Sid Debian 132 Posted February 19, 2023 1 hour ago, zraider13 said: What is being done about servers not found in the browser/launcher? I have two servers that I am paying for that are not found when searching with either the name or IP addresses. The servers are found using DZSA and are listed in the steam API. So there is nothing wrong with the servers. Clearly I'm not the only one having this problem. The population of my servers has dropped drastically because of this and I am disgusted by it. When can we expect to see a solution to this issue? Mate I wish to gove you an idea about Steam. Through Steam you may find servers without any kind of problems. Then you might throw the launcher find necessary server and join there. Or if you wish you may try to write your Steam server browser for dayz servers. Steam has a WebBorwser protocol that return JSON with servers data. Share this post Link to post Share on other sites
Chimere 0 Posted February 20, 2023 After 1.20 Hummer's automatic-trans. is broken, when you slow down it doesnt lower gears automaticaly and you have to manualy shift down, so lets say you ride 100km/h, slow down to 0 and when you want to move again it barely moves, cause its trying to start moving at 4th gear. Also after 1.20 update, server logs are full of Enoch objects missing Geometry, etc etc, expecting Geometry 5 instead of (3), etc, etc Share this post Link to post Share on other sites
endreu 25 Posted February 20, 2023 I just had this one interesting graphic bug in forest. If you walk from zeleno to dam throw forest, i get this one and it affect only that type of tree.. 1 Share this post Link to post Share on other sites
DayZWarrior1932 9 Posted February 20, 2023 48 minutes ago, endreu said: I just had this one interesting graphic bug in forest. If you walk from zeleno to dam throw forest, i get this one and it affect only that type of tree.. That's definitely not a bug...an infected bit the tree and it became infected. 1 Share this post Link to post Share on other sites
lynn.zaw 252 Posted February 22, 2023 PC Stable 1.20 Update 2 - Version 1.20.155817 (Released on 22.02.2023) If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents - or revert to a previous storage version - to assure game stability. Not following this procedure can result in severe instabilities. FIXED The player character would remain on the server too long in case of connection interruption The combine action in the default control scheme was not working with fresh settings (https://feedback.bistudio.com/T170368, https://feedback.bistudio.com/T170359, https://feedback.bistudio.com/T170358, https://feedback.bistudio.com/T170308, https://feedback.bistudio.com/T170357, https://feedback.bistudio.com/T170354, https://feedback.bistudio.com/T170335, https://feedback.bistudio.com/T170341, https://feedback.bistudio.com/T170329, https://feedback.bistudio.com/T170327, https://feedback.bistudio.com/T170324, https://feedback.bistudio.com/T170322, https://feedback.bistudio.com/T170314, https://feedback.bistudio.com/T170312, https://feedback.bistudio.com/T170310, https://feedback.bistudio.com/T170309, https://feedback.bistudio.com/T170306) SERVER Fixed: Spawning items through Object Spawner made them persistent, resulting in them being duplicated with every server restart (https://feedback.bistudio.com/T170349, https://feedback.bistudio.com/T170338, https://feedback.bistudio.com/T170336, https://feedback.bistudio.com/T170323, https://feedback.bistudio.com/T170343) Fixed: Setting staminaMax in the cfggameplay.json to more than 100 could result in broken stamina calculation (https://feedback.bistudio.com/T170390) KNOWN ISSUES Spawning objects with _DE-suffix by Object Spawner can result in them being duplicated with every server restart - the team is testing a fix internally The player character might glitch under the map when leaving vehicles - the team is looking into a fix The gear box of the M1025 might desync when shifted up in drive mode The 3rd person camera view might shake in close quarters 2 Share this post Link to post Share on other sites
Derleth 1357 Posted February 22, 2023 1 hour ago, lynn.zaw said: PC Stable 1.20 Update 2 - Version 1.20.155814 (Released on 22.02.2022) If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents - or revert to a previous storage version - to assure game stability. Not following this procedure can result in severe instabilities. FIXED The player character would remain on the server too long in case of connection interruption The combine action in the default control scheme was not working with fresh settings (https://feedback.bistudio.com/T170368, https://feedback.bistudio.com/T170359, https://feedback.bistudio.com/T170358, https://feedback.bistudio.com/T170308, https://feedback.bistudio.com/T170357, https://feedback.bistudio.com/T170354, https://feedback.bistudio.com/T170335, https://feedback.bistudio.com/T170341, https://feedback.bistudio.com/T170329, https://feedback.bistudio.com/T170327, https://feedback.bistudio.com/T170324, https://feedback.bistudio.com/T170322, https://feedback.bistudio.com/T170314, https://feedback.bistudio.com/T170312, https://feedback.bistudio.com/T170310, https://feedback.bistudio.com/T170309, https://feedback.bistudio.com/T170306) SERVER Fixed: Spawning items through Object Spawner made them persistent, resulting in them being duplicated with every server restart (https://feedback.bistudio.com/T170349, https://feedback.bistudio.com/T170338, https://feedback.bistudio.com/T170336, https://feedback.bistudio.com/T170323, https://feedback.bistudio.com/T170343) Fixed: Setting staminaMax in the cfggameplay.json to more than 100 could result in broken stamina calculation (https://feedback.bistudio.com/T170390) KNOWN ISSUES Spawning objects with _DE-suffix by Object Spawner can result in them being duplicated with every server restart - the team is testing a fix internally The player character might glitch under the map when leaving vehicles - the team is looking into a fix The gear box of the M1025 might desync when shifted up in drive mode The 3rd person camera view might shake in close quarters Shouldn't the launcher being borked beyond hope be mentioned among the Known Issues? Players who don't follow twitter, twitch etc probably have no idea. At the moment I'd say it is the single worst issue the game has, not even listing it among Known Issues gives the impression you just don't give a toss. "Official tab not affected, who cares huhuh go use DZSA like everyone else." Now I know that's not how you guys think - but that is the impression you are giving. Acknowledge the issue! 2 2 3 Share this post Link to post Share on other sites
VinGal 0 Posted February 22, 2023 (edited) 2 hours ago, lynn.zaw said: PC Stable 1.20 Update 2 - Version 1.20.155814 (Released on 22.02.2022) If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents - or revert to a previous storage version - to assure game stability. Not following this procedure can result in severe instabilities. I just ignored the objects that are spawning through object spawner using cfgignorelist.xml it will remove the past iterations of the objects. You can do this for one restart, however if you are using objects from events it will remove the objects from those events for one restart. The fix I did for the _DE objects was changing the value of the storageCategory to 7 (there wasn't much documentation when I researched for this value, however seven worked for me) and reusing the same _DE classes to get the models etc and then spawning in the new class. Edited February 22, 2023 by VinGal Share this post Link to post Share on other sites
faltodeimaginacion 3 Posted February 22, 2023 1 hour ago, Derleth said: Shouldn't the launcher being borked beyond hope be mentioned among the Known Issues? Players who don't follow twitter, twitch etc probably have no idea. At the moment I'd say it is the single worst issue the game has, not even listing it among Known Issues gives the impression you just don't give a toss. "Official tab not affected, who cares huhuh go use DZSA like everyone else." Now I know that's not how you guys think - but that is the impression you are giving. Acknowledge the issue! Absolutly agree. I think is the main bug for all the community servers at this moment. Share this post Link to post Share on other sites
Kozhler 0 Posted February 22, 2023 I cant update my dayz to the newest build please send help, i tried deleting dayz and reinstalling it but nothing happend still on version 1.19.155542 rather then 1.20.155766 :c Share this post Link to post Share on other sites
zraider13 5 Posted February 22, 2023 It is absolutely shameful that the problem with the launcher/server browser isn't even on their list of issues "being looked into" in the "State of 1.20 Update" thread. With the browser the way it is, community servers are not even able to be found. How is that not a top priority or even a priority at all? Servers are losing players every day because of this. 1 Share this post Link to post Share on other sites
NateLapT 11 Posted February 22, 2023 People are paying money to host community servers that can't even be found because of this bug!! How is this not even mentioned?? I've seen great community servers call it quits this week due to being delisted from the game. They at the least deserve the respect of being acknowledged in an attempt to fix the biggest bug in the game currently, not even being able to play it!! Roll back the launcher change until you can figure out what broke!!! 1.19 had its own issues but at least servers were not delisted! The only current work around to connect to the servers is knowing the IP address and direct connecting, going into your recent tab then favoriting the servers. 3 Share this post Link to post Share on other sites
zraider13 5 Posted February 22, 2023 53 minutes ago, NateLapT said: The only current work around to connect to the servers is knowing the IP address and direct connecting, going into your recent tab then favoriting the servers. This might be helpful. Use it to find the IP Address of the server you're looking for, then use the method NateLapT mentioned to connect to it: https://www.battlemetrics.com/servers/ 2 Share this post Link to post Share on other sites
THEGordonFreeman 664 Posted February 22, 2023 (edited) 2 hours ago, NateLapT said: People are paying money to host community servers that can't even be found because of this bug!! How is this not even mentioned?? I've seen great community servers call it quits this week due to being delisted from the game. They at the least deserve the respect of being acknowledged in an attempt to fix the biggest bug in the game currently, not even being able to play it!! Roll back the launcher change until you can figure out what broke!!! 1.19 had its own issues but at least servers were not delisted! The only current work around to connect to the servers is knowing the IP address and direct connecting, going into your recent tab then favoriting the servers. For years our community rented instances and servers and paid thousands and thousands of dollars. Once I got fiber, I wised up and custom built a machine for 900 bucks that will last us for years, and thank GOD I did, because if I were a server owner right now renting a dedi or dayz instance, I would have the red ass 10X over. The browser fail makes the piss poor excuse we have for vehicles look amazing. It's still irritating, but at least my community is not out money because BI can't get their shit together. Edited February 22, 2023 by THEGordonFreeman 5 Share this post Link to post Share on other sites
zraider13 5 Posted February 22, 2023 (edited) Here is another nice search tool, which is also an interesting demonstration: https://cactus.tools/dayz/servers Try searching for All and see how quickly it gives a list of every single server. Or, you can type in a server name and it will find it instantly. Edited February 22, 2023 by zraider13 Share this post Link to post Share on other sites
Tonyeh 454 Posted February 23, 2023 On 2/7/2023 at 12:34 AM, Kyiara said: PC Stable 1.20 Update 1 - Version 1.20.155766 (Released on 14.02.2023) NOTES Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update. Consider de-fragmenting your HDD after downloading large updates. In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED Mime masks Carnival masks Warning icons for the connection stability and server performance FIXED Changing stances could result in desynchronization blocking access to ADS and shooting (https://feedback.bistudio.com/T168720, https://feedback.bistudio.com/T159299, https://feedback.bistudio.com/T169162, https://feedback.bistudio.com/T169657, https://feedback.bistudio.com/T169837, https://feedback.bistudio.com/T169986) The M1025 engine was not stopping properly when RPM went to 0 (https://feedback.bistudio.com/T167763) Quick gear shifting could result in desync (https://feedback.bistudio.com/T168431) Fixed further exploits to glitch the camera through walls (https://feedback.bistudio.com/T170057 - private) Hitboxes of items in characters hands were misplaced (https://feedback.bistudio.com/T168891) It was possible to place items inside the stairs of the yellow church (https://feedback.bistudio.com/T167358) When approaching a restrained player with binding materials, the non-functional option was shown to restrain the player again It was possible to commit suicide with ruined firearms (https://feedback.bistudio.com/T160975) Carp, Mackerel, Chicken and Rabbit were always yielding 100% pieces of meat when skinned Character sounds when picking up heavy items were not played for the player themself (https://feedback.bistudio.com/T167931) Drink sounds were not played when drinking from pots or cauldrons while prone Impact sound of items when landing in water was repeating itself It was possible to shave characters while having their face covered Equipped belts were not accumulating wetness Explosives could not be armed reliably (https://feedback.bistudio.com/T168007) Reduced instances of vehicle access being prohibited due to another user already interacting with it Fixed several broken character animations while restrained in prone Improved damage zones of the M1025 M1025 trunk bars did not move correctly with the model (https://feedback.bistudio.com/T168594) Sound of taking the SSG 82 magazine was doubled while prone The player could get stuck in throwing stance During combat with infected, the player's position could get reset to a previous infected kill (https://feedback.bistudio.com/T167694, https://feedback.bistudio.com/T168690 - private) ADS sensitivity wasn't properly applied in all cases (https://feedback.bistudio.com/T165015, https://feedback.bistudio.com/T165855) Jumping while having a gag applied or removed could desync the player Manipulation of heavy items allowed players to access items through walls (https://feedback.bistudio.com/T169133 - private) It was not possible to cover/uncover a characters head while they are prone It was possible to be force fed while wearing a gas mask (https://feedback.bistudio.com/T160486 - private) The character could teleport to the roof of their seat if an object was at the height of the door (https://feedback.bistudio.com/T164360) Inventory icon of the deployed spotlight was badly cropped Filling a gasoline canister at a pond could result in desync (https://feedback.bistudio.com/T168967) Items were interfering with the character collision when dropped from gift boxes upon their destruction Other players could not hear the sound of a locked door being opened (https://feedback.bistudio.com/T163131) Using the quick bar while moving items in the inventory could result in desync Some twin doors could not be closed (https://feedback.bistudio.com/T160737) Several twin gates were not properly aligned to open in the same direction (https://feedback.bistudio.com/T158950) Some twin gates could not be opened by force when locked (https://feedback.bistudio.com/T159534) VOIP did not work after reconnecting the microphone (PC ONLY) It was possible to access certain underwater locations Portable maps could display wrong map features when switching between servers running different terrains Fixed character collision shape shifting causing clipping through structures It was possible to skip certain parts of the soda can opening animation (https://feedback.bistudio.com/T138370 - private) The character collision shape would not adjust when falling into water Switching between 1st and 3rd person camera could result in a distorted character (https://feedback.bistudio.com/T162688, https://feedback.bistudio.com/T162468, https://feedback.bistudio.com/T162412, https://feedback.bistudio.com/T164586) The head-torch with the yellow light did not update its light location in all cases Orientation of the light on the weapon flashlight was pointing forward when shouldered (https://feedback.bistudio.com/T165114) Chemlight on ground models of utility bags not lighting from the correct position A climbing player was able to phase through objects during the landing state (https://feedback.bistudio.com/T164706 - private) The player could be teleported to the world origin when climbing (https://feedback.bistudio.com/T166375 - private) Smoke grenades wouldn't show smoke outside of the players near distance network bubble Doors could have their animations and sounds played when reconnecting Previously felled trees would play their fall-animation upon reconnect Other players and creatures could be stuck in a permanent frozen animation state if they were to die while the client is being logged in Grass did not move with the wind on the tenement buildings Bear traps could hit the player in multiple zones The M3S truck was missing a sound related to high RPM Reversing lights of the M3S truck did not emit light Reversing lights did shine even when the engine was off Stamina was not decreasing during jogging in deep water Fixed several issues with individual buildings Fixed bad rendering of specific trees Source of the car horn sound was not properly located in 3rd person view The Santa infected did not scream while attacking Placing certain items would play the place sound twice (https://feedback.bistudio.com/T156577) Dropping the wooden cooking tripod would make metal sounds The unloading sound and bullet animation of the Longhorn were not in sync The dry fire sound of the Derringer was too quiet while prone Fixed several exploits used to look through walls (https://feedback.bistudio.com/T168561 - private) An exploit allowed to repair car parts to the pristine state It was possible to repair vehicle engines while they were running Certain scopes allowed to look through the smoke from smoke grenades (https://feedback.bistudio.com/T141155) The M1025 driver was accessing the wrong lever when switching gears Damaged Santa's hats looked pristine while worn The Claymore mine explosion did not have the proper volume when the player was facing away Opened food cans did not fit properly into the inventory UI (https://feedback.bistudio.com/T157660) Respawning from unconscious state could result in a black screen (https://feedback.bistudio.com/T169330) It was possible to deploy the spotlight using the drop action The Gunter 2 did not have sounds when removing and attaching wheels Large clusters of rocks and cliffs could result in in client performance drops Manual transmission from vehicles could get desynced when changed too quickly (https://feedback.bistudio.com/T168465) Stealth-killing infected with rifle bayonets could result in a glitch Player corpses had collisions after committing suicide Vehicle horn sounds would fix to a specific position (https://feedback.bistudio.com/T169863, https://feedback.bistudio.com/T169862) The player collision was conflicting with vehicles while sitting in them It was not possible to pull corpses from vehicles It was possible to prevent dehydration through non-hydrating food (https://feedback.bistudio.com/T168824) Reduced the chance of getting desynced in doors by running through them while closing (https://feedback.bistudio.com/T170121) It was possible to stack the ammo box and dry bag indefinitely (https://feedback.bistudio.com/T170051) Howling of wolves was not synchronized for all players (https://feedback.bistudio.com/T160845) CHANGED Vehicles can spawn without wheels again Wheels can again be damaged Reduced the eye zoom distance while sprinting Reworked item weight calculation (fixing several bugged item weights) Item wetness now influences their weight again Weight of the carried gear now impacts player movement inertia Increased the time needed to refill the car radiator Checking a player's pulse is now a continuous action Increased the lifetime of improvised explosives to 5 days, which can be refreshed through a flagpole The stairs of the concrete silos are now usable to access the roof Adjusted the geometry of barrels and fireplaces to cause less issues when colliding with vehicles Improved the surface detection for throwing impact sounds Optimized the character update to environmental exposure Lowered the hit points of improvised feet covers and gave them louder walking sounds (https://feedback.bistudio.com/T169140 - private) Positional wind and tree creaks are more audible now Tweaked the 3rd person camera collisions to reduce possibilities of exploits The 3rd person camera zooms in when an obstacle is in front of the camera Disconnect due to a server restart will no longer kill restrained players Updated map textures to reflect recent map changes (https://feedback.bistudio.com/T163844) You can now stealth-kill with the Cleaver Replaced outdated dirt pile model Updated textures on static pipes Updated sounds for the different stages of cooking for more variety Slightly increased the volume of the stealth kill Improved the sun reflection on water and changed its color in quarries Skinned animals now yield more pieces of meat CHERNARUS Fixed: Green and black plate carrier vests and their attachments did not have their intended lifetimes (https://feedback.bistudio.com/T168947) Tweaked: Increased chance for random positional bird, insect and tree creak sound to play Tweaked: Increased audibility of the positional bird sounds during windy weather Changed: Adjusted player spawn points for more even distribution LIVONIA Added: Artwork of the winner of the GraffitiZ contest Added: New props to the Dambog ammunition storage Fixed: The Brena Health Care Center was not spawning paramedic infected (https://feedback.bistudio.com/T168337) FixedPolice cars were not spawning loot SERVER Added: Server config parameters for connectivity warnings (Documentation) Added: Gameplay JSON version mismatch and default value handling Added: Parameter to gameplay config (JSON), that allows people to disable the behavior of influence of stamina to inertia (Documentation to be updated soon) Added: Parameters to gameplay config (JSON) that allows control over variety of stamina consumers (combat, climbing,..) (Documentation to be updated soon) Added: Launch parameter "storage" to define root folder for storage location ("-storage=") (Documentation) Added: Functionality which will copy over storage when a storage exists in default location (mission) but not in the custom location provided by the storage launch parameter Added: Warning when DE spawns an entity with no Types entry Fixed: Sawedoff18 was missing from types Fixed: Deleting events.bin but not vehicles.bin would cause events composed of eventgroups to have the possibility to spawn inside each other Changed: Improved error messages and error handling regarding storage location Changed: Adjusted ping calculation to be more forgiving with individual spikes before kicking a player MODDING Added: DiagMenu script API Added: Variety of new debug settings within the script section of the DiagMenu Added: ScriptCaller, a stricter ScriptInvoker which is expected to hold one func Added: DayZPlayer.GetKickOffReason to get the reason why a player was kicked off Added: 'EntityAI.IsSimpleHiddenSelectionVisible' Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states Added: Script method 'InventoryItem::ForceFarBubble' to allow items to temporarily be visible from further distances Added: Added physics function 'dGetInteractionLayer' to check if two 'PhxInteractionLayers' can interact Added: Collision overlap testing methods to DayZPhysics Added: "$storage:" prefix can now be used to access storage through script Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states (https://feedback.bistudio.com/T158984) Added: Launch parameter for diag exe to allow window resizing '-resizeable' Added: weightPerQuantityUnit config parameter that defines a weight of one quantity unit Added: 'Human.PhysicsEnableGravity' for enabling/disabling gravity Added: 'dBodyIsSolid' (and 'Human.PhysicsIsSolid') for checking if the entity has collision enabled Added: 'dBodySetSolid (and 'Human.PhysicsSetSolid') for enabling/disabling the collision checking of an entity Added: Command line parameter '-scrDef' to enable modding defines in script in Workbench/Diag executables Added: Command Line option '-newErrorsAreWarnings' to Diag/Workbench executables Fixed: Buldozer crashing after selecting an object which was deleted and restored (https://feedback.bistudio.com/T169650) Fixed: Base game script defines weren't available in 'engine' and 'gameLib' script modules (https://feedback.bistudio.com/T169907) Fixed: Character influences the wheel simulation of a vehicle (https://feedback.bistudio.com/T168870) Fixed: On Diag exe, when one player's hands got bloody, all nearby player's hands would as well Fixed: Conflicting synchronization of entity hierarchy with 'IEntity.AddChild' and 'Human.LinkToLocalSpaceOf' Fixed: 'CollisionOverlapCallback' destructor wasn't being called Fixed: Docs: string.Split bad usage example (https://feedback.bistudio.com/T154855) Fixed: Docs: string.ToAscii bad script declaration and typo in example (https://feedback.bistudio.com/T160003) Fixed: Function string.LastIndexOf was not linked (https://feedback.bistudio.com/T155602) Fixed: Object::SetHealth could not be called on local objects (https://feedback.bistudio.com/T168604) Fixed: Crash in TextListboxWidget::GetItemData (https://feedback.bistudio.com/T154626) Fixed: ScriptCallQueue.GetRemainingTime(...) methods Fixed: HumanInputController.OverrideAimChangeY was incorrectly using values from HumanInputController.OverrideAimChangeX (https://feedback.bistudio.com/T151736) Fixed: DayZPhysics.RayCastBullet and DayZPhysics.SphereCastBullet would not pass the 'hitObject' (https://feedback.bistudio.com/T150488) Fixed: ScriptCallQueue stopped working correctly after 4-5 hours of uptime (https://feedback.bistudio.com/T156746, https://feedback.bistudio.com/T151279) Fixed: Scripted command method 'PrePhys_IsTag' would not work in the intended way (https://feedback.bistudio.com/T165933) Changed: Moved and renamed certain RPCs relating to Diags to prevent conflicts and usage outside of Diag Changed: ScriptInvoker now has additional flags and documentation Changed: New compile errors will be displayed as Warnings outside of Diag/Workbench to minimize impact on existing mods Changed: New compile Errors being displayed as Warnings will contain the text "FIX-ME" to signal the importance of fixing these Changed: Improved func reliability and error messages Changed: "Overriding function but not marked as override" has been changed from being a "Workbench-only warning" to an error in Workbench/Diag and Warning in regular exe Changed: Weapon chamber and internal magazine changes now also trigger EntityAI.EEAmmoChanged Changed: Weapon and magazine textures now contain the bullet for better optimization Tweaked: Widget::GetRotation exposed Tweaked: return type of ActionBase::IsEat (https://feedback.bistudio.com/T169770) Removed: Incorrect usage of 'func' by NotificationSystem as it is only meant to be paired with proto functions, will unfortunately break compatibility with mods using the removed Bind and Unbind functions Removed: Calling of super of Engine events (https://feedback.bistudio.com/T164047) KNOWN ISSUES The character might shake when close to doors 23 hours ago, lynn.zaw said: PC Stable 1.20 Update 2 - Version 1.20.155814 (Released on 22.02.2022) If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents - or revert to a previous storage version - to assure game stability. Not following this procedure can result in severe instabilities. FIXED The player character would remain on the server too long in case of connection interruption The combine action in the default control scheme was not working with fresh settings (https://feedback.bistudio.com/T170368, https://feedback.bistudio.com/T170359, https://feedback.bistudio.com/T170358, https://feedback.bistudio.com/T170308, https://feedback.bistudio.com/T170357, https://feedback.bistudio.com/T170354, https://feedback.bistudio.com/T170335, https://feedback.bistudio.com/T170341, https://feedback.bistudio.com/T170329, https://feedback.bistudio.com/T170327, https://feedback.bistudio.com/T170324, https://feedback.bistudio.com/T170322, https://feedback.bistudio.com/T170314, https://feedback.bistudio.com/T170312, https://feedback.bistudio.com/T170310, https://feedback.bistudio.com/T170309, https://feedback.bistudio.com/T170306) SERVER Fixed: Spawning items through Object Spawner made them persistent, resulting in them being duplicated with every server restart (https://feedback.bistudio.com/T170349, https://feedback.bistudio.com/T170338, https://feedback.bistudio.com/T170336, https://feedback.bistudio.com/T170323, https://feedback.bistudio.com/T170343) Fixed: Setting staminaMax in the cfggameplay.json to more than 100 could result in broken stamina calculation (https://feedback.bistudio.com/T170390) KNOWN ISSUES Spawning objects with _DE-suffix by Object Spawner can result in them being duplicated with every server restart - the team is testing a fix internally The player character might glitch under the map when leaving vehicles - the team is looking into a fix The gear box of the M1025 might desync when shifted up in drive mode The 3rd person camera view might shake in close quarters @lynn.zaw @Kyiara Has there any discussion by the devs about allowing zombies kill players in a future patch? At the moment they're kinda useless in the game. At best they're a mild annoyance, when they should be the player's primary antagonist. I've never understood why the devs chose to nerf the zeds in the first place. But it would be great to have that particular decision reversed and make the zeds an actual threat again. 1 1 1 Share this post Link to post Share on other sites
Derleth 1357 Posted February 23, 2023 (edited) 2 hours ago, Tonyeh said: @lynn.zaw @Kyiara Has there any discussion by the devs about allowing zombies kill players in a future patch? At the moment they're kinda useless in the game. At best they're a mild annoyance, when they should be the player's primary antagonist. I've never understood why the devs chose to nerf the zeds in the first place. But it would be great to have that particular decision reversed and make the zeds an actual threat again. 100% agree, I hate that change. It was made only to appease whinging pvp players who kept moaning they were being killed by zombies when unconned in firefights. Instead of fixing it so zeds go for the shooter instead of his unmoving victim, the devs did this... First and foremost caving to the loud crowd who only play DayZ for guns and glory is weak, and the action that was taken was truly the easy way out. Please guys, make an effort revert this change this year and rework how zombies prioritise targets instead. OR: Simply make them only hit players unconned after hit by an infected. Damage source is logged so that would definitely be possible. Will give you a chance to escape if shot and/or passing out from blood loss. Edit: By the way - Liven's PvZMod Customisable Zombies can enable it again. That guy's mod has features that can make zombies close to what they should be in this game. Edited February 23, 2023 by Derleth 1 1 Share this post Link to post Share on other sites
Jevez 34 Posted February 23, 2023 5 hours ago, Derleth said: 100% agree, I hate that change. It was made only to appease whinging pvp players who kept moaning they were being killed by zombies when unconned in firefights. Instead of fixing it so zeds go for the shooter instead of his unmoving victim, the devs did this... First and foremost caving to the loud crowd who only play DayZ for guns and glory is weak, and the action that was taken was truly the easy way out. Please guys, make an effort revert this change this year and rework how zombies prioritise targets instead. OR: Simply make them only hit players unconned after hit by an infected. Damage source is logged so that would definitely be possible. You are partly correct here, but the problem was much less about zeds ignoring the shooter than it was about fights where players would trade (not 1:1 in kills, but 1 killed and 1 unconscious) the infected would run over and finish the uncon guy, meaning that no one would win the fight, this made for extremely lame PvP and I'm glad they fixed it, but I agree the current solution isn't great. "Simply make them only hit players unconned after hit by an infected. Damage source is logged so that would definitely be possible." I agree with you, this is the ideal solution, keeps the infected deadly in PvE-only scenarios while eliminating the possibility for them to create unsatisfying PvP encounters. 1 Share this post Link to post Share on other sites
Tonyeh 454 Posted February 23, 2023 6 hours ago, Derleth said: 100% agree, I hate that change. It was made only to appease whinging pvp players who kept moaning they were being killed by zombies when unconned in firefights. Instead of fixing it so zeds go for the shooter instead of his unmoving victim, the devs did this... First and foremost caving to the loud crowd who only play DayZ for guns and glory is weak, and the action that was taken was truly the easy way out. Please guys, make an effort revert this change this year and rework how zombies prioritise targets instead. OR: Simply make them only hit players unconned after hit by an infected. Damage source is logged so that would definitely be possible. Will give you a chance to escape if shot and/or passing out from blood loss. Edit: By the way - Liven's PvZMod Customisable Zombies can enable it again. That guy's mod has features that can make zombies close to what they should be in this game. Personally I don't really mind if the infected change their minds and come after you, even if they've originally targeted another player. They're supposed to be infected people and pretty mindless in their motivations. It can be a little annoying, but it also can make things a bit more dangerous too. However, nerfing them was the absolute worst thing that the devs have done to the game. And if the reason was really just to placate noisy PvP idiots, then that makes it even worse TBH. I'd very much like to see this silly idea reverted back to the way things were. Players SHOULD have to be wary about the zeds and they SHOULD have to think twice before shooting their weapon. 1 Share this post Link to post Share on other sites
Parazight 1599 Posted February 23, 2023 1 hour ago, Tonyeh said: However, nerfing them was the absolute worst thing that the devs have done to the game. I agree that the huge nerf to zombies is less than ideal. I wish that they would finally settle down and balance the game. We've seen two fundamental changes to the game in the last two updates in the way of inertia and weight. Things that are crucial to first person shooters. It's like alpha phase tho, they have to nerf zeds because otherwise people will constantly die to absurd stuff. (bugs) Share this post Link to post Share on other sites
faltodeimaginacion 3 Posted February 24, 2023 At least they take the launcher problem today! Great news!https://feedback.bistudio.com/T170263 Share this post Link to post Share on other sites
John Maynard 31 Posted February 26, 2023 Responding to this: " The 3rd person camera zooms in when an obstacle is in front of the camera " This zoom issue bothers a lot. The zoom bothers a lot, but a lot. Please drop this proposal. The third-person view is for players who like that visual breadth. The other player who doesn't want to be at a disadvantage, look for a first person server. 1 1 Share this post Link to post Share on other sites
RenDark2000 34 Posted February 26, 2023 Interesting: there was a hefty discussion between pro/contra 3pp and how it could be nerfed/modified back in 2014 here in this forum. (I digged a bit in the archives) And now it seems that BI is trying to solve these 9 year old "problems" with 3pp and sell it to us as a brand new invention and genius solution to the POW(peek-over-wall) issue. But in fact, they massively disrupted the whole game experience for some people (like me) with their actual changes (and they are maybe trying to 'kill' 3pp through the back door at all because just abandon it would be suicide. But that's conspiracy theory) anyways, The actual changes are causing several problems on console(PS5) for example with: fps-drops, lame rendering, lack of overview and orientation in close quarters and probably in worst case a sort of motion sickness from the rapid and harsh camera shifts and the mentioned points above. I would switch to an classic-3pp server ASAP if possible but it is what it is: sad! That leads to my Question now: can i completely disable the 3pp-nerf (not only the zoom) on a community server and if yes: do you know a good(vanilla) with old 3pp on Playstation ??? 1 Share this post Link to post Share on other sites
Buakaw 274 Posted February 26, 2023 Suggestion: Change the ADS while prone'd logic to maintain your previous aiming angle. Its kinda silly how it always levels with the angle of the floor, so you aim at the sky or floor when at the slightest incline 1 2 Share this post Link to post Share on other sites
RenDark2000 34 Posted February 26, 2023 Btw. In my opinion, one of the reasons why they made the infected less dangerous/not deadly anymore were the often and frequent server connection problems back in 2020/21 (on Ps4). I remember that I created my first alt acc. as a back up then. Because I hate nothing more than dying through a game issue/bug. And that happens several times: "no server response since x seconds" during a fight was a 101% death call... 1 Share this post Link to post Share on other sites
Derleth 1357 Posted February 26, 2023 4 minutes ago, Buakaw said: Suggestion: Change the ADS while prone'd logic to maintain your previous aiming angle. Its kinda silly how it always levels with the angle of the floor, so you aim at the sky or floor when at the slightest incline Indeed. Sniping from a prone position is basically only possible from a level floor because of this. Share this post Link to post Share on other sites