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Your DayZ Team

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Found 41868 results

  1. OliverPlotTwist

    Is this game (full paid version) worth buying now?

    Alright, let me explain it to you. "the development wont get terminated its just extremely slow due to poor management." It really isn't. Amount of updates to stable branch =/= Speed of development. DayZ's development is taking a long time because they are creating a new engine. We are not getting many updates because the devs are making content for the new engine not the one we currently use. "also dont trust anyone who tells you this game is perfect and we are all uninformed" No one here would say that the DayZ we have now is perfect. In fact I've seen the devs say multiple times that people shouldn't buy DayZ until it's finished. Just because we love DayZ, doesn't mean we don't see it's flaws: The loot distribution can be bad. The movement is clunky. The inventory looks awful. Fps drops. Terrible d-sync. Animations are messy. Vehicles are horrible. But because we keep ourselves informed, we know that all of the issues we have with DayZ are being worked on. So we have no reason to complain.
  2. Benavides

    State of the Game?

    lmao "weve been patient". Mate, bullying players off the forum when they ask questions about the game aint been patient and following the development of the game. Boys, it is actually the same 10 people everytime who talk shit to concerned players like us, I could make a list here but you boys can shoot me a message if you want a list as Ill derail the topic. Anyway, saying "good job devs :D" every status report that is about petty things that no one actually cares about at this point as theres not even core gameplay set (variety of NON BUGGY vehicles, weapons) doesnt make you a nice and patient community member, it makes you the problem, whih results to the Dev team thinking we are all happy for a tree and survival items update. No, we are not. Your join date doesnt make you better, I joined the first week DayZ Mod was released to the public and standalone the day it came out, who cares? I didnt mention it to show Im better and my opinion is better in this arguement, I dont care even myself. The majority of the playerbase and former players are complaining about the development apart from you 10 people. But we all must be wrong, right? Still waiting on that video about progression and WIP list on weapons, vehicles and bug fixes. If a video can be made about trees and animations, I have no doubt one can be made about them aswell, remember, no items (:@Baty Alquawen
  3. Irish.

    State of the Game?

    Well, I can see that this is inevitable... and since this still inexplicably has not been locked, I will chime in: Hi, Where is the game going now? It's still in development. We are on build 0.61. 0.62 is pending, and BETA (0.63) is coming reportedly sometime before the end of this year. Have they got the animals in and coded properly? Yes, however: It's still in development. The zombies seem to be dumber and there's hardly any around so what's going on with them? It's still in development. What about the survival elements have they been improved upon? Yes, however: It's still in development. What new stuff has been added in the last year and a half? Vehicles, map changes, various inventory items added, the core game engine has been replaced, and portions of the game (parts we have seen previewed in the past) will be later added in as modules, once the core game engine has been fully replaced with Enfusion, BIS's new game engine. Thanks :) You're welcome There is no need for arguing, flaming, telling others they are wrong. There is no need to bash the game and where its at, nor is there any need to "support" it. It simply is, and if you cannot live with that there are far more problems in your life then simple video games. Go back and read what you wrote, no matter who you are, on this thread and contemplate; is that the type of person you want to be, and the impression of who you are, that you want to convey to others? Now, this thread can stop. Please, act like adults, unless you are in fact literally children.. then well, keep being kids (life is short and being young is important). Thank you, Mr. Irish
  4. Agreed. Map is sooooo huge, even with vehicles it is huge. Even though I have had very little luck with vehicles (vehicles are way too complicated to get and too buggy to use for a lonewolf). Gameplay could easily be adjusted in a way that some areas would have high density, and others - really low, I think coast should always have medium player density. As there are most chances to have interactions between lower, or lowish geared players but it has to be done in a clever way and somehow. I'm sure devs are working on this. Or has plans. But I'm worried because last year was exactly the opposite - there is no order at all. Everything is just everywhere. But hopefully a lot of things will fix things. Back seat dev alert, you may be sick of those things, but these will/would boost things quite a lot. - Bringing back creative players. To have fun in dayz creativity is a must. Uncreative players are the ones hiding in the bushes and kos'ing all the time. - Where and what kind of loot is possible to find. For example in Berezino there were a car scrapyard - a lot of encounters happened there because it was known guns spawning place. Berezino got revised - scrapyard gone, encounters gone too. A lot examples like that. I don't see any "iconic" encounter spots at te moment, maybe I just haven't got acquainted with them, as they are very much inlands probably. - Vehicles. And actually usable vehicles, not over complicated to build, not 1/100 chance to get some wheels. I wish at least bike will be relatively easy to find and run. But knowing DayZ, there will probably be 10 in the map, and all already taken and hiden somewhere. - Flying vehicles will bring some hardcore stuff. - Radios functioning well, and people actually using them (hopefully in next patch), it would be huge interaction and communication boost. But if only comfortable and popular. I'd like to have a battery or a radio when spawning. - Boats and both islands, prison island with heavy loot like it used to be ! - Most importantly more people in servers, but without chopping features too much - I suppose it is huge task for devs, for example extremely quick dead body despawn time, finding dead body is interaction too. ............... Can't wait for Devs to pull their cards out, it has been too dry for so much time....
  5. Benavides

    State of the Game?

    If this thread gets locked, I hope you boys from DayZ Development link us a video you recently made on the development of weapons, vehicles, bug fixes and your current progression on your plans on them. Remember, no items, animations or visuals! (:
  6. Benavides

    State of the Game?

    Instead of seeing new trees, items and what the animation team is doing in development videos, show me the development progress of bug fixing, vehicles and weapons in progress. Just make a development video showcasing the work in progress on vehicles, bug fixes and weapons only, even if its just some lines on some program and a sketch. Need some proof that they are actually working on something, dont we boys? Show us something lads
  7. Benavides

    State of the Game?

    Everything gets better within time. However, its just baffling to have people support "bacon cooking in extra detail" and other irrelevant to the gameplay we want updates (Working vehicles, more weapons and bug-free zombies/animals). Thats what is fixed first, then you go on about animations and bacon cooking at ultra detail. Before anyone takes my comment in a literal way, Im aware the updates do not only consist of extra detail bacon cooking. But damn, what do we as players and people who paid for the game know, right? Lock the thread lads!
  8. odin_lowe

    Lets post some screen shots (Standalone)

    Sharing a few shots of 0.61 before 0.62 hits experimental. Cheers! They asked us to test destroying vehicles, and that's what I tried... All this commotion brought the infected to me. Bzzt bzzzt!! Quiet night. Hi? What's lickin? Farewell 0.61 you've been good to me.
  9. Arthur Dubrovka

    Status Report - 16 May 2017

    .62 is mostly visual and sound update. No new vehicles, guns or mechanics. It's the red carpet for the stuff coming with .63 aka beta. But I don't know if helicopter will be in .63. They need to fix ground vehicles first (lag, server performance, etc) before adding helicopter will be a thing.
  10. Zahj

    Persistance

    Persistence means that when the server does a restart, the items on the ground (loot, barrels, vehicles, tents, etc) don't despawn with the restart. Some servers are setup to delete or restore a previous persistent file every reset or after a specified amount of time. Doing so is not having persistence turned off. Right now, there is no option to disable persistence.
  11. blackberrygoo

    Status Report - 16 May 2017

    lol the helicopter ? Haven't you heard ? The devs aren't pushing anything interesting until after beta , the most we will get at this rate is the new animation and player controller (in its most bare bones form) for .63 beta . .62 will hold nothing new except visuals and audio . A purely disappointing time for dayz fans , nothing but regurgitated reptitiveness from the devs on these status reports . I have 2k hours logged in dayz but I've stopped dead in my tracks due to this game being nothing but a repetitive time sink of desyncy zombies , vehicles and decent pvp - too bad there's plenty of other games out there with decent pvp and better overall fluid play , as dayz in this state just isn't fun compared to the plethora of other games that have spawned in the time dayz has been in this grey state limbo . I never questioned the devs until now , and to be honest I think they fucked up bad in the past year of development ; somewhere along these lines they slowed their workpace to a crawl , wether it be due to challenging code that couldn't be worked out quickly enough or too much publicity outings I'm not sure , but what I am sure of is that many people have lost the itch for dayz , and that itch won't come back until the devs give us the product we have all been waiting for for almost threee and a half years now .
  12. UK420 and The Dead Return have teamed up on a server based on Taviana! If you've never played it, see http://dayzdb.com/map/taviana for more info (vehicle spawns follow this map). If you have played it, then you'll know that its arguably the best non-Chernarus map out there. The server is based on vanilla, but with a few added features. THIS IS A PREVIEW. WE NEED PLAYERS TO TEST IT OUT, FIND THE ISSUES AND REPORT THEM ON DISCORD. WE WILL FIX AS MANY AS POSSIBLE. WE ARE LIMITED IN WHAT CAN BE DONE, BUT IF YOU HAVE SOME SPECIFIC TAVI SCRIPING KNOWLEDGE, LET ME KNOW. UK420 The Dead Return 1.8.8 Taviana Vanilla+ has some mods: * Walking+Running Zombies - Sometimes they run just to keep you on your toes * DZMS - Highly Customized with 20+ AI Missions * DZGM - Group System * Turned off the heat/temperature requirement - might be added back -> You will need to download Taviana using DayZ Launcher here - https://dz.launcher.eu/download -> Visit the discord at https://discord.me/tavi for full information on how to join the server. * Active admins. * Max Players: 30 (while its being tested) * Max Vehicles: 125 (It's a BIG map) * Physical Server Location: FR * Restarts: Every 3 hours * Battleye: Enabled * IP Address: 149.202.89.11:2302 Any questions?
  13. The Dead Return is the best Vanilla+ server out there. Just a few scripts and tweaks to make it fun for everyone! The server is a little quiet during the day, but max'ed out on some nights. Ski Goggles is your owner/admin/dev. I'm always looking to add new features that promote better gameplay. The server is PVP and Survivor with a mix of heroes and bandits. No matter if you are new to dayzmod or a veteran, if you are solo or part of a team, you'll be able to get on, gear up, find vehicles and have some fun. Basebuilding in back! The Dead Return is based on vanilla with some mods: * Walking+Running Zombies - Sometimes they run just to keep you on your toes * DZMS - Highly Customized with 20+ AI Missions * DZGM - Group System * Just a few extra scripts - Suicide, bury body * Starter Loadout - Based on Humanity, but nothing crazy * Plenty of Loot - Much more than Vanilla * Increased Max Vehicles to 100 * Custom Spawn Inventory for all vehicles - More than Vanilla * New Vehicle Spawn Locations - More than Vanilla * Turned off the heat/temperature requirement Visit the website at http://helpthedeadreturn.wordpress.com - for info about rules, spawns, missions, weapons and more. Visit the discord at https://discord.me/tdr * Active admin. * Max Players: 40 * Max Vehicles: 100 (6 helis, 6 Boats, 1 Airplane) * Physical Server Location: NY * Restarts: Every 6 hours (3am/9am/3pm/9pm ET) * Battleye: Enabled * IP Address: 192.223.24.141:2302 Any questions?
  14. Mantasisg

    Player interaction and loot distribution.

    I still suggest to turn off PC, get a car and work with it if you want that much detail of realism. What you guys want will make vehicles even more unused than they are now, and game will be too time consuming. Well but if that is what people want...................... I have a suggestion for greater realism, what about ruining engine if you use wrong fuel, what about separating tires from rims, what about increasing amount of car parts to be needed, what about having to learn "mechanic soft skill" to be able to change some parts, how about death if you crash, what about......... It is easy to be back seat developer. But do you think about what it all would result in ? Cars are already too complicated to use, at least for lonely player, and then there are bugs..... you know. Pls devs don't....
  15. -Gews-

    Player interaction and loot distribution.

    Still not like the mod, which OP is comparing to. So many locations now, much harder to find players. They could actually be inside a building. Wow! The zombie radar isn't nearly as effective, vehicles are rarer and take far longer to repair, you can fashion a leg-fixer anywhere, and you don't need to go to NWAF and enter one of only two barracks to find various specific weapons. He has a point.
  16. I did an experiment earlier this year when I started streaming. I tried to show the other side of DayZ gameplay, the hunting, fishing, cooking, crafting and base building aspect of the game. For the most part, I noticed that my views only ever go up when the thumbnail shows that I am at Tisy or NWAF, and if there is no action they leave after a minute or two. Sometimes a viewer would hang around to watch us kill and process an entire herd of cows and pack them into vehicles, but for the most part, nobody wants to see anything but Pew-Pew. Even Baty drops by occasionally to tell me how boring my streams are, though to be fair, she likely had been talking about how I'm not blabbering into the mic non-stop while I run around Chernarus.
  17. emuthreat

    Status Report - 2 May 2017

    I'm a little bit sad about the removal of "double turbo," even if vehicles were practically un-driveable on populated servers. Here's to hoping that some of those new vehicle fixes find it into the game sooner, than later. I hope the next SR has an internal checklist of task completion for both .62 and .63, so we can have an idea of how far along each of these projects are. I kinda got the impression that they were getting rolled together, based on the issues with positional sounds. Is this the case???
  18. I'm sure you'll find less populated areas in huge Chernarus map. Especially if there will be some places where population will be significantly larger. Who said "just" ? But PVP element must be heavy, especially at certain parts of the map. It would help to have more PVE and more PVP oriented areas. For example like prison island, who would have gone there not for pvp ? I thought that DayZ map is 10x10, 13x13 is so much more ! I'll be looking for Devs making really good use of it, as now IMO size of map is working against the game. Surely higher player count, more accessible and more vehicles, more PVE, less "what to do now?" and it will be fine. Really looking for future updates. However if this will turn out to be "lonelyness running simulator" it will be sad.
  19. igor-vk

    Status Report - 2 May 2017

    Interesting report. Not mentioned if new vehicles will come with 0.63. I see who ever installed ventilation system didn't do good job. You should be able to adjust ventilation internally and without cardboard box. :)
  20. Baty Alquawen

    Status Report - 2 May 2017

    Hello Survivors! Another beefy Status Report this week! Brian talks about basic vehicle goals for BETA, Eugen shares a story about one of our development decisions, and Peter and Mirek go more in depth about some of their recent work! Let's get to it. Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Community Spotlight Dev Update/Hicks Greetings Survivors, As Eugen is covering what the current tasks are, that frees me up to talk about some of the mechanics and systems that we (Peter, myself, the development team as a whole) are looking forward to improving upon in beta and the milestones past that. Given that after checking the various communities centered around DayZ, I noticed a group of posts doing their best impression of the World War 3 style courtroom audience summoned by the Q entity in Star Trek's Encounter at Farpoint when discussing the current state of vehicles, I figured now is as good a time as any to clear up some things when it comes to them, in DayZ. (The vehicles, not Q's apparitions) While I personally love the work Peter and the design team did on manual transmissions in DayZ, vehicle handling and mechanics as a whole are far from where we want them to be. The biggest culprit of this, obviously, is physics, and their handling on terrain. We did show some of the changes being worked on for that area of the vehicles, but many may have missed it. It's fair to say that vehicles in DayZ's Alpha phase of Early Access have received the least amount of user visible love. Part of that is due to the complex physics situation in DayZ, as we still currently operate two completely separate physics systems. Another part of that is due to so much of the focus being on technology, and getting it in place to support DayZ as we want it to be. I'm looking forward to that, as from my perspective, vehicles are a critical component of mid-to-late game DayZ gameplay - and quite honestly, without them in a satisfying state, you tend to just end up with a walking simulator ;) Let me give you guys a look at some of the areas we will be looking at improving into and throughout Beta. Terrain handling / acceleration SFX (Engines / Transmission) UI (Specifically in the toggle-able HUD that we have shown before - so that 3PP players can see the same critical info 1PP can) Feedback on vehicle damage state (Aside from damage materials, and doors falling off - think smoke from a damaged engine, engine stumble/diesel when running out of fuel) Proper destruction of vehicle when it has been destroyed (rather than the current state of the vehicle just not turning on) Don't think for a moment anyone on the dev team looks at vehicles the way they are now and says "Y'know what - that's perfect, ship it" - far from it. All of us are just as antsy and eager to see DayZ's systems start to flesh out and polish as we all want them to be - we just have to knuckle down and understand that the technology to support our vision needs to be ready for us to start implementing this. This exact reason, and so much more is why all of us are so focused on, and excited to enter the BETA phase of DayZ's Early Access. I'll leave you all with that, as I'd like to put together Peter and I's thoughts on stamina, and weapon sway for the next Status Report. For now, just promise not to kill me on sight when you see me in Severograd. - Brian Hicks / Creative Director Dev Update/Eugen Hey guys, as some of you have noticed, I have omitted listing audio changes as part of 0.62 update in the last Status Report. That was an honest mistake, but it also highlights what a dynamic place game development is. I`ll try and have my contribution structured as a goal for the future Status Updates. Usually, I'll begin with a "story from development", just so you can see what kind of decision making is happening everyday, as well as going through the things we have been working on in the respective departments for each patch separately. 0.62 Strike Team Update & Development Story This time, it’s a story AND a progress update - yay! 0.62 patch was originally planned for delivery (on Experimental branch) during the second week of April, but due to complications and cooperation on engine milestones, it became apparent that we needed to close them sequentially, rather than working on both at once. Remember that only small team is working on 0.62 at the moment, as almost all of us are focusing on BETA/0.63 delivery. However, back to the topic at hand. Originally, that shouldn't have been that much of a problem. As we started testing the 0.62 update, we quickly found out that when we enable the new positional environmental sounds (basically the reworked Arma 3 tech introduced with the Eden Update that is becoming a part of Enfusion Engine platform), we encountered a crash. The crash itself manifests when you switch window focus fast enough during startup, but it can manifest at any point, this is just the easiest way to get it. The crash is based around file system and resource management of our engine - one of the last remaining parts that are not rewritten for DayZ yet. We have a couple of options now: We can either rework the content to work with the old system to make the new sounds function, but lose the ability for positional audio in environments, or fix the bug in the resource management and make the old system work with the new content and data. We can also rewrite the system completely to get the pattern of these crashes fixed on the platform as a whole. It might look like a small thing, but the positional environment audio makes the game much more immersive. And the issues go much deeper than that, as the same system might be causing some console performance issues (and more). To get an overview and make a right decision requires fast, but actionable intel. These things happen often when working with older technology, especially when you are in a process of refactoring it as well. This resource management has been the culprit of many issues in the past, but so far it held the test of time. That might not be the case going forward, and might need some serious looking into. Our team of designers in the middle of some deep thinking :) 0.63 BETA Strike Team Update As for the work with BETA Strike Team, I list them below. One line of text / bullet point usually means it's in the hands of a single person working on the feature and handling the ownership. However, be aware that I need to simplify it to make things at least a little bit digestible, so it's hard to strike the right amount of detail without basically reworking JIRA tasks to show them here: Programmers • AI script implementation • Zombie behavior script representation • Wind rework and debugs • Inventory and item conditions • Item spawn definition • User actions in multiplayer • Exhausted and hurt player animation support • Network traffic optimization • New version check (to prevent edge cases of connecting to a different build of a game) • Lightning fixes (new lightning setup) • Sound event manager • Tons of crash fixing • Tons of bug fixes Animators • Weapon mechanics animations polishing (unjamming, reloads) • Inverse Kinematics poses • Mocap (Player turns and more) • Hit reactions on player • Animation plugins • Cow and Bull refactor for the new animation system Designers • User actions in multiplayer • Player representation • New item hierarchy definition • New player and item spawn definition • Inventory UI refactor • Lifespan • Tree fire geometry • Tons of bug fixes Audio • Positional environment audio QA • Playtest 0.62 • Door rework priority assignment (standardized door sizes) • Performance profiling in 0.62 • Client performance benchmarks in 0.62 0.62 Strike Team meeting I know that a list is not the best way to present the progress, but might be interesting for the development folks out there. However, I would also like to make it much more representative. There are tons of things happening at the same time, and we are in process of visualizing the sprint in very near future and I`ll try and share our overview of BETA progress when things settle down. - Eugen Harton / Lead Producer Dev Update/Peter Along with upcoming changes to doors behavior I wrote about in the past, another issue which we definitely need to address and solve is the wide variety of different widths and heights of door openings. It may sound like a marginal issue, but I encourage you to continue reading, and discover how it affects gameplay. Nearly every opening in DayZ is unique, which is caused by historical reasons and non-existing metrics back then (we are using a mixture of different structures collected from Operation Flashpoint, Arma 1, Arma 2, and some new ones made exclusively for DayZ). Apart from the fact that doors with dimensions below ideal standard just look bad and out of place (not to mention handles placed in above knees height) and feel odd (especially from the first person camera), they are also hindering the "fluency" of player movement. Character collisions coupled with old clunky locomotion are introducing unwanted challenge in such simple action as going through the door, turning doors into an obstacle. Internal tests made with both old and new characters show us that a minimum clear opening of doors in DayZ should have clear width of 120cm and clear height of 220cm, and these dimensions were established as required metrics. Everything below causes issues with character navigation, and feels odd especially in first person camera, where opening seems very narrow and low due to camera FOV and perspective. Also the third person camera then shows unnecessary jumping down while going through the door (if their opening height is under 220cm). New doors metrics with their new behavior will add a lot to responsiveness and smooth movement through the environment and its obstacles. As we are continuing to work on 0.63 version AKA BETA, programmers are getting rid of old systems down the road. Lastly, old player has been completely removed internally, and with it also firearms handling (that includes firearms action like chambering, reloading, shooting… etc.) and aiming model (which means sway, recoil, dexterity, aiming, holding breath…), together with melee fighting (traced swings…) are gone forever as these were integral parts of the old player. This untied our hands as now is the time when prototypes based on design I mentioned in past Status Reports (8 March 2017 and 28 September 2016) start being implemented in close cooperation between programmers, animators and us managing the design and script side of things. Rewrite of firearms also allows us to introduce mechanics like changeable gun barrels (we have 2 more barrels for AUG ready to experiment with), different muzzle speeds for the same ammunition type depending on barrel length (which helps balancing firearms between each other, or vice versa), different muzzle speeds for different ammunition type used in same firearm (pellets vs slugs anyone?), switching between scope and sights if possible (like AK family, AUG…) and refinement of, and more importantly, connecting already introduced firearms mechanics like unjamming, mechanism manipulation, chambering and others to the new animation system . I just can't wait for the moment these systems will be fully re-implemented, as it will change the combat experience a lot in general. - Peter Nespesny / Lead Designer Dev Update/Mirek We have finished network part of user action system as I described in my last Status Report contribution. It's worth to mention that this change has decreased network traffic from clients significantly and now our client on 0.63 sends (with some small exceptions) only input packets. This change will help a lot to resolve issues like late hits registration and it also should help to overall game responsibility. Weapon system has received some new features, like changeable barrels and muzzles and support for attached grenade launchers. Basic implementation for weapon jamming is ready since last week. And another small new feature - we're working on a system that will select communication channel for chat and voice automatically, so players won't have to change channel using keyboard cursor keys. Apart from that, most of our time is still being spend on the new player implementation - tweaking movement and collisions, creating new weapon aiming system and connecting it all to other gameplay systems - we'll talk about these later on, when they are ready. - Miroslav Maněna / Lead Gameplay Progammer Community Spotlight Greetings Survivors, It is getting warmer outside in Europe, but not even the nice weather can stop you from playing your favorite game. With every day, we are getting closer to release of the 0.62 Update and the community is trembling with impatience and nervousness. But don’t worry, I am also looking forward to the release of the new update, same as you. As you surely know from previous Status Reports, update 0.62 will also contain map updates, which are being taken care of by our map designer Adam Franců a.k.a. Sumrak. We will be shooting new Q&A video with him in the next couple of days. If you have any questions regarding his work and the DayZ map, feel free to ask him. And now for the things that landed on our Twitter, official forum or Reddit over the last two weeks. When I opened Twitter today, the first thing that caught my eye was an elaborate figurine made by Bragawn. It’s almost unbelievable that it is made entirely of paper! Great job! Next, I would like to share with you two videos that I found interesting. First one is for fans of role-play gameplay style. It is a ritual of Cult of Papa filmed by three different people and edited into one video by Ron Fox. Can you guess the place where it was filmed? Hail Papa! The other video is for PvP lovers. Absolutely brilliant singing opening and ending by IsSy is followed by exciting action with a lot of victims. Good aim Inherwake! For the end, I would like to introduce a smaller streamer from Australia who I like for his enthusiasm, optimism and being always cheerful. Make sure to check out his Twitch channel, you will surely be infected with his positivity! If you have any DayZ creations of your own that you'd like to share, tweet them to us on our official Twitter channel. You might just honor the next status report with your talent! Awesome header image submitted by: [O.N.U] Damigo - Baty / Community Manager
  21. 150 or even 200.... If it can not be achieved, smaller map would do, I hope to get that from mods. Or perhaps an official smaller map. Right now density is 0.6 player per one square kilometer if I did maths alright. Thats quite low IMO, and gameplay shows it. Lets consider that you are really lucky and you got into a place where are 10 players in 5 square kilometers, what it means for players who are elsewhere ? It means that in the rest of the map density has dropped from 0.6 to 0.53. Ok, there are two spots where players density is 2players/1square kilometer, now at the rest of the map density has dropped from 0.53 to 0.44. This inequality of densities could be brilliant, but the problem is that there is no way to know where the hell the most of players are concentrated. It used to be few spots on the map, we got more spots, and increase of player count from 50 to 60. Maybe it is more fun for those who would spend all time in inlands, but I doubt that change for them is very noticeable, as inlands is much larger area than coast. I see inlands being really meaningful when vehicles will be actually a thing to use. Whats the optimal player density ? I guess it doesn't exist, because sometimes after heavy battle you want to spend some time alone, heal. But you don't want to get too lonely, I guess.
  22. sneakydude

    You Have got to be kidding me!

    I personally gave up testing anything anymore. The Exp guys know what i am talking about. I just cant do it anymore. I am sorry if i let anyone down, but i cant do it anymore. and vehicles should never have been put to stable.... until all of the engines where put in place, to fix the desync we know.
  23. DannyDog

    You Have got to be kidding me!

    Oh we all feel you. Everyone here has been cheated atleast once by the bugs in DayZ. Whether it be the infamous stair death or the glorious flying vehicles. But in the end the experiences you get from this is priceless.
  24. joe_mcentire

    Q&A with Map Designer Adam Franců

    hej thanks for the opportunity! Given the time and resources, do you think rivers (moving or running bodies of water) will find their way into the engine, eventually? Given the time and resources, do you think having and creating cave/mining/underground systems will find their way into the engine, eventually? Have you ever thought about randomizing certain places and areas with different sceneries upon one or more server-restarts? Kinda like how cars or helo-crashes spawn but maybe on a bit wider scale? e.g. a certain road passage, once being blocked with fallen trees, then again with a random crash of one or more vehicles, then again spawning with roadworks. or e.g. a church, once locked with dead piles of bodies inside, then again with an abandoned camp, etc. Do you plan to breath more life (pun) into your coastal villages, towns and harbors? They are predestined for all kinds of eerie sceneries but have remained lackluster for the most part so far. Like the small "fisher village" of Skalisty Island? Aren't we supposed to smell the fish there when walking between its shacks and cottages? I'd think about all kinds of stuff, such as abondoned piers, small fishing boats narrowly strung together, piles of fishing nets... soo much good stuff :)
  25. blackberrygoo

    Status Report - 18 April 2017

    Wow ... guess I'm not playing this game until beta . Devs you were supposed to put in all this fancy shit (advanced vehicles , soft skills , base building , barricading , so on and so forth ) BEFORE THE BETA . Not after . I'm very disappointed to say the least .
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