@Geez Hi, the issue is still present on todays experimental version. It appears that the bug affects the magazine, that is attached to the gun when logging in.
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Sep 9 2021
This issue has happened to me yesterday and it is still happenning. I locked a door with a lockpick, logged out and when i got back in it won't let me unlock it.
Sep 8 2021
This happened to me today on the right side of the Nadbor firestation, inside the compound.
This issue still exist so the fix was not in the next update. Locked inside a one door house after using lockpick. logged back in and now door is still locked and door wont open
Happy to report that version 1.14.154166 solved this problem.
Great catch, will be fixed, thank you!
This problem persists on 1.14
Any news on that?
I strongly support this. Small but important detail to add tension and immersion when in this toxic zones.
I agree completely. It's a relatively small addition, but the psychological effects to the player it would cause would be well worth it.
Obs: it's 21:59 (UTC -3)
Here is some images about whats is happening right now, the "DayZ HC BR 4-001" is offline for around 20 minutes...
Sep 7 2021
In T160583#2232077, @toupeira wrote:@NAyRAM you are mistaken, you can unpin a grenade and hold it for how long you want, If you keep holding onto the lever, and you can pin it back If you didnt release the lever and grenade would be safe, as I said THE PIN DOESNT AFFECT THE FUSE, its the lever on the nade that makes the fuse start, as soon as you drop the nade the lever detaches from the nade the fuse starts and there is no preventing it from exploding that is how the nade should work, you cant stop a activated fuse on a grenade. You can pin and unpin the nade all as you want if the lever is not release fuse wont start grenade wont explode, and if the fuse start there is no way to stop it.
For gameplay balance, in doorways tripwires are almost invisible (the wire is really thin) and the sticks can be easily hidden, way less visible than landmines, and they insta kill you with a cook nade, that is not good gameplay, the same reason landmines were changed, to a way better state now.
Boring is dying to a insta death almost invisible trap with no counterplay, and no decision input from the player, and most of the time the people that set the trap will have long gone like what happen with landmines before.
Having normal fuse time (4 s on russians and 5 s on americans) on nades its balanced for how easy is to make them and how easy it is to make people fall into them.
PS: I set up 5 tripwires total at different times with smokes and road flares on Prison Island in random buidings doorways , I camped prison for about 2 hours and 3 different players at different times triggered the tripwires because how you can make them so hard to spot
But that would just make it boring, landmines are visible enough such as bear traps but guess what? Players still step on them.
For me its not about the realism, its just a bad gameplay balance. They changed the landmines for this exact reason, and tripwires are waaaaaaaaaayyyyy easier to get than a landmine is, and arguably even harder to see. I feel like the mechanic of everyone who finds a grenade, literally just creating an OP trap that insta kills players and leaving it in random doorways just doesn't benefit the game in any way. Especially because of how common grenades are, these traps will be everywhere. Judging from how they changed the landmines, I'm assuming that the devs see it that way too, which makes me think this grenade thing was just a bit of an oversight really. I think the balance of the trip wires with uncooked grenades is great, you will stumble and have a couple seconds to get away from the explosion, if you don't or cant avoid it you'll lose health or even die, and the explosion will go off regardless, alerting nearby players and zeds to your whereabouts. Which is much more balanced and fun than just dying out of nowhere
In the cases most have pointed out, a grenade should not be pinned back. Yet you can hold it in your hands for as long as you can, the issue is not cooking the grenades, it's just that the mechanics we have for throwing atm are slow. If they were gonna start the counter the moment you unpin it then you'd die every time you'd try to throw it.
Hello CharlesE98.
The issue has been resolved internally and the fix will appear in one of the upcoming updates.
Regards,
Geez
So I play on Spaggie's servers, which are unfortunately in Europe, and I live in Central America. My normal latency pinging out to those servers tends to be about 130-140 ms, but my connection is obviously susceptible to a lot of possible issues. At any rate, I tend to stick to the high max ping servers, and since 1.13 at least, even that has proven difficult. Last night for instance, I was playing on a server with a 300 max ping limit, and I got kicked off a couple times. I left a ping running to the server in the background (please bear in mind I was running a large download as well, which obviously didn't help), and while I was seeing pings jumping upwards of 220-230 here and there, things were pretty good. After about 10 minutes or so, I did in fact get kicked, and sure enough, there was one (1!) ping > 300 ms. Now obviously ping as a tool has it's limitations, but we can assume it was no more than a couple seconds of ping that high, as pings on either side were < 200. This leads me to believe that the ping filter in DayZ is incredibly oversensitive and reacts on seeing a single event, rather than any kind of smoothing or average ping. Even taking a sampling of 3-5 pings over say 10-30 seconds and averaging those out would probably be a drastic improvement and give some forgiveness (it would also allow you some room to filter for packetloss, though you probably want an increased sample rate).
Hello again.
The issue has been resolved internally and the fix will be deployed as soon as possible.
Regards,
Geez
Hello again.
The issue has been resolved internally and the fix will be deployed as soon as possible.
Regards,
Geez
Thank you for the report Dropqt.
This is a known issue and it is scheduled for a fix.
Regards,
Geez
Hello Kershaw_P.
Is this a case with multiple objects, or has this been a case in a specific object? Have you experienced this more often or was this just one time occurrence?
Regards,
Geez
In T160583#2231228, @toupeira wrote:The fix is removing the ability to cook grenades, it doesnt make sense and it is not realistic in the first place
Where was your servers hosted ?
Hello CosmoDayZ.
This is not a bug, boiled potatoes turn lighter than their raw counterparts, you can notice it still does produce shades of yellow.
Regards,
Geez
^ Moved from Arma to DayZ Project
In T160565#2231415, @Geez wrote:Hello Mischkov.
Can you please provide us with screenshots of the error?
Regards,
Geez
Done 6 complete restarts of the server and the client. And it works again. So strange.
Stopped working again. So it is random for me.
Now it works for almost no reason.
Even with BattlEye=0;
And removing the ""-BEpath=D:\Program Files (x86)\Steam\steamapps\common\DayZServer\battleye"" from launch
10:34:11 [IdleMode] Entering IN - save processed
10:43:01 [Login]: Adding player -=PA=-Mikhail (915883123) to login queue at position 0
10:43:01 [LoginMachine]: Add player -=PA=-Mikhail (915883123)
10:43:01 [StateMachine]: Player -=PA=-Mikhail (dpnid 915883123 uid ) Entering AuthPlayerLoginState
10:43:02 [IdleMode] Leaving OUT
10:43:02 BattlEye Server: Player #0 -=PA=-Mikhail (192.168.11.150:2316) connected
10:43:02 Игрок -=PA=-Mikhail соединяется.
10:43:02 [StateMachine]: Player -=PA=-Mikhail (dpnid 915883123 uid ) Entering WaitAuthPlayerLoginState
10:43:02 BattlEye Server: Connected to BE Master
10:43:12 [Disconnect]: No packets from 915883123
10:43:12 [Disconnect]: No identity -> remove player info 915883123
10:43:12 [LoginMachine]: Force remove player -=PA=-Mikhail (915883123)
10:43:12 [Disconnect]: DisconnectPlayerFinish 915883123
10:43:13 [Disconnect]: Remove player info 915883123
10:43:13 [Disconnect]: Player destroy 915883123
10:43:13 Игрок -=PA=-Mikhail отсоединился.
10:43:13 BattlEye Server: Player #0 -=PA=-Mikhail disconnected
I confirm the same problem.
Well, Expansion-Vehicles and Expansion-Market are going to be getting an increase in the number of scripts soon, sorry about that. There will be an active effort to reduce the number of scripts in the future though once we know what needs to be reduced.
I agree with this feature.
Sep 6 2021
I forgot to add it's on experimental 1.4
Agree and good thought. I was thinking that they should be less frequent, but I like your idea that they should be less deadly. Instead of reducing maximum health, I would make it so you get the same stages and symptoms as now, but a lot slower. I think they should force you to leave but not immediately, like you can stay some time in them but not forever because you get the gas poisoning sickness and if too long you eventually die. I would make the same stages and symptoms as now, but a lot slower. Still, I would make this dynamic toxic events rarer in terms of frequency.
Couldn't agree more toupeira, nailed it
In T160463#2231514, @4NDRO1D wrote:I also have rx 5700 xt and don't have any problems with fps at all on new driver. Maybe its some problem with windows or configuration.
I also have rx 5700 xt and don't have any problems with fps at all on new driver. Maybe its some problem with windows or configuration.
Well, if you take a look at this site(at 1:00 AM UTC) you probably will see that it's "Failed to respond the query", wich means that it's offline sometimes.
https://www.battlemetrics.com/servers/dayz/11595319
It's probably a problem with Fragnet.com, who Host the Brazilian official servers. But i don't think i can resolve this with them.
The site that i send have some graphics to look at other moments, so you don't need to see at 1:00 AM UTC, you can just look the times that the server is not online and how long was that.
in short: The servers (ALL BR OFFICIAL) at 20:00 - 00:00 (UTC-3) is unstable and sometimes give the players a rollback, with can being able us to lose some loot
Cheers for the work Geez, you do really well on here to respond to stuff. Much love mate <3
Its just unbalanced man, its clearly not supposed to be in the game this way. For one you cannot just "re pin" a grenade IRL. Landmines don't even kill players anymore, so it makes no sense for a tripwire grenade to do it, and yes, if you time it right...it IS instant. Cooking grenades isnt really hard or risky at all tbh, if you have the ability to move your fingers you can cook a grenade to perfection very easily, you literally just need to drop it and pick it back up...i wouldn't call it risky. Pile that on top of how hard it is to see the tripwires, and how easy it is to make a tripwire...literally all this is going to lead to is many pointless, frustrating deaths. Doesn't belong in the game at all
Thank you for the report sileed.
We have confirmed the issue and we will attempt to deploy as fix as soon as possible.
Regards,
Geez
Also, can you please provide us the time of the occurrence, your Steam ID/In game nickname of your player character and from where do you connect?
Regards,
Geez
Hello Mischkov.
Can you please provide us with screenshots of the error?
Regards,
Geez
Hello John_Koda.
Have you tried to do a traceroute towards the server?
Regards,
Geez