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Showing results for 'Vehicles'.
Found 41868 results
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Base building and vehicles?! I said I wasn't going to get emotional... sniff sniff
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Hello everyone, a short update: currently the Vehicles & Basebuilding update is still not ready, our effort to add some new controls (for vehicles & basebuilding, zeroing, freelook and firemode change) unfortunately presents a bit of a challenge and the internal build is quite broken for that reason. The team is still working on getting it into a better shape but it's getting more and more likely that we won't be able to release today, so please get yourself ready for this possible outcome. Since Thanksgiving is about to start in US, today (Central European Time) is our last window of opportunity for release. If we don't make it by then, we will, unfortunately, have to proceed with release on Tuesday next week as we will no longer be able to make it through the Xbox submission process this week (and it's also not a good idea to release updates on Friday in general, since we would not be able to apply any hotfixes in case something got broken). I'll update you once we know more, thank you for the patience!
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Hey all, not sure if its WIP/already suggested or fixed. 1) Base building seems oversimulated, also seems like without vehicle it's nearly impossible to build something and takes lots of time even on Offline Dev Mod where u can spawn everything you need. There should be premade "Blueprints" option, for example you should be able to choose to craft a fence, tower etc once you have all parts in place instead of building it from scratch ( Something close to Fallout 4 ), but building from scratch should be still an option for more customization. 2) Item name HUD. The HUD window over vehicles/objects makes no sense, it should be removed once lets say fence is built also completely removed from the vehicles, it's been annoying to drive and see that HUD window floating on the screen. 3) Visuals/Other I think it's time to add vaulting/peeking/multiple poses like in arma. The graphics also could be remastered - get rid of that 128x128 textures and implement proper high res PBR shading especially on props/buildings. You were the kings of graphical realism, but now after some games it looks like im playing 2010 game ( well, atleast SCUM didn't beat you on that yet ). It's not my business, but you've made like extra 15-30millions $ from Xbox release, i think its more than enough to polish the game to perfection in no time. ( damn even 1million is enough, i bet i could find someone to model+texture all the environment buildings and props for like 5000$ in like 3-5months ).
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Why promises bite you in the ass
PandahFistophacleezeSykes replied to hemmo's topic in General Discussion
The game is in a very rough state indeed ... it’s taken a few steps forward in one area , but a few steps back in others . Persistence is working but barely , and much worse than it did on the previous engine . Basebuilding looks good , but no wAy to tell as persistence wipes so often or glitches and force disappears / wipes . Vehicles are more rare than they’ve ever been since they were implemented years ago , the driving is still less than realistic but getting there - although I remember a status report last year or the year before that talking about shooting from vehicles when the new engine comes ; I would love to see that ASAP ... Weapon roster is lower than before , and many weapons have been in development hell for years (rpg , cricket launcher , RPK , m249 , bizon 88) that I’ve been dying to see ... One would think the devs would just throw these already modeled and finished guns into this build to make it feel less ..”shallow” for lack of a better term (in terms of guns). Overall we are making progress but I really wish they wouldn’t force the 1.0 by end of December , because at this point we all know it won’t happen with good quality if the devs continue this pace until then . I would say 1.0 by March / April to be safe — but honestly it seems they have all the pieces in place, I’m not a dev but it seems like they should just be able to finish the puzzle and add it all in no time , but I don’t know .... -
"Dev Update/Martin Hi everyone! While on the PC side of things, we're in full bug fixing mode, our Xbox Survivors are still waiting for the big update to drop. As we detailed in our Xbox Development Briefing, if things go well, we'd like to release the Basebuilding & Vehicles game update on Xbox this Thursday. This is still with a disclaimer as we'll be going through the final stage of testing tomorrow, but even if we discover some specific issues, this update will still be the biggest Xbox update of DayZ since we launched in Game Preview." https://dayz.com/blog/status-report-20-november-2018
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Today's Status Report focuses on the current work of the team to fix the remaining issues in the PC BETA, while we are getting closer to our release in December. Eugen gives an overview on the most pressing issues, and the team leads give a brief recap of their work during the past two weeks. Let's get into it! Dev Update/Eugen - General status report and overview of current issues Xbox Update/Martin - Base building & Vehicles game update details; DayZ is 15% OFF on Xbox One now! Dev Update/Peter - Focused Feedback, Round 1 Dev Update/Mirek - Car physics, hit registration, and other bullet point updates from the programming team Dev Update/Viktor - Animation polish pass on items + new sickness and character states animations Dev Update/Filip - New infected sounds, clothes/backpack sounds, and other improvements Community Spotlight/Baty - Halloween content, mods, and more Dev Update/Eugen Dear Survivors! Today, I'm gonna talk about the pressing issues that you are experiencing in-game now, about our update schedule, as well as touching on the subject of things breaking apart as we get fixes in. But before I do all that, I just want to celebrate another milestone in the history of DayZ! To this day, the game has attracted more than 4 million people and I cannot state how grateful we are for all the support you gave us over the years. It's amazing that this genre has grown so much. All that makes me excited to continue, and I'm glad I could be a part of this team and the community for a better part of the last five years. As we march towards the 1.0 release, we will break things as we apply systematic changes to frameworks that hold the gameplay together. While it may seem as counterproductive from outside perspective with only couple weeks left before the release, there is usually (usually, but not always - truth be told, we make mistakes) a good reason behind it. I'm going to try and break it down for you. When we see an issue somewhere, we have to consider many factors. Our implementation needs to be consistent across the board in the underlying systems. Not only this is good for modding in the long run, it is also very important for us to lower the amount of new issues brought in with every update. In reality, that may mean that while a feature or action might be working right now, we have to break it temporarily, and apply fixes to make sure its implementation is, in the end, consistent with everything else in-game. Having said that, we are not happy about it and understand that it is hurting the player experience. While we have closed numerous bugs with recent patches, and improved many systems from a technical point of view, we introduced new ones that need our attention. Things will stabilise in the coming weeks and post 1.0, and our goal is to benefit from this stabilisation in the long run. Another thing I wanted to touch on was the update schedule. Since the initial switch over to Stable, we have made some mistakes and learned from them. We had a streak of hot-fixes in a very short time period and while we will keep reacting to most pressing issues as quick as we can, we want to stabilise our update schedule to the Wednesday maintenance window. The use of the Experimental branch will be less frequented, but still possible if required. We will try to be consistent, but flexible when needed. We want to get better. Update on pressing issues from the last Status Report We've made some progress on the pressing issues we listed the last time, let's take a look: HIT REGISTRATION We have tracked and fixed a number of hit registration issues over the last couple weeks. To be specific, I'm talking about the inventory manipulation of magazines through double click, which wasn't properly synchronised and caused ghost bullets. Another issue was with zeroing and a reload initiated during scoping/iron sights in a specific way. The most common issue was caused by problems in packet priority and networking. Overall, you shouldn't be seeing hit registration issues pop up too much any more, and I highly recommend you to contact us through the Feedback Tracker if you experience weapons not dealing damage at all. While there are certainly some issues with damage itself left, it is tied to a balance pass and things will get ironed out. I'll also be talking about one specific damage issue that has popped up on our channels recently. CHANGING KEYBINDS The next update should contain the keybinding UI and while still work in progress, it should be a large improvement over what was possible before, and it will also finally be consistent with other UI elements in-game. LIGHTING ISSUES Lighting and exposure settings are being debugged right now and you should see changes coming in over the next weeks, making sure that both day and night lighting problems, tone-mapping, luminosity, light sources and what the community describes as excessive bloom are improved. The issues we are tracking right now require more input from the Engine Team and are planned after the next Stable update. FPS DROPS With the investigation into FPS issues reported, we haven't gathered enough evidence yet. I would like to ask all of you experiencing a decrease over the last few patches to send us information about the server you play on (possible modification causing some drops, even economy changes causing more items to be placed on map), their configuration and drivers to help us iron out exactly what happened and how. Internally, we haven't been able to reproduce it on any range of systems we have available, but we may be missing a crucial piece of information. Current issues As I already mentioned, while fixing some things, we also manage to break them. Let's see what's broken. To make things short for the Status Report, I'm just going to list them as bullet points of current most pressing issues, and you can read the full context and our response in the related forums thread. Server crashes Vehicles issues Broken play button Persistence issues Gun sounds missing Sounds stuck in a loop Base building issues Shotgun damage issues Night time setup Hit reaction and stun lock VOIP issues Again, please make sure you read the related forums thread to see our replies on the issues you reported. Many of the reported issues can be improved by value adjustments on our end. I want to emphasise how important this balance pass is for DayZ and its functionality. While all sorts of interesting features are in, they require us to review their current state. We need to get dirty to properly configure them. Gun-play, damage values, diseases, economy, persistence, and so on - bugfixing definitely comes first with high priority issues, but a balance pass is what makes the game fun in the first place. We will announce as things get rolled out over the following updates before we reach 1.0. The first thing you should be seeing is recoil and its behaviour tweaks. - Eugen Harton / Lead Producer Xbox Update/Martin Hi everyone! While on the PC side of things, we're in full bug fixing mode, our Xbox Survivors are still waiting for the big update to drop. As we detailed in our Xbox Development Briefing, if things go well, we'd like to release the Base building & Vehicles game update on Xbox this Thursday. This is still with a disclaimer as we'll be be going through the final stage of testing tomorrow, but even if we discover some specific issues, the update will still be the biggest Xbox update of DayZ since we launched in Game Preview. We're also right in the middle of the Xbox Black Friday sale, and this will probably be one of very few chances to get DayZ on Xbox One for an advantageous price (currently 15% OFF at $33,99 / £26,99 / 33,99€). So, If you were considering getting DayZ on Xbox, or convincing your friends to give it a try, right now is probably a good time to go for it. The game will only get better and more polished from here, so while I'm of course strongly biased, I'd say the current price is a pretty decent deal. - Martin Čulák / Brand Manager Dev Update/Peter Over the past week we've been collecting your feedback on gameplay mechanics in the first installment of our Focused Feedback Round on our forums. Below, you can find links to the individual topics, you've send us countless ideas and suggestions for every single one of them. Status Indicators in the HUD Character Movement, Gestures and Actions New Actions & Crafting Stamina As we are pretty busy with the preparation of the December release, we will take this week to evaluate your feedback, before starting round two. We are going to talk about gun mechanics, melee, infected and the damage system, so gather your thoughts for when we open the next Feedback Round. - Peter Nespesny / Lead Designer Dev Update/Mirek Hello Survivors! As we're all very busy with our tasks, I just wanted to provide a quick bullet point overview of what we have done, what we are working on and what we have planned for the upcoming weeks. Let's go: Done Car physics update; We had to rework the car physics controller as the suspension system was very unstable at lower fps (both client/server side) Hit registration fixes; We've managed to fix one specific hit registration bug caused by packet ordering Support for hearing sounds outside the network bubble (this can be configured in a server config) View distances are now also configurable via server config Voice over Network fixes; We fixed specific issues with 5.1 & 7.1 headphones Aligning characters on sloped ladders Added script API for light sources; Our scripters (and modders) can now script the intensity, colour, and size of light sources and dynamically change them Support for additional character animations - e.g. sickness In Progress Overall stability improvements; Mostly crash fixes Modding support; Further script API extensions, filepatching & security bug fixes Further car physics tweaking Input system (allowing the ability to assign key binds) Fixes for applying damage texture to specific damage zones Plans for the next weeks Continue with crash fixes Character physical controller fixes Infected AI fixes - Miroslav Maněna / Lead Programmer Dev Update/Viktor Greetings from the animation team Survivors! We've been very focused on bug fixing and improvements to existing animations and systems in these past two weeks. We have finished a pass on hundreds of in game items, mostly updating their holding poses to make the animations look more natural, and also to reduce various clipping issues. There are still some problematic items which will be up next. Other than that, we've also worked on bug fixes in the animation graph and animation polish for player character animations. One of the specific improvements is the addition of animations related to various sickness states. Player characters will be able to show signs of being sick by coughing or sneezing, and also to show signs of being too warm/too cold. - Viktor Kostik / Lead Animator Dev Update/Filip Hi all! In the audio team, we've been working on introducing additional variety to the sounds of player movement. That includes three different sounds for movement with a backpack, three new sets of sounds for various types of clothes (represented by the Patrol Jacket, Raincoat, and Quilted Jacket) and noises for movement with the ghillie suit. By now, you have also probably discovered that the leaves are now rustling when players are moving through bushes and small trees. Finally, our infected received new voices, now totaling at four male and two female infected voice variations. - Filip Čenžák / Sound Designer Community Spotlight/Baty Hello Survivors! while it's quite some time after the Halloween, I have not had the chance to feature all the spooky screenshots and videos that you've sent me yet, so this is why I dedicated a large part of yesterday's community spotlight to those! There's also photos of our own real life infected at the Prague Zombie Run, and a lot of community mods for you to try! Check out the Community Spotlight HERE! - Baty Alquawen / Community Manager Header Image by Saqerest.
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thanks its all working now woudl you know how to set fresh spawned vehicles to a full fuel tank or to have some in it
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In your server folder, go into dta. There is a file called scripts.pbo. You need to unpack it with the Pbo Manager. After unpacking it, go to 4_World\Entities\Vehicles, in there is a file called CarScript.c, open it and go to the function OnContact, just delete the complet function body and thats it. Repack the folder again as scripts.pbo and replace the old scripts.pbo with it. You should of course make a backup first. Edit: Here is the modified version of the scripts.pbo if you have problems https://drive.google.com/file/d/15_uUE99yJrt_gO95L-jaTsXC6bmzg47K/view?usp=sharing By "delete the complet function body" i meant void OnContact( string zoneName, vector localPos, IEntity other, Contact data ) { } Now your car don't react at all if you drive agains something
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What are you on about? Base building doesn't sound cool, it is cool. That's why the developers spent five years trying to get it in the game... I'd imagine players expect to be able to build a base which locks that is at least a little difficult to break into so they can store vehicles and items on the server. They probably expect only well geared players to stand a chance getting in, and only after a good bit of work. Base building like this exists in several other games and mods similar to DayZ, and even in the original mod, and it definitely serves a purpose in those games. In those games bases act as hubs which house convenient items you can use all in one place, and yes, people do hunker down in their bases and try to defend them from people who surround the base. Typically explosives are used to break walls, which are hard to craft and take a long time to plant. The explosive itself is valuable, meaning there is less incentive to break into smaller bases. It's also loud and lets everyone within a wide radius know what you are up to.
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Awesome work! Is this something you will release? Also does this modification add the vehicles as persistent entities or temporary?
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I want to know if all the servers are suffering from this persistent problem. because our crash server almost rains almost every day and it crashes damages the persistence of objects such as tents, barrels and base buildings. is how I can make sure that the server is persistent. as I need to adjust the Economy file? my economy file : <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <economy> <dynamic init="1" load="1" respawn="1" save="1"/> <animals init="1" load="0" respawn="1" save="0"/> <zombies init="1" load="0" respawn="1" save="0"/> <vehicles init="1" load="1" respawn="1" save="1"/> <randoms init="0" load="0" respawn="1" save="0"/> <custom init="0" load="0" respawn="0" save="0"/> <building init="0" load="0" respawn="0" save="0"/> <player init="1" load="1" respawn="0" save="1"/> </economy>
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Will removing vehicles.bin remove vehicles iv already secured? I could imagine it doing so.
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Car positions are resetting at every server reset now , so when you find one and the server crashes (which is often) you will have to search AGAIN for another car somewhere else. They are worthless unless you have all the parts and can fix a car up before server reset ; but even then there’s a chance it will despawn on you even if you get it away from its original spawn point .... fix this devs .. this glitch plus the fact that all bases can be destroyed with a simple saw in minutes makes basebuilding and vehicles completely pointless unless you have a whole day to continue searching for cars after your first one disappears (or your first base is broken into with ease).
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My mate plays on pc and apparently they've removed vehicles. All vehicle parts are still in, but the car was removed because it was buggy. I'm assuming it must be a temporary thing while they bug fix.
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I want to know if all the servers are suffering from this persistent problem. because our crash server almost rains almost every day and it crashes damages the persistence of objects such as tents, barrels and base buildings. is how I can make sure that the server is persistent. as I need to adjust the Economy file? my economy file : <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <economy> <dynamic init="1" load="1" respawn="1" save="1"/> <animals init="1" load="0" respawn="1" save="0"/> <zombies init="1" load="0" respawn="1" save="0"/> <vehicles init="1" load="1" respawn="1" save="1"/> <randoms init="0" load="0" respawn="1" save="0"/> <custom init="0" load="0" respawn="0" save="0"/> <building init="0" load="0" respawn="0" save="0"/> <player init="1" load="1" respawn="0" save="1"/> </economy>
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can anyone tell me why I'm just offroad? and other vehicles do not? normal spawn 16:00:57 [32 ]VehicleOffroadHatchback 16:00:57 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:00:57 [33] VehicleV3S 16:00:57 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:00:57 [34] VehicleV3SCargo 16:00:57 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:00:57 [35] VehicleV3SChassis 16:00:57 Primary Spawner: "Vehicle", active: yes, repeat: 1 my server marginally one question, spawning chainsaw? I did not find it in xml files
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Came back to it after a year or so...
PandahFistophacleezeSykes replied to Invisible (DayZ)'s topic in General Discussion
Ya it’s really sad to see this as a BETA . If any of you played before .63 you would see a LOT of stuff missing . Countless weapons and items , wolves , farming , fishing , remapping keybind (you have to do it every time you enter game it doesn’t fucking save lol) 2 vehicles , placing fireplaces in already made fire spots , diseases aren’t working (although they are listed as working and apparently there’s “4 sicknesses”) . Overall the game feels like it took a few steps forward in its weak areas and about a dozen steps back in all of its strong areas . -
Where did you disable them?In types.xml?Try to remove vehicles.bin in server files,that will reset all vehicles from server.Also check the spawnpoints for v3s.I had same problem after update,but now it seems to be okay.Update somehow messed up v3s spawns.
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I've tried upping the loot & hatchback spawns on my server, but when i do this there's also a strange side effect where V3S Vehicles spawns inside houses, kiosks etc almost everywhere and it's ruining the server. I've disabled their spawns but they still spawn, any help?
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1. I think that developers must use more opened databases like MySQL/MariaDB. And make the SQLite DB as variant at server setup. 1.1 Make DLLs for support access to MySQL/MairaDB. 2. Remove .bin files from mpmissions and transform 'em content to table for SQLite (and in future for MySQL/MariaDB). 2.1 Separate vehicles and buildings in DB. That's mean create in SQLite Database few more tables. It will help server admins to remove abandoned tents and other unuseless/abandoned stuff from server. 2.2 Stop using BI UID and use only Steam32 or Steam64 ID's in player table. 2.3 Make posible to admins valudate intems in inventory (JSON-like store of inventory, not binarized).
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Hello Xbox Survivors! Since launching in Game Preview, we haven't really released any major content update for DayZ, and especially now after the PC BETA update, we've been getting lots of questions about when you can expect it to drop. Well, good news - it's right around the corner! Read on to find out when, what's in it and what else do we have planned for DayZ on Xbox this month. Basebuilding & Vehicles Update Alright, let's start with it right off the bat - if nothing goes wrong during internal testing, we'll be releasing a big Game Preview update on Thursday, November 22 - next week. We're announcing this with a little bit of a warning since there are quite a few things that can still break the build, but hopefully, we should be all good and ready to release what's without any doubt the biggest game update we've done on Xbox so far. Along with bringing new things to try, the update should also be addressing some of the very annoying issues that you've been reporting. Let's take a look: Content & Features Highlight new vehicle: ADA 4x4 + parts and other necessary items base building + necessary items to make it work (tools, planks, nails...) new shotgun + ammo tents and barrels for making improvised camps and loot stashes improved nighttime (don't throw away those road flares everyone! You'll need them ;) lots of other new items configured for spawning in the Central Economy slightly increased numbers of infected Bug Fixes & Quality of Life Improvements fixes for the annoying hit registration bug some missing controls should be added, as well as some new options (we'd like to add leaning, switching fire mode, weapon zeroing and switching between multiple user actions) we've gone through the first round of optimizations improving the performance and stability of the inventory (evaluating the performance will be one of the things we will be monitoring) changes to Central Economy and item spawning quantity in general lots of smaller animation and sound improvements general improvements to game stability Black Friday Deals - get your friends into the game for 15% OFF! The other big news is that since yesterday, DayZ is featured in the Black Friday sale! This is one of the very few chances to get DayZ on Xbox for a really advantageous price of $33,99 / £26,99 / 33,99€, so if you have an undecided friend, or still think about buying DayZ on Xbox, it's probably time to give it a shot. Don't forget that there's still the 1-hour free trial available! Click the banner to go to the Microsoft Store page, or simply just find DayZ (Game Preview) on Store in your Dashboard. Upcoming Inventory & Usability Improvements One of the things that we'd like to resolve during the Game Preview is the general usability of the game, and the inventory/UI functionality. The DayZ game design team joined forces with our friends and colleagues in the Vigor team and for the past 2 weeks, they have been brainstorming possible new concepts for the DayZ UI and inventory usability. We've done a pretty extensive research in this area and identified a lot of specific things that would be worth taking a look at. This effort should result in a set of specific improvements that we will want to try implementing in order to make DayZ a bit more user friendly. While it's too early to show any results and the implementation phase is always the hardest one, we're taking this very seriously and will update you whenever we have any concrete results. Your feedback on this will be very important, so get ready to bring it on! :) DayZ will support mouse & keyboard! Lastly, at XO, Microsoft announced that mouse & keyboard support is officially coming to Xbox One - and DayZ is one of the games that will take advantage of this new feature! While we don't have a specific day to roll out support for mouse & keyboard input, it's safe to say that we will most likely not be able to do that before we leave Game Preview. Figuring out a good controller experience is the priority for us at the moment, and while it may seem like it's easy to just bring over the PC controls to Xbox, there's actually quite a lot of programming and scripting work that would need to be done in order to support this - and we need our programmers and scripters on other things right now! And with this - let's wrap up today's Development Briefing. See you all in Chernarus, Survivors!
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Ive literally put 12 hours in nonstop since vehicles have been implemented. i have not found a single one, Traveling town to town, server hopping, and everything else. it just seems impossiblefor me to find a vehicle... Where are they? I heard they only spawn on roads unless modified by server owners. And thats all i have been searching, roads, towns, garages, Shops, i find parts for them all day long, but cannot find a vehicle for the life of me.
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Which Vehicles are in BETA now?
PandahFistophacleezeSykes replied to Raptor97's topic in General Discussion
Yea haven’t seen a vehicle yet zzzzz it’s a shame they really need more on the map , fighting for control of like 5 vehicles per massive chernarus map will get old quick . -
A dedicated game engine that seems not so dedicated...
☣BioHaze☣ replied to rickyriot's topic in General Discussion
My confidence was massively shaken by the 7 month update drought we had. My suspicion is that they found so much flawed code in the engine they had to go back and rebuild it. The amount of double and triple work we've seen throughout the alpha phase was disconcerting as well. The data they gleaned from our testing on the old engine seems to be useless now as they are rolling out the latest iterations that seem to be starting from scratch again. The perfect example being vehicles. When they released the latest version of vehicles performance was almost exactly as it had been when they released the first versions of vehicles on the old engine. Infected were originally supposed to be server controlled and they fell back on dynamic spawned infected after many many months with almost no infected in game at all. They could have been perfecting dynamic spawn that whole time and given the PvE players more to do but instead we suffered in an empty game for months. There is probably a list of twenty or less features that should have been worked on as priorities from day one. Things as basic as throwing objects and key bindings being two examples that defy explanation as to why they were left off. At this point I'm slogging forward, taking everything they say with a box of salt, and hoping that maybe something they call 1.5 or a modded version will deliver on the original promises. -
Dude, you posted here asking what the point is of bases, and are they good for defending anything. I answered, with an explanation of how cooperation can make large scale base building viable. It's a game, plenty of people play plenty of different ways. (Hek bro, some folk even play a variety of ways depending of the day and what server they are on). There is no right way to play in absolute terms. But if we are to infer that by designing the game with certain capabilities and content, that we are intended to utilize that content, then I conclude that it is desirable behavior for players to use persistent storage, vehicles and basebuilding elements in pursuit of enjoyment of the game. That's the purpose, right? We are talking about a game, which people play in their spare time, ostensibly for fun... I don't think I am making any inductive leaps when I say that destroying and despawning things just for the sake of making them go away is unwanted behavior from the viewpoint of people who spend time building, organizing, and storing them. I don't know where you come from that the concept of cooperation to build and maintain a persistent presence on a server is somehow anathema to the intended purpose of the game; that stalking and killing players, and scuttling any attempts to prepare for the future, is just what's natural and right... OF COURSE the people who build things are going to be upset with the people who destroy it. If someone kept coming to your house every night, and letting the air out of your tires, would you just shrug it off and say "welp, everyone's got his own way of livin; I can't be upset that he finds joy in what he does?" Most reasonable people would want to find the person and stop them, no? If you want to RP as entropy incarnate, just accept that there will be people interested in interfering with YOUR preferred mode of play. That's all there is to it. It may come as a surprise to you, but sometimes when players meet in game, they cooperate instead of kill each other. And by this random quirk of nature, they may indeed meet other players who cooperate, and before long, those players come to know and trust one another, and may even tend to view unknowns as the enemy. In some aberrant cases, these groups of softened lumps of dough actually shoot other players for no good reason other than they can't be bothered to talk to strangers while moving valuable cargo. This confuses the hunter-killer players, and makes them angry that those who choose to play the wrong way have the gall to defend themselves; let alone dare to share resources in an apocalypse scenario. What nerve! Sometimes these folk make it their business to interfere with any attempt at civilization being restored in their world, and take to relentlessly harassing the organized and cooperative players; who in turn respond by keeping watch, and investigating suspicious people. Some of these fellas get ornery enough that they lose their good sense, and crawl inside of walls, or phase in and out of existence and kill them off one at a time, to punish these care bears for daring to be friendly to one another. All manner of demons and apparitions will come a-wreckin if you leave something built long enough. In some such cases, the ghostbusters must be called to enforce the natural laws of nature, and the offenders are banished for practicing witchcraft. For reasons unknown, even when some have been banished for witchcraft, there always seems to be a steady flow of new people; some cooperative, some destructive and bloodthirtsy, and some that are a bit harder to pin down in any one category. Not sure what their problem is, gettin all hateful towards a bunch of folks with plenty of food and drink, story and song, who'd give 'em the shirt off their backs if they'd just stopped shootin' long enough to ask. Maybe they just hate life. Mebbe they miss they's mamma. Or mebbe still, they just ain't been properly socialized yet. In any case, we take 'em as they come; leave 'em as they go.