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Found 41868 results

  1. - Unique character soft skills that can be learned by books - by books AND by repeating action more then two times -Lot of craftable items - yes, much more than now. And with improvised repairs for weapons vehicles -Realistic basebuilding (some thing would be only buildable by large groups) - fortress in Origins mod is awesome, imagine having to cut down every tree (or logs that are by the road or at saw mill) and load one at the time in V3S, then unload every log and place one log at the time (needs 2 or 3 players to place one log) - Permadeath (a really long/or permanent respawn timer for individual servers) - more then two hours would kill the will to play (if you fall and die or something like that)
  2. Noctoras

    Impossible To Have Fun Anymore

    Well, they have been roughly stating what is to come in this week's status report. This includes base building, electricity, character life span, new vehicles and - god help it - even more guns. That's what got me disheartened at that point and thus I quit believing in a major rework of survival aspects.
  3. Noctoras

    Impossible To Have Fun Anymore

    I know I am not the person adressed with this post, yet, given the new status report and the basic roadmap on what there is to come (and more important it basically says what is NOT to come), I think I want to elaborate on PvP / PvE as well, I hope this is okay. As I just posted under the status report, I think they are neglecting the survival aspect and are not that interested in it. Hicks comes from Arma, so that might explain why under him the game revolves around guns ("havin no gun is boring") and has little room for other stuff. As the status report touched what's still to come, I think I can state that I am disheartened / disappointed to some extent. Electricity could be used in a civil way, but I see much of it going into base defence etc. Other than that the "feature backlog" is related to Pew Pew directly or indirectly. The neglect shows best in the medical system, which is incredibly barren, yet would hold lots of potential. Food and drink as well as the char system (in the way it is implemented) look like wasted opportunities as well. I mean, character skills will allow you to do some things quicker, but not have unique skills? Books are just junk items ... instead of making them items for the acquisition of skills or give them another purpose. Sometimes it looks like Dean had plans for a survival game and with Hicks taking over, guns, guns and more guns and vehicles seemed to get priority. Of course that also has its merits and there is the Arma audience for it, but it's not what I would call a good survival game. Not even the sandbox aspect remains. Loot is reshuffled in a way that everyone is lured to the North West PvP arena (encompassing NWAF, Myshkino, Tisy, Heli crashes). So it's no more the "roam whereever you want to roam and do what you want to do" .... rather "you can go wherever you want, but if you want to have decent stuff, go north west). Sort of a king-of-the-NW concept without explicitly restricting the area to the North West. As for the zombies, they are shaping out quite well and Iappreciate that, giving the game more of a challenge. Together with wolves I really can see that getting to a good point, albeit I wish a lone zed would also roam the woods every once in a while. It just doesn't feel right that a city limit is a zombie cage. (I know, there is wolves, but this doesn't make the point void). Yet the zombie situation might well come out good. The graphics are no doubt the strong side of the game and they will sure be helpful for the immersion. The game might just not exactly be my cup of tea, as it will not be a survival game most likely. It has its audience and its reason to exist. Yet it is an example on why to be careful with buying early access. You do not know what you get. you might buy into a survival sandbox game and wake up with a PvP shooter. Noone is forced to buy into early acces. Me neither. I had my hours of fun. I want no refund. I do not bash the devs as such. Yet I feel entitled to state my personal opinion on the game's development. The last sentence being very personal and subjective: If I want a mere PvP shooter, I don't want to jog and gear fo 45 minutes before I can have my first shot. That's not immersive for me, but a waste of time - thus I currently play BF1 to get this part of me satisfied. If I want a survival game, I want more than an alibi sickness and medical system, unique skills instead of everyone being a master sniper, medic and car mechanic and more challenges in the food/drink sector. You can easily add to that list. Sorry for the long rand and please noone take it personally. I will try not to post that much on the topic in the future, since I know that I have posted it more than once. Just felt I wanted to summarize it now that the status report has given an outlook on what there is to come yet. Best regards and safe travels
  4. NickNasty6

    Question about future Basebuilding

    I felt like someone posted a video of some russian that hacked game files and was building with what they had implemented but not released. We will absolutely not be dealing with Arma 3 mod, Ark, Rust weird looking wood structures that defy gravity. I'm absolutely for building fortification, It'd be amazing to be able to take over and fortify a saw mill or the newly enter able industrial buildings. Base building and the supplies to do so should not be incredibly easy to gather or carry and with Zombies being a threat it seems like you'll have to work hard and be proficient to gather supplies. Which in my mind should be found in industrial areas of Cherno, Elektro, and the like. Things like sheet metal, wooden planks, etc etc should take up a decent amount of slots so people can't simply gather it all on foot very easy. I'd love more natural and basic options for the lone wolf type beyond the military and civilian tent (which needs alternate colors). Craftable Tipis (6x Deer/Cow pelt + Tree branches + Rope/Leather sewing kit) would be a great addition Craftable camoflauge for tents, barrels, vehicles, and the like. (Netting + Tree Branches + Grass/Brush make a "collect brush" option)
  5. Upon seeing the new conceptual representation of deep woods (deadfall, heavy shrubs, etc.) Will there be a point where the player can not continue to move through the area due to these obstructions? Will you implement player slippage (falling or rolling maybe) when a steep enough slope is encountered while running? Will vehicles eventually have keys? How soon before the radio towers/stations become player-usable so we can broadcast to all those on the server who have radios? Will there be a default frequency for these stations so players don't need to scan the entire spectrum to find the broadcast? Will ammunition reloading be implemented as a crafting skill? Thanks!
  6. Toops

    Status Report - 08 Nov 2016

    I asked this on reddit, but probably better to ask here: It seems like a very big departure from the spirit of early access to release all the remaining feature content in one giant splat called "beta." I wonder if a BI dev or CM could clarify what the plan is on iteratively releasing new content to the community. I'm assuming there will be many more minor versions beyond 0.62 before the official declaration of beta. Below is just a hypothetical, purely used to convey my point, but this seems entirely plausible, feel free to disagree (and tell me why): 0.63: New animation system, player controller, user actions, new sounds 0.64: Vehicle simulation/physics, new vehicles, new items, new weapons, new sounds, map improvements 0.65: Additional user actions, animations, PC/camera updates, helicopters, network sync improvements, new weapons/items 0.66: Base Building, electrical systems, character lifespan, soft skills 0.67: Environmental improvements, mod support, new weapons/items In my opinion, the devs could benefit greatly from stress testing things like helicopter/airplane desync, improved vehicle physics, increased player/infected/animal count, as well as give valuable feedback for new weapons, CLE changes, new areas (can't wait for the infected Tisy area), etc. I'd support the BI team either way, but if we're moving away from iterative changes, and you're planning to release all the remaining features in the backlog in one huge release, I'd like to hear that stated explicitly.
  7. Baty Alquawen

    Status Report - 08 Nov 2016

    Afternoon Survivors, We have an update from Brian, Mirek and Dustin for you. They'll be sharing the latest about the 0.62 presentation at PAX Australia, 0.61 Experimental public testing, and some details about what's going on here at the DayZ offices. Contents This Week Dev Update/Hicks Dev Update/Mirek Dev Update/Dustin Community Spotligh Dev Update/Hicks Greetings Survivors, It has been a pretty exciting (and potentially stressful at times) two weeks for development on DayZ, both in the .61 development and the discussion on moving forward beyond that. This Status Report I'll go over what we're currently focusing addressing on 0.61 experimental, and then I'm going to summarize the main points from the 0.62 and Beyond talk at PAX Australia. As many of you may know, we've gone through several iterations on Experimental/Unstable branch for 0.61. With our principle focus being on server stability, and performance. The gameplay programming team has been experimenting with several possible options in improving our server side performance, which you as survivors will directly see as improved infected responsivity and speed, faster user actions, and general overall improved responsivity to your interactions with the world. While we've made some strong improvements in regards to stability, we're not quite where we'd like to be with server performance. As I've mentioned many times before - server performance is and will continue to be an ongoing area of focus for us throughout development and into the beta phase. That said, it is especially important to the 0.61 experience, given that at a gameplay level the dynamic spawning of infected is such a corner stone. I won't spend too much time talking about this, as Mirek is going to elaborate a bit on some of the different changes his team has been working on in this area further in to the SR. Enough rambling, lets take a look at what critical issues we have on 0.61 Exp/Unstable. VOIP Icon missing when using VOIP Server Performance can dip below acceptable line Character deformation when entering structure under high ping Character model twitching when standing on bodies Client side crashes (Several) VOIP Volume balancing Character sounds balancing Characters hands stuck raised in some situations Server side crashes tied to specific item Character roll backs during some server crashes Reconnecting / Manipulating weapon magazine can prevent magazine use Keep in mind this is just a list of critical fixes for 0.61 Stable - and is fluid based on the feedback and data we get back from 0.61 Experimental/Unstable builds. If you've encountered other critical issues, please let us know about it via our feedback tracker or on our official forums. As mentioned earlier, I was at PAX Australia in Melbourne this last weekend and had the opportunity to talk about where we are headed after 0.61 hits stable with the Australian and New Zealand community. For those that would rather not read my rambling wall of texts, I will be re-recording the audio along with the presentation slides. However, for those that *don't* mind reading - I'm going to summarize the presentation in this Status Report. (We'll jump past the start of the presentation that talks about .61, as if you are reading a Status Report this is probably redundant information) Now that .61 is on Experimental/Unstable - lets take a look at what our plans internally are for development beyond .61 hitting Stable branch on Steam. Once this occurs, the primary bulk of the DayZ development team will be switching their focus to the "Beta" milestone for DayZ. Beta for us is a major point in our development, and it goes without saying that it has its own challenge and hurdles. This milestone is focused on the following areas: New Animation System New Player Controller New User Actions Improved Vehicle Physical Simulation And that big ol' feature/content backlog (that is dependant on these technologies) Now what do I mean when I say "Backlog"? Well, as many of you may be aware - there are a good deal of gameplay systems, mechanics, items, and more that we have talked about in previous Status Reports, presentations, and are sitting in the "In Progress" column on our Trello. Nearly every single one of them are dependant upon the technologies listed above, either through technical limitation, or having just been written from the ground up on Enforce script and designed with the new tech specifically in mind. At the presentation in Australia I gave the following examples: Base Building Improvements Electrical System items Character Lifespan New Vehicles New Items & Weapons Now, one of the key points I tried to point out during this presentation was how critical this milestone is to the progress towards the final version of DayZ. Work on not only the technologies that power this milestone, but all the content and mechanics that we hope to hit with it, has been an ongoing task throughout DayZ's development. Artists, Designers, Animators, and Programmers have been working for quite some time on changes to DayZ that can't hit the Early Access userbase until these changes to DayZ's engine are ready to be merged into the main trunk of our development. This won't be a simple task, either. The work described is very similar to the change to DayZ's rendering technology in its risk and complexity. I've likened these milestone goals to a changing of the spine of DayZ, at least at a gameplay level. So, as mentioned before - once we get 0.61 to Stable branch - the primary bulk of DayZ's development team shifts all its focus on this goal. Exactly how much of that feature backlog we will be able to get into this milestone will be discussed in more detail in future Status Reports, once we can properly gauge any potential risk - but make no mistake, this is both an exciting time for us on the development team, but also a major task. While the primary bulk of the team is focused on this, our beta milestone - a small 5 man team (Comprised mostly of artists, environment designers, and support from one programmer) will be branching off to work on a 0.62 update to DayZ Early Access focused on a much needed overhaul of Chernarus's visual fidelity. What exactly do we mean by that? Well - lets take a look. Road Surfaces Damaged Roadways Dirt Roads Forest Density & Fidelity Forest Undergrowth and Clutter Now, in addition to to the obvious goal of bringing the visual of appearance of Chernarus + to a more modern level, the massive improvement in making our forests not only look more *real*, but to allow users to more believably create hidden camps and stashes in forests that more closely resemble the forests you might find in the Czech Republic is obvious. It merits mentioning that these images we are sharing with you here are initial tests. There is still a good deal of work, and analysis required to see how dense and believable we can make these forests, fields, and so on without compromising client side performance. However, we're all excited by what we've achieved so far - and as we get closer to this interim 0.62 milestone that the small team dedicated to it is working on, we'll be sharing more - both visually, and input on where we are with these goals. So lets recap what we've covered in this: 0.61 hits Stable branch Principle DayZ team starts work on our Beta milestone This is a massive overhaul of our core gameplay Focus on New Animation Sys, Player Controller, Enforce Script transition, New User Actions We start hitting that content/feature backlog we have This is a massive task for us, both technically and gameplay wise While this is ongoing, a splinter team of 5 developers approx will start work on an interim 0.62 Visual Overhaul of Chernarus hanks for making it through that wall of text, and for those that would prefer the audio/visual narration, I'll have that on our Youtube as soon as possible! I hope you're all excited as I am for the dayz/days ahead (heh heh heh) and now that we've got this Status Report out and I'm back in the office - I'm going to get some time in on the latest 0.61 Experimental Update. - Brian Hicks / Creative Director Dev Update/Mirek I will split this status report on two parts - work related to 0.61 and work related to later versions. Starting with 0.61. The last two weeks we were dealing mostly with issues blocking experimental release and after that with stability of servers. We found and fixed that ugly crash, which was related to shooting and damaging world entities, disabled infected's loot was a side effect of commit related to networking optimizations - we have a fix for this, so infected's loot will be back today or tomorrow. Also, the new server browser has gotten some fixes (there was a client crash related to server browser) and improvements (you can see slot counts and also server browser will show you how many player's are waiting in login queue). Now we have to deal with other client/server crashes (there are still too much of them), some synchronization issues (we have reports that client side correction doesn't work well sometimes) and we also prepared some server side performance optimizations, which are not merged to experimental branch yet. A lot of people were also complaining about low FPS/movement jittering. This issue is not connected to renderer, it's a game side issue and it's related to new player's synchronization logic. Player is now simulated by fixed time step, before it was every render frame. That means player is simulated by the same number of steps on every computer, no one has an advantage with better hardware and every computer is sending the same amount of input messages to the server. The issue there is that interpolation between these simulation steps isn't done, currently we're working on fixing this. Another big issue, character saving when server performance is low. This fix is ready for release. And another improvement is ready for release, as we disabled AI freezing when the nearest player is farther than 500 meters. But first, we have to test this on experimental servers to see if it negatively affects server performance. The rest of the gameplay programmers are still working on new features for the damage system, infected's AI, vehicle physics and central loot economy. We're not still sure if we will merge something into 0.61 or if it will be available in later version, but here is a short list of what has been done so far. infected AI - improved target selection vehicled physics - improved wheels friction vehicles physics - collisions with small items (bow arrows too :) ) infected spawning together with dynamic events (like helicrash) - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Dustin Greetings all, I don't do too many updates (that would be zero until today), but we have some stuff going on here at the BI offices I wanted to share. First, if you've not gotten an opportunity to check out our latest DayZ Q&A with Enfusion Engine architect Filip Doksanský, check out Part I and Part II by clicking the links. It's a great interview and solid insight into just how hard this development team has worked over the last year to fully realize the vision of DayZ. We have also opened up the latest round of question submissions for our next Q&A with Lead Gameplay Programmer Miroslav Maněna. We're accepting questions on Twitter (hashtag them with #GameProgZ so we can easily find 'em) and the official DayZ forums until the 14th of November. And on that, you might have noticed a significant uptick in quality in our in-house DayZ-related videos. We're stoked to have a solid videographer and editor named Filip working with us now to produce high quality video content at a much swifter pace than we were able to accomplish before he came to us. With his help, you should get a much clearer picture of what development of DayZ is really like, and what it takes to build every aspect of DayZ's world. I'm quite excited about what's coming down the pipe related to video content, and I think you will be too. And remember, the best way to learn even more about what we do is to participate in the official forums. It's a direct conduit from you to us to engage in conversation about your questions, concerns and general inquiries. We hope to see more of you make accounts and join in the discussion. Finally, we've been getting asked for new BI Store apparel for a long while, and I'm happy to announce we've added faction t-shirts that are available now. You can represent the 27th MEU, ChDKZ and CDF factions, with a slight delay on the NAPA faction t-shirt. We'll drop a mention on Twitter as soon as it's in the store as well. And if you haven't visited in a while, our faction patches are available in the store too. Click here to give the store a visit. There is a lot coming up in the coming months I'm excited to share with you all as DayZ gets closer and closer to beta and beyond. Until then, stay hydrated, and try not to get chewed on by an Infected. They have super gross oral hygiene. Cheers, -Dustin, PR & Brand Manager Community Spotlight Hello Survivors, I want to dedicate this portion of the Status Report to the most beautiful daytime periods in Chernarus - sunset and sunrise. Everyone who plays DayZ should stop and watch a stunning sunrise or sunset over a city, the sea or forest. It is beautiful moment of peace and lots of players share these moments with the DayZ community on Steam. Here are some of our favorite captures from the game from our players. Breathtaking view over Chernogorsk by PrimalCrescent: Joulik with his friend watching a beautiful sunrise from a sunken ship: Dawn in the industrial zone by TikTac'tical: Lucy's amazing screenshot of a village view sunset: And finally, check out this video by Harold Palmer. He is showcases a time-lapse of some incredible locations in 0.61 Chernarus. Great job Harold! 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'll be happy to have a look! Header image by: Sumptuous Dust - Baty / Community Manager
  8. I think modded servers will give all us brutally hardcore survivalists what we are wanting from this game. And in general, modding is one of the best things the Devs could implement to make the game enjoyable for many different types of player. I'm a Kiwi, and have spent years in the NZ bush (ex trapper), and walked an average of 14 km per day, in some pretty unforgiving county. Stamina vs distance is your main consideration ...it's what kills you if you get wet and cold, injured, hungry and thirsty. So I added this to the game through self imposed rules, just to see how something as simple as truly realistic stamina would effect the difficultly for me. I only allowed myself to 'run / jog' for very short distances with a full...ish pack, and the rest of the time, I had to walk (like you would in real life). It completely changed the whole feel of the game ....I found myself staying in one area for longer, being ruthless with inventory space and only going into towns for essential items, planning my scavenging runs carefully to avoid zombie contact, and thinking about environmental factors a lot more before making the long hike to the next town / city. I was no longer complaining that loot spawn rates were too high, as I was restricted so much by loot range. In conclusion, I could imagine vehicles / fuel / parts, etc, would become the most valued items, as this would allow groups to scavenge a wider area, and even migrate further north for better gear. It would naturally make trade a far more essential player interaction, and would see players forming stronger ties with other groups in different areas. Gun fights would be far more intense ...as bandit groups would be forced to take on a far more 'pack hunter' mentality because of slowed tactical movement. I think this would achieve the "value for life" we are all wanting, and with just some simple changes to a few code values in the game files. Instead of spawning on a different server (Just to clarify ...my vision of a survival game is one where you have to buy the game again if you die ..one chance to survive. So I'm not saying that your idea is "too hardcore"), having to make that long, arduous journey from the coast over days or even weeks, will be enough to make anyone think twice about risking death for an unnecessary reason. Also ....the map immediately seemed 100x bigger ....Tisy, and even NW airfield seemed like an impossible dream. If you want a huge difficulty spike ...try this yourself. Walk everywhere...as you would in real life.
  9. That's probably because of ARMA 2's offline campaigns and coop servers focussed on fighting AI, who can't use the 3rd person camera to peek back, and of course the 3rd person camera makes it easier to use ARMA 2's various flying machines and armored vehicles. Not really applicable to multiplayer PVP. As it gets easier for one, it gets harder for another.
  10. Hicks_206 (DayZ)

    Impossible To Have Fun Anymore

    Parking the car in the tent has no impact on its count against server limits. Vehicle limits are finite, just like in DayZ Mod. To elaborate on this a bit: There will always be a finite amount of vehicles on the server, just like there will be a finite amount of loot. Technical reasons aside, the core pillars of DayZ *require* there to be a limited amount of supplies, ammo, etc - both to hold up the survival element of the game, and cause users to have to weigh serious decisions. Risk, expending supplies when making a decision, and so on. That said, more vehicles is a must - exactly how much more vs player count and so on remains to be seen vs optimization in beta.
  11. Kohlbar

    Impossible To Have Fun Anymore

    I get your frustration, I'm usually one that always prefers less loot, but when there are only a few vehicles on the map to begin with (and when their persistence works properly) it will be very frustrating to scour the map only to waste time because all the good vehicles are hidden away in obscure corners of the map. I like the extra challenges to consider in DayZ such as ruining items and the future risk of contaminated loot, but CLE does seem like an issue they need to address. If there's only a set amount of loot allowed on the server, why should all the good stuff be tucked away in camps?
  12. I really enjoyed Day Z when it first released, despite it's problems. Gearing up and patrolling the coasts was a blast. I still have fond memories of my many PvP encounters. But the game has changed over the years into not only something I enjoy less, but something I literally can't enjoy. Persistence killed Day Z for me, which was a surprise because I thought the idea was great at first. But it has been implemented poorly. Chenarus is too big for the current population Day Z servers are capable of supporting, which is why people tend towards the coasts. But the developers have deliberately implemented spawning mechanisms that put weapons as far away from players as possible, with the intention of encouraging players to explore the rest of the map. But again, Chenarus is too big with the current supported population. It doesn't help that spawning is glitched and many copies of the same loot will spawn in one place, instead of distributing correctly across the map. And to make matters even worse than that, weapons that are in players possession, either on their character, or stashed in containers, don't spawn! The end result of all this is that we are forced to tread enormous distances, as far apart from one another as possible, finding almost nothing. Much of the loot, and even the vehicles designed to facilitate player travel, get horded and hidden away from the rest of us, unused. Wouldn't it be better, and more fun for everyone, to err on the side of too much, instead of too little? There is just never enough loot to go around. The final nail in the coffin for me is that developers have made it so that player's loot gets destroyed if you shoot them. This left me with no incentive left to play. Getting geared is extremely time consuming and boring now, and risking it to kill another player isn't worth it. I know this change, and the previous changes I mentioned, were all made to limit kos killing, and encourage players to role-play and "survive," instead of just kill everyone. The only problem with this philosophy is that the developers have provided little, if anything, for us to survive from, aside from each other. I know wolves are coming, but if they are as scarce as the zombies are, and I bet they will be, they might as well not be there. The game right now is literally a barren waste. Things used to be happening in Day Z. Player encounters were frequent and exciting. The game was louder. More shots and explosions rang out in the distance. Most player encounters come in two varieties nowadays. Either two players encounter one another, exchange greetings, but then shortly after farewells, because there nothing to do together, and nothing to gain from killing one another; or one player scouting out a military camp sees the other first. These are the only encounters there are left to have. Ironically, the game is a tad more kos now then it ever was. In my opinion, we shouldn't be forced to play the game the way it's supposed to be played when the game isn't what it's supposed to be yet. These changes have been half baked. They have had a huge impact on the way people like me play the game. I am not your die hard survivor from the Day Z mod days. I am just a guy coming to the game expecting to get something out of it, without pretending and imagining most of it myself. At the moment, it's hard for a player like me to have fun, and that's a problem. It's a problem for the community, and it's a problem for the development of Day Z as a whole. I am not having fun, and that's just me being purely honest. I desperately want to enjoy Day Z again, but the games current state is unenjoyable, without an enormous effort put forth on my part to make most of the experience up myself. I don't have an aversion to role-playing. I enjoy it, given an environment in which it can flow naturally, but Day Z has not provided that environment. I am not presently satisfied with Day Z's current state or direction. I care about the game, and I hope some of my concerns are addressed, which is why I post at all. Thank you.
  13. Sqeezorz

    Status Report - 25 Oct 2016

    At first, nice SR. Second: Maybe there is also the possibility that the doors during the "open / close" sequence into a "no clip" mode. This should also work for vehicles. There is the danger that a vehicle door moves into a tree/player? and thus arrests. An opening / closing action would again be a release from the object. Think very dangerous if open door if you drive --> emercenty stop then. Only one idea ^^ .
  14. Hello DayZ Forums, I've decided to switch over from the /r/DayZ subreddit to share with you guys (the fans) as well as the DayZ development team an idea for expanding the way firearms function in DayZ Standalone. I call it the Advanced Weapons System, or AWS for short. Below you'll find a full explanation of how it works as well as some concept pictures to go along with it. Please keep in mind I am not the best at Photoshop, and the images are only there to reinforce the concept. DayZ Standalone - The Current Firearms System In the current iteration of DayZ Standalone (version .60), the following firearm types are available based on firing-action (Please note: Projectile Weapons (Bows) and Explosives are not listed): Bolt-Action Rifles Lever-Action Rifles Break-Action Rifles Break-Action Shotguns Pump-Action Shotguns Semi-Automatic Rifles Full-Automatic Rifles Semi-Automatic Pistols Submachine-Guns Given these firearms, the following attachments can be added to the firearm in-game (keep in mind some attachments do not fit certain firearms): Buttstock Handguard Sight / Optic Barrel Attachment Rail Attachment(s) Magazine Cover (Ghillie Wrap) Unfortunately for users like me, I find the current iteration of the attachment system to be a bit... underwhelming. After all, other attachment systems in game such as vehicles require WAY more sub-components to function, and often go into a higher fidelity of detail on what parts are required to get that system to work. Given that firearms are comprised of many different sub-components, I find it fit to go into a higher detail on what's required to get that weapon to function in-game. As you will see later, this also opens up the possibility for a wide-variety of customization options for the player. Expanding the Attachments for Firearms - Introduction to the AWS System To start off this explanation, we'll be focusing on one of the most modular firearms in the world - the M4A1 Carbine. Don't worry though - I'll get into detail about how this system will effect other rifle types later in this post. For now, let's take a quick examination of what the M4A1's attachments list would look like under the new system: Complete Upper Receiver Bolt Barrel Handguard Upper Receiver Housing Complete Lower Receiver Buttstock Trigger Group Lower Receiver Housing Sight / Optic Magazine Rail Attachment(s) Barrel Attachment Cover (Ghillie Wrap) Under the new system, we'd see the addition of several sub-components of the rifle: most notably the Bolt, Barrel, Trigger Group, and Weapon Housing. These sub-components can be put together to create one whole component of the rifle, which is then used as an "attachment" to the weapon to make it complete. In the M4A1 Carbine example given above, the weapon would include 7 attachments, with 2 attachments being critical for the rifle to function (the complete upper and complete lower receiver). Between the complete upper and lower receiver, there would be 7 sub-components required to get the weapon to work. It's important to note that this system would make highly sought after weapons HARDER to put together as they would require more parts to function completely, thereby making these firearms RARER. As you will see here in a bit, this opens up the possibility for a wide-variety of customization and damage values to be applied to the weapon: Item Condition and Sub-Components of the Firearm: How Damage is Calculated under the New System Under the AWS, each sub-component would have it's own item condition value (i.e. Pristine, Worn, Damaged, Badly Damaged, Ruined). The total condition value of the weapon would be calculated by taking the average of the conditions of the various sub-components. So if you had a worn bolt, badly damaged barrel, badly damaged handguard, and worn receiver housing - the item condition of that upper receiver would be damaged. The system then takes the condition of each receiver (upper and lower) to calculate the overall condition of the rifle itself. In this case, let's say we had a worn upper receiver and a pristine lower receiver - the overall weapon condition would be worn (the system always takes the lower value if confronted with an unclear choice). This also means that weapon cleaning kits would play a whole other role in DayZ Standalone. Instead of just cleaning the weapon itself, you would have to maintain all the various sub-components of the weapon, making the weapon cleaning kit much more valuable. Weapon Customization: Opening Up the Doors for LOTS of Customization As we all know, highly modular firearms like the M4A1 Carbine are capable of barrel swapping, caliber conversions, and different quality-of-life add-ons such as heavy pull triggers, nickle-plated bolts and barrels, and all that jazz. With this new system, you could potentially find a .308 barrel for the M4A1 with the proper housing and bolt for that caliber. What this means is that you could take the M4A1 and turn it into a long-range DMR, or re-convert it into a short-barreled SBR in a lighter caliber. This would obviously play into the ballistics model of the firearm, as different weapon configurations will output different results when the firearm is being shot. Different trigger groups could result in changes to the rate-of-fire of the firearm, and new housing molds for the receiver could be desired for different aesthetic looks and styles. You could take an AKM and turn it into a short-barreled monster, or increase that barrel length with the right sub-components and run an "RPK-like" LMG. The possibilities here are pretty high, and as I mentioned earlier... this doesn't just apply to fully automatic firearms. SO WHAT ABOUT OTHER FIREARMS RONIN?! We've focused a lot on the M4A1 Carbine because it's a highly modular weapon, but what about the other firearms in DayZ? After all, there are a LOT of weapons to choose from in DayZ Standlone. Well, unfortunately some weapons are not as modular as others, so there are limitations to how customizable certain firearm types can be. Bolt-actions are certainly a firearm type that can see some customization options added to it under the new system, while firearm types like the break-actions would most likely have no change under the new system. To simplify things for you, here's a list of weapons that WOULD be affected under the new system: DEFINITE Change Under the New System Full-Automatic Rifles Semi-Automatic Rifles Bolt-Action Rifles Semi-Automatic Pistols POTENTIAL Change Under the New System Submachine-Guns Pump-Action Shotguns NO Change Under the New System Lever-Action Rifles Break-Action Rifles Break-Action Shotguns Weapons like bolt-actions could have their stocks replaced potentially, opening up the possibility for bipod attachments and picatinny rail mounts on the top of the barrel: Final Thoughts: Rarity, and Fitting into the Environment Chernarus is an Eastern-European satellite state that has forseen many wars and political upheaval. With this in mind, we need to consider the rarity of these new weapon attachment spawns and how they would fit into the environment. It is almost certain that these attachments, sub-components, and weapon parts would be military-spawns only with the occasional lucky residential house find. Eastern-European weapon components like AK barrels and trigger groups should be more common, while NATO style attachments to firearms would be incredibly rare. I mean let's be honest with ourselves, I'd be damn impressed if you found a .308 barrel for an M4A1 in the middle of a Soviet state; needless to say, this is DayZ, and in this world we have seen a clash of NATO and Eastern forces. Perhaps with the advent of more dynamic events in the future, we could see these kinds of items spawning at those locations. I personally believe that this new weapon attachment system would be more in-line with the other mechanics of DayZ (consider vehicle complexity), and it would make for much more weapon customization and rarity of certain firearms. It would open up the doors for people to finally get their "le omg kitted out MLG sniper rifle", but they would have to work HARD for it. With certain rifle types requiring many components to function, it would surely give players more of a reason to pursue military locations in search for these parts. If you've read this far, thank you for taking interest in this idea. I hope many of you have comments to share and ideas to add to this. Until next time, Ronin
  15. emuthreat

    Three Things YOU Still Want

    I would like to see more harvestable natural resources; things like grains for making flour or oatmeal, seeds like mustard or peppercorns for seasonings, herbs for both food and medicine (cannabis, yarrow,) natural sources of cordage. Guts should make adequate fishing bait. I should be able to make a hoagie, drink home brewed beer and smoke homegrown medicine ate the end of my in-game day to regain health and improve morale. A morale system, by which having no negative status afflictions will increase the overall health cap, and furthermore could be increased by various creature comforts such as those mentioned above. This would give players an incentive to actually play the game, rather than recycling half-dead corpses on the coast all day. The ability to dig-in, set up a camp, collect various resources, and produce certain goods that will give character buffs--that can only be gotten the hard way--will add much-needed layers to this game. So what if I have 10 times the health of a freshspawn? I worked hard for it, dammit! WORKING VEHICLES. @NickNasty6 So basically what you want is a class system, rouges, warriors, and tanks. Gee, sounds great /s
  16. Baty Alquawen

    Status Report - 25 Oct 2016

    Afternoon Survivors, Another status report Tuesday comes around with Brian, Peter, Viktor, Mirek and Adam. They will share the latest info on where we are at in the development process. Contents This Week Dev Update/Hicks Dev Update/Peter Dev Update/Viktor Dev Update/Mirek Dev Update/Adam Community Spotlight Dev Update/Hicks Greetings Survivors, Over the last two weeks we've been doing a lot of iteration, and regression testing on the critical issues preventing 0.61 Experimental/Unstable branch update. As you all may recall, those issues are server side performance and player to player sync. For the end user, that translates into A) How fluid your actions are in game (As well as how functional AI is) and B) How you see, and hear other players (Think sliding, player position, and gun shot sounds). The gameplay programming team (lead by Miroslav Manena) has made some big improvements in the issues previously mentioned regarding poor performance in high ping situations, and in the player to player sync. We're no longer seeing the jittering/hitching we previously saw in the 100+ MS range, and player to player sync issues are greatly reduced - however we are still able to reproduce them in some situations. The list of stable blockers includes several other issues (of which I will list below) but experimental blocking issues really currently is isolated to getting server performance to an acceptable rate with the dynamic spawning of infected and 40-60 player population, and knocking out the last issues with player to player sync listed above. This is where the bulk of gameplay programming, and QA resources are currently focused. I can say personally from the frequent multiplayer test passes we have been doing nearly every day these last two weeks, I have not encountered a single case of traditional desync. However, that said - I am personally holding my breath until we see how this performs under a larger player population such as the experimental/unstable branch. In addition to that, we've taken a look at some of the feedback on our forums about the .61 version of the server browser and its filtering options and made changes accordingly. You can see the latest look of it on our Trello, which should be linked below. Additionally, I wanted to take the opportunity to wish our Community Manager Smoss a fond farewell. Michael is pursuing some new and awesome opportunities that have come his way, and has spent the last few weeks bringing up to speed a new member of our Community Team - Baty!. Baty is a devout DayZ lover, and internal hire for us. She has been working with us for quite some time now on the support and test side of the fence, and brings with her a strong knowledge of DayZ as an active member of the Czech and Twitch DayZ communities. I'll give Baty an opportunity to introduce herself below: "My name is Zuzana Cinková alias Baty Alquawen. Videogames have taken a part in my life as long as I can remember. My favorite genre is tactical FPS, RPG and survival games. I have five years long experience on gaming scene in several roles like journalist, PR, marketing and community. I worked on communities for Czech region of Ubisoft (Assassin's Creed, Far Cry, Rocksmith, Rayman series etc.), Codemasters and SEGA franchises for 4 years. The beginning of my DayZ journey started on 28th December 2013 since then I have more than 1500 hours of private gameplay time. I play a lot of styles - role-play, survival, friendly and PVP which I play with my clan on dedicated servers. My hobbies are streaming games, cosplay and cats (yes, I am crazy cat lady). My work at Bohemia Interactive started as tester and now, I am fulfilling my dream to be community manager. I really hope that all this is a great foundation for my DayZ community work. So... Friendly?" And finally - once again I'd like to remind you all to swing by the forums. We try to take an active role there as much as possible, and discuss our perspectives on the state of the build, as well as share insights into development in general. Over the last few weeks I've shared some videos and screenshots of 0.61 development, and healthy discussion has into development in general. http://forums.dayz.com/topic/235270-the-frequency-of-updates/ - User Azeh inquires into development update frequency http://forums.dayz.com/topic/235170-exp-update-061/ - Ongoing discussion on 0.61 0.61 Must Fix Issues: Client crashes after exiting title Player to Player Sync Using Cancel action on Item in Hands will cause item to be stuck in hands Dynamic Shadow issues on specific structures Server Performance under ideal load Magazine volume inconsistent between players 0.61 Milestone Goals: Server Login Queue Merge of New Audio Technology from Arma 3 Eden Update. Update of Weapon Sounds for New Audio Technology. Dynamic Spawning of Infected. Predators (Wolves) Dynamic Shadows Network Synchronization Improvements New Server Browser - Brian Hicks / Creative Director Dev Update/Peter Doors. There are myriad different ones across the whole of Chernarus. Small ones or large ones, single or doubled-sided, in structures or in the open, all these doors are waiting for you to interact with them. Let's focus on their core functionality now which is opening and going through. It's interesting to observe how such a simple action is causing so much trouble. Opening toward you, a door won't hesitate to displace your position in the world and in some specific cases, clip through you or, in the worst case scenario, break your leg (which was a common problem in the mod days, some survivors were more afraid of doors than infected). And it doesn't end at characters. A good example is shooting vehicles into orbit once collision geometry of doors penetrates vehicle geometry, which is easy to achieve as swinging of doors are driven by simple rotating animations ignoring physics completely during the swing. These issues are just unacceptable and they are crippling the overall experience. There are a few possible ways to address and resolve this problem. For example, the easiest choice will be to remove all the doors. While this sounds like a silly idea, it's still a functional one. However, don't worry, it's clearly not a suitable solution for DayZ as doors should also act not only as obstacles for navigation through the environment, but they should also offer a tactical advantage against infected or other survivors, especially with advanced barricading in the future. Another option will be locking characters into the animation of opening the door. You know the drill, hand catches handle, press it down and start pulling the door toward you. Once done, you are free to move again. Such a solution, as visually appealing as it can be to watch, can become frustrating in the long run, especially in competitive environments where every second counts, and I bet we all agree that fluid movement and responsiveness is crucial for DayZ. From my point of view there is one solution which is very close to ideal, and we started to experiment with it; doors which swing in both directions. At first I thought it a bit unacceptable as we are trying to stay as authentic as possible, and such doors are quite rare even in real life. However, from a gameplay perspective it solves plenty of issues and I would be happy to make concessions as a designer and a player if its helpful. The most valuable benefit is that they will never interfere with you and your movement through the doorway, as they will always swings away from you when opening. It's true that some door placements needs to be adjusted so they don't collide with each other. Also there are some structures where such a door design doesn't make much sense, from the top of my head, jail cells or outhouses, but for the greater good it could be worked through. On the other hand, garages are more of a problem with such an approach, as it will be possible to put a vehicle in, close the doors from the outside, and then never be able to get back in as collision with vehicles will stop them, but every problem has a solution. Also barricading will benefit from this door behavior, as planks could be physical objects where, so when you try to open a door against them, the door strikes the planks. Or jamming the door with a barrel will be a possibility. While it still could have some very specific issues which can be tackled on their own I think it's the right approach and I hope we will succeed with it as it will add to the experience and overall in-game possibilities. Break on through to the other side... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor Our main focus at the moment is on the user actions and player locomotion. We are adjusting the graph and animations to make it more fluent and natural. Since some user actions start in different stances, some allow you to move and some not, we need to make sure this works as intended. This means a lot of work on the code side, animation graph and animations. Regarding the player locomotion we are in the process of replacing single loop animations with 2-3 loops. That basically means instead of repeating one cycle of run there are now 3 cycles which makes it less repetitive. It allows the character to run more naturally and believable. At the same time there is work in progress on next unjamming animation. This time it is for break action rifles. Since making unique weapon animation is usually very time consuming we always create unjamming for specific type of gun which then we retarget and adjust with some details for other firearms of the same type. - Viktor Kostik / Lead Animator Dev Update/Mirek Today, I will try to be fast, as we're trying to resolve blocking issues as fast as possible. We're still dealing mostly with animation desync issues and server performance issues, as we want to spawn more infected than in previous versions. Work is going well, and we are every day closer to the state in which we want to release experimental 0.61. The rest of the team is working on vehicle physics, new features for the damage system and improvements on infected AI. - Miroslav Maněna / Lead Gameplay Programmer Dev Update/Adam Its has been a long time since you read something from the environment department in the SR, so lets change that! I will cover some of the changes that you should see during your .61 journeys in Chernarus! While we are busy with many tasks prior to upcoming large scale changes to the map (more on that the in the future), we were still able to focus on some specific locations that were in dire need of help for the past few months. Myshkino Myshkino, located deep in West, has been completely redone from scratch. The new layout is inspired a bit by its real counterpart (Neznabohy). Its proximity to one of the busiest military areas of Chernarus has been kept in mind (so do not worry, the water pump is still there, its just prettier overall). As it is always with settlement revision tasks, big efforts are also put into changing the surrounding forests and fields. Myshkino's surroundings were no exception (see pictures below). Now, you may ask, "Does that mean Myshkino military camp was changed too?" No, not yet, but we will get there. Sosnovka The little village North of Zelenogorsk has met the same fate as Myshkino, and has been completely redone from scratch to hopefully match its hilly position better, and to make it more village-like. Many changes also happened to its surroundings, AKA "the land of heli-crash sites" (with a small surprise on Sosnovka pass). Pulkovo Another village in the land of helicopter crash sites and another one to bring us closer to the ultimate task of revisiting all settlement of Chernarus, Pulkovo has been redone from scratch along with its surroundings. There is an interesting open market area, new pond and medium-sized apple orchard to the West. Guglovo Another village, this time within Central Chernarus on the way to Stary Sobor. This one couldn't be missed as many of its neighbors (eg. Shakovka, Staroye,..) have been changed in .60 already. Guglovo was changed significantly with its central position moved away from the main road going to Staroye/ Stary Sobor. With a newly placed big oak tree in the village centre, none can miss Guglovo now from a distance. As always, surroundings were changed too, mainly to the Southeast (connecting to the Staroye area), South and Southwest, where village of Kumyrna lies, one of the very few destroyed settlements of Chernarus. It would be shame if this village would be missed and so it too received a proper visual upgrade. Dolina An amazing spot for a village, yet for many survivors probably an unknown place. A new and extended stream within the valley shapes the new layout of Dolina in a unique way. The village itself has grown quite lot and it should hopefully attract more survivors now (although the big red barn didn't make it, sorry about that). Solnichniy Settlement revision is a lengthy task, but with the changes within Solnichniy, we are yet closer to having all villages within the Eastern part of Chernarus upgraded to new DayZ standards. While you may still recognize this village, many additional details were added to the layout along with major texture data changes to the village itself and its surroundings (including "Three Valleys" as seen in the 3rd picture). As I mentioned in the beginning, I wont be giving you a full list of what has been done in .61, there are still much to explore, and I will leave that to you, survivors of Chernarus. So, see you in-game! - Adam Franců / Map Designer Community Spotlight Today, I'd like to focus on musical creations from the DayZ community, which are without question amazing. I admit more than one of them blasts in my music player almost daily, and I believe I’m not alone there. You surely already know some of the well known channels, like Canadian Team Geo, which became internet famous with their songs "Friendly", "I Want Some Beans" or "Play DayZ". Their success is no surprise. The combination of great lyrics and catchy in-game clips make for entertaining songs that'll get you humming them in the shower. If you're unfamiliar, I highly recommend listening to them, you won't regret it. I would also like to point out blAkeMusic, whose rap "DayZ Saga" is amazing musical storytelling. blAke has incredible talent to transfer his feelings into rhymes so we can experience them with him. I am highly recommending his channel. One of the latest on the DayZ music scene is CMAM – Collective Madness And Moles with their song "Chernarus Bay" on channel . The author’s name is Steffen, hailing from Germany. He's very talented. Check it out for yourselves: 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 grace the next status report with your talent! Header image credit: RΣLΛX - Baty / Community Manager
  17. ☣BioHaze☣

    Three Things YOU Still Want

    Infected, everywhere. New player controller = Stamina and weight system for players, injured animations... so much more! Updated audio for everything. Balanced health, food, and weather exposure system. New grass and foliage that provides cover from a distance. Build-able vehicles that perform as expected with minimal desynch.
  18. OliverPlotTwist

    Three Things YOU Still Want

    Everything you said plus: More Infected More vehicles Improved weapon mechanics.
  19. gannon46

    Original Chernarus with all buildings enterable

    but everyone knows most folks camp in the west or outer edges of the old chernarus. It was easy to find camps on that map get as heli and fly over then just relay coords to ground team or land if there was no one on. there is no safe place in chernarus as there shouldn't be. just like seeing folks every ten minutes is ridiculous as well and takes the oh shit moments away IMO. If you have ever played h1z1 go check out how seeing folks every ten seconds plays out it becomes a deathmatch with re gearing it's boring and nothing new. this is a survival game not a free for all death match and the dev team should focus on that since that was what i bought it for was survival with zeds. Now when it comes to modding hey make your small map and add spawning with guns if it's popular more power to you but with these suggestions your getting the wagon in before the horse the game isn't finished they are increasing player cap as well as adding more vehicles and building of bases which should increase the amount of folks you see. hunting or finding folks shouldn't be as easy as go to this popular town and find folks some hide and most do not want to be found. All I got form the OP was it's hard to find PVP make the map small and with fewer buildings so I can play the game the way I want to play. If they make the game they way they planned it's going to get harder to survive as well as PVP at times so get used to working for your kills instead of camping NWAF or zen like folks do on the mod those days are over unless a modder comes along and gives you that experience which i'm sure they will since most folks like it easy not saying you do personally but have a look at the mod server list and you can get an idea of how vanilla will survive once modding come into the fold.
  20. emuthreat

    Tents Stay Persistent for How Long?

    Yes @Mookie (original) the 45 day decay timer is only reset went the tent is packed up and re-pitched. This was the main reason my core group abandoned .60 earlier this year, it was just too much stuff to move, and didn't seem worth it with vehicles broken. I recommend getting a new military tent and an extra mountain backpack to hold in your hands, and you can make pretty short work of resetting a relatively small camp. If you keep the empty backpack on your back, you can just double-click all the items, put full bag in hands, and repeat. It saves a lot of time.
  21. Welcome, first off I would like to describe what I am trying to reach for with my server. Recently with DayZ Mod moving to steam a bunch of new players are buying the game and joining servers, yet they do not know what they are doing. My goal is to help these players accomplish the thrill and excitement of what dayz mod vanilla is about. I don't want them choosing their spawn and rushing to find a weapon to kill everything that moves on the coast, I want them to survive and go north. My server is like it was previously which I was able to sustain a population of 30+ for about 2 weeks while helping new players. I want USONIA to be different from the others, a reason for people to join. I hope to see anyone there and can't wait to help new players! Here are the server settings of the server- IP-64.94.95.154 PORT:2300 3DP:ON CH:OFF SPAWN SELECTION:OFF DM:OFF SIDECHAT:ENABLED (To help players if they need help) VEHICLES:45 FULL MOON : ON
  22. emuthreat

    New Trello Additions

    Your enthusiasm level is over 9000. I can barely wait for this new (meager) patch to come out; can't even fathom new particle effects right now, let alone soft skills. It's too soon. Still haven't seen a herd of sheep to date, only solitary ones. I hope the new Infected spawn mechanics leave room to include provisions for predator and prey behavior. Boars, goats, sheep, and foxes need to come back. Hopefully with the work we'll see with the wolves, it will eventually mean we can chase a fox off a fresh chicken kill for some easy pickins; that is, if they don't decide to take away half of the meat from the already weak-sauce chickens this patch, like they did with the fish. All this new shit is cool to think about, but I'm just waiting for the new tech, and enjoying the game as it is in each iteration. I'm sure .61 will be tons of fun, IF they fix vehicles... .60 was BS in that respect.
  23. Kohlbar

    AKM recoil and slowing down players

    The girl in that video was using 0 recoil hack. For real though I think that lots of recoil reduction should be in the player's hands with small movements of the mouse. One of the biggest reasons I like the combat in this game is that most of the *skill* is left up to the player, and not perks or leveling making the game easier automatically. However I will agree that the AKM's natural recoil seems a bit wild at the moment. I don't think being hit with a bullet should slow players down. Most games I've played that implement similar systems just make it seem like you're walking through gravy whenever you get hit, and it's infuriating. The running speed will be reduced dramatically once vehicles come out, so I think that will go a long way for balancing player speed vs. gunfire.
  24. gannon46

    AKM recoil and slowing down players

    she's using a stance that would negate a lot of recoil and she is wearing a mil outfit so i assume she is trained. I think that we are supposed to be untrained civilians hence some of the recoil on the guns atleast that's been my explanation to myself. i also figure they haven't balanced things much yet I wouldn't consider anything final until they say it's complete. And when and if they add a stamina/weight system folks will slow down I think they have even said that the reason we run so fast is because vehicles aren't fully in and working correctly which makes sense as a lot of folks bitch about it being a walking/running simulator if they slowed the toons down folks would complain. we just have to wait and see I think all the things you have issues with will be fixed or resolved with future changes.
  25. Noctoras

    Anyone have hostage situations like this anymore?

    The major problem are the "streamers/youtubers". Just as you will not watch someone play civilization, noone will watch you surviving. As interesting as it might be for the player, it's a torture to watch. Thus, fast cut PvP action is what gets the youtube hits. People might go there and see "booooooooh, frag fest in Cherno is highly popular, that's what people want" - ignoring that it took 2 hours of jogging for the fight to happen and that surviving and other game content can be highly immersive and interesting as well. I guess it partially matches the "vocal players" concept, although I might rather say "vocal youtube players". Devs have also been holding sessions with youtubers, which I think is counterproductive to game development as such, especially as it focusses on already established content. Edit: No, as with vehicles, bases alone are more likely to be the basis for some more "pew pew". We would need game elements which - like in real life - honor teamwork. I mean, not everyone of us is a plumber, cook, doctor and electrician at the same time. This obviously not going into the skill tree is a wasted opportunity imho. The rudimentary med system as well, would be so much potential.
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