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Found 41868 results

  1. crazy mike

    Food water consumption

    now your just being ignorant lol, "are that the vanilla version of the SA will not be as popular as the mods that remove the infected, give you starting gear and have easy access to weapons and vehicles" this is a salt response through and through vanilla dayz mod will still be popular because server owners will fix the food and drink consumption rates and people like the OP will play on their server, no mods needed :D another issue i just thought of, rockets original vision was to make a game that showcased the struggle that he went through surviving in the wilderness alone with minimal supplies, that was the original concept. dayz is currently that, its a pain in the ass its extremely easy to meet a bad end and theres aimless wandering with no hope in sight, in that regard dayz is very accurate to rockets original vision, but that does not make for a game with longevity in mind, dayz standalone was built upon that idea, there is NO endgame to surviving, the endgame is that you are not dead, that is boring as shit, endgame in dayz meant tons of things for players, going hunting for helicopters, grinding up their humanity to get the hero skin unlock, or grinding down humanity to get the german desert bandit skin, things like this which were someones everything arent in standalone, you could do this in vanilla dayz mod, but you cant do this in standalone? those 3 things were a HUGE part of "now that ive survived, what next?" endgame for vanilla dayz mod. the helicopter and skins are only an extremely small part of why standalone today is such a chore to play, why dont you see that at all.... https://gyazo.com/e4297b4a2781c82c3d940b35c4754e6f https://gyazo.com/cc2fc38d63f9940babb79884da4c44d8 why couldnt i have been doing this years ago when there was still interest in dayz? this same process is identical in arma 3 and even arma 2, albiet with an older program that exported the same content, also i am using arma2oa binarize to pack the map and get it into dayz right now, dayz is not so "brand spanking new" as many people are lead on, so much of it is the same as arma 2 and 3 its pretty annoying we were downright shunned for trying to add unique and new content that people WANTED to a game idea that was originally moddable the reasons we were giving make sense but are ultimately self defeating as the very modders the devs were trying to "protect" from fixing their mod occasionally from updates are the ones who will actually add longevity to the game
  2. Guy Smiley

    Food water consumption

    Except it wasn't as popular. If you go by the handful of full servers, sure it looked popular. As for maps, it's been confirmed that Namalsk is coming so that will be a nice change and other people will make maps. Just so you know, I'm very much aware that the vanilla version of the SA will not be as popular as the mods that remove the infected, give you starting gear and have easy access to weapons and vehicles. I'm just telling you that people will go with the path of least resistance
  3. bent.toe

    Is this fun?

    This is a major problem..but i know why. Group/party chat. If you'r not in a groupchat with friends it is impossible to find each other. First both of you need a radio, then you need to be on the same frequency in order to talk. Why even bother with in-game chat then? Proximity chat asking strangers if they seen your friends? The dev's took it too far. If this was a solo/pve game only, then it would work right out of the box. No worries about running through 12 buildings only to find a hardhat and a woll jacket. No worries finding backpacks and supplies. You would find plenty because no one else is taking it. But it's online only and pvp/pve all the time. It's too much. I truly hope they listen to us and in some way add optional servers. And i'll take vehicles any day, no matter how buggy they would be. The oroblem is that you probably have to "build" half the car before you could drive it...only to have someone steal it the moment you turn the key.
  4. Darazun

    Is this fun?

    If they changed the system to only eat/drink every 24hrs then everyone would just be running to nwaf and gearing up. This game ain’t hard to stay alive , I’m on a 2 day char with svd sniper , mp5 , military clothing etc.. I got all the way to balota from bherizeno just scavenging at some towns as I passed through . Now I’m making my way north , and I have read somewhere they are hoping to have vehicles and base building in near end of preview , lol when they do add vehicles yeah good luck as it’s not just hop in and drive , no you’ll probably need to find wheels and car battery and fuel , then you can come back here and bitch about that as well. Have fun and stay healthy .
  5. luckydayz89

    Game Update 31/8/18

    while aiming down sight and pressing Y your gun will fire for other players ( they will hear it you will not ) this attracts zombies and other players but if you are alone you will never know. fire places bugged obvs. big issue is backpack slots have an alice pack 110 slots have used 30 cant use anymore ( im from pc version aware of item sizes and slots etc these are standard items ) drink and food depletes faster than pc for sure with less loot I would drop depletion time either keep loot same or increase 15 percent. no weather effects as of yet have been playin ALOT and no weather has made me cold or in need of shelter like the pc version. day and night needs to be brought in soon for this too when servers are more stable. persistent tents I mean come on I had that 8 years ago playing the original dayz arma2 mod. not fussed about vehicles yet but yeah would love to see them soon. I feel there are 100s of items missing from the console version compared to standalone and we were told this was an identical game...and lets be honest you did charge 31 quid more than the more complete steam version of the game which is why people are pissed and the rating has dropped so low which is a shame cus this game is a GEM played hours with my mrs but its just not up to par at all with the PC version and I fear unless its sorted quickly it will die
  6. wh1skey_

    Hunting - Can it happen?? [RESOLVED]

    I was traveling along a road yesterday and then all of a sudden I heard a huge call that I hadnt ever heard before. At first I thought it was just background immersion audio like the crickets and mosquitos and flies and stuff - I figured they hadnt implemented wildlife yet the same as vehicles and stuff. But I turn around and sure enough I look out in the woods where the sound kept coming from and there was a pack of moose/elk/caribou and I was just like H O L Y S H I T and kinda just stood there watching for a while. It was really cool. I didnt have any ammo for my rifle so I just said bye to them and went on my way ?
  7. bent.toe

    Is this fun?

    Started fresh with a character. Started jogging north right away, 11 minutes later i came to a small village. Looted the 4-5 houses inside and since there are only one thing in each house (weird) i gathered 1 battery, 1 axe, 1 tracksuit and a boonie hat. No food or water... (???!) Continued to jogg (no running at all) north and 12 minutes later i was dead of starvation/thirst... What???? You either go all in on the realism..and i mean all in with peeing, sleeping and taking dumps aswell showering etc. etc. or you start making some changes asap. Playing this with a friend or two are the worst hassle ever...ever in a video game. An in-game map is needed yesterday, the ability to see where your friends are as dots on the map is essential. Either remove stamina all together (since all you can do on this gigantic map is jog/run) or add vehicles like tomorrow. Hunger/thirst should not even be a thing the first 24 hours...period. Or if it's such a big thing every 15 minutes, replace all those #%\$, tracksuits with food and drinks, and allow the player to start with one canteen full of water and food to get him going for the first 3-4 hours of actual gameplay. This is not a survival simulator, this is an eat and drink simulator.
  8. Eeyeoretherealone

    a card would be nice!

    Yup the “iZurvive” app is spot on (minus vehicles and other things not yet implemented) the website had some missing buildings when I checked compared to the app last night. Only thing is it drains battery like a fiend due to damn ads at the bottom.
  9. SHDWCORP

    IDEAS FOR DEVS

    Food and Water In the modded version of PC, I remember being able to last 30 days without Food or Water, I would like it to be added later in the game I think there needs to be more Food and Water all over the map, Every time I die, I go through houses and towns, and cities and military bases and if I'm lucky I'll find one thing of food out of the three towns or more Vehicles I think that Cars, Planes, Helicopters and Boats would be a good add with fuel to help players out and be able to add cargo to the vehicles to transport I hope that this post doesn't get locked, but if you have any ideas for the devs, please add them below
  10. Yes it seems possible in dayz, aslong as BI dont cut the possibilities to do that. but there is also an existing example from Killzonekid for A3, so i think switching (reconnecting) to another server with a diff map should be a doable quest. anyway i think it should be done in the engine to preventing abuse... or by script as long as battleye allows it under certain conditions. Porting/transition areas should be alongside the map border but not directly on the border, preventing to abuse that places from spotters and snipers. i think its better to mirror your spawnposition to the other server, so if u leave chernarus+ anywhere on the westside, u will spawn mirrored on eastside at the other server. if the mapsize is bigger than chernarus then spwaning points should be spreaded. another cool feature would be if vehicles /and passengers can be also ported... but this needs more attention. planes and helis should also be possible by setting proper vehiclevelocity at spawntime and checks for possible disconnects/errors while hopping by affected players. spawning-in if every passenger is connected after a little idle time... otherwise the player who is affected by the abortion should spawn next time at position on groundlevel. cutscenes are nice but i m also satisfied with a loading progress bar. if i m understanding you right... yes this has to be evaluated for MP purposes, but i think it should be locked. players can still rejoin whenever they want... the position for a normal join (existing character) should be the same as it is and was in dayz, the last known position of the player... so that switching is only allowed at designated area as written above.
  11. Powell x91

    Feedback to developers during GP

    1 - Map can be found, Plenty of other ways for navigation. Tourist maps, online maps and landmarks. 2- cars are coming,same as planes. They are smoothing over the gameplay of vehicles before adding them. 3- its bugged, its from PC. Its been out 1 day on GP on xbox? Pubg menu was bugged as hell now thats fine. Have some patience. Plus, put things in your trousers and take them off,where else are the items meant to go? Think about it.... 4- price slightly expensive but at £30 for a game over £50 after release thenits a bargain. You know what you signed up for buying onto the GP programme, dont cry now...i see it all the time people buying into GP's to come cry on forums..Get over yourself. 5- what's wrong with that? You want to spawn 10ft away from where you died so you can noobily go grab your gear? No, work on your navigation and go find your gear! Lol ARK etc all have random respawns as do most games lol sure an item for a respawn point will arrive at some point. As for your [EDITED] waffle at the end..it's obvious you haven't researched what you bought so its entirely your own fault. Your points and concerns are flawed and already answered in many places so really is noones fault but your own for buying the game.
  12. II AJEARLEY II

    Feedback to developers during GP

    Hey @bent.toe Im going to give my opinion of your list and some info relating to the missing features. 1. No in game Map - I agree an "hand held" in game map would be nice.. However you can find tourist routes that have a map of Chernarus dotted around. 2. Vehicles - Vehicles are currently being overhauled as they were not happy with the way they worked in 0.62.. So hot new rides will come soon my man and you can give those legs a rest.. 2.1 Stamina - Stamina is kind of an issue but also not at the same time.. If you where to go through your inventory and add up the amount of Kg's your character is carrying then go carry it yourself and see how far you can run i cant see it being very far.. I believe they based it off the average human. Lets face it you are a random survivor washed up on the shore. This being said, there will be soft skills down the road which may include stamina :) 3. I agree the inventory system is a bit of a mess i'm sure they will get that sorted.. 4. I cant really say anything i've had just over 4000 hours on PC so i've had my moneys worth and will probably do the same on Xbox. 5. DayZ is a huge learning curve when it comes to map navigation. When you have played it as much as i have and many other experience PC players you will learn the map and know it like the back of your hand.. Hooowever the description of the game does kinda warn you.. "DayZ is a gritty, authentic, open-world survival horror hybrid-MMO game, in which players follow a single goal: to survive in the harsh post-apocalyptic landscape as long as they can. Players can live through powerful events and emotions arising from the ever-evolving emergent gameplay." Maybe some people just like different levels of realism.. I never got on with any other the smaller games like H1Z1 or WarZ (Infestation).. Like i said i've played just over 4000 hours on PC and god knows how many hours playing the DayZ Mod for Arma 2 and i still haven't had enough :D Anyway some solid feedback.. Don't take my reply in any form of a bad response i was just letting you know my opinion and shedding some light on a few things.. See you in Chernarus! :) AJ
  13. bent.toe

    Feedback to developers during GP

    Disclaimer: Not all of you will agree and these are MY opinions/feedback to the developers. 1. No in-game map? One of the biggest game worlds in the industry and no map? A bit over the top maybe? 2. A map this big and only travel by foot? Sure...if it wasen't for an included stamina?? Run 100 meters and my character is out of breath. There are talk's about vehicles...but with these brutal conditions (see 5.) they should already be in the game 3. Inventory simulator 2018? A direct port from pc inventory managment is just a lazy and moronic move. If you look at it in a realistic way..sure, dropping your pants everything in your pockets will follow. In a videogame...nah, a bit too realistic don't you think? 4. Greed. Nope... €45 for a BETA with numerous bugs and problems.. That is not saying "hey community pay a small development fee and come and help us build this game to something great". That is just greed...€20 would be stretching it...you went waaaay past that. Just greed considering the pc version that is 5 years old AND still not in gold status, is cheaper. 5. Random spawn after permadeath. How is this a good thing when playing with friends? Imagine you and 2 buddies are way up north and one of you die and respawn down by the coast. No map, no radio, no townname or anything to let your friends get a bearing on your location. If you do manage to find a way to meet up...it's a 45 minute jog to get there. Fun?....i think not. I think it's great that one of the best survivor games have finally arrived on console. All of us here can agree on that. And this game should be all about surviving, fear and helplesness... But it should also be FUN. It is still a GAME. With this price, all these bugs, moronic inventory, no vehicles, no in-game map, random spawns AND the fact that this game is very niched towards a small group of players...will most likely mean empty servers and a small hardcore fanbase. But even those can give up. I tried the 1 hour GP, played some more at a friends house....and based on my feedback above i will NOT shell out this amount of money for a beta. Finish the game and have full price..i got no problems to support you then. Now in this state and with your track record on the pc version? Not a chance. Wish the team and everyone that bought it good luck and (hopefully) a lot of fun in Chernarus. PS. games should first and foremost be FUN. If it's fun..most of us can take bugs and crashes with a smile and still continue to play.
  14. II AJEARLEY II

    Will there be weekly updates to add new stuff from the pc build?

    Just because there isn't tents and vehicles in the xbox version doesn't mean the has less lol... There are a many more items in the xbox version.. Clothing, equipment, weapons ect.. Dunno if you've ever played the PC version i'm guess not if you cant see the difference..
  15. Sterlyng Shane-kyler Roehrig

    Will there be weekly updates to add new stuff from the pc build?

    That's impossible, there are no vehicles and I have yet to find a tent despite going through very many places
  16. Powell x91

    How do you Edit your Characters appearance

    No doubt it will be in game shortly, They plan to add vehicles etc etc so I'm positive that's in the plan to be implemented. If not, Well kinda sucks but not the be all and end all.
  17. emuthreat

    Status Report - 28 August 2018

    Internal builds focusing on tents and vehicles. This I like.
  18. Baty Alquawen

    Status Report - 28 August 2018

    In today's Status Report our leads reflect on our appearance at Gamescom last week, where we had the chance to meet so many of you guys. Of course, the big spotlight is on tomorrow's release on the Xbox Game Preview program. For our PC players our Senior Producer Julien gave a first look at DayZ modding this week. Let's get started! Dev Update/Eugen Update/Peter Update/Martin Update/Julien Community Spotlight Dev Update/Eugen Gamescom is behind us and while it has been pretty physically exhausting, it is great to see all the positive feedback from players who visited us. DayZ was playable on all three platforms, PC, Xbox and PS4, and we've had these stations full almost nonstop. All stations were running the same build of DayZ on Enfusion. It's amazing to see how far we have come in this regard. We've had a bunch of interesting interviews (check out Baty's part for a sample of those!), answering some tough questions a lot of you guys have had for a while, so I recommend watching these as it is hard to capture the detail in text. And I think we have done a good job communicating our vision, or the given situation in these cases. I hope you find the interviews enjoyable. The Xbox release is happening tomorrow, and Martin will provide some additional details on that. I'll just mention that the Xbox One release shows Enfusion Engine as the future of Bohemia, as a base for what DayZ is right now and the possibility to bring our unique titles to all platforms. It's a big milestone for us and for Bohemia as a whole. There were always concerns about performance, controls and UI, but I think there is a way to do it right and we will learn what is best together with the Xbox community itself in the Game Preview program. On the topic of the PC Experimental release, we have made some huge progress over the last week with the issues plaguing the Stress Test servers and are planning to increase the numbers available. We are also discussing the switch over to Experimental after last of the issues is fixed. The Internal build and its development have seen a steady amount of features and content come in. And as of now, we are mostly focusing on base building and vehicles. The rest of the features are being reviewed and setting the priority on bugfixes for BETA is in progress. We are well underway to stabilize DayZ as a whole and I'm excited to see it get in good shape in the coming months. It has been a long time coming, but we can see the light at the end of the tunnel. Both in terms of features, getting 0.63 to you guys, the release of server files, and modding. All things are in motion and we are very happy to invite new players into the game as well as welcome the old ones back. The growth of our community both on PC and Xbox feels almost imminent and I can't be more excited about things to come! - Eugen Harton / Lead Producer Dev Update/Peter Gamescom 2018, same as in the previous year, was an amazing experience. It's been great to meet fans and community members there in person. For me, it’s really refreshing to talk with you about the past, present and future of DayZ. I’m very happy to see that you are so eager and love DayZ so much. It’s motivational, which leads to a great psychic upbeat and spikes of positive energy. Last but not least, I want to welcome all the Xbox One survivors into the world of DayZ. I’m excited that the next huge group of players will be able to enjoy such a unique experience which hardly can be witnessed anywhere else. Be careful out there, it can be harsh... see you in Chernarus folks! - Peter Nespešný / Lead Designer Dev Update/Martin Hello Survivors! The past two weeks have been among the busiest this year, and that's because we've all been handling three major things at once: the PC content update, Gamescom, and the Xbox Game Preview announcement! As Eugen covered the PC part, I'll go ahead and give you a little bit of a behind the scenes from our Gamescom preparations, and update you on the state of the Xbox version of DayZ! DayZ at Gamescom Besides our own Gamescom booth, we've expanded our presence at Gamescom a little bit more this year. Thanks to our friends at Xbox, we've been invited to the Inside Xbox show to announce the release date of DayZ on Xbox one - and we've made a nice little teaser trailer to go along with that! A first one since the initial Early Access release! We've only had a very short time for the production of the teaser (about 2 weeks of time, which is absolutely bonkers), and I'd like to recognize the work of Bohemia Interactive's Multimedia department that managed to set us up with a nice video in what was a truly killer deadline! It was very much a team effort, but my hat is off to Vladimir Jaske for the great editing work, Ivo Struzinsky for game capture and the work on our camera tools, and Jan Dusek for quickly editing together a really nice sounding DayZ track (the one at the very end) with our external composer Nick Fox. I can only say the teaser got people properly excited, and I can't wait to start the production on a new video for the 1.0 release! As we've set the tradition with Gamescom last year, along with our developers, we always bring a very decent amount of free merch to our booth. It's something that we do very differently compared to most of the gaming booths, as we make sure that visiting us is actually a rewarding experience that allows you to meet with the developers you know from online channels, and sets you up with cool swag on top of that. Gamescom is a very exhausting undertaking for the team, but this personal aspect makes it worth the hassle! DayZ on Xbox: known issues and release details With the release date for the Xbox Game Preview announced, the teams back home started preparing themselves for August 29! The first step was letting all of the 5000 people with keys into the Closed Preview of DayZ. I'll admit, we've originally planned to do that sooner, and everyone freaked out quite a bit when our servers behaved in all the wrong ways at the beginning of the last week, but thanks to the massive effort done by our dev team, we've managed to get the situation resolved and get people to play. Looking at the feedback we're getting, there is a set of most common issues we have with DayZ on Xbox right now: Crashes of the game upon loading The inventory behaving in all sorts of weird ways (items not getting picked up, players being unable to fill in all inventory slots etc.) General issues when interacting with items in your hands slot (especially fireplaces, guns/magazines) Status icons invisible on some screens due to wrong UI scaling / cropping near the borders of the screen Hits sometimes not being registered when firing a weapon I want to thank everyone for reporting the issues - be it over the Feedback Tracker, social media, or private conversations. We are aware of most of the annoying issues, and while our priority is now set on applying last minute fixes for server stability and client crashes, we'll look into the remaining critical issues right after the Game Preview release on August 29! As our Inside Xbox announcement was really only focused on the release date, many questions were raised on our social media. Here's the answers to some of the most common ones: How much will DayZ cost on Xbox One? DayZ will be using a standard premium game model (so no free to play, or any in-game monetisation) during the Xbox Game preview, and it will be available for 39,99 USD. You can check your local price when the product page becomes available on the Microsoft Store. The price of DayZ will increase with the release out of Game Preview - the final version of DayZ will be available for 49,99 USD across all platforms. At what time exactly will you release DayZ on 29th? DayZ will unlock at 7PM CEST on August 29. You can use this tool to check your local time for the release. Is there going to be a trial version available? Yes! You will be able to enjoy one hour of free playtime that you can use if you're not sure about the purchase yet. The trial version will run on its own servers, and will not have character persistence (meaning that your character progress will not save during your first hour, and will not transfer into the full Game Preview! How many servers will be available for the launch? As many as needed! We have a good, scale-able setup that will always run enough servers for everyone to join, there will not be a fixed number of servers available. We'll also have teams monitoring the server status 24/7 in the first days after the release to make sure everything goes smoothly! Do you expect people to provide feedback? Yes! We want to get all the feedback - you can use our Feedback Tracker, the official forums, or even our social media channels like Twitter, Facebook, or Discord! Can players start their own private servers on Xbox? Not right now, but we definitely want to have that option in DayZ later on. Are there cars and helicopters on Xbox? No, not right now, but before leaving Game Preview, we'd like to have both on Xbox One. Especially cars play an important role in the DayZ gameplay! That's all for now - starting with the Game Preview release, I'd like to kick off Status Reports that focus on DayZ on Xbox, so look forward to those! It's crazy that the Xbox release is in less than 24 hours from now - so many new Survivors coming to DayZ! We'll see you all in Chernarus! - Martin Čulák / Lead Designer Dev Update/Julien For those of you who missed our first look at DayZ modding, let me briefly introduce myself: I'm Julien, Senior Producer at Bohemia Interactive, taking care of the modding component of DayZ. Summary of announced DayZ modding plans so far As said in the blog post linked above, with the DayZ BETA closing in, we’re starting to share some information around modding. At the moment, it is projected to be a PC exclusive feature, integrated via the Steam Workshop. It will work in a pretty similar way to how it does with Arma 3. In last week’s announcement we already mentioned, that DayZ is a hybrid between the RV and the Enfusion engines. While the packing and the asset creation are mostly unchanged and will go through the same process as for Arma 3, the rest (script, particles, animations, UI etc.) will be handled via the Workbench, which is a powerful all-in-one tool developed to handle everything Enfusion related. We invite the most curious among you to read the full announcement or join the discussion - we have already received some interesting questions, which I answered. How to talk about your existing DayZ modding experiments We know that some of you have already started digging through the data available in 0.63, and the first DayZ mods are already being made. We'd like to make all modders aware that if you want to start experimenting and share your progress on your creations, you should feel free to do so - and the modding section of our official forums is a great place to do that! We are eager to discover what you’ve been up to these past weeks! However, please, do keep in mind that DayZ is still in active development, which means anything can change any time; e.g. scripted classes, some 3D models or textures (and anything else) might be heavily altered or simply disappear in between updates, impacting your mods. Also, we would like to ask you to not release any of your modifications publicly before the official start of modding. General timeline for DayZ modding As for when modding will be available: we aim for a partial release together with BETA. However, this is not set in stone. While the initial release of the tools is still unclear, server owners will be happy to know that the server files package should be made available to everyone during BETA on PC at the latest. That's all for now - I'll keep you up to date on our forums! - Julien Vida / Senior Producer Community Spotlight Hello guys, we are back from Gamescom and it really was crazy. Our booth was massive this year, we had there 10 computers, 10 Xboxes and 5 PlayStations with DayZ, and our booth was full most of the time. You were such nice guys and you liked the game. It means the world to us. We organized a community meet up on Friday and I am so sorry I couldn't be there. There we so many of you, it is really nice how many of you wanted to meet us. Thank you for stopping by! Our photo wall was a huge success. Just try to search #Gamescom2018 and #DayZ on Twitter or Instagram, you can find there so many survivors who took a photo with some gear: And I have three videos for you today: Our favourite content creator Rene aka BarelyInfected visited us at our booth to ask Peter Nespešný and Eugen Harton some questions about DayZ development and the future. And here are their answers: And something different right now. This is a story of a group called River Boys, full of adventure, friendship and fun until the server restart separated them. That is all from me, thank you again for stopping by at our booth and see you in two weeks! - Baty / Community Manager Header image by ExacoMvm.
  19. How long du you need for a freaking content update guys?! You can't be serious?! I thought you said: "After the engine is finished and all systems are working (what is the case now), updates will come much faster". You add some new weapons and new mechanics and need nearly 1 MONTH to make it work properly! How long tf will it take if you add big stuff like basebuilding or vehicles? And how should this be possible in 2018 if you're continuing in this tempo?
  20. Little conflicting information here because I was told it was okay to share the mods. Atleast that's what I did with my helicopter mod (0.63, enables internal code similarly to the other vehicles) and I haven't yet been told to take it down. I'll reply with link in a second to the twitter thread. Edit: hmm, the tweet was deleted? The tweet youtube usually makes when uploading videos. The actual video is still accessible through my channel.
  21. Private Evans

    Xbox news only ?

    So is it just me or are there really no news about the PC version from Gamescom ? All I could find on youtube was a trailer and some vids about the Xbox version :/ I was expecting to see at least some new stuff ingame like basic basebuilding or a first look at vehicles. Also I was expecting some proper news about their plans and roadmap for beta release (PC version that is). Nothing...not even a single usermade video about the PC version.... My guess is that after gamescom, we will see instead the same copy and paste status report as usual...that everything looks fantastic, that a lot of content is ready but sorry... they ran again into some blockers regarding server performance...but hey...the futute shines bright and beta is on the horizon. Then we we will get some impressions (happy faces) from gamescom and some new animation and vehicle teasers.
  22. Hello everyone, i was wondering if DayZ will have the core mechanics of Arma 3 such as lots of stances, realistic ballistics including proper ricochests, NV, Thermal googles, realistically functioning artillery, military vehicles etc? I know DayZ is not Arma, but if there's military bases, there should be military big guns and vehicles too + various equipment left. And most importantly #ReskinTheHousesAndPropsThisIsNot1996Anymore The wall textures etc is so dope:
  23. Baty Alquawen

    Status Report - 14 August 2018

    Gamescom is upon us, but before we head out we have another Status Report prepared for you guys. To start things off, our Lead Producer Eugen provides an update on the current state of the first content update, as well as our plans moving forward. Our leads from gameplay programming, animation and sound give a quick recap of their past two weeks of work. We close the Status Report with our Community Spotlight. Let's get into it! Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Viktor Dev Update/Filip Community Spotlight Dev Update/Eugen Dear Survivors, although the struggle with the server performance is ongoing, we're seeing some good results overall in our goals. We have implemented multiple optimizations during our Stress Test period and there are more coming. Right now, we are seeing some unintended behavior in the multi-core server environment, and that's our current focus. Running servers on a single core, we're experiencing a large upswing in the server FPS that should, in theory, be even more noticeable in a multi-core configuration, but unfortunately, that is not the case now. Some of these issues are quite complex, so we will be tweaking the server code base even more. The first content patch is in an okay state, but we're still not happy with the overall performance. As far as content goes, that seems to be received well, and I'm happy to see people enjoying the returning features and flavor that was added to them. Once we're happy with the performance itself, we will move the build over to the Experimental branch of the game and make the build available to the servers owners in our community. We know it has been a long time and the community has suffered because of it, but if we work together, we can make this dream game of ours a reality. Besides the development of the first content patch, there is a lot of ongoing work put into other BETA features. On Friday last week, we have concluded the primary feature development and the Internal build seems to be in a good place feature-wise. The focus has shifted to bug fixing. There are more than 2000 fixes to get through and we want to make sure we get them done! We will share more details about the next patch after Gamescom. I know some of you are worried about missing features or content. Over the last few years, there have been many features designed, and an insane amount of content created both externally and internally. Some of these things make DayZ better as a game and simulation. Some of them can be considered more or less an added flavor, or even clutter in the overall vision of what the game should be. DayZ needs to be fun first and foremost. It needs to meet your expectations in behavior, stability, and balance. It also needs features that support the player interaction and empower players who want to invest time into learning the details and intricacies of the simulation itself. We read everything you guys say. This is a game made by gamers and for gamers. We want to enjoy the game with you and even though the struggle is sometimes real, all of us want the game to succeed the same way you do. When we have any details to share beyond what has already been stated in the goals for the Beta release, we will do so on all of our channels. Some of you might have noticed an increased commotion around the Xbox version of the game. What we are testing now is the same version that you're seeing on PC Stress Tests. We're making sure it runs well and provides a gameplay experience that feels good on a controller, and shows good performance. The benefits of the performance work we have done are already enjoyed by a smaller group of players that already have access to the Closed Preview, but there are so many players out there that have been with DayZ for a long time and even more who haven't had a chance to try this unique experience. One of the benefits of utilizing modules of the Enfusion engine is being able to have a game like DayZ running on a console. We always want to grow the DayZ community, and it's important not to forget about other platforms. I'll be at Gamescom this year talking about what we will be seeing in the near future and what our goals are before we reach 1.0. I can't wait to share more with you as there are exciting times ahead of us. - Eugen Harton / Lead Producer Dev Update/Peter What would DayZ be without the possibility to restrain others and put them into captivity! Now you can also restrain yourself if you would like to plot some twist - of course you will be able to struggle free if something goes wrong. While the character has his hands restrained, his inventory is blocked as well as his quick-slots. However, his inventory is accessible by other players through the vicinity part of inventory screen. We are also working on the implementation of continuous interactions with objects in the environment. It will allow us to broaden possible interactions, like taking items directly into hands (or swapping them), slowly opening doors, seamless drinking from wells or switching channels on the radio transmitter laying on the ground. Speaking of items on the ground, there is a comeback of dropping items from hands to the ground directly in the world (of course the 'take' animation displayed instead of the 'drop' animation in the GIF is a placeholder). The next step will be a shortcut for putting an item from your hands to the inventory cargo even without it being assigned to a quick-slot, as we would like to minimize any unnecessary access of the inventory. The work on firearms is still ongoing as well. The support for the new weapon (and items) swapping animation is being implemented, after which there will be a possibility to add independent shoulders. Recently, the long awaited leaning has been reintroduced in it’s basic form (as it was in 0.62 version). However, we would like to make it more prominent and useful for gameplay later. Weapon inertia was missing as well until now and its new implementation is portrayed as sight misalignment. Its degree depends on rotation speed, a nice side effect to it is a parallax shift in the new 3D scopes. You can see them presented in Mirek’s portion of Status Report below. As the latest addition to the pack, welcome the first implementation of lifting weapons in front of obstacles. This mechanic will prevent firearms from clipping through objects geometry, may it be walls, infected or other characters. Don't worry about self defense, as in these cases you will be still able to use a melee attack with your firearm. The lifting at obstacles takes various firearms lengths and their muzzle attachments too into account . Also, progress on firearms malfunction was recently resumed and unjamming support is being added to all the firearms which will be available in 0.63 version of DayZ. Type of malfunction used is 'failure to eject' which causing mechanism to jam where next round fails to feed. Chance of malfunction is directly proportional to condition of the firearm. In case the firearm is fed from detachable magazines, chance of its malfunction is combined with condition of used magazine. Firearms and magazines condition can be repaired, making weapon cleaning kit a valuable and important item. With firearm malfunction in, I’m looking forward to see all that interesting situation which will emerge during the heat of firefights. Better stock up on weapon cleaning kits... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek For the last couple of weeks and for the next weeks, the major tasks for our gameplay programmers are server-side optimizations, bugfixing for features and content and the implementation of core systems to support new gameplay features, which can then be tweaked by designers. Optimisations We have found a bug, which has been in the game for more than two years but was finally visible after the introduction of ambient loot. This bug was tied to the game entity deletion and caused massive performance drops. We are also preparing optimisations for the Central Economy process, which should be done in a few days time. Gameplay features Vehicles - probably the biggest and most complex feature we're now working on is vehicles. Almost everything had to be rewritten (including character parts), in order to be able to add additional vehicle-related features more easily in the future. Viktor already showcases some progress two weeks ago and I'm sure we will show you more in a couple weeks. Leaning - We've reintroduced a very basic implementation of leaning. The first iteration is in the game and now we have to polish things like animations, camera, and probably more. Check out this first teaser here: Weapon changing - We have implemented a basic system for the changing of weapons. For now, we are supporting only firearms, but the rest is on the way. Sights misalignment - Which means weapon inertia in iron sights and scope. Now, only a few parameters have to be tweaked in order to achieve the best gameplay experience with this feature. - Miroslav Maněna/ Lead Programmer Dev Update/Viktor Over the last weeks, we've been creating and implementing new attack animations for the infected. That's light, heavy and running attacks with individual arms to get some variation into the PvE encounters. For the player character, we've started the implementation of basic facial expressions during combat-actions. We've also implemented multiple improvements for the idle character animations, like blinking, exhaustion and new idle movements in general. Apart from that, the team has been working on placing and deployment animations that will be used while handling cars, during base building, or when placing traps. All of this comes with numerous fixes to our player animations and the animation graph. - Viktor Kostík / Lead Animator Dev Update/Filip Čenžák Our audio team went on a trip across our offices and beyond to record some footage for the reintroduction of vehicles. The results are new engine sounds, as well as tire sounds for different surfaces. When it comes to shooting, we will bring back an Arma feature of the shooting controller, which silences insects and birds for a while after a gun is fired. To add to the infected, we've implemented and improved several of their animation sounds with steps and rustling clothing during three different states: idle, running and climbing. Here you are some pictures from our tires and engine recording: - Filip Čenžák / Sound Designer Community Spotlight Hello guys, It's here, finally! Gamescom time! Bohemia Interactive is going to have a large booth with at Gamescom - with DayZ on PC and on consoles too (both Xbox and PlayStation!), so you can play on whatever platform you prefer, meet the devs and get some merch of course. We prepared a photobooth where you can take some cool DayZ-styled photos. You can try and wear a Gorka uniform, Ushanka, Zmijovka, guns, baseball bat, the Taloon backpack, High capacity vest, Ghillie and more gear from DayZ. So if you're at Gamescom next week, don't forget to stop by in our booth D042 in the Hall 10.1, we are going to be there from Tuesday to Saturday - you have a lot of time to visit us! That is all from me and now is your time! Someone is really excited about the upcoming DayZ Preview release on Xbox! AlexRUiLs made this 3D print of a DayZ logo. Looks so good! But he isn't the only one who has a 3D printer at home. Kerbo has it too and he printed DayZ logo as a gift for our amazing streamer TheLoyalPatriot. The logo was made b a fan of DayZ called Meyk. What about some videos? This is an emotional story about what happened to Chernarus when the infection started by DudeiRage Syl is an awesome guy. He opened a shop in Electro to interact with people. And he had a few nice customers! Check out his shop here: NeuroticEUROtic shared a cool picture with us. He called it "Friendly Planet Cherno", but here is a question: Are video game planets flat? Who knows! Let's check out our riddle. Where was this mystery location from the latest Status Report? Who guessed the riddle correct this time? MisterrKain Tempest Sojourner ‏Emu Threat bullet head Manatee HumbleAtomicBohemian Jonny K ‏Herbert J. Leder DrDeSync Good job guys! And the next riddle is: I am looking forward to seeing you at Gamescom, and for people who can't be there, I am going to share everything with you on our social networks. - Baty / Community Manager Header image by Uncuepa.
  24. You keep mentioning your points enlightening all of us about the new engine. We've read posts, articles, and details too. We get it. You say - "They recreated all the animations, sounds, rework the infected, vehicles, and server and client side technology." I have stated clearly in multiple different places in this thread that I understand the new engine argument (to a degree). Would appreciate it if you would reply to my points, not just restate over again about the engine. My entire point was that, even acknowledging the engine and all of your specific details you like to use showing everyone what new engine means, it is perceived as taking too long. The need for a new engine in the first place on an old busted up car people aren't as focused on, doesn't warrant a new engine after it takes so long and interest has waned. That's all I'm saying. Sure, you'll tell me how it is a necessity. I'll tell you, great, don't try to fix up a car you took too long to release in the first place. Your go to here is the engine. We get it you are big on that. I've also pointed out I understand that would take quite some time. Do you ever just consider that the fact it even required an entire new engine is the problem in the first place? We're not here to knock your game man. I wanted it to be great to. Even if DayZ get's rehyped with full release and your engine, it will serve as an example of how NOT to develop a game. Definitely not an example of how to garner support and, more importantly, capture and HOLD the masses attention. Years have gone by and it is hardly improved. People are paying attention to everything ELSE that blows by with the wind. PUBG made a strong splash in the pond. Fortnite was genius by tapping into it while the iron was hot but also making unique changes. I'm simply stating (without trying to offend) that DayZ missed out on what could have been truly groundbreaking. I can't help but find it thoroughly enjoyable that you stated .63 is almost like Dayz 2. Wow. This alone deserves its own thread. Obviously we are getting too far into opinion here so we may as well admit this is going to go in circles now. But Dayz TWO? LOL, Dayz "ONE" is a broken mess. .63, as almost anyone will tell you who has played both, does not feel that much different than the game was 5 years ago. It just doesn't. Time to put this little back and forth to bed. You are going to, understandably, come back here and try your best to shred us DayZ realists and discredit. Fine. Tiring for the both of us, no? If you and .63 and engines need to feel superior, more researched, and the epitome of full enlightenment...have it. Take it. Dear God. I just kind of enjoy the gaming culture at large and am blown away that this awesome concept has taken eons and am fascinated by the process. Time for a drink and to let this thread fade away. I played since standalone released as I presume you have. In my opinion and, ohh I dunno. about seemingly almost all others in the gaming community (including Jack Frags video from page 1 that I pasted) this "game" has just taken too long. It also will leave a bad taste in the mouth of many with the same company "releasing" Vigor. It's not an attack on you or Bohemian. I mean dude, this is kind of a funny comparison but...didn't James Caremon say he's releasing like 3 or 4 more Avatars? Even if you didn't like the first one it's the highest grossing movie of all time. Sure, sequels make sense. But um, the hype and interest is dwindled man. Maybe James Cameron is like, putting in a new engine to make Pandora look great. Oh well, you would tell me the new engine is GREAT! Let it take 7 years. It's a new engine people, what do you expect!? We're idiots for this or not understanding that. Most the rest of us would say, hey man cool first idea and concept....that's just way too long! Blockbuster made this mistake years ago. Not adapting and just becoming irrelevant.
  25. You suggest a lot in your response but completely ignore my arguments. Yes, I have read your first post when you started this topic and even read it again when you posted the message that I responded to. Point is, your first post has some valid points but the one i responded too barely any decent argument. Nevertheless, you should know that an new engine brings new problems. They recreated all the animations, sounds, rework the infected, vehicles and server and client side technology. You really think that it does not bring new basic problems? 0.63 is almost like Dayz 2. That you expected everything to be working fine while it is actually almost a fully new game is your own fault. Next time focus your response on the points given and do not put words in my mouth. Your whole post was basically that. Oh and btw, I'm no expert and will never claim to be, but logic thinking helps a lot.
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