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Found 41868 results

  1. TeaSteve

    Q&A with Lead Animator Viktor Kostik

    When will we see vehicles back in stable DayZ?
  2. emuthreat

    Why I've stopped

    The quicker we can get vehicles sorted out on Experimental, the sooner stable will work as it should. Come help. Quit bitching. Learn to play....
  3. sneakydude

    Reporting in for an update!

    If you did keep up on development, you would know exp took out vehicles for the massive repair. They have to be perfect to stable, otherwise there is no use returning them to the game right away.
  4. JBURNS489

    Reporting in for an update!

    You can still get an exact player count for each server through steam once you are logged in. Bring up the steam overlay, and click on players. It will list every player on your current server, which makes this a non issue. The whole point of getting rid of an exact player count on the server browser was to spread out the population among all the servers so there aren't 3 or 4 full servers and 50 empty ones. As a result of players being more spread out among all servers, it helps to curb server hopping as well. Also, there has been a patch at least once a week, sometimes more than that, for at least a few months now. Updates are coming a lot quicker than they used to. Something you may be missing also: they made some major map changes, adjusted the loot spawn and changed a few key mechanics regarding zombies and predator AI over the past year. As a result of those changes, the hot spots for player interaction have changed. You may have better luck finding people if you change the regular spots that you used to run to a year ago for player interaction. I always find people at Tisy and near the northeastern coastal cities. EDIT: The stable branch of servers have no vehicles at the moment. They are only in experimental servers currently. If you are only playing experimental, that is the reason you can't find anyone. Stable has a much higher population compared to experimental
  5. Hello everyone ! I have though about a few new feature that can be added to vehicle ! I was thinking that it should easier to make a vehicle running but the maintenance shloud be harder ! Easier to run a vehicle: * I think glow and spark plugs should be deleted since it's unrealistic (you need more than one plug to run a vehicle) * vehicle shloud spawn with all the wheel ( in different condition) * Wheels should be interchangeable by example: hachback wheel should work on a sedan ( i have seen this in the walking dead) Maintenace of the vehicle: *vehicle should spawn with random gas tank contenance ( sometime empty) ( I remember in previous update that v3s spawn with a 20 L gas tank and finding gas to refull it was a good thing) *vehicle shloud spawn with random oil tank contenance ( but not empty ) that should filled before your vehicle break ! *Battery for vehicle should have a charge stat ( sometime near empty of power, sometimes full of power) and can be fillable with generator of other battery ( with tools) also you can see how the battery is charged with tool I think vehicle shloud spawn with an other part like a radiator that can break if you have an accident instead of the wheels ! maybe having a chassis stat of the vehicle that if the vehicle take too much damage it break ! Well that it ! take care of your vehicle !! lol Bye !
  6. JCinematics

    Q&A with Lead Animator Viktor Kostik

    Can we expect vehicles anytime soon? And my last question is what changes have you made to the animation of certain vehicles?
  7. IMT

    Why I've stopped

    To be honest, I like the current patch but still the balance is indeed way off. If you do a Tisy run you end up with a M4A1 or AK 101 and 2 to 3 full coupled STANAG mags worth of ammo. It's a shame that you don't like this patch. The only thing which you mentioned which isn't there are vehicles. Crash sites are there, there is more than enough meat running around the map. I almost managed to fill up an enitre military tent with cow steaks. But I agree with everyone, if you don't like the current state of the game you should take a break from it which most of the people I play with did after a while when 0.60 dropped on Stable. Play some other games or do some other stuff and eventually that itch to play DayZ again will come back to you.
  8. yazar8

    Why I've stopped

    Thanks Mookie. The first few hours of this patch I constantly died. I couldn't handle the zombies and I gave up. Then I started it again and with the help of Red_Ensign's public camp I just ran like a madman to his camp just ate a few apples and made it there. Then I looted the military zones and I eventually started fighting the zombies properly. The zombies are broken right now, their hitbox is broken so the only way fighting them is using a stick because it keeps distance between you and the zombie. I ran back and forth, looted stuff and again made a small stash kind of thing. But the game wasn't as fun as it used to be. The trading post isn't active as it used to be now and not only that but the helis aren't worth to look for unless you need a specific item like the Smersh vest which I've found twice anyway. There are no vehicles, helicopters don't spawn guns, everyone is at Tisy loot cycling and server hopping. I need an SVD but I can't go and find it because I simply hate going all the way upto Tisy just to find an SVD. The SVD's place is the Russian Helicopters! Not a stupid static base (I love the base but why is that the only place an SVD spawns?) that is visited by 50 different people everyday. When all these come together and I didn't want to look for the other items I've been looking for I decided to raid a few camps so I started running from the most south all the way upto the North treeline (Zeleno forest) and found 3 camps. But these camps all had junk in it. "Junk" because there's not a single item I'd be like "ooh yes I need this." Neverthless, they were all around Tisy. Am I suprised? No, not at all. At the other patches I would usually find lots of camps around the Myshkino Tents and Lopatino etc. But this time they were all around Tisy. Why? Because that's the only place you'll find some good gear. It was just disappointing. So I got back to my stash with no hope. What am I supposed to do? Go to Tisy and loot cycle to find an SVD? I don't want to do that. I don't want to get killed by a server hopper that will magically appear behind me and kill me. I don't want to play this game in such "unrealistic" paranoia. I want to get paranoid when I'm about to loot a heli and I can't because I'm too afraid that there's a guy watching the heli. (Playing private shards isn't a solution for me because I like to play on 2-3 different servers at once) About the wolves. God no. Requires 4 shots to kill and you have the risk of giving your location away if you don't have surpressed weapon. Even if you do the surpressor gets worn out quickly. But I've learned how to deal with those wolves, just hide in a building and they'll eventually go away.
  9. emuthreat

    Public servers killing the game?

    Fuck the hackers/glithcers/dupers. Go to these servers and kill them. I'l be on Exp, trying to get vehicles figured out. They seem to be getting worse after a few weeks, for whatever that is worth. Also. Haxorglichticrapicus.
  10. Mookie (original)

    Why I've stopped

    Now before anyone flames me for being a nub, etc, I should point out that I have over 5,000 hours in game. Between about March 2014 and December 2016, DayZ sort-of took over my life (and that was not always a healthy or good thing). I put a few hours into .61. I tried very hard to get going again - recognising that it was a new patch, and that I could not simply play the game with the same old routes and tactics. It was nice to have lots of Z's around again, but admittedly pretty wearing sometimes. I was lucky enough to get a Prigdorky spawn, so managed to get over to the mil tents near Kamenka. Then I died to wolves. Then I stopped. And I don't plan on coming back anytime soon. I recognise and understand that BI want to make a serious survival game. And I'm as sick as anyone about the rinse/repeat PvP game that DayZ has shown some inclination towards becoming. But for me , the dynamics of exploring, looting and trading that have motivated me for most of those 5000 hours have now simply turned into masochism for it's own sake. The best moments I had in game (and I don't think I'm completely alone in this) were around 0.47/0.48, when, briefly, there were animals to hunt, crashes to find, vehicles that worked, and genuine fun to be had. Persistence may have been a price worth paying, but my subsequent experience showed some really serious problems with the idea. So if any of my old buds are reading this, I wish you all the best in the game and hope to come back when (perhaps?) the balance is a little different. Alternatively, perhaps the game will never quite be again what I found so great. That's perhaps not the worst outcome, and in any case I've certainly had my money's worth....
  11. TimF

    Q&A with Lead Animator Viktor Kostik

    Are there any plans for improving the chopped tree animation - like the tree falling slowly at first then quickly, crashing to the ground and leaving a stump behind? Will the new player controller have any type of player inertia when moving at high speeds, eg taking a second to get up to full speed and slow down again, or slowing slightly when turning? Will poses for infected be expanded in the future? I miss the crouching ones! Do you plan unique animations for most crafting tasks like making arrows, making stone knives, gutting animals, using a sewing kit etc? Is the ability to shoot from vehicles just waiting for the new player controller or are there other technical limitations still?
  12. igor-vk

    Q&A with Lead Animator Viktor Kostik

    Can you tell us more about animations of infected? They now have very limited number of animation for attack. Will there be more realistic animations for repairing vehicles and base building?
  13. Evening Survivors, We've all experienced a lot of server crashes over the last two weeks, so Peter and Mirek are providing an update on how we want to handle them. Additionally, Brian is talking about known issues, Adam is sharing some of his recent passion for Chernarus railways and I have the pleasure of introducing you to DannyBoyy, a truly, truly friendly survivor! Contents This Week Dev Update/Hicks Dev Update/Peter Dev Update/Mirek Dev Update/Adam Community Spotlight Dev Update/Hicks Greetings Survivors, The last few weeks for us on the dev team have been busy. With the bulk of the team working on the Beta milestone, a smaller strike team working on 0.62, and of course ongoing efforts to address critical issues in 0.61 Stable and reintroduce vehicles to Stable branch. As soon as we have our 0.62 branch at a point we're comfortable with, we'll be sharing more example images and camera fly overs - so be on the look out for that. On the more immediate side we have a list of issues that we're fully aware of on 0.61 Stable that we're working hard to resolve. (Its important to make sure you guys know this is on our radar, so you don't think we're overlooking the issues critical to you all). Stable Issues: Known server crash methods Known duplication methods Investigation into current security exploits (Player Gear, etc) Server Performance degradation (This one impacts things such as player position sync, infected speed, and more) Server Side Economy cleanup (And potential impact on server performance) A lot of the issues listed above are directly related to issues we've noticed reported in the forums, feedback tracker, on youtube videos, and on Twitch streams and are a priority for us to address. Given that some of them are tied to legacy systems - many of which are slated to be replaced in beta - addressing the issues can be time consuming, but rest assured we are digging into them and they are not over looked. In addition to this, there has been a good amount of discussion (and feedback tracker usage on this issue again - awesome!) in regards to the distribution in the economy, and some behaviors that don't fit with the development teams intended design. Specifically, the distribution of firearms, and their attachments across Chernarus after a decent amount of uptime on a servers local storage. The Central Economy (CE) is certainly not where we as developers want it just yet, but iteration is key with this. The designers and programmers that touch on these areas have been working on potential improvements to the economy that should help address this issue specifically - but like anything with a complex system it will require iteration over several builds to see. This isn't live on Experimental just yet - but we'll make sure to let you all know on the forums when these new changes make it that way. For those curious - the current ticket on the feedback tracker related to the CE loot spawning system can be found at: https://feedback.bistudio.com/T115748 I know this Status Report isn't chock full of fancy new screenshots or videos - but we're currently at the point in the build process where branches, and high risk commits occur. As we get further into 0.62 and Beta development and things stabilize we'll be able to share more. :) - Brian Hicks / Creative Director Dev Update/Peter My message will be quite short today as I just want to announce some significant changes for current 0.61 version in upcoming updates. Over the last weeks, we witnessed how the abuse of an exploit often used for duping results in server crashes in some cases, which became very common lately and essentially ruined the user experience. Because of that, we were forced to make some actions to prevent it. First one is locking the hands slot while character is performing some action - thus, you are unable to remove an item or swap it with another until the action is finished. Second one prevents initiation of user actions on items directly from inventory slots. These changes can be unpleasant as the old user action system and its quirks are now deeply rooted. However, I would like to remind you that new user actions are built on usage of hands slot exclusively, so it's not a bad idea to get used to it in advance. If you would like to read more about the upcoming new user actions, you can check my previous Status Reports from October 30, 2015, March 1, 2016 and March 29, 2016. Crashing servers is bad... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Hello survivors, in my first Status Report this year, I would like to briefly cover current our goals for the 0.61 version and future 0.62 and 0.63 updates: 0.61 goals We (the gameplay programming team) are dealing with server performance and stability issues, and also with vehicle synchronization bugs. Hopefully most of the annoying issues will get fixed soon, so programmers working on them can join the rest of the team and they will contribute to the work on new things or 0.63 version goals. 0.62 goals As this update will be mostly visual, there won't be any major changes coming the our team. We will mostly try merging in some of the critical fixes or performance/networking improvements. 0.63 goals Currently, major part of the gameplay programming team is working on tasks related to this version. Internally, we have managed to deactivate the legacy damage system completely and now we're focused on fixing issues with our new damage system. We are also getting ready to hit the switch on all of the legacy SQF scripting, which is being replaced by Enforce Script, and we're removing some other parts of the legacy code, which is related to features we won't use anymore - such as the Arma AI, for example. About the new player controller - we are finishing network synchronization of our new animation system. The next step will be the ability to control vehicles using the new character. This will be another big change, because now you are controlling the vehicle directly and character inside vehicle is controlled by vehicle simulation. This change will simplify vehicle synchronization and can also introduce some more options for modding. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Adam As I mentioned in earlier Status Reports, we plan to change the entire western border of Chernarus. This is a major task and it is very likely that you will not see this upgrade fully within just one game update. In fact, if you venture towards western border on .61, you can already see results of this task - two military roadblocks with traffic jams. We are really delighted to see survivors venturing in these far locations and having interactions with other survivors and/or environment threats in these brand new places. An important part of the whole western expansion task are changes and additions to the Chernarus railway network. Railway is a very important man-made feature that always helps survivors when they get lost. The rule is simple - follow either right or left and it will eventually guide you somewhere. Now let me invite you on a small trip around Chernarus railway! Please keep in mind that all content, visible on pictures below, is work-in-progress and does not represent final quality. The biggest change within the railway network is the addition of railway through the whole western border of Chernarus. That means you can follow railway track from Kamenka through Zelenogorsk, Myshkino, Vavilovo and finally to Novaya Petrovka. But that is definitely not all. To make sure railway network is not forming some sort of a circle (that sort of looks like a model railway), two new railway exits were added. One from Novaya Petrovka to the western border, leaving Chernarus close to where military roadblock with fuel station is located. Second railway exit starts in Svetloyarsk and goes through Turovo and Dobroe, leaving the lands of South Zagoria in northern rocky valleys. Then we have bits and pieces that were added on top of these railway network changes. The most significant are massive changes within Zelenogorsk. This town now hosts a big railway station that is split into three parts - civilian, military and industrial. Military base in Zelenogorsk went through a major face-lift and now offers more loot than ever before. Heading further north, you may find that the huge railway and bus station in the middle of nothing near Vavilovo are missing - this is our intention as we did not really find it to be useful at that spot (and we have something better planned there). Instead, we have added a completely new railway station to Novaya Petrovka. This town is currently quite thr hot spot and with newly added railway station just north of Bashnya, it offers quite the view on the entire Novaya Petrovka valley. If you head east of Novaya Petrovka, you may notice that railway here is much flatter than ever before. That is no coincidence, as we have found the old roller-coaster-like railway track here too immersion breaking, and so the whole northern railway track was redone from scratch, along with necessary terrain and object changes. And now that Novaya Petrovka has a railway station, the biggest northern town - Novodmitrovsk - could not be missed. The appropriate spot was found and a new railway station was built south of Novodmitrovsk (just near the road that heads to Cernaya Polana). This railway station offers a spectacular view on Novodmitrovsk - the industrial railway station that was located outside of the Novodimitrovsk industrial complex has been moved into a much better place inside the complex itself, and now has a direct railway connection to Svetloyarsk. And just when you continue along the tracks towards Svetloyarsk, you will, sooner or later, encounter the northern railway exit that crosses Svetloyarsk - Novodmitrovsk valley on a brand new stone railway bridge. Unfortunately, I cannot just yet share the pictures of it, as our graphics artists are still at hard work on it, but I promise I will share the results once everything is ready. There is a lot more to cover for the upcoming .62 update, so stay tuned! 2017 is going to be a great year for Chernarus, so see you there! - Adam Franců / Map Designer Community Spotlight In the December Status Report, we were contemplating whether players can be trusted and if you can safely turn your back to a person who seems friendly. Therefore, I want to introduce you to Dannboyy, who is well known in the DayZ community and some of you might have met him already - without even knowing it. Unfortunately, you will usually not survive meeting this nice lad. He has a pleasant voice and is very kind, which is what you will notice first. And you will trust him easily. You will become friends. But is DannyBoyy exactly the kind of friend you would expect? DannyBoyy’s videos are nicely made, very well cut and fun to watch. My personal favourite is "The Friendly French Man": His latest video is named "Sick" and here you can see how wicked this young man is: Danny has no heart. And that is a reason why I like him! Check his channel for more amazing videos. Don’t forget about our Official DayZ forum, too! If you want to have fresh information from latest updates, forums are the place for you. Check out an important update about Experimental/Unstable branch from yesterday: As always, If you have any DayZ creations of your own that you'd like to share, tweet them to us on our official Twitter channel. We love content from our community! Header image by: Joanna Łuczak - Baty / Community Manager
  14. I'm not sure what you problem is. There is very little chance that anything they add to this game will ever detract from your ability to shoot other players, or mine either, for that matter. In the case that game mechanics are too difficult for you to cope, people will mod servers with everything turned off except for guns and vehicles, just for you. You can always turn off the features that make this game too hard for your specific need. We cannot as easily add features to the finished game, as modders can turn off the things that make it too difficult for players who are seeking a more basic experience. I actually like your idea of adding toothaches and personal hygiene to the game. Players who avoid the inconvenience of bathing will smell bad and animals will flee from them at a greater distance. No problem here, if all you ever want to hunt is players. Players who neglect their dental health for too long will have difficulty eating steaks and cereal, and cry out in pain when attempting to eat beyond their means to chew. Similar to how bone damage makes the player cry out randomly now. I doubt you would ever survive long enough for it to be an issue anyway, if all you want is 24/7 fast turnaround, action-packed PVP; so what does it fuckin' matter to you, anyways? Only time will tell how many of these type of things will be added to the game before 1.0. In the meantime do us all a big favor.
  15. EdStaffordZombie

    Status Report - 10 January 2017

    Yeah that it the most positive thing about 2016! They've improved A LOT. Good job devs, just release vehicles on stable for more love ;))
  16. emuthreat

    Guns and Attachments

    The VSS I found a few days ago only had 6 rounds in the magazine, does that count? Really though, I been playing on Exp. ever since vehicles were added back in. It's pretty low population though, so I can't say how private server CLE behaves. Go watch my twitch channel if you want proof, there is plenty of it there. Maybe go back to last Friday and Saturday if you want to see weapons spawn with magazines. Really, we have no problem finding great guns, until all of them are stuffed into our tents, that is.
  17. emuthreat

    Status Report - 10 January 2017

    Are we going to see fully persistent vehicles on experimental before the stable push? I feel that the low populations on Exp. these past few weeks aren't going to be enough to work out all of the kinks. Maybe throw a new gun onto Exp. to get all the crash test dummies back online...
  18. Kirov (DayZ)

    Who was killed by zombies in .61?

    I'm Kirov and I died to the zeds recently. The story is, I hate the new hotbar. Back in the day, I had each key assigned to all the items I needed and went for and I always knew what is where. These days, I change the key assignments sometimes every several hours until I get to 9 (is there the tenth? Even the alice backpack doesn't give me 10-key hot bar). Anyhow, my primary and secondary weapons along with mags are always at different keys and in the heat of the battle I tend to hit the wrong button and either panic or just lose sth important (double so if instead of changing mags, I switch from secondary to primary and of course this makes my secondary my new primary and my primary gets lost in the grass and sometimes I hate you DayZ so much). :) Furthermore, recently my broadband seems to get worse and I experience even worse desync with the zeds than other players do - sometimes it resembles the two vehicles issue in 0.59 like teleports, invisible/delayed hits, etc. These two things combined, and being tired, and carrying rags in pants, and I lost what started as a casual shooting fun with the zeds at the Novo mil tents. A weapon lost, a weapon jammed, a broken leg and ruined rags later, I bled out to death with no other players in sight. Thank you for allowing me to share this. I feel better now. I mean, we all want the zeds to be actually dangerous, but we kinda never believe that they're gonna pose a threat to us, amirite?
  19. Masterchief (DayZ)

    Are you concerned about Steam reviews?

    Yup, said this yesterday in another post of a topic that had the status report and milestone goals for 2015!!! Vehicles, beta, etc, in 2015!! We re in 2017 and no beta yet, lol they had no idea really. That topic was obviously deleted, they are probably sorry they cant do that to those steam reviews... Devs falled behind a lot, problem for them now is money to keep them running till 1.0....
  20. Espa

    Status Report - 10 January 2017

    Thanks so much, Hicks, for all the hard work you guys do and letting us know where things are with Development. Honestly, even with the flaws and issues that arise occasionally, DayZ is still one of the most communicative titles and I just love that. I don't know how far away fixes are for these issues, but I trust that all these things are underway. As for the new technology that may be better to implement than a quick fix, what kind of timetable would that take, I wonder? -- I guess it doesn't matter as long as it gets done :) -Question: Where would the Devs like to see Vehicles? - How many more iterations are we away from a Stable release of them?
  21. Hicks_206 (DayZ)

    Status Report - 10 January 2017

    Hey all, I wanted to take a moment today to elaborate a little more on what we're tracking as issues on 0.61 - and where our headspace is on them. We're tracking some issues related to degradation of server performance that can cause a lot of frustrating behavior. This didn't come up in experimental builds as it looks to have been related to some of the fixes in post 0.61 stable update builds, which didn't get as much attention as the pre-stable update experimental builds. This can cause stuff like player position getting stuck, player to player sync issues, slow infected, and several other issues. In addition to that, we're obviously aware of VOIP dropping off too quickly (distance wise), character heads appearing black, some client crashes, server memory usage (possibly related to the performance drop off), server crashes, and client crashes. Obviously there are plenty of other things I'm sure players want to see addressed - but will come with iteration, and of course the introduction of new technology. Things like improving the distribution of items in the economy, melee, sway, and so on. As well, don't forget we're still focusing team members on reintroducing vehicles to stable branch - which aren't yet where we as developers are happy with them - but players would like to see introduced. Rest assured, there aren't any major issues we're not aware of guys - but with a lot of things when the technology powering the title is still in development, a quick fix isn't whats needed - or even healthy. So just bear with us - file those tickets at the feedback tracker (Way more help than you probably know!) and keep putting your feedback into the forums.
  22. BeaverProductions

    Looting Talk - A discussion on DayZ Standalone looting //Problems and Solutions

    Thanks Oliver The CLE obviously has many iterations to go and we will probably see many changes to it both pre and post beta. I'm broadly happy with the general progress of the CLE, my main gripe is how key "DayZ" assets never get explored or looted due to the benefit/time ratio of looting these large structures (Rify/High School etc). Interesting statement from Hicks on the chopper scenario. For a long time Ive been hearing the devs say they dont intend to have any AI controlled vehicles or scripted things like choppers crashing. Makes me happy to see they might be thinking about changing that viewpoint. Things like an actual heli crashing would bring much needed life to the game.
  23. Hello survivors! New Year is here and with it the first Status Report. Brian would like to present major goals for 2017, Peter talks about reasons why the game is more hardcore than before and Baty summarizes your Christmas experiences. Contents This Week Dev Update/Hicks Dev Update/Peter Community Spotlight Dev Update/Hicks Greetings Survivors! Its our first Status Report of the year - and as we've had team members trickling back in through the first week of the year it might be a bit of a dry one, but lets take a look at the major goals going forward as well as what has occured so far in 2017. As work on 0.62 and the Beta milestones move forward, internal teams have contined in our goal to address the remaining issues in 0.61, and hopefully introduce vehicles to stable branch. Over the last few weeks the team has been cycling issues through exp, and onto stable directed at: Known Server Crashes Adjustments to Infected Behavior Adjustments to Hypothermia damage Fixes for Vehicle and Tent Lifetime Fixes for Invisible Body Parts Vehicles on Exp falling through terrain Fireplaces not being able to be placed in Stoves In addition to these adjustments cycling through the Exp/Unstable branch, the development team is tracking and working to address a number of additional issues: VOIP Volume/Proximity Dropoff Vehicle client side performance Server side performance drops (Causing issues such as player position desync, delayed actions, etc) Server side memory consumption Additional known server crashes Infected spawning behavior issues Contined polish and work on addressing remaining issues with vehicles As mentioned this is all in addition to ongoing work for both 0.62 and Beta milestones - Once we get internal builds in a state we are confident to start showing examples of both visuals, and client side performance for 0.62 we'll be sharing that. All of us here on the dev team are excited about this, as the small team of artists and support programmer begin to start preperation for branching for this milestone. I know this Status Report is chock full of cool and amazing things, but our first goals as we kick back into the groove for the new year are squarely focused on addressing the critical 0.61 issues you've all been experiencing, and pushing forward into 0.62 and Beta. We all hope you had a great holiday season, and were able to spend time with your friends, families, and most important loved ones. - Brian Hicks / Creative Director Dev Update/Peter With the release of 0.61 version of DayZ, one major issue raised by the community, which is still discussed back and forth, was the noticeable increase in difficulty of the PvE challenge in the game. I wanted to comment on this. Recently we took advantage of the new dynamic spawning system and because of that, concentration of infected is much higher then ever before (and I hope, there will be even more of them in future with the possibility of hordes when everything goes well). Now, when we finally achieved some reasonable numbers of infected in locations for intended gameplay purposes, it is unthinkable that they will just stand there, ignoring you while filling up empty space in settlements like scenery. It seems some don't remember how harsh infected were in the mod back in the days, when crawling on your belly for long minutes to observe a town to choose an entry point with the least resistance wasn't anything special. Don't forget that infected are meant to be a real threat to survival in Chernarus. You either need to avoid them or fight them (or eventually flee if you are lucky). There are some known issues in AI which need to be fixed and I understand that it may be hard to have a stealth approach with old habits that came from nearly nonexistent infected in the past, and without the planned presence indicator (combined with how much noise you make and how well you are visible) in the upcoming HUD, you can try to follow some general rules which might help you - stay low, keep distance and avoid their line of sight (yes, they have peripheral vision too). As far as close combat goes, it will be overhauled once the new player is ready and we already started to prototype it in meantime. Of course reported issues like infected running through seemingly closed doors, or spawning right next to you are unacceptable and will be fixed. If you would like to read more about design of the Infected, check out the Status Report released in 3rd March 2015. (https://dayz.com/blog/status-report-3-mar-15) Also, rain and ensuing low body temperatures become a factor to consider in the fight for survival. Which again, is nothing unexpected and you shouldn't be afraid of it, just adapt to it. When all the systems like metabolism, diseases, injuries, stamina, weather impact, infected, predators and others will fall in place and became fine balanced you will witness a definitive survival game, where you need to be careful, have to plan ahead and get prepared for possible upcoming situations - this is DayZ people. Stay strong and never give up... see you in Chernarus folks! - Peter Nespesny / Lead Designer Community Spotlight Christmas and New Year celebrations are now behind us. You might have done some of your celebrating in DayZ, where Christmas trees were added and as a little present you might have found cute little teddy bears with surprises hidden inside them. They were able to protect your equipment from damage if you kept them with you. You were so excited about them, that you kept sending pictures showing your happy findings to our official Twitter. Dystopian Gaming sent a screenshot from his Christmas celebrations with the message: "I ❤ my pink teddy! Merry Xmas!" Sam Kingswell was really thrilled about the number of furry soft toys that he encountered in Chernarus! Not everyone was getting presents only in-game. Streamer https://twitter.com/BlueandQueenieMrBlue got some DayZ style gear from his girlfriend. Awesome! And last but not least, we received a New Year greetings from Watchman. I would also like to wish you all a happy and successful new year, full of good health, love and fun. Header image by: berdu - Baty / Community Manager
  24. Espa

    Are you concerned about Steam reviews?

    I don't know if I'm just elitist about this game or what, but all I can imagine for the Negative Reviews is basically whining PvPers because the game hasn't gotten any new guns lately and Oh! The environment can kill you xD When they fix up vehicles really well, I'm hoping the game will feel more alive for new and active players.
  25. Get_in_the_house_Carl

    Vehicle sound systems

    @sanguine00 In no way I meant to be offensive just to let you know. I can understand the confusion, it was shorter than the other. @Sqeezorz Yeah almost all vehicles should have a radio or could have one attached. Vehicles that you would assume to have radios. I don't mean like talk shows, just the ability hearing players talking over radios. For example, "you're driving along the dark lonely road decide to play that, awesome but shitty, polka music cd you found couple miles back. Music gets to cringy for you're taste so you decide to listen on the radio for other players speaking to each other on either long range or short range radios."
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