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Found 41868 results

  1. Expect for it to take the entire summer. Looking at the last Status Report it seems that content and features will be added rather quick with the first additions coming very soon in the upcoming weeks. Might see basebuilding or vehicles at the end of July or August. The way I see it is that they need to reach Stable in September if they want to release 1.0 this year with said content from the 28 November Status Report.
  2. Really? I mean between now and 0.63 stable. They need to add in. 1 - Everything from 0.62. 2 - Basebuilding 3 - Vehicles including the littlebird That's a lot of stuff. Beta is meant to be pretty much feature complete. So... we shall see.
  3. blackberrygoo

    What I Think Players Really Want

    Vehicles are a must for this game . Finding one vehicle and all the others are locked in bases ? Nah . Dayz needs to fix that old dayz mod issue before they implement aerial vehicles . Of course they shouldn’t be littered everywhere , but there should be no reason why they should be rare - they don’t ruin the experience at all , they in fact create a BETTER experience . Just make car / aerial repair a “hard to master” soft skill and voila , you have an easy balance of “should I waste my time to become a mechanic or let someone else do that ?” . If you don’t specialize in mechanic you should most likely never find a working vehicle that you can just take : the vehicles being damaged to begin with is the real challenge (or should be) NOT the scarcity of vehicles themselves . Dont repeat what the dayz mod did : I don’t want to have to break into bases just to destroy the massive car lots that the die hards will be collecting : give us enough vehicles to fight over but please for fucks sake Bohemia don’t make them super scarce like the vanilla mod ; it didn’t make them any more special and it was just glitchy and frustrating seeing them hidden all over the place in bases or off the map (basically any where but a natural spawn point cuz there was only like 8 vehicles and 2 helis per server).
  4. Raptor97

    What I Think Players Really Want

    How I should change my playstyle? The only playstyle is SPAWN - LOOT - SURIVE - DIE There is nothing left anymore, we need more content and most importantly vehicles and base building. DayZ is my favorite game, but after 1600 hours I'm sick of playing with the same goals over and over again. I'm happy that with 0.63 stable all these things will be implemented, so lets just wait :)
  5. ZogVarnoka

    What I Think Players Really Want

    Paragraphs. Use them and make everyone's life easier. Also, stop making assumptions about what others want or that it is the majority of players. Ah vehicles. For those folks who hate having to run a little bit and possibly have an unexpected encounter in an open field or on the road. Do not get me wrong. I find vehicles in Dayz to be good content IF they keep it to where you have to repair them and keep the number of them per server extremely low. Makes for good times with your group trying to find tires, spark plugs, car battery, windshields, etc. But they are far from needed to play the game and even a detriment in some ways. The biggest complaint from those wanting vehicles is, "It takes soooooo long to get from point A to point B." Well yea. Of course it does. The map is huge. But if you remove the travel time between places then what is the purpose of having weather/temperature affects in game? Or even hunger and thirst? Or sickness and the need for antibiotics and other medical supplies? By removing the travel time or shortening it greatly, you remove the influence those factors have on game play. This is a survival game after all. At its heart, the game is about learning to survive and finding the means to do so. Being able to travel from Zelenogorsk to Titsy in a couple of minutes eliminates so much of the content in the game. Not only the effects of inherent game mechanics I already mentioned. It also effectively removes the possibility of encounters with other players when you are least expecting them. It removes the tension of the unknown. It allows you to only engage with other players when you choose to do so. OP specifically talks about time. Travel time versus amount of play time available. This is a personal problem. You knew Dayz took a lot of time once you started playing and probably even before you bought the game. If you want to be able to hop right into the action and shoot people and loot items seems like there are games out there better suited to your playstyle. PUBG is great for that playstyle. I'm not trying to be insulting. Just trying to point you in the direction of a game you might find more enjoyable. Personally, I like a little PUBG every once in awhile. This quote here is wrong. Sorry. You had to repair vehicles in the vanilla DayZ mod as well. It would takes hours to just find all the parts needed and jerry cans for gas. Same went for helicopters. ATVs and bikes weren't as bad. but they were easier to break do to driving mechanics. And finding tents wasn't easy either to build a "base". Most folks just used vehicles as storage instead and "hid" them in the debug zone outside the map. And there was a very limited amount of vehicles per server. This link tells you the amount possible per server. https://dayz.gamepedia.com/Mod:Vehicles Realise also that not all vehicles would spawn all the time. So the number of vehicles per server were actually quite less than is listed on that wiki page. So no, you couldn't just get a vehicle in the Dayz mod and run around the map easily with your friends. The only time this was possible is if the server admins had changed the spawn rate of vehicles or you were playing a mod of the mod. But at that point you aren't playing the vanilla Dayz
  6. Mantasisg

    What I Think Players Really Want

    DayZ must have to provide a possibility to get most of the game for both categories of people - the fun people, who wants to have great fun in relatively little time. And for the "deep" ones who wants to be immersed by what they consider as immersive stuff (let it be running from house to house for three hours like now). Ideally you should be able to adjust your game pace by being in different areas of the map. Thankfully for this matter the map is huge, and if the design will be good in the final game, then each type of person, in any mood or so, will find the pace fitting to them. Except the moments when you would be getting on the edge - then it always should be fast pace. Actually it used to be like that in the past when you actually could have had rather quick pace in the coast, and slower paces inlands (IMO inlands with no vehicles, or barely any vehicles) is a waste of time to aim for.
  7. forty_two

    What I Think Players Really Want

    I do not need any vehicles. I played for 3 hours on the experimental server and I have been away from my usual way. In ~ 2 hours (including 3 gunfights) I went from the coast to severograd, I had food, drink, good equipment and akm with clips and ammunition. I can not understand crying ... and ask for simplifying things.
  8. Raptor97

    What I Think Players Really Want

    For me, DayZ needs vehicles and base building and this will come definetly during BETA. Now DayZ is in a very good shape, but for me after 1600 hours of DayZ experience I just want more goals, instead of always looting killing and dying. DayZ needs MORE GOALS, very important.
  9. Kirov (DayZ)

    What I Think Players Really Want

    They said recently that bikes and planes are pushed to post-1.0. https://www.dayz.com/blog/dayz-feature-content-goals "When it comes to aerial transport, we do want to have helicopters in before 1.0, but making planes accessible would mean a lot of extra time in development, slowing down what everybody wants the most, and that is to play DayZ BETA. Planes will be making their way into DayZ, but not with BETA/1.0. Then, everybody's favourite: bikes and motorbikes. We've said that before, but sadly, as weird as it may sound to a person not involved in game dev, creating single track vehicles properly takes a massive amount of animation and programming work that we want to invest into other parts of the game for BETA - such as achieving overall polish of features like the character movement, double track vehicles, or user actions." There's actually a lot of content pushed down the road after the 1.0 release.
  10. Baty Alquawen

    Status Report - 19 June 2018

    Following the 0.63 Experimental release last week we are back with our Status Report. Today, Eugen gives us an update on the state of development, while Viktor and Adam from the animation team show us what they've been up to for the past couple of weeks. Our Map Designer Adam demonstrates changes to the weather system and we get some insights into the audio progress by our Sound Designer Filip. And of course we close with our community highlights, let's dive into it! Dev Update/Eugen Dev Update/Viktor Dev Update/Adam Oresten Dev Update/Adam Franců Dev Update/Filip Community Spotlight Dev Update/Eugen Dear Survivors, the Experimental release is behind us, but the work does not stop here. So I would like to look at the issues present, troubling the community playing this version and also talk about the internal development that has happened and features you'll be seeing very soon on the Stress Test and Experimental branch. We kept both of the branches active to make sure we don't break Experimental too often and have features coming into it with more polish. While 0.63 is heavy on new technology, we know it's quite light on content. But you will be able to enjoy a lot of the new stuff in the upcoming weeks. The issues that take longest to iron out are related to the stability of client and server, and problems that would end up interrupting your play sessions for various reasons. From locked characters, to server kicks or just unexpected crashes to desktop. Things are getting better, but there is more to be done in this regard and we continue to monitor the situation and apply fixes to make sure we eliminate this as soon as possible. We know its not there yet and its our top priority. We should also talk about our plan to make the Experimental servers available to server owners currently running their communities. Sadly this had to be slightly postponed due to changes necessary for GDPR and memory leaks wreaking havoc on stability and performance. These seem to be fixed as of today, so very soon you will be able to switch over and enjoy the updated version with your fellow community members on your own terms. In terms of development, we are currently moving along quite nicely with only small delays in features planned out internally. The benefits of the new technology are already showing themselves in the pace of implementation. We are also looking into possible solutions to issues that currently cause these delays and make sure we deliver. Let's go over the current state of development and features themselves. We can consider finished for Experimental phase: Hidden stash CPR Gestures Repairing UI Main Menu Soft Skills Environmental Exposure Goat - Animal Last week we have moved/continue to the review/bug fixing of: Character Unconsciousness Chambering Loop Fireplace Jump UI Server Browser Cooking Weapon/Item Swap Action/Animation Compass Gathering Ambient Loot Gathering Actions Vehicles - Open/Close doors Vehicles - Attach/Detach vehicle parts Injured Animations This week is dedicated to the internal implementation of: Climbing Weapon dispersion Weapon zeroing Weapons - Double Barrel Diseases Scopes Enfusion Hierarchy New Input System Action Animations Collisions during melee So you might be asking yourself when these things hit Stress Test and Experimental branches. We plan to switch over a bunch of these very soon, and you can expect to have these available in batches over the coming weeks. However, we want to aim for at least unconscious state to be finished in different edge cases. As of now, there are still small issues with ladder/water unconscious state interactions that are not ready for the Stress Test, but this week we should see them fixed and as such moved to the Stress Test branch alongside many other new features and content. - Eugen Harton / Lead Producer Dev Update/Viktor Hello everyone, today I would like to share with you in this short update what the animation team has been working on for the past weeks and what is going on at the moment. Obviously, the player character is important to us, so we continue improving its behaviour and what it can do. At the moment, we are revisiting some of the animations and improving them, or replacing them with better ones. This includes melee combat and its attacks. There have been some animation changes to better represent which item is the player attacking with, like a new sprint-attack with the baseball bat. Also, a lot of work has been put into finger poses so that the character is holding various items the best way it can. Some of the recent animation additions include the new IZH43 animation set, and some gestures like nodding head, shrug, and "OK". One of the more significant improvements to player locomotion is the ability to jump over obstacles. The feature is still work-in-progress, as well as the animations, but the character is now able to overcome small objects that are in his way by jumping over them. We are now in the process of adding all the animation variations for different directions and items in hands. At the same time, our programmer is working on the climbing for players and soon, we will start implementing animations for it. As we also started tidying up some animations and features, there is an ongoing work on player actions. This includes polishing of existing animations, some graph tweaks, but also some new animations to better visualize what the character is doing. Our Technical Animator Adam will share more details on what was happening over the past weeks regarding various animation improvements related to these actions. Make sure to check out the gifs for the baseball bat attack and cutting down bushes. Cheers! - Viktor Kostík / Lead Animator Dev Update/Adam Oresten For the past couple of weeks, I have been hard at work revamping, tweaking, and creating animations for many various actions. User actions are the backbone of the game, and as such, they require thought out implementation; what items can they be done with? What stances are they realistic in? Should the character be able to move during the action? All of these play a huge role in their realization, concept, and execution. I’ve implemented animations for on back actions (mainly important ones; drinking, eating, etc), tweaked some action animations to be faster or slower and cutting out unnecessary parts, depending on which type of action. I’ve also created and implemented animations for placing heavy items (barrels, generators, etc) and smaller items (bear traps, mines, etc), and I’ve also revamped the horticulture action animations, such as cutting down a tree with a two-handed axe, or one-handed hatchet, cutting down bushes, and getting bark from trees with knives or machetes. As a part of these actions, I also implemented some smaller QoL (quality of life) representative action animations for viewing compass and viewing the map to properly convey what the player is currently doing. We’re in “full steam ahead” mode with the actions and their corresponding animations, and every week we’re working on new actions and polishing the animations for the ones we already have! - Adam Oresten / Technical Animator Dev Update/Adam Franců In our Status Report from 22 November 2016, we shared our plans to upgrade SimulWeather/TrueSky - a 3rd party library used to render volumetric clouds in DayZ. Unfortunately, due to technical difficulties, we had to ultimately cancel this plan and rather focus our attention on the current implementation that is present in DayZ since the beginning of Early Access. This has not only allowed us to make necessary performance adjustments but also to take a closer look at the visuals of clouds and what could be improved within the limits of the current implementation. Here is a short summary of what has been changed: Regarding performance improvements we have reached a point, where we have decided to remove the ability to disable volumetric clouds on the client side - this change will take an effect once revamp of graphical options is finalized. There have been major changes in the cloud configuration, which are mainly aimed to make the clouds more visible and distinct from the skybox background. We improved the interaction of fog (in distance and height) and volumetric clouds, so that clouds should blend better with the horizon when it is foggy. The silver lining effect of clouds has been greatly boosted during the early to late sunrises and sunsets. The movement speed of clouds during windy conditions has been reduced and we've brought additional improvements to the skybox background textures (overcast-dependent) along with some minor tweaks to the global lighting config to support the changes in the skybox and volumetric clouds. In addition to the changes of clouds, we have also taken a look again at the visuals of rain. These new changes include: Closeup raindrops are much more visible now. Re-added effect that tries to visualize light refraction on raindrops. Fogginess parameter has been tweaked so the rain blends better with the background. Closeup rain drops are more visible during the night-time around light sources. Rain speed has been increased. Both clouds and rain changes should be available to test once the next major Stress Test branch update happens. We are looking forward to your feedback on these improvements! - Adam Franců / Map Designer Dev Update/Filip Čenžák Hi all, The latest sound feature we started to work on are voice sounds for the character. So far we've implemented breathing when the character runs out of stamina, the sounds for holding breath while aiming in iron sight mode. and hit reactions when the character takes damage. We plan to add more sounds to create a more immersive character representation. Some of the sounds will be connected to animations, like grunts while jumping, or picking up heavy items, or sounds to emphasize melee combat. Others should be connected to character states, like the feeling of hunger or representation of disease. So far, all sounds are placeholders and in some cases, only male sounds are played. - Filip Čenžák / Sound Designer Community Spotlight Hello everyone, the last two weeks were both really exciting and busy for us. The release of Experimental was a big milestone all of us have been looking forward to for a long time. Even though we are aware of some issues on Experimental, we are happy, that you finally can play 0.63 almost whenever you want. If you haven't done it already, check our Highlight page featuring all the good stuff from this update! Another big event was our Community Live Stream. We knew that just a day after the release of 0.63 Experimental, there were going to be a lot of questions. Unfortunately, after announcing the stream, our beloved Eugen got sick and it was clear, that he wouldn’t be able to attend the stream. We still wanted to hold on to our promise and decided to take it as an opportunity to do our first Community Live Stream. We introduced new members of our Community team, opened Boydy's package (thanks again!) and tried to answer as many questions as possible even without the devs. As I said before, we had a Community Live Stream. I just want to explain what it means. In future, we want to stream in two formats – a developer and a community stream. On developer streams, you can expect information directly from devs and detailed answers for your questions. The second format is more community-related. Our community team wants to talk with the community about events, content from creators and all the stuff from you because you are really important to us. We tried the first community stream and we had a lot of technical difficulties (as always, it is not fun without it, is it?). Here is the VOD from the stream: You asked who made the music on the stream. It is a member of our community from the Netherlands called L_K_P1 who makes DayZ inspired music and we love it in the dev team! The song from the stream is named DayZ meme and here it is if you are interested: Do you need a new wallpaper? I have a cool one for you made by ChernoMerlo from the DrDesync’s screenshot. And here is another one. I have it on my desktop already! Shane O’Sullivan sent me a really interesting piece of a newspaper. It is named Bohemian Post and he made it by himself. There you can find news about the infection spreading across Chernarus. Now I want to show you a special project by DayZUnderground called #TwitterPlay. It is an interactive DayZ story within Twitter and it is updated daily. People are making a story through their votes in polls and they can decide what happened with a survivor, about whom the story is. It is a really nice idea and we love it! Join the story and make your own part! You can find the latest part HERE. Cage, who we met personally at Pax East, sent us his custom advertisement inspired by our Nota Cola and Pipsi drinks and they are pretty creative. And the last two pieces of content are videos. The first one is a cinematic trailer about surviving in Chernarus and it is sick. Everyone from the dev team loves it, this is amazing work by HookOak Productions! The last short clip is made by our loyal member NeuroticEUROtic and he is sharing his feelings when Experimental was near. Time for a riddle. The riddle from the latest Status Report wasn't so hard, the rock is situated on the North-West of Svetlojarsk above the train yard. Who guessed it right? Megamente Polski Tytan Beehive1982 Kerbo This time we prepared this picture with Adam: If you know where is it, tweet it to our official Twitter account with #DayZriddleTime and you can be on the wall of fame next time. Thank you guys for your content and I hope you will share your creation with us next time! - Baty / Community Manager Header image by WaffelsBR.
  11. SecondSurvivor

    What I Think Players Really Want

    Dayz is going through many changes. The devs are active but I feel that the direction is not the one that will attract new players and bring back ones that have put it down out of irritation (like me). My issues with the game are pretty simple. The ones that the devs are working on which is instability, buggy, and broken gameplay riddled with hackers is great. However my biggest issue is that there are no damn vehicles! I dont mean literally none, but i mean that they are insanely rare and require massive amounts of time to get road ready if its damaged or missing parts. I don't have 40 hours to search for a broken vehicle. I think alot of players would rather have more vehicles and more types of vehicles first (aircraft dammit!) then beards, gestures, skill trees etc. Those things are great, I just think they should be implemented later. Dayz is a grind. And it should be a grind. But it shouldnt be this grindy. Why are vehicles so important to me? Let me put it this way. You jump into a server and what do you do? run to the nearest town and start looting. Most of the time the loot is pretty bad though its better in the cities but not by very much. Alot of the loot down south is pretty garbage because most of the time its been looted. So the next obvious course of action is to make a plan to head up north after you spent X number of hours messing around near the coast. You spend another X number of hours running, running, running, oh look a pistol, running, running. You finally arrive and manage to find some pretty decent stuff. You spend more time running, running, running to another town. OMG a car! **** missing a part, or out of gas w/e. Now you have to fix it. At this point youre lucky youve made it this far without getting shot in the back of the head by a hacker or a camper who's been waiting for 3 hours to dome someone, especially if the server is populated. By some crazy stroke of luck you might fix your vehicle, but most of the time you spend alot of time looking for parts, get irritated and log off, or you get killed. Essentially in my opinion the game is run,loot,camp,die. The dayz arma 2 mod was great. You can feasibly find a vehicle, drive around with your friends, engage in firefights, build a hideout and return to the game the next day. It didnt take 20 hours to do it. And it was FUN. Dayz now is just a HUGE grind with nothing to really look forward to. You can't even chat in game, and you just spend a massive amount of time running and dying. Im not saying the game is **** by any means. But youre alienating players and potential players who just don't have the insane amount of time to dedicate to the game.
  12. Just a quick update on how the server is doing and what has changed since we launched it. The population is growing on a daily basis, and the first content creators did visit us, too! The fights over the last few days were a blast and its really fun to play the old style DayZ again! Now to the things we changed in the last few days: We implemented a 30 second logout-timer, that is blocked, when you are in combat. If you leave the game without logout, we place an AI-Version of you for the logout time, which is standing up Zombies now can attack you, while logging out and while your Logout-Body is up The zombie aggro was improved Performance in towns when being in a vehicle has been improved Helicopter status carries over restarts Upgraded Database so vehicles respawn if fully broken Character save optimized Bodies dont sink into the ground instantly on death anymore Various small code optimizations If you want to keep track of the ongoing changes, optimizations and join the fun, feel free to also join our discord at: discord.gg/GRBwMTy Lets fill up the server, have some fun and play the best DayZ Mod that ever existed!
  13. It's not their fault. There is little to do in 0.63 at the moment. What is the point of teaming up? So you can roam around and kill other players as a team as oppose to solo? There is no base building, no storage items, no vehicles, and therefore no endgame to speak of. There are also limited survival features, crafting, and less of a variety of items spawning. 0.63 isn't a game yet. It's unreasonable to expect players to not KOS under these circumstances. 0.63 is like two steps forward and one backward. There is nothing to do but KOS or kill zombies. I'm currently fully geared at Tisy and bored out of my mind. I really wish they hadn't released 0.63 in it's current state. 0.62 is more of a game at the moment. 0.63 is just a demonstration of the new player controller, which is fantastic by the way. Notwithstanding, there has been no effort yet made to structure .63 into a fun gaming experience. This was of course acceptable for a stress test. I don't think it really fits on experimental. They just ported the stress test directly over with no changes. Hopefully over time, as they continue to do this, 0.63 will begin to resemble a game. We aren't there yet though. Ironically, I have had some of the most friendly DayZ sessions I've had in at least a year. What servers are you playing on? The north east us servers have been pretty friendly so far. Also, you can't really blame people for wanting to practice the new combat mechanics. All I did for my first 5 lives on .63 is melee fight randoms. I recall they were all eager to participate. Since then I have had more friendly encounters than ever. This is only near the coast though. As soon as you make it to Grishino and beyond it's KOS territory. That's typically where the endgame would happen but it doesn't exist.
  14. I know you know dayz is dead but maybe some day... after 2 hours of testing 0.63 experimental i ve uninstaled this bs right away... This is some kind of joke? Nice i can drink and run now ! So after 4 years of development we have new movement system broken as always: 1. Same bugs in "NEW" inventory and new clunky ones 2. zombies are bugged as always 3. you can't jump 4. you can't prone 5. stamina system without vehicles is a joke especialy when you have a lot of stuff 6. impossible to have 2 bigger weapons now because you can't run 7. you can use pump and rottate around and you can do it with other animations - funny stuff 8. when you rottate your head you can see inside textures - it's so f hard to correct camera height after some years? I'm sure with some more time i can write a book with more broken, not finished, bugged stuff in this "game". For a plus is: i see a lot of nice work on a map graphical issues have beed fixed like flickering textures better night lighting so you can't just turn on brightness on max and run like at a day without colors
  15. I am usually a major troll, but I wanted to give my feedback and suggestions from over 1500 hours of DayZ Stand Alone time. There are people with a certain amount of ignorance, stupidity, and hypocrisy, that can literally make DayZ a bad game, that should result in people getting punished (by preventing them from posting). The reason this is a problem is because they try to make DayZ SA into a game that only benefits them, and it ends up happening. ____________________________________________________________________________ 1.) AK Damage: For the past few years, the AK-74 could shoot people 20+ times, close-long range, (with or without armor) and they would survive. Somehow, I can kill fully geared military people with a makarov with 4-8 shots or less. This is no "one time" thing or rare event. Here are just a couple of the most memorable gun fights. A.) I remember I shot a guy so much that his leg broke and eventually fell unconscious (point blank). I emptied 10+ bullets into him and I had to reload before killing him. B.) I saw a guy (medium range) and he had an SKS. I fired first, hit him 5+ times (chest and leg) before he shot me once in the chest (and hit my assault vest) and then hit my leg once. I hit him another 8+ times before his second shot. Of course I fall unconscious from just 2 shots. C.) (Point blank range) we both have Ak's and we are both standing still firing into each other. I fire 10+ rounds before he fires (we are both hitting every shot and firing at each others chests). I fall unconscious and die eventually. ____________________________________________________________________________ 2.) Item Placement in Backpack: For a long time there has been problems with items going into inconvenient spots. For example, I could pull a pistol from a vest or backpack and it will go to a different, larger spot, when I put it back. Usually the large spot is from me pulling a bigger item/switching an item so when I click my hot bar to place it back, it can’t go in the spot and falls down without me noticing. To fix this, an item being placed back should be placed from the previous slots it was in, not the highest slot. ____________________________________________________________________________ 3.) Stuck Protection: If a player or entity is detected in between walls or spots they shouldn't, they get pushed out towards the previous, non-stuck location. There are too many glitches where you can walk into walls accidentally or on purpose. All it takes is pressing simple buttons, like the button to walk forward. There should be way more protection from glitches. I still have PTSD from walking down the PD stairs and getting killed multiple times. ____________________________________________________________________________ 4.) Hunger/Hydration is too much work: With all these systems that slow down the player from traveling, it wastes the developers time to edit the map in areas other than the coast. Hunger is not that big of a deal, but a lot of people complain about hydration. Many players are happy that they can glitch the game by spamming F to drink faster or vomit to make more stomach room in a glitchy way (it like triples the room). ____________________________________________________________________________ 5.) Automatic Server Restart Warnings: All servers should have warnings placed in chat for when a server restart is about to happen. There have been times when my friends and I switch servers from servers restarting and we get to other servers that are restarting (different timezone based ones too) multiple times in a row. Orange text with messages 1 minute before the restart will do fine. ____________________________________________________________________________ 6.) Map Navigation/GPS: Players should be able to use maps to tell their location, it will give maps more meaning. I am tired of navigating with online maps and compasses. I want to not be worried about my mistakes. I don't want to be a professional navigator, it's boring. I can point in one direction, first try, and get to almost any airfield. The main problem is when you explore areas, like forests. It all looks the same to me. There are usually slight differences but I don't want to have to be Sherlock Holmes to go through areas. At least add a GPS system that requires a battery to find my location and look around the map. ____________________________________________________________________________ 7.) Gun Resting/Building Hitbox: Fire fights are obstructed due to windows and other obstacles. If you fire above windows/ledges, it hits the ledge, even if you aim too high. It is tougher to do sneak attacks or guard buildings because of this. Another problem is that when someone wants to aim up the stairs (or up in general) the angle is too low and they can’t really hit anyone. ____________________________________________________________________________ 8.) Item Switching Lag/Glitches: There have been too many situations where I wanted to switch to a weapon or item, but died because of lag preventing me from switching to something that could save my life. The situations usually could have gone in my favor many times if the lag only lasted 10 seconds or less. This can happen on servers with 32 ping. There isn’t really any lag when this happens, usually just that one lag-feeling thing happens. ____________________________________________________________________________ 9.) Hip-Fire Problems: I like the crosshair that the player can use to aim. Unfortunately, it seems to be too high/very inaccurate. A target was 4-6 feet away and standing still with me, no swaying from my gun. I aimed at him with a trumpet, fired a round, and it went over his head, despite aiming lightly under the person neck (and the gun clearly not being zero’d to 10,000 meters. The reason this bothers me is because I always aim to make a hit and rarely try to hit a specific or small target. It’s kind of annoying to be unable to be very accurate unless aiming down sights. ____________________________________________________________________________ 10.) Ammunition/Gear Damage: I liked the old feature where you could click “sort bullets” to get damaged bullets back. You never really got too much ammunition back, but a good enough amount. The problem is that if you get shot, even once, it is a major inconvenience that can result in a loss of hours of gear. Repair kits (like sewing kits and leather repair kits) should be able to repair armor. I believe that you should be able to use duct tape and other items to fix gear. ____________________________________________________________________________ 11.) Item Stacking/Storage: A.) Storing items in clothes/backpacks is kind of annoying because you need a lot of space. We should be able to have a stack of at least 10 cloth, instead of taking up a bunch of room. If not, bandages should be able to have a bunch of uses instead of being sort of useless. Rags should be for splints, stopping the bleeding, arm bands, etc, and bandage should be for healing players a few percent and stopping the bleeding. B.) It is too annoying to have 30+ spots that have ammunition, instead of having 1 slot for each type. I know that without a proper fix, it could lead to players storing too much ammunition. The way it has been now, if you do not grab the ammunition you find, you feel like you are losing out. I am tired of having to store 100+ rounds, constantly organize stuff, and feeling worried about loading my weapon too slow. I really feel like I would rather people have infinite ammunition in one stack, then having the burden of trying to worry about everything. For sniper rounds/shotgun rounds, I understand only having stacks of 15-20. But for auto/semi-automatic, it’s too little space. ____________________________________________________________________________ 12.) More Items For Roleplay/ETC: A.) Riot Shield With Baton: A highly-bullet resistant riot shield would be nice to have. Counts as a full weapon and can be placed in hands or on back. It should be able to block bullets from people that are slightly elevated, protecting the head and body. Crouching can protect the legs, but not the feet. It can possibly be repaired with other items, like duct tape or nails. B.) Police Whistle: Left clicking with it makes a whistle noise. C.) Taser: Firing the taser and hitting someone with light clothes or skin vibrates the screen, makes a light electric noise, and stuns the player, causing them to shake a little) for 5 or so seconds, depending on what the person is wearing and the range of the person. Range of a few meters, not too high. Too much stunning leads to unconscious or death. D.) Pepper Spray: Hitting the eyes of players from close range causes people to have a blurry screen and requires putting water over the eyes. Combining a rag + water = fixing the vision. This can give a whole new use to having glasses and other masks. E.) Fire Extinguisher that Works: Can be used to coat the ground with the substance, douse players, cause temporary blindness. F.) Megaphone With Sound Effects: I heard something about a Megaphone that might be in the game. I feel like there should be a speaking mode but a sound effect mode, for blasting sirens or other stuff. G.) Shotgun that fires Bean Bag Rounds: Found in the police station. Distance and clothes determine how much damage is done. Leg/arm shots can fracture it after repeated hits. Head shots can cause unconsciousness or fatal injury. ____________________________________________________________________________ 13.) Body Pain Reactions: To be honest, falling unconscious or dying should not be a super common thing to almost every injury. There should be a feature where if you took too much pain, you fall on the floor, lay down facing up, and grab the injured part, looking hurt or something like that. This could possible give pain killers more use. Using it before injury can prevent the pain, but more trauma could lead to being unconscious/death. ____________________________________________________________________________ 14.) Opening/Closing Doors: Opening/Closing a door should involve holding F/Use Key which causes the player to reach out, grab the door, and do the action. There is too many problems with playing “door roulette” where a player runs in, presses F, but misses, tries to close the door but makes it open and close and open again. This can also be a problem if they want to bum rush a building. ____________________________________________________________________________ 15.) Locked Items: It would be a great use to crowbars and keys if there were locked cases, doors, chests, etc to get some loot by using those tools to open them. Now, people have more incentive to use something other than an axe, which makes the knives obsolete. The loot should be restricted to items that have a high chance of being useful, like dry food, weapons, medical supplies, etc. ____________________________________________________________________________ 16.) Kick Feature: There should be a kick feature which makes a sound and opens doors. This would also be great for countering the lockpick, instead of punching the door. It would also be useful for pushing players away from yourself and can possible use stamina. To keep this short and honest, there have been too many times when I am either forced to use complete deadly force for a minor threat, or risk dying by putting away my weapon to save ammunition. There are times when a player is using light melee weapons and try to “will” my player to kick. The combat is too limited when it comes to non-lethal, especially since a lethal option is too resource consuming. ____________________________________________________________________________ 17.) Trumpet Fix: Pump actions are hardly found, unless if it’s a trumpet or shotgun with a pistol grip. The problem is that pumping the guns usually involves too much movement, for no reason, and makes it take too long to fire at a target. To fire, pump, aim down sights, with a trumpet takes too long. We are talking about a weak .22 caliber weapon that usually takes 8+ hits to kill a target that has light clothes. I feel that the gun should pump faster, have a higher capacity, and take a little bit longer to reload. 12 bullets sounds a lot more balanced to me, especially since it’s generally weak. I feel like having a higher capacity can make the gun a little bit more valuable. ____________________________________________________________________________ 18.) Zombie Fixes: A.) Zombies should take a few minutes to spawn after dying. I am tired of killing zombies and then having new ones appear too fast. I don’t mind if there are a bunch of zombies at once, I am just tired of having everything be an inconvenience. B.) Zombies with clothes or items should be lootable when killed. Maybe if you get rags off of a zombie, if it’s damaged, you have to use disinfectant on it. It’s a big disappointment and immersion breaker to have a cool looking zombie attack me, but then not being able to grab items from it. Adding this can freshen the game and make it worthwhile. It can give players more of a reason to fight army zombies to get bullets and other supplies or do other things. C.) If a gunshot is fired from a house where zombies are next to, they can hit open the door and run up to the players inside. If it’s locked, the zombies hit the door a bunch before getting in. I am a little unhappy with how camping in buildings work in this game. If they fire a gun, zombies run towards them and guards their doors for them. I don’t mind at all, but when they start firing and making so much noise, zombies should do something about it, instead of getting in the way of players. ____________________________________________________________________________ 19.) Fix Ambient Sounds: One of the most annoying things in the game, is hearing the sound of players, but finding out it is ambient noise making a ruckus for no reason. There are so many sounds that make it sound 100 percent like players are near that it makes the games audio into a mini-horror movie with a disappointing ending. If I wanted complete silence, then hear loud noises, I would watch The Matrix. The sadder thing is that there is no silence in the game unless you mute it. ____________________________________________________________________________ 20.) Bicycles: I always hated the cars because they lack control, protection, etc. Players should be able to ride bikes to and from places instead of relying on those un-trustable vehicles. They shouldn’t even be rare, just slightly uncommon. Maybe you could also craft a backpack to store some stuff on it. This could also play into the stamina system pretty well. ____________________________________________________________________________ These are just some of the things I wanted to share. I don’t mind strong criticism or replies in the comments. I just dislike when something as simple as 1 + 1 = 2 can result in people arguing 1 + 1 = 3 or other nonsense.
  16. emuthreat

    This is geting silly

    LOL, which one? Take on Mars, Ylands, ARMA 4, Vigor? It's all pretty irrelevant to DayZ production, aside from the little bit about ARMA 4 needing this engine working and polished before they can get that game running at full capacity. Hell, the way they have changed the approach and redesigned the new engine for DayZ in the past couple years, it wouldn't surprise me if ARMA 4 ran on yet another iteration of the Enfusion engine. I'm a little rusty. Does this mean "I hope you aren't evil if I kill you?" Whatever this little cultural tidbit is, it flew completely over me head. Now back on Topic: Gooble gobble, gooble gobble. But seriously, those of us who have stuck with it the past two years especially, have a pretty good understanding of what is going on and why. All of these stress tests are incrementally adding features, as well as (quite recently) pushing the max player cap upwards. I'm not sure if the stress tests will even stop once Experimental branches are running steadily up to the 1.0 release. My best guess, is that once they have the bulk of the PVE interaction systems and netcode workable for the targeted 100 players per server, they will use the stress tests to add new weapons and related animations and root out major issues before pushing those builds to experimental permanently. Again, for those of us who have been participating over the last year especially, it is pretty apparent what has been happening these past few weeks. They have gotten to a point where the most critical and permanent underlying systems are sufficient for what they plan to do through 1.0 and shortly beyond. To use yet another residential construction analogy: Once they started running stress tests, that meant that the foundations have been set and determined to be workable. We can think of some of the as yet absent weapons and crafting features as doors and windows; and hopefully they have already installed the appropriate headers. The only thing I am worried about, is that the implementation of vehicles may be akin to a 7,000 gallon saltwater fish tank. I REALLY hope they have thought ahead and put a proper footing under this. The rest of it, I am fairly confident can be made to look and work perfectly with some shims and furring. But yes, this whole process has been somewhat silly since the late .5x iterations, when they realized what needed to happen to get this built right. One thing to remember, is that this is a remodel job, not new construction; and remodels are always fucked up and require adaptations on the fly to make things right.
  17. exacomvm

    Offline Campaign

    Would be cool to have some small/mid lenght Storyline in offline mode when the Beta launches basically just to show what you can do, like storyline/tutorial of showing all recipes all weapons all vehicles etc, how to use compass and so on. So new players could learn DayZ quickly making it easier for newbies who currently struggles alot, and maybe it would be fun just to play it when u have no internet and fight some AI enemies ( e.g. traveling w/ laptop etc ).
  18. We are happy to announce that there is a new, true and fresh 1.7.6.1 DayZ Mod project is up and running for us oldschool DayZ Fans! The team of DayZ Nostalgia teamed up with DayZ Revival, which offers high speed fiber and an optimized dedicated server with anti-hack software. For the best possible performance and a fair and fun gameplay experience. To ensure the fairness factor, they disabled the L85 Thermal - so you can roam the woods without getting thermal-spotted from miles away! But thats the only difference - apart from that, you experience the true, raw and hard game experience, that the DayZ Mod offered back then! IP & How to Connect Name: DZRevival.com Old School DayZMod 1.7.6.1 - discord.gg/GRBwMTy IP: 145.239.5.50:2902 Download DayZ Mod on Steam Select Beta at Properties -> Beta (beta 1.7.6.1) Join via DayZ Mod from Steam! Server Settings Timezone: GMT -3 3rd Person: ON Sidechat: ON Weapons enabled: AS50, M107 Vehicles: 52 Spawn-Loadout: 1x Bandage 1x Painkiller Crashsites: Depending on Playerbase For further information join the DayZ Revival Community Discord! Discord: http://discord.gg/GRBwMTy You can also check the server stats over here: http://dzrevivalstats.com
  19. Baty Alquawen

    Status Report - 5 June 2018

    To start off this Status Report, we are going to let Stress Test #18 run over night, so have a good time. Today, Eugen is going to talk about the upcoming weeks as our Stress Test versions gain more and more stability. Peter gives an introduction to the conditions of our new Central Economy system and Adam explains the ongoing changes to the Balota airfield. We close with some of the most memorable highlights of our community. Let's dive into it! Dev Update/Eugen Dev Update/Peter Dev Update/Adam Community Spotlight Dev Update/Eugen Dear Survivors, As we are pushing a large amount of fixes into the current Stress Test Branch, our aim is to stabilize the build enough to launch an Experimental Branch that will be available on official Experimental severs, as well as community servers, as server owners will be able to switch over. We expect the 0.62 Stable to be played less often and we will move server resources to Experimental depending on the player interest. We expect a couple more Stress Tests to be happening this week, aimed at least a couple fixes for crashes and locked character issues. We would like to confirm these fixes over the next couple of days and have the build available during the weekend for an extended Stress Test. This will be the version we will be launching for all the players interested in moving to experimental. In the meantime, we have planned out the features that will be reviewed and connected to the new engine. This is done on the Internal branch of development and will move over to the Experimental in bundles. Last week we have moved to review/bug fixing of: Hidden stashes Chambering loop (Enabling weapon classes such as the Mosin in-game) Character - Unconsciousness CPR Gestures Repairing UI - Main Menu Polished Sensors audibility/visibility (Infected) Sheep/animations, behavior This week is dedicated to the implementation of : Softskills Fireplace Environmental exposure Jump Weapons - double barrel UI - Server Browser Polished Goat/animations, behavior When these features will hit experimental, soon after the Experimental release we expect to switch over and keep doing Stress Tests for the newer builds before they move on to Experimental. The process itself is focused on connecting these features to the new character as a lot of them have been under development for a long time now. Each week we aim to deliver the implementation and dedicate the second week to bug fixing. Switching these over to Experimental will be done depending on the feature review and the community feedback that might affect priorities. - Eugen Harton / Lead Producer Dev Update/Peter The new Central Economy (CE) is in charge of the spawn and clean up of items, infected, animals, vehicles and dynamic events. It is easier to setup than the old CE and allows us to be more flexible with the categorization and areas of occurrence. A more precise placement can be achieved as well. After a series of internal tests during its implementation, we deployed it to DayZ 0.63. The CE is a complex system, as its behaviour develops over time and reacts to player interaction. Testing on our side was limited in scale and time. To check how the new Central Economy is behaving on a mass scale in the wild, we gathered data during the 11th Stress Test. From 18.5. to 20.5. we saved the storage files every hour across all servers which were constantly under full load. Loading this data back into the game allowed us to reconstruct how the CE behaved over time. From all the items spawned by the CE we picked the ones that are crucial for survival - food (beans, spaghetti, peaches, sardines, tuna), drinks (Cola, Pipsi, Spite, Kvass, water bottle) and firearms (Makarov, FNX45, Skorpion, IZH18, MP5, UMP45, AKM). The presented data is from the UK 0-8 server. The overview maps show where these items were spawned over time and similarly, the graphs show their overall quantity on the map over time (note that one dot means at least one item or more). To put things into context there is also a map of character spawn areas. Areas of character spawns along the coast. An animated occurrence of food across the map from Friday to Sunday. Amounts of food across the map from Friday to Sunday. Positions of food in the map at its lowest, Saturday 11:00. Amounts of drinks across the map from Friday to Sunday. Positions of drinks on the map at their lowest, Saturday 09:00. Amounts of firearms across the map from Friday to Sunday. Positions of firearms on their map at their lowest, Saturday 15:00. From available data granularity, it can be seen that in general, there have been enough food and drinks across the map to survive, as well as firearms to provide empowerment of survivors. Interestingly, the sum of all initially spawned food in 0.62 is lower than the sum of all spawned food at their minimal quantity in 0.63 (when an item hits its minimum threshold it will start to respawn back to its initial value). It would be nice to see players adapting to a new mindset of getting prepared before starting their next trip by checking more houses and structures at their location. However, there are things which will be addressed down the road to improve the CE behaviour and its balance. It’s clear that some parts of the map are rather empty, especially in the bottom right corner. In such cases, areas for character spawns will be tweaked and more structures will be added where it makes sense. That goes hand in hand with lowering the safe radius around characters which prevents items to pop up, as in high traffic areas this can cause the lockout of entire cities. Next, it’s the settings of the CE itself playing the decisive role. The randomisation of the lifetime of more common items has to be set in a greater range, as we noticed there were cleanups of large amounts at once causing noticeable dips. Moreover, the difference between nominal and minimal values of an item makes items spread across map even more unevenly. Most importantly, the short time frame we had to ‘boot up’ the new Central Economy and the truncated list of given items to spawn, led to a sub-optimal items categorization and defined tier zones. This is the area of the CE which will become crucial when more items start to flow back into the game and we really need to nail it. With the new Central Economy we definitely have a great toolset to tune loot and its distribution as good as possible, but given the nature and complexity of it, it will take some time. Let the looting begin... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Adam As mentioned in our Status Report from April 25, we are re-designing Chernogorsk and its surroundings. If you have played on the 0.63 Stress Test Branch and visited this area, you may have seen where we are heading with this re-design. I should remind you that map changes, unlike other parts of the game, are something that is not receiving updates on the Stress Test Branch that often, because of the difficulties with the branching of map data. Anyway, I am happy to say that quite a lot of progress has been made over the past few weeks and we are nearing the final stages of polishing and optimizing the overall area. If you have played the more recent versions of the 0.63 Stress Test Branch, you may have also noticed that we have decided to re-design the Balota airfield. This change was planned for a long time and originally set to be made at a later stage of development, but since the re-design of Chernogorsk is covering the area from Balota to Elektro, we have decided to include the Balota airfield re-design in it too. Balota is such an odd spot for any type of airfield to begin with, but we feel the need for a number of airfields across the Chernarus. Now with the NWAF re-design close to being done, we have got a proper military airbase on the map and we feel like there is no need to have other military air bases. And so the airfield was completely de-militarised, the concrete runway was removed and the whole airfield was rotated a bit more facing inland (so the corridor is pointing away from inhabited areas). Given the relatively small and odd place, we have decided to transform this airfield into a local airstrip, maintained by a local flying club and have re-used NEAF buildings to support this idea (and if you ask, yes, we do have further plans for NEAF too, but not for 0.63). To give this newly re-designed airfield a backstory, it has been captured by the military forces, with most of its entrances sealed off by mostly improvised structures. - Adam Franců / Map Designer Community Spotlight Hello guys, Let's check out what the community has for us after two weeks. I need to start with something really sad. Our community lost one of its members and a great streamer. Jen, known as Poisonantler, died under unfortunate circumstances on 8th March. We decided among the dev team to commemorate her by placing a small cross and a bench in the place where she disconnected for the last time. Our Brand Manager Martin Čulák accepted an invitation from our favourite Australian content creator Boydy and joined him in his podcast. Check it out, you can find interesting info in the video: I didn't expect much from a video with just walkie-talkie recording. But I was really surprised by how entertaining the video is. This is a recording of a few people's conversations from The Village server which has a very interesting ending. I really recommend to check it out. It is good to see that hand painting is not dead. This DayZ logo on a canvas made by danyuls0n's girlfriend makes us happy. We hope it is already hanging on the wall somewhere near a PC. I know we didn't have a location riddle for a long time. Our Twitter is now overwhelmed, because of Stress Tests, so we need to identify the riddle tweets. Just tweet the location with #DayZriddleTime hashtag and I will find it! Have a nice day(Z), Survivors! - Baty / Community Manager Header image by zombi.
  20. I like the idea man! Personally I think it's a little too RPG-y to be implemented, and I think this would probably promote more hermiting then reduce KOS. I do find it strange that a guy who wakes up on a beach is fully weapon proficient, able to run considerable distances, fully fix vehicles and potentially fly helicopters - but I think generally having a book system might push DayZ further towards Rust (blueprints), which is quite a different game. Maybe this concept is one for modding to realise.
  21. to add value to peoples characters, why not add books and manuals to the game for certain things, like fixing a car, or giving another player a bloodbag. but instead of a book that covers a broad base of things, like repairs to vehicles, you can have players find specific repair manuals for each vehicle in the game. maybe you can fix a car, but not a bus unless you interact with that specific manual. players can find them at garages, maybe schools, etc. And for the military vehicles (if there are any) they can be found only at military bases. Books on giving blood, determining which sickness you might have, if sick, and more complex healing can be found in hospitals, maybe schools as well. Books of fixing guns or attachments for weapons could be found in shops, homes, etc. books on building bases, various levels of building could require books to interact with. using electricity could require books or risk getting electrocuted. books for fishing and hunting, could yield better quality food. im sure its been mentioned before, but adding more value to players characters should help with the KOS mentality. players who are long time survivors and have read through (clicking on book once its found) a lot of information, could be a great benefit to a growing group of new survivors, helping them attain certain things they couldnt get normally as fresh spawns. if developed that way. thoughts?
  22. Clayztobi

    Bases !!

    Sense we're talking iterations here.. why not send it to Xbox for cert? We know about the server issues and wouldn't Xbox be on totally different servers? Back to iterations, for first version for Xbox is all you need is the unconscious state? Sense everything else looks to be there (excluding.. vehicles and base building). Well, either way looking forward to any version released to console. Thanks to the DEV's for all your hard work. Keep it up your doing great.
  23. X1S0ld13R1X

    Increase kidnapping experience and more!

    I get what you say but I think it is not for Role-playing only, there are actions like surrender, handcuff players, put sacks on their head and you be able to shoot the driver as a passenger, this actions don't enforce nobody to kidnap players, everyone is free to do it or not. Also, there are more posibilities, not kidnapping only Yes I'm agree with that and it would takes extra work for vehicles. Thanks for comment.
  24. Sqeezorz

    Increase kidnapping experience and more!

    For a mod, that can be ok. But I think the focus on easy ownership of vehicles is too big. If we have to repair the cars again, it will be much riskier to drive one, kidnapping is more likely to happen to get at the vehicles themselves.
  25. Espa

    Letter to Developers

    Just putting my 2 cents in, also. First of all, it's deeply refreshing to see a member of the DayZ Team interacting in threads in these mysterious BETA times. So, good on you, @ImpulZ for being there for us :) As for the worries of players - I, myself, am actually leaning the other way. Every new update they include on the .63 Stress Tests shows more and more of that Fabled Final Version we have all fantasized and desired for years is slowly coming into focus. My worries are lessening by the great work of the Devs, even if a selfish part of me wishes I could wake up one day and it all be done with (I am sure they feel the same). For a short while I was really thinking that the community was turning the page and abandoning the project, but most of those fears have been alleviated by the mass of Test Players, as well as Console-Streamers starting to get an itch to get a hold of this game on their FunBoxes. Along with that, if the Devs somehow implement PC/Console Cross-Gaming Servers, then the numbers will swell far more than we have ever seen. Just reading from the OP, @noentry45, but their words seem to echo most of ours. We're grateful to see a survival game fantasy come into full reality with a Dev Team that has stuck out the worst of their times to finally arrive here with the game feeling like 2.0. And because impatience doesn't help anything, I won't get into how badly I just want vehicles to show up in the new .63 already. . . . . But I do want that. . Cheers, friends.
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