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Found 41868 results

  1. Hawken Rouge

    Many, Many Suggestions

    Hey All, i’ve got a few suggestions, i know that all of you have probably seen a few of these, but i hope you’re interested in my spin on it. My apologies for some bad Concept Screenshots. Vehicle in Vehicle Loading Dynamic Seasons Sleeping & Caffeinated Drinks Vehicle Customisation Advanced Medical System Military Vehicles More Dynamic Events Wildfires Police, Fire & Ambulances More Tents Junk Loot Vehicle In Vehicle Loading & Inventory Items Appearing in Vehicle Vehicle in Vehicle Loading & Inventory Items Appearing In a Vehicle would be pretty cool, and it could look like This. How will it affect an Average player? Well, it could be used to have a Car and a Bike at the same time, without a base. Eg Carrying a Bicycle in the Trunk of a Sedan Wait? Inventory Items appearing in a Vehicle? Yeah, as you could see in the screenshot, there was medical supplies sitting on a seat. The idea is there is a option to “Place on seat” and you could pick it up while driving and without entering the inventory, so if you get ambushed you don’t have to stand still to pick up a certain gun. The downside is that Players can’t sit in a seat with a weapon sitting on it, but a seat could have multiple weapons and Supplies on it. Dynamic Seasons Dynamic Seasons would be pretty interesting. It could look like this Credit to Reddit User /u/zombieland78 For the Artwork! How would this affect gameplay? It would affect gameplay with Realistic Animal behaviour, such as Bears & Small Games not spawning at winter, but being more aggressive in autumn, as a result wolves would be more aggressive. Rain would be replaced by snow. Temperature would also have to change dynamically, to adjust for both winter and summer. How Could this be Implemented? This is Speculation! Perhaps the systems used for Dynamic Ivy growth could be used to coat roofs of buildings with snow. The main issue would be Dynamically Changing Textures to affect Trees and Grass. Just having all the grass being snowy, but when stepped on being a bit less snowy, would all require Dynamic Texture changing. Sleeping & Caffeine In Our Lord Birans blog post, he speaks about bases and beds, but I disagree. Beds being a place to spawn is nearly a Cliche, Perhaps Dayz should use beds as a way to get the Energised State. A similar effect could be achieved with caffeine, but to a lesser degree to encourage bases. How would an average Player use this? An average player, could use this to rest up before a base raid or going to Tisy, or a long run. The optimal time for Sleeping should be around 5 -15 minutes, so if a player needs to go AFK they could set their character to go asleep so when they return they are fully rested. How will this affect gameplay? I think that this will increase the amount of camps as people will want a safe place to sleep. It could be further encouraged by only being able to sleep in a sleeping bag item. Caffeinated Drinks could be drunk before a base raid so players would be in the energised state when they raid a base, eg, British Players Drinking tea before Heading into tisy. Vehicle Customisation Vehicle Customisation would be a Useful feature, as it could be a endgame for vehicles. There should be 3 Types of vehicle customisation. Camouflage,Upgrading and Customising. Camouflage Camouflaging vehicles would be extremely useful so people with Helicopters can’t fly over finding helicopters. It would probably need Green & Black Spray Paint, with it the paint jobs being Green, Black or Both. It would probably look like this. Upgrading Upgrading vehicles could be Mounting any Gun on a vehicle to make a stable weapons platform, or adding Snow tyres to your offroad. Combined with Junk parts (A later suggestion) you could make a Improvised Turret Wouldn’t that be Unbalanced? I don’t think so, as it could be balanced (Quite Literally) by Changing the Vehicle's Balance, Handling, and Centre of Mass so it’s more likely to roll over when moving, it there’s a person in the turret, meaning that if you wanted to shoot at something accurately, the vehicle would have to stop, making both the driver and the gunner a stationary target. Customisation Customisation is a general term, but i’m referring to being able to place sleeping bags, or stretchers into vehicles so you could essentially have a mobile home , or an improvised ambulance Advanced Medical System A Better medical system that could encourage Player interaction, and make Small Calibre weapons a bit more lethal. This’ll Cover Advanced and Basic Medical Systems. The Option for a Player to choose where to treat another player is important, and they could be aided by Visual indicators, such as Different amounts of blood on each leg. Basic The Basic side of this would be just like the Current system, but the Bandage Option is the Bandage most Wounded Body part. Tourniquets would Slow Bleeding, and would be applied in the menu just like the bandage. I’m calling this Basic, as it only delays and doesn’t fix the problem. Advanced The advanced system would be for after the Gunfight, when you’re tallying up the loot. The idea is that you treat the bleeding, but the bullet is still inside you. You’d need a Scalpel and Tweezers to Pull it out. The cons of not pulling out a bullet would be the wound reopening when taking damage to that area of the body, and a slight limp. Well, how would this make it better? This would make lower calibre weaponry even more lethal, as a fresh spawns (who are more likely to use lower calibre weaponry) wouldn’t have the tools to do more advanced medical care. Military Vehicles Military Vehicles, such as the BRDM-2 and UAZ BRDM-2 The BRDM Would be a endgame Vehicle, with a Powerful Gun, Ideal for Base Raids, but Consumes a lot of Fuel. UAZ The UAZ would be a the Military Equivalent of the Offroad, except with it being easier to access the Back seats, and having more storage. More Dynamic Events More Dynamic Events, such as Destroyed Convoys and Crashed Trains Destroyed Convoys Destroyed Convoys would spawn nearby Tisy, with 2 Bmp’s and 3 Urals, all Smoking, but would have High Tier Russian Gear. It would also be a way for the BRDM to Spawn, as this way groups would have to secure and hold the convoy while repairing it. Crashed Humvee/UAZ Around Chernarus, there is A Lot of Destroyed UAZ’s and Humvees. Turning these into Dynamic events (Like in Minidayz) would be a good way to Sprinkle Gear around the map Crashed Train Crashed/Derailed Trains would have a Variety of Civilian and Military Goods, and would be a good area to find fuel. Wildfires Wildfires be a great thing both gameplay wise, and server side, as it would destroy bases & Supply Caches. It’d only affect a Few Square kilometers at a time, but it would drive wildlife out of the area. Perhaps it could spawn near bases that are going to be despawned, and despawn because of the wildfire? This way players may rush to wildfires to loot bases before the fire gets them. Emergency Vehicles Emergency Vehicles would be great, and have additional uses, such as treating people in ambulances, as well as Fighting Wildfires or moving water to your base in a Firetruck , or locking your prisoner in the back of a police sedan , or Trying Stop a Car in a Police Offroad More Tents More Tents, such as a Greenhouse Tent, or just Hospital Tents, and Reskins of Current Tents would help improve bases, as the Grey, Black, Blue and Grey coulors may get a bit old. Junk Parts Junk parts would be very, very common parts, such as Pipes, Nails, and Wooden Planks and Such. they could be used for fortifying houses, or for upgrading a vehicle, Eg an Improvised Bike rack. Join the Discussion on Reddit!
  2. Troll_Hunter

    Status Report 7 November 2017

    chapter 3: The morning after. Waking up late from the sounds rain I felt my belly rumble. I looked in my new backpack I got from the outdoor store and grabbed a ready to go meal. I ripped it open and went outside to the water barrel that was filling up from the rain, added wate and went back inside to put it next to the fire to warm up. Hunter left a note stating he and our new friends were going around the area to loot and hunt and they would be back at 11:00, this gave me time to ponder our situation. It was clear that our equipment needed replacements, and our car needed fuel. At night the woods were extremely dangerous because of the wolves, bore and bears. Not being able to navigate and see in the dark causes a lot of noisy and dangerous missteps. Our current barricaded farm was much safer and warmer, with our own well and trees to harvest wood from close by. The planks we harvested of the fences, and served us well to board of the lower windows and barricade the doors to keep the wolves out and at least give us some time before a bear would gain entry. Knock knock, it's us. I opened the door and saw 4 drenched men enter our living and gather around the open fire place to dry and warm up. How is your leg doing, can you sprint again? "Yes the medic has fully healed it, thank god. When I felt from the roof I was able to find some sticks and tape to splint my leg, but not being able to kneel or go any faster then jogging was terrible." "I reset his leg, and now it's fully healed" the medic added. Great, how did the looting and hunt go? "Well we did not find much that we could use, and the food is also very low here. hunting wasn't a success either, I think bambi has moved on." So it looks like there isn't enough for the 5 of us, we need to find another place, a bigger place with more resources."Well, if we do we need to become more creative to keep trouble away" Well we cannot stay here, so let's pack up and get to the car and head west. Driving along the countryside felt surreal, the sun had broken through the clouds and mist evaporated from the wet land. The pools of water on the road began to melt away and the crickets began to chirp again. We came to a military roadblock blocking an old stone bridge across a shallow river. Across it laid a village, it looked abandoned. Guns at the ready we entered the village, clearing out each house using melee weapons to avoid making sounds that would lure in all of them. No we had cleared the whole village we needed to set up defence. We pushed cars, garbage containers in place, cut down wooden posts to bar vehicles from entering. We also made a few fireplaces to light up key entrances at night. We detached and moved sections of fences to form new barriers. The hospital and fire department had and emergency generator, and some fuel to work. The local supermarket had enough left overs for at least a few days. This town was going to be our base. The next day we spend on cleaning the town burning the dead bodies, gathering materials and food, checking the fencing, we even painted a bit of art on the walls with spraypaint. I was all a lot of work but it made our place feel like home. With the lights on we sat down in the hospital garden enjoying some canned foods and the stars when we heard a sound in the distance rapidly approaching. We rushed to the roof an spotted an helicopter heading in our direction. We were exited and nervous, are they going to help us, or kill us?
  3. IMT

    Status Report 7 November 2017

    Wire... the pain, why did you have to bring up this, for me touchy subject? But hell yeah, would love to see wire and boar's back in Experimental. I think these things we've pointed out are definitely new things or changes which will be interesting for some or all players. I would love to see a mod which increases immersion, shouldn't Vanilla DayZ provide (enough) immersion. Personally, I'm all for more loot, more weapons and more vehicles... types... definitely types. I'd like to see less quantity of it though.
  4. Exactly! The implications could be huge for finding that survivor who took your stuff and lied! So many possibilities out of that potential feature for RP, events or just pvp. Vehicles and car parts too!
  5. Hello! With the new Stamina system I was wondering: If I can sprint for max 1 or 2 mins, it will take long times to get from city to city, town to town. Will this be compensated with more vehicle spawns? I am not expecting a super fast car, even a simple bike would be sufficient, better then running. What are your thoughts about it? Make it more hardcore and let the vehicles be fairly rare? In myself would prefer, more vehicle spawns but not drive ready, broken down in some sort. Maybe I am a dirty casual on this topic but I dont like running for 5 hours with no sprint. Its somehow annoying, not really fun gameplay...
  6. this has started with the .62 update. I am unable to drive/ride in running vehicles. http:// As current I have googled the error and followed all the 'help' guides to 'fix' the issue and still nothing has worked... and here is another little twist.. this only happens when I run the 64bit. Odd right? If I stay on the 32bit I am fine around vehicles How ever!! I lose all sound in game when I run 32bit...This is really important considering the type of game Dayz is also because we play mainly on RP servers. My partner and I tested this many times and he can hear me in game but I can not hear him or ANY noises... SO If anyone has any ideas please assist me on what to do next. All drives are current and up to date as of yesterday 11/8/2017 ~512GB Samsung ~850 EVO SSD ~2TB Secondary Drive ~DVD ~16GB DDR4 ~NIVIDIA GTX 970 ~1ms response time 24" ASUS monitor -Windows 10 Enterprise 64-bit -Intel(R) Core(TM)i7-6700 CPU @ 3.40HGHz (8CPUs) -DirectX 12
  7. Vattenlarv

    Get Rid of the BLOOD TYPES

    It is quite astonishing how all the DayZ "only want easy access to pvp" fans have missed BI's other and somewhat well known title Arma 3, that is constantly evolving with new maps, DLC's and game modes (and the game is primarily focused on straight up pvp action). Arma 3 is not only a far superior pvp-game, with a gazillion different stances, paces, weapons, vehicles (that work!!), ammunition types (all with different characteristics). It also contains various modding tools with which you can literally build a whole new game, if you wanted to. And all of this is already implemented!! Imagine that. Maybe the player controller in Arma 3 is too complicated for the DayZ pvp-fans... well, CS:GO, if they haven't heard of that game, is another fairly big and well known title. Maybe we can enlighten them of that?
  8. It does not take 7-10 years to make a pc game. the engines used now days are pretty simple straightforward plus the differences in tech from day 1 to year 10 would be too drastic. Problem with Dayz is they seem to focus on minor things when instead they should have focused on major.. ie. vehicles. I started playing PUBG and although there are no zombies, no sickness, hunger, thirst and overall not a real survival game, I can tell whoever made it was a fan of dayz. vehicles are what they should be. I seriously doubt I will come back to dayz when/if it ever goes "live". I think they've just taken too long and most have lost interest.
  9. Baty Alquawen

    Status Report 24 October 2017

    This week, Eugen is uncovering some more details about the 0.63 Experimental release, Viktor teases a video with some of the updates to player movement based on Gamescom feedback, Mirek Talks about the future of DayZ modding and our Audio Designer Andrej has some exciting audio updates for you (including a video!). To top it all of, Baty is celebrating Halloween with a screenshot contest and an announcement of an official DayZ Halloween Event! Sit back and enjoy the ride, you're in for a treat this week. Contents This Week Dev Update/Eugen Dev Update/Mirek Dev Update/Viktor Dev Update/Andrej Community Spotlight Dev Update/Eugen Dear players! Since we have dipped into the topic of what BETA is the last time, I wanted to continue exactly in that regard with more information on our intentions. I have covered the process of how the server files and modding will be handled briefly in the last Status Report, and I want to talk about the process of getting from the Experimental update to Stable update in greater detail. There are tons of changes coming, since its basically a whole new game. But the core of what DayZ makes so special is never gonna change. The unpredictable human behaviour in large open world environment, where we want to see you go through both the hero moments, bandit life, or just being a Bambi lost in the vast of Chernarus. There are so many friendships I've seen happen in this game unlike anything I have experienced before. Stories that you remember for years, or action that gets your blood pumping like nothing else. But back to the topic at hand. Our goal with first experimental is to provide a meaningful experience. We will all let you know before it happens, and prepare accordingly with enough resources to handle the possibility of a large amount of people getting in. If need be, we will utilise Stable branch servers to offer the experience to the largest amount of people possible. The first Experimental build is expected to focus on some of the core systems of the game, which will include most of the gameplay that has been talked about. During this experimental period, we will monitor the player actions, gather feedback and iterate quickly on the state of the game. As said, not all BETA features are expected to hit the first experimental release and most will be introduced gradually before the version hits Stable servers. We are taking a safer aproach to scale the gameplay, and we will focus heavily on polish during this period. So turning on a feature, gathering feedback, polishing it up, rinse and repeat with the next thing. The features from our main features list that are rather risky for the BETA release include: helicopters shooting from vehicles bicycle/motorcycle barricading bow combat All are quite complex and have lots of trickle down effects on all sorts of systems, from persistence, to performance. We want you to keep that in mind for the first release, as we already know that we will be playing it safe to keep the experience intact. I'll keep you updated if anything changes. However, there is no change as to our intent of bringing these into the game eventually. Another part of road to BETA is content (that means weapons, for example), and as you might know, we have tons of unused content and things that we planned to add to DayZ over time. There is a selected set of content for BETA and I'll try and talk about the exact details in a Status Report as we have the content lists finalised. Rest assured, any content that we've teased at places like our Trello board will eventually be available in the base game, and it's our intention to release that content gradually utilising larger content packs. Backing up, we want you to know that we haven't forgotten about our live game (the 0.62 Stable branch), even if it has been sidelined to bring you this amazing new experience. We are still monitoring larger issues, and trying to keep things intact until BETA arrives. - Eugen Harton / Lead Producer Dev Update/Mirek As I promised the last time, today I would like to write about the background of modding possibilities in 0.63. I don't want to write about tools, which we will release, but more about what can be done with scripting. If you remember my Q&A video, I was talking about how the game is programmed on three levels - the engine (low level), gameplay systems (middle level) and scripts (high level): So ultimately, we can say that modding possibilities depend on what engine and gameplay systems we expose for scripting. And this (exposing systems for modification) is the major part of modding, which we're currently working on. With the power of Enforce script, which syntax is very similar to C# or Java, we would like to give modders the ability to not only create variations of DayZ, but to create some different game genreswithin the DayZ universe (with the basic premise of it still being an MMO) - that means things like a Fallout style RPG, isometric action game, or even a point & click adventure for ecample. As an example, we've added the support to create a game mode in which the standard DayZ player instance is not available. You can imagine yourself how this can be usable - to provide one example, we are using this mode in our internal scene editor, which is completely made by scripts. Of course, that's not quite simple and we have to think twice about exposing any systems due to security reasons. We know that when we release modding support, it's possible that some of the tech features required to accomplish the goal of making a completely new genre will be missing, so we're counting on the option to extend scripting interfaces even after 1.0 release. So this is it. Our goal is not only to create a moddable game, it's to create a platform where we provide as much as we can for all the creative modders out there. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Viktor Hi everyone! Today, I would like to show and talk a bit about progress in the animation team. We have put together a very short video showcasing some of the recent changes and new animations. Please happily ignore the sounds - we are working on that and our Audio Designer Andrej shares more on audio later in the Status Report. Let's take a look at the video. In the first part, we can see various animations for weapons. The weapons team is now moving gun by gun, gradually implementing our BETA list of weapons into the 0.63 build. This includes, of course, some work on the animation side of things, since animations and also animation graphs need to be updated to make sure everything is played correctly. Each individual weapon has many detailed animations for all the situations that can happen. For instance, the FNX now has 28 individual animations. The most recent guns implemented on 0.63 include CR 75, Makarov, and the team is currently finishing the UMP 45. Another part of the animation team is focused on player locomotion. We are working closely with the programmers and designers to make sure player moves nicely and is fully responsive at the same time. The video can not really show how the controls feel, but compared to the old system, this is already a huge improvement (as some of you could test personally at Gamescom). We are trying to expand on the positive feedback we have received. We are adding player inertia and also bringing some visual improvements. One thing that is in progress at the moment is how the player character turns. We have come to a working prototype that everyone seems to be happy about and now we will implement it for every stance and item. Another change to the locomotion is related to how player walks and runs in different directions. We have reworked some parts of the graph and replaced it with different animations when going to the left or right. This allows us to have better control when players switch legs while changing direction. Thanks to that, there will be less or almost no clipping of the legs with each other. In the last part of the video, you can see some falling animations. These have been updated recently. We have adjusted each of the fall animation so it better blends and is more visible if you fall from big heights. In the next step, we will also update the actual landing on the ground. Landing from small falls will be rather a procedural animation in the hips and spines so that we don't take any control from the player. Landing from higher falls will be an actual full body animation. That's all from me today. I hope you liked it and I'll show you some more next time. Cheers! - Viktor Kostik / Lead Animator Dev Update/Andrej Hey survivors! It's been awhile since you've had an update form our audio department so here it is! Over the couple of last months, we have mostly been working on an entire new set of player sounds. With the introduction of a new player controller in 0.63, we decided to give our player character a massive audio overhaul. One of the things we are working on right now are the foley sounds. Just last week, we've visited our studio in Mnisek and recorded many types of clothing and various materials, which we want to use (after proper editing and processing) for different types of in-game clothes and gear audio. It will be a fairly complex system with separate sounds for different types of footwear, top and bottom clothing, but also backpacks and weapons. We are sure that more detailed and diversified foley audio willenhance the immersion and overall experience. You can watch a sneak-peak of our day in the studio in the video below: A major part of player audio also consists of the vocal sounds. This week, we will be recording a completely new set of voices for our characters, with more than 20 actors scheduled to participate. Together with the recording of character sounds, we're also going to record some new sounds for the infected. We have been planning it for so long, and now it's finally time to do it! It took us a lot of time to synchronise our ideas with the gameplay design department, and as always, it was quite challenging to get support form the already busy programmers/scripters, so that we can achieve the best possible results. Luckily, we've been successful at that and the recording session can take place in our Mnisek studio, spanning over a couple of days and altogether involving almost 30 different people. We will surely produce massive amounts of raw audio material, which we will than process, mix and implement into our game. We will do some comparative videos so that you guys can see how we practically transform the voices of our perfectly healthy actors into the bloodlust infected inhabitants of Chernarus. There have been some questions as to why do we have some 0.61 sounds in our latest Dev Log video. Simply put, it was because our Gamescom build was internally on a separate branch, so ambient sounds were not merged there. The 0.62 changes will not be reverted for the 0.63 version, but they will eventually be improved with new sounds and a completely new overall audio mix - including new player and infected sounds, new combat sounds (ranged and melee) and also with a completely reworked vehicle sound system that is being written now. We will share more in the upcoming Status Reports - until then, stay tuned and see you in Chernarus! - Andrej Sinkević / Sound Designer Community Spotlight Hey Survivors! It is my favourite season of the year - The Halloween time! In Czech Rep, we don't celebrate Halloween - we celebrate All Souls' day, which is not about costumes and pumpkins, and I am glad that we have Halloween at least in DayZ with the latest update! You can grow Jack-o'-lantern by yourself and it is easy! If you don't have any experience with growing vegetables in DayZ, just check out this video by Gaming Junkie and you will know how to do it: You've sent me so many amazing screenshots of your Jack-o'-lanterns and I need to show some to all of you! This one is by our lovely streamer TheRunningManZ. MrsTLB is sharing pumpkins with her friend. Fozzie made this screenshot. It is spooky! And the last one is Halloween at Gvozdno cemetery by ZomboCZ. Since we are talking about pumpkins and screenshots, we have something special for you this time - a screenshot contest! Just follow us on our official Twitter account and send us your Halloween-themed screenshots via Twitter with #dayzhalloween hashtag. You can win some nice prizes. Check all the rules here. And there is more in this Halloween time. I am preparing the next event for the 31 October at 17:00 (CEST). Are you ready for The Big Pumpkin Hunt? It will be a special mission for four teams on a small location around Staroye village. You don't need to travel anywhere and all your equipment will be provided by us. If you want to participate, just sign up here and if you get selected, I will contact you on your email. Enough of Halloween for now. Let's check out more content from the community. Si Holland of a DayZ Facebook community had a birthday a few weeks ago. Check out this awesome cake he got! DannyDog68 shared a clip with us of Lada in rain. And it is beautiful. I love rain, it is so relaxing. If you have more than 1000+ hours in DayZ you can sometimes think about how to entertain yourself in some other way. Thing_On_Your_Shelf made this little challenge game and it looks like fun! I need to try it too. Do you know MC Quakes and his Man's Not Hot? Voyager Yt did a DayZ parody of this rap song. And it is golden. You need to see it. I love it! Videogames are art and an exhibition in Slovakia is about this kind of art. Exhibition is called Phases and concepts / Homo Ludio Artifex - art designs in digital games and you can find a concept of Coyote backpack from DayZ designed by Boris Joanovič there. The exhibition ends on 29th October so if you live near city of Košice, you can visit the Alfa gallery. At the end, I have a challenge picture for you again! In the last status report it was a deer stand on the Veresnik hill and I had a lot of correct answers from you! Little wall of fame for the fastest ones: SurvivorSnazz Spaggie MuzzyMcVeigh totalxq MrTeamDeer JaredSantas BWAFlive LightAmaze killwithpride D0MMYD Uncuepa32 DayzedEmu Hooded2223 And here is the riddle for today. Send me a picture of the building with this inscription to our official Twitter account and you can be on the next Wall of Fame: That's all from me Survivors, these two weeks were really juicy in the community, thank you all for your content and see you next time! Header image by Gaming Junkie. - Baty / Community Manager
  10. chambersenator

    Are wounds and puddles still coming?

    It's important to separate the different blood-related elements into groups based around what parts of the code are involved, as each present different challenges to the devs. The player model showing the location and number of wounds. The current 'fountains of blood spewing from your body' animation Blood trails and pools of blood on the ground/terrain/floor. #1 seems like something that seems reasonably achievable, even if it's just limited at first to a generic set of bloodstains and wounds appearing on the particular area that's been hit (limb/torso/head). As time goes on, a greater variety of wound types could be added based on the particular item that caused those wounds. For example, someone killed by an axe or sword might look different than a gunshot wound, or a visible difference between someone shot in the head vs. someone who decided to do so themselves. #2 certainly needs to be addressed, and it appears the devs are working on something to replace it. #3 is something very different from the others, and perhaps the most challenging one of them all. Instead of a change to a particular part of an existing player model, or an animation attached to it, pools and trails of blood are things that would have to be placed into the game as a separate object (for the pool) or a series of separate objects (for the trail). That's a lot of new stuff for the server to spawn, despawn, and track that it never had to before, no matter how long the 'lifespan' of those things are, when you consider that even if the client has to only handle the blood within X meters of the player, the server has to handle it across all clients on the server. If a workable solution were to be found, this also would offer a way to handle other things like tracks and footprints in the snow from players, vehicles, and wildlife on maps with snow. We do already have a very limited form of this with vehicle trails, and back in the A2 DayZ Namalsk mod, those invisible Bloodsuckers would leave tracks in the snow, but they only lasted a few seconds before disappearing. However, I suspect that those methods may not be feasible ways to go about handling blood pools and trails.
  11. History has proven over and over again that modding is almost exclusively tied to making things easier, adding in fun things that destroy immersion etc... Pretty much all the things which are antithesis to the DayZ mission statement. There is a massive hoard of ultra casual gamers out there who blindly follow around their favorite streamers and play whatever game they tell them to. These people don't care about your game, it's long term viability, the cultural origins of it and it's original player base. They come in, in legions and they flood social media, forums, review sites and they complain about this or that and they want things easier and they want Apache helicopters and .50 cal's and one streamer can say one thing and suddenly you have 50,000 people begging for $1,000,000 starting cash, max vehicles and high power snipers spawning in outhouses. Over time, historically, this ultra casual approach to gaming ALWAYS consumes the direction of the game and I absolutely expect without any doubt whatsoever that the official servers will migrate to pander to that player base because, like I said, they are legion and there is money to be made there and let's face it. This is all about making money. Skyrim and Fallout are single player games. The fact they are mod capable doesn't apply as it does to DayZ. Stalker did have multiplay capability But it is an incredibly simple shooter with no comparison to the MMO nature and level of difficulty DayZ has and so I don't think that can be compared in any way either.
  12. Note to mods: I'm posting this here rather than the bugtracker as it's not really a bug to be reported, it's working as it's currently designed, but with unintended consequences. Also, as this post doesn't contain a suggested solution, but is for discussion of possible options, this seemed the logical place to do this. The render distance for tents has a problem. As I understand it, if someone is beyond the view distance of a tent, it's invisible to them, allowing them to see and shoot anyone inside or behind the tent that they obviously shouldn't be able to see. The obvious solution would be to increase that render distance value, but I've been around ArmA and DayZ more than long enough to know that 99% of the time it's never that simple. If it were, it would have been set to match player view distance from the start. This distance was chosen for a specific reason. I would assume the reason it's set so low is related to the lag we often encounter when multiple tents and barrels are nearby. It's a symptom of a larger issue, and this is a way to minimize its effects. If that's true, the current setting is a reasonable temporary solution - frustrating a times, but reasonable. If my assumption is wrong, what is the real root cause? What would happen if the distance was the same as the view distance for other players? Is the problem more of a client-side or server-side issue? Is it related to some attribute about containers specifically, be it anything from protective cases to vehicles? Or is it simply any object that isn't a player, an AI, or part of the map? I would assume that even if the model is not rendered in, the server obviously knows it's there, and at some level the client probably knows it's there too, likely well before it actually renders when the player gets within range. When it comes to unmoving, player-placed objects, what is the difference in workload for the client when that tent is inside the overall object view distance range, but just outside the preset tent render distance vs. inside the render distance? With the advances and optimizations that we will start to see with .63 and continuing onward, in what ways will it address the wider issue (whatever it may be) that necessitated the lower view distance that were not possible and/or practical with the old engine? It seems logical that this draw distance issue would have to be resolved for base building to be even remotely usable. Even if that newly built wooden wall or barricade can, unlike a tent, stop or at least slow down a bullet, having your entire base look like it was made entirely from parts salvaged from Wonder Woman's invisible jet from 500m away is not exactly ideal. I know that many of those questions can only be fully answered/explained by the devs. If they find a moment to do so, great! If not, I hope that they might perhaps consider using this in some form as an example in a Status Report in the future for showing how the new engine is able to handle a problem like this in ways the old engine couldn't.
  13. Sqeezorz

    v3s weirdest thing ever ...

    I'm not sure I'm simply writing my guess. The vehicles are not yet physically defined. Weight, performance, inertia all of this is not optimized. because a heavier v3s of the 9kmh / 7mph drive, will need more way/time from its weight to stand still than a slight hatchback. What comes to this is the engine at the moment only 2 wheel axles supported, at a v3s fatal. the other is (it once stood in a SR) that we switch from character to vehicle when we drive. so our character is a doll. in the future we will control the vehicle as a character directly (because I strongly believe that this is all together with the Pl-Ctrl.) I understand the driving system as it is now with a fully loaded v3s with trailer of full stones is at a steep road (I feel the same with the Sedan with 130 ... it is like with bad tires in the rain..aquaplaning.) But as seen in the last SR .. here will come updated systems with the vehicles, they are not yet final.
  14. comikz

    How To Win Playerbase Back

    Alright, so in the past I have tried to offer my opinions on things like this, and it has came across as, "Flaming" or just rage inducing, so I am going to give it my best shot to be critical yet offer plausible ideas to bring people back. 1. More consistent content patches. (We all know it to be true, we get to nibble on the content-carrot for a bit, then there are three month+ long spans with nothing being added.) I feel like less is more, save the big content patches for down the road when the game is better defined and in working order, for now, just add in simple content ie gun attachments/different ammo/different types of infected ect. because sometimes less is more, and with a game in early development saving the big things like base construction/vehicles/flight ect. could wait till beta+. 2. Revert some changes to thing people loved. (We all seemed to love NEAF and Balota Airfield how they where, they where a good source of interaction/pvp/gear and saved people from trecking all the way from the east coast to NWAF/Military Base in the hopes of gear being there, which was a low chance since those two areas are the most server-hopped areas around.) This would bring people back to those spots, because as is, you see very little people outside of Cherno/Elektro and NWAF/Military Base. 3. Loot table/availability. (Now I fully understand that there is a realism element to DayZ SA, and in a post-apoc world things aren't going to be stacked sky high, ect. However, I feel like the current look table/availability is far too low, and the frequency of finding junk items far outweighs the good ones, and not many people wish to loot up for hours only to be KoS'd by some loon 500+ meters away.) Back when DayZ was first released, you could spawn onto a freshly reset server and within 20-30 minutes be setup and ready to rock in a sense, for whatever reason you are playing DayZ be it for the PvP/Immersion/Interaction/Feel/Survivability ect. being able to reliably gear up and go, was a good feeling, the way it is now, you feel discouraged from traveling because all you're going to find is piles of books, butane cooking tops, and pic-axes... 4. Zombies/Infected. (I love the new look, and other players do as well, however, the glitching/buggy sliding upper-cut that they do now, makes them less of what they where, an annoyance. Before I and others enjoyed that the zombies where slow moving, following, creatures that took a few quick axes to the head/body to take down, now it's a virtual slip and slide with them swinging from several feet away and somehow nailing you in the chest and making you bleed, destroying your gear and in some cases 1hit KO'ing you. Bringing back the old style mechanics with these guys/gals was a lot more better. 5. More chaotic/horrific environments. (An improved look for the games environment, that would give the players a better/stronger feeling about doom n' gloom/post-apoc happenings. would be excellent.) right now the game is far too clean, for a infection outbreak of this size, there are some places where bodies are piled up, and some blood smears, but I feel like more things could be broken down, more so in the cities, but places that where better fortified and outlying villiages/towns could just be rough looking, or have obvious suicides like people hanging from trees, bodies missing heads from shooting themselves, ect. to make it feel a little less like a ghost-town simulator and more like, "People lost their shit, and their hopes, and offed themselves". ect. These are a few things I could think up, I know I will get some people who will defend this game till everyone has left it, and they wonder why everyone left, but, these are some things I feel could be changed/added/reverted ect. to bring back or improve the current flow to keep people ect.
  15. Mantasisg

    v3s weirdest thing ever ...

    When there were only V3S in early 0.5x, it was not much worse IIRIC, maybe even slightly better. Whatever the vehicles, the game overall is so not a game... It is like devs where giving us hints not to play the game at all, till it is ready. And it is known that the game "will be ready, when it is ready" :D
  16. Kemal Daniel Bulkat

    v3s weirdest thing ever ...

    Oh well yeah, it is so bullshit. Cars are so slow. I mean. I understand it is alpha but why do you even add vehicles if people won't be able to drive. At least make it like arma 2 vehicles until you do something good.
  17. Well the sad truth is, it's going to happen whether you like it or not. While the small group of us will play on dead servers that will test our survival skills, the rest will be CoD'ing it up on, as you put, 24/7day servers, starting gear and vehicles galore. Who cares, they will get bored of it and move on to the next big twitch game.
  18. The release of the files to modders will inevitably turn this game into yet ANOTHER casual looter shooter. DayZ has set the standard in terms of survival, and harsh environments. The release of server files will lead to full militarized servers, 24/7 day, no weather, and SVD's spawning in supermarkets. For those that are going to say, "if the survival community is so strong, then there will be plenty of population in those servers. This is what the community wants", I don't want to get started on that topic. This game has incredible survival mechanics, and its going to break my heart to see it crapped on when modders remove all harsh elements in lieu of fast paced gameplay for Twitch streamers. Yes, modders would potentially introduce some great scripts or items toward survival, but the mass majority, as history has shown, will introduce modern guns and vehicles which have no place in DayZ. (Remember how ridiculous the Lamborghini Aventadors looked in Cherno?) Although I'm sure that I'm about to be roasted, I'd kindly ask the devs to reconsider their position on releasing server files. I'd rather play the game with the current population, in it's current state, than to watch it get stepped on. For those who will presumably tell me "Go play another game", I will say the same to you. DayZ is unique, the game you want is a dime a dozen.
  19. This week, Brian is back with some of his early development memories, and a look at the future of DayZ with modding. Eugen is following up doing his best to explain our basic goals for 0.63 Experimental and 0.63 Stable (BETA). We're also welcoming back our Lead Gameplay Programmer Mirek - after months of non-stop hardcore programming, we made him share some of the behind the scenes science happening under his watch. To close things off, as usual, we have Baty taking a look at your awesome community content, and in his short update, we have our Brand Manager Martin offering what could possibly be a dream job for many of you content creators out there! Let's get to it. Contents This Week Dev Update/Brian Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Martin Community Spotlight Dev Update/Brian Greetings Survivors! Apologies on missing the last Status Report - cards on the table, I knew the rest of the team had strong detailed info for you all and I didn't want to keep rehashing my sentiments on public development, or how big the move into BETA is for DayZ as a product. In the case of the last Status Report, I think the video said a lot more than anything I could type. Most of what you end up reading from me at this point in the project is related to postulation, concepts, and struggles and I'm honestly not certain that most of you are interested in that. We're at a stage where I feel like so many people out there are just holding their breath, waiting to get their hands on the first BETA builds and see for themselves how big the change is. Hell, I think I'm right there with you all on that. Back in the summer of 2013 when Dean, Matt, and I were stuck in a tiny room above a laundry room out in Mnisek, we were whiteboarding key elements we thought DayZ should improve on the gameplay of the mod (beyond the obvious). A good deal of what was prototyped over 2014, and 2015 came from those whiteboard meetings. I remember very clearly sitting down with Dean thinking on how we could improve the fresh spawned players chances to survive without basic weapons, as the desire was to make DayZ an experience similar to the novel "The Road" - which is where "punching" came in to play. (I distinctly remember Dean asking me if I thought it would make fresh spawns even more of a threat, and thus have a higher mortality rate when encountering skittish geared players - clearly I was wrong in dismissing this). I'm rambling, but the point I'm trying to make is there is so much that the team, myself, Peter, have worked on throughout the years that just couldn't be done within the limitations that RV offered us - and it killed me to know time and time again that after documenting, and prototyping portions of the key design of what DayZ is to be that we were time and time again limited by the technology that DayZ originally steam with. I can't emphasize enough to you all how insanely fortunate DayZ, and the DayZ dev team have been to have a company behind us that believes in the vision we set forth at the start of development to reach. So many titles I've worked on, or along side the development of have just had core mechanics, and feature sets lopped off with a hatchet in order to reach a set shelf date - never to reach their original full vision. It might be irritating to some out there in the user base, but the fact that we haven't had to sacrifice any of the core gameplay features yet is massive. That said, one of the things Dean and I used to stress early on was that DayZ was not just a platform for people to create their own stories - but that like so many Bohemia titles before it, it is a platform for people to create their own vision of the apocalypse (or anything else that strikes their fancy). This specific pillar of DayZ is one of many that will benefit massively from all the work that the engineering team has worked so hard on over the last few years. Ditching SQF alone is a massive step for any of you that have dabbled in modding the Arma titles, and the new animation system, as well as all the work the design team has done to new user actions takes the modding opportunities from what (to me) would feel like more of the same, modding Arma 2 or Arma 3 to a completely new level. I could go on for hours about all the possibilities I see there, and all the fantastic mod authors I hope to see get their hands on it, and bring their own vision to DayZ. Namalsk, DayZ 2017, Taviana, Panthera, DayZero, and so much more. Part of some of the most exciting times as a fan of the DayZ Mod was when we began to see people create mods of the mod itself, and I genuinely feel that what DayZ will offer to the talent of those individuals is so far beyond what was possible before. No, I don't have a set date for you for modding - but as it has been said in many status reports before - it will happen during our BETA phase of development. Obviously, for those that missed the announcement this will have to mean the release of the server tool package. I just hope I get enough notice to stock up on snack food for when the first mods start hitting DayZ, because you can bet your ass I'm going to be losing countless hours of sleep exploring these new takes on DayZ as a player and not a developer. - Brian Hicks / Creative Director Dev Update/Eugen Dear survivors, since there is no concise information on what BETA is and what exactly will happen near its release, I would like to focus on recapping what our current plans regarding these things are. You might have seen our Gamescom video, but there is more to come and lot more things to work on. Because the 0.63 update is bringing all the new technology to you, the players, there will be a very tight feedback loop following its release to Experimental. There will be numerous changes coming in over the course of 0.63 Experimental, and some features might not be available on the first Experimental release, as we slowly ramp up to keep the performance and bug fixing focused. There will be tons of players trying to get in, and we will try and accommodate as many players as possible, because I do strongly believe it will be very hard to go back to 0.62 after this huge change happens. Now once that goes through all of the parts that need proper testing, and you are happy with the stability of the experience, we will start preparing for the Stable launch of 0.63 - the DayZ BETA. At that point in time, it is our intention to make DayZ server files available to anyone for free on Steam, meaning that you will be able to host your own servers. As far as platforms go, we aim to have these for both Linux and Windows. Following that, I know a lot of people will start digging into the data itself and have fun modifying it. It's going to be interesting to see what you guys come up with. However, you might be a bit limited during the initial release, as the current state of things suggests that the modding toolset might be behind schedule, and will be released shortly after BETA comes online. The toolset will be running the new Enfusion tools that you might have seen on different pictures from the office, and will again be available to all our players. But since lot of the data is compatible in some way, I think a lot of models will find their way into the game quickly, and people will start researching the new script as they test it out. Since almost everything you see in game will be written in script, you will have some amazing opportunities to change and bend the game in any way you want. Together with the DayZ server release, we want to provide our back-end technology that we internally call the Srvlet. This is basically our hive implementation in its entirety. With this strong tool, you will be able to set up your own hive, and do anything you might have ever imagined with your servers. Because this is actually quite complex, our intention is to provide decent documentation for the technologies recommended to run this platform. After the toolset gets out, we will look into opening the workshop on Steam, so that you guys can start sharing your creations freely. It's something we are especially excited about! There is more to it of course, like having a DayZ Launcher as a central piece to access all that, and I will try and space out this information and go into more detail as we get closer. With what features we exactly have in mind, what content you should expect and how these things will be handled. Hopefully this has helped you to understand how serious we are about this important milestone in DayZ development. - Eugen Harton / Lead Producer Dev Update/Peter Alongside crucial improvements which affect core parts of DayZ such as movement, ranged or melee combat we often mentioned, there is also other parts which are very important for delivering the best overall experience. You could already see the dynamic target selection in one of the previous Status Reports, and some of you could try it out in action with showcase of DEMO build at Gamescom. For me, together with whole HUD and new user actions, it’s an important part of the game which underlines all these great changes which separate old (0.62 and previous versions) and new DayZ (upcoming 0.63 AKA Beta). From our internal playtests and feedback from players at Gamescom, we decided to improve the HUD part of dynamic target selection and user actions a bit further. Now there is more options related to user actions, usually performed on some kind of target in world, shown directly in the floating widget of dynamic target selection, which makes it more readable for the player. These were previously located in bottom left corner, and they were quite easily overlooked when they became possible to perform (remember new user actions are contextual). In bottom left corner, there are now only actions which are applied directly to your character for now. Another improvement to the bottom left corner of HUD that we've currently made is the addition of item in hands. Its name, actual condition and its quantity or stack is now shown in the bottom left too, above actions. This offers constantly consistent overview of information related to equipped item and items around the character without the need to over-use inventory screen to find out such basic info. While shuffling parts of HUD around, we ended with dynamic cross hair, also. It changes form contextually when needed, to indicate some possibilities or states. Good example is a time progression of currently performed continuous action. Of course, HUD visuals are nowhere near final by any means. For those players who want to be immersed as much as possible in the world of DayZ, there is an option to turn off HUD completely on demand (of course independently from quick-bar). To mention melee combat as well, its state is very rough and basically still in a state of prototype. We wanted to proof the concept out with new system of targeting and full body attack animations which are locking character movement, alongside with hit impacts which can take controls of character completely. Now when we've laid the basics and seen the potential it has, it is the way to go for us, unless something unexpected happens. As we definitely want to add some player skill to melee combat, we need to extend it with possibilities. Currently we are prototyping blocks, which reduce received damaged and influence hit impacts from attack, as well as evades, which helps to get out from line of attack. Next up is adding melee attacks with ranged weapons, like stabbing with bayonets, hitting with butt stock or pistol whips, as there is no worse feeling of helplessness when you are armed and someone successfully locks you into series of impacts and you need to throw gun down to be able to fight. Planned next are advanced moves such as knock-downs, finishing attacks on opponent on the ground or kicks/pushes. Anyway it’s really important for us to make solid foundation first because without it, melee combat won’t work as a whole, and it won’t matter how much depth and added layers will be there. As far as new camera implementation I mentioned in last Status Report goes, it’s from great part done. We just need to promote some functionality to the script, so we can set specific FOV in iron sights and optics. Also we will be able to start toying with naked eye zoom again. Apart from that we are dealing with 3PP camera position in space in different modes like raised, melee combat or sprint. With form following function... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Some time has passed since I last wrote my Status Report. One of the reasons is that we're now working on longer term tasks and it's quite hard to write a Status Report without repeating myself. Another reason is that we're mostly working on things which aren't immediately visible. Today, I will summarise what we have done over the last two months. During August, major part of the team worked on delivering features that ended up being part of the DEMO version for Gamescom. It was quite stressful, because time was passing very fast and we had to stabilise the DEMO build and fix the most visible issues. Anyway, I believe that we were successful and we could return to our unfinished work with a good feeling of accomplishment. Now, we are mostly focused on improving character's movement and combat mechanics, because the entire development team is still not very satisfied with what we have presented at Gamescom. This is a very important part of the DayZ experience and we want to have the best possible implementation before we hit BETA. It's also important for fighting against the infected, because it's almost impossible to tweak and polish AI behaviour without having the player movement finalised - and so this is the reason why work on AI is also a bit on hold for now. One of the major things which were in progress before Gamescom is the game entity hierarchy (which is how the scene is represented for the game - so it is a system you won't be able to see). DayZ has been using an Arma legacy "proxy object hierarchy" - and this technology was limiting us to do some of the more exciting stuff from the DayZ feature list. We decided to switch this scene representation technology to the new one provided by our in-house Enfusion Engine. This will allow us to do things better and in a more optimised manner, allowing us to add more visual effects easily and for example create much better animations for weapons handling. Another thing we're now working on is the re-implementation of vehicles using the new systems. I have to admit that we're still working mostly on the physics part, and the character part is still not ready - but we hope that we will start working on character representation in vehicles soon (probably right after movement and combat mechanics). The entire system around vehicles has changed a lot. They are now composed of several configurable components, we're supporting generic number of axes (not only two like in 0.62 and before), handling is much more responsive and vehicles have a new suspension model, which will help players driver over smaller obstacles. Things which still are not finished are better tires friction model and simulation of some gearbox extreme limits. I wasn't sure if I should show you the following teaser (like I said, the character representation in vehicles isn't ready yet), but here it is. This is how we're testing vehicle physics for now - please welcome Fred Flintstone as a DayZ survivor, testing the new suspension system: (Please note: these are not final values for suspension and current values are serving for demonstration of new suspension model) Also, there are things which I would like to write about the topic of modding and what we are doing for supporting this feature, but it would be a lot of text for now, so I will write about it in next status reports (at least I'll have some ammunition for next time!). - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Martin Hello survivors! As I shared in the last Status Report, creating videos of a game in development is not always an easy task for us. It takes a lot of time from our regular schedules, and the closer we are to major releases of DayZ, the less time we have for recording gameplay. After experiencing the production of the 0.63 Dev Log, evaluating our options, and looking at the upcoming BETA/1.0 releases, we've made the decision that now is the right time to invest into our video production some more. Just yesterday, we've put up a job opening for what we at Bohemia call a Game Capture Artist. Ultimately, we're looking for a content creator that will work alongside me, Baty and Eugen, and spend most of his/her time capturing DayZ gameplay, as well as coming up with concepts of DayZ videos (and, eventually, trailers). It's a job that provides a perfect opportunity for making the hire directly from our community of players and content creators, and we'd be the happiest people on Earth to actually hire a DayZ fan, so please do apply if the job ad sounds like something you'd like to do for a living! I'll just add a personal warning: don't be misguided into thinking that this job is just playing 0.63 all day! It's also a lot of planning and documentation, and you really need to understand the technical aspects of video production as well. That said, we don't need years of professional experience, but a creative, organised and communicative person who's going to drive our video production to a very high standard. We also need you to work directly with us in Prague or Bratislava, but Bohemia Interactive will help you relocate should you feel a bit on the edge about that! Send them CVs in - and come live closer to the real Chernarus! - Martin Čulák / Brand Manager Community Spotlight Hey Survivors! These two weeks have passed really quickly! So, let's see what's happening in the community. I need to start with a letter sent to our forum. It is from our big supporter to the Dev Team. Her name is Baroness, she is an amazing content creator and her message made me cry. She met her husband in DayZ! What an amazing story! Thank you, Baroness, we love you! Hello. You don’t really know me. Well, maybe Baty does, a bit, in a way. I’m just a regular player. When the standalone came out, I was coerced by my brother into buying this game and play with him. I had never gamed on PC ever, had only ever slightly gamed on console when I was 12-13 (I am 34 now). Everything was very new to me. He told me it looked promising, explained what alpha was, and off we went on adventures as I spawned in Kamyshovo for the first time. Being on the creative side I have always enjoyed documenting my travels inside Chernarus. When I had gathered enough friends, we made clans, we built communities, alliances and harbored hate with other groups, as these things usually go. Some are still ongoing friendships that are on a deeper level, and this is amazing to me. About 2 years ago, some friends and I disbanded our group and decided to join a roleplaying community. It was fairly small at the time, and being the creative and helpful person I am, both of the leaders decided to include me on staff, where I developed some community management skills, learned to deal with all the kinds of hate that you guys are getting right now. I mean, I’ve been called Cersei more times than I can count on 2 hands. I’ve sowed many seeds of rapport, friendship, kindness and warmth, and I’ve been able to reap affinities, loyal friends, loving bonds, and even love. I met my husband in this last community, it was called ChernarusRP. My now husband (then-gamer-friend) and I joined forces and nurtured this incredible fellowship of like-minded survivalists with a penchant for roleplaying. All 700 of them. Us working together, entertaining complimentary notions of unity, respect and healthy dialogue, got us thinking; we very quickly found out that, through working so closely together for a long period of time, we just ‘clicked’, and it just ‘worked’. Within the year, our relationship grew steadily towards a goal that we felt was right for the both of us; he moved from Texas to be with me in Québec (Canada). We have been together ever since. It was because of your game and everything that is has to offer, that I was able to meet the man of my dreams, the love of my life, my missing puzzle piece. My everything, really. Why am I writing this to you? Because I’ve noticed lately all the hate that you are getting. Spaggie and I had a long and interesting conversation about everything that you guys do behind the scenes that go completely unnoticed. He told me that he sometimes writes little thank you notes and encouragement in the bug tracker, just for you guys to see that all that you do is greatly appreciated. In my opinion, more people should do this, every day. And had I not installed this game and kept at it, I would not be with this incredible man who I am with today. And I have you guys to thank for that. So thank you. For everything. BETA will be a blast I’m sure. I am following closely. We all are. And screw the haters. You got such a loving fan base and we’re all behind you and cheering you on. We might not tell you every day, but trust me, we all root for you and this wonderful game. Thank you for reading. Baroness <3 And thank you all for all your support, like in this thread. It means a world to us. Thank you! Let's see a new chapter of the Humans of Chernarus series. If you don't know it, it is a collection of thoughts of fictional people living across Chernarus. A people who are facing this post-apocalyptic world and try to survive to the next day. You can find the whole collection here. "Good luck is a funny thing. It always seems like it belongs to someone else. Bad luck, on the other hand, we all have it. We harbour it to convince ourselves that our problems and misdoings are not our own... However, there in truth I’ve learned one thing during my stay on this shitty Earth. There is no such thing as luck, good or bad. There are only those who are prepared, and those who are not.” -Symon, of the Gomorrah Casino I love weddings! And I hope you do as well, because this one happened in DayZ. It may not have been the most romantic one, but it surely was entertaining. Dr. Von Hauer married his wife in Novodmitrovsk church. They said their vows and lived happily until their deaths. Which could not have been too long, as it is DayZ after all. I myself almost got married in DayZ, so I envy the bride for making it all the way. The highlight of the video for me is the flower boy, who throws pieces of ghillie on the ground. Let's check out some art now. Valdark2 posted his newest picture to Reddit and it is pretty cool, what do you think? If you need some large wallpapers, just tell NeuroticEUROtic, he is a specialist. It is sometimes hard to find a really good wallpaper for three monitors but this guy can sort you out. Here is Skalisty Panorama 5760 x 1080 by him and it is beautiful. I have it on my background already :) The last thing that I was looking forward to showing you today is a riddle again! In the last Status Report, it was West Lopatino Evacuation Camp. You sent me a lot of correct answers last time and you said it was toooooo easy. Okey! Here is a challenge for you. Where can you find this deer stand? Send me your answers to our official Twitter account. And thank you for all your answers! That is all from me today guys. Have a nice day and play DayZ! Header picture: WilliamFilms - Baty / Community Manager
  20. noreaster

    think about it.

    I think what we have come to discover over the last 5 years is that modding all but universally boils down over time to mean: 1,000,000 starting cash max vehicles XTRA LOOT FRESH LOOT XTRA CHOPPER SPAWNS etc..etc I absolutely expect to see 99% of modded servers taking the survival aspect out of the game completely and setting the tone for the duration of the game's existence. Steam being tied inherently to any game now suffers the same fate of ultra casual, lazy and immature people who want everything given to them with little to no effort at all.
  21. BeefBacon

    Why don't we spawn along the southern coast?

    Eh, so a couple was an understatement. Whatever. My stance still hasn't changed. The old Arma 2 map was empty. Have they now overpopulated it? Arguably. But, again, the stamina system will make travelling on foot more difficult, thereby making the map larger. I don't know how prevalent vehicles will be, but I expect that the vast majority of us will have to walk. There's still plenty of forest. I really do fail to see the point in having a solid third of the map be nothing but forest and hills. If you want to hide your stuff, use a barrel. You can't rely on the mod's meta forever.
  22. pilgrim*

    Why don't we spawn along the southern coast?

    Objectively DayZ LOOKS really nice now - the GRAPHICS are Great IMO.. I can sit and watch a sunset.. I can sit under a pine tree out of the rain and watch the rain for half an hour, overlooking a road and some wrecked vehicles, wondering if someone will turn up to the tents they left across the way (mainly no-show) .. I can walk through the trees skirting along a road (I don't run much, ever, what's the rush?) and I take my time or just sit in one place, because I sure don't have any place special to go.. i don't collect stuff for the sake of collecting and I don't have any barrels or tents anywhere on any server.. most of the players I see (pretty rare) look and act like "beginners having fun" so I let them go their way.. ya know? their tents either have worn hand axes and damaged bags of rice and sticks and bits of raw meat, so i leave them something - or they are the other kind of player and they have 8 tents lined up full of AKMs and sniper rifles and pristine scopes and 70 round mags and 5 full ghillie suits; etc.. I leave them alone too (those guys never put the tops back on their barrels, ya noticed?) BUT the game looks totally GREAT.. I LIKE the way it looks graphically.. you are right about that, for sure, it looks objectively better than ever before? that's true. A long while back I used to go up past devil's castle into the N and NWest and see if I could hunt down a helicopter or a real hidden-away camp up there, in those big wide wooded isolated areas - like they were way back then.. before the whole playing area was "homogenized" in some kind of DayZ blender that scattered towns and ruins and cars and outposts and and rocks and apple trees very evenly everywhere - kind of like pizza topping, carefully & evenly spread. What you might call "always reliably expectable". Seems to me - coming back after a year - the whole trend is to standardization and SIMPLIFICATION - no place is difficult to get to, no thing is difficult to make or to find.. everything is about the same difficulty and everything is predictable, the zombies are all the same zombie, no one can complain that anything is much too difficult, or way too far away, or nearly impossible, no one can find surprise big loot stashes, no one can get lost, no one can starve ..everything is kind of standard everywhere in fact (random total-chance illness or exposure is the easiest way to die, and those are always avoidable) - Why do i feel like I'm in a game that has been leveled down to a careful standard the same everywhere on the map, so no one gets over excited or shocked or meets any unfair event or has any problems or DANGERS to complain about.. Hey, tell me (for instance) - when was the last time you EVER found THREE cans of beans in ONE house? <lol> nah... it can't happen.. THREE cans of beans together ?? In ONE house? Nothing THAT unusual can happen in DayZ ATM ... so =WHY= am I sure about that feeling? - Did I change or did the GAME change - sure LOOKS good though. Beanz for that. xp and - seriously - this is NOT an attack on dayZ, (I like DayZ) it is a REAL question.. which way is this game going & why ? I can't be the only person to see this ?
  23. Mantasisg

    Hardcore in DayZ

    @SeizLex Don't play in empty servers, and you'll have your hardocre. I suspect that you are typical ghost, you loot the hell out in empty servers and then go to PVP and KOS in populated servers. Thats big issue of DayZ. I'm sorry but this thread is just so wrong in my view. Everything is wrong, from grammar to ideas and style. I can barely loot up in an hour. Rare loot actually makes the game way less hardcore than you wish. It ends up like that because majority of the players ends up just running from house to house most of the time, for an average player there is little gameplay focused on interactions and/or PVP, it is just running from one empty town, to other empty town. And by the end it is extremely unrewarding, because most likely will get owned anyway. Looting just takes too long man, exactly opposite from what you say. Of course you might have been skipping your English and literature classes mastering the 0.62 learning all the best lootspots, and now it is not hardcore for you. But I agree that the game is too safe. Thats mostly because of too little people and lacking interactions, or too big map. Lack of predators. Maybe some extra more scary zombies. Lack of mobility. Always beautiful weather whatever server I choose.... No loot also makes the game less hardcore. As for what is realistic ? The fact that you respawn is not realistic, what about that mmm ? It is a game. Designed by people. There are certain degrees of reasons for what is realsitic, and what is not. The map is full of military vehicles, military bases, zombies... naturally there has to be abandoned stuff all over the place, lots of guns and amo, plenty of abandoned property such as broken down vehicles... There are some free degrees for realsim, and the entertainment of this game also has to be considered. Ofcourse not by us, forum keyboard experts.
  24. Mantasisg

    Why don't we spawn along the southern coast?

    More players, and more mobility. When player count is low and mobility is pretty much 99/100 on foot then there is no point of even trying to cover whole 14x14km of Chernarus, less than half of Chernarus is enough for that. Too big. Now with 150players and "right" amount of vehicles it would be different story.
  25. liquidcactus

    Why don't we spawn along the southern coast?

    Wow who shit in this kids cereal ? hahaa The map is alot more interesting than the old chernarus. I can see you are having one of those rants tho. Usually most of us stay away from the forums when we are in this kind of mood. Hey, dont get me wrong, there is still alot of irritating things about dayz but I think alot of those things and ideas are slowly being addressed over time. Even as a long time fan of dayz i think its easy and safe to say we all need our "long breaks" from dayz. For instance, some of the things that I'm worried about is stuff like "base building/fortification " or how about the stamina system will be introduce in 63. but there is no talk of the time frame for when vehicles will be back (that i know of).. but then again why is there no damn push bikes for us to use until cars are working properley ? When was the last time any of this stuff was mentioned ? These are the things that make we wonder when paying attention to dev blogs etc. But rather then getting all unhappy i just look away for a while :D Uhh.. you can choose who you spawn as... ^_^
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