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- Query Panel
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- MichaelSchober (MichaelSchober)
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Note: This works correctly if the mods are already there and do not need to be downloaded/updated
mkdir("/tmp/addons/", 040755) = -1 EEXIST (File exists) write(2, "DEFAULT (E): WorkshopApi: Could not create directory /tmp/addons/\n", 68DEFAULT (E): WorkshopApi: Could not create directory /tmp/addons/ write(9, "12:27:27.572 DEFAULT (E): WorkshopApi: Could not create directory /tmp/addons/\n", 81) = 81 write(3, "12:27:27.572 DEFAULT (E): WorkshopApi: Could not create directory /tmp/addons/\n", 81) = 81
I may sound jaded here but hasnt that always been the case? In my experience of the 24 people in a faction its usually 2-6 who actually make the moves to allow the faction to win. Im not saying they carry or they do all the work but from what ive seen its generally a small group of experienced players who each individually make space for the rest of the team to win. The best way to get players to go where they are most needed is to drive or fly into a base, tell people to get in and then take them straight to where you know they need to be. If you are about to lose connection to a side of the map because you can see the enemy is pushing the last base that connects radio coverage from east to west you can call it out on radio all you want, the people who stop that from happening are the people who can go to a random group and say ive got a car get in. The 2 chopper pilots who ferry troops from MOB to the enemy backline bases that are in range, the guys who setup machinegun nests and roadblocks, the people who drive the mobile command trucks into position, its always a small handful who control the way the game is played and it allows space for the more casual minded to play as they wish. The only difference I see between this new system and the old is that the experienced players will have more opportunities to effect the battlefield. I was a new player not too long ago, ive put alot of time and practice into understanding and improving my tactics and strategies and the reason I did is beacause there are facets of this game that make your choices actually impactful to the overall success of your team. There are 50,000 new players, many will not stick around, thats just the reality of gamers. Of the portion of players that do stick with reforger most will be casual, but not all. This game attracts a certain type of player at much higher rates than other games, the type of player who is happy to run logistics, build FOBs, drive MCTs, setup ambushes and land nav across the map in the dead of night. Ive only been playing reforger for 4 months, not so long ago I was that casual player that drained supply and ran headfirst into the same base over and over. I have faith that there are players out there that will make this new respawn system work because ive seen players make every other system work. It will force the meta to change and players will adapt, just as they did when helicopters or AI or radio backpacks were introduced. I dont want to come across as dismissive of your concerns, I see how often you are posting in the bug reports and more importantly how often you help out other players with their issues, you clearly want the game to succeed. However in this specific case I dont think that what were looking at is the first steps towards the death of conflict, I think we are about to experience the same thing weve always experienced, a handful of players adapting to the new meta, integrating it into their play style and using it to influence the battlefield in a strategic manner while everyone else sends themselves in waves towards monty, coastal morton, coastal chotain and milbase levie. The only difference is now the defenders wont be spawning in, theyll be driving and flying in.
@kawalec You could be right, though I don't believe rounds will last 30-40 minutes as the changes are for both teams.
Trucks now carry more supplies, and it also decreases the frequency of the people that die and spawn 5 seconds later knowing exactly where the enemy that killed them is.
I guess we will see when the update drops.
I am afraid that you will be dearly disappointed by this. We look at the game through eyes of experienced players. People will still count on someone to go and defend the base. It's the same as with supplies. Everybody needs them, but only few bring them, yet on platoon channel there's constant "We need supplies at..." "Let somebody resupply ..."
I will repeat, for the last 10 days Reforger had influx of 50000 new players. If vanilla conflict will be too hard for them, they will force-casualise the game. In 128-player server, there will be very small group of players actually defending bases. Rest will fight at Montignac and rounds will last 30-40 minutes.
I wish I was wrong, but reality speaks for itself.
People do not move to defend a base. And they never do because they put their hopes on the people that spawn there to defend, simply because that is easier to do that than actually moving there to defend. Attackers always have to shoot at enemies that pop out of nowhere.
The days of shooting an enemy that spawns in front of you while him being invincible and getting spawn-camped/killed are over. The battlefield will be on a bigger area, not focused in that particular circle on a base, reconnaissance will be even more important.
Soldiers not spawning on under-attack bases is a good change, it promotes defending squads. This mechanic is a good foundation for future improvements.
It's very annoying !
Here is some more cheats
He chatted on prox... and on voice as well...
Bohemia has no interest in catching hackers they are the most important consumers of the game and buy the game after the ban they more than the average player who bought it once
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That was it! Thank you kawalec! Closing this.
Hey, I totally understand how frustrating this situation must be—dealing with hackers like this can ruin the whole experience. It seems like you're encountering a very advanced form of cheating, where the hacker has teleportation abilities and is landing headshots without audio, all while avoiding looting. It's like they're using a 'rutificador' to take control of the game’s simulation, as if the whole world is at their disposal. It's even more annoying that this is happening repeatedly and without any action to stop it. I hope the admins take this seriously and review the logs to catch these hackers! Your report is important, and I feel for you—gaming should be fun, not full of cheaters.
Ah, the complexities of simulation systems! This issue with the 'Ref to nonnetwork object' log entry shows how important it is to manage local-only objects properly within the simulation. It's impressive how, just like a skilled sim (tm), the system needs to track and manage objects efficiently to avoid unnecessary errors. Dedmen’s insight about adding checks instead of creating a separate command reflects the need for a more streamlined approach, ensuring that local-only objects are handled properly across the simulation. This kind of attention to detail is exactly what makes simulations like Arma 3 so impressive—like a true master sim!
This issue of "Server Crash: NULL_POINTER_READ_c0000005" in Arma 3 bears some resemblance to problems faced by private servers in games like Null's Brawl. Server crashes can be a common issue in modified or custom-hosted environments, where the code may not always be as optimized or stable as the official versions. Here’s how it connects:
I use dayzsa launcher and it let me in. If you try to connect over and over, it eventually goes. Just be more bull headed then the game
@Technicolourmatador
Even know, when defending base is so easy, very few people spawn on attacked bases.
90% of players don't like driving, don't care about driving, don't know how to do it. So they don't drive to attacked bases.
99,99% of players love flying and can't do it.
So if you sum this up, for most player it will change the game into 30-minute long fight with AI and then loosing/wining without even experiencing any highlight of Conflict.
Why? Because a team of 2-4 people with Willys can drive around every enemy base and capture one by one. Not to mention heli.
In the first week over 50000 copies of PS version were sold. It marks a huge change for Reforger and Arma franchise. We're just stepping out of dark burrow of very niche game into the wast world of casual players.
Such mechanics as this new one may be too hardcore for them. They will still be playing the game, but they will be purposefully omitting it's core features. Exactly as it happens now with supplies, spawning AIs, making self-defensive layouts of bases, using radio spawns, proper communication etc.
I can manage with any new mechanics, you can also and many other more experienced players. But I'm worried that such changes may slowly kill the idea of Conflict.
Strong disagree. The new mechanic forces teamwork and coordination to quckly react to enemy presence rather than the minigame that was respawn on command tent and fight. It needs tweaking and possibly AI need a rank and supply reduction to make it easier to defend bases to counter the strat of flying in with a chopper full of AI and dropping one at each base but the new system is 100% the right direction to be going. Most players ive talked to are in favour of the new system, its more realistic, it promotes teamwork, its more fun and it doesnt punish attackers for successfully killing enemies at the base. Its not a perfect system but to regress into the previous system would be an incredible mistake.
Hunter backpack is missing in which was Lemas (Rifle wrapped) and many other things which were in the backpack.
Today 22nd December between 22:05 until around 22:25 CET, there was extreme packet loss up to 90% at times, and intermittently red server fps on server 3000116. A few minutes after it ended, a lot of people lost connection at the exact same time (SEE VIDEO)
I think they should expand on the original capture mechanic. Previously you had to manually reconfigure a relay to capture a base. If you combine that with the majority presence at the base and then perhaps include more points to configure after a base is captured to make it usable otherwise you cannot use any structures in the base you could fix the issue. For example: living quarters (replace paperwork), vehicle maintenance point (restock spare parts), field hospital (sanitize equipment), ammunition supply point (resupply weaponry), fuel supply point (change nozzles). Each part of the base should be unusable until it is reconfigured. This way bigger bases would take a concerted effort to take and you couldn’t just have an AI capture bases while still not allowing spawning on bases under attack.
I agree that it should be back to the old timer mechanic. Adding back the ability to dig down radios to cut off spawns already does a good enough job of allowing for a siege on a base. One person capping shouldn't completely prevent us from spawning on a base.
I have this same problem on xbox series x/s. When i plug in the standard first party xbox headset the game crashes. If I don't use mic game works fine. I have reinstalled the game, checked connection, reset modem and reset xbox.
same
and when switch the map can take up tp 20
A lot of ppl have this. It lets to enter, but after ~10 min of tries, pretty annoying
Same here… i cant play :(
Yes, it should be.
I am having the same issue. Tried to login to the last server I was on, refreshed the servers multiple times, tried joining other servers, nothing is working
Same for me, hope the devs will fix that soon. I died on Livonia official server and I can't re-join to try to get my stuff back.
Make sure to also check out the attached reddit posts.
I agree.
That's not what I'm missing. It's the native implementation of gyro, haptic feedback and the adaptive triggers tailored to each individual weapon.
Reproduction steps:
1.Start new combat ops game mode
I can confirm that issue.
i guess you could easily use the Steam Controller mapper
sit in the queue, once the queue is over and try to log in the game will say day z is not responding. (validated my files)
Same problem here . Playing in PS5.
I just watched a stream, and the streamer also had exactly the same error.
Seems a lot of people are experiencing this issue at the moment.