Jump to content

Recommended Posts

Getting Started

  • DayZ is new to me, what is it?

DayZ is a gritty, authentic, open-world survival horror hybrid-MMO game, in which players follow a single goal: to survive in the harsh post-apocalyptic landscape as long as they can. Players can experience powerful events and emotions arising from the ever-evolving emergent gameplay. There are no superficial tips, way points, built in tutorials or help given to players. Every decision matters, there are no save games, no extra lives, every mistake can be lethal. If you fail, you lose everything and you need to play again from the beginning with nothing but your wits, and your two hands. Fight the hostile environment, where every other player can be friend or foe and nothing can be taken for granted.

 

  • How can I buy DayZ?

DayZ is on only available via digital distribution via;

Steam
Bohemia Interactive Store

 

  • Installing and launching
  1. Install in Steam
  2. After the game has installed open steam game library
  3. Select DayZ from the list
  4. Click the Play button

 

  • What if the game doesn't install an update or becomes corrupt?
  1. restart steam
  2. verify cache
  3. restart computer
  4. reinstall the game
  5. If this doesn't work, please write a report to our feedback tracker.

 

  • How do I report a bug?

All information on how to report a problem with the game can be found here:

 

  • How do I change the game version
  1. Open steam
  2. Go to games library
  3. Right click on DayZ
  4. Select "Properties"
  5. Select "BETAS" tab in the properties menu
  6. Then select the desired version from the drop down box
  7. Close the menu and the game should update/backdate to the requested version

 

  • How do I change my in-game name

 Click on the user name in the lower right hand of the main menu and modify as required

 

  • Is Steam required for DayZ?

Yes, Steam is currently required to run DayZ and to browse for servers.

 

  • How do I know if DayZ has received an update?

We will communicate large updates via our social media channels and Steam Announcements. All updates will automatically download and be installed via steam.

 

Server Hosting & Modding

  • With the new engine and beta, will FINALLY the cost to rent a DayZ server be reduced?

Yes. In future, anyone will be able to host their own servers on their own terms, as we want to release the DayZ Server Files with BETA. Maybe not right with the first BETA build, but definitely during BETA.

Additionally, we want to provide a Linux version of the DayZ Server Files, and that should further cut the costs of running a DayZ server. While we don't have direct control over the pricing offered by our selected server providers at the moment, the Linux Server Files should also lead to noticeable cost reductions with these providers.

 

  • Can you give us some modding tools already, goddamnit?!

Not right now, we can't. There are ultimately two main reasons for that: we're simply not ready to legitimately support modding until we have a solid foundation in what is a game functional on an elementary level. We also need that game to be in YOUR hands and we need you to be able to run your own servers. That will not happen before 0.63 hits Stable. In addition to that, we're also still evaluating how far along will DayZ be moddable, and how we can best support modders with all the necessary modding tools. 

 

DayZ on Consoles

  • Is PC your primary platform? 

Yes, it absolutely is our primary platform. Every piece of new content, every feature, every new bit of technology always gets into the PC version first. Both Xbox One and PlayStation 4 run only what already exists on PC. Ultimately any development progress made now is always implemented on PC first.

 

  • Will DayZ be released on consoles?

Yes, Xbox One version will be out this year (2018) in the Xbox Game Preview program. We are also working on a PlayStation 4 version and want to provide more details about that soon!

 

  • Is it going to slow down PC development?

No! Remember, PC development is console development. It's not two different things. There is, of course, some amount of work associated with specific platform support and bug fixing, mostly in programming and QA, but we're not taking the time of any developers that are critical for reaching our Experimental, Stable and 1.0 goals for PC.

 

  • Should we be worried about DayZ being on consoles? 

No! Quite the contrary: we need to squeeze every frame, and every possible line of code optimization out of DayZ in order to make it run well on consoles. This massively contributes to the overall improvements of the PC build. Exploring new platforms with DayZ also opens more possibilities to cooperate with different partners - if we did not make DayZ on Xbox, it would be harder for us to visit you in person or events, for example.

 

  • How about the frame rates on Xbox One X?

It’s all work in progress, but we’re already peaking at 50-60 FPS in 1080p on Xbox One X, and we plan to support 4K@30 FPS. We’ll see where we end up though!

 

  • Are you developing DayZ for Xbox One X only?

No, we’ll be releasing on all Xbox One consoles, and on PlayStation 4 as well!

 

  • Will there be cross-platform between platforms?

That’s unlikely - while it’s perfectly viable from the technology perspective, we’d rather not mix PC and console players because it would cause a noticeable disbalance in gameplay.

 

DayZ in future updates

 

  • Will the performance of the game be better in BETA or in the future?

Optimizations of performance in DayZ are a continuous process, but we can definitely say that the game performance in BETA will be better than the current performance in 0.62 Stable. How much better depends on specific hardware. Besides optimizations of the rendering pipeline, we have rewritten multiple systems to utilize more CPU cores, we've implemented double buffering for rendering and changed some of the synchronous operations to asynchronous (which allowed further parallelization of those operations). All of these changes have a positive impact on the framerate in the game, especially client-side framerate.

 

  • Do you have any plans for new buildings?

Yes, we already have some new buildings on the Northwest Airfield in 0.63 and more buildings are planned.

 

  • Will we ever be able to use the train tracks? A Draisine aka Bogie would fit perfectly. 

We would love to use the train tracks in some way, that is ultimately the reason why we connected the railway around Chernarus. We don't know if it will be draisines, but we want to make something happen in future. However, before that happens, ground and aerial vehicles are more important for us.

 

  • Will Ponchos get added to the game?

We can't add full blown ponchos because of their length. It currently isn't possible to have any long clothes in-game, because of clipping through the legs of the character. If we would add any ponchos, it would be just short ones. For example look at the length of the lab coat.

 

  • Is it planned to redesign most houses so "fake doors" will actually be open for new rooms?

We don't want to open these doors because of a possible performance impact. Instead, doors that are not openable in 0.63 now have a clear visual indication that a player can't open them. See the screenshot below.

xRmotjN.jpg

 

  • Are there any underground structures/bunkers/mines/cave systems planned?

No, underground locations are not planned for now. We are missing proper support from the engine side. While there is a way to achieve underground locations even under the current tech (as seen in some older versions of DayZ), they usually have a severe impact on the landscape and visuals (both surroundings and inside).

 

  • How safe will future bases be? How will you find a middle of getting in to easy or to hard?

No base will be impenetrable. How fast it will be conquered depends on its defense, which can have varying degrees of protection. Even a locked item can be lost if someone makes enough effort to get it.

 

  • What kind of water vehicles will we see? Floating platforms possible? Wooden boats?

A whole set of water vehicles is something we want to do in future, like wooden boats for example. We are thinking about craftable ones too, but that's really looking at a more long term future. Submarines aren't planned.

 

  • Will there be more crafting options involving improvised weapons? Grenade arrows, flaming arrows, etc?

We'd like to have some form of improvised weapons in the game, but we can't tell you more right now.

 

  • Will it be possible to reanimate a dead body?

No, it won't be possible.

 

  • Do you plan to add more interactions with the environment? Will we be able to lay in beds and sit on benches, clean/inspect guns at the fireplace and similar?

Yes, we are planning interactions with an environment like sitting on benches or laying on beds.But it's not a priority by any means.

 

  • Are you planning to create a much bigger variety of different houses so we could have cities look more unique and not see house multiple time each city?

Yes, we would like to introduce variants (varied in colors, damage, interior and overgrowth vegetation) for commonly used models. More tests are needed to see the overall impact on performance.

 

  • Do we get a Guitar as a melee weapon and as instrument we can play?

We don't have it in plans now but we would like to have something like this to enrich social interactions.

 

  • What about digging a grave to bury a friend? What about false graves to hide your stash in it?

 Yes, these are planned.

 

  • Will there be different color spray paint, like pink, purple, orange, red...etc? Will there be possibility to spray your weapons and items with colors and patterns?

Yes, procedural coloring is still planned.
 

More answers coming soon.

Edited by ImpulZ

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Similar Content

    • By Baty Alquawen
      Hello Survivors,
      I have a message from Eugen Harton to you:
       
    • By Baty Alquawen
      Hello guys,
      we have some changes for Stable and Experimental branches today.
       
      Stable Branch 0.62
      Servers and clients will be updated - fix for character save/load/stuck in connection screen. Servers will be switched back to the Stable database (0.62 version of the database), they were switched because of the issue with an infinite spawn timer.            Eugen is talking about the issue in the latest Status Report .
      Characters will be reverted to the Stable ones to the state they were in last Wednesday (experimental characters will be wiped). Storage folders won't be wiped (items, tents, vehicles,. etc).  
      Experimental Branch 0.63
      Servers are turned off during maintenance (without update). Servers will be switched to the Stable database (0.63 version of the database). Characters won't be wiped. Storage folders won't be wiped (items, tents, vehicles, etc.). You shouldn't notice any changes.
      We are aiming for normal maintenance time (8:00 to 11:00 CEST), but it may take longer if we are unlucky and some issues will pop up.
      Have a nice day, Survivors!
    • By ImpulZ
      This week, we are moving to push our first content update to the public Stress Test branch. To start today's report off, Eugen is going to talk us through the remaining issue of the week as well as last weeks challenges for the team. Our leads from animation, sound and map design share a few insights on their past work. We close everything with our beloved Community Spotlight.
      Dev Update/Eugen Dev Update/Eugen Dev Update/Viktor Dev Update/Adam Dev Update/Filip Community Spotlight  
      Dev Update/Eugen
      Dear Survivors,
      it's been quite busy around the office in the last two weeks, and there is a lot to talk about in general. I wanted to cover a couple of topics: the first content update for 0.63, and issues you have been experiencing in the past few days.
       
      Database issues with 0.62
      The problem with the legacy 0.62 Stable branch had manifested in two different ways:
      a) an infinite spawn timer
      b) by loading a wrong character
      During the last maintenance, we switched to a temporary database to figure out a solution, making sure the issue does not repeat in the future. Since then we have identified the culprit, fixed it and will be moving back to the Stable hive during our next regular maintenance tomorrow morning. Most of you will be getting your old characters back as the data itself has not been tampered with.
       
      Blue Screen of Death crash issues
      This issue was quite rampant - luckily, we managed to get it identified and fixed in a patch released last week. The problem was caused by an interaction of multiple external factors that we have since looked into and found a workaround that will keep us stable going forward.
       
      New content and features for 0.63
      I'm happy to say that we no longer track any major gameplay issues with the upcoming 0.63 update there were assigned a priority of blocker/critical. There is a number of issues being tracked, and on schedule to get fixed, but most (if not almost all) of them can be described as visual glitches. 
      As of now, the patch is scheduled for a large internal playtest tomorrow and if we don't run into any more issues, we will release the update on the Stress Test branch. One thing we're quite excited about is not only the features that we're bringing back but also the huge number of bugs that have been fixed. All this together should bring a more stable and interesting DayZ experience.
      As we're seeing the comeback of the unconscious state, as well as everyone's favourites - the M4A1 and Mosin, alongside numerous scopes - we will consider using a specialized mission for testing these, probably switching back and forth from the regular survival gameplay to a more action packed combat scenario.
      I'm extremely excited to see those unconscious clutch situations getting back to DayZ, as saving people and playing a hero has always been my thing a lot more than being a bandit :)
      I don't want to spoil everything, but I do believe it's going to be tons of fun!
      See you in Chernarus! ;)
      - Eugen Harton / Lead Producer
       
      Dev Update/Peter
      The implementation of the firearms scopes back into 0.63 version is ongoing for some time now. Long range combat has always been a staple of DayZ and you can count on the fact, that it will be in the future as well. The focus is to bring back scopes for firearms currently in the game and those which are coming.
       
      Switching between iron sights/scopes
      The new implementation introduced the ability to use iron sights along with scope view. Of course, that’s possible only when a given firearm and scope combination allows it. If you are curious, we are not planning to do slanted sights for now.
       
      Zeroing and accuracy
      With upcoming scopes, allowing encounters over long distances, it’s time to utilize zeroing to compensate projectile ballistic trajectory. Similarly, you should be aware of the accuracy of different firearms to choose the best tool for the job. As a side note, barrel dispersion is already back in Experimental 0.63 version for quite some time, however it seems it’s not that noticeable without magnified view of scopes.
      While aiming down the scope, projectiles should be fired directly from a barrel of a gun, same as it’s while in iron sights. This will prevent the possibility of some additional angle to be added to the trajectory.
      Unfortunately, we found out that there is a divergence between actual projectile trajectory and directional vector of the barrel, which is definitely an issue on longer ranges. We are currently going through all aspects of range combat as we are trying to isolate and fix the underlying problem.
       
      Revision of scopes
      Reimplementation of scopes is also a good opportunity for us to revisit individual scope models, as well as their configuration. Especially their camera positions, reticles, magnification levels and zeroing ranges.
      For some of them, it’s needed anyways, for example the PSO 1 can be used along iron sights, and it’s being turned into a 3D scope now, instead of just a 2D texture. This change alone requires a removal of the eyepiece to avoid the first person camera clipping, and will allow for a in-scope view as large as possible.
      We don’t have a picture in picture rendering, so we're looking into adding some post-processes such as depth of field, sphere distortion and colour tints to make scopes more visually pleasing. I believe that scopes will now be be easier and more fun to use.
      Zoom in... see you in Chernarus folks!
      - Peter Nespesny / Lead Designer
       
      Dev Update/Viktor
      The animation team has been quite busy over the past two weeks, creating some completely new animation and improving existing ones. Let me go over a few of those.
       
      New usage animations for items like a shovel, pickaxe, or hoe
      These should provide more variety in animations and a better representation of each item in general.
       
      Improved holding of items emitting light
      We have added a new animation instance and a new set of animations (walking, running, holding) for flashlight, torch, and a flare. Players are now able to have the light in better positions.
       
      Animations related to vehicles
      We are testing and finding the best way of adding animations for changing gears, starting the engine, and other related actions.
       
      Improvements to existing animations and systems
      We created new animations for when the player gets hit and added more unconscious variations for different items and stances. Additionally, we polished attacking animations and fixed bugs related to firearms animations. We've also made a bunch of new holding poses for various items, so your character can now hold items in a visually more pleasing way.
      - Viktor Kostík / Lead Animator
       
      Dev Update/Adam Franců
      This time around I won't be sharing anything brand new, as I have spent most of past few weeks squashing bugs all over the Chernarus terrain. While the 0.62 update has definitely brought Chernarus up to whole a new level, the vegetation swap also introduced a lot of issues with the object placement.
      This trend continued with the update 0.63, which introduced a revamp for rocks, stones and bushes as well as a number of model updates to the environment assets (be it a complete replacement or just smaller changes to the doors and ladders). It has been a long time since a proper bug fixing passed and as the updating of 0.63 is progressing, Chernarus should definitely receive some bug fixing love from us.
      Over the past weeks, I have squashed literally thousands of issues (major issues like getting stuck somewhere, problems with swimming, ladders, but also minor ones such as frequent object clipping). I am certainly not done yet and plan to continue this bug bash in the upcoming weeks before returning to the general map updates (for example we have got buildings like the city police station to add to the major towns).
      There is one more thing that I would like to mention, as it is kind of tied with the topic bug fixing. Everyone knows (and loves ) the all-Cyrillic directional and settlements signs (did anyone say KAMYWOBO?). For a very long time, a number of settlements, railway stations and road intersections in the new (non-Arma 2) parts of Chernarus were completely missing these features. As a part of this bug fixing pass, we have re-added them along with fixing many issues with the existing signs. These changes along with the already mentioned bug fixing pass (or at least a part of it) will be available in the Content Patch #1.
      I hope that you all have a great time exploring Chernarus, see you there!
      -  Adam Franců / Map Designer
       
      Dev Update/Filip Čenžák
      The last couple of weeks brought a number of updates from the audio department - we don't have any samples for you, but most of the things should make their way into the game soon enough. Let's go over a couple of examples:
      female character voice support has been added some new character sounds have been added hacking down trees cutting bark off of a tree digging mining for stones cooking (boiling, baking, drying) thunderstorm sounds were improved to capture the atmosphere of DayZ just right For the upcoming new features and content for the Experimental branch, we've mostly contributed in terms of weapon sounds:
      a sonic crack of bullets has been improved impact sounds of bullets have been improved Mosin and M4 sounds have seen some updates we have a brand new set of reloading sounds for each weapon we've managed to fix a bug with weapon reload sounds while on the move - Filip Čenžák / Sound Designer
       
      Community Spotlight
      Hello guys,
      At first, I have a news for you. Our name on social channels has been changed. We were known as DayZDevTeam on our Twitter and Facebook for a long time, but now we are just DayZ. So no more weird tweets like "I am playing @DayZDevTeam right now, come and join me!", I am so proud of Martin,  who managed to change it, it is not that easy. Don't forget to tag @dayz next time!
      Let's check the community content.
      Do you have a Samsung Gear S3 watch? Flip-Gaming.de has an inspiration for you. He made the most perfect Watch face ever and of course it is in DayZ style.

      Some of you went to real Chernarus and sent us nice pictures from your trip. Like NiloxCSHO from Reddit, who didn't need a map to travel around this area. He knows Chernarus very well. Check out the gallery here.

      I want to show you a talented player, who can make really nice screenshots. His nickname is Sp1kerZ and you can follow his work on Twitter. Keep it up, man.



      Streamer Reece McDowall shared a screenshot with us. It is about resolving struggle between players. The king is dead, long live the king!

      Love is everywhere, even in Chernarus. WineDaddy captured a picture of two lovers who don't care about the apocalypse. I have no idea how you made it, WineDaddy, but you did it right.

      And the last thing from your content is a story made by M1NDR. He infiltrated a group of cannibals and tried to destroy them from the inside…
      And we want to congratulate M1NDR because he hit 100 000 subscribers on his YouTube channel today! You are amazing, man and we <3 you.
      You've sent me so many answers to the last riddle, I was really surprised! But only a few were correct. Here is a wall of fame!
      Puddin_TheKrow D. E. Parry Rustycaddy CanisDirus Go Up Setup Jacob_Mango
      And here is a next one. Can you guess where is this location? It is not so hard this time! Tweet your answer to our official Twitter channel with a #DayZriddleTime hashtag. Don't forget, our Twitter is changed to @DayZ now. 

      Thank you for reading today's Status Report till here and see you in two weeks.
      - Baty / Community Manager
       
      Header image by CMDR_sunny.
×