can be seen also here:
https://www.youtube.com/watch?v=Ogi5mKgWEGA&feature=youtu.be
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May 10 2016
still happens in the latest experimental build and it's a bit annoying
still happens in latest exp build.
literally game-breaking for this poor chap! please help him!
reproducible?
already posted in report #0001729
also reported here #0010805
can confirm
fixed? can this be closed?
happend to me as well but on v44.1238. however can't verify that item was floating. was sprinting with machete in my hand, suddenly it disappeared and was no where to be found (int the middle of a field)
happens pretty often on my end in the newest stable version
first you can select a food/drink item and chose eat all or drink however nothing happens and you're no longer able to drink or eat anything. so i guess the animation hangs so that you'Re no longer able to consume/or use anything else.
friendly reminder: you may act with some but only tediously via crosshair. the problem appears mainly on the chairs in the first floor.
are there plans to change this?
still an issue?
still happening most prominently with "Heracleum sphondylium" plants on 0.59exp with most if not all settings set to low
can confirm on my end:
DxDiag added (see attachment)
acknowledged in #27021
can this be closed?
CLOSE!
acknowledged in #27021
can someone verify this?
can confirm this. a nice exploit to prevent that others get to ammo
procedure:
find full magazine in your vicinity
empty magazine without shifting it in your inventory
magazine is empty -> ammo is gone
100% of the time it works every time.
relation to #0002880
duplicate of #0002738
looks def. weird.
no matter if using "-newui" or not
still valid for 0.59exp
so is this still addressed?
this game is brokeN!
most of the time it "wanders" to the next available spot, which might be inside of a vest inside of a vest inside of...
still an issue? can this be closed?
true. sprinting snd vaulting at the same time let's you glitch through almost all objects eventually.
please edit and change to "private" and ee please vote!
can someon confirm if this is still a thing?
i can't see how this is not an exploit. (?)
i say get rid of hte exploit and add effects for using shades
https://www.reddit.com/r/dayz/comments/2zw885/bug_elektrozavodsk_school_has_a_bugged_ladder/
most prominently: ladder in office building can be accessed through walls to get to the roof
related to #0000419
same report: http://feedback.dayzgame.com/view.php?id=2781
please change to "private". don't spread the word I'd suggest.
same report: http://feedback.dayzgame.com/view.php?id=2781
realtion to #0018166
- destroying benches via "small object interaction" leads to [melee weapon] plank with protruding nails
- batteries explode if exposed to blunt force/fire
- inflammable hay bales
- ignite fires via use of cattle prod and/or taser
- metal wire + battery -> makeshift-igniter suggestion: fireplace kit + battery + wire = burning fire
- be able to harvest lense(s) from (badly) damaged scopes/binoculars
- use lenses to create a fire: suggestion: scopes/binocular lense(s) + fireplace kit + 10 ingame minutes at daytime in clear sky
- -Heracleum sosnowskyi-
can cause photosensitivity and burns and even blindness if untreated.
- stove top espresso makers
- cell phones:
since you can have and maintain a more or less functional local network by yourself and the fact that there are certain brands which also come with built-in walkie-talkie functionality you would also have a device with additional possibilities:
- flashlight (including morse-functionality)
- camera functionality
- peer to peer wifi
- bluetooth
- NFC (being able to flash an app with simple UID on your device for high-tech base-access only :P)
- very few apps such as offline maps even?
etc.
- wading animations for water higher than ankle/knee/waist
- barrel + green spray-paint + ghillie suit + knife/cutter/pliers = makeshift hunting blind
- hay hook:
- should be able to be used to move hay balls around
- also to move them onto the cargo area of a vehicle
ad 89) more effects from (heavy) rain:
- environmental sounds should be almost muted (no birds, no wind, no anything besides rain)
- loud sounds on metal surfaces/ inside of buildings /cars etc.
- AI shall also seek shelter: deer/kettle etc. in barns, infected in buildings etc.
- easier to creep up on animals or zeds due to the noise of heavy rain
- flammable items shall get a "downtime" if soaked or just wet, such as kindlings, paper, matches, steel wool, etc...
ad 75) kitchenfoil (or alternatively space blankets)
- an alternative to cook meals without the use of pans or pots
- ability to create reflective surfaces
- coat: stops the loss of heat
- tinfoil hat
- dynamically de/increasing sprinting speed (especially regarding inclines):
especially uphill the current situation is completely unrealistic. Depending on the surface and the height-map your char constantly switches between (if sprint-button is pressed) sprinting, jogging and walking which does not only look somewhat ridiculous but is also highly problematic in typical fight or flight scenarios due to the abrupt and unpredictable change.
therefore i suggest:
dynamically decreasing speed according to the height-map so that there are no binary steps between sprinting and jogging but a more fluent transition between the two.
might also be influenced by:
- footwear
- weather
- stamina and/or health
- dynamically forced sounds when colliding with stationary/static objects:
- when colliding with chain-link fence,
- when colliding with tables/chairs,
- when bumping into a static car,
- when bumping into these stone walls (maybe even with visuals: small stones rumbling down etc.),
- when bumping into a door,
- when jumping into hay,
- etc.
specific sounds these static objects would make when hit somehow by a player or AI.
- chance to find a worm in apples or the like.
- shirt + 3 small stones = melee weapon
- allow "searching for things" even with an object present in your hands
- add a situational "take" and a "dump" button in the "inspect" menu
- mute or at least tone down enivronmental sounds while it's raining (heavily).
- if it rains heavily you might find worms also without the use of a hoe or shovel
- duct tape insta-fixes every ruined item into at least very badly damaged or even into damaged state. (wasting all of it in the process)
- being able to "use" stone with running vehicle's gas pedal
- deer antlers as loot -> possibility for deadly traps later on
- a used flare shouldn't go right back in your inventory. trying to do so should be restricted or should destroy the container (bottom,top, backpack etc.)
- add several different stages for craftable objects - proper workflows with proper time consumption: http://www.reddit.com/r/dayz/comments/29x6tm/suggestion_adding_several_different_stages_for/
- other chars as well as zeds should generate visible breath (vapor) (bug report: http://feedback.dayzgame.com/view.php?id=13703 )
- when soaked, you shouldn't be able to fire matches, flares, wood etc. from your inventory
- use (special) stones/rocks to sharpen blades, sharp edges such as knives, axes, hatchets etc.
- add sounds to the piano if you hit it with a bullet or a melee weapon
- use axe with shovel, other axe, pitchfork etc to create stakes/poles
- consider smaller mammals that can make really eerie sounds at night like hedgehogs, badgers or even squirrels.
- consider, in addition to buckshot shells also birdshot shells. to get more/any useable meat from birds and smaller mammals one would need these.
- consider some "fresh" spawning places for loot such as: in kennels, on windowsills, in bins
- take burning log from fireplace = weapon/torch (should have a highly deterrent effect upon animals)
- ashes as loot. ashes + water = disinfectant paste and also a camo painting. it also serves as ideal insect/bug repellant
- placing rocks/stones into the fire heats them to use them for medical treatment and/or as a source of warmth for a short hike/walk.
- kitchenfoil as loot. you could cook basically anything wrapped in foil and you could build nice conspiracy-hats
- zippos as robust source to ignite the fire
- fireplace + ammo = explosions (distraction?)
- shovel + fireplace = dead fireplace fire extinguisher + fireplace = dead fireplace
- boil (salt-)water (+ herbs) for inhalation purposes (treating colds)
- matches are useless when you and your inventory are "soaked"
- consider tinder fungus ingame to be used as tinder to start fires
- expand the idea and mechanic of berry-picking on ground textures http://forums.dayzgame.com/index.php?/topic/174224-different-ground-textures-may-act-as-containers-for-basic-materials/?p=1778936
- server-browser: implement a timer which counts down to signal if it is safe to join a server or if you would get wiped due to server-hopping countermeasures. also to show you how long you would need to wait to actual spawn into the game.
- server-browser: add mechanic and button to report servers immediately
- bananas: tbh i eat such bananas which are referred to as "rotten" in this game, maybe a change of textures to be really completely rotten may be a thing.(http://forums.dayzgame.com/index.php?/topic/162954-what-dayz-also-needs-to-be-even-more-realistic/?p=2209798)
- item: bricks (can be found in those construction sites)
- rope(cloth) + knife + rifle = weapon sling; being able to carry a rifle over one's shoulder ONLY if you have sling, else you'd need to carry it in your hands
- settlement NE of Lopatino needs some work (with train station) thw whole location doesn't seem to make much sense. why would there be a train station? however Lopatino is somewhat near, but has no access?
- physics-related: consider angular momentum when throwing items.atm it looks weird when you throw something (minecraft-like). objects shouldn't remain "stable" in the air until they hit something.
By throwing there should already be some kind of inertia to the object
- only certain objects and loot can be taken into hands. consider to expand the number of objects you can carry in your hands (backpacks, clothing, helmets). It would be very useful to carry certain objects rom A to B at times.
- considering children's bags, how about messenger bags or shoulder bags or even sea/kit bags.
- bows:
ashwood -> simple longbow
hazelnut -> weak children's bow
yew wood -> effective and best possible longbow /shortbow
elm wood -> simple "ancient" bow
with animals: also use tendons to reinforce bows
- all smaller objects shouldn't have a visible number for their quantity as long as you wouldn't "inspect" them. humans are only able to "immediately" perceive quantities of objects if their count isn't greater or equal to 5. http://en.wikipedia.org/wiki/Subitizing
- if anyhow possible: mechanic and animation to overcome chest-high obstacles (e.g. platforms on railway stations or loading zones in the supermarket) it's unbelieveably annoying and adds to that clunkiness of the game, we all would love to experience less.
- add ingame possibility to see the actual server one is playing at (like in the menu).
- add possibility to arrange serverlist history chronologically.
- calm down/mute wildlife while it is raining and storming heavily
- add patterns of shards of glass in most houses
- keep food in hands after eating. it's annoying that you always have to reselect the food item in your inventory, after eating from it.
- place last used items again in hands after using the ladder. it's annoying that you always have to reselect the item in your inventory, after using the ladder.
- think about existing garages and sheds: will vehicles be able to park in them?
- using a scope should blind (blur) out the surroundings. the fov through the scope is the same as right/left of it. this doesn't make any sense.
- zooming with RMB should be inhibited altogether. it just doesn't make any sense. sure everyone uses it but it would add to the supsense, being not able to zoom in to investigate one's surroundings.
- bug patterns on forest-floors?
- cobwebs in some scenes.
- add new status to distinguish between "destroyed" and "spoilt". e.g. rags can hardly be destroyed by gun-shots however spoilt easily.
- head-torch: option to turn on/off head torch the same way as the normal headlight(pressing F for action menu etc..)
- don't allow to carry weapons on the back, if there is no backpack available. one should carry it in one'S hands then. (http://cloud-3.steampowered.com/ugc/884128903808595262/261B436D89B9479ABF4E8FED353500699E10DF3C/)
- add broken glass inside and outside of all those broken windows (maybe even a certain noise-pattern later on?) (http://cloud-4.steampowered.com/ugc/884128903808599515/BC04F02C22C82048FF53738B20E146281CD5322B/)
- opening cans with tools should degrade quality of said tools (exception: can opener)
- blood bags should be useless after quite some time. using fresh (cool) water to keep blood bags cool (and regular replacement with fresh water)??
- server hopping/farming etc. ideas:
.) time-dependent volatile inventory (captured items will be saved only after X amount of time on the server)
.) increasing spawn-radius dependent on time spent on previous server.
- how about pools/open barrels etc... filled with water (due to rain) in populated areas (such as towns), therefore less water pumps/wells in towns. In contrast to this, add more water pumps to farms and homesteads!
- randomly pre-close/open doors in chernarussian world. else you'd immediately see if place has been already looted.
- many already open the inventory and run through buldings to effectively loot them. please do something against that. it ruins the whole scavenging aspect of the game.
- directly drinking from water pumps (and being infected with a disease) leads to infecting the pump as well. this means drinking from a pump is not automatically a bullet-proof way to safely consume water.
- swamps are just "ankle-deep" at most (at least on the south coasts)! is this supposed to be a swamp then?! change something about that
also same are:
0003341
0002846
0001652
related to #0007411
i think this is still an abused glitch
relation to #7867
just witnessed the same thing.
same report: http://feedback.dayzgame.com/view.php?id=4750
same report: http://feedback.dayzgame.com/view.php?id=4176
i think this can happen when you try to vault onto the cargo area of the supermarket's back side. you glitch through and can now lie down to crawl around under the actual object
FIXED I SAID!!!
can someone verify if fixed?
fixed!
truck is still invisible!
i think this one can be closed for now