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Update 1.14 Xbox Experimental (Change Log)

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Xbox Experimental 1.14 Update 1: Version 1.14.154142 (Released on 02.09.2021)

UPDATE

NOTES

In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q.

You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

ADDED

  • Static and dynamically spawning contaminated areas
  • Contamination disease
  • Exhaustible gas mask filter
  • LE-MAS assault rifle and magazine
  • NV-PVS4 Scope
  • New visual effects when wearing specific headgear
  • A yellow variant of the NBC suit
  • PO-X Antidote
  • NBC infected
  • Field hospital at the North-East Airfield (Chernarus)
  • Field hospital at the Lukow Airfield (Livonia)
  • Craftable Tripwire
  • Craftable Fishnet trap
  • Craftable Small fish trap
  • Craftable Snare trap
  • New animal carcasses (can be picked up):
    • Hare
    • Chicken/rooster
    • Sardines
    • Bitterlings
  • Hare leg and pelt
  • New animation for the stealth kill when using one-handed piercing weapons

FIXED

  • Xbox set to pt-BR was not always displaying Portuguese text
  • PlayStation sometimes not showing Portuguese language when pt-BR is selected as local
  • Subtitles in the introduction video were not translated into pt-BR
  • Materials attached to base building objects had arrows indicating that additional actions were possible when they weren't
  • Logs attached to the watchtower kit could not be picked back up
  • Mackerel was incorrectly placed in hands
  • The ground in specific structures would hide mines and bear traps
  • Noise from rolling on the ground would not alert infected
  • A previously extinguished fireplace would start to glow again when fuel was added
  • Garden plots could appear floating in specific cases (https://feedback.bistudio.com/T158225)
  • The brooms resembled the wrong material when hit
  • Brooms could be used to open cans (https://feedback.bistudio.com/T159316)
  • Texture of damaged tactical goggles wasn't displayed (https://feedback.bistudio.com/T152919)
  • The placing hologram was not displayed properly inside the guardhouse
  • It was possible to damage a prone player by hitting a nearby wall (https://feedback.bistudio.com/T157077)
  • The character would turn towards a target it was not targeting during melee combat
  • Player turning towards the first target it hit instead of the new target during melee combat (https://feedback.bistudio.com/T157077)
  • Player turning towards the middle point of the target instead of the hit position during melee combat (https://feedback.bistudio.com/T157077)
  • Player choosing to step forward when they are close enough to the target during melee combat (excludes certain animations such as bare fists)
  • Bear and cow were not receiving damage when the player melees them in the face with bare fist or one-handed weapon
  • Field transceiver simulated the wrong weight when thrown
  • In several situations, sounds outside of the audible range would start from the beginning, regardless of how long the sound had been playing
  • Removed push-back effect from explosions for the player
  • Wind effect was enabled in the inventory item previews
  • The foliage could provide cover from explosions (https://feedback.bistudio.com/T156607)
  • Several Spanish letters were not properly capitalized
  • AI could spawn in inaccessible locations
  • Added missing collisions on the small ATC railing
  • Added missing bed in the large medical tent
  • One type of weapon reload was not functional while lying on the back
  • Emptying animation was canceled when executed over water
  • Removing materials from the Truck or base building objects via the widget could result in desync (https://feedback.bistudio.com/T158360)
  • Players did not cough when aiming with a weapon or lying on their backs (https://feedback.bistudio.com/T159759https://feedback.bistudio.com/T159798)
  • Grenade explosions would not reach all items throughout containers and attachments
  • Rags and Bandages kept their disinfected status after being used to craft a Fireplace or Torch
  • It was problematic to damage the M3S truck engine or find the widget to repair it
  • Wooden crates could be accessed through walls (https://feedback.bistudio.com/T159272https://feedback.bistudio.com/T158999)
  • Mushrooms did not decay properly
  • AB- blood type wasn't properly displayed (https://feedback.bistudio.com/T159522https://feedback.bistudio.com/T150963)
  • Exploit that allowed extended range of melee attacks
  • Restraining a player could interrupt the actions of other users in the surrounding area (https://feedback.bistudio.com/T159927)
  • When drinking from a pot in a prone position, the wrong animation would be played
  • When splitting an M3S double wheel, the two wheels would spawn inside each other
  • An empty gasoline canister would have the wrong weight after relog (https://feedback.bistudio.com/T160107)
  • Names of 45rd KA-74 Mag and 60rd Standardized Mag were displayed with lower-case letters when on the ground (https://feedback.bistudio.com/T160163)
  • Fixed some flawed building occluders
  • Fixed some bad object LODs
  • Hold breath "out of breath" sound effects were not working for some character models
  • Flash grenade was not blinding in the vicinity enough
  • Faster recovery from unconsciousness that was not induced by a projectile hit (https://feedback.bistudio.com/T159657)
  • Doors that were locked on the server are showing as open on the client, making them impossible to open
  • ATOG 6x Scope was having a rendering issue when observed from close distance

CHANGED

  • Wearing a gas mask slows down stamina regeneration
  • Gas masks now prevent the wearer from eating, drinking, and taking pills
  • Gas masks can now be repaired with epoxy putty and the tire repair kit
  • The NBC respirator and the Gas Mask require Gas Mask filters to function
  • The Combat Gas Mask has a limited, integrated, non-exchangeable filter
  • Improved visual quality of the Combat Gas Mask
  • Improved visual quality of the bear
  • Removed spawn points that were too close to the static contaminated areas
  • Improved targeting of melee combat to be more forgiving
  • Tweaked the look of the Russian helicopter crash-site
  • Helicopter crash-sites now emit sounds upon spawn in the surrounding area
  • Tweaked the smoke quality of crash sites to make them more visible
  • Adjusted collision geometry of the Machete
  • Horticulture plants are now moving in the wind
  • Cholera now causes fever
  • Food poisoning now causes fatigue
  • Salmonella now causes light pain
  • Night-time acceleration period adjusted to only influence actual night-time
  • Reduced the size of the NBC clothing when stored in the inventory
  • NBC clothing can now also be repaired with the tire repair kit
  • It is no longer possible to build a stone oven if it would be clipping with a large item
  • Two-handed and non-piercing weapons are no longer suitable for stealth attacks
  • Names of servers will only show once the server browser is done loading and it is possible to connect
  • The flash grenade uses a stronger light that lasts longer than that of regular fragmentation grenades
  • The overheating effect of firearms appears later
  • Boiled food will no longer burn from boiling
  • Baked and dried food can be boiled without burning
  • Damage of melee weapons is significantly lowered when they enter the ruined state
  • The mackerel now yields two fillets
  • Adjusted the mackerel filet model
  • Water in fountains and metal troughs is now visual only
  • Updated the credits

CENTRAL ECONOMY

  • Added: New ContaminatedArea usage flag
  • Fixed: Typo in spawning presets SodaCan_Franta -> SodaCan_Fronta
  • Fixed: Rify ship wreck loot spawn points
  • Fixed: The infected zone definition inside cfgEventSpawns.xml is now properly read (previously it was ignored and used default values)
  • Fixed: randomloot_deloot_perevent now properly overrides the amount of DE Loot per container per event
  • Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas
  • Changed: High tier weapons are not limiting spawning anymore, when stored in storage
  • Changed: DELoot is now correctly randomized
  • Changed: init_random on static dynamic event now properly randomizes nominal value between min and max parameters (nominal can be set to 0 in such case)
  • Changed: The Woodland ghillie color now varies across maps
    • Chernarus now spawns only mossy variants
    • Livonia spawns woodland variants
  • Tweaked: Ammo Boxes now spawn with random ammunition packs inside
  • Tweaked: Increased the maximum number of items that can spawn on a helicopter crash event by 50%

KNOWN ISSUES

  • Ambient sounds of the contaminated areas might follow the player after leaving the area
  • The effects of the contaminated areas might follow the player after leaving the area
     

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

Xbox Experimental 1.14 Update 2: Version 1.14.154166 (Released on 09.09.2021)

GAME

FIXED

  • The player is unable to close the fireplace inventory after opening it with something inside
  • Server-side performance issues related to the triggers
  • An issue with triggers that would prevent the player from registering as leaving when teleporting far away from the current position
  • Splitting an item could cause a game crash
  • Removing the last attachment from a fireplace would delete said item
  • Quilted jacket was sometimes not visible in the inventory vicinity (https://feedback.bistudio.com/T159304)
  • Insulation level of the Combat Gas Mask was not visible
  • The Snare Trap was teleported on the roof after being placed inside buildings
  • Exterior fireplace could not be placed using the placing mode
  • PO-X Antidote and the Epinephrine auto-injector could fall through the terrain when thrown
  • The stealth attack would usually ruin the target's vest
  • Post process effect could not be overridden for a contaminated area
  • Bandages were usually not disinfected on the fresh spawn character
  • Combining matches would leave an empty box on the ground

CHANGED

  • Increased the armor of the bear
  • The trip wire can only be crafted using a metal wire
  • Breath vapor effect is now only visible on gas masks
  • Lowered the volume of the stealth attack
  • Increased the brightness of the flare gun light
  • Dynamic contaminated area flare light stays for a longer time
  • Lowered the audible range of the dynamic contaminated area artillery fire
  • Dynamic contaminated areas scale their particles down with the lower lifetime
  • Breath effect visibility is now tied to the gas mask filter quantity

CENTRAL ECONOMY

  • Added: Chance to find PO-X Antidote on yellow NBC infected
  • Fixed: Village house 2w01 was not spawning any loot on Livonia (https://feedback.bistudio.com/T160573)
  • Tweaked: Increased a chance to find PO-X Antidote on grey NBC infected
  • Tweaked: Dynamic contaminated areas now spawn less NBC infected
  • Tweaked: Dynamic contaminated areas now spawn yellow NBC infected
  • Tweaked: Slightly increased the amount of Tier 1 food
  • Tweaked: Slightly decreased the number of active dynamic contaminated areas

KNOWN ISSUES

  • Ambient sounds of the contaminated areas might follow the player after leaving the area

 


Xbox Experimental 1.14 Update 3: Version 1.14.154183 (Released on 16.09.2021)

GAME

ADDED

  • More safe spawn points for the contaminated areas log-in fail safe to make sure players won't get teleported too far away

FIXED

  • When a chicken was cut after being picked up, it would yield more bones
  • 9x39mm ammo boxes would yield only 10 shots instead of 20
  • Decay texture was missing on some dead player models
  • Attached flags and camo nets weren't properly displayed in the inventory
  • Rangefinder and binoculars could not be used after using night vision goggles
  • Night vision optics would spawn badly rotated
  • Vehicles would suffer excessive damage even at low-speed collisions
  • In some cases, the stealth kill would play a bullet ricochet sound (https://feedback.bistudio.com/T160658)
  • Swapping eye glasses with the same visual effect would cancel the effect (https://feedback.bistudio.com/T160544)
  • Volume of the megaphone was not tied to the regular audio settings (https://feedback.bistudio.com/T154355)
  • Wheels did not change their texture when ruined by land mines or crashes
  • Removed a redundant gray scroll bar within the audio and control settings

CHANGED

  • Adjusted the view limitation through the motorbike helmet
  • Final adjustments to the bear model
  • Fish traps now only take worm as bait
  • Doubled the chemical protection value of surgical gloves
  • Heavy military infected won't spawn within the static contaminated areas anymore
  • NBC infected are always present in contaminated areas, regardless of player-presence
  • NBC infected no longer spawn within the dynamic contaminated areas
  • Slightly lowered number of active dynamic contaminated areas
  • Slightly increased the lifetime of dynamic contaminated areas
  • Adjusted the visual breath effect in gas masks

KNOWN ISSUES

  • Ambient sounds and effects of the contaminated areas might follow the player after leaving the area

Xbox Experimental 1.14 Update 4: Version 1.14.154222 (Released on 22.09.2021)

GAME

FIXED:

  • Attempted fix for a prevalent game crash related to the audio system
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Will push to talk ever go back to the old style where you only had to press the button once and the mic stays on/open?

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5 hours ago, Kyiara said:

Xbox Experimental 1.14 Update 1: Version 1.14.154142 (Released on 02.09.2021)

UPDATE

NOTES

In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q.

You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

ADDED

  • Static and dynamically spawning contaminated areas
  • Contamination disease
  • Exhaustible gas mask filter
  • LE-MAS assault rifle and magazine
  • NV-PVS4 Scope
  • New visual effects when wearing specific headgear
  • A yellow variant of the NBC suit
  • PO-X Antidote
  • NBC infected
  • Field hospital at the North-East Airfield (Chernarus)
  • Field hospital at the Lukow Airfield (Livonia)
  • Craftable Tripwire
  • Craftable Fishnet trap
  • Craftable Small fish trap
  • Craftable Snare trap
  • New animal carcasses (can be picked up):
    • Hare
    • Chicken/rooster
    • Sardines
    • Bitterlings
  • Hare leg and pelt
  • New animation for the stealth kill when using one-handed piercing weapons

FIXED

  • Xbox set to pt-BR was not always displaying Portuguese text
  • PlayStation sometimes not showing Portuguese language when pt-BR is selected as local
  • Subtitles in the introduction video were not translated into pt-BR
  • Materials attached to base building objects had arrows indicating that additional actions were possible when they weren't
  • Logs attached to the watchtower kit could not be picked back up
  • Mackerel was incorrectly placed in hands
  • The ground in specific structures would hide mines and bear traps
  • Noise from rolling on the ground would not alert infected
  • A previously extinguished fireplace would start to glow again when fuel was added
  • Garden plots could appear floating in specific cases (https://feedback.bistudio.com/T158225)
  • The brooms resembled the wrong material when hit
  • Brooms could be used to open cans (https://feedback.bistudio.com/T159316)
  • Texture of damaged tactical goggles wasn't displayed (https://feedback.bistudio.com/T152919)
  • The placing hologram was not displayed properly inside the guardhouse
  • It was possible to damage a prone player by hitting a nearby wall (https://feedback.bistudio.com/T157077)
  • The character would turn towards a target it was not targeting during melee combat
  • Player turning towards the first target it hit instead of the new target during melee combat (https://feedback.bistudio.com/T157077)
  • Player turning towards the middle point of the target instead of the hit position during melee combat (https://feedback.bistudio.com/T157077)
  • Player choosing to step forward when they are close enough to the target during melee combat (excludes certain animations such as bare fists)
  • Bear and cow were not receiving damage when the player melees them in the face with bare fist or one-handed weapon
  • Field transceiver simulated the wrong weight when thrown
  • In several situations, sounds outside of the audible range would start from the beginning, regardless of how long the sound had been playing
  • Removed push-back effect from explosions for the player
  • Wind effect was enabled in the inventory item previews
  • The foliage could provide cover from explosions (https://feedback.bistudio.com/T156607)
  • Several Spanish letters were not properly capitalized
  • AI could spawn in inaccessible locations
  • Added missing collisions on the small ATC railing
  • Added missing bed in the large medical tent
  • One type of weapon reload was not functional while lying on the back
  • Emptying animation was canceled when executed over water
  • Removing materials from the Truck or base building objects via the widget could result in desync (https://feedback.bistudio.com/T158360)
  • Players did not cough when aiming with a weapon or lying on their backs (https://feedback.bistudio.com/T159759https://feedback.bistudio.com/T159798)
  • Grenade explosions would not reach all items throughout containers and attachments
  • Rags and Bandages kept their disinfected status after being used to craft a Fireplace or Torch
  • It was problematic to damage the M3S truck engine or find the widget to repair it
  • Wooden crates could be accessed through walls (https://feedback.bistudio.com/T159272https://feedback.bistudio.com/T158999)
  • Mushrooms did not decay properly
  • AB- blood type wasn't properly displayed (https://feedback.bistudio.com/T159522https://feedback.bistudio.com/T150963)
  • Exploit that allowed extended range of melee attacks
  • Restraining a player could interrupt the actions of other users in the surrounding area (https://feedback.bistudio.com/T159927)
  • When drinking from a pot in a prone position, the wrong animation would be played
  • When splitting an M3S double wheel, the two wheels would spawn inside each other
  • An empty gasoline canister would have the wrong weight after relog (https://feedback.bistudio.com/T160107)
  • Names of 45rd KA-74 Mag and 60rd Standardized Mag were displayed with lower-case letters when on the ground (https://feedback.bistudio.com/T160163)
  • Fixed some flawed building occluders
  • Fixed some bad object LODs
  • Hold breath "out of breath" sound effects were not working for some character models
  • Flash grenade was not blinding in the vicinity enough
  • Faster recovery from unconsciousness that was not induced by a projectile hit (https://feedback.bistudio.com/T159657)
  • Doors that were locked on the server are showing as open on the client, making them impossible to open
  • ATOG 6x Scope was having a rendering issue when observed from close distance

CHANGED

  • Wearing a gas mask slows down stamina regeneration
  • Gas masks now prevent the wearer from eating, drinking, and taking pills
  • Gas masks can now be repaired with epoxy putty and the tire repair kit
  • The NBC respirator and the Gas Mask require Gas Mask filters to function
  • The Combat Gas Mask has a limited, integrated, non-exchangeable filter
  • Improved visual quality of the Combat Gas Mask
  • Improved visual quality of the bear
  • Removed spawn points that were too close to the static contaminated areas
  • Improved targeting of melee combat to be more forgiving
  • Tweaked the look of the Russian helicopter crash-site
  • Helicopter crash-sites now emit sounds upon spawn in the surrounding area
  • Tweaked the smoke quality of crash sites to make them more visible
  • Adjusted collision geometry of the Machete
  • Horticulture plants are now moving in the wind
  • Cholera now causes fever
  • Food poisoning now causes fatigue
  • Salmonella now causes light pain
  • Night-time acceleration period adjusted to only influence actual night-time
  • Reduced the size of the NBC clothing when stored in the inventory
  • NBC clothing can now also be repaired with the tire repair kit
  • It is no longer possible to build a stone oven if it would be clipping with a large item
  • Two-handed and non-piercing weapons are no longer suitable for stealth attacks
  • Names of servers will only show once the server browser is done loading and it is possible to connect
  • The flash grenade uses a stronger light that lasts longer than that of regular fragmentation grenades
  • The overheating effect of firearms appears later
  • Boiled food will no longer burn from boiling
  • Baked and dried food can be boiled without burning
  • Damage of melee weapons is significantly lowered when they enter the ruined state
  • The mackerel now yields two fillets
  • Adjusted the mackerel filet model
  • Water in fountains and metal troughs is now visual only
  • Updated the credits

CENTRAL ECONOMY

  • Added: New ContaminatedArea usage flag
  • Fixed: Typo in spawning presets SodaCan_Franta -> SodaCan_Fronta
  • Fixed: Rify ship wreck loot spawn points
  • Fixed: The infected zone definition inside cfgEventSpawns.xml is now properly read (previously it was ignored and used default values)
  • Fixed: randomloot_deloot_perevent now properly overrides the amount of DE Loot per container per event
  • Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas
  • Changed: High tier weapons are not limiting spawning anymore, when stored in storage
  • Changed: DELoot is now correctly randomized
  • Changed: init_random on static dynamic event now properly randomizes nominal value between min and max parameters (nominal can be set to 0 in such case)
  • Changed: The Woodland ghillie color now varies across maps
    • Chernarus now spawns only mossy variants
    • Livonia spawns woodland variants
  • Tweaked: Ammo Boxes now spawn with random ammunition packs inside
  • Tweaked: Increased the maximum number of items that can spawn on a helicopter crash event by 50%

KNOWN ISSUES

  • Ambient sounds of the contaminated areas might follow the player after leaving the area

you guys are fckin Killin it lately, the tripwire bro the tripwire 😁😁😁😁😁

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19 minutes ago, rackinglad27 said:

you guys are fckin Killin it lately, the tripwire bro the tripwire 😁😁😁😁😁

I'm assuming this can be attached to grenades? I won't be able to get near it until I get home on Saturday. 

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1 hour ago, DayzDayzFanboy said:

I'm assuming this can be attached to grenades? I won't be able to get near it until I get home on Saturday. 

that's what I'm hoping for, a tripwire grenade. that'd be great.

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So I know you guys said you was looking into modding for console but is there any chance we get modding because we haven’t heard any news on it for console

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4 hours ago, Boroda Thug said:

When 60 FPS for ps5???

Can't remember where (possibly reddit) but I read today that they're looking at fps improvements for next gen. 

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42 minutes ago, DayzDayzFanboy said:

Can't remember where (possibly reddit) but I read today that they're looking at fps improvements for next gen. 

Maybe you've read about Vigor? They have already made 60 fps for the ps5 , and wrote that they will improve the visual part in the future

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14 hours ago, Boroda Thug said:

Maybe you've read about Vigor? They have already made 60 fps for the ps5 , and wrote that they will improve the visual part in the future

Yeah, somebody posted on reddit I think about that and said that they were looking at doing the  same with dayz

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To the Devs,

Being retired from the US military, I believe (as does everyone that plays the game with me whether they’re military, law enforcement or otherwise) that the degradation to weapons and their accessories needs to be decreased. As well as to clothing. I’m sure most of you on the development team are aware that most weapons (specifically the ones that are in the game for the most part) can take one hell of a beating before they get to a point where they become inoperable or even start to have cycling issues such as a double feed or misfire. This includes weapon suppressors. Most modern suppressors can handle upwards of 30,000 rounds being put through them. Beyond that, cleaning a weapon should yield a much better and longer lasting operable condition. For example, myself and everyone I personally know, can take a weapon that is decades old and clean it to a point where it will function better than the day it was made. Now I’m not advocating for these weapons to last forever but there is absolutely no reason for a weapon and any of its attachments to stop functioning after only 50 or so rounds have been put through it. This includes the clothing. Not sure about you but I have jeans, shirts and 5.11 pants for instance that I’ve owned for years. These have been put through hell and with the minor exception of a tiny hole here or there and maybe the slight bit of thinning fabric (which to me personally just makes them more comfortable), they still work just as well as the day I got them. Again, I’m not saying that the in game clothing and weapons need to last forever as I completely understand that if nothing ever got ruined there would be no need to go out looting but it also shouldn’t seem that a shirt or the sole of shoes were made of tissue paper. So for a game that has built a reputation for being being brutally realistic (which is what we love about it), maybe add a bit more to that realism. Not only would that make the game seem more intrinsically immersive but it would also add a bit of a personal touch. Just imagine how much more a weapon or an outfit would mean to a player if they were able to keep and maintain them without having to send out looting parties specifically for duct tape or weapon cleaning kits? I know for me personally, I own a S&W E-Series 1911 that was given to me by my wife for Father’s Day a few years ago. Obviously the chances are a bit slim but should I ever find myself in an apocalyptic situation, that weapon would never leave my side so being able to find and keep an in game weapon to a similar degree would make DayZ just that much more of a personal investment than your run-of-the-mill loot and run survival game. That’s hard to do when a few magazines through a firearm has you ditching it for another one because you can’t find a weapons cleaning kit. The same goes for clothing, especially since you devs put the zombies (who obviously never cut their fingernails) on steroids after your last update. One fight with a single zombie will have you pulling out a roll of duct tape or a sewing kit just so you can keep wearing that rare pair of pants you really like. Or even easier, just simply open the possibility for server owners to adjust the degradation of in game items. 
 

Just some food for thought for the development team at Bohemia Interactive. 

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Finding experimental on xbox to be a little laggy today. Had to relog twice, though it seemed fine yesterday? 

Edit... I notice there is a server message in game recognising this and says there will be a hot fix this week? 

 

Edited by DayzDayzFanboy

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Died my first toxic gas death. It possibly is a little rapid currently. 

I was heading to Gorka on search of meds. School boy error, took a bite of chicken before washing hands. Just arrived at Gorka and started lagging. Suddenly found myself falling through the map. Quickly logged out. Log back in to find I'm on a toxic gas cloud. Before I could get out of the cloud I had five cuts and was vomiting blood, probably within thirty seconds. 

Obviously died. So it appears there is server performance issue when the gas cloud spawns in. I think it may also need a tweak. If you get caught in one as it spawns I don't really see how you can survive? Anyone else had any experience yet? 

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5 hours ago, DayzDayzFanboy said:

Died my first toxic gas death. It possibly is a little rapid currently. 

I was heading to Gorka on search of meds. School boy error, took a bite of chicken before washing hands. Just arrived at Gorka and started lagging. Suddenly found myself falling through the map. Quickly logged out. Log back in to find I'm on a toxic gas cloud. Before I could get out of the cloud I had five cuts and was vomiting blood, probably within thirty seconds. 

Obviously died. So it appears there is server performance issue when the gas cloud spawns in. I think it may also need a tweak. If you get caught in one as it spawns I don't really see how you can survive? Anyone else had any experience yet? 

Yeah I've been in a few gas cloud, one dynamic occurrence at Tisy & visited the static one at Pavlovo, thankfully in the dynamically spawned occurrence's there's a loud artillery barrage sound played 30secs before from the edge of the map, there's also a red flare for a short period & then the gas cloud rapidly spreads downwards & out over a huge area. I was lucky enough to have already pieced together a full NBC suit & gas mask with a few spare filters. Without any protection in 25secs you get to stage 3 sickness, throw up blood, pass out & die before you wake, only way to cure it is with the NOX epipen, which I haven't found yet. It'll take awhile for all of us to adjust to not logging out in towns due to potentially logging back into a  dynamically spawned gas cloud & suffering the same unfortunate fate you did. The gas is very punishing, but to be honest I like it that way, but when the update drops there's going to be a lot of unaware people getting very dead, very often & very frustrated, but when isn't that true for any major update . My main concern was that there would be a shortage of protective gear but I've found it spawns all over in medical, military, & fire stations. oh I also found a few tier 4 & heli crash weapons at Pavlovo but only normal weapons at the Dynamic spawned gas cloud event, hopefully they make it so even at dynamic gas sights that the loot tier dynamically increases also.

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9 minutes ago, TheYetiBum said:

there's also a red flare

Ah, yeah I saw the flare. There was this weird spark in the air and I thought it was some sort of visual glitch. That's when I fell through the map. 

Yeah I like it the way it is I think too, after watching TRMZ video about it. I was just unlucky falling through the map and reloading into the middle of it.

Cheers for the info, loving the direction the game is taking. I've died quite a few times in experimental which is very refreshing! The game needed more challenges. 

Edited by DayzDayzFanboy
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Xbox Experimental 1.14 Update 2: Version 1.14.154166 (Released on 09.09.2021)

GAME

FIXED

  • The player is unable to close the fireplace inventory after opening it with something inside
  • Server-side performance issues related to the triggers
  • An issue with triggers that would prevent the player from registering as leaving when teleporting far away from the current position
  • Splitting an item could cause a game crash
  • Removing the last attachment from a fireplace would delete said item
  • Quilted jacket was sometimes not visible in the inventory vicinity (https://feedback.bistudio.com/T159304)
  • Insulation level of the Combat Gas Mask was not visible
  • The Snare Trap was teleported on the roof after being placed inside buildings
  • Exterior fireplace could not be placed using the placing mode
  • PO-X Antidote and the Epinephrine auto-injector could fall through the terrain when thrown
  • The stealth attack would usually ruin the target's vest
  • Post process effect could not be overridden for a contaminated area
  • Bandages were usually not disinfected on the fresh spawn character
  • Combining matches would leave an empty box on the ground

CHANGED

  • Increased the armor of the bear
  • The trip wire can only be crafted using a metal wire
  • Breath vapor effect is now only visible on gas masks
  • Lowered the volume of the stealth attack
  • Increased the brightness of the flare gun light
  • Dynamic contaminated area flare light stays for a longer time
  • Lowered the audible range of the dynamic contaminated area artillery fire
  • Dynamic contaminated areas scale their particles down with the lower lifetime
  • Breath effect visibility is now tied to the gas mask filter quantity

CENTRAL ECONOMY

  • Added: Chance to find PO-X Antidote on yellow NBC infected
  • Fixed: Village house 2w01 was not spawning any loot on Livonia (https://feedback.bistudio.com/T160573)
  • Tweaked: Increased a chance to find PO-X Antidote on grey NBC infected
  • Tweaked: Dynamic contaminated areas now spawn less NBC infected
  • Tweaked: Dynamic contaminated areas now spawn yellow NBC infected
  • Tweaked: Slightly increased the amount of Tier 1 food
  • Tweaked: Slightly decreased the number of active dynamic contaminated areas

KNOWN ISSUES

  • Ambient sounds of the contaminated areas might follow the player after leaving the area

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On 9/4/2021 at 3:03 AM, DementedViking1986 said:

So for a game that has built a reputation for being being brutally realistic (which is what we love about it), maybe add a bit more to that realism.

Yes. My Great-great grandfathers break action 4.10 runs smooth as the day he bought it im sure. It just takes TLC and knowhow, which the game allows for, WELL SAID BROTHER

also THANK YOU FOR YOUR SERVICE, You and ANYONE else in Any military/law enforcement branch!

 

OORAH 

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Just an idea... I have an idea to make the radios more useful. There should be a warning on the radio (radio would have to be on and selected to a emergency broadcast channel) when a dynamic contaminated area will spawn in the vicinity. The warning should arrive 1 or 2 minutes before the first artillery sounds. It would give a tactical advantage for those who use the radios. 

Edited by Canadian Big Bear
missing words
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