of resources to build I.e or gather guns and food for the camp. Or send out smaller vehicles, boats,or helipcopters in bigger numbers of players to bring back loot to the base. Raids are only unaviable if the leader or player is online and also if another player trying to raid has the the cordinates to the base found out by hacking laptaps scanning gps tracker patterns or anything you can get creative with. Make vehicles apart of the inventory process.. Say a player is holding the keys to a golf cart. The keys at that point work on any un owned golf cart on the pvp map. As soon as the player starts the ignition with the key its owned and leaves the server with that player. Unless the keys are given away or stolen. ---XxMenkexX (xbox tag)
  15. Shakis

    Vehicle Questions

    I feel I should put a [Serious] tag on this. I'm aware that they can be a death trap. I read somewhere that there are only 3 vehicles on the map, is this true? If they are this rare, are there any tips to finding one or should I just server hop checking several spawn points on each server?
  16. Acids House

    Real talk..

    The game in the state it's in just sucks. I love dayZ but this game is just a joke. Especially for the price tag these guys attached to it. Those who are waiting for the things that almost make this game unplayable to be fixed, are kidding themselves. This game has had the same exploits since the PC mod. Zombies still glitch through walls. Vehicles randomly kill you for no good reason other than you were stupid enough to get in one. The loot is constantly glitching in tents, in barrels, on the ground. We constantly have to wait for server reset to retrieve things from tents. Constantly have to log to fix spider arm glitches. 2 head glitches. Damn meatball glitches always happening to one of us for whatever reason. The game net code is trash and pvp is impossible alot of times because the servers lag so hard. After putting over 2000 hours on PC and then playing since release on console I think I'm out. I had some fun most recently with some buddies on console that always wished they could play dayz and now I'm putting this bitch to bed. Hopefully someday someone comes out with an actual true to life survival sim in the same vein as Dayz and does it right. Thanks for all the good times going all the way back to the Rocket days.
  17. Lt.Master

    Offline mode

    Hello 🙂 Offline mode is a thing but this is a hidden feature. You just spawn at the coast and when you comeback you start all over again because the game doesn't save your progress. You can change all the values you are talking about but it's not with a nice UI with sliders and all of this... It's the lines of code.... Arkensor and his friends worked on a modified offline mode with more features. So you can spawn items, vehicles, animals, zombies, teleport and much more 🙂 https://github.com/Arkensor/DayZCommunityOfflineMode
  18. Lt.Master

    more military grade vehicles

    In the base game I don't imagine a bmp-2 as a drivable vehicle. The devs have to code tons of stuff for a non planned feature.... And because we don't have any armored(of any types) vehicles in dayz mod. However, military vehicles such as a UAZ, URAL, HMMWV, Kamaz, Vodnick and a Pick-Up could be one day added into the game. They are in the mod for most of them ! They all have similarities with other vehicles planned for dayz so all they need to do is to create the 3d model, animate and create sounds for them. If the game stay popular after 2 to 3 years I don't see why bohemia won't continue the support of dayz in content ? For free or with dlc(s)... I don't know how they could bring dlc in this game but I'm sure they are going to found a solution x')
  19. drgullen

    more military grade vehicles

    My point was that Rancove asked for "a variety of military grade vehicles with some options to mount weapons". DayZ is not intended to be a military FPS game, that's what the Arma series is for. So, I doubt the devs are going to add a tank with a weapon mounted on it. Modders might bring that, but not BI. I would definitely like to see more methods of getting across the map quicker -- maybe a bicycle, a boat, a jeep perhaps and at least one type of helicopter. We are more likely to see those things added at some point.
  20. RanCove

    more military grade vehicles

    a variety of military grade vehicles with some options to mount weapons, such as the M249. Such vehices as the URAL with the top hatch open for firing opportunity and a more armord one such as the BrDm2. And option to add armor to lower tier cars with metal panels
  21. Lt.Master

    So let's talk clothes!

    Currently, if you have a ruined vest all the items in it will be damaged with the next hit. I currently can't check if my words are right but If I'm not wrong a ruined hoodie (for example) will protect less(to not at all) from the cold, the run and the damage from a hit/bullet. And this idea apply for ruined/badly damaged/damaged and worn. But that's it, we don't have any other penalities.... When we had for the first time vehicles I thought we could drop some items from the trunk of our car because we didn't had a trunk... But this was not the case. I have to agree it's a good idea on paper but we need to think how to let the player know he dropped something and why to make the experience good 🙂 We have a sound when we start bleeding... So why not a sound of a cloth being riped off ? We add to that a sound of the object when this one hit the floor and a grunt noise from the character. Should be enough to acknowledge the player about "something happend you should check what". If the object is fragile, why not add a random chance to damage the item ? We could have tons of way to indicate what or at least something happend. The real issue is, is it really fun ? The best way to know is to create a prototype and test.This is where most of the ideas are dropped for various reasons. I guess the devs had at least once the idea from the team or from a player since the game exist to be honest with you. This is where a lot of games don't communicate. Did they have this idea in the list of the "why not" ? Did they tryed to see if it was a good idea ingame ? Just to give you a idea, Minecraft only have a website dedicated for that since this year and other games like Project Zomboid sometimes drop a small message to let the players they agree (or don't). PZ is very close to Dayz in his original plan, a true hardcode survival experience. This quote is what Project Zomboid SHOULD have instead of dayz. While we know how to fix any cars, use guns, repair anything like nothing, build like a pro and eat anything without worrying for the calories. Project zomboid go full simulation x) And yet they don't have this feature to drop a item on the ground because your backpack is in a very bad shape and because you are being screwed by zombies. Maybe they will add this idea one day in this game, but they maybe tryed and saw something bad for the player experience ?
  22. Well at least: Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0 Helicopters [ ] we've arrived at the decision that base building implementation will provide enough of an end goal for players, so helicopters can be added later on Climbing over obstacles [ ] this feature required additional programming and animation support that we've decided to invest more effectively into other parts of the game Throwing items [✔] throwing requires a lot of additional specialist work on physics and network synchronization, and we'd rather invest that into vehicles and other features this includes throwable weapons like grenades or smoke grenades Bows [ ] the implementation of bows means an introduction of a completely new weapon type on 0.63 and was always a risky goal, in the end unfortunately not achievable in 2018; we've invested the programming time into gun play, melee combat, vehicles and other core features that were more important Character and infected ragdoll [ ] unfortunately, there are many network synchronization cases that we need to resolve and implementing ragdolls in combination with death animations will require more time and resources Two-way doors [ ] while a huge quality of life improvement, changing the doors to two way opening will require additional rework of some of the assets, and is not achievable in 2018 Fishing and fish traps, decaying bodies, carrying characters, contaminated areas, item coloring etc. [ ] [ ] [ ] [ ] [ ] these are considered flavor features and for now, work on core gameplay features was prioritized instead
  23. Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0 Helicopters [ ] we've arrived at the decision that base building implementation will provide enough of an end goal for players, so helicopters can be added later on Climbing over obstacles [ ] this feature required additional programming and animation support that we've decided to invest more effectively into other parts of the game Throwing items [✔] throwing requires a lot of additional specialist work on physics and network synchronization, and we'd rather invest that into vehicles and other features this includes throwable weapons like grenades or smoke grenades Bows [ ] the implementation of bows means an introduction of a completely new weapon type on 0.63 and was always a risky goal, in the end unfortunately not achievable in 2018; we've invested the programming time into gun play, melee combat, vehicles and other core features that were more important Character and infected ragdoll [ ] unfortunately, there are many network synchronization cases that we need to resolve and implementing ragdolls in combination with death animations will require more time and resources Two-way doors [ ] while a huge quality of life improvement, changing the doors to two way opening will require additional rework of some of the assets, and is not achievable in 2018 Fishing and fish traps, decaying bodies, carrying characters, contaminated areas, item coloring etc. [ ] [ ] [ ] [ ] [ ] these are considered flavor features and for now, work on core gameplay features was prioritized instead
  24. Sid Debian

    Reset loot types

    you need to remove everything but vehicles.bin mean to be saved. Loot is event type of spawn so events_* mean to be deleted. But tents and barrels is event too so if you wipe events files you will wipe all (custom) buildings on server.
  25. @ImpulZ just posted a new thread for the first experimental 1.04 update on PC - some of the biggest highlights of the patch info are: “Please be especially aware of the new server hopping mitigation method. When switching servers on the same hive, your character will be moved to one of multiple spawn points across the map, designated for server hoppers. This is in order to avoid server hopping for fast loot gathering or combat advantages.” “Note for console players: While we tried our best, this update 1.04 will NOT be released on consoles at the same time as it will be on PC. This is because of the certification process that the console versions have to undergo. We expect the console updates to be released in July.” ADDED Added: KA-74 with attachments Added: KA-101 with attachments Added: P1-87-L Scope Added: 5.45x39mm ammunition Added: 5.45x39mm tracer ammunition Added: Overlay icons to differentiate ammo variants Added: Music in main menu Added: Independent shoulders (possibility to carry two ranged/melee weapons at the same time) Added: Magazine auto reload by pressing 'R' Added: Throwing (hold 'G' to activate throwing stance) Added: Grenades (EGD-5, 6-M7, 1-M8, EGD-2, 8-M4 Flashbang) Added: Grenades can be attached to selected vests Added: Handheld Transceiver can be attached to Courier Bag Added: Mod presentation in main menu (documentation) Added: In-game hints and tutorials Added: Vomit emote/gesture Added: Mitigation of so called server hopping on public hives (when player changes the server, hopping spawn point is used instead of last log off position) Added: Support for multiple sets of player spawn points (only for public hives, currently fresh and hop sets available) Added: Fever now causes water loss Added: Epinephrine restores stamina to max value Added: Codeine Pills mitigate injured state for limited time Added: Morphine suppresses injured state for limited time Added: Charcoal Tablets can eliminate Salmonella bacteria Added: Shoes gradually wear off while using Added: Check Pulse action now display blood pressure and pulse type if irregular Added: Infected can be spawned with head gear, vests and backpacks Added: Positional rain sounds for Coal Plant Added: Character sounds for male wearing gag Added: Flare effect around Road Flare FIXED Fixed: Inventory was closed if another player performed restrain action (T140237) Fixed: AI could teleport, visually appear where it was not positioned or be positioned at roofs (T139728) Fixed: AI herds were not releasing the territory after last member of the herd has died (could prevent AI herds from re-spawning on smaller terrains with lower number of territories) Fixed: Incorrect visual state of speedometer Fixed: Character will not fold map while in prone and becomes stuck Fixed: Liquid contents of Barrel do not persist upon server restart (T139791) Fixed: Ruined weapons could twitch while trying to look through optics Fixed: Character started to float in some sections of small rivers (T140952) Fixed: Influenza did not cause blur effect Fixed: Texture filtering option in graphics settings was not working correctly Fixed: Many fixes and improvements to ChernarusPlus terrain Fixed: DayZ local application data folder was not properly deleted via DayZUninstaller Fixed: Punching walls was emitting unsuitable bullet impact particles Fixed: Spotlight had a hole where the reflector part should be Fixed: Switch ON/OFF actions sometimes not being available on Spotlight after server restart Fixed: Personal light created an undesired reflection if another source of light was nearby (it was mostly visible as a blue shine on cars) Fixed: Opening/Closing of car doors was missing sounds Fixed: When character stamina was reduced by gear it did not replenish correctly (T139932) Fixed: Action to eat pumpkin slices was missing (T139428) Fixed: Missing footsteps sound while strafing with heavy item in hands (T139604) Fixed: Incorrect item weight upon adding attachments on specific items (T139773) Fixed: Gas Stations can be blown up again TWEAKED Tweaked: Headlights on cars now switch to left/right/center depending on attached headlight bulbs state Tweaked: Cars now have functional rear lights Tweaked: Reversing with a car now subtly illuminates the area behind it, allowing drivers to see there during night Tweaked: Player stomach is now item/liquid-type based instead of nutritional-component-breakdown based Tweaked: Connection timer is now up to 95 seconds in case of rapid server hopping. In connection to this change, the previous database locks have been removed. Tweaked: Player spawn logic for avoiding water surfaces Tweaked: Gunshot sounds are audible up to 3.5 km Tweaked: Vehicles HUD Tweaked: Improved plaster and concrete impact particle effects Tweaked: Bullet impact effects are scaled by impact force much more visibly now Tweaked: Portable Gas Lamp now burns 10x longer (~55 minutes with the smallest container, ~133 with the largest one) Tweaked: Optimized muzzle flash particles for CR-61, FX-45, CR-75, IJ-70 Tweaked: Burning light sources now subtly flicker Tweaked: Shadows from burning light sources subtly move Tweaked: Smoke/Steam particles on weapons KNOWN ISSUES Items cannot be thrown through most windows It is not possible to eject a chambered round via 'R' Individual Servers are rarely not showing up in the server browser - refreshing the server list should fix this. Looks like if we’re getting everything from 1.03 and 1.04 together soon sometime in July, this is going to be a HUGE patch with tons of crazy new stuff!
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