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Showing results for 'Vehicles'.
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Not surprised by negativity about upcoming 1.0
Guy Smiley replied to Mantasisg's topic in General Discussion
Lack of vehicles is not the problem. Lack of bikes is not the problem. One of the problems is people just want to rush to the end which always confused me. Sandbox and endgame? Where if you die, you can pretty much lose your "endgame gear"? The other problem is the lack of anything meaningful towards the quest for epic loot. What I mean by that is in between travelling from town to town, there is nothing. No infected randomly travelling down the road, no animals in the forests, nothing to distract peoples quest for their epic loot. The only thing people have been yammering on for years is, vehicles and guns. Not actual gameplay. -
Shoulds Achievements Overnighted: Survive 48 (gameplay) hours Stalker: Killed a wolf Survivalist: Harvested a chicken/rooster Traveler: Traveled X-Distance Dayz Gumbo: Cook steak, mushrooms, and apples in a pot over a fireplace. The Healer: Bring another player back from the brink. Toe to Toe: Killed 5 infected using only fists. Zed Chef: Kill 5 infected using canned food as melee weapon Death Boyardee: Kill a infected with canned spaghetti Boot Camp: Killed an infected using combat or jungle boots Open That Lid: Killed another player using can opener Church Pastor: Visit 10 different Churches. Marksman: Kill a zombie from ?m away Time to make me go to Rehab: Drink 50 Rasputins Master Crafter: Craft all possible Items Master Chief: Cooked an Item with Max Ingredents Sight See’er:Visited all Major Cities Green Beret: Visit all Military Outposts Patches: Repair 100 articles of Clothing Food Fight: Kill Infected with each food item Shouldn’ts Achievements Died from/s (to die a certain way) Kill X-Amount of players Stats Shoulds Time played /Currently operational Infected kill count Herbivore kill count Travel counter Vehicles Repaired Stats Shouldn’ts Death counter Respawn counter K/D Ratio
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I'm not gonna freak out here. I'm ok with this decision. If they have some particular reasons or feel that they need to release 1.0 by the end of this year, then so be it. So if you feel bored or angered already, scroll down to the next post lol I don't feel cheated or anything like that. I'd say some of us here feel bummed not to be able to play the best version for Christmass-New Year (again). But some of us are concerned that the new and returning players are gonna ditch Dayz for good the minute they try out the announced 1.0 version, resulting in a poor player base and eventually the game dying. Way back early this year with so many issues, I rather wished the devs to make a stable build just with the content that made it in so far, and then work on rest of the content later. Meaning the various mechanics, melee, new vaulting system, UI stuff and similar should be as good as we can get it. Then, you can put in stuff slowly, like modders will do anyway. Modders can improve the game significantly, but good quality mods can also kill the base game. I think this was a bad decision to give the modding tools before 1.0 version was well out. All the ideas, visions and past builds we've got from the devs so far, show that Dayz is a very, very complex shooter game. Not just to get a grasp on everything as a player, but also first as a developer. I'm sure they still have a lot on their hands. And the more you want to go into details, the deeper you dig yourself in. But if you achieve it to work properly in the end, then you get what people call a good quality and a thoughtful piece of work that they keep getting back to years after. There's plenty of games out there which were good but with DLC only or even better. I've seen numerous advice "Hey, this basic game is mneeh ok, so make sure you get it with DLC". Or with mods. So I look at it like that. Post 1.0 content which couldn't make it in time will be like free DLC. Sure, it's a bummer we get to taste a lot of it in 0.62, and while we wished we could kidnap the devs and make them do it, we can't really, can we? I totally get the worries about the player base shrinking. But in this game and at this point in time, I personally don't care about the diversity of the guns or scopes. Fishing and vehicles would be nice, I'm not against it. But since we start on foot, I'd like the character to move around fluidly, melee combat should be easy like swinging a bat or a lead pipe lol It should be normal to be able to climb and jump or even run over simple obstacles intuitively, not like in a platformer game. The hunger and stamina systems should be tweaked until most of the people feel satisfied with it. In the end, like with many things in life, it's hardly that everyone was satisfied with any decision made. On a side note, I tried out the stress test yesterday. Sometimes I really miss the text messages in the bottom left corner. This is a game and I feel like I don't have all the possible input of what my character goes through. But it's probably just me. So when I finally decided to run away from NWAF to roam around, I got mobbed by several infected in some godforsaken village, I was bleeding heavily. After putting them to sleep, I used up all 3 rags I had to stop the bleeding. Didn't help. Seemed like they hit the artery. I went to sleep too, couple of minutes later. Can someone tell me what I did wrong? Just don't say "you needed the fourth rag".
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I'll take you at your word & wish you and the team the best of luck. Just remember that you don't have to manage community expectation, they only expect what you tell them they'll get. and remember that base building is great but with the pervasive ghosting issue it'll only cause mass aggravation being implemented until there's fix or work around to stop players abusing it, but it's your teams baby though and you can raise it anyway you see fit. I personally would have focused on updating & adding in all legacy features from 0.62 & the original mod and getting that stable before anything else as a base model for 1.0 . ive played for only two months barely & already feel like I've had my fill, without much weapon choice, ghillies, spraypaints more craftables and what feels like half a health system the game feels empty and tbh spending a fifty hours building a base that someone's gonna ghost into and fighting over vehicles isn't going to make the game come alive. good luck with your endeavours and I guess I'll check back In a year from now, probably around when the new consoles arrive. thankfully the PC guys get modding to pass the time unfortunately us console chaps might get a hold breathe function if were polite.
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I mostly agree with you here. Halfway through this year I already did not understood the sentence ''2018 is going to be the year of DayZ'' and already mentioned it earlier in this topic. 2019, with a stable core and modding, plus all the upcoming content, will make that year much and much more interesting then playing a buggy 0.63 since April 2018. I only do not know where you got the information from that 1.0 would be in parity with 0.62. I use the 28th of November Status Report of last year and it clearly says with a lot of things that it will come either with 1.0 or post 1.0. The few things in the list that they promised for beta and 1.0, and which is not making it, is: throwing, infected hordes, 6 or so weapons, two vehicles and one helicopter. Now we know currently know that we can add ragdoll effects, climbing and fishing to it. I don't know about you but this is not a large list as some people make it to be. Even before typing this after coming home from work I see new posts screaming how 80% of the promised content is not there or how this is a scam, that's just bullshit and lying. Just complete hysteria about a few more things that are not making the final cut. I also read the topic you made in which you make some good points, such as that 1.0 has not enough content/features to be a good presentation for the game and that it would be better for the devs to make a list of what is actually making it to the game this year. You also mention the RunningManZ's post on Reddit in which discuss the balance of the game. I don't know where that came from, but the devs have said that they will still balance the game. I would be very surprised if military camps/bases will still have overload of loot with 1.0. First experimental version of 0.63 had police stations/radar towers with an overload of weapons as well, now it is nerfed. In conclusion it remains of course that the expected 1.0 version misses some essential elements for a good representation and that we can agree on and that a delay in release would be much better for sales of the game and to market it more effective. EDIT: I just read the Discord conversation with Eugen that another user posted in this topic (https://docs.google.com/document/d/12Ja2dkoc12yTSlSc48s1dYWLR6F9_8M9VOq3R8IDXKQ/edit#heading=h.4neyqe979krb) It is a pretty good read on why the focus is on stabilizing the game.
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I do not want to be the guy to stomp dreams, but just to clarify some misconceptions around here: We know every single one of you has their favourite feature or piece of content out there. But just because you like something, it does not automatically become a core gameplay element. And that's exactly why it is called flavour, because it is not part of the core gameplay loop, but only adds to it. I don't want to go into discussions about every single piece of content, but for example the bow is essentially just one weapon and fishing is essentially just one way to get food, no matter how relaxing, atmospheric or fitting to the setting they are (and we on the team love them as well). I'm not aware that something like "complex cooking recipes" was mentioned in any way by us as a planned feature for 1.0. Could you please point me a link to where we talked about that? It was definitely not part of our content and feature list published a year ago. This might be because you are still playing on the Experimental or Stress Test branch without a persistent gameplay loop such as vehicles and base building. BETA is already judged as not sufficient by many, even though nobody is able to play it yet.
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I'm concerned for both, to be honest. Everyone mentioned and agreed that 1.0 is going to be an important milestone, it is the milestone where a lot of potential players might come back to play the game and even new players. Especially after the positive reactions after 0.63 hit Stress Test first, a lot of people who don't play DayZ anymore said that they would return if the game gets more complete, in other words 1.0. For myself, 0.62 including base building, vehicles, some balancing and tweaks would be 1.0 for me. The current state of the game isn't 1.0 for me, to be honest. Yes, the new character controller, optimization, improved graphics and map, base building, etc. is great and awesome. But the game lacks a lot of features right now which 0.62 had which actually kept me playing. Right now there is no incentive to play the game over a long period of time, simply because it's stale, unbalanced, lacks content and gets boring very fast. In 0.62 I could play DayZ everyday for multiple hours for a long period of time and not get bored. Now after even a few days to a week playing the current build, I'm already bored and done because there is literally nothing to do. But the cutting of features initially didn't matter for me because for me it was about 1.0. It would be the game completed with most of the promised features, but most importantly parity with 0.62 but on the new tech. Time wasn't an issue for me nor was it for a lot of people, the end result (1.0) was the most important thing. So to me, a long time supporter it matters a lot. 1.0 is the version of DayZ where I'm going to evaluate whether the game is a success or not, at least based on the things promised. As BioHaze always says, 1.0 might not be something I like but modding will fix that. It is the exact same for me but in order to see if 1.0 is the game I wanted, we need to have all the features promised (with some exceptions like companions, etc.). I was ok with some features getting postponed after 1.0, but not this, not the long list of items and features which are going to be missing right now. And there will be great mods for that, like epoch was there for the mod. But oh yes, I can see the interactions in front of me right now, trading with people with the unimaginable amount of items we have right now, fishing with someone together, hunting with someone to get some leather for leather clothes, trading the shit ton amount of weapons in the game, placing a trap, shooting someone or something with my bow. Oh yes, it will be glorious! Oh wait... Nevermind... I think I can clearly see how the interactions are going to be, just how they have been all this time in 0.63. "I got my M4A1 fully decked out, I got 500 rounds of ammo, a shit ton of food and water, nothing to worry about... fuck it, I'll kill him. Nothing else to do anyway".
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Doesn't matter anyway boys, haven't you heard the games gonna be full release by Xmas lol, oh but it'll only have basic base building (enjoy people server hopping into you base tho), and two ground vehicles added. No new guns or previously tested guns put back in, no fishing, no vaulting or climbing, no helicopter, no decaying bodies, no zombie hordes, no broken limbs or concussive damage, no throwable items including any form of grenade, no craftable bow or recurve bow etc etc etc etc. Basically everything the devs have shown off, tested or said would be in the game at 1.0 full release. But don't worry they gotta get that PS4 money's so it's definitely finished (minus 80% of what PC players have been waiting on for 5yrs), I doubt it'll even be more stable and rid of desync by next march never mind Xmas lmao. i wouldn't waste your time arguing over how long something has to be in game preview before Microsoft take over as nowadays games companies can promise you the all stars in the sky and then give you a small rock and say well it's close enough be thankful.
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All this you wrote is true. This relesed version will be so dumbed down I think my 5 year old doughter could play it. You never mentioned zombies/infected. Werent they supose to play bigger role in DayZ? Sneaking, evading them for first half hour or so. Being traped in house with 7-8 of them out screming.... Crafting... meh. You get planks direct from tree. WTF?? Is this Fortnite?? Vehicles? All same model and colour. Weapons? If at least there are different versions of AK and M4 - nope. Basebuilding? Looks like no efort there, Origins mod had 10 times more options three years ago (houses, fences, towers, building wall only with escavator!!!) OK, lets say we get bug-free game this year. Then what? We wait for six onths untill one new vehicle and two new rifles? We have been trough that too many times.
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I feel like the middle 2 sections of this list are basically padding. Calling them not available in legacy versions is sort of a loose definition of the term. "New implementation of vehicles"? So all of the data from the first sets of implementations apparently did little to speed the development of these current Lada's. The first iterations of the vehicles performed very similarly (slipping, unable to drive in higher gear ratios), and we're right back to square one. Is modding support really a "game play" feature? It's a feature of the engine but I only get the end result as a player and it's not something that impacts Vanilla 1.0, is it? So DayZ fell victim of some form of mission creep? Shouldn't throwing items and vaulting been worked on from the very beginning? This report seems to have left many of us with more questions than answers.
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Beta or 1.0 release whichever you prefer will have basic base building and two ground vehicles but that's all. No helicopter until after full release, no other weapons, no vaulting or climbing potentially ever. But atleast we will get beard growth , weapon drawing animation and a proper surrender emote atleast so maybe bandits can rob rather than flat out kill people.
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They have already been long announced as post 1.0 content - implementation of 2 wheeled vehicles is a pretty complex task. Trust me, we don't make any difference at all between what console or PC players want. We just make DayZ, and for all I know, everybody wants the same things anyway, no matter where they play ;) That's not correct. What we're doing with BETA and 1.0 is stabilizing the platform for further development. 1.0 is not the end, we leave nothing to modders (because modders can only work within the scope of the game itself). Quite the opposite: stabilized 1.0 is the beginning of the road for further development - with the big difference being that we will be building on a much more stable foundation. Fractures and defibrillators won't be in for BETA, the rest is all in and we'll get to tweaking and balancing the effects when we have the BETA build out. This has also been previously announced as post 1.0 feature - due to the time needed for implementation, the choice had to be made between base building or barricading for 1.0. Basebuilding got the priority (though in a way, you can also use the base building mechanic to barricade buildings - check out our Community Spotlight for examples of people playing with the early base building! :) We definitely want to get back to implementing them. This weapon type has a lot of fans and advocates internally, too :) We talked about bows, throwing, fishing and weapons in the Status Report ;) Binocs, rangefinder, compass, ghillie, spear, survival elements, cooking/fireplaces, most (if not all - it's a REALLY long list) of the clothes you know will be in. Tanning + leather clothes are something I need to double check but probably won't be in.
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Status Report - 23 October 2018
Private Evans replied to Baty Alquawen's topic in News & Announcements
So after a lot of discussions during the last weeks it now seems clear that all the bad premonitions were even understated . One does not simply walk into Chernarus and call all important stuff flavor features just because you were not able to implement them in time. Remove Modding and Server files from your list and we are more or less left with vehicles and base building, Two features that currently look and feel far away from being ready /really playable. Two features that seem to take all your manpower and resources. Two features that we all would trade for the survival features and items that we all love ...Bioahaze nailed it in his post allthough he even missed a lot of things like drugs, cigarettes, alcohol, books, writing notes, overgrown buildings etc etc etc. Two features which are mainly in to please the new to DayZ console players.... I am sure we will see some more vehicles and weapons as well as the the helicopter pretty soon...to please the console player base, but I wonder if we will ever see all the missing and promised features.... Last but not least...giving no roadmap for the missing stuff and being pretty vague about the planned features is not cool...we still do not know what really is going on with the medical system and horticulture for example. This is not the game I was dreaming of ...and if you are still really wiling to make it that game, it will take you at least one more year when looking at all the missing and unpolished stuff -
Great post. I could live with some things being post-poned but this is kinda much. No throwing, ragdoll, small selection of weapons, fishing and (probably) horticulture. Currently diseases have barely any impact and other health related stuff like fractures will probably not be present as well. Kinda difficult calling it an 1.0. Looking forward to the future though, as a lot of things are looking pretty good such as basebuilding and vehicles etc. To be honest, I never understood why they called 2018 the year of DayZ. It seems to me that 2019 will actually be the year of DayZ
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So many stuff being cut out from game makes me sad. I imagined DayZ with loads of different rare items worth searching the map all over. With 2 vehicles and 8 weapons game gets boring so fast.... :(
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Today is going to be quite an important Status Report as we are going to talk about the BETA update and our road towards the end of this year. Peter is explaining the current state of base building and Adam discusses the new in-game map which will support you on your travels. Let's get into it! Dev Update/Martin Dev Update/Peter Dev Update/Adam Dev Update/Filip Community Spotlight Dev Update/Martin Dear Survivors. As promised, it's time to address the upcoming BETA update. This will be a longer text, so take a deep breath, we're going to get back all the way to the last year. In the 2017 - Year In Review video published last December, we shared our goals to deliver the BETA and 1.0 updates of DayZ in 2018. Over the course of this year, we've made significant progress towards completing those goals (2 major experimental releases, and 50+ Stress Tests), and while there's less time left in 2018 than we'd all like to have (some 60 days left before the holiday season starts), we're still well on our way to releasing these important updates. In this blog post, we'd like to better define the PC BETA update - what our goals with it are and what your expectations towards it should be. What does reaching BETA mean for DayZ? Before we dive into the specifics of the DayZ BETA update, let's set the terms straight first. In software or game development, BETA is widely regarded as a product that's feature complete. For the DayZ PC BETA, this is true in a sense that the BETA will have all the features required for its core gameplay loop to work, but within the overall scope of the DayZ project, it's certainly not what we would consider a totally feature complete game. Then, the BETA stage of development is a point from which the focus of development shifts to bugfixing and polishing, instead of implementing new features and technology. This will be especially important for DayZ, as one of the the main goals of the BETA update is to start making the game into a stable platform that's ready for further development. The other main goal of the update is to make the vanilla game an enjoyable experience - after years spent on core technology development, we finally have a game in our hands - not a game concept. The game has a given set of features and content, and that will allow us to make the necessary balancing and polishing together with our community. Most of this will be happening throughout the rest of 2018, culminating in a 1.0 release where we leave Early Access - but even after this milestone is achieved (meaning we finally close the core development of the game), we're going to keep improving the platform before new things start making their way into the game again. So to summarize, the PC BETA update is going to be a version of the game that has all the basic fun elements of DayZ available, and it's also the start of the journey towards a balanced, stable platform that's ready to support further development and modding. With that out of the way, let's take a look at the particular features and content that will be available in the BETA update. BETA Features and Content In August, we've gone through a feature freeze - an important internal milestone where we've evaluated the overall state of the game and marked any item from our Feature & Content Goals that did not reach a certain level of implementation as post 1.0 development. While we are ultimately the masters of our own development time, there is one universal truth in game development: you can always try to squeeze more stuff into a release, so eventually, a line needs to be drawn and goals need to be established in order to achieve results. The goal we've set was clear: making sure that we proceed towards stabilizing the DayZ gameplay and platform in 2018, as this stabilization will be necessary for further development of the game, and will benefit DayZ in the long run. Additionally, after working on a project for 5 years, it also became apparent that the team needs to have a sense of an end goal in mind. Making decisions like this is painful for every developer - nobody likes to see "their" feature being cut, or postponed to some future update - but having a balanced and polished core of basic gameplay is more important than having dozens of flavor, supporting and exotic features. Everyone who was ever involved in the full development cycle of any game knows that at the finish line, there''s always less stuff than was originally planned. Since DayZ's development has been very open from day one, you get to experience this side of game development with us, first hand. So, at the end, this is where we've arrived at for the DayZ BETA features and content - ultimately meaning that this will also be our 1.0 release after the polishing phase: Please note: the overview is not extensive and does not cover every single small feature or item in the game - DayZ is a pretty complex game after all. This mostly describes things that the BETA has in addition to the 0.63 Experimental release. If you have a question about a specific feature, feel free to ask us about it in this forums thread! Critical new BETA features (not available in legacy versions of DayZ) Base building related crafting, items, and their economy setup precise placement of objects electricity system locking other players from accessing your base New implementation of vehicles improved controls, physics, and network synchronization improved damage system improvements in vehicle interactions, management, and maintenance Modding support implementation of the Steam Workshop game launcher specific modding tools server files for hosting community servers New player character features visualization of bleeding source character lifespan (growing beards, learning soft skills) character restrain hit reactions Smaller new BETA features and improvements (not available in 0.62) major improvements of the sound design hidden loot stashes not losing your weapon double carry (when switching from hand slot to shoulders) improved in-game map implementation dynamic spawning of loot (fruits, stones, mushrooms and other items) specific animations for carrying/using most items melee attacks with guns server browser improvements central Economy improvements and more :) 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 In recap, there are no major feature cuts or postponements - anything that makes DayZ the game unique and original among the other survival games is still there. Some of the biggest trade-offs are probably bows, throwing, ragdolls, and some of the flavor features that you were already used to seeing in legacy versions of DayZ. These trade-offs are usually allowing us to spend more time on the core features, and that, again, is certainly more beneficial for the future of DayZ. In addition to those features, we've had to done some trimmings to the content. Specifically, we're only going to have two types of vehicles available in BETA - the V3S truck and the Lada 4x4. As for weapons, compared to our original goals for BETA, we're not going to be able to implement the following content in time: Magnum Red 9 IZH 43 shotgun SKS CR 527 Winchester 70 Any other firearm currently available in 0.62, but not on the 0.63 Stress Test branch In general, we''ve done our best to have each firearm type from 0.62 represented in the game, and additional variety in firearms will be provided with content updates after 1.0, where we should have more animation resources available at hand. Road to the 1.0 release In general, polishing the package of content and features as described above will be our goal for 1.0, and for the weeks immediately after 1.0. This will include: general balancing of every part of the game (central economy, weapon damage...) a massive amount of bug fixing polishing and improving the general feeling you as players have when playing DayZ Just to assure everyone again, both the BETA and 1.0 releases will happen this year. All of that will be done together with our community, and we will be expecting to hear a lot of feedback on various things. When the BETA update gets released, we'll be providing more details on how we will be collecting and evaluating feedback. As the cherry on top, there's of course the planned modding toolset release - and we'll also get back to that later on, when the BETA update is in your hands. It deserves its own blog post, and after all, this has already been a very long wall of text anyway! :) - Martin Čulák / Brand Manager Dev Update/Peter Even after some of you had the chance to try out the construction feature to some degree with the recent release of the Stress Test, base building is still considered to be a kind of a mysterious part of DayZ. To recap, the construction feature allows you to build two main elements (portable mesh barriers aside): fence and a watchtower. The process of building these objects is identical and starts with a construction kit, which is placed to outline the position and layout of objects. From there, you are able to add building materials such as logs, planks, nails or metal sheets, and by using the proper tool and a user action, you turn them into actual parts of the fences or watchtowers. Similarly to the watchtower with its multiple floors, the fence includes an optional platform. Upgrades for both are available in terms of camouflage and passive defense. Moreover, a fence can be turned into a gate as there has to be some way how to get in or out, The opening is wide enough for a truck as well. The gate can be kept closed from unwanted visitors by utilizing a multi-dial combination lock with easily shareable custom codes. Of course the code can be cracked by brute force and -as everything in DayZ- it can be broken with a proper tool, although you should consider the time needed for such actions. That goes for dismantling actions as well. Currently we are in the process of solving unpleasant issues with the lifetime of constructed objects and intentional server hopping into the base. Especially the second one is tricky as I don’t want to introduce some unnecessary artificial counter measures or out of place actions which could potentially harm the unique DayZ experience. Base building as a whole is a broad set of activities. Throw horticulture, food preparation, obtaining water, stationary crafting, storage, building a shelter, engineering an electricity grid and others into a mix and you get your very own base. All of that was designed to blend in well with the environment, and I have to say that I’m excited to see the wide variations of bases you will come up with, and how they will add to the persistent world of DayZ. It’s hammer time... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Adam If you have played DayZ since the version 0.60, it is certainly possible that you never had an opportunity to see how the in-game item of Chernarus'' map looks and works. The revival of this feature was definitely one of the more important points for the upcoming BETA release and I am glad to announce that this was a success, and in addition to its re-introduction, we have been able to bring a number of improvements to it. So, how does it work? You find the Chernarus map and take it into your hands. After that, you can open it with a user action. Your character will unpack the map and you will have an access to the map interface, where you can use pan and zoom in or out. A nice extra about this is, that anyone else in the world will actually see you having the map open too. So what you can find on the map of Chernarus? While we would like to bring a number of different types of maps, we have decided that it would be best to start with a tourist map. This map features the whole in-game world in great detail (excluding the military areas of course). It shows all the pubs, stores, local offices (PAS panel), medical centres, police and fire departments. I should also not forget about the newly added tourist trails - you can see all the color tracks on the map too. Adding features like the trails is one of the improvements compared to the previous version of the map (versions 0.59 and older). It also allowed us to add all important lakes, streams, rivers and swamps. The location names on the map also received a necessary pass and we have got more types of them now. All the names are up-to-date with the map changes that happened for the past few years, and their names are in Cyrillic, so you can easily connect them with the names you see on tourist trails, settlement or traffic signs. The engine team has also looked at the performance of the map and has brought a number of improvements to it. The map feature, at its core, works the same way as it did in Arma, which means any community map (that is packed using the upcoming DayZ tools) is also supported and only minor additions in the config and script have to be done. And to those wondering - yes, you will be able to add notes (markers) to individual map items. Peter will explain this in more detail in a future Status Report. - Adam Franců / Map Designer Dev Update/Filip If you have played on the Stress Test branch over the last weekend, you might have heard a number of new and updated sounds. Our work in this area continues with: sounds for evade prone animations updated animals footsteps sound dynamic attenuation of ambient and engine sounds, when character is inside vehicle. The sound changes according how many doors are open. sounds for rifle swap animation - Filip Čenžák / Sound Designer Community Spotlight Hello guys, The Community Spotlight is separated to its own page because I have more space for your creations. You can check it out HERE - there are some nice videos of basebuilding in action! - Baty Alquawen/Community Manager Header image by HaroldPalmer.
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Hello Survivors, we are now deploying a new update for Xbox including more fixes for the current issues. Please keep in mind that this is NOT the current Stress Test version from PC including vehicles and base building. Fixes include: - if the controller disconnects while the player is moving, the character stops now - fix for being unable to scroll through the online server tab - fix for overlapping texts in the inventory - fix for texts being displayed too small in 4K resolution - fixed the function to invite players into your game. NEW: Added a logout timer and queue time: This is mostly to fight rapid server hopping. When you log out, your character will remain on the server for 15 seconds, and fast reconnecting will cause you penalties between 60 and 90 seconds. So you will still be able to log out in reasonable times while being punished for switching your server repeatedly. NEW: Added a new database for Xbox: The Xbox servers will have their own database machine that won't be affected by the PC maintenance and updates related to the PC branch. This database switch is connected with a complete character wipe!
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Anyone with major fps drops while driving the niva on stress test#51
Marklooper posted a topic in General Discussion
I spawn at the airfield like everyone. I did some pvp there and the general performance was pretty well. I came across a lot of bug that the team I think already knows but the big issue for me it was when I tried to get a vehicle for a spin. I decided to go to Berezino. The Major issue for me was that after 5 minutes of driving my game became very laggy with horrible stuttering and major fps drops. Especially driving inside towns was totally unplayable. I restarted the game and this time I was watching the performance of my system on the task manager. When I entered the car my memory usage was at 70% with the only 8gb I have. After 10 min of driving I was at 95% and the game was unplayable again. My system is not the best I know but normally its ok to run dayz. I have an I5 4460 GPU is an MSI 970 4gb and 8GB ram. Is it normal? Even when I put everything on Low I had the same issue. When I play on exp I have no problem and I have good fps even if play on Extreme sets. So enyone else had fps drops while using the vehicles on stress test? -
I have some more suggestions: 1. Give visual or physical effects to all players with server message and weather change for dynamic events like earthquakes, nukes, lightning storms etc. 2. Spawn AI - this could be 1 or a group (5/10) of zombies or specific animals. 3. Free look and Invisibility for pics, videos and cheat detection 4. Delete one or all vehicles (variable distance). 5. Repair and refuel one or all vehicles (variable distance). 6. Give gifts - give Player or all Players an item/s for events and holidays. 7. Spawn smoke or light source - flare, torch, fire, lash light etc. (variable amount of time). 8. Option to post global server messages without any admin name (DaRT, Global, admin etc.) for dynamic events. 9. Teleport player for testing and debugging.
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I know it’s early dayZ (see what I did there ?) Is there plans to add in more zombies and even hoards!! Would add more to the game along with vehicles, bases/camps and day/night cycle
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There were nothing to do in DayZ in general, but now it is becoming better. Stresstest #50 is rather epic, there are few little issues, but nothing majorly bad. It feels so much more entertaining than current experimental build, and I enjoy current experimental build. It is not purely DayZ in this stresstest as it is mainly DM in NWAF and vehicles testing, but it is just beautiful. Becoming pretty happy about DayZ, I think there is not going to be a thread like "it's been 7 years" :D Also some tips of basebuilding appeared, if you find axe and you go to the tree you can see options for basebuilding, I guess you are going to look for groups to build bases, I suppose it might be difficult to build bases alone. Hopefully axes aren't going to get ruined by few trees like it used to be earlier.
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Aerial vehicles confirmed by Devs by end of year. Oh wait....sorrry, this post was from 2015. My bad.
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I'm excited to see the work everyone is doing, but I'm against the FTP idea. Always will be just for security alone, there are alternate methods of getting the data from the server machine without needing FTP (even moreso if the server-side stuff is all open-source so anyone can see exactly what is going on for their own peace of mind - the server side can have plenty of filters and checks to prevent abuse of bad data sends). coreyhun, keep it up man! It's good to see so many different ways to approach things. It will be even better once they get through this stress test and eventually release the vehicles (beyond today's stress test). Fester808 - #4 is an excellent idea! (not that the others aren't, they are indeed great ideas too, but #4 especially)
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Giving random people access to your FTP server is a really dumb thing to do, it's like buying penis enlargement pills from porn sites. My whole idea behind the System/Framework i'm working on, is doing everything on serverside, very minimal addition to the client and the code is authorized to specific steam users. Normal players doesn't need anything on their client. Imho i would never share my information with cftools or anything similar, cuz you can never know, Infistar was making cheats back in the day, then he moved onto anti-cheats, with backdoors in them. (At least thats how i know his story) Or if your data is stored on cfTools' website and someone find a way into their data, your data is unsecure. Not possible in my case. Lot of people will be mad about this, but i choosed (even before I wrote the first line) not to share the tools that i'm working on until there is a decent protection / encryption for the game files. I've put a lot of effort into this, and DayZ is not the only thing a living is dealing with. Yes i was thinking about that. #1 Yeah ESP is needed (not for cheating!) i will work on that when i will make the teammate indicators #2 Already an option! #3 Pretty easy #4 Created vehicles are not being saved on the server, but i can make them save. #5 It's in progress. Thanks everyone for the feedback.