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Showing results for 'Vehicles'.
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Who actually build bases and repair cars?
Guy Smiley replied to Evilsausage's topic in General Discussion
Oh building a base is tedious and time consuming huh? Putting a car together is tedious and time consuming huh? Well, I guess you haven't figured out that you're not suppose have a car within the first 15-30 mins of the game. You're not suppose to have a giant fortress castle within the first 15-30 minutes of the game. What you label as tedious and not enjoyable is actually fun an and enjoyable for others. If you don't like how they did base building and car building, then don't do it. Just because you don't have the "time or patience" to be bothered with it doesn't mean it's poorly designed. Jesus, it's take 1 spark plug, a car battery, a radiator, some oil, some water, some gas and possibly 1-4 tires to have a car up and running. Everything can easily be found in garages and industrial areas. Tires can also be taken from other vehicles. If that's too much for you to do, then I would suggest finding an easier game to play -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
^^^Yup, so much this^^^ And in doing so, some are making ontological contortions to be what I would believe is contrarianism for the sake distraction. End game in an RTS is when you unlock all the units, or enough units to effectively win. Endgame in a racing game is when you unlock the best cars and upgrades. Endgame in an RPG is when you level up to near the maximum and unlock advanced abilities. Can we all just agree that endgame is a generic term that generally means achieving a level of capability and sophistication that is in the 85th to 100th percentile of capabilities based on the maximums offered by the game? You know, the point of diminishing returns... Since DayZ has persistence, and items are used to aid in survival, it is not an inductive leap to call endgame when a character has persistently stored at least 85% of the items in the game. If you are fine with stashes even if full-on basebuilding works, fine, you have nothing to add here, right? Can we please just leave it at that, for the sake of argument? This is starting to remind me of that kid on the spectrum in high school who would come up with an awkwardly worded exception to anything the teacher was trying to say; that while perhaps technically true, is a fringe case, and offers nothing but a distraction fro the discussion at hand. I think anyone who tries to and wants to use basebuilding and vehicles can agree that the problem is VERY simply stated. The ROI is vastly out of balance. Cars take hours to assemble, and often seconds to destroy. Sometimes they'll kill you just trying to get in. Desynch can ruin your day of driving in 5 seconds without warning. Bullets are also a fair bit more capable of disabling cars than would be fair, even if easily built. That's about it right? Bases similarly take a large amount of time to assemble. And a partially built base can be easily DESPAWNED in the time it takes you to drive back to the lumber mill and return with more materials. A tent can be completely ruined by a couple bullets, and will disappear at the next server restart. So at the core of things, cars and bases lack a balance of durability. Everything else is just getting in the weeds for the sake of making discussion difficult. -
Who actually build bases and repair cars?
Evilsausage replied to Evilsausage's topic in General Discussion
I don't know why people keep getting hung up on the damn Endgame therm. Yes I know its a Sandbox game, when I'm saying endgame I'm not comparing it to the Endgame in Diablo or some shit. But I'm just saying that you aren't building a base as a fresh spawn or hunting military geared players with your steak knife. Its stuff you usually do when you have gotten a bit established on the server. The issue is that basebuilding and vehicles are features the devs no doubt have spent alot of time on. Yet very few bothers with it. Its fucking basic game design 101 to then ask....maybe....maybe....if it got a few tweaks more people would find it worth doing? Yes its a sandbox game, but people still need reasons to do certain things. You can technically spend the game picking mushrooms only and yeah its a option. But I think most people would't really consider doing that. Having a couple solid options would help DayZs longevity. I don't really understand why some people are gonna argue no matter what. Can anyone seriously state cars and base building is just fine? Seriously? It can't be better then this? Low exepectations isn't exactly gonna help DayZ developing in the right direction. Your question, what was the question? -
Who actually build bases and repair cars?
pilgrim* replied to Evilsausage's topic in General Discussion
this is long - and "boring" - but if you are interested in @Evilsausage 's OP .. He makes a true serious point about where DayZ is going and HOW has it's direction changed. And the aim of the forum is exactly to give input and discuss THE GAME. So bear with me (or Naff Off, as you like.. heh) OK : (are you sitting comfortably? ) If you look back through the forum for "endgame" you will find this argument has gone on for 5+ years.. Various (serious) players, one type of player, has lobbied for "bases" so they can have "endgame" for years. The idea of "endgame" is already fully fledged in their heads when they join the forum. << You can't have a survival game without an endgame>> <<where is the endgame? >> << the endgame has to be bases >> <<why is there no "endgame" ? >> No one ever said camps, tents, vehicles, stashes or (in the old days) helicopters - were "endgame". That idea didn't last long, for some reason. Check out the posts - So to get in line with more standard Achievement games - the idea and the WORD "endgame" became common and accepted, and maybe 3-4 years ago "bases" was linked directly to that concept : = " you need endgame so you need bases " Used to be that you could have a great camp with a couple of tents an truck for extra storage & mobility, and a helicopter - parked way out in the sticks, very difficult to find (before new towns and mil structures were scattered ALL OVER the wilderness) - people who wanted extensive CAMPS built them even before BASES became a concept. The problem Now is that BASES don't work very well at all.. the best USE I've heard of for a walled enclosure is NOT defense, NOT "interdiction", NOT protection from weapon fire, not motor pool or meeting place, NOT eyecandy (perish the thought!) , not security ... The best use I've found in play (my experience) is just one solo player who planted a tent out in the woods and constructed a fence around it to keep wolves out: That makes sense. The argument can go on forever. My BEEF is that if endgame (and the word IS USED commonly) means "BASES".. then the nature of DayZ is being changed, What DayZ is ABOUT is being changed, and new players are being SOLD a "base building game" because that is what street-word and youtube say you are supposed to do in DayZ.. just like it is what you are supposed to do in RUST, OK ? .. It ,is Designed FOR that. For me that's a mistake, a cheap (failed) crowd puller, it's underselling the game, its missing the special interest of DayZ and what DayZ was DESIGNED to be about .. it is taking DayZ in a new direction to IMITATE games that were originally COPIES and RIPOFFS of DayZ .. (AND new players spot that quickly.. listen to them here on the forums today) This is ONLY my opinion, so don't please all jump down my throat for saying it. I am NOT trolling, I am NOT insulting anyone - play how you like - Emuthreat says "dont listen to the opinion of "little semi literate" new players.. but I respect those players as much as I respect @-Gews- or @Weyland Yutani or anyone who has been here for YEARS.. these new players start up and find ... WHAT exactly? that they have to get mil geared, get a car, build a base - and they think : 1) that is what the game is FOR - it's a base-building clan war game 2) the game works BADLY, sometimes VERY BADLY 3) It's a grind, unfair, full of Destructive Killer LoL Gangs, and its a waste of time to try to reach "endgame" because "endgame" is NON FUNCTIONAL So .. destruction of the efforts of other new players is the only thing left that gives you a playable successful activity - true for 90% of players - so hell, Gear Up and KILL .. that's what the game is for.. right? (I mean IN REALITY that IS the play experience and that's what attracts MOST of the players who stay). No one is telling players DayZ is an unusual minority appeal game, open world, for people who have their own drives, ideas & directions, NOT provided easy AIMS.. and its dangerous and you won't live long.. that is not SAID anymore. - And when it is said in the Ads, many folk LAUGH, because it is not true. The whole farming, survival, hunting, woodcraft, travel, adventure, expertise, aspects of the came are DISPARAGED .. because, face it, they have become TOO EASY or COMPLETELY NON EXISTENT ATM.. (personally I hope one day they will come back .. but it looks like the game is NOT going that way anymore?) So my only question is - now that the original team and the original folk driving the DayZ Vison have LEFT.. which way is this game going with the newcomer devs (no insult intended at all). Where are we aiming exactly? Are bases just something added to the mod kit, eye-candy, not much use in practical gameplay, and poorly functional in the vanilla game, but PERHAPS the elements have been thrown in the carton because they COULD BE great for anyone who wants to MOD to make them work? The only reason no one points out the weaknesses of bases here & now, and the POSSIBLE improvements to their VANILLA design and gameplay - is that almost everyone with TECHNICAL experience and PRACTICAL understanding of game construction has LEFT vanilla and gone away to make their own mods.. this leaves base building like a few bits of lego lying around in the vanilla game - like a kit of incomplete parts. The argument and the push for an endgame went on for a LONG time - eventually bases turned up to end the argument : Bases in vanilla are a MESS So we didn't even make it to RUST.. we fell short of our own imitation. *. And NO - @emuthreat, trying to survive, being mobile, backwoods, hidden, cautious, small group, individual, is NOT "nihilistic" - solo and backwoods play is not nihilistic, hidden tents, barrels, careful approach to interaction, awareness of LoLers, KoSers, Mil kitTeamspeak Buddies, Clans and Hoppers, is Survival .. Im TOTALLY amazed somone with Emu's experience states openly that "a kid" with incorrect grammar ("semi literate") is not even worth hearing, & that a player like @Parazight is a "nihilist" .. (sorry Parazite.. IMO Personally I thought you were one of the players, like @odin_lowe & others .. with maybe a little touch of Zen in your game ). * So - Are there any Suggestions on Future DayZ Development and focus to ATTRACT new players - anyone ?? In the far past - telling them they would only survive 15 minutes was the FIRST BIG CROWD PULLER, and that really worked! What has done better than that, since then? * xxp - sorry to take up your time ( lol - I know I probably didn't ) For a "NEW" argument about endgame and bases (this is my IRONY) - look at << What do you do when you have the Best Gear? >> Posted May 2012 -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
@pilgrim* I believe I answered the question as to what is what the purpose of basebuilding is. The tangential discussion about endgame definitions is less productive as it is maybe subjective based on players' motivations. From an objective standpoint, one could define endgame as the highest degree of complexity allowed by the systems in the game. And by this definition, having a network of bases and vehicles to service their maintenance would undoubtedly be an endgame loop. The purpose of a watchtower when you log out is a much sillier question that does not merit an answer. But I'll humor you. It has the same as the purpose of a rifle, or anything else while you are logged out; something to use when you log back in. You might log back in to find your tower dismantled, just the same as you might log back in to catch a bullet in your back. In either case, neither has done you any good. What is the purpose of discussing the utility of a spatchcocking a chicken, if you are a vegan? Trolling? All indications point to yes. -
lol the amount of threads created about people crying that they are being shot on site is funny. This game simply sucks on XBOX... No server persistence, people always killing you, lack of weapons and vehicles, and in the end , after spending weeks and weeks of playing, nothing saves, no stats, no bases, no gear(due to server resets for pointless updates), no night mode(only 5 min long?) So what's left to do in this game??!?! Well let me tell you.. Get a gun, any gun you can find, and kill other people for fun, see if you can surivive a battle. Until they fix dayz to be a more pleasurable experience that is rewarding, then people will just continue to kill on site because there's always gonna be a bored Timmy sitting in his basement going around killing people.
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Stay away from vehicles that appear even remotely submerged into terrain. This usually happens when they’ve been left alone in the world for quite some time-
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Eh I guess not much changes anyway so I can just stop by here in a year and see if cars are land traveling vehicles yet.
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Who actually build bases and repair cars?
rickyriot replied to Evilsausage's topic in General Discussion
For me, as a solo player, the only reason to base build is to have somewhere to stash items. Repairing cars is just a means to an end. I certainly don't want to create some sort of fortified base or a car pool of vehicles. -
Which of these issues is new to dayz? Did you research the game before buying it? Most of the issues you're talking about are mostly based around bases and vehicles. The core game runs extremely well though. This is still a very playable survival game. All the other stuff you're taking about is still in the early stages of development. Like I said, this game was never originally a base building game. Maybe they'll figure out the base issues further down the line. Personally I'm not too bothered about that aspect. I'm more interested in player interaction rather than hoarding loot.
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That base is always an inspiration. I understand the argument about "doing the things." My stance is similar- but if "doing the things" that are able to provide a more substantial experience to a broader spectrum of people are so tedious and vulnerable that they resort to the short term forgettable experience it will repel players more than it will retain them. DayZ pvp at least in terms of official is not what it does best (actually, arguably I suppose it is right now)... but I live in a league of people who wants the official vanilla to get dialed in at least enough to provide a balanced PVE experience and a credible PVP threat. I think it's getting there. Make cold kill. Make raw animal meat a hazard. Make bases a little easier to build and a little harder to raid (since this too should be an endgame challenge)... make vehicles reliable to the average player. And for fuck sakes dial back the pea coats. (lol)
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For me it was the exact same situation. See a car, it doesn't have all the components. I get inside as I believe that is how you can tell what's missing - I could be wrong with that, I honestly don't know because looking around I see no "see car state" option so it seemed like the next obvious thing - and it hits me with instant death. I know what it is, it's a bug relating to the positioning of the cars as to resolve it you take off a wheel then replace it again and the car "resets" it's position allowing you to enter without dying. I only know this after doing a google after the second time - as I say the first time I thought I had fallen foul of a boobytrapped car (if that is possible, but then if it is you just know someone will do that to f**k with others! In many ways I wouldn't mind that if it was both noticeable and you can disarm the trap). Even if getting into the car isn't the way to determine it's damage status, perhaps it's more nuanced in that you visually need to see what's missing (ie: car won't run, open bonnet/hood and see visually there isn't a spark plug - and if that is the way to do it then I applaud the nod towards realism), the very fact of getting into a vehicle even if it's not working shouldn't instakill you. I will add that it's been hatchbacks that have killed me on both occasions so I can't comment on other vehicles. I'll be honest and say I've not seen any vehicles other than them. Ultimately the most frustrating element is that you realise what a bonus finding a vehicle is. You'll spot it evaluating it's rough visual state, give it some time to check nobody is camping it, then work out if you have enough carrying capacity for the parts as well as whether those parts are likely to be lootable close by or maybe you'll go looking for stashes buried in case the car was running and when someone went to log out they removed and buried the "useful bits". It's only after maybe 5 minutes getting all excited, doing the maths only to have it cruelly snatched out of your hand by a bug.
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No, PC but I've followed development since 2014-2015, I was also one of the more active testers in the .6x versions and I've been reading/writing game code since the early nineties, the console version is just a port of the PC version., that argument holds no weight. I'm not assuming anything, I have the data-files now and the output is correct for the instructions I see. I would like to see this statement I'm guessing they used indefinite terms and you're polarising and indifferent statement to suit your wants, if not someone put their foot in BI's mouth, or they're flat out lying to you or going back on what they told us, that I'm not sure of at all now? The M4s are hard to find argument was beat to death two years ago and the statement then was "not everyone should be able to find one because they're supposed to be rare". Duping absolutely would make it show up faster but they will still end up hoarded either way, rest assured that is getting better combating duping, we're several versions ahead of you it it's not much of an issue anymore. I love this concept/game and what I know about Bohemia games and see in the finished portions it can be dialled in however specific groups want when it's done, my fear and why I speak out is I don't want corners cut in the survival aspects if they can double dip on the financial end forgetting the original supporters. The engine has or will have the capability to make us all happy but ease of finding and automatic weapon is moot compared to everything else us EA customers paid for in advance and still haven't seen. Fix duping but hoarding is a legitimate game mechanic or should be, this is when there was only 15 trucks per server, I had one more hidden half a click away that I would have got home if there wasn't a scheduled wipe the next day, I felt a sense of accomplishment and was horribly entertained getting 1/3 of the vehicles on a server to myself, games are supposed to entertain. Is it fair, who cares if four other players couldn't get one too, I had 5 trucks legit and it made me happy.
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Yes. I've never personally found a pair assault boots in a bus/van. Why would military boots spawn in civilian vehicles? I agree wholeheartedly. I found something, but I cannot confirm or prove that I've found it. I'll try and get an image of it soon. I was mainly asking if anyone knew the rarity of a "Chernarus Enduro Helmet" I'm also wondering if there's other variants of the enduro mouthguard/visor other than just red/white as I've only found red mouthguards and white visors. Edit: Or what about a pair of red "athletic sunglasses"? https://dayz.gamepedia.com/Athletic_Sunglasses (I don't go searching for them but I've only ever found the green variant)
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As far as that goes there is only supposed to be about 10 each M4 and AKMs on the ground or in storage (vehicles don't seem to count, I know console doesn't have them I'm testing that on PC) per map before they stop spawning disregarding ones in player's hands, they were supposed to be very rare. Whether development caves to pew-pewers is yet to be seen.
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We call it debug you're off the playable map to the north or west. People used to build camps and hide vehicles out there, there was a fix to make stuff stored out there despawn way back, not sure where that's at in the current game.
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I just came back to dayz after a little waiting since the release of building and vehicles update. Heard about the night vision scope and sure enough found one my first day on. Kinda let down that it's only for the Russian weapons. I was really hoping if they were going to put it in that it would be wittle more versatile. Like for instance why just one scope. Why not two ? Why not less magnified ? Not a fan of the amount of zoom for using even in you're hands for night time. Maybe new version will be put in at a later date and if so I would love to see them for both types of weapons and some without the magnification. I know nvgs will be coming eventually but why not some variety for the night scopes. What are some of youre thoughts guys ?
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It's great that your enjoying the game or playing regularly. but let me state again. "There is barely any information" on the net about rare items, Nor is it clear on what version of Dayz they're found in. You said YOU"RE doing things, YOU'RE seeing things. That's not me. that's not anyone else. that's YOU. I'm pulling information from public sources. And I assure you it's not a topic that comes up very often. therefore its not something the average player generally knows about. The picture you posted shows a pair of boots containing a combat knife. I believe those are called "assault boots". The only difference between a regular pair of boots and your pair is the color/design. (Texture) Ex. Assault boots are different from working boots as they have different models (Shape). So in short, you started talking about textures. If you want to be taken seriously. you should probably do whatever you can to prove your claim. At this point you have little credibility and in my opinion you're losing it fast. Instead of taking a new picture you go on the offence, talk a bunch of mumbo-jumbo and try to dismiss me. instead of trying to prove your claim your trying to shut me up. And it really makes me think you have no proof and your just trying to waste peoples time. You found a pair of assault boots in the back of a van? (Military loot doesn't spawn in civilian vehicles!) How often does that happen, Nancy? Lastly i don't understand your banter. I find your response crude and demeaning and I really don't know how you expect people to take you serious BRUH. Especially when you conduct yourself like this. Please, link me to it. I'm patiently waiting. I intended to eat my words and you've starved me. (Don't just take it from me but) I've concluded this is a poor hoax.
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Does admin have an option to NOT respawn items for certain time?
emuthreat replied to kevo1414's topic in General Discussion
Better have an airtight whitelist ready to go before you start. One player could essentially ruin the entire server within a week. You would also have to consider natural attrition from zombie and wolf damage to inventories, complete loss of inventories upon death, damage due to firefights, as well as persistence decay of spawned items and the despawn of discarded items upon trading up weapons and inventory management. It would probably take weeks of trial and error to find all the values you would need to adjust, and even more weeks to test the ratios. In any case, if you set persistence of spawned items to infinite and persistence of dropped items to 30 days, you'd probably need to reset the server every two or three months at the most. My bet, is that you'd have no vehicles left after two weeks under the best circumstances, and a serious lack of common items after 6 weeks. -
i think there is a consensus amongst a lot of players, at least i heard this proposal quite often until now, that bicycles and bows would be wonderful to have. i also think, it would be nice if experimental features can be activated by private servers, so we can test them out, like certain weapons or vehicles, which are not yet done. it would give the community something to do. -- i still think the biggest actual issue is, that many things are client and server side blocked, there is no way to have autoloading of mods when you join. I know I repeat myself, but too many issues seem to show, this should be the one biggest feature they should work on yesterday. Downloading a server side mission to the client in arma might have been annoying, from time to time also an easy way to implement cheats, but given you could just do it in myriads of other ways even more efficiently, and it could be also used to mark cheaters in fact, it was definitely a nice way to deliver content and scripts to the client for your personal use case. We do not have this option in dayz, instead we have mod support. But none of this is really working. DayZSALauncher already has a working third party solution, all dayz team would need to do is implement a similar system into the current client. Well I will write this together in a suggestion.
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This is going to be long, so buckle up. But don't worry, I'm not going to be asking for anyone's paycheck totals or a breakdown of the weekly schedule of anyone on the BI Staff. But I do want to address something I've been thinking about a long time, and something that sorely needs to change. Last week's Status Report highlighted what has been an increasingly growing problem with DayZ's development, and it's the issue of Developer Communication vs. Fan Expectation. Hindsight is obviously 20/20, and a lot of things could have been done better or differently over the course of Early Access from The Devs, but I've been coming to this subreddit off and on since EA launched, and while I don't claim to speak for the community, I feel like I've been around long enough that I can point to some common areas of communication breakdown, community outrage, and Developer misstep (and success!) regarding both. This will not discuss how The Devs should develop or fix the game, or what content should or shouldn't be prioritized, but rather, some ways that this information can be better relayed to us, for the benefit of everyone, The Devs included. So, if you're going to chime in asking why helicopters aren't in the game yet, don't bother. Make another thread. ISSUE 1: ROADMAPS One of the most common complaints I see regarding The Devs, and what are often viewed as "broken promises" (quoting not to undermine the validity of that frustration, but to paraphrase it) is the issue of Roadmaps. Development Roadmaps, for the community, sound great on paper. It's an estimated list of features, goals, or whatever, that The Dev Team hopes to implement in the future. For the community, the idea is that we get to see what The Dev Team has planned, and ideally, can follow along as features get implemented or not. Here's the problem: Roadmaps are bad. This is not to say that, internally, they don't serve a purpose, but for The Community, they ultimately do more harm than good. Why? Because, no matter how much you tell us that "Roadmaps are Goals, Not Promises!", it is not going to matter. They are ultimately going to be viewed as a listed of Fulfilled Promises or Broken Ones, particularly if a lot of those goals are seemingly absent in the 1.0 release. Roadmaps are a community placebo designed to assure us that content is planned, and coming, but it's also not unreasonable for us to view it as a benchmark for the game's progress, because we need to have an idea of when The Devs feel the game has reached a state of completion. Ultimately, Roadmaps boil down to "telling, and not showing", and at this point, as we are now Post 1.0, that is not enough. Last week's Status Report, actually felt like a step in the right direction, but it's still ultimately a Roadmap Rather than listing a set of hopeful goals, it addressed most of the community's concerns, and roughly, how The Devs plan to tackle them. But it wasn't perfect. Which brings me to the next issue with communication. ISSUE 2: We Want Specifics, but Mostly Content There's sometimes a sense in The Community that if we don't see what The Devs are doing, then they must not be doing anything. Lulls in communication, and limited feedback, coupled with seemingly minimal results in game, often result in sometimes feeling like "nothing has happened." People sometime have a tendency to feel as if their problem is ignored because it does not garner a response on reddit or twitter, which is silly, but it happens. The very nature of DayZ, being a game with permadeath, also makes any bugs that facilitate permadeath, or hinder progress, INCREDIBLY FRUSTRATING. These issues, paired with a very noticeable lack of content, mean that Status Reports have to fulfill a lot to make most people happy, and in all likelihood, they are going to fail to do so as a result. Also, not knowing what to expect each week creates a self-defeating "hype cycle" that usually only spawns more frustration or outrage. Looking at last week's Status Report, the top issues plaguing the game right now, according to The Devs are Server Performance, Persistence, Server Browser, Animation Issues, Modding, Weapons, Vehicles, Consoles and Communication. Let's ignore Consoles right now, since there's another subreddit for that. While some players might argue that Persistence should be number one, Server Performance is arguably much worse. The Status Report highlights this multiple times, but not everyone in The Community agrees on that. That doesn't matter, however. The point is, everyone in The Community is going to have a different idea of what is more important and what deserves more focus. Some people might say content is more important, others will focus on bug fixes. In every case however, we want specificity, which really ties into the Communication aspect. Telling us that there is a plan to tackle Persistence and begin the implementation of Weapons is great! But, which weapons? Giving us some insight into that plan is also great! But, what specifically? Under Promise, Over Deliver is exactly what we need right now, but illustrating progress is not a promise. It's ok to show us stuff, we crave it! Obviously, we all want new content to enter the game as fast as possible, but we, as A Community, also need to have our expectations tempered and controlled, and satiated, if not met, and consistency in communication is the best way to do that. But what gets us most hopeful that any of this stuff is actually going to happen, is videos, or granular and specific detail. We waited a long time for the last Status Report, and none of knew what to expect, but I feel safe in betting that the longer the wait, the bigger the hope, and the bigger the need to have our specific needs addressed in the Status Report. Show us more of the content in progress, regularly. Give us more specific insight into how things like persistence are going to be tackled. The Servers that we can hop into and provide proof of in game problems is great, but we need just a bit more detail on that progress. We also need consistent (I do not necessarily mean frequent, or daily) but consistent communication channels, which brings me to the biggest red flag of the whole thing. Knowing we are going to get updates every 2 weeks is actually a good thing. This place RIOTS when we don't when to expect an update. ISSUE 3: Keep the Bi-Weekly Status Reports and Stop Depending On Streamers to Deliver Us News From the most recent Status Report: With many internal changes in planning and how we approach update releases overall, we will also need to be rethinking how often and in what forms we're communicating with you. We still have a lot of brainstorming to do, but it's very likely that the frequency of development Status Reports will no longer follow the 2 week period. Instead, we'd like to think of ways how to more actively work with what's happening in the community, engage in the events organised by community server owners, and improve the direct communication across channels. First, as much as people malign them sometimes, the Bi-Weekly Status Reports can be incredibly helpful, but they sometimes lack clear focus, and that's really what bothers a lot of The Community. I could be wrong, but it sounds like there's going to be a shift to allow community server owners, and possibly streamers, if past actions are indications, to serve as channels for development updates, as well as bringing more news about the game "in-game". No offense to any of the hardworking streamers out there, but I don't want the news about this game's progress to be delivered piecemeal across multiple channels or events to get a clear access of what I can expect and when. This move, is seemingly misunderstanding "The Community" and where it all takes places. I would wager a good majority of us don't participate in Community Events or watch Live Streams. We play the game, come to the subreddit or DayZ Forums, and read the Bi-Weekly Status Reports. I would argue that even more players, don't even do that. They simply play the game, and get news from it, or Steam, or more probably, incredibly outdated google searches or wikis. I suggest the following: -Keep the Bi-Weekly Status Reports, but break them up into 2 categories, one in the first half of the month, the other in the latter half. A "Content" Status Report, and a "Stability" Status report. This does two things: it gives The Community (and The Devs!) a clear focus of what kind of content to deliver and expand on within the SR, so that we can see a more granular and detailed focus on what is being worked on and planned, but it also helps control our expectations. Rather than us pinning all of our hopes on "maybe we well get guns in this one!" we will know, each week, what kind of content we can expect to be discussed and shown. "Content" Status Reports can highlight gifs and videos of in progress material, and touch on any issues with implementing. Previews of in game models, textures, game play mechanics; all the stuff we desperately want to see more of. "Stability" Status Reports can be a bit more technical, focusing on challenges that occurred each week and with the game in general. All relevant news about DayZ and it's progress should also be accessible via an in-game menu. Pretty self explanatory, but we shouldn't have to depend on platforms like reddit, twitch, or twitter, to server as conduits for essential communication, because many players don't frequent any of them. Patch Notes Need to be DETAILED. No more "let's see what we can find in the Patch Notes!" No more "fun surprises!" Tell us everything we can expect to find, including details regarding fixes. This game is too large and time consuming, as well as random, for it to be fun to wonder if a much needed piece of content is supposed to be in the game or not, or if it we simply aren't finding it. Ultimately, our expectations for this game are always going to be high. We are here, because we love it, and we want it to be the best possible game it can be. The only way to meet (and temper) those expectations is to deliver content, or news about content, regularly, and clearly. We aren't always reasonable, and we aren't always patient, but I'd like to think we are forgiving. Last year was not The Year of DayZ. Maybe this one will be. TL;DR Roadmaps are useless for The Community, Keep the Bi-Weekly Status Reports but break them up into "Content" and "Stability" with a focus on each every two weeks, Show us more videos and gifs of in-progress content. Gives us detailed patch notes, with no surprises about what's in each update. Sidenote: Thought this belongs here as well ! Link to original:
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This was actually implemented into one of the stress tests where they began to show us more things on vehicles, I believe this was in for only one patch and it was very buggy which is probably why it got removed. So you can definitely expect a weapon butt melee mechanic in the near future.
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I quit playing late last year because there was no more enjoyment from the game. Persistence issues made any attempt at meaningful long-term play a sisyphean exercise in self-flagellation. Pair that with the unfortunate circumstances of 80% of my deaths in 1.0 sessions having been from getting stuck in the hinges of doors and being beaten through the walls by zombies, and it was just the last straw. I once died fully geared at the western roadblock gas station to only two zombies. I had beaten down more than a dozen along the wrecked vehicles and through the tents using my trusty glowstick and taking practically no damage; circled back to the gas station and tried to beat one more down inside the tin shed by the big white fuel tanks. Another heard the kerfuffle and I tried to close the door before he got there. At this point, I don't know what happened, because my glowstick clipped into something and I couldn't do anything but punch blindly from a presumably locked position with no indication of a door prompt, leaving me helpless and in darkness as I got beaten to death over an extremely frustrating period of nearly ten seconds. Only at the instant before the killscreen, did I see my glowsick clip back out of the geometry and fall from my cold dead hands. Numerous times things have gone similarly to this. Catch aggro from a distance at dawn, while double carrying right after a Tisy run; decide to play things "safe" and sprint to the nearest house with 3 aggro in tow, taking a couple hits along the way; open the door and rush inside, closing it behind me; drop the gun and pull out my axe, only to realize that I am bound to the wall at the hinges to the door; cycle the door state two or three times while getting hit through the walls by three zeds outside; finally free, I swing to knock back the closest before trying to close the door again; drop dead from the unreasonable amount of damage dealt through the wall while I was helplessly bound into the map geometry. Not cool, man, not cool at all... And regarding persistence and server performance: Is there any chance that these issues may be relieved by increasing the hardware allocation of each server instance? Are there some constraints that would prevent this from being possible? Has it already been done since .59, or ever in the history of SA development? Forgive me for seemingly stating the obvious, but how else is the game going to run any better than is does now; with only two kinds of vehicles, constantly abating persistence, and roughly half of the content apparently missing?
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Issues I've encountered : -Surrender Animation destroys you gun in hand -no leaning -no holding of breathe -building a base with fences and a watch tower (each base piece has an 'inventory'), having a barrel in said base, and a backpack inventory; when trying to open the inventory it the game does this: 1) sound reduces to a lag and turns into blips and frames drop to 2 a second with sound only coming in those 2 frames 2)Moving inventory or navigating it is INCREDIBLY DIFFICULT AND FRUSTRATING 3) the game crashes. I cannot tell you how many times my friends and I had to restart our game because it crashed due to opening our inventory inside our base and it opens every single inventory item at once -clipping of person's body through clothing -farming food: our plots of land with seeds on them that we planted disappeared after logging out and coming back the next day but our base was still there -Reloading: Sometimes I can hit 'Y' on my controller and it'll reload my empty weapon. Other times it'll switch to something else on my weapons wheel [Maybe make it, double tap to reload, hold 'Y' to reload?] -Head torches are useless by my findings. Doesn't turn on with battery it -putting a fire in a fireplace in a house: The smoke out the chimney works great, but smoke also pours out of the house through its walls, resulting in two smoke signals -You cannot throw a flare or glow-stick -No Bow & Arrows -an item dropped on a fence being built for base building renders both unusable. (My friend dropped duct tape on a fence). The duct tape was just floating on top of the fence, could not be picked up, and the fence could not be built upon. (The building animation and timing wheel for duration of animation worked but nothing completed) -Vehicles: My friends and I found a skeleton of a car (i.e. no wheels, rad, spark plug, etc). It just needed parts. My cousin, being the car-nut he is, tried to sit in it. When he did he instantly died and the car went crazy. He closed the game out of frustration and joined back 10 min later. When he did he was standing next to the car alive and well with all of his loot Tweaks: -make hydration last a little longer -When a scope is on a rifle and I aim, I want to use the scope, not iron sights. Switch the toggles -fix the sprint + rb(free look) = getting cut in the back with a combat knife by my friend -loot economy to have more base building equipment spawn -make it so people can't server hop into your base that you built, fortified, AND LOCKED TO KEEP PEOPLE OUT! Just push them like 100m away from the base if they didn't log out in said base. New mechanics I want to see in the near future: -Spawn: Choose your spawn area! I'm not saying, "I want to spawn right at Cherno" but something like picking the south or east coast to spawn on. And be able to spawn back at your base when you die but with a harsh respawn timer, so if you're being raided the raiders aren't facing waves of one person every 30 seconds but rather every 10 min. I cannot tell you how frustrating it is to die and spawn 15km away from a base or friends. A general area spawn pick would be nice where if you pick the southern coast, that's the only choice you have. It can spawn you anywhere along it. But a general vicinity would be nice. -Be able to roll a tire or barrel instead of carrying it everywhere. Ofcourse doing this on a hill would risk you rolling it all the way down a hill, but getting parts and walking them 6km is a real kick in the nuts -Be able to 'stab' another player instead of just slash at them. Scenario: You run out of ammo as someone is firing at you, you take out your knife and charge them, you manage to get close to them and hit 'rb' to lunge stab (which i still think needs to be fixed), and it stuns them for a second or two; enough to maybe stab them a second time or punch them and knock them unconscious. This is just an idea, but stabbing would be nice -Waypoint/marker: If you do the point animation at a building or window, and your buddy is standing right next to you, they should be able to get an indicator of what they're seeing whether it be a distinct marker (think or a laser point) or a circle colored hue of an area he's pointing to signify what or where. If your buddy, however, is far away from you they can't see that -Prompt: I CANNOT EMPHASIZE THIS ENOUGH! SERIOUSLY! I just want this to pop up in the screen just for clarification. When I'm crafting or combining items, I put one item in my hands, hit 'B' on the item in my inventory, and then it backs me out of my inventory with nothing telling me 'item 1 and item 2 have been combined' or, 'Sorry, can't do that' for when it can't. I get so infuriated when it doesn't work because I don't know why. It doesn't even say I can't. If I wasn't able to, I'd just like the game to say so in live time instead of mashing a the buttons like an idiot and making my friends ears upset because of my growing anger -Base building: Bridges between watch towers would be neat, boxed structures you can make (think of the game Rust, but not obscured bases; just 3x3 houses or 2x4, etc.) and flagpoles. Flagpoles, I personally think, can really push for base building and raiding of other people in the game. Spawn and scatter flags throughout the map (whether they have emblems or just country flags, IDC) so that people can grab one, bring it back to their base and raise it on the flagpole (or hang on an interior wall) to signify that this is a person's base of operations. Now, when other people walk by and see this base, they'll have something to try and steal and take back to their base for bragging rights. Building a community can come about through competition. When they bring a flag back, they can erect it in their base, upside down showing their triumph other another group of survivors. This also eludes to those people coming back to their base and seeing it was raided and their loot was also taken, instead of someone logging in, not seeing loot, and figuring it was all wiped and that being totally unfair. this will not push people away from a glitchy game. And to also encourage it, the flag, when stolen, does not take up room, but can be worn as a cape or over a backpack or something to display it's taken and on a person. Think Capture the Flag but with zombies.