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Showing results for 'Vehicles'.
Found 41868 results
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For me it is a PVP game, not survival. What is there to survive from, if not other players? Not hunger or thirst, just pick some apples and find a well. Not the infected, they are useless and easily dispatched with rocks, pointed sticks or even base hands, but only if you want to, since they can't catch you anyways. Not the weather, it's always been pretty mild and it is especially hard to freeze in this patch. Stairs, rocks, ladders and glitchy vehicles, I guess? There is the so-called "survival" which is not really about surviving, but about crafting all the homemade items like bows, fishing rods, stone fireplaces and leather clothing. All of this, of course, being completely unnecessary, and making it harder, not easier, to keep your character alive—although that's only due to the inefficacy of the crafted weapons against other players and the time spent sitting next to bright campfires. Which is fine, it can be a fun challenge or a peaceful activity, but it's not "survival". Anyways: my favorite PVP is when I come across people unexpectedly in remote areas. Unfortunately it doesn't happen that often. I prefer clean kills, which means ranged weapons and getting the drop without them noticing until it's too late. Melee is too hectic and not very satisfying. Why this game? Because the long gearing up process creates more excitement and fear of death on both sides.
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That remains to be seen. The issue with vehicles being at the number they are right now (around 15 total) is purely due to the fact that we haven't really done too much server side optimization. Once we start switching our resources from mostly feature work, to mostly bug fixing - I expect to see more attention focused on that area.
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We're all very much aware that network sync of vehicles in current Steam branches is not working as intended, hell - you could say that outside of a perfect situation it is just plain not fun. That said, we've been working on it - and will continue to work on it throughout Early Access. Helicopters really require this to be at an enjoyable state, because -NO ONE- wants to deal with the rage that would come from losing a super rare functioning helicopter... to sync issues. :( Hang in there, we'll get it to an enjoyable point before we release. :)
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Since the official dev fart of forum is dead for months, lets start discussion on new stuff from Art dept showed on trello in last few days. I was personaly very plesed to see which cars were selected for future vehicles. Golf mkII was very popular here and there are lot of them still driving (ones that didnt rot). Škoda 120 is also cool, its iconic Chehoslovakian car and also was in mod. I dont like Multicar, Id prefer some kind of pick up truck or van. What will be difference between CR550 and Winchester 70 we already have? But I wellcome any bolt action rifle in future.
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There is no noice! Okey, i admit it was a bit out of hands before the 060 was released. I dont want that and iam sure the dev. dosent either. But now it feels like its just, silence. But i gues now is the time to be patient. When the new sound engine is implemented in 061. Than its "just" the new animation system left(wich they already have put alot of work in) and the same thing about the vehicles. Its gonna be epic to start seeing helicopters in the sky! Hope we gonna see the infected back in 061, or else i might sit that version out to... Best Regards!
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There was talk about getting them before Christmas, alas they're still not here. I wouldn't hold my breath either, vehicle desync will be fixed before they bring in new vehicles.
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With any luck, hopefully .61-->.62 will be a comparatively short cycle, given what we have seen for the start of this year. Otherwise, without the vehicles, we'll at least get a few good weeks of getting attacked by wolves while traversing the map on foot. Though I can't really get on board with forcing stamina system on a patch where vehicles are non-existent. Getting the scopes working on the FAL should stretch my enjoyment of the game for at least a few more weeks.
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Reddit is a source of poison and oppression. It's infection is worse than Chernarus'. I'm looking forward changes to the engine like the new shadows, and new sound plugin. I've been playing DayZ for so long, that even small changes make a difference to me. I just don't take as seriously as many, since it's just a game. It's shaping up nicely, as the engine gets polished and defined as it's own, and not old legacy ArmA2 engine/code. If they remove vehicles because they don't even work properly, than it's far better than letting them sit around for nothing. Players currently run too fast, and never need to stop anyway, and they never needed vehicles to go from point A to B, so it's really just comes down to some whiny spoiled kids who wants more toys, but already have their room filled with toys. Come on, no 2 games have the same development process. I've tested/applied for early access games/alpha/beta for more than 75 games for the past 12-15 years. One of the first ones was the closed beta of Söldner:Secret Wars back in 2004. And since then I never stopped, and noticed that no two game development is alike. After playing video games for 29 years, I don't follow hype trains and don't follow the young generation's trends of Facebook/Twitter/Instagram/Reddit of over-consumption. Now take your negativity and gtfo. You really don't seem to appreciate DayZ, or it's development, so what the hell are you doing here??
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From what I understand there will be no vehicles in .61, broken or otherwise. I personally wouldn't mind if they also implemented stamina at the same time and made everybody walk everywhere. Sorry not sorry, I have very little sympathy for the "I only have 2 hours to play", crowd.
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Yea im not gonna hold my breath for this week , even if it does come out it's gonna be like this : broken vehicles (maybe non at all) maybe wolves (probably not) "dynamic zombie spawns" that is supposed to bring bigger numbers and better spread of zombies , which seems like the only thing that will actually be exciting for the next update . Maybe the new sound engine will be in , overall I just want to get done with .61 so we can go back to at least having vehicles work (big bummer that they are all fucked up for sooo many patches now).
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Seems we have different opinions on game development. That's legit, albeit I cannot see what makes it "take shape" and "come along nicely", if you basically only remotely care. But people see things differently. However, coming aloing for me means something different than (I just quote someone from reddit now): And by the way, vehicles will be removed with the new patch as well. Shaping nicely? Well ... matter of perception I'd say. And if they ever want to make it in some sort of timeline, a lot of planned content is just going to go down the drain. And for me, one of the worst parts in this SURVIVAL game is (I am lazy and go quote someone from reddit again) I agree with you on the money though. Timewise I definitely got my money's worth. This doesn't keep me from doubting the direction of and commitment to the game. This game also serves a good purpose: It could stall this unhealthy early access concept, which came about us like a natural disaster. Many of these games show that this model doesn't really offer incentives for companies to keep comitted with huge resources. Understandably. For me, it most likely was my last Early Access game. That said, there is a real good example of dev communication on Reddit for those who missed it (from Eugen) : http://www.reddit.com/r/dayz/comments/52lrz3/status_report_13_sept_2016/d7lgbqg Definitely worth reading and whilst I do remain sceptical, I appreciate answers like this.
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Hey guys, so how does everyone see the Dynamic Spawner working out for DayZ? I had a few ideas on it and thought it'd be a worthwhile discussion to have. Spawning Placement 25% Inside Buildings/75% Outside Wandering Spawn Ratio On Recycle, Spawning Infected surround the city and walk inwards to their respective spots of sentry. General Spawning (Recycled every hour) City Sites: 25 Infected Military Sites: 20 Infected Village Sites: 10 Infected Farm Sites: 2-5 Infected Dynamic Spawning Dynamic Infected Spawn - In Towns (Per Player) - 5 Infected Spawn whilst entering Town radius (In/Outside of prominent buildings) Dynamic Town-Horde Spawn % (Per Player) - 5% Chance to Spawn 20 Hunting Infected (Patrolling one end of town to the other) Dynamic Wandering Horde Spawn % (Per Player in *sector* of Map) - 10% Chance per player in a large radius of map to Spawn 20(+Amount of Players within Sector) Hunting Infected (Patrolling through designated paths of town-to-town) Dynamic Animal/Predator Spawn % (Per Player within larger woodland radius) - 20%/10% Respective chance to spawn appropriate animal type and predators in woodland area Dynamic Spawn Timer (For Infected/Hordes/Predators) - Per 15 minutes recycle Spawn node and spawn again. Exceptions Spawn Timer is halted for 3 hours when all Infected are cleared out FOUR times. (4 Dynamic Spawn Checks = 60 mins) Military Sites cannot be cleared out to halt the Spawn Timer. Dynamic Wandering Hordes are calculated from FOUR sectors of map and the players that are within the area, consistently happening despite Spawn Timer halt. Other Spawns *Situation Corpses* that resemble players that hold gear. Resource Caches that are a collection of goods a lucky survivor can find (Weapons, food, survival) Crashed (Yet functional) vehicles with corpses of gear inside.
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No offence, but this in a similar wording is posted by the same few people over meanwhile more than 5 months from the last experimental. I'm far from this hype train by now, we're more than 9 months into 2016 and have seen ONE update so far. Yes, it's the enfusion engine and yes, some things take time. I just don't really feel confident for the whole project anymore. Zombies are no threat since ages, vehicles will be removed now, survival has not seen anything new since farming, we basically have a survival game without survival, medical system is underdevelopped at best, skill system will only be a slight speed bonus, apart from PvP there currently is nothing and PvP mostly means a sniper bullet in your back. Yes, this is the negative side of things, but since I've only seen the "yay, hooray" comments so far, I feel the need to shed some light on the dark side of things. :) Good night :P
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As for the population fluctuations, I think Rick got it right with calling out summertime. It's almost like some folks don't know how to expand the timeline of a graph to see what the seasonal pattern is. I guess I took for granted, the understanding that yearly usage fluctuates on a fairly consistent month-to-month basis--much like my utility bills. The protracted development process is another thing. I understand that this is a very complicated, technically specific, undertaking. It is quite a different thing from simply designing a game in an existing engine, or even developing an engine from scratch for a game that doesn't exist yet. They are building an engine not from scratch, but from scrap and scratch, while the game is still running in an online multiplayer capacity. I have used the analogy before, of a mechanic doing a complete restoration/customization overhaul, while letting the customer still use it as a daily driver. So if it has been this obvious to me from the beginning, how big of a job this is, then why hasn't development seemed to have caught on yet? Maybe they are being overly optimistic, or they know that people are better off getting the answers they want, instead of the hard truth up-front. After the introduction of vehicles, and the following few patches, I knew better than to think this was going to be anywhere close to the predictions being made. Objectively, the time it has taken so far, combined with the rest of the time that it will take before the 1.0 release seems pretty average, especially for a proprietary engine. What scrambles me is why the developers didn't just say "it's going to take a few years." Looking back on 2015 and the cynical responses to the roadmap predictions, 2018 seems like a pretty reasonable estimate that was flippantly foretold by a few people. Perhaps in a couple years, I'll be handing out some beans. Wait. Where the f*** are the beans? Hearts? Still? No wonder so few people hang around anymore. All this PC, progressive BS... They could always just shelf it for a decade and release it in 2027 as "DayZ Forever."
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All Time Low Population
Samuri_Bake_Pie replied to Weyland Yutani (DayZ)'s topic in General Discussion
My whole issue is this. The game came out, it was popular, the Dev's made money, it was great. I put in around 800 hours in the first 3 months. I had no life other than DayZ. I loved the game, updates were coming out, people kept buying it, and at some point, it just stopped. Now, I'm not saying I expect an update every week. But 6 months, without a single update is ridiculous. Now, I know nothing about games, or making games, but with the amount of money they made I could hire a staff to do it. What I still to this day don't understand, is why they didn't expand the team if they were so swamped with work that they couldn't update it once every 2 months even. I get it, they all have lives too. But seriously they made so much money off this game its not even funny. The timeline was set, and it failed. another was set, it failed too, and now we will be in Beta in around 8 months? I feel like every time I come back to this game it just keeps disappointing. Don't get me wrong, alot of the stuff they added was great. Alot of it was bad. A small amount was game breaking. The issue for me is that they keep releasing new stuff, locations, audio, when we can't fix bugs that have been out since day one. You have to mash buttons to pull a weapon out, you die climbing up ladders still (albeit alot less often now) and you can't properly jump over a fence successfully half the time if not more. I realyl do appreciate all the work the Dev's put in, and I defended them from the start, but its crazy at this point. Alpher this Alpher that. I get it trust me, I've logged into that screen more than the vast majority of people. But its been how many years and we are still in Alpha? If they Dev's had set up a more reasonable timeline, I wouldn't have any issue. What gets me is the timelines that keep changing. We still don't have bases, boats, functioning vehicles, barricading, survival, not randomly dying do to the terrain bugs, synchronization bugs, and we still can't pull out a weapon without having to stop and mash buttons. Inventory items STILL randomly glitch out and force you to relog and risk death. Persistence was nice for a while, being able to set up a camp. I didn't expect to be able to keep a base from say 2014 to the day it came out, but its silly that they wiped rarely when a server restarted. I was so into this game and the opportunity it brought, the customization of vehicles, clothing, characters, your own story and your own mark on the world. I guess the opportunity was missed as hardly anyone plays anymore. Maybe one day my kids will be able to play the full released game. Edit: Logged on to try and play, and guess what? Takes 5 minutes to log the main screen, I can't even click on stuff on the main menu without a 2 minute delay. Thought this was just my internet being shitty, but nope, same issue with my buddies. GG. -
Character skills from before the Zeds, learning skills
MaxTheSurvivor replied to Bard Wangen's topic in Suggestions
Would be nice, but honestly I think it would just end up as with the Vybor spawn, 98% of the Bambis committing suicide until they get the, guess what? ... The guy with the military background. It would get old real quick as the other skills would be under represented which of course would end up with 98% of the people complaining that there are not enough medics to correctly heal the wounds of the guys with the military background or not enough mechanics with the skills to repair the vehicles. Actually the very same guys that forgot that they are those who systematically killed those who decided to play with the medic or mechanic skills because that was so easy and so much fun. -
....except no vehicles. :P
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omg... igor... what have you just stated? the truth? DAMN SON! :P I've been saying that for several MONTHS if not longer... the devs have been slacking off and off and off.. delaying all of their progress to a grinding halt.. because 'PROMO'S!!' we've had the exact same thing like -gews- said in the RP community... event is announced... event is held (25-30 people show up) event is over (25 people leave) average pop/day is around 6 atm average pop/week is around 4-5 atm average pop/month is around 10 atm this is a 30 (was a 40) slot server... so yeah this game is SLOWLY but SURELY bleeding to death.. you can't make a game.. 700 promises and promo's climb mnt. everest every month and go to PAX east/south/gamescom etc. etc. for about 2 years and expect people to still give a shit about your game.. there are so many games (H1Z1/rust) that MIGHT not look as good.. but they make a TON of progress in a short term the devs work... sure.. but they'll never make that deadline hicks has said at gamescon 2016 'We don't have an exact date... but I THINK... we'll nudge to beta in about 6-8 months (so this game coming out in 2016 is total BS) 6-8 months means... this game will PROB. hit BETA around spring May 2017 that's BETA.. then everything gets 'fixed' (is that even possible) and very little else will be added.. so what he technically says: we're going to add all the last features in the coming 8 months - more zeds - base building - more land vehicles - soft skills - more predators - boats - aircraft (helicopters) - stamina system - new UI/player controls - weapons - MORE survival aspects - steam workshop (which they have to give the OK for to be in there!) - improved weather systems? then after all that has been pushed into place somehow (without breaking the game entirely) they'll move into beta and start fixing all their 'bugs' (broken cars/mechanics etc. etc. etc.) so prob. NOT going to happen that fast.. thus their going to lose even more of their audience sadly for them.
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This topic will be locked soon, as soon as Boneboys wakes up. Game pretty much staled after .59 and new vehicles (that barely work after year and a half). New render is cool and all but this game needs new stuff to keep players interested. All this stuff we now have were in dayz mod back in 2012 when the whole concept was new and exiting. If you look around, there arent even new dayz clones around. Players went to "king of the hill" type of games. Devs really missed their chance to keep the game alive sometime in early 2015. I will probably be banned again for writing this but I dont care any more. Dayz iz present for 4 years in one shape or another and since changing from mod to standalone it really didnt give much new content. New weapons and new towns are cool, but nothing really changed the way people play this game (spawn-gear up-coastal PVP-repeat). Im affraid BI wont sell more then 50.000 copies when game is finished, no one will be interested any more.
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From what i just read, no vehicles either.
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I'm not even gonna speculate how long Cuz at this point we are gonna go well over 3 years (just for alpha , not including beta). some things me and my team have been waiting for since day 1 that still need to be added : Predators barricading base building advanced vehicles dynamic zombie spawning shooting from cars (mentioned b4) electrical generators fridges w/ persistent storage LTL weapons (less than lethal) Wounded/limping animations dragging animation many more things that I can't even rememeber anymore . I just hope the pace is picked uP soon so to speak .
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Unfortunately, our team has had the same approach with the current build. I really enjoy vehicles, but am constantly telling myself "DON'T DO IT!" With DayZ's exciting and somewhat realistic combat (aside from the random exploiter swimming through Cherno streets...), I wish developers would focus on getting what's in game working properly rather than adding new functionality. Adding to the broken code will not miraculously repair what's already broken, but may compound the problems. Hopefully things will pick up pace soon, but I'm not holding my breath.
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Well looks like im sitting out .61... I hate how the vehicles are suddenly broken again , it just makes a terrible play experience for me as that is my first goal as my team is always driving around instead of walking (not enough time to walk everywhere when we only have a few hours to play together ). heres to hoping they can fix the sync issues with vehicles for .61
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Contents This Week Dev Update/Hicks Dev Update/Mirek Community Spotlight Dev Update/Hicks Greetings Survivors, Over the last two weeks the team has been hard at work tackling bugs and final missing functionality on intended .61 milestone goals. Not to mention a few additional improvements not listed on the milestone goals, such as dynamic shadows, network sync improvements, and expanded improvements in the audio technology side of Enfusion. The test / fix / regression process between when a build is feature ready for experimental and functionally ready for experimental can be a bit of a grind here in the office (especially when you consider the branching that occurs so that the stable candidate can be worked on, while the rest of the team continues work on .62 and forward), but as always I'm proud to say the team has been relentless. To give you an example, just over the last week the QA, Programming, and Design teams have squashed bugs such as: Client freeze on server connection Isolating remaining issues with new synchronization system Audio configuration issues w/ interior and exterior surfaces Infected hit detection issues Reload / Chambering not occurring when player initiates animation Chambered ammo not being depleted when firing (ooh boy that one is nasty!) Dynamic shadows not behaving properly with certain geometry within Chernarus Client side control failures under certain animation states (clients locked into one direction after jumping off of certain terrain) NavMesh problems with Infected (ignoring some structure geometry) Character gear loss under certain crafting, and connection scenarios Client crashes when using Exp Debug window Dynamic events not showing on client side Virtual Machine exception related to containers Infected being blocked by collision with corpses Server crash caused by animal behaviour Server delay registering clients after initial connection This is just a brief look at some of the issues tackled over the last week - and does not include issues the team is still working on. Countless issues are tackled before the player even sees the next testable build - and I hope this gives you all at least a small example of the work that goes into getting a build to experimental. Unfortunately the reality of development is its never quite as easy as just making the desired functionality, and pushing it to the experimental branch. Past that - Miroslav will be talking to you guys this week about exactly what he hopes to see from the upcoming improvements to network synchronization, and while I might have a bit more caution to my optimism I can safely say I am excited to see how it will behave under a larger testing pool. Keep in mind as well, he specifically calls out that there is a high chance the initial experimental builds for .61 won't be spawning vehicles - as he and his team are currently working on the synchronization improvements for them specifically. Looking at the .61 milestone goals for this Status Report: 0.61 Milestone Goals: Server Login Queue Ready for experimental branch testing - no current issues preventing this at this time. Merge of New Audio Technology from Arma 3 Eden Update. Technology successfully merged into DayZ branch. Ready for further testing on experimental branch. Update of Weapon Sounds for New Audio Technology. All current firearms configured - Audio team is working on completing SFX for future firearms, as well as working with design and programming team to tackle configuration, and surface effect issues as they pop up in QA. Dynamic Spawning of Infected. Programming team is currently working on plugging animal spawning into this system. Once this is functioning properly they will continue working on adding the additional functionality of per-player impact on the quantity inside a defined area. Predators (Wolves) We're cautiously optimistic here. While we're seeing improvements on our end, there is still a high chance this milestone goal will be pushed to a future build. Network synchronization improvements could make this viable for .61. Testing, and regression will give us a better idea. Past the milestone goals for .61, as you all know we have several improvements we're aiming to also be present for that build. Including but not limited to: Experimental Branch Debug Monitor Network Synchronization Improvements Dynamic Shadows And for those who don't keep an eye on our development board - we've pushed a few updates there to give you an idea of what some of this can be expected to look like: Uploaded via our Trello account: http://trello.com/c/pYtKJ7y9/123-experimental-branch-debug-monitor Lastly, I completely understand the frustration many of you may feel in the lull between build publishes to experimental, and stable branch. There is a saying that goes around the community that after two months of a build being available, it starts to get long in the tooth and the community is eager for the next, and this is entirely true. However, it is not just the community - we (the developers) are just as eager as all of you out there playing, and participating in DayZ's development, as hard as that may seem to believe. As we move closer to beta, the builds we push out are less about initial prototyping and more about large changes to DayZ's engine. Enfusion is a massive change for us on so many levels, and it is because of that that these builds seem to take longer to push out. We're all massively grateful for those of you who continue to ride through the storm with us, and help to shape the final product that DayZ will become. I'm personally very excited to jump into .61 experimental when it goes live, and start a new series of adventures in Chernarus. - Brian Hicks / Creative Director Dev Update/Mirek As we are moving closer to 0.61 experimental, we're mostly stabilizing the build (catching crashes, tweaking character selection from the main menu and new infected/animal spawner). But there will also be one big thing we would like to enable in 0.61 experimental which Brian mentioned in the last status report a bit. We were reworking major parts of the network code and completely changed synchronization of player controlled entities, which should deal with position desynchronization. This means that there won't be any weird deaths (on stairs, near the edges of roofs, etc.), character won't be blocked somewhere else on the server side (infected or other players won't hit you from large distances and if the player is inside a building, he won't be blocked outside), the game should behave much better under stressful network conditions and it should deal with a lot of issues that were present in the game since EA release. I have to admit that these changes aren't applied on vehicles yet, so vehicles won't probably spawn in the first iterations of experimental builds, but once we will enable them for vehicles, they should fix most issues like lagging and freezing, when a vehicle is in proximity of another vehicle. Also, please don't expect everything will be amazing, we still have some animation issues and a couple of other bugs, especially related to ladder movement and it's very likely that more will appear after the experimental release. It's even possible that the network changes won't hit stable if a lot of issues appear and instead will be postponed to 0.62, because we don't want to block 0.61 stable release for too long. - Miroslav Maněna / Lead Gameplay Programmer Community Spotlight Kind of like the last time around, we'll see if we can help players who are looking to join a community which is not necessarily english speaking. We were approached by Dopeyferes who asked if we would have time to look at a couple of his videos as well as showcase his channel, and of course, we were more than happy to do so. Outside of having really nice videos of DayZ on his channel, he is also part of a larger hispanic community that plays DayZ among other titles. So, if you are looking for a spanish speaking community, I'm quite sure that he'll be able to help you out if you contact him via his Facebook page, or if you for example join the Steam Group that he is a member of. Of course, Dopeyferes also has a Twitter account where you can follow his updates and he streams from his Twitch account as well. We do have yet another community lined up for the next status report, but in case you are part of one that you would like to see highlighted, just send some info to [email protected] and we'll be happy to have a look. - SMoss / Community Manager
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Howdy, Lets get this started! Our website. dayzdecay.com 2 Helicopters 65 Vehicles 2 Planes Night/Day Style GMT+2 We offer side-channel until we grow (again) then disable on further date. Server IP : 5.39.98.216:2302 Discord https://discord.gg/D8Zm5MJ We are a pure vanilla server and we hope to provide a good experience for players.