foud a solution: ditch all your gear, including clothes and shoes and then retry to open a door. It worked with me
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Sep 11 2021
I can confirm the same on my Linux server running Ubuntu 20.04. The settings for:
- timeStampForm
- logAverageFPS
- logMemory
- logPlayers
If someone has the same problem on AMD lags in cities and towns, upload a video here - let the developers see
and turn to this two year old unsolvable problem
and fix it
Sep 10 2021
Hi Geez,
Our gaming group has been noticing this while some can hear the howl and some not. Sometime this can vary, the one last time who didn't hear hears and way around.
This is a bit confusing.
You can close this issue, I believe your first update to 1.14 experimental has resolved the problems.
Yes! That's the one. It's not always the same sound either, not for me anyway, sometimes it's still the 'normal' sound too. Didn't realise someone had already addressed it :)
BE report still wrong player Pings. and this is a global issue.
Sometimes the login timer starts, all is fine and then I see an error "BattlEye not responding" and again cannot connect.
Ok. Restarting + reconnecting both CLient and Server sometimes helps. No steam or launcher restarts.
Takes from 3 to 6 restarts. But at least it is a workaround.
yea, i had to join another server and walk back to my base to get out. Still won't open today.
It is different then before for sure.
Here is an example of how it sounds atm:
https://clips.twitch.tv/DoubtfulScrumptiousHummingbirdCopyThis-vEhRMNAWQn_EC2d_
Sep 9 2021
same problem here, i've already deleted the dayz folder from documents but the problems remains, now i'm locked up in my own base
Same here, it has been really painfull to play DayZ since 1.13 was released!!!
also I want to add that it sometimes says connection to host has been lost
Similar crash here, except it happened for no apparent reason after about 1h runtime:
We had a massive spike in reports of this with 1.13. Battleye seems more sensitive to the time it takes clients to load in, and it's causing people with older or slower PC's to have issues they didn't have prior to 1.13.
I have the same problem sometimes.
Hello chucky20097.
Does this occur on the vanilla version of the game without any mods running when connecting to official servers? Also, do you have this problem with the standard dayz launcher?
Regards,
Geez
this issue still persist in 1.13
@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.
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