DayZ

DayZ Dev Tracker




24 Jun

Comment
    ImpulZ on Forums - Thread - Direct

Can you give us more information on this please, when is it happening (e.g. after falling uncon or so)?

Comment
    ImpulZ on Forums - Thread - Direct

Hid several posts due to off-topic discussions. Please focus on the update at hand and feedback to it. Open separate topics for other discussions.


23 Jun

Comment
    ImpulZ on Forums - Thread - Direct

Game bans can only be appealed at the BattlEye support, our anticheat provider. VAC bans have to be appealed with the Steam Support. Closing this topic.

Comment
    ImpulZ on Forums - Thread - Direct

And just to highlight that we are aware of the topic, the description of the status given above is basically correct. Since the re-implementation of vehicles there have been these cases of instability caused by bad physics simulation. Physics and server-side vehicle simulation are quite complicated things, and while over the past 2 years there have been attempts to stabilize the situation, sadly it wasn't completely successful yet. As many players report, it's definitely not a thing of "you will fly into space every day", but it definitely happens in individual cases, and as the video nicely shows, it's something that looks impressive and anyone seeing it will definitely post it on YouTube, once it happens to them. As it understandably in most cases involves the dead of the driver and fellow passengers, it's only a laughing matter at first.

Our engine team is aware of the issue and regularly allocates time into investigations on this to find improvements, as you can ...

Read more
Comment
    ImpulZ on Forums - Thread - Direct

We have indeed confirmed some issues with the splitting action and yield, we're investigating.

Will check these.

This is intentional for the time being, we'll see how we can replace it in the future. 🙂

In the current version, you should die from one .308 shot to the torso (if you're not wearing armor).

Comment
    ImpulZ on Forums - Thread - Direct

As we wrote in the changelog: "Unconsciousness time is now modified by the caliber the player got hit with." So to clarify, it's not always 7 seconds, it can be longer depending on what knocked you out. This change is a follow-up to our changes in 1.12 that resulted in more players falling uncon during combat. I highly recommend to try it on Experimental yourselves.

I said that in this discussion we consider it "derailing the topic". So you can feel free to open a dedicated thread here on our forums. But continued discussion of the state of vehicles in this thread will be considered spam, as it's in no way related to our changelog.


22 Jun

Comment
    ImpulZ on Forums - Thread - Direct

Let me not take you literally, because we probably did not use that exact phrasing, but we've acknowledged the issue several times. Some examples are here and here. This state is still ongoing, sadly.

I also see that you continue to derail the Experimental discussions to hammer on this topic. While we understand player's frustrations about the vehicle problems, this does not put you above the guidelines in terms of spam, cross-posting, and bumping topics of your personal interest. So please keep your "reminders" at a decent level without distracting from actually relevant community feedback. Rest assured that your opinion is received and noted, but everything beyond that is just you yelling the time at the clock, figuratively speaking.

This is intentional, sadly in previous builds we had to simplify it due to an error related to the saving of locked doors. That one should now be resolved, so we can randomize door states to make player-presen...

Read more

20 Jun


18 Jun

Comment
    ImpulZ on Forums - Thread - Direct

This is how the M16A2 works in real life. It's actually more punishing IRL, if e.g. you would fire only 2 shots in one burst, your next shot would only be one, before you could do the next 3 round burst.

Comment
    ImpulZ on Forums - Thread - Direct

This is still on our to-do list, sadly it did not make it for this update. It's sadly not as easy as just changing a number, as we also want players on PS4 to have a stable experience without too extreme frame-changes.

You can still feed them rotten food. It was removed as we added additional functionality to the desinfectant items due to technical constraints.

We clarified it a bit better in the changelog now, this is mainly about behavior of the game while you alt-tab out of it. You can either freeze the game completely, have visuals moving, or both sounds/visuals active while not focused in-game.

Also clarified this part in the changelog now, 1 is for visuals only, 2 is for both visuals and sounds. If you want it to freeze, just remove the parameter.

Because they are disinfected. It wouldn't be fair to players to have the chance with any fight from the start at the coast to get...

Read more

17 Jun

Post
    scottyb on Steam - Thread - Direct
We’re happy to announce that the experimental build of Game Update 1.13 is live on Steam. Come join and see what's new among the brand new M16-A2 and its new burst fire mode! Adapted inland Spawn locations for advantage loot runs and test iterations
(Adapted inland Spawn location are only for the experimental servers, located in community Tab)
Changelog and article here:

Article: https://dayz.com/article/game-update/1-13-Experimental-Release

Changelog: https://forums.dayz.com/topic/250964-experimental-update-113-changelog/-

Enjoy and we look forward to your feedback.
Thanks from the DayZ Dev team