Jump to content
ImpulZ

Stable Update 1.02

Recommended Posts

7 hours ago, kataro said:

Confirmed ..... M70 tundra , olga,  308 ammo  Lar  dont spawn in  oficial servers ......  run in many oficial server after restart and found nothing ....in one  comunity (vanilla no mods) server found 308 ammo, olgas, tundra,  in 30 minutes

Was the persistence  deleted with the last patch?

sounds like a failed update for me...

Share this post


Link to post
Share on other sites
15 hours ago, nuggit said:

I appreciate you acknowledging this @ImpulZ.  As to several issues, there not really issues are they? it's either cut features or it's getting added back in eventually, right? If eventually, then I am a happy chappy. I am only antsy because everything that has been said and implemented says otherwise and I felt like all these features are just culled and not coming back.

I am more concerned with the removal of a lot of the character functions and if any of this will be permanently removed. or eventually added back in like variable fov (numpad -/+} peripheal vision view for clearing buildings, normal view and eye focus. and will aiming deadzone be reimplemented down the track along with mouse smoothing? At this stage I really dont know if this was cut to de-militarize it or the opposite and it is a time thing.I have been secretly hoping for the latter but it is time I asked.

 I'm not digging through years of this stuff to quote and timestamp a few vids but it was stated multiple times with carefully chosen words as to why some of these things changed and in part was to curb the kos mentality and to promote interaction. Look at the coastal fog as an ie!  Gews also asked Eugen about the fixed fov when aiming ads and it was said this may not change which has had me worried ever since, especially since most functions I use are now gone in game and the control scheme is just unergonomic. that's all i want to know regarding this "issue".

The widening view will not return, same goes for the aiming deadzone and mouse smoothing. FOV can be adjusted in the options menu.

16 hours ago, nuggit said:

Also regarding the finger olympics and the control scheme. Have you tried to walk, whilst free looking and then using focus vision to keep your head on a swivel.

That might only be my personal experience, but holding Shift for sprint, W for movement, Alt for free-look and mouse for zoom was pretty much all I did while moving through Chernarus and it's still what you see when you watch players on twitch etc. I'm not saying it's a desired state or easy to do especially when it comes to older or less flexible players, but it's pretty common for DayZ, as there are still this many options and they have to be bound to certain keys. As we already said, toggles are implemented to make this easier.

16 hours ago, nuggit said:

What I take out of these 2 statements from you are,

A) Gamma abuse is MASSIVE.  

B) a compromise was decided on in house so everyone can now see at night and gamma abuse is now REDUNDANT. so no one gets left in the dark alone  and everyone is on the same playing level (sounds perfect actually as redundant = no longer useful or loss of employment) If only you could predict what the players do, doh!

C)  The new solution was not optimal and gamma boosting is still a thing and the devs knew but is considered negligible unless someone can "efficiently" abuse gamma still or it never was for gamma abuse

Gamma abuse WAS massive before, we are still gathering information on remaining exploits. This is practically a fight against both hardware and software technology, and while you can probably never completely rule out any exploit, we want to make it as difficult as possible, which is why we are asking for reports on it. There are so many different screen models and software/hardware configurations out there that it's not possible resource-wise to "just test all of them". Precise reproduction steps are the way to go.

  • Sad 1

Share this post


Link to post
Share on other sites
On 4/10/2019 at 1:55 AM, philbur said:

Yeah...Pretty much nailed it...

This would not even be considered, if a Pro was calling the shots on this Dev Team, I'm sure of it.

Many of the decisions in the past three or four releases are complete mysteries to me...and a good number of "core" DayZ SA fans as well, I'm sure.

Fortunately, the Community Servers and the modders out there can at least give us the experience we so rightfully expect (and deserve).

So true... it was a huge mistake to continue development of this game without a proper creative director,  a lead being able to give direction and combine horror (zombie), shooter and survival elements, blend them into the eastern europe environment for some Stalker/Metro vibes and also more important providing a good ballance between realism, hardcore but also game fun and nice visuals.

Lighting in most games, but especially in horror themed games is such a existentially and important feature. It is beyond me how the devs in charge worsen their own game by making it look like shit and making it no fun to play during night time just to prevent a few kids from abusing gamma and brightness.

A solution would have been to keep nights completely dark but spawn more and all kind of different light sources during dusk ( also spawning in with a flashlight like in the mod for fucks sake), making crafting receipes that allows players to attach a flashlight to their gun with duct tape...place some oil filled barrels around the cities ( like in the mod) maybe some burning already, make some streetlamps flicker, place some burning candles in churches or a few glowing chemlights lying on the foors in industrial and military locations ...this would add so much to the horror vibes, would look amazing and would make night times fun and immersive but also counter gamma abuse. Placing a light sphere around the player is simply an embarrassing solution for a dev team !!  

And yes I know such stuff like burning candles or chemlights lying around in some places would not be player driven blablabla...I don't give a fuck as long it is not overdone but looking good and adds to the gameplay and immersion.

Same goes for so many bad design dicicions...controls are horrible...pressing 4 buttons while crouchwalking with my gun raised and the head on the swiffel is horrible and game breaking for me in a survival game. Also having no autorun is a game that is known to be a walking simulator for most of the time is another thing...again we lost a feature just because of a very few idiots that maybe leave the game with their toon sprinting against a wall or tree ( which I have never seeen by the way). 

As far as it goes for gunplay...a lot has been said about this by long time community members which are known to be experts like Gews...but the current men in  charge have stubbornly decided to change things that were working fine before.

Reloading guns and mags would be another one....why again changing a feature that was absolutely fine and is working the same way in a jillion of other games as well as in gun porns as Escape from Tarkov and may other even military games...drag and drop your ammo onto your mag in your inventory, place the mag in your Rig or in your pockets and press R to reload your gun ( no reload from the backpack)...and fight .

Not only that many things now are overcomplicated and at least for me personally no fun...it takes and took a lot of time and resources to redo all this features that were in and working allready...time that could have been used to  do really important things...there is still no working medical system...no good tempereature system...no good damage system...no good crafing system...no good zombies...no good working vehicles....not speaking about jumping and throwing items 😞

I want to fight zombies, the environment and other players...not the controls and the inventory

and yes I know they are working on it.. until the end of 2019 for free ( which they can not state enough...so what will come then ??)

For me it looks like the current leads are ruining the game, with Dean and Brian out of the way, by doing things now  they always wanted it to be. It is the same reason btw why we never got loot containers allthough the community was asking for it for years...to give one last example

What makes it worse is that it seems that whatever we say, we end up with the same 3 answers:

 

yes we hear your suggestions and complaints clear and loud....but we nevertheless doing it the way we want to be

yes you do have the right to make your point...but you don't have a clue about how game development really works

yes we understand that you want to get more infos....but we provide info when we feel we are ready for it or as soon as we release something...else fuck off and use twitter

 

 

 

 

 

 

 

 

  • Beans 3

Share this post


Link to post
Share on other sites
Posted (edited)
14 hours ago, matiman said:

I'm not sure it's linked with official/community servers. Do you know if this community server was running on public or private hive ?

I have a vanilla community server on public hive, I've played about 50h on 1.02, and I didn't see a single new item either.

well well well... Once again this !@&# CLE is trying to drive me crazy.

Of course since I complained not finding something, I found it soon after. So you might read me complain more often now 😀

 

I got a 2 RVN sights, utility buttpack and assault vest at the small mil-tents West and South-East of Sevegorad.

I also found an olga trunk in the barn in Gvozdno (but not seen the car itself yet).

Edited by matiman

Share this post


Link to post
Share on other sites
10 minutes ago, matiman said:

well well well... Once again this !@&# CLE is trying to drive me crazy.

Of course since I complained not finding something, I found it soon after. So you might read me complain more often now 😀

 

I got a 2 RVN sights, utility buttpack and assault vest at the small mil-tents West and South-East of Sevegorad.

I also found an olga trunk in the barn in Gvozdno (but not seen the car itself yet).

I've found a bit of everything except the FAL(or whatever the eff it is they call it now) on both official and community servers. The FAL seems to be like the Loch Ness monster, there's talk of people who have seen it but it doesn't actually seem to be real... Someone said it is heli loot exclusively, so ultra rare.

  • Thanks 2

Share this post


Link to post
Share on other sites
4 minutes ago, Derleth said:

I've found a bit of everything except the FAL(or whatever the eff it is they call it now) on both official and community servers. The FAL seems to be like the Loch Ness monster, there's talk of people who have seen it but it doesn't actually seem to be real... Someone said it is heli loot exclusively, so ultra rare.

Fal prolly same as svd: 90% heli and only a single gun spawnchance that could be svd, fal, landmine, m4 or some other gun.

Share this post


Link to post
Share on other sites
7 minutes ago, Derleth said:

I've found a bit of everything except the FAL(or whatever the eff it is they call it now) on both official and community servers. The FAL seems to be like the Loch Ness monster, there's talk of people who have seen it but it doesn't actually seem to be real... Someone said it is heli loot exclusively, so ultra rare.

You're doing it the wrong way. You need to have tree fiddy, only then you will get the FAL, damn Loch Ness monster.

  • Haha 3

Share this post


Link to post
Share on other sites

Is it currently not possible to add motor oil to ADA? I have fixed one ADA but cannot add motor oil. Tried to drive without it but now I got the yellow motor sign, so I guess it will break the motor.

Share this post


Link to post
Share on other sites

Hello, I'm a big fan of DayZ, I started playing DayZmod in 2012. (date of my account creation in the forum) ... I bought DayZ in 2013, particulamente I did not like it very much.

Now with the addition of mods, I find the game more and more interesting.

I realize that the Night is impossible to play, the great majority of the survivors must dislodge from the servers when the night arrives.

When some other player beats me the characters give a bug, it seems that they will fly at any moment.


How are  developing with this current team? updating the game more often?

Is there a project to translate the game to our country? BRASIL. - The community DayZ here is very large.

 

Share this post


Link to post
Share on other sites
27 minutes ago, Dorka said:

Is it currently not possible to add motor oil to ADA? I have fixed one ADA but cannot add motor oil. Tried to drive without it but now I got the yellow motor sign, so I guess it will break the motor.

No it's not possible to add oil to cars in the current version.

But I repaired 2 ADAs since 1.02, and they works perfectly (well, as perfectly as a car can work in DayZ 🤣) without motor sign.

Are you sure you completly filled the radiator with water ? When radiator has less than 2/3 of water, it's usually smoking and you have yellow/red motor sign (depending on how much water you have)

Share this post


Link to post
Share on other sites
Just now, matiman said:

No it's not possible to add oil to cars in the current version.

But I repaired 2 ADAs since 1.02, and they works perfectly (well, as perfectly as a car can work in DayZ 🤣) without motor sign.

Are you sure you completly filled the radiator with water ? When radiator has less than 2/3 of water, it's usually smoking and you have yellow/red motor sign (depending on how much water you have)

I did not fill the radiator full. Thanks for the hint, I will try this.

Share this post


Link to post
Share on other sites
On 4/10/2019 at 9:17 PM, Fing said:

Is it me or is this game going backwards on the vanilla servers.  I haven't come across a mill tent, M4, Ak in over a month now.  Car tyres are hard to find as well.  I don't want to go back to the days of loads of high end items, but not coming across these Items once in a blue moon in high risk areas is very poor.  And it should be easy for the deves to up the number of these items on the server ffs.  They are killing the game for me.  And when are the Ladas going to improve? I drove the sedan on EXP and it was a far better drive and offroader than the Lada.

Gave DayZ another go today after 2 months and I did find a AKM. It was in the camo building in Veresnik. Had the thing for about 2 minutes because when I entered one of the barracks, someone was waiting for me in the shower room, bad times.

Share this post


Link to post
Share on other sites
Posted (edited)

Here's my list of observations for 1.02 - a little "state of the game" from the Jizzpective. Plenty of people have been critical of a number of known issues, so I won't rehash a variety of items and try to avoid sounding like a complainant - only those things I feel most directly impact the quality of my experience.  For starters, the zombies are a true threat and I thank the devs for delivering. I haven't seen a zombie walk through a building or slide through a closed door at all for 1.0, and I feel like we're closer than ever to a true PVE simulation. A few things I noticed -

  • The zombies can strike the player through a closed car door. I don't know if this is intentional or not, but IMO a closed door should offer some level of protection. If I can't shoot back through a car window, they shouldn't be able to strike me.
  • The "bleed-rate", as I call it, or the rate at which a Z attack draws player blood and forces bandaging seem at a frequency I was accustomed to in Alpha. Back then the bleed rate seemed like every other attack would cause you to bleed. I'm NOT complaining though - what it boils down to is there needs to be a legitimate penalty to being attacked by a zombie, and I'd prefer the danger of getting a laceration than having to constantly replace ruined clothing.
  • The new noise dispersion seems to be working great. Zombies will run toward the vicinity of where you made noise, but the player still has an opportunity to evade (primarily at night) if you creep away quietly and out of sight. This is a huge improvement. Omniscient AI enemies that can follow what they can't hear or see should remain in the 90's where they belong.
  • I'm getting wet inside my military tent. This should be a pretty basic tenant of its functionality.. especially with hypothermia.
  • I can repair a woodcutting ax with duct tape, but not my shovel. That seems nitpicky.
  • Certain cars guzzle gas, others do not. While it appears to be totally random, my theory is there are some earlier-version (1.00, 1.01) cars sitting around since before gas consumption was fixed, and the patch didn't apply retroactively.
  • I'm unable to add oil to the car. I don't know if motor oil yet carries a purpose in the game anyway, but I thought I'd point it out. Also, this is true for both the gas guzzling and correctly functioning cars.
  • Doors are still unlocking themselves after server resets.
  • I'm still getting the tap-dancing car every once in a while. You get in and there a sound of tires vibrating/squeaking on the pavement before you've even cranked the motor. If you ignore this and attempt to drive the car will act very erratically and go bananas. My solution thus far has been to get out and try again.
  • I lit a fire in a fire barrel, but the fire never went out.

Suggestions Specific to Basebuilding:

Basebuilding is a WIP, I get that, so no need to split hairs (even if this is a "full release" game). If I had to guess why progress in basebuilding has been so slow, it's the "immersion (realism)" crowd versus the "It's-a-videogame!" crowd. The immersion crowd seems to be winning at the moment - i.e. if Person A can erect a fence in a short span of time with a hammer and nails, then Person B should be able to take it apart with similar tools in as much, or less time. I'm sure we could demonstrate this IRL.  But the very reality of this game is at odds with what can be bullied away with the "IRL" argument - my character physically doesn't exist in-world during the hours I'm not playing, period. If I were managing a post-apocalyptic homestead IRL, I'd be there all day to defend it from assholes….. But I can't, which begs for more buffing of basebuilding elements. The amount of effort required to build a structure is anything but rewarded when another player with a hatchet and shovel can dismantle your efforts in less than 10 minutes. I'm not sure what's possible, because I'm on this side of the development of the game, but it seems like basic protections should be in place for offline players. If that's not possible, it should AT THE VERY LEAST require a gargantuan effort by another player to dismantle base components… like measurable in hours rather than minutes. A couple of ideas -

  • Barbed wire shouldn't be a static if/then barrier (if you're touching it then you get a bleeding wound). There should be a 50/50 chance that the assailant making contact with the barbed wire gets stuck (similar to a bear trap), and only another player with pliers can get them out. If they get stuck, and no one is there, they pass out from blood loss - and eventually, die. Struggling of any kind (any movement) by a player in contact with the barbed wire (whether or not they are already stuck) opens a new bleeding wound, but also generates a fresh chance to get stuck. This should also include a substantailly higher impact on ruining clothes - a point that alone might sway some of the military gear snobs out there.
  • IED's. There should be some kind of improvised landmine that can be crafted from a radio, metal wire, a 9V battery, a propane gas canister, bullets, and nails. Perhaps multiple versions. I also think these should have minimal effect on Base components. It would be nice to place a few near the edge of a wall without fear of blowing up your hard work. Might also be workable with grenades if they ever return along with tripwires. Maybe a new way to look at it is to start with a new shovel option "Dig IED hole" - then you add the above-listed components like you would when building a wall, and use the pliers to complete the process.
  • Deeper use of metal objects to strengthen base structures - metal wire, pipes, perhaps welding. A small welding kit that could work with a car battery and take a 4x4 inventory slot. The kit could be used to fuse pipes/wire/sheet-metal or chain-link fence to the outside of base walls to give it an achievable level of indestructibility. At least this way you're trading a player's additional efforts for an immersion-breaking imperviousness for base structures that we all opine.
  • Cement. Fucking cement. Lime + sand (shovel) + water… add the three to a deployed wire mesh barrier and wait about as long as it takes to tan leather. BAM - immovable object; well, sort of. Allow the use of a pickax by an assailant to break up the concrete and then un-deploy the wire mesh barrier - BUT it should take 2-3 times as long as filling a jerry can at a gas pump. Cement might also be a way to strengthen regular walls, where the player has the option to simply use two logs (as they currently can), OR they could take it a step further by adding lime, water, and sand, thereby fashioning properly footed posts. Again, an assailant would need a pickax to undo it. (my inspiration: years of hardscaping/landscaping with my old man when I was still in school)
  • Perhaps basic customizable signage (think Minecraft) would add a personal touch to everyone's efforts, and aside from trolls, casual players might be less inclined to grief if they know who they're doing it to (maybe that's too optimistic). One way or another, I think basic text signage should be in the vanilla game.

Additional suggestions/asks:

  • Any collapsible or detached stock should trigger a commensurate reduction in inventory usage. E.g. the SG5-K with the stock removed goes from 5x3 to 4x3. Not sure why this isn't already a thing... Feel free to educate me.
  • Please bring back the E-tool. It should have the same inventory scaling ability as I mentioned above with the guns. A craftable shovel would also be nice - duct tape, rope, long stick, frying pan/cooking pot lid… craftable with a hacksaw.
  • The ability to 'wear' a glowstick. Whether that means finally using the 'belt' slot on the player inventory or what not, having to commit both hands to hold a glow stick is a little stupid.
  • Taking that a step further, it would be great if certain light sources (torch/glowstick/flare) could be dual wielded, like with a pistol. Perhaps a corresponding reduction in accuracy/sway a penalty for 'gat-wielding'. Maybe just a dedicated left-hand slot that can only hold specific items... And operable through the hot bar.
  • I miss the Amphibia S, if only as a zombie-clearing tool. Rather than bringing back the .22LR 'tech tree' perhaps there could be a special silencer for the IJ70. I know there are too many firearm enthusiasts on the BI team to fabricate anachronistic fantasy weapons like a .380 Amphibia, but perhaps a robust single purpose silencer for the IJ70 could fill the same void and simultaneously give purpose to an otherwise forgettable weapon.
  • Bring back traps; and give me man traps w/punji sticks.
  • The only thing my crew craves more than dirtbikes is the ability to shoot from the windows of a moving car. I know there's a server-side emulation issue specific to cars, but hopefully, there's something that can be done to allow people to bandage, eat, etc. whilst getting a ride.
  • Bears. I want to kill a bear.
  • And I want to do it over the handlebars of a dirt bike.
Edited by Mr Jizz
  • Like 1
  • Beans 1

Share this post


Link to post
Share on other sites
16 hours ago, ImpulZ said:

I'm not saying it's a desired state or easy to do especially when it comes to older or less flexible players, but it's pretty common for DayZ, as there are still this many options and they have to be bound to certain keys. As we already said, toggles are implemented to make this easier. 

Gamma abuse WAS massive before. we are still gathering information on remaining exploits. This is practically a fight against both hardware and software technology, and while you can probably never completely rule out any exploit, we want to make it as difficult as possible, which is why we are asking for reports on it. There are so many different screen models and software/hardware configurations out there that it's not possible resource-wise to "just test all of them". Precise reproduction steps are the way to go.

You disregarded the whole point of what I was saying about this specific topic regarding controls and gamma. Thanks for indirectly insulting myself and others. You are implying and presuming I am either old or less flexible or both, because I have previously complained about non ergonomic keyboard functions due to design decisions which your comment stemmed from.  I am middle aged (30) fit and healthy and my hands are in tip top shape (I am a muso/guitarist) Thanks for making me feel even worse to how this whole journey.panned out.

As sad as it is, Dayz won't miss me but I'll always miss dayz and what could have been. Just so you know I have been patiently waiting since 2016 when 0.60 hit experimental (new ui added) when the features and toggles were removed as I "knew" they were coming back as that was the hope and impression the team had given us, the community. In due time, things will get better they said.

Remaining gamma exploits. This is worded again like it has fixed one or two ways to abuse gamma.  Exploits are still the same except with a hint of pixelation the brighter you go. You still see like a cat regardless as shown by my screenshots, however you have worded it like this glow worm rectified this. I have shown it is the opposite effect and supports gamma abuse more. Nvdia/Amd control panel and gamma correction unvalidates this. I have not tested to see if reshade/sweetfx has been blocked but it's the same concept. I stated this was a losing battle and you cannot win it. It is only hindering a part of the core experience and turning it into an empty one with a detached feeling from your character and ones emotions and senses. (sight/sound). I do applaud the team for trying to address this issue  but it is only causing more rifts in the community, and you would have a large amount of data supporting this.

Also just because something appears on twitch and "looks" ok does not mean it is and if this is how you are gathering any feedback or the way to justify it, that is mind boggling. Most streamers run everywhere or camp and and you cannot see their hands in real time. Anyone who plays a different way will attest to this and how bad the scheme is. We cannot toggle currently, we cannot rebind controls properly either like you mentioned.

It is the logical thinking behind it and how the team gets to these decisions that make me puzzled and the wording that makes it sit uneasy with me.

I am not verbally attacking you personally Impulz or any other individuals from the dev team. I am actively critisizing design decisions that go aginst the core experience and wording it in the best way I can without resorting to meme worthy comments.  It just looks like the sand glass has emptied and anything that will require adding back in missing or changed content is no longer feasable due to the amount of issues still included in the base game and the time scale still needed and is considered a non essential part to dayz. Sad.

Please do not misconstrue what I have had to say.  I am just stating facts which has been handed down from the team and the confusing way to which information is conveyed to the player base and is only muddied further when conflicting info is posted from one dev to another or worse from one statement to another.

You don't need to like anything I have said but it is not a personal verbal attack on any individual, so please do not treat it as such.

 

  • Beans 1

Share this post


Link to post
Share on other sites

Has anyone experienced this - my friend sat down in an Olga, no chance to start it when a sudden hop in the suspension and his screen went black. A moment later.. "You are dead."

Share this post


Link to post
Share on other sites

Dear devs! Please pay your attention for some things that could be realized better:

1. Players breath glowing in night time.

2. Personal light must be optional on client (game settings) or server side (like crosshairs etc)

3. Unrealistic acceleration speed up and down to the hill and stairs, no matter of carrying weight you have

  • Like 2

Share this post


Link to post
Share on other sites
2 hours ago, Udavb said:

2. Personal light must be optional on server side (like crosshairs etc)

this ↑↑↑↑↑↑↑↑↑↑↑↑↑

Share this post


Link to post
Share on other sites
3 hours ago, Udavb said:

Dear devs! Please pay your attention for some things that could be realized better:

1. Players breath glowing in night time.

2. Personal light must be optional on client (game settings) or server side (like crosshairs etc)

3. Unrealistic acceleration speed up and down to the hill and stairs, no matter of carrying weight you have

But think of the console players 

Share this post


Link to post
Share on other sites
Posted (edited)
On 4/12/2019 at 10:54 AM, Private Evans said:

and yes I know they are working on it.. until the end of 2019 for free ( which they can not state enough...so what will come then ??)

Do you have a link to that information?

Edited by aux7

Share this post


Link to post
Share on other sites

Found strange bug with ammunition. (confirmed on .308 Win & .45 ACP).

Sometimes, when you unpack and combine ammunition, or chamber weapon. Your stack of cartridges can't be loader in weapon/mag. Problem solving with CTRL+RMB -> split stack of cartridges and begin load/chamber from 2nd stuck (after spitting). When you have last cartridge from first stack you need press CTRL+RMB again on it and put in other place and only then you cant chamber or load it in.
 

(at same time: weapon in worn or pristine, mag is worn or pristine and stack is worn or pristine, same as box of ammo).

Share this post


Link to post
Share on other sites
17 hours ago, aux7 said:

Do you have a link to that information?

Following the release today, we will continue in post-launch development of DayZ with free platform updates scheduled to drop throughout 2019. These updates will further expand the content available in DayZ (adding new weapons and vehicles) and go more in-depth with some of the existing gameplay concepts.

taken from their x box dev blog but was stated numerous times since 1.0 announcement...

 

Share this post


Link to post
Share on other sites
Posted (edited)

Some of our base walls have started disappearing- the base was pretty much wide open since the combo locks are / were / are fucked up so people wouldn’t have any benefit to tearing them down... plenty of boards are at spawns nearby and we have about 20 boxes of nails in the tent they could have taken. 

These walls have been up for months- so are they on a timer too?

 

Edited by eno

Share this post


Link to post
Share on other sites
1 hour ago, eno said:

These walls have been up for months- so are they on a timer too?

I readed somewhere (Reddit I think, or may be here) that walls/fences/barrels have a 45 days lifetime if they have absolutly no interactions with players (but not exactly sure what is considered as an "interaction"), but this was not an official information from DayZ team.

I have a couple of fences I don't touch for a while to try to reproduce this, for now they are more than 30 days old (don't remember the axact date but they were build begin/mid-march) and are still there. I'll keep you folks updated if they diseappear.

Do you remember when these walls were build @eno ?

Share this post


Link to post
Share on other sites

@matiman I felt like it’s been months but maybe that was an exaggeration. I’ll have to go back in my stories and see if I can nail down the date

Share this post


Link to post
Share on other sites
Posted (edited)
25 minutes ago, matiman said:

I readed somewhere (Reddit I think, or may be here) that walls/fences/barrels have a 45 days lifetime if they have absolutly no interactions with players (but not exactly sure what is considered as an "interaction"), but this was not an official information from DayZ team.

I have a couple of fences I don't touch for a while to try to reproduce this, for now they are more than 30 days old (don't remember the axact date but they were build begin/mid-march) and are still there. I'll keep you folks updated if they diseappear.

Do you remember when these walls were build @eno ?

Okay so we were building those walls by feb 20th... so how long is that? 55 days or so? Maybe 60 days since we’d been building them for some time by the time I was writing about it in the “how was your DayZ thread.”

Edited by eno

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×