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Showing results for 'Vehicles'.
Found 41870 results
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1. Modding 2. Base Building 3. Functional Air/Ground Vehicles
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If the vehicles are in an oblique position are the things to Russian tanks, I trained myself today with an fire-axe at a Sedan to Hulk Holgan ..... just before i exploding in front of the monitor, the Sedan finally ran into ruined ... I Love DayZ. :/ :O ;))) roflcopter
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Thanks for the tip on looking inside clothes, Irish. Also - wasn't aware that grenades are currently shit for demoing vehicles, as that is why I was searching for them--to save on ammunition when demoing busted vehicles, especially those pesky V3S's that take a licking and keep on ticking. Well, they're shit for crashing--they just take an ungodly amount of ammo compared to the sedan or hatchback. You figure their robustness would make them far more resilient to crashing as well.
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I can confirm they spawn all over mil sites, not just heli crashes. Ive found most of mine in barracks.. usually inside of a jacket/pants. Lately I have found about 6 grenades in 2 weeks. That might be why so many arent seeing them? Spawn inside items..? Also, I am pissed that they are less effective at destroying vehicles than a fireaxe. WTF is that all about? I scavenge for grenades to help clean up the car mess .. and those floating cars still wont go away even after 4 grenades that appeared to damage it. :/
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Hey fellow survivors! So i'm wondering why I can't just take my trusty knife and cut off strips of the Camo Ghillie netting that is literally everywhere (military blinds, military camo netting tarps, military tent camps) to craft a Ghillie suit? Another thought I had is: how does a burlap sac make ONE burlap strip, every time? Shouldn't there at least be a chance to make a realistic amount? Assuming I don't mess it up while cutting strips shouldn't i be able to get like 5 per bag? (the animation prompt literally says cut into STRIPS, as in plural, or multiple, or many, or more than one) I think it would also be nice to craft winter Ghille suits, to do this I would personally just use rags from a white nurse dress and rags from a gray tactical jacket. And one last note, these farmers that left their burlap sacks behind before the zombie apocalypse... how do they just have one? Ever, always? Wouldn't you need more than one if you were storing grain, bailing hay, etc? Most farmers tend to have at least several if not hundreds of burlap sacks around depending on the scale of their operations, and some of the farms in day z are literally massive... they would need hundreds of burlap sacks in the barn. I understand vehicles are rare, I understand guns are rare, because there are really no realistic substitutes for these items... but burlap? If it wasn't so frustrating it would be downright laughable, but this is after countless hours of searching sheds and barns and it's just really getting to me (if i had to estimate i would say 15+ hours spent looking for burlap, probably more considering i spent 6 hours today and i literally found 1 sack). I can see the materials i need to make a Ghillie suit, they are literally everywhere. To be perfectly honest it would be best if you could just use fresh brush and grass along with a sewing kit or some duct tape. Coming from someone who has done this for fun in real life many times, it's really not that hard, and certainly should not be this time consuming in a game. Thank you for your time, your input, and your understanding!
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Problems/ideas I have with Dayz as of .61 stable. (even if it was a potentially bad idea for the game I still might have put it in here) - Fix the rarity and power of melee weapons. The axe should be more valuable and powerful than the wooden stick. - 100% of gear being ruined when being shot(I find this unrealistic). - Not being able to aim straight up(it leads to some unfair encounters). - Charging animations for putting bullets in magazines.(this would change how much time it takes to charge a magazine in turn making combat with firearms become way more realistic) - Animations for loading the revolver without the snap loader, and the Sks without the stripper clip(again making combat with these types of guns more realistic). - Animations for folding/compressing the stocks on the AK variants, pm73, cz61, mp5, and future smg's(idk if the ump has a foldable stock irl). - Armored vehicles, artillery, anti-tank rifles. In my opinion any weapon could be added to the game and as long as the spawn rate reflects the Power of the weapon (and as long as the rpg can destroy armored vehicles) it would be accepted by the community. - I liked Escape from Tarkov's searching action that you have to perform before you can see inside a backpack. - Add Newtons 3rd law to how people zigzag when trying to dodge bullets(a player would have to stop before doing a 180). - A problem with nighttime is that you can't see if you're full health or if you're low on blood(showing the characters injured animation in the inventory could help in future patches). - Consider Removing third person or alternatively making a change to it that makes the game more realistic as 3pp currently absolutely ruins realism in terms of awareness of other players. I wouldn't have an issue with this if 1st person servers where more populated but as of now I only see one server that is on medium pop and the rest are low pop. I really don't understand why 1st person is so unpopular I just find 1st person servers to feel more intense and realistic and that's a good thing but yet they're still dead regardless. One Idea I had was to make it so that there are only a handful of available 1pp servers for people to go on(EU,US,AU servers) and when a customer buys a server they are not allowed to make it 1pp so only the official servers remain. That way the whole 1pp community is brought together and not split up on a massive list of servers. - Taking elements from the Resident Evil 4 zombies such as zeds climbing ladders, hitting and then opening doors would be cool in the finished version of Dayz. - Remove the ability to hide body, and add the ability to drag the unconscious/dead body(this would just be fun). - Bodies disappearing after 5 minutes feels game breaking. Increasing the time it takes for a body to de-spawn to 30minutes would fix this for me personally. This would fix it for ppl who want to run back to there dead body for revenge and for those times when you get in a shootout that lasts 20 minutes long. - Adding the ability to shoot through your target would be good to teach people to be sure of there target and what is beyond it. - AI should not be allowed to hit players that have a ping of 300+ or have lost connection to the server instead of logging(this would save characters from AI if there internet went down). - Sprint key also acting as the cancel action/animation key. - Idk what the current plan for plate carriers in dayz is but the tests performed on this channel might help - https://www.youtube.com/user/DemolitionRanch - Shooting a gun should cause ringing in your characters ears and make it so you have trouble hearing other players talk in-game. - Add the dead linger style of barricading to block off zombies/players from climbing through windows(I remember dean hall talking about this months after I bought the game a few years ago). - A thought I had on the stamina system is that the slower the player moves the more he will have to think about using cover in a shootout. Just a thought that could fix the problem with players running instead of using cover(I hope the stamina system fixes this). Also I believe if zombies where fast enough to occasionally hit players in the back while they are trying to run away it would definitely make players rethink going into a large cites/towns unarmed(I am a bit biased here as I am all for making zombies into a real threat and also am for making your fists and other low level melee weapons ineffective when fighting a zombie). - Right now I believe zombies are definitely dealing enough damage but I don't like how easy it is to kill them with low level melee weapons such as a beancan, your fists, brass knuckles, the wooden stick. I just think that's way to easy and that zombies need to be harder to kill and feel more terrifying to encounter. For instance a headshot with a non-lethal weapon used to just knock the zombie out for a second and I liked how that could buy you time to run away. Overall I just think zombies should be a relentless threat that is hard to kill unless you have managed to find decent weapon such as an axe, a spear, or a functioning chainsaw(or a gun if you're that desperate lol). - A bullets rarity should be determined by how big the round is or how much damage it does imo. Rounds such as 762x54r or 12 gauge would be the hardest to find when looting while smaller rounds like .22, .380, 9mm, .45acp would be easier to find in this scenario. This way even if everyone has a gun they have to go through some more looting to find ammo for it especially if it's a round that typically would kill a player with one or two shots. - An animation on an f key that hands an item to another player. You put the item you want to hand out into your hands, click the F3 key(or whatever key who cares), and any other player can grab it by clicking on it or using tab.(if both of you are holding an item as a hand out you can click on the player to confirm trade). and If one of the players makes a move to attack it would be cool if there could be a smooth transition animation from holding the item out to running away(I know these ideas are getting far fetched lol). - An idea I once had was to remove the names and descriptions of items to make it realistic in the sense that you or I may not know what this item is when you come across it. - When drawing a pistol from your pants it'd be cool if you click the left click while drawing you can accidentally shoot yourself in the leg(Also this bring the idea of adding a conceal belt holster to the game)
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Hello Survivors! This week, we're sharing progress on new melee combat animations from Victor, our Lead Sound Designer Andrej is teasing audio updates in 0.62 and 0.63 and our Community Manager Baty is sharing her experience from a community event that happaned on DayZ Underground this weekend. We also want to inform you about planned website improvements and recent changes on our forums. Contents This Week Development Board Spotlight Dev Update/Hicks Dev Update/Viktor Dev Update/Andrej Handpicked: DayZ Forums Topics Community Spotlight Dev Update/Hicks Greetings Survivors, For this Status Report we're going to take a look through the current tasks and immediate goals for .61 Hotfixes, .62 Development, and the march towards Beta. I'd also like to list out the top 3 issues the QA department is looking for more data on from you all over on the Feedback Tracker. .61 Stable Branch: QA Team is currently investigating reports of unlootable corpses. Repro steps being investigated before gameplay programming team can attempt to address. Gameplay Programming team currently working on addressing physics issues with .61 Exp/Unstable build that result in animals sometimes moving below terrain QA Team is verifying adjustments to vehicle physics on Exp/Unstable branch that should address vehicles slipping below terrain Gameplay Programming team is working on addressing some legacy security issues found on .61 Stable QA Team is verifying changes to vehicle persistence and the handling of destroyed vehicles on Exp/Unstable branch that should address problems on stable with destroyed vehicles sticking around. Over on the .62 Front, Adam and his team continue pushing along - and for those that missed PAX East we will include the cut of slow pan through WIP Broadleaf Forest, and pan through grass with the WIP new grass shader. .62 Current Tasks: Young Conifer Distribution Additional Color Adjustments to Tree & Bush Colors Chernarus Lighting config changes Performance Analysis [youtube]Ip9l1RFPm8g[/youtube] On the Beta side of the fence, there is a large amount of work ahead of us. I know we've made comparisons before about the extensive changes being compared to a spinal transfusion for DayZ, and that cannot be stated enough. This is a massive undertaking, and it is and will take time. That said, lets take a look at what the team is currently focusing on for their immediate tasks. Beta Current Goals: Rework of User Action System Iterating Melee Combat Mechanics Inventory Refactorization Internal Testing of Knife/Axe Prototype Combat Soft Skills Prototype Introducing Animations for User Actions that previously used generic Creating support for vehicles to functionally have more than 4 wheels (V3S for example) Electricity System Prototyping Unjamming Anims for New Player Lastly, I'd like to list the top 3 issues the QA team needs more feedback on from our official Feedback Tracker - If you have any data, repro steps, etc on these issues please feel free to update them with what you have! 0.61 Invisible Players and Zombies 0.61 Character is stuck attacking 0.61 Desynchronised Hand slot - Brian Hicks / Creative Director Dev Update/Viktor Today, I would like to talk about our progress on melee combat. At this point, we have implemented animations for unarmed combat, axe, pipe and knife combat. These animations are still work-in-progress but allow us to test basic behavior in-game. This is very useful: we can now iterate with programmers and designers and adjust every animation accordingly so that it blends better, for instance if you perform continuous attacks. Our plan is to have unique attack animations for fist fight, axe, knife and items like fire extinguisher, pith fork, baseball bat, pipe and many other items in order to achieve a unique look and feel when fighting. Creating attack animations for this new system is bit more time consuming though. In the old combat, there was one attack animation per item. In the new melee combat, we now have a series of 6 animations per item. These animations blend together, so you can either perform attack and go to idle or you can continue with another attack without interruption. In upcoming weeks, we are planning to add damage to the player and hit reactions, as well as continue on balancing the entire melee combat system. - Viktor Kostik / Lead Animator Dev Update/Andrej Ahoy survivors! The audio department is operating at full power, working on both 0.62 and 0.63 updates. For 0.62, we are preparing a full revamp of ambient sounds. New atmospheres andenvironment sounds in general, but also spatial vegetation or structure sounds. We are utilizing the potential of our new sound system, so it's not just new samples, but a true, complete overhaul: new ambient sounds for forests, coast side, fields but also cities and villages are all in the making. The infamous, annoying random sounds of fence screeching are gone, and audio will also follow weather dynamically and in more detail, ultimately meaning new wind, thunder and rain sound effects will be added to DayZ. In general, roaming the countryside of Chernarus will be a much more pleasant experience to your ears. At the same time, part of our audio team is working on the 0.63 update, where we will introduce new user actions sounds, weapon reload sounds and basically all audio connected to the player character. 0.63 will also bring new vehicle sounds through our redesigned audio system, so driving will sound more natural and responsive to engine behavior. That's all from audio department now, we will share some more before the update drops! - Andrej Sinkevic / Lead Sound Designer DayZ Forums News During the past week, the DayZ forums have gone under a short (but long overdue) maintenance. The new software update to the forums, deployed by our Web Team on Wednesday introduced some neat improvements to the design template, but more importantly, it significantly increased the loading times of the forums and their overall security. We've also re-introduced the "give beans" feature that all veteran forum users surely remember from past - much to everyone's delight, too, as from what we've seen, the flow of beans has been pretty steady on the forums since the update happened! We'd like to continue with general improvements to the forums, and eventually also start looking at improvements to the DayZ.com website design and usability. While we're well aware of some critical issues that make the DayZ website less intuitive (and outdated), we'd definitely love to hear what you think would make you interact with our website more often - please share your thoughts with us in the topic linked below! - Martin Čulák / Brand Manager Community Spotlight Over the last weekend, me and Creative Director Brian Hicks were participating on an event called "The Hunting Season" organized by DayZ Underground server team. It was a large hunting event and to win you had to be the group with the most pieces of steak and hide. Groups could hunt each other during the event, but human meat did not count towards the victory. You could have met Survivors from all around the world as well as well-known streamers like M1NDR, MarkstromTV or Moondye7. The entire event was very exciting and hunters wiped out almost every deer in Chernarus. I have never seen more steaks at one place. Brian Hicks and MarkstromTV were the winners, congratulations! There were more competitions at the end - bow shooting and the best dressed participant of the event. We sat by the fire playing musical instruments and roasted meat. Do you know any better way to spend a Saturday night? Screenshots by DrDeSync If you are organizing community events on servers, do not be afraid to let us know! We love community events! Tourettesmexchanic and his friends were showing off their DayZ inspired weapons collection on Reddit. And it is a truly fabulous one! It has almost everything, including camouflaged Mosin, Repeater and accessories like Tactical Bacon or protector case. These Survivors are ready for an apocalypse and nothing will surprise them! If you experience any bugs on Stable or Experimental servers, don't forget to use our Feedback Tracker to submit bugs, and for the newest info or a place to share your screenshots, follow the official DayZ Development Team Twitter account. Header image by: NotSymmetra - Baty / Community Manager
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Absence of formal sidechat in DayZ SA is a pain.
O_HellFire replied to Marek One's topic in Suggestions
Was told the other day that the walkie talkie radio has a type function that works like sidechat and they were communicating with randoms on a full server, you just need someone else monitoring their radio, on the correct frequency for messages it looks like. Haven't tested it myself, but you cycle through direct, vehicles etc until you have radio using the "." key.. then push forward slash or back slash (been too long for me to remember which) and then type in a message from what I heard. Must have a charged battery in the walkie talkie i would presume. -
Is this game (full paid version) worth buying now?
IMT replied to stefos71's topic in New Player Discussion
Just like Cold, I'm 6 days shy for my second year of DayZ and have played it approximately 1900 hours and still rising almost every day. In my opinion, despite it's still in alpha, the bugs, frustrating moments here and there, I got my money's worth plenty of times. DayZ is my favorite game and the game which is spent most hours in compared to the time I own the game. Because of DayZ I started to like survival games and realistic shooters. I personally would advice you to buy it, before you will get bored you will already have your money's worth unless it's not your type of game. But keep in mind, the game is still in development. The game will be more expensive at some point so if you decide to buy it, I would do it now. To reflect on your post, I see you own Arma 3. If you like Arma 3, you will probably like DayZ as well and in my opinion the controls and character interaction feel much more fluent. Not to mention the new upcoming character controller and animation system. The game gets a lot of negativity, that's true. However, most of this negativity is just frustation, trolling or lack of knowledge about game development which is critical for this game. You need to understand that the build you are currently playing might be totally different in the future and that a lot of things you know or have learned may be due to change in the (near) future. About your specific examples: vehicles are currently in but still need some work but people really wanted them and the developers needed more data so they pushed them to Stable. So people who are negative about vehicles don't have a point anyway because they wanted them so badly, even if their current state would be bad. Base building is currently in-game in a very basic concept in the form of building a camp with tents and/or barrels. But the end-product of base building looks very promising. There is some information about it here and there and if you want I can post some links about that subject. If you need more information, do let us know. The rest is up to you. Maybe see you in Chernarus! -
I'm not sure exactly what you're trying to say here. Your main point seems to be that because players can have caches of items, their death won't result in the loss of everything, which makes player life meaningless. Oh, but with base-building, death CAN result in the loss of everything... And more... The "revolving door of gear up, hoard gear, go kill and get killed" is ever-present in any game with looting and killing; it currently dominates DayZ SA game-play without any help from base-building whatsoever. If base-building could accelerate game-play trends toward a basic PvP end game, it wouldn't matter because we have arrived there already. Secondly, having a base with stored loot doesn't mean the loot on your body has no value or is meaningless. The time it takes to get back to your base and eventually replenish gear stores makes it almost as irritating to die as it is right now. Thirdly, bases can have loot stores hundreds of times more valuable than the loot a single person can carry. The "life of your base" can therefore become drastically more valuable than an individual life ever could. Getting killed in defense of your base and subsequently losing everything is many degrees more painful than just losing a single corpse worth of loot... I'm guessing that you want players to take their lives more seriously so that they opt to play more cooperatively instead of being greedy KoS'ing dicks. "Soft skills" of various kinds could be great for making the specific life of any given character more valuable, but in the end, boredom will always lead to risk taking, and hence eventual stress relieving chaos... This is where base-building can come in and give people other options, and in doing so change the way people play in more interesting ways than soft or even hard skills ever could... In order to erect, maintain, and defend high value bases, players will be forced into long term cooperation with friends an allies. Raising a base effectively requires logistical organization and planning which represents the first of many new end-games that base-building will allow to emerge. Instead of looking for PvP gear, players will go looking for complete tool sets; farming, food storage, and cooking supplies; electrical equipment like generators, lights and cable; clothing and medicine of all kinds; raw materials for construction and entrenchment; vehicles and vehicle parts for long term use and storage; and every other random knick-knack that can be hoarded. Once the base is built and established, the game of maintaining, defending, and expanding it begins. This will involve PvP, but it will be PvP for purposes connected to the series of objectives that emerge naturally over the course of base ownership. Furthermore, "PvP" is not actually always the best way to maintain, defend, and expand: when two distinct groups, each with their own base, become aware of each-other's existence, PvP ensures the destruction of one or both bases, making it a questionable modus operandi for long term base survival. Killing every random survivor is guaranteed to piss people off, and in the long run that means many people out for revenge who are looking to discover who you are, who your group is, where your bases are, and how to harm them. On private hive servers reputation will be somewhat important in the communities and networks that develop within as players begin to worry about creating too many bitter enemies. Communication is more important when your enemy is more and more formidable and as you stand more and more to lose. Neutrality and territory agreements between two groups with established and known bases means they can co-exist without the cost of defending and reciprocating against attacks from one another. If more substantial cooperation between these groups means they can be more secure/dominant, then hierarchical networks will form between many groups operating bases who vie for position in the pecking order, using whichever strategy Darwin decides is best at the time. In this landscape, the average player isn't aimlessly wandering a zombie wasteland looking for humans to slaughter like some psychopathic jar-head. They're out trying to achieve a wide variety of specific goals that tie in to their specific long term objectives and the steps that they choose to take in order to achieve them. "Out looking for hex barriers" is inherently different than "out looking for M4's/kills". The latter means you go to/stake out military sites, the former means you travel to spots that might hold less or no interest to someone looking for PvP/PvP gear. If a player knows anything about the community of the server they're on, they might know what areas to avoid to not get randomly shot. If they belong to a group then they might enjoy the security of numbers and KoS immunity from other groups they're allied with, and the ability to reliably retaliate when attacked/killed. The "retaliatory raid" is an example what tended to emerge in the base-building mod days of old and makes DayZ much more rewarding to play for longer periods of time. Your base gets attacked, you and your mates take some losses and get pissed, and you go retaliate and scorch the earth with the blood and base of those who attacked you. This is the kind of interesting story that DayZ can produce: Personal for all involved; a painful moral lesson for the loser; sweet revenge for the victor; and a warning/example to all who hear of it. This emergent feature of DayZ is all but guaranteed when players have the ability to lay down firm roots in the form of bases, and it is only one aspect of the many interesting and unpredictable things that happen when DayZ is at it's finest. I have more to say on soft skills and character value overall, but I've run out of time tonight. Cheers!
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Is this game (full paid version) worth buying now?
O_HellFire replied to stefos71's topic in New Player Discussion
Basic vehicles are in but buggy, base building features will come in the during beta it seems and hopefully the game will run better and be more mod friendly than ARMA III. Only buy it looking to the future at a reduced price because at present as while its playable, its under heavy development with changes to the engine etc at the moment. Betas coming around the end of the year possibly and the price will no doubt rise, so consider it for sure. -
Hi everyone, So, a bit about me: I own all the Arma's and just got the Arma Apex expansion now as well. I really liked "The Walking Dead" and I am considering buying Day Z (full paid version) however.......I have seen a LOT of negativity around it. For example: People complain about missing things like vehicles & being able to build structures. Can someone please bring clarification about these things? Are the developers going to put in the vehicles & ability to build structures? Thank you, Stefos
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It just depends on the server...A lot of the servers are owned and paid for by the players. They are allowed to restart the server 5 times a day. My group hosts their own server, and we restart for a variety of reasons (despawning ruined vehicles is the main reason for us anyway). With that being said, we have definitely noticed our server crashing once or twice a day that isn't scheduled or on purpose. If someone has found a way to crash a server, it must be very difficult or very secret
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The netcode has always been a priority for them as far as I know but it is a complicated subject. I'm pretty sure they want a good tuned game in the end as well which plays stable, low or high pop. It will make a difference for sure but I agree that the CLE isn't the one which causes performance issues. It's indeed the player iself, vehicles and AI which are the most resource intensive.
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There will always be admins that abuse tools, but that's no reason to limit the tools and have crappy tools that don't even work as a consolation. Communities with legitimate poor administration will fold in on themselves and the player base will move on to communities that don't have poor administration. That's the organic process. If you limit the tools completely, you destroy the player base completely...over time it WILL happen. Some DayZ Staff have talked about this and how it killed the mod, which isn't true. What really killed the mod was micro-transactions, servers piecing out items for sale, and donor load outs. 500+ vehicles, custom loadout, donor loadout, selling cars, selling everything. Smaller communities couldn't compete with that and flourish.
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2 Hours into the game.. I HAVE SOME QUESTIONS
Gobbokirk replied to Aj Edwards's topic in General Discussion
Player controller/animations and what ever else I cant think of right now. Just like the guns and other vehicles are waiting for beta, makes sense that this would be part of that. Should save them some double workload hopefully. Devs with strokes don't work as hard as healthy devs :) -
My Idea: I propose that pre-generated and interactable corpses be placed in ambient locations around the map with random loot generation based off of location of bodies. E.G. - If you're walking by a small townhouse and you go inside, you find common household items. Well, how about a common household person who happens to be dead & not turned, or dead & turned? In said house you will find an average person with average clothing. Chances are they won't have a weapon on them, except maybe the occasional handgun or knife. If you enter a military base to come across the same deal, this time they might be armored or have an assault weapon on them if any at all. Why this would be beneficial: It would help to balance out the economy by placing less scattered (higher tier) loot, and placing more ambient corpses to loot in order to reward the characters for their scavenging. What it would do for the game: Help to balance the economy Create a more in-depth atmosphere for gameplay (it will feel more like an apocalypse when there are more dead bodies that aren't just new spawns jumping off of ladders). Reward players for traveling to higher-population areas so people don't have to be forced to server-hop in order to find good loot in the same location over and over Tells a story if placed properly (for example, if you go into a small house and find a male and female side by side with revolvers in their hands and headshot exit-holes you can tell they most likely were not able to handle the stress of the apocalypse and ended up taking the high road - for developers that are not great with the English language, I am referring to suicide). Key notes: Bodies can be placed singularly or in mass groups Bodies can be ragdolled and thrown wherever OR bodies can have a preset stance (sitting against a wall, laying on their stomachs, sprawled out as if trying to crawl away) [COSMETIC ONLY] Bodies can have corresponding decals nearby based on position or type of body (human or Z) such as if it was a human sitting against a wall who was stabbed in the stomach, there might be a pool of blood underneath him that has dried due to time passing. Another example: if the npc was shot in the head laying down there might be a splat on the floor. However, this is strictly cosmetics and doesn't actually affect gameplay. Least priority stuff that can just go with it. The biggest part about this is its economic value. I am not certain how your development engines work at Bohemia interactive, but from my intermediate knowledge of game design it would work something like this: Body type is chosen (stance/position of corpse or if human/Z) Choice: Human; Sitting - We'll refer to it as Corpse Type A Location is chosen (townhouse in small village) Choice: small home Trigger box is set in places that can yield corpse loot Trigger box type is selected based on location (Trigger Type A for small home) Trigger Type A responds to Corpse Type A and uses an algorithm to determine what type of loot to place on corpse based on percentage of chance to have item (for example a handgun would be more likely to spawn than an rifle of any sort) Once the loot has been majority removed from the body (to avoid leaving the shoes on or something similar to prevent this effect) the corpse will despawn in that location, and a new once will be placed in a new location (so people don't happen to know where to find corpses - that's just unrealistic). *Please note - despawning and respawning as a cause-and-effect will allow the economy to continue to flow. Without the despawning attribute, the unlooted corpse will remain bare until server reset and no new loot will spawn. Having the corpse respawn in the same location will be unrealistic, because a player shouldn't walk into a house an expect to see the same dead guy they named Frank laying on his bed every day they go into that same house in that same town. You lose the realism at that point. A preset number of pregenerated corpses can be set based on city size. I would try to narrow it down to Size A, B, C, and D based on hypothetical square footage (or however works best for the dev team). Other things to take into consideration: Q. What happens in players don't touch the corpses at all? A. I think it would be best to still have the bodies respawn after X amount of time regardless to have a constant flow. Not all at once, because the first issue devs may run into is all corpses refreshing at the same time, which could cause major lag issues. Also, maybe corpses should only be able to despawn if players are not within x kilometers of it? Just food for thought. Q. What if players place junk on the corpses? A. That's exactly why they should constantly respawn regardless of having loot on them. To avoid rupturing the economy by stacking junk on them or using corpses as piggy banks. Q. Will Z's react to the corpses? A. Maybe if the corpses are not turned due to whatever reason (be it a headshot or a possibility for a cure in the sense of lore) then the Z's will be attracted to the smell of blood (in theory) and will eat the corpse before attacking a player - unless provoked otherwise by a loud noise or damage). Q. Can you damage the items on the corpse like on a real player? A. I think that would be realistic but also dangerous to the economy. Maybe this time it would be better not to so players can beat the heck out of corpses just for the purpose of destroying loot. Q. Corpse have collision? A. Maybe only for players, Z's, and loot. Vehicles or otherwise unexpected collisions may cause issues. Q. Corpse deterioration? This could definitely be included as well! If a corpse spawns with fresh food, near the end of its lifespan the food may rot. Or, food can already be rotted from the start to allow players to know the body has been dead for a long time. This could also be organized as Loot Spawn Types. Thank you for listening to my suggestion - I hadn't found duplicate information so I am hoping this will be beneficial to the game. I feel like this could be a huge asset to the game and really allow for a more enhanced control of the loot economy in DayZ.
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I've been looking for vehicles for a long time and not been having much luck, I'd been using the DayZdb map here: http://dayzdb.com/map/chernarusplus#6.092.060 But when I checked the DayZtv map here http://www.dayztv.com/standalone/dayz-chernarus-plus-map/ all the locations are different. The tv map specifies it's for 0.61 but surely db wouldn't run an out of date map?
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You guys took vehicles away from players on stable branch for a significant period of time in order to encourage them to play experimental build so you can get your testing done and it didn't even work? That is quite a blunder if I'm being honest. The community of Day Z more or less died in that time. I'm happy you guys are trying to get work done, but wow. The clause in the alpha disclaimer that addresses bad design decisions really applies here.
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I looked at this a lot while I still could play and it appears to be a similar system to the dynamic civilian spawning module in ARMA, player enters area and AI is spawned in proportion to the number of doors in the vicinity. Example, there's twenty front doors in the town, it spawn approximately say 1 AI for ever 3 doors. In the case of DayZ sa there seems to be a trigger based on sound or maybe the first wave taking damage that trigger similar additional spawns when you start engaging them. **edit** Played a bit yesterday and noticed infected spawn at the small military checkpoints where no doors (aside from vehicles) are present, if the AI spawn is similar to the ArmA module it has to have either set AI spawnpoints or loot points.
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A full persistence wipe will return vehicles to their spawn points. But even on a relatively quiet public server, our small group of dedicated players has destroyed an average of 3-5 vehicles per day. We estimate about 60% of vehicle deaths to be caused by desynch or client crashes, the rest being cause by "sweet jumps" and the general desire to wanna go fast. After Cold looked into the damage statistics, and we timed the strike rate, it seems that a fire ax is likely the most efficient way to destroy a vehicle. I don't know about your server @CeltS_Kavo, but most people would probably not enjoy rebuilding their camps on a weekly basis, because people are too lazy to recycle. It is also worth noting that @Pook (DayZ) had done destroyed the vehicle long before coming back with coffee. It really doesn't take too long...
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I have a Private server we have the same problem with this, is this game related or server related, can this be fixed with a persistence wipe, will this keep happening Evan after the wipe, In other words would you have to keep doing a persistence wipe after the vehicles get ruined? This would not be a good thing. Thanks Kavo
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This week, Brian and Mirek are explaining our decision to push vehicles to Stable branch early, Peter is teasing bits and pieces about our recent effort to improve the melee weapons combat, and Viktor reports on the progress his team made on animations used with that new melee combat system. Contents This Week Development Board Spotlight Dev Update/Hicks Dev Update/Peter Dev Update/Viktor Dev Update/Mirek Community Spotlight Development Board Spotlight New addition to DayZ weaponry - Bizon submachine gun chambered in 9mm, coming with new AK compatible Kobra sights. Dev Update/Brian We appreciate everyone's patience with this Status Report coming out a day later than normal as our Brand Team works on recording the next of our Dev Spotlight videos for Viktor Kostik, our Animation Lead (Baty shares more on that in the Community Spotlight). For this Status Report I'd like to lead off briefly talking about vehicles on the Steam stable branch, then take a quick look at the critical tracked issues on 0.61 and hand off to Peter, Viktor, and Mirek for the rest of this report. As many of you may have noticed, we went ahead and re-enabled the spawning of vehicles on the Stable branch servers. We've gone through a good deal of iteration on these over the last few months on experimental branch. While we've been able to tackle a great deal of the issues discovered in testing on the Exp/Unstable branch, there are still obviously critical issues with the existing implementation. Vehicles are a pillar of the DayZ experience, and one that we're far from being happy with in their current state. Their push to Stable was a measured decision based upon the limited number of active players on Experimental/Unstable branch (to be fair, the draw to participate in Exp/Unstable is obviously lower on hotfix builds compared to full updates) and the data we received through the feedback tracker, and repro steps provided. Not an easy decision to be sure, but given the option of leaving them on Exp/Unstable only and not getting the larger pool of users getting hands on with it - the call was made. Mirek will elaborate upon some of the technical points below, but I want all of you who are concerned about the operation and systems behind vehicles to rest assured. Where we are now, and where we want to be are two separate points and vehicles -will- get the attention such a core pillar of DayZ deserves. Like many things right now, all that is required is patience - as the push to Beta is a massive undertaking for us, and every in game mechanic and gameplay system is impacted by it in one way or another. As far as 0.61 work goes - we've continued to push builds through the Exp/Unstable branch over the last few weeks - and today we should be pushing another update to Stable branch from Exp/Unstable. For today's Stable update we're looking at changes that should hopefully address: Characters/Infected not dying under certain conditions (Eg: Unconscious players & headshots) Disappearing bodies of unconscious players when disconnecting In addition to these, we are still investigating several issues related to the reintroduction of vehicles onto stable branch - such as but not limited to: Server Performance Degradation (potentially related to vehicles) Reports of invisible players It's critical to understand that poor server performance can be the root cause of a significant amount of issues that you as players encounter. While this may seem concerning, as we are approaching the limit of what we can do with 0.61 and the legacy technology - the Beta milestone, and introduction of new technology on the Enfusion side opens up a lot more opportunities for us. Not to mention being able to move the server away from having to track two physics systems, which in and of itself is very resource intensive. - Brian Hicks / Creative Director Dev Update/Peter Since new player character got on stage, we started to prototype a new melee combat with animators and programmers. Through the time, whatever we did with the melee, it still ended being just unsatisfying. In past, we bet everything on tracing actual swings and finding their collisions with geometry. While this system has its own positive aspects as it simulates real trajectories, it just doesn't behave well in such broad multiplayer environment that DayZ offers, where you need to fight server-client synchronization foremost. Even if that side of things worked flawlessly, there are other issues connected with such system. Most notably it's very difficult to predict where hit lands, or even if it reached its target, which results in uncertain behavior and ends up as frustrating for players. With all that in mind, we decided to look at it from a different perspective and build a new melee combat from scratch. Instead of simulating trajectories, we'll experiment with evaluation of successful hit, right after attack is initiated, based on variables such as distance and direction to target, speed and others. Everything in that system is reevaluated throughout the action to avoid possible misinterpretation (e.g. opponent being hit and thus receiving damage, even when he fell down from cliff before action was finished). This approach should ensure fair hit detections, and also when combined with new full body animations of melee attacks, where character is moving forward during attack, it will allow us to utilize slight rotations and drags of attacker towards his opponent, which should results in proper visual contacts of hits. What remains the same is the rule 'every item is a melee weapon' with some exceptions applied. Especially heavy items as vehicle wheels or barrels with their separate set of movement animations will be omitted from that rule for logical reasons. It's also still valid that there will be possibility for melee attacks with ranged weapons like pistol whips, buttstock hits and bayonet stabs. More attack animation with same melee weapon were added, resulting in more visual variety and combos, however we don't plan to take advantage of combos from the gameplay perspective yet. On the other side, we want to add dashed attacks from sprint. We are considering to add charged attacks and eventually a push move in case it will be doable (do not confuse with current issue of infected pushing player characters around, which is caused by interaction of two independent physics simulations), to deepen melee combat mechanics. New animation system also allow us to play proper impact animations when character being hit. New damage system has already been deployed and it's used exclusively with the new character, providing straightforward configuration and clear damage outcome from hits per weapon, properly affected by clothing. I bet new melee combat will prove to be worth the wait and it will yield satisfying results for you, players, and together with other systems which are being worked will create best possible overall experience. Don't lose your grip on the dreams of the past... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor New player character is progressing well. We are now testing and iterating the new melee combat system in game. This includes cooperation between animation, design and code departments - designers are giving us their thoughts on how the combat should look like, we are adjusting attacks to that, and programmers are taking care of controls and giving us features we ask for. We are still testing on a basic set of attacks for bare hands and two handed item though, so we are still rather prototyping, but once we are satisfied with the results we will add more variations to attacks as well as unique animations for some items. Of course a lot of polishing is also expected. As the player actions are now working in a new system with new scripts, we are changing some of the old "one time" animations to looping ones. We have also started to work on more unique animations for interesting actions. To name few, we have recently created stitching, animal skinning, starting fire, washing hands and other animations to improve overall experience when interacting in the world. - Viktor Kostik / Lead Animator Dev Update/Mirek Today, I won't have anything new about 0.63, we're still working on tasks which I mentioned two weeks ago, but because we enabled vehicles last week on 0.61, I would like to clarify and describe issues which they have and how we will solve them. First, I would like to describe how vehicles are different than vehicles in Arma 2 / DayZ mod. There are two major changes: 1. Physics DayZ Standalone is using Bullet Physics Engine, which allows us to create better vehicle physics behavior, but on the other hand, simulation is much more complicated. We're still working on better vehicle simulation which we would like to introduce in 0.63. But the worst issue about vehicles in 0.61 is collision detection of dynamic physical objects and terrain (you can also observe this issue when you throw some item to ground) and engine programmers are currently investigating this issue. 2. Networking DayZ Standalone is using a client-server architecture instead of peer to peer and since 0.61 there is full server authority over player/vehicle transformation, which is preventing against cheating (teleportation/flying/speedhacking). In DayZ mod, vehicle is simulated on player's client and results (position, orientation, etc.) are sent to other clients, but in standalone version, player/vehicle is simulated on both (player's client and server) and server sends results to other clients and to player's client as well for correction. When simulation result are different, player's vehicle is corrected and that is the stuttering you are observing. This can happen when some vehicle state between player's client and server is desynchronized (f.e. gearbox state) or when server performance is too low. We're looking for state desynchronization now and as I wrote in past status reports, server performance optimizations are a long term process (we already have some improvements ready for 0.62). Anyway, we will implement better smoothing algorithm, so the correction wouldn't be so aggressive. Now, you can see that vehicles in Standalone are completely different than in Arma / DayZ mod, so a lot of issues can arise. Vehicles hit experimental on December 23rd, several days after 0.61 hit stable. We thought that vehicles would be the reason to stay on experimental branch for a larger number of players, but the result was that experimental servers were almost empty. That means we didn't have enough data of how they behave on full servers or in different situations. We've fixed some issues which players had found on experimental servers (server crashes and some bad behavior of remote vehicles) and then we needed more data, so we enabled them in central loot economy (we can always disable them again without any update) and are now gathering more data to fix / improve the vehicle simulation. - Miroslav Maněna / Lead Gameplay Progammer Community Spotlight This status report was postponed by one day due to filming of a Q&A video with Lead Animator Viktor Kostik. We have decided to use this opportunity and record it in an environment that is very close to animations – the Bohemia Interactive motion capture studio where work was in full swing. The video is being processed right now and we cannot wait to show it to you, because we believe it is very interesting and you will enjoy it! New players may be surprised to find out that Chernarus is based on a real place. It is modeled after a region in Czech Republic around the town of Usti nad Labem, bordered by the river Labe. Many hard-core fans have already traveled there. They wanted to see the real Chernarus and to browse the land they already know like their own backyard, because they spent hundreds and thousands of hours running around it. Streamer TopeRec is one of those guys. He was planning to come to Czech Republic for a long time and his dream was to see the template for Chernarus. First he went to Gorka, followed by Stary Sobor to see the famous red metal shed. And as he said for himself, he knew exactly where to go and did not even need a GPS, because the surroundings were so well known to him from the game. If you are interested in knowing what the Chernarus landscape looks like for real, Ivan Stroganov created a map of Chernarus over the real map of Czech Republic, so you can examine everything in detail. Check it HERE. And if that is not enough, you can check out some pictures from bufkin, who saw real Chernarus with his own eyes. Just click HERE. Should you have any experience with the real Chernarus, we will be glad if you share it with us on our official Twitter account. And if you have any interesting content from DayZ universe, don‘t be afraid to send it to us. Header image by: PuppyMonkeyBaby - Baty / Community Manager
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Despawning vehicles is a lot of work right now. IMT already shared most of the relevant information about how this is done. I have always found the shotgun to be the most efficient gun to destroy vehicles, with Thurman's chainsaw plan taking the prize for overall efficiency and sustainability. Hopefully, there will be more options for repairing vehicles already in your possession. In the meantime, if you are feeling frustrated with a lack of vehicles on your server, I would be willing to help clean up a few here and there; for a price. Acceptable forms of payment include FAL magazines, VSS magazines; pristine shotshells, .308 rounds, or Sp-6 rounds, and any spools of metal wire you might have left over from earlier in this patch. Here's a nice little picture of IMT, ColdAtrophy, and me killing a sedan that was hanging by a thread before Hell parked it up on a platform.
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Yes, its confirmed that only 30 vehicles will be on the map at one time so would explain why they are not respawning. The irony being they brought vehicles back to stable so that the masses would help with testing, but have made it a struggle to test vehicles when they are hard to find. Private servers with persistence wipes are a good source of finding vehicles but obviously they can only be used on that hive and will be wiped with a restart.