- 89on [DZG-1048]
The food is going up and down dramatically because you are changing from high intensity activity to low intensity activity.
This is working as expected.
The canned drinks have always given a large amount of food and water, based on the video nothing seems out of the ordinary. If you had a clip demonstrating that there was actually a chance the drink gave more than it should, like perhaps a 20 minute clip demonstrating what you described, instead of 5 minutes that demonstrate regular activity, your claim might bear more credence.
I can't relate to your experiences, I haven't played the game for a while, but I have played on the 1.30 build and I've found plates, NVGs, m4s, LARs, 1911s, full NBC, and silencers for all my weapons (western, eastern, and pistol). I've found all the largest bags, both the long haul and the field backpack, and every smaller backpack, (I haven't found the NBC carrier, I don't know if it does spawn, or where it would spawn). I've found more than I would ever use, although that isn't saying much. Every experimental server I've played on is packed with a queue, although I've only played official experimental servers.
Cars losing gas and water isn't unrealistic, petrol breaks down, water evaporates through condensation; and we don't know what the composition of the fuel actually is in DayZ so we're lucky that leaving cars sit doesn't damage the engine and gas tank because of the fuel expiring.
DayZ has always been a buggy game, it's built on a mod of a game that was in beta for 2 years. DayZ is a game that is essentially 4 games combined into one, and was only in testing for less than 5 years total; (Most games are in testing for 5 years each). Before 2023 there were certain hills that you couldn't drive up in a car, you were risking ending the run of everyone in the car and anyone within line of sight of the car. I don't remember anyone grovelling this much back then. Everyone was having fun. There were less cheaters though, and they were less annoying. Now, the cheaters won't let you leave the coast. Of course, this isn't the devs fault. Many popular games have been targeted by overwhelming forces of malign actors. For example, the world of warcraft gold farms that were/are being run in chinese prisons.
The anti cheat is provided by battleye, the DayZ devs can't be expected to homebrew their own anti cheat and keep working on the game. That would require an entirely new division within their company. The anti cheat does work, although it isn't good enough. Unfortunately the cheat builders only have one job, and it's way easier than anyone else's job.
Game developing is hard work. It isn't easy to compete with several malicious, funded, actors; while also trying to make content for a video game that breaks at the slightest touch, because it's really the complex interweaving of 5 different games that have never had a testing phase.The devs do care, watch them unveil any of their new features for the game. There are some things that are difficult to fake, it is difficult to believe that the devs would exhibit this behavior and also not care at all about the game or the community. Unless they are psychopaths too.
Known issue does not mean they don't care, it means that they know about it already, often times if they mark it as known issue, and not "no action taken" or "refused" then it means they have it scheduled for a fix.
The devs have a commitment to release something "production worthy". They are an official company. While other users are creating interesting maps, and occasionally adding features to the game (not often, and usually not original), the devs are committed to making something that is "commercial". This polishing I think is a hinderance, but it's what they like to do. It's how they operate currently. The devs are the only one's making interesting new features. How easy do you think it would be to make bikes and add ragdoll physics? Now go on the workshop and see how many people did it before they did it. Go on the workshop and look for any kind of creative features that aren't just retextures or copying the code that the devs already have written. Seldom to nil is what you will find. Even while talking about users creating better maps, you are playing livonia, observe the irony.
Saturday, and Sunday are universally accepted as non-business days. This isn't something that's exclusive to the team. And often times, the work doesn't end on the weekend; Only the business communication is interrupted for 2 days.
You sound unappreciative and entitled, but it also sounds like you're frustrated, and I sympathize with those who truly enjoy this game, and want it to be great, and want to have a great time playing it. I dream of the day when we can all go on a legit run and have a packed official server with no bugs and lots of content. We won't get there if we are doing anything except hyperfocusing on making that possible.
I'm not playing the game right now, and I likely won't play it again until a few things change, (i.e.: I want a flow chart of the dev process at the least, and ideally, I want compatibility and slightly more openness to 3rd party devs, so that I can create mods and optimizations for the game.)
Next time, make sure you check the bulb and ensure that it is not damaged or ruined, as this could likely affect performance of the light. And it would certainly affect performance of the light in the latter case.
Alternatively, you could work around your issue temporarily by using your head lamp while you drive; this adds the benefit of getting light where you are looking, and not where the bike is going.
I see you're playing on a community server. Maybe you could ask the admins to add a mod that makes head lamp batteries never run out?
Then it's actually even better than using the lamp on the bike; of course if you favor realism you may not be keen to this change.
- 89on [DZEXP-224]
I don't even know what you're trying to say to me, but you seem upset. This board is for reporting, and commenting on bug reports, feature suggestions, and general feedback for all members in the community. Please refrain from any more beligerant behavior.
- 89on [DZEXP-247]
The new loot system is really good, I agree, maybe they should make it harder to find stuff.
The cheating is bad, maybe we should form in game task forces that stop cheaters with friendly chants and wholesome songs and vocal dissaproval of cheating. Your voice is your strongest weapon.
Good observation about the devs being inactive for 3 days... you're right. If they make a comment today, like my posts and tag me. We'll monitor this closely.
- 89on [DZEXP-247]
Have you tried removing and replacing parts? (Grab a tire off of the car, and put it back on.)
- 89on [DZEXP-224]
Just because you think the light should make a difference doesn't mean it always will.
Sometimes, it seems like it will be dark enough to use a light, (in the real world), and it actually does not make a difference.
I think there are times when a light should work, while the clock says it's daytime. This could be a change to the game that requires a large investment of time.
One idea that could help:
Darkness is an effect, that is localized to players.
Using a light creates a cone that adds transparency to the dark effect.
This would also help thwart gamma-modders who are using gamma to gain unfair advantages. (The darkness is real particles, not just lower exposure.)
Then you just add a little game logic that toggles darkness on or off for players based on conditions. (We can copy some of the code for rain logic.)
- 89on [DZEXP-224]
Whether the light turns on, or does not turn on is dictated by the ability of the light to turn on.
Whether or not the light makes a difference in your environment is dictated by the light conditions in your environment.Perform this test (in real life) and you will understand what I am saying:
Obtain an average flashlight
Wait for the sun to begin setting
Turn the flashlight on at various stages of the sun setting
Observe that the flashlight doesn't illuminate how you may expect it to
The game is in accordance with reality, although it does need slightly adjusted because there is a time when it is dark enough to illuminate the environment with the flashlight, but you cannot yet.It appears that the illumination is not gradual, it's more like the game checks whether or not it's night or day, and then the light changes how it illuminates based on that.
Changing this may not be a prudent use of time for the Dev's right now, when you consider just how much of a rabbit hole changing this would become.
- 89on [DZEXP-224]
This is actually a nod to realism,(sometimes you may go outside, and think it's dark enough to use a flashlight, but it isn't yet). It does need adjusted slightly because there are times when it is dark, and the lights don't work yet.
- 89on [DZEXP-215]
The description of the issue does correlate with desync.
If this occurs on every bleed, it warrants further investigation.
- 89on [DZEXP-215]
Have you asked the server owners if this is intended behavior on their server?
- 89on [DZEXP-185]
His post describes being able to create holes purely with config options, but not at runtime.
So, you can have custom holes in the current 1.30 engine, but they have to be defined and generated on server init, currently a hole cannot appear at a location during runtime; it may only be defined when the server is initialized.
This probably has to do with part of the new base building features, I saw something in a Dev blog about holes. Sitting on another players lap and they can't get off the bike until you get off the bike, and you're the one driving; he's probably being ironic, but even if he is it sounds terrible.
Scenario: You stop your bike in berezino for a moment, just to take account of what your plans for your run are, and some freshy runs up to you and jumps on your lap and now you've been kidnapped. Is that how you want to spend your time in the game?I'm not saying two people can't ride a bike together, but they generally don't try to share one seat, if you've never tried to ride a one seat dirtbike with two people, it's dangerous and you wouldn't try to drive fast and do stunts. Maybe if they had pegs to stand on it would be safer.
Someone else mentioned that the backpacks could clip and that would be unrealistic, in a game that favors realism. I understand that backpacks already do this in cars. We shouldn't embrace such mechanics.
That being said, it might be fun to do in a game what you can't in real life, and trying to ride a dirt bike with two people would be fun, and risky. I'm not saying that we shouldn't have those things, my point is that these bikes don't appear to be designed to seat two people at the same time. (And it may be more of a challenge for the devs for other reasons that we don't know, which relate to complicated mechanics in the game engine.)
Once this update is pushed to stable, keep an eye on the workshop, I would be willing to bet that someone is going to make the bikes fit two players and make it more dangerous / risky.
You could easily make @nate_lapt's feature proposal a reality, just allow a second person to get on the bike, removing the ability for the first driver to control the bike when this happens. The two player models would overlap, and remove the ability for the first driver to get off the bike when this happens. Hypothetically, this is a very simple mod.
- 89on [DZG-909]
I watched the clip twice, I've described exactly what happened. You are the only one not actually reading anything that's on this feedback tracker, all the while instigating others and giving your most valiant efforts to troll the staff and player base.
We both know who as and what as you exist.I've already said it once, go back.
The only particle effect is the eruption of dirt from the ground after your bullet makes an impact. Games are meant to serve a purpose, and can provide for users in more ways than they were meant to; but that purpose is not to frustrate you, it's to entertain you. Take this as a learning experience, next time, think of the challenge as something fun.
When you ADS, focus on the target, and then fire when your sights line up; next time, don't let your nerves get the best of you, if you aim like this it will be alright, just look at the rabits.
Do not call me buddy while you continue to put your flag on my comments. I don't support your cause.
- 89on [DZG-909]
0:03, the rabbit moves his head just as you fire, the bullet hits the ground behind the rabbit causing some dirt to erupt, the rabbit runs off behind the tall grass, obscured from your perspective.
If I can offer a suggestion: You got very close, that's unrealistic for this more survival scenario. Think about it like this: you're hungry, you don't want to startle him, you're a hunter. Try to look at him from a distance next time you fire at him, so you can see if he is running away. You were too close to see him escape,(you might be trying to approach survival elements from a more "PvP" style of gameplay possibly), indicated by your surprise when you approached with your machete; and the rabbit was not lying on the ground. - 89on [DZG-909]
0:03, he moves his head right as you shoot. Next time try shooting without leaning, and you may have better accuracy. (More of a survival encounter, rather than PvP.)
- 89on [DZG-797]
Then perhaps you downvoted my issue on accident, maybe they should add some context clues that could help anyone with your dillema understand the board better.
- 89on [DZG-906]
You did not read anything, you're just commenting. Indicitave that you yourself may be a bot. If you did read any thing in this thread that was not your own comments, you would know that the report isn't about a "right way" to play DayZ. It's about the PvP elements in DayZ being unrealistic, and it's correct. And there is at least one wrong way to play a game, anything which could be defined as cheating.
And you can remove that emoji from my comment because I am not gay and I will not be gay for you. - 89on [DZG-905]
Having a bike that's more of a motorcycle will be cool, something that can pull some weight. They'll likely add more bikes and other single person vehicles later, after the update reaches stable and they can refine the two bikes freshly in the game.
I like the look of the one that doesn't say JAWA more.
- 89on [DZEXP-185]
I've actually already invented a more genius, and cheap idea for how digging should work, and if the tools were supported in my developing environment, you would have a digging mod that's going to be better than what you just described being able to do in the game.
- 89on [DZG-906]
DayZ is advertised as a hardcore survival game, every tip in the pause menu is about survival. Every tip in the loading screen is about survival. "Your voice is your most powerful weapon." The community doesn't match the game at all, on the one hand you have the people who only want to PvP, they want infinite stamina and no reductions because of weight. On the other you have PvE who want to roleplay and do the same. Nobody truly wants to play the game except a select group of people, and they are mocked and ridiculed by cheaters in the game like yourself who think that they know better than anyone else how the world should work.
The points made by coolguy1212 are valid, and express the opinion of someone who truly understands the design goals of a game like DayZ. @coolguy1212 continue to express your opinions ะดััะณ. You will have many good ideas how to improve the game, and there will continue to be people like this who have nothing to do with their time except put others down because they themselves are unhappy. Recognize and avoid their annoyances.
DayZ should penalize and punish movement more, the reality is that the game is severely feature starved and the engine is bare and basic. I'm a fan of the idea of DayZ, but after enough time in the game, you realize that there isn't much to do in the game. In the end the only thing left is to PvP or seek out interactions, and you reach that point in only a few hours of looting. You should be running into encounters while completing tasks, and not know how it's going to turn out, even if it starts as a conversation. Instead you end up just seeking out encounters and finding nothing because the game is full of bot accounts that cheaters are using to eliminate their down time when they get banned.
You shouldn't be able to spam the lean keys to jiggle side to side, DayZ has a commitment to realism. A feat like this would require a significant amount of strength in the core, as well as endurance.
None of your "jokes" are funny @okonkwo.
Thank you for your post @coolguy1212, continue to have good ideas about DayZ, I have ideas for movement mods I would make for DayZ if the DayZ tools worked on computers that are not microsoft based. I could make this feature you are describing a mod, there are already some mods similar that are more complicated, I could simplify the concept. If you would like to see an abundance of features in DayZ, show your support by liking this comment letting the devs know you want to see the DayZ tools released as a standalone binary, not through steam, or native support for unix like operating systems.
- 89on [DZG-881]
An idea: You could make boots that are drenched have a pour option, that gives about 10% of a water bottle.
This would give players who are desperate the option to drink boot water, but only at the drenched level and only a very small amount of water.
The more you pour off, the shorter the timer of the drenched status. (I'm not sure how it works, I'm assuming it's a timer.)
- 89on [DZG-877]
This could work, perhaps looking directly at a container and holding the "drop item" key will put it in if there is an available space for it.
If there isn't space, the prompt displays that there isn't space in the container, and the item just drops to the ground.
It would be good for immersion seekers too, and useful on any platform to simplify storing items.
- 89on [DZG-873]
This is currently classified as cheating, and it's bannable. It may have been this specifically that was banned, either way some kind of filter was banned and it may have been owned by nvidia. Until there is a way to make sure players are not using the filters to gain an unfair advantage at night, it will likely remain banned.
- 89on [DZEXP-148]
Yes, I would expect that the keybind which disables the food and stamina bar would disable the vehicle hud however this is not the reality.
I didn't know that this was a feature in the settings, or I haven't checked in a while, but if they do give a keybind for this they should make the dash lights toggle with a keybind also; or alternatively, give a radial menu when the keybind for headlights is held down, so you can toggle between dash lights on, and headlights on, (the dash is difficult to see in the day time.)
Good post letting immersion seekers know about the vehicle hud setting.
It's not a motorbike two people can sit on; although a more powerful motorcycle with a sidecar attachment would be very cool. (I assume this could probably fit 3 people.)
You express concerns with rarity, it's possible this is due to the smaller size of the map compared to the new nasdara map. I think that if this is the only reason the Devs are not making bikes more common on chernarus and livonia when the update moves to stable, they should reconsider.
I would take an auto run ability instead, (I have novel ideas on how this could be implemented to be a simple + fun mechanic.)
If it has to do with economy and server performance, I have an idea that can keep entities lower, and I was saving it to make a mod myself, but it's a good idea so I'll share it in hopes that someone makes use of it because I can't until the tools work in my environment:Remove all car entity spawns
Add an ability to interact with static car wrecks
This creates an inventory slot for the car
Add parts that need repaired and get your car to working order
When the repairs are complete the asset is deleted and an entity is spawned in its place
This is better than the current system because:
It keeps entities lower, hypothetically improving performance
Cars are spawned as the economy wants them, not as the defaults dictate
Economy can still be controlled by the spawning of repair parts, based on active entities
Cars now become abundant, and fixing a car is more of a rewarding minigame than an endless gamble
Further features:
You could even make the repairs an engaging minigame of timed inputs and accuracy, press the interact key to begin, press it again, or hold right click to cancel, maybe also movement keys can cancel, but then while in this repair mode, make a selection of keys give input to the minigame. Even something simple would be super cool and completely change the atmosphere of the game, giving players more to do, and letting people get into a run with more time for exploring the parts of the map they want to explore at a given time.
It doesn't have to be bad for new players either, it doesn't need to detract from the gritty scarcity (is it really lore friendly to have such scarcity? this is the first day of the outbreak afterall). I remember when someone showed me how to make a fire, and they showed me how to make a hand drill kit. I didn't know that was possible, I never saw a fire before, (I only had a few hours in the game at this point I think,) but I remember the magic I felt when I saw that, because I felt like anything was possible in this game, and I felt the power from my new learned skill. He didn't really think much of it; but after he left, I built a fire when his eventually went out. This is from building a fire. I imagine you can take my idea and interpret it in a way that captures that same magic for new players in the future.
I'm getting excited talking about this feature actually, because it's something that would be simple to implement and it's a feature that I've been thinking about for some time. If you would like to see this feature become a reality, and the Dev's don't do it better first, show your support by liking this comment, that you would like to see the DayZ tools stable on non-windows computers.
This change to cars is something that would make a "broke man feel rich", and that may be something DayZ could use.
- 89on [DZEXP-122]
Having earplugs in the game as an item would be a feature that caters to realism, and I am totally in favor of this solution when concerning the real risk of damaging hearing from exposure to digital audio streams.
Many young people, being chronic headphone users, are now experiencing deafness at alarming rates, because of prolonged exposure to unsafe decibal levels.
If earplugs are not added, perhaps there are other immersion friendly solutions to this issue.
If it were possible to adjust the volume of specific sound effects, I can imagine many would mute a selection entirely, including vehicles and probably gunshots, (I understand how this could be looked at as an unfair advantage in DayZ, if it were like this from the start would anyone complain?). I know I am not alone in this, but I play with no audio. That isn't to say that high quality sound effects aren't important, it's still a neat thing to have and helps avoid hearing damage,(more variation in pitch because of higher quality = less strain on specific cochliae in the "ear drum".) Higher pitch sounds will do more damage than lower pitch sounds, it has to do with cochliae length.
It's important to remember that DayZ is a game, and playing it shouldn't sacrifice the players real health, even for a gimick. Repetitive keystrokes - (not mentioned here), and loud audio - (the topic of this post), are some topics that should be investigated to help users inclined to live healthier, exist healthier.
I'm interested in seeing a proposition for this issue; an in game item of earplugs would suffice, let players spawn with a meager pair in their pocket.
You could have an over the neck variant:
It has a slot in the inventory
Pressing a keybind toggles earplug activation
Don't animate, just make two static poses for them, one in the ears, one around the neck.
If it clips, it's fine, address that issue when you address clothes clipping.
You could also have a pair that takes up one slot that can be found in hunting lodges:
When players put them in, give earplugs two memory slots.
The plugs know they are in the ears
The plugs know they are in the inventory slot
Toggling these earplugs swaps them between memory slots.
If there is no earplugs in the earplug slot, then nothing happens.
I think this is related to something limiting the number of allowed concurrent max inputs; I have not noticed it occur for this specific key combination, largely because I don't tend to use the keybind to switch perspective.
I have noticed this occur when trying to do other things, for instance emoting;
Walk forward and to the left/right, (W+A / W+D)
Attempt to point at something while walking
Observe that you cannot point
It could be the same check preventing you from changing perspective.
***EDIT:
I think I completely misunderstood your post sorry, you're saying that you can't change your camera direction, I replied as if you had typed "perspective." This comment is probably not relevant at all then.
I've noticed some behavior in the experiemental build;
Have items in "vicinity"
Have an item in the players hands
which is or isn't hotkeyed
has a transparent "memory" slot in the inventory
Swap item in vicinity with item in hands
Item in hands goes to ground, not memory slot in inventory
I agree that sometimes someone may wish to have the nade go onto their vest which is live; but don't you agree it is more logical that an item swapped with an item which is on the ground should go to the ground and not back to the inventory?
I have not noticed the issue you are suggesting he may be describing; for my tests that behavior was not present.The bigger run killer isn't even related to anything in this post; (and maybe it shouldn't change), but it's when you have a live nade; you are going to throw it. You change your mind, and then swap to a firearm. The nade is still live and it will detonate on your player, dealing lethal explosive damage normally. Of course the other side of this coin is when you accidentally press a hotkey button with a live nade because of hyper active keystrokes; some of these are almost certainly run enders, but not everytime. Eventually you will learn how to recognize and survive in such situations.
I like the idea of swapping an item in hands goes to the ground; even if it has a hotkey slot, it seems more logical to me,
(opening the way for a possible "Hold to swap" hotkey:
There is something in your hands
There is something on the ground you want to hold in your hands
Hold the "pick up item" key to swap the item in your hands with the item on the ground
(There are lots of situations you can imagine this would be helpful and simplify / streamline the gameplay loop))
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On the topic of granular checks:
The idea you suggested about there being a granular check for grenades, lets take for instance my report in this comment about live nades going back to the vest when a hotkey is activated; I'm actually against a granular check that would stop the nade from going to the vest. On one hand, it could introduce innapropriate complexity for the code base.
Also, I feel if you make that mistake it represents carelessness, and is true to realism because it's representative that you weren't paying attention and mistakes like that could happen. So actually, I think I enjoy this mechanic even though it has ended some of my runs at not great times in less than admirable ways.
It doesn't sound like you're a fan of them either, do you think it would be good for the player base, or do you think it would be a good mechanic? Do you like the idea of such granular meta checks in the game?
- 89on [DZEXP-83]
If this is the behavior, it is different than it was before; but honestly it is better this way.
For the rare occassion when you are swapping a live grenade that was on your vest and no where else, with an item on the ground, like a rifle (common when solo raiding bases, or PvP,) the nade would swap back onto the vest, a run ender.