avatar
89
REGULAR
8Issues
-1Score

    about 3 hours ago

  • 89commented on [DZG-475]
    about 3 hours ago

    Are they near a toxic zone / or the edge of the map?

  • about 22 hours ago

  • 89commented on [DZG-464]
    about 22 hours ago

    I think it would be better if your player simply stays on the server uncon for a while, infected won't kill an uncon player in vanilla. Just have the player stay uncon, if you reconnect in that time then you come back uncon, and wake up. If you don't come back after 20 minutes of being uncon it kicks you out; when you log in again, you come back on an uncon timer. It's an idea, but it isn't perfect.

    What ideas can you come up with that might make a more fair and more fun experience for all players?

  • 89commented on [DZG-475]
    about 22 hours ago

    Are they appearing above the ground while you are within 100m or outside of 100m?

  • 2 days ago

  • 89commented on [DZG-458]
    2 days ago

    I like this idea, it actually overlaps with two seperate ideas I have for the game.

    The first over arching idea of making the game more unpredictable with random locations, I like, I've had this idea before but only for dynamic events, and not necessarily static locations unique to each server. That's interesting, but overlaps another idea I've had about making procedural worlds for DayZ. I hadn't considered your idea of simply making reset-persisting random static locations in vanilla maps. That is interesting, but I don't like the idea that it is meant to encourage players posting images and sharing information outside of the game. I think it should encourage players to play the game and maybe protect information inside the game; this could create an economy of information in DayZ and that would be much more interesting.

    Trash being left behind isn't a terrible idea; make it despawn like mushrooms and fruit despawn. It shouldn't be a big deal on performance; trees can spawn loads of mushrooms and fruits if you sit next to them for long enough. More ways to track players is a big win.


    Some of these things would be very easy to implement in the current engine, and if you want to track players better, what if you had thermal vision and black lights you could use to look for fingerprints and blood? If that sounds cool, leave a comment for the devs saying you would like to see the DayZ tools ported to be stable for operating systems other than windows, like this comment and show your support.
    If the DayZ tools were working on non-windows computers, you would have all of this and more.

  • 4 days ago

  • 89commented on [DZG-433]
    4 days ago

    Unless the duct tape in DayZ is very thin, an entire roll of ducttape is not realistic if realism is what you desire. If you think about it, one shot is not realistic either, if you want realism then it would be maybe 3 shots before it does almost nothing, each shot would be louder, but as long as the bottle is hanging off the end of the gun, and isn't totally shredded from numerous rounds and movement, it will still have an effect on the overall note of the firearm.

  • 89commented on [DZG-437]
    4 days ago

    If you get the prompt, and your character initiates the action, then abruptly stops, you are too close to the structure, and you need to try to move back farther before you can build the shelter. If you do not get the prompt to build the shelter, it is likely that it is being shielded by another hit box around your build site, take care to try it from multiple angles. Generally, if the shelter can be placed, it can be built. In some cases, inside some buildings you are able to place the kit closer to the walls than you can actually build the shelter. You may need to move the shelter to a different location.

  • 6 days ago

  • 89commented on [DZG-379]
    6 days ago

    These are some good ideas, out of the bunch the base building ideas seem like the easiest to design in the current engine. Have you ever tried making mods for DayZ? This would be a good first mod, adding more base building assets. Bikes seem to be a little more challenging, but it depends how you go about making the feature. The cheapest way to do it would be to just toss the whole idea of a bike out the window and make it a dynamic "effect" instead, in the game logic that just makes you move faster, (think: Epinephrine Auto-Injector). I don't know how much lag helicopters and bikes would introduce for players, but I've played servers where there's equivalent assets added to the game, and it's smooth so this isn't unrealistic performance wise.

    However that brings us to the last point, "DayZ is a $50 game"... yes this is true, and what you may not realize then having made this point is that you are already getting your money's worth, and then some. I don't know if people genuinely appreciate how much work has gone into the game to fix the major bugs that have existed in the engine. Besides the striving for stability, you also have a team committed to bringing more features into the game. Who are also generally pretty accomidating to the modding community, and help with low level technical debugging from time to time. There are games with larger player bases which expect you to spend more and they would not do this, and they give their players less content.

    DayZ has given us so much content, the photo-realistic landscapes, bleeding to death under the most beautiful sunrise, smacking and yanking on your rifle praying you can get it unseized before this guy pushes your corner. There really is a lot of content in the game; if you compare it to other games which have done anything similar you'll begin to understand why it feels like DayZ could be more. I agree with you, but the way we get there is as a community.

    Personally, with base building specifically, I've had some ideas of how to majorly improve the mechanics in a "cheap" way (which is important for performance) if you're interested, and would like to see so much new high quality content for DayZ that you can't find anything to criticize, show your support by liking this comment, and let the devs know you would be interested in seeing the DayZ tools work on all systems, not just microsoft windows, whatever that takes.


    Summary: Try making the mods yourself, the base building you want is a good first mod. There are "build anywhere mods" you could pull inspiration from, then you just need to make custom assets for the stairs and whatever else you want.

  • 89commented on [DZG-419]
    6 days ago

    All bans are handled by battle eye, you'll need to contact: https://www.battleye.com/support/

  • 89
    changed6 days ago
    FT-172·Rate limit post creation
  • 7 days ago

  • 89
    created issue7 days ago
    FT-172·Rate limit post creation
  • 89commented on [DZEXP-66]
    7 days ago

    Survivors aren't soldiers, still, there are mods that already have a lot of poses.
    Maybe you can take some inspiration from them, and make your own.

  • 14 days ago

  • 89replied to a comment on [DZG-260]
    14 days ago

    What does this mean?

  • 19 days ago

  • 89commented on [DZG-260]
    19 days ago

    The mods matter if you experienced the event on a modded server; if you were reporting about an official server then you wouldn't need to include them.
    Bistudio can only provide support for things present in official DayZ; generally if a player wants to report a bug, it would best if they could reproduce the bug first and test it themselves on a server that only has 1 mod at the most; which would be a simple admin tool. (Like community online tools; the admin tool lets you spawn items, teleport, simplifies the testing process.)

    Even in this context, I don't know whether all of these things in your report are 1:1 with the official game.

    Since you're playing namalsk anyway, I would recommend that you create a mod that resolves your disagreement with torches, and advertise it to the namalsk servers you like to play.

    The muffled voice thing could be a bug in official; they'll probably test it either way, but it would be better if you could provide more certainty that the issues occur in official. If you are capable.

  • 20 days ago

  • 89replied to a comment on [DZG-251]
    20 days ago

    Can you report back after enough time has passed it should have happened again? (I am not bistudio support; but it will be useful information.)

  • 20 days ago

  • 89commented on [DZG-251]
    20 days ago

    Is it a crossplay server?

  • 89replied to a comment on [DZG-21](edited)
    21 days ago

    I like the idea of having darker nights. Although splitting the servers isn't a great idea, if 1pp servers are to become hardcore, then the 1pp servers should be labeled as "hardcore" so players can at least expect something will be different.

    It is not realistic that players would stop logging out at night, and stop using gamma on these hardcore servers. The reason players use gamma is to get an advantage; they would definitely have this advantage on a hardcore server. Players could log out at night for a variety of reasons, some may view it as an oppourtune time to stretch and get a snack.

    A mitigation for each: For the gamma, you could add artifacts to the game, that would be indistinguishable to players with sane gamma settings; to players with abnormal gamma settings the artifacts would exponentially become more noticable, and blind the player essentially. Meaning a players gamma setting is a very sensitive very balanced setting when in DayZ. You could also add items to the game like strobes that create these artifacts, which players can use to blind other players and make it hard to see; for a regular player it will make it difficult to see and add blinding effects, for a gamma increased player it will virtually make it impossible to play. For the logging out, you could make players stay after logging out like in rust, on these hardcore servers. If your player is going to stay when you log out; you might as well keep playing if you are going to keep playing.

    There are so little features and mechanics in DayZ that making nights dark will not change the bottleneck in the rolling player count, or retention.

    A hardcore server, if advertised properly, would cause a surge in players and retention, I expect it would trend down if it was just like the other servers; but I can't guarentee how the market will move.

    What would be even better for the game, and the community, and it will give you what you want as well (I may make this a seperate feedback report, seeing as how it contains a lot of detail beyond the scope of context of the reply): Making experimental servers actually an experiment, and creating a new type of server for the role experimental servers currently fulfill: "Testing-Stable". Experimental servers should be an outlet for the devs, and a chill environment for the community where you have to work to have a serious run. Some days you should boot up experimental and it doesn't even boot, it just crashes and it's like that the whole day. The devs should add all kinds of weird features and run all kinds of experiments. It doesn't matter if the code you push causes eating apples to crash the game, it doesn't matter if it "accidentally" spawns a bear 50 meters from the player when they eat an apple. It should be that; an experiment. You could split the experiemental servers down the middle, and keep 2 experimental, (or even just 1,) and then make the other ones left "Stable-Testing".

    If they did this, then they could start out by making it "hardcore", advertise it properly, advertise they are making experimental servers actually experimental, quirks and features, polished and buggy, releasing it with a very requested and loved "hardcore server", and then you get what you want for now then they change whenever they feel like it. When they change it from hardcore to pure experimental, they will be able to see how upset players are that the hardcore is gone, by gauging the sentiment, they will have collected the results of the community opinion of a hardcore server,(This is what you want). The experimental servers, will greatly increase new player count and may even create an entirely new fan base. Additionally the devs could start publishing a list containing all official servers, and their ip:port,(with a dynamic status for the server, showing if it is online and how soon till restart), so that players can know whether they are connecting to a legitimate server.

  • 22 days ago

  • 89commented on [DZG-235]
    22 days ago

    You should include the video in the report, not as a link to an external site.

  • 23 days ago

  • 89commented on [DZEXP-2](edited)
    23 days ago

    Yes I agree.

    If you are the first then where is:

    https://report.bistudio.com/projects/dayz/experimental-feedback/DZEXP-0

    or

    https://report.bistudio.com/projects/dayz/experimental-feedback/DZEXP-1

    Funny that, the first issue is feedback therefore will never be resolved.*

    *[unless they add it in?]

  • 23 days ago

  • 89commented on [DZG-207]
    23 days ago

    This would be awesome and easy to add; if they don't do something cool like this for vanilla it should definitely be a mod.

  • 26 days ago

  • 89commented on [FT-123]
    26 days ago

    Today I was logged out of my account, (I don't know why), when I logged in, I see that the notifications are updating.

  • about 1 month ago

  • 89commented on [DZG-137]
    about 1 month ago

    Has this happened to you in community servers as well?

  • about 1 month ago

  • 89replied to a comment on [DZG-7]
    about 1 month ago

    Ballpark, how many players are online at any given hour?

  • 89commented on [DZEXP-41]
    about 1 month ago

    You know; I've thought about this in the past as well.

    I suspect that part of the issue could be the roots of the game; since the standalone of DayZ is effectively built on the DayZ mod.

    In reality; this isn't the "DayZ Engine"; It's an engine on which DayZ was built. If that makes sense.
    I've often wondered if this is what is causing the problems; that you're trying to use duct tape and work around something you've built up.

    I haven't looked through your work down to the source, just pondering here and there.

    It is my dream to assist and mold the future of DayZ and to embolden the DayZ community. I'd like to do this through modding.
    I'm not asking for anything, just sharing some feedback.

  • 89commented on [DZG-121]
    about 1 month ago

    Next time it happens, try to press left click before you do anything; this most likely isn't an issue with DayZ.

    Here's what probably happened:

    1) You pressed left click while the DayZ client had your mouse pointer.

    2) You did something; or for some reason your computer began to "capture the output" of your mouse.

    3) This happened in a way, that DayZ never knew you released the mouse pointer.

    4) DayZ thinks the left mouse is being held down; although left click is not being held down.

    Next time it happens to you, try pressing left click, then raise your weapon. If it fixes it, then it's probably not an issue with DayZ.

  • about 1 month ago

  • 89commented on [DZG-107]
    about 1 month ago

    This has actually been the behavior for a long time; also it is not possible to reload magazines while lying on your back.

  • about 1 month ago

  • 89commented on [DZG-98]
    about 1 month ago

    To create a garden plot, the garden plot hologram must change from the faint, transparent hologram to an opaque, white hologram.

    You will then notice a new option appear below the left click "choose plot" prompt, it will have [hold] left click "dig garden plot".

    The first point you made is a known issue.

  • about 1 month ago

  • 89commented on [DZG-21]
    about 1 month ago

    In real life; some nights you cannot see at all, and some nights you can see like it's day time. That's how it works. I think the rate at which there are dark or light nights shouldn't be 1:1 with real life though, but I don't actually know how that's decided so I would want to know first how they decide when a dark night is and when a bright night is; as it seems like they are often bright, I have not seen a dark night for a long time. In real life it's more often the other way around. Having two different servers with different versions of the game would be a nightmare for devs to manage. The split would only grow, amounting to more differences and make way for more splinters. This would not be good for the community.


    In regard to the comments about light sources, I use light sources myself, even though most often I can see at night. It does still help you make details out.


    For the comments about not being able to see; in real life some nights the fog will reduce visibility to less than 4 feet in front of you, it's terrible, it's anxiety inducing, you have that feeling that you want to get away from it to be able to see, and it isn't possible. Sometimes it can be so dark, (especially in a forest / wooded area,) that you cannot see at all at night, in fact most nights it would be that way. This would be good for the game.


    I understand that players don't want everything in real life to be 1 : 1 with DayZ, I am of that same camp. I think that there should be things that are ~0.9 : 1 though.

  • 89replied to a comment on [DZG-7](edited)
    about 1 month ago

    What are you doing when you're experiencing the stutter? What are players doing when they are reporting that they are experiencing the stutter? I've played both official and community as well; I haven't noticed anything that seems like it could be fixed. Rarely there will be some desync; but I don't notice any stuttering that seems like it's being caused by bad logic. What you're describing sounds like something that I would expect from a bad mod.

    (I play on an average internet connection myself.)

  • 89commented on [DZG-84]
    about 1 month ago

    If your issue is occuring on the microsoft store version of DayZ; then this is a known issue.

  • 89commented on [DZEXP-25](edited)
    about 1 month ago

    Hello @hatchetjack77 , The reproduction steps category is for you to create a numbered list like this:

    1) Pick up a crossbow

    2) Shoot it at an infected

    3) Observe sometimes it doesn't hurt them

    So that the testers and developers can quickly and efficiently reproduce your problem and fix it.

    The expected result is for you to be able to say what you expected to happen instead of what did happen to you. For this report specifically, you would say "I expected the crossbow bolts to kill infected everytime they hit them."


    For your other bug; the "ghost items" it would have been better to make a seperate report; doing the same thing in those sections I described for you. It will help you get your problem fixed faster.


    Sometimes, the servers you play on can have weird configurations, which are technically mods, that can modify your game experience. There is a chance that if you are playing on a community server; this could be the case, even if the server is not advertised as being modded.


    What this sounds like though; it sounds like a frequent desync problem. If you and your friend are both experiencing it; it is likely something to do with the server you guys are playing. If the server does not have a fast enough internet connection, it could be "desyncing" with your games, and so these two issues you described would be happening quite a bit; to be noticable. I have seen the ghost items bug before, usually it bugs your hands as well. It's generally caused by desync, but it doesn't happen often enough for me to be concerned about it. If it is happening to you often, and this other thing with the crossbow bolts, its probably desync.


    Does it happen to you both about the same number of times (frequency)? Does it happen to you guys around or at the same time?

  • 89commented on [DZEXP-42](edited)
    about 1 month ago

    Spawning back at your base is not canon DayZ; the core foundation of DayZ is "permadeath" once your character is gone; they're gone. Effectively every new spawn is a new person, even though there are only roughly 20 phenotypes ,(which happen to be immune), present at this time in chernarus.


    I have seen tripwires and landmines provide good defense for bases; but I do agree with your other points that there could be more. It would be cool if there were more.
    I already have some ideas, down to the logic, of how this system could be improved immediately, and how it could be expanded on to be a new system entirely. (And it will be cheap enough system-resource wise that you won't notice any change in performance with any other mods you like.)
    If you're interested in seeing a mod that does what you want; you should show your support to the deveopment team and like this comment, maybe also leave a comment saying that you would like to see the DayZ tools released in a system agnostic, standalone (non-steam) binary.
    And I promise, you are really going to like this change to base building.

  • 89replied to a comment on [DZEXP-42](edited)
    about 1 month ago

    I think he means by placing them one on top of the other; like a watchtower without the bases.

    If that's what he means; then this is not possible, the fence kit placement logic ignores fences as assets, only detecting them as static objects.

    Knowing now what the devs plan to do with base building in the Badlands update; I'm very motivated to make my base building mod, because they're still different enough to not be replicating features.

    If you're interested in seeing what that might be like; you should show your support to the development team and like this comment, maybe also leave a comment saying that you would like to see the DayZ tools released in a system agnostic, standalone (non-steam) binary.

  • 89commented on [DZG-63](edited)
    about 1 month ago

    Tested in: 1.29.163451

    Mods: Community Framework, Community Online Tools

    The issue you described is not present. All seed packs (including the one that does not spawn) can be opened, planted, and grow. Everything is working as intended.

    It is either an issue with the mods; or often times, server owners disable these things on servers that already have a bunch of entities spawning.

    Neither of these cases are something for which bohemia can provide support.

  • 89commented on [DZG-79]
    about 1 month ago

    This would be a good addition; there is also a way to quickly unload an sks, (and some other magazines in the game,) I have an idea I could make a mod for that might solve your problem, if the DayZ tools were supported by my development environment.

    If you're interested in seeing this feature + a reloading system with slightly more depth that feels vanilla; make sure to show your support to the devs by liking this message and commenting that you would like to see a standalone (non-steam) binary of the DayZ modding tools that's OS agnostic.

  • 89
    created issueabout 1 month ago
    FT-123·Notifications no longer updating
  • This comment has been removed.
    about 1 month ago
  • about 1 month ago

  • 89replied to a comment on [DZEXP-38]
    about 1 month ago

    Consider playing a PvE modded community server; this isn't canon DayZ, nor should it ever be.

  • 89replied to a comment on [DZEXP-41](edited)
    about 1 month ago

    I appreciate the response; I find your words are encouraging 🙂

    ***EDIT:
    Something I would like to clarify about my initial post:

    Gamified elements seem to be used to "get-to-the-end" of the feature after realism has been exhausted.

    My suggestion is to move the realism part of the dev process to the end; so you can have more time to create features.

    (I also believe this will make development more fun, as you can get a large amount of projects done, feel accomplished, and then work on the refinement and proliferation of the features. This of course would vary person to person; I wish I knew what you all were thinking, I can interpret my observations, but these are not much more than assumptions.)

    Although, if I could develop content for DayZ myself, I could probably show you better what I mean, in practice.

  • about 1 month ago

  • 89commented on [DZG-43]
    about 1 month ago

    Probably the mods you're playing with; cars are fine on official.

  • 89commented on [DZG-44]
    about 1 month ago

    You must ensure that you are joining all modded servers by selecting them in the DayZ launcher; NOT the DayZ client. This allows the launcher to configure the client with the proper mods; something the client is not capable of doing itself.

  • 89commented on [DZG-44]
    about 1 month ago

    Hello. Can you join official servers? Can you join other modded servers that are not this server?

  • about 1 month ago

  • 89replied to a comment on [DZEXP-35](edited)
    about 1 month ago

    That's how it works; cheating is a billion dollar business. Anti-cheat is a lazy solution, trying to stop players from doing things, that is, in general. Instead you should hire a psychologist to identify what it is the cheaters like to do in the game, and make the game something they won't want to play, instant no cheater problem.

  • 89commented on [DZEXP-41]
    about 1 month ago

    (No gif support? New feedback board is awesome by the way.)

  • 89
    changedabout 1 month ago
    DZEXP-41·[FEEDBACK] An open letter to the DayZ development team
  • 89
    changedabout 1 month ago
    DZEXP-41·[FEEDBACK] An open letter to the DayZ development team
  • This comment has been removed.
    about 1 month ago