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Experimental Update 1.04.151915

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so was this that "survival update" what i have been waiting for months?

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I feel I have to reiterate on the anti server hopping mechanics. 

This is going to discourage a lot of inexperienced and new players from playing. This is going to give groups of players trouble, who only want to get from A to B in daytime. And how far away will you spawn anyway? 5 kilometers? 10 kilometers? One? A half? How long would you have to wait before switching to the new server, to not have it count as hopping, like that? 

I do play with a mixed group of players who know, and who don't know the map well, and they might really quickly get fed up with this, if we're all liberally pushed in all directions each time someone cannot see a thing anymore. This is not a question of "get good", please remember it's still a game, and player choice is a factor. I do not want to tell everyone what they're "supposed to do", when they do not enjoy it like that. They picked the public hives to have that choice.

 

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14 hours ago, BetterDeadThanZed said:

Well, I put up an experimental server. The version is correct and my client matches it. I get this error when trying to connect to it: Client contains pbo that is not part of the server data

I verified my files and nothing had to be replaced. Everything was good.

Its because on the exp client version there is worlds_test_ce.pbo and worlds_test_ce.pbo.dayz.bisign in the addons, In the server files these files are not there, add them to you servers addons or remove them from you client version and you can then join without disabling signatures.

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Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0

  • Helicopters [   ]
    • we've arrived at the decision that base building implementation will provide enough of an end goal for players, so helicopters can be added later on
  • Climbing over obstacles [   ]
    • this feature required additional programming and animation support that we've decided to invest more effectively into other parts of the game 
  • Throwing items [✔]
    • throwing requires a lot of additional specialist work on physics and network synchronization, and we'd rather invest that into vehicles and other features
    • this includes throwable weapons like grenades or smoke grenades
  • Bows [   ]
    • the implementation of bows means an introduction of a completely new weapon type on 0.63 and was always a risky goal, in the end unfortunately not achievable in 2018; we've invested the programming time into gun play, melee combat, vehicles and other core features that were more important
  • Character and infected ragdoll [   ]
    • unfortunately, there are many network synchronization cases that we need to resolve and implementing ragdolls in combination with death animations will require more time and resources
  • Two-way doors [   ]
    • while a huge quality of life improvement, changing the doors to two way opening will require additional rework of some of the assets, and is not achievable in 2018
  • Fishing and fish traps, decaying bodies, carrying characters, contaminated areas, item coloring etc. [   ] [   ] [   ] [   ] [   ]
    • these are considered flavor features and for now, work on core gameplay features was prioritized instead

Great update so far and one step closer to fullfilling the list of planned post 1.0 features. I noticed a little issue with the "change stance" function (default "c") sometimes being unreliable to get you back to standing. Anyone else having that issue?

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2 hours ago, ICEMAN-FMCS said:

Its because on the exp client version there is worlds_test_ce.pbo and worlds_test_ce.pbo.dayz.bisign in the addons, In the server files these files are not there, add them to you servers addons or remove them from you client version and you can then join without disabling signatures.

17 hours ago, BetterDeadThanZed said:

Well, I put up an experimental server. The version is correct and my client matches it. I get this error when trying to connect to it: Client contains pbo that is not part of the server data

I verified my files and nothing had to be replaced. Everything was good.

Correct, a couple of files slipped into the client build, removing worlds_test_ce.pbo and worlds_test_ce.bisign will fix the connection issue. These files are located in the addon directory, in the install of the experimental client. Here how to find the file

  1. From the Steam library, right click on DayZ Experimental >> Properties,
  2. Go to the "Local Files" tab and click "Browse Local Files",
  3. Navigate to the Addons folder and deleted the two files.
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Okay, two guns on the back, holding R to reload and visible equipped grenades with the ability to throw items are all huge improvements. Well done.

However, I do think that the amount of added in assault rifles is getting a bit out of hand and risks watering down the whole experience seeing as we have so many ARs already. Now is the time to focus on giving us back more immersive things like the fishing mechanic or getting colds from the rain if unprotected.

And to respond to what someone added above, being able to survive off the land in a survival simulator is hardly a flavor feature.

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1 hour ago, 0.64 Freerider said:

I noticed a little issue with the "change stance" function (default "c") sometimes being unreliable to get you back to standing. Anyone else having that issue?

I was just about to write the same here, just quit the game and had lots of situations where "c" didnt work properly which was super annoying and nearly killed me while in combat. This definitely needs to get fixed asap.

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22 minutes ago, robde92 said:

I was just about to write the same here, just quit the game and had lots of situations where "c" didnt work properly which was super annoying and nearly killed me while in combat. This definitely needs to get fixed asap.

Just checked the Feedback Tracker. It as been confirmed and assigned T141161 I have no Idea how something like this gets through quality control as it seems to happen for everyone...

Edited by 0.64 Freerider

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Just now, 0.64 Freerider said:

Just checked the Feedback Tracker. It as been confirmed and assigned T141161 I have no Idea how something like this gets through quality control as it seems to happen for everyone...

Ohh thank god. That's the question we all ask ourselves :D. Lot of weird stuff gets through there from time to time

 

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On 6/18/2019 at 12:34 PM, ImpulZ said:

ADDED

  • Added: Magazine auto reload by pressing 'R'

How do you mean, that we can hold 'R' to fill magazines with rounds? Because that definately works. However I initially thought, this means the game would "automatically" take the fullest magazine in your inventory and use it to be loaded into the gun. In case THIS was the intended feature, I have not got it to work, even with assigning the "quick reload" option in the keybindings to a different key than 'R', as I thought maybe the bindings are conflicting, but no.

 

Even more confusing is, that is VERY possible to eject a chambered round via 'R' and that is in fact the only thing 'R' does, just like it used to.

Quote

KNOWN ISSUES

  • It is not possible to eject a chambered round via 'R'

 

Edited by 0.64 Freerider

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44 minutes ago, Kent Gissing said:

However, I do think that the amount of added in assault rifles is getting a bit out of hand and risks watering down the whole experience seeing as we have so many ARs already. Now is the time to focus on giving us back more immersive things like the fishing mechanic or getting colds from the rain if unprotected.

Pretty sure that the implementation of new weapons does not affect the implementation of more survival features. 

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1 hour ago, amadieus said:

Pretty sure that the implementation of new weapons does not affect the implementation of more survival features. 

Well...in defense of @Kent Gissing…. The addition of yet more weapons, ammo, and military gear in general DOES have a direct effect on how the survival "experience" presents itself in the Standalone.

While these items and features may not overlap as far as development cycles for the team, it certainly moves the pendulum towards a PEW PEW shooter rather than what DayZ enthusiasts are looking for.

A fellow forum contributor mentioned that these additions are starting to make it seem that Marek and his crew are using DayZ SA as an ARMA 4 pre-Alpha and have abandoned the effort to make it an honest hard-core survival game....and I happen to agree with that perspective, unfortunately.

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As a follow up to my post above....

If BI is really in the business to turn a profit, they should come to the conclusion that the Modding Community can easily come up with whatever content they desire...and do it quicker and with less bugs.

Instead, at this point (and since their credibility as a game development company is suffering from this epic failure) they should admit it to themselves...stop wasting their time and money on "DayZ content" and fully embrace the fact that they need to focus on ARMA 4.

The wealth of knowledge they can learn from all the eventual mods for the Standalone will definitely help them make the ARMA game a better one...and they will finally be able to cast off the stigma of having a game that after YEARS of development is STILL in what can be rightfully called BETA. (sorry devs, but not going to pull any punches here...).

There is no shame in accepting and understanding your limits. There is, however, in relentlessly denying them. Close off DayZ as a Game Title....Start "Officially" calling it ARMA 4 and let us have our Survival game back, please. 😉

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9 hours ago, drgullen said:

Per the first post of this thread:

"Note for console players: While we tried our best, this update 1.04 will NOT be released on consoles at the same time as it will be on PC. This is because of the certification process that the console versions have to undergo. We expect the console updates to be released in July."

I'm asking about something else, so don't try to be something special.. I know, how to read, but also have idea how long certification takes, soo.. I'm asking if this 1.04 update is already in Sony(Microsoft) studios, or it still sit in BI studio.. Because say it's come in July, it can be after 1st week in July from Sony, or 31st of July BI will release it to the certification.... It's a month difference.. 

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Just posting here again, to ask:

Any word on whether and how and when combination locks can be fixed?  Their failing/bugging out is a big deal to many players, especially those who play on non PVP servers where we can't just shoot people who come near our bases.  I understand and acknowledge that this is *not* how many people play DayZ, but it *is* how we play, and this single feature being broken is having a detrimental impact on our community of players, many of whom are long timers that you want to retain (I assume.)

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1 hour ago, philbur said:

Well...in defense of @Kent Gissing…. The addition of yet more weapons, ammo, and military gear in general DOES have a direct effect on how the survival "experience" presents itself in the Standalone.

While these items and features may not overlap as far as development cycles for the team, it certainly moves the pendulum towards a PEW PEW shooter rather than what DayZ enthusiasts are looking for.

A fellow forum contributor mentioned that these additions are starting to make it seem that Marek and his crew are using DayZ SA as an ARMA 4 pre-Alpha and have abandoned the effort to make it an honest hard-core survival game....and I happen to agree with that perspective, unfortunately.

Having owned a dayzmod server for years and playing SA for a while players just seem to want more/more/more. Look how popular the guns mods are on the workshop. They don't care whether they all have the same features or scopes or ammo. Just give them more. IMO the game is fine with the few weapons available right now.

As far as this being an Arma4 pre-Alpha - Maybe, but that has nothing todo with a few models and everything todo with physics, controllable AI, factions and all that a milsim engine needs that don't seem to be here.

As for survival, food/nutrition/temp need to be tuned but i'm encouraged by the recent changes to gloves/ladders(103) and meds and shoes (104). The little things that go unnoticed. And yes, I'm trying very hard to recognize positive steps forward, not revisit the entire dev cycle.

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4 minutes ago, helpthedeadwalk said:

As for survival, food/nutrition/temp need to be tuned but i'm encouraged by the recent changes to gloves/ladders(103) and meds and shoes (104). The little things that go unnoticed. And yes, I'm trying very hard to recognize positive steps forward, not revisit the entire dev cycle.

Very much agree with this. They definately paid attention here and I believe they listened to the community in this regard, but perhaps they had planned it all along. Either one is fine.

Edited by 0.64 Freerider
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anyone got the issue where the server-list is covering the game while you play and cant be closed? It is like as if its rendered on top of the game while i play and when I press tab my inventory opens but I can still interact with the serverlist which is on top of the rendered game...

Seriously, help pls

happened on de-02 1st person today after I logged of from the southcentral 1 person server yesterday.

I can not play like this. The serverlist cant be closed

 

edit:
OK, deleted cfg files & re-validated but it is still happening.... LOL PATHETIC!!!

Edited by Pantalones
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34 minutes ago, Pantalones said:

anyone got the issue where the server-list is covering the game while you play and cant be closed? It is like as if its rendered on top of the game while i play and when I press tab my inventory opens but I can still interact with the serverlist which is on top of the rendered game...

Seriously, help pls

happened on de-02 1st person today after I logged of from the southcentral 1 person server yesterday.

I can not play like this. The serverlist cant be closed

 

edit:
OK, deleted cfg files & re-validated but it is still happening.... LOL PATHETIC!!!

Same problem for me..

https://feedback.bistudio.com/T141233

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How does the new spawn once you logout and login work ? Havent seen any info about it yet .

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35 minutes ago, GolemNo9 said:

How does the new spawn once you logout and login work ? Havent seen any info about it yet .

If you're spawning out and then in again on the same server, nothing will happen. It only triggers if you're trying to server hop between public hive servers.

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Great news, and thanks for sharing with the community. As part of the 1.03/1.04 update for console goes, myself and much of the console community need the following issues resolved for Xbox One:

  • Textures aren’t optimized properly, we constantly have texture rendering issues that are game breaking which affects weapon optics esp Atog & PSO and the world around players to load in a delayed fashion 
  • Draw distance is weird and renders right in front of our eyes in an abrupt fashion along with non-textured surfaces
  • Major lag spikes while in cities, towns, player bases, stashes and esp while driving cars
  • Vehicle driving is terrible, engine audio doesn’t work, handling is garbage, rubber-banding and lag are game breaking
  • Server hopping into player bases needs to stop, there’s zero point in building a base when combination locks don’t work as intended coupled with players spawn jumping into player’s bases
  • All servers day/night cycles should be synced, for players just hop servers to avoid night time
  • Major duping of entire tents of gear has run ramped on console, it’s at the point nearly every server we play in our group finds several massive duped tent cities — duping needs to be fixed

We’re eager for future updates but before we see new things added, the console builds need to be optimized and run correctly with the current state of the game before more bells and whistles are added.

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This is just so awesome If all of this going to be in the next update of the game.!.

So much we asked for, it looks like you actually listened to community now and right away very properly( bug with filtering in settings, map, mag reload, hints in game,AWFUL SERVER HOPING finally got dealt with in some way)and because of lacking of stuff like this I personally deleted the game. Now it feels like it actually does worth 34$ I spent on it.
I guess what's left is to organize servers better in the menu( Like U.S west east etc) and fix more bugs with doors sometimes not opening properly, make inventory menu better, increase people to 100 for server, so new people actually going to play for more than a week ,because right now many have no idea where to look for people and can't find them anywhere on full servers  and stop playing, let us jump through fences, add some proper character customization which stays, like create guy and make the same character be for every server even when he dies spawns same way just empty, because I hate dying and then spawning as a girl or having different character on every server. and other stuff .
And then this game going to get more positive reviews on steam , rather than mixed, and might flourish again when everyone thought it is done!

Oh and I forgot, we need something like a bicycle in game which is more common then a car, because maaany people stop playing due to wasting half time on just running.

Edited by Improviso0
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5 hours ago, philbur said:

As a follow up to my post above....

If BI is really in the business to turn a profit, they should come to the conclusion that the Modding Community can easily come up with whatever content they desire...and do it quicker and with less bugs.

Instead, at this point (and since their credibility as a game development company is suffering from this epic failure) they should admit it to themselves...stop wasting their time and money on "DayZ content" and fully embrace the fact that they need to focus on ARMA 4.

The wealth of knowledge they can learn from all the eventual mods for the Standalone will definitely help them make the ARMA game a better one...and they will finally be able to cast off the stigma of having a game that after YEARS of development is STILL in what can be rightfully called BETA. (sorry devs, but not going to pull any punches here...).

There is no shame in accepting and understanding your limits. There is, however, in relentlessly denying them. Close off DayZ as a Game Title....Start "Officially" calling it ARMA 4 and let us have our Survival game back, please. 😉

Modders come up with cool shit based on the engine that BI make, and are only able to because BI give them the keys to the engine, so credit where it’s due. It’s a lot easier to add cool stuff to an engine, rather than build it it from the ground-up.

You think it would have been an easy and bug-free process for a modder to implement something like throwing, for example?

The future is looking good imo. Regular updates from devs (approx 6 weeks), excellent modding community, slowly increasing player base, etc. To stop that now, would be madness.

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