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Beavis (Johan Westerlund)
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User Since
Jun 15 2018, 3:26 PM (205 w, 2 d)

Recent Activity

Fri, May 20

Beavis created T165101: DayZ 1.18 Experimental - Stealth Kill Animation.
Fri, May 20, 2:41 PM · DayZ
Beavis created T165068: DayZ 1.18 Experimental - Gas Canisters do not explode when ruined.
Fri, May 20, 9:16 AM · DayZ

Fri, May 6

Beavis added a comment to T164711: Staying in vehicles doesn't prevent character and objects in it's clothes from getting wet while raining. (V 1.17).

I can confirm. It would be nice if this was actually tied to if you have a door by your seat, or if the windshield or door windows are broken. To make those things more than cosmetic.

Fri, May 6, 1:30 PM · DayZ

Apr 22 2022

Beavis created T164443: CookingStand is missing from types.xml.
Apr 22 2022, 12:43 PM · DayZ

Apr 19 2022

Beavis created T164289: Outhouses have no doors..
Apr 19 2022, 9:38 AM · DayZ

Apr 17 2022

Beavis updated the task description for T164272: Player's footsteps too loud.
Apr 17 2022, 11:23 PM · DayZ
Beavis created T164272: Player's footsteps too loud.
Apr 17 2022, 11:22 PM · DayZ

Mar 31 2022

Beavis created T164019: DayZ - No damage from thrown items.
Mar 31 2022, 11:27 AM · DayZ
Beavis changed Severity from severity:minor to severity:major on T147311: No sound or splash from thrown objects.
Mar 31 2022, 11:11 AM · DayZ
Beavis added a comment to T147311: No sound or splash from thrown objects.

Still an issue in 1.17 experimental.

Mar 31 2022, 11:11 AM · DayZ

Mar 29 2022

Beavis updated subscribers of T157490: Reduce weight of Handheld Radio and Field Transceiver.

The personal radio actually weighs 750 grams in-game, but that is still too much - the real world model it is based on (IC-M7) weighs 310 grams with the depicted battery pack. So it still needs to be updated.

Mar 29 2022, 4:04 PM · DayZ

Mar 28 2022

Beavis added a comment to T163872: DayZ 1.17 Experimental - Longhorn Sound Effect too quiet.

Thanks Geez, you're a gem!

Mar 28 2022, 12:58 PM · DayZ

Mar 27 2022

Beavis created T163930: DayZ 1.17 Experimental - Infected Stepover Animation.
Mar 27 2022, 2:31 PM · DayZ

Mar 25 2022

Beavis added a comment to T163872: DayZ 1.17 Experimental - Longhorn Sound Effect too quiet.

Yeah Wobo just confirmed the Longhorn cannot be heard further away from the shooter than just under 800 meters. I understand this is most likely an intentional design to make the Longhorn more of a "king pistol" than what it actually is - a freak weapon shooting rifle ammunition from a pistol sized frame. I plead with you to reconsider this - dig out the old Longhorn sound effect from Legacy and use that - and make the sound carry as far as any other rifle.

Mar 25 2022, 5:27 PM · DayZ

Mar 24 2022

Beavis created T163872: DayZ 1.17 Experimental - Longhorn Sound Effect too quiet.
Mar 24 2022, 12:50 PM · DayZ
Beavis created T163871: DayZ 1.17 Experimental - Spear issues.
Mar 24 2022, 12:38 PM · DayZ
Beavis added a comment to T156324: Experimental launcher can't automatically load mods and affects stable launcher's mod cache.

Still an issue in 1.17 experimental. The launcher cannot connect with the workshop to subscribe to mods, nor can it locate subscribed mods on the computer's Steam installation. If a player wants to connect to a modded experimental server they need to manually add the mod as a "local" mod by navigating to it in the workshop folder.

Mar 24 2022, 8:52 AM · DayZ
Beavis created T163863: DayZ 1.17 - No sound when cooking.
Mar 24 2022, 8:37 AM · DayZ

Mar 1 2022

Beavis updated subscribers of T153440: EXP 1.09 and STABLE 1.08 - Shouldered weapon sits within character model.

Sorry for pinging you @Geez but now that you guys are polishing so many things with the game it would be nice if this finally was looked at, it is a visual glitch that frustrates me every time I play... Some weapons look okay, but some look really bad.

Mar 1 2022, 7:08 PM · DayZ

Feb 16 2022

Beavis added a comment to T158117: 1.12 AI damage from Barbed Wire and Bleeding Animals.

Hello @Geez , is there any information you can share about these issues? Zombies getting stuck in and dying to barbed wire was great feature and it would be awesome to see it come back.

Feb 16 2022, 12:30 PM · DayZ Modding, DayZ

Feb 12 2022

Beavis added a comment to T145488: [Not Working] CleanupLifetimeDeadPlayer.

I can confirm the above, I have done the same testing on a 1.15 test server and had the same results.

Feb 12 2022, 1:41 PM · DayZ

Feb 10 2022

Beavis created T163201: DayZ 1.16 Experimental - AI cannot damage players in OPEN vehicles..
Feb 10 2022, 3:28 PM · DayZ
Beavis edited Additional Information on T162844: Infected and headtorches.
Feb 10 2022, 2:15 PM · DayZ
Beavis added a comment to T145488: [Not Working] CleanupLifetimeDeadPlayer.

This is still not working properly. CleanupLifetime is not consistent with any value put into globals.xml, bodies very often disappear as soon as they are no longer within range of any player network bubbles. Sometimes they are gone in less than five minutes, sometimes they remain for the full lifetime. Something is provoking a premature cleanup.

Feb 10 2022, 2:04 PM · DayZ

Feb 5 2022

Beavis added a comment to T153448: DayZ 1.09 Experimental - Cars take too much damage at low speed impacts.

Hello, in the current 1.16 experimental it seems vehicles have taken a giant leap backwards. Twice I have crashed in low speeds (about 20 kmph) due to lag spikes and both times my car was nearly totalled. Both wheels ruined, radiator ruined, spark plug ruined. If I am to guess I think the server somehow - through desync or lag - gets a much higher velocity value than what is actually going on and calculates way more damage than it should.

Feb 5 2022, 8:32 PM · DayZ

Feb 4 2022

Beavis added a comment to T162322: Default cfgweather.xml (when enabled) makes it rain without getting an overcast.

No news about this? It would be nice if the config option actually worked.

Feb 4 2022, 9:11 AM · DayZ

Feb 1 2022

Beavis added a comment to T156205: Personal Opinion: Clothing Rework - Enable a clothing layer system or change insulation/Waterproofness values.

Agreed. It should be possible to layer clothes, at least to some extent. It is not sensible that to wear a raincoat I have to throw my t-shirt on the ground, and if I am freezing to death I will not dump my hoodie if I find a jacket...

Feb 1 2022, 11:51 AM · DayZ

Jan 27 2022

Beavis created T162967: DayZ - Red-9 model.
Jan 27 2022, 10:14 PM · DayZ

Jan 18 2022

Beavis edited Steps To Reproduce on T162844: Infected and headtorches.
Jan 18 2022, 12:55 PM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Hey guys, I made a new ticket to increase the chances of Geez noticing it. https://feedback.bistudio.com/T162844

Jan 18 2022, 12:49 PM · DayZ
Beavis created T162844: Infected and headtorches.
Jan 18 2022, 12:48 PM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Right, so I poked around a little more in this issue. Just enabling the "Eyewear" slot for infected will not work 100%. Zombies will wear the headtorches correctly and you can see the lamp on their head, but there will be no illumination from them. However, I made a tiny mod to re-enable the Headgear slot for headtorches - and it turns out that if zombies wear headtorches in that slot, they do work as intended.

Jan 18 2022, 12:11 PM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Yeah I know you guys run vanilla or mostly vanilla. PvZMod is a nightmare to configure, but after much trial and error I have found a balance where zeds work mostly as in vanilla but with the nice little perks that the mod has - vehicles getting damaged when running them over, bashing in doors, reaching players on obstacles and so on. This thing with the headtorches was an unexpected boon :)

Jan 18 2022, 9:31 AM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Ooooh wait I have PvZMod on my servers - it adds the glasses slot to zeds, that must be why it works. Didn't even think about that!

Jan 18 2022, 9:17 AM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Are you sure it's not working? I still have infected running around with headtorches so I'm getting a bit confused...

Jan 18 2022, 8:54 AM · DayZ

Jan 15 2022

Beavis added a comment to T162322: Default cfgweather.xml (when enabled) makes it rain without getting an overcast.

After trying to configure this file for a few weeks without seeing much difference to weather behaviour I have now decided to disable it for now. No matter what values I put in the file, if enabled the weather on the server will slide towards full overcast, fog and rain and then sit on a nearly permanent torrential downpour and thunderstorm. Occasionally it does decrease for a while, but soon goes back to hard rain. My guess is that whatever random function decides what to change when the weather state changes is heavily favouring going towards bad weather. I'd need to do some dedicated testing over time to get an approximation of the ratio, and I don't have the heart to expose the poor players on the servers to that.

Jan 15 2022, 7:55 PM · DayZ

Jan 11 2022

Beavis updated the task description for T162739: Infected Movement (DayZ 1.15).
Jan 11 2022, 1:55 PM · DayZ
Beavis updated the task description for T162739: Infected Movement (DayZ 1.15).
Jan 11 2022, 1:51 PM · DayZ
Beavis created T162739: Infected Movement (DayZ 1.15).
Jan 11 2022, 1:50 PM · DayZ
Beavis added a comment to T157830: Vehicle gears misconfigured.

The above issues still stand. Either the vehicles don't have enough torque or gravity is simply too strong.

Jan 11 2022, 1:28 PM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

This has been implemented, task can be closed.

Jan 11 2022, 1:24 PM · DayZ
Beavis added a comment to T149040: DayZ 1.07 - Braking sound from car when another player is driving.

Still happening in 1.15 stable.

Jan 11 2022, 1:16 PM · DayZ
Beavis updated subscribers of T160383: Trapped on a ladder by zombies.

Holding F (or a similar command) to simply let go of the rungs and fall from the ladder should be a simple enough feature to implement. Is this something that could be forwarded to the team @Geez ?

Jan 11 2022, 12:59 PM · DayZ

Jan 3 2022

Beavis added a comment to T153440: EXP 1.09 and STABLE 1.08 - Shouldered weapon sits within character model.

This is still a major issue in 1.15. Most if not all firearms sit too close to the player character's shoulder and are oriented straight forward, making them clip into the body, with parts even protruding through the character's chest. Some are worse than others, below a screenshot of the recently added Aug. Honestly this looks really bad, it should be a priority to make an effort to tweak every weapon individually if possible.

Jan 3 2022, 4:48 PM · DayZ

Dec 21 2021

Beavis added a comment to T157911: Mods not loading in 1.12.

Your problem is DZSA launcher, not DayZ. Delete everything in the !dzsal folder (located in the DayZ folder). Said third party launcher caches files and then can't update properly when a mod removes files in an update. In this case one or more mods has removed a pbo in an update, but your DayZ will still load that mod with those pbo:s because they are still saved in that folder.

Dec 21 2021, 9:53 AM · DayZ

Dec 18 2021

Beavis added a comment to T162322: Default cfgweather.xml (when enabled) makes it rain without getting an overcast.

When looking around on the internet for answers I found out that the reset bool (whether or not the server should read weather data from storage when restarting) MUST be set to 1 (true) or the cfgweather.xml file will not be read. Just setting enable=1 is not enough. After I set both to 1 the weather behaves as expected from the settings in the file, before I did that it would slide to full extremes of everything (rain, fog and wind on 100%) and then never change. People were getting depressed on the server...

Dec 18 2021, 8:47 PM · DayZ

Dec 17 2021

Beavis added a comment to T132949: 360 head rotate.

Came looking for a ticket on this issue before posting one myself - did not expect to find one more than three years old. I realise this is not a high priority issue, but still.. Anyhow as of 1.15 in December 2021 the 360 degree head rotation in "locked" animations is still a thing. Here when drinking from a well:

Dec 17 2021, 12:36 PM · DayZ
Beavis added a comment to T159423: Featherfall (PC Experimental 1.13 Update 1: Version 1.13.153989.).

Hello Geez, my ticket https://feedback.bistudio.com/T160803 is a duplicate of this issue, could you merge them?

Dec 17 2021, 12:21 PM · DayZ

Nov 18 2021

Beavis updated subscribers of T160803: 1.14 Experimental - Fall Animation.

@Geez This persists in 1.15 Experimental. Grabbed better video of the issue:

Nov 18 2021, 7:54 PM · DayZ

Nov 14 2021

Beavis created T161925: DayZ 1.15 Experimental - Jumping over bear traps and land mines will set them off.
Nov 14 2021, 11:04 PM · DayZ

Nov 11 2021

Beavis created T161892: 1.15 Experimental - Sound bug with Aug mags.
Nov 11 2021, 9:01 PM · DayZ
Beavis added a comment to T161868: DayZ 1.15 Experimental - disablePersonalLight in cfggameplay.json not working.

I believe this ticket can be closed, I had missed this line in the wiki about the cfggameplay:

Nov 11 2021, 8:37 PM · DayZ

Nov 10 2021

Beavis updated subscribers of T161868: DayZ 1.15 Experimental - disablePersonalLight in cfggameplay.json not working.

Thankfully it still works as intended if the line is left in serverDZ.cfg.

Nov 10 2021, 9:19 AM · DayZ

Nov 9 2021

Beavis created T161868: DayZ 1.15 Experimental - disablePersonalLight in cfggameplay.json not working.
Nov 9 2021, 7:13 PM · DayZ

Nov 8 2021

Beavis added a comment to T161755: Hit markers PC Experimental Update 1.15 - Version 1.15.154306.

I am fairly okay with the basic idea - if I get hit I will know where I got hit - but the current implementation in experimental is awful. Three things:

Nov 8 2021, 7:55 PM · DayZ
Beavis added a comment to T139497: Car Despawn.

@Geez after 1.14 this has started happening again. Several vehicles parked inside garages have ben bashed up and destroyed. Since I have set "remove if damaged" to 0 on my servers the evidence can be found sometimes half sunk into the ground, sometimes on the roof of the structure the vehicle was parked in, and sometimes just a little damaged.

Nov 8 2021, 7:33 PM · DayZ

Sep 30 2021

Beavis added a comment to T160592: Chernarus object Land_Smokestack_Big have wrong both upper endings of ladders. (stable 1.13).

Came here to report this very issue, had an influx of players on my Takistan server who fell to their deaths in Hachaman, thought it was a Takistan issue but turns out it is Land_Smokestack_Big on whatever map... Nice to see it is acknowledged.

Sep 30 2021, 4:02 PM · DayZ

Sep 28 2021

Beavis added a comment to T160967: Typo in mapgroupproto.xml vehiclesparts/vehicleparts.

Yeah, that happened to me too but only with modded car parts, so it stopped happening after I gave them a separate category in order to force them to garages and workshops. Might be that the "typo" is half intentional to dodge the issue until a thorough cleanup of old loot points (from before the wrecks were added) can be done.

Sep 28 2021, 8:26 AM · DayZ

Sep 27 2021

Beavis created T160967: Typo in mapgroupproto.xml vehiclesparts/vehicleparts.
Sep 27 2021, 6:50 PM · DayZ

Sep 23 2021

Beavis created T160913: Hydration Loss not affected by temperature or sprinting.
Sep 23 2021, 6:48 PM · DayZ

Sep 16 2021

Beavis added a comment to T157369: building/tent placement.

Yeah, 1.14 on experimental and still the same impossible placement restrictions. Found a lovely spot to set up a couple of tents, in the end I had to abandon the idea because it was impossible. And the ground was level - all that was there was grass. This really needs to be looked at.

Sep 16 2021, 2:04 PM · DayZ Xbox

Sep 15 2021

Beavis created T160803: 1.14 Experimental - Fall Animation.
Sep 15 2021, 3:42 PM · DayZ
Beavis added a comment to T153448: DayZ 1.09 Experimental - Cars take too much damage at low speed impacts.

Fix for this in the latest 1.14 experimental build seems to be working. Crashed my Ada into a car wreck doing about 20 kmph today and it was NOT totalled! I didn't want to sacrifice my ride to see where collisions start doing significant damage, but definitely progress here. Thanks guys!

Sep 15 2021, 3:23 PM · DayZ

Sep 12 2021

Beavis updated subscribers of T153448: DayZ 1.09 Experimental - Cars take too much damage at low speed impacts.

This is STILL an issue in 1.14 Experimental (and of course 1.13 Stable).

Sep 12 2021, 5:49 PM · DayZ

Aug 21 2021

Beavis added a comment to T155500: Knife Sheath cannot be reskinned.

Please?

Aug 21 2021, 6:12 PM · DayZ Modding, DayZ

Jun 23 2021

Beavis added a comment to T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.

Just remembered I had posted this suggestion: https://feedback.bistudio.com/T149490 about felled trees and bushes not respawning if a tent or base structure had been built nearby. Maybe link the ticket or close the older one as duplicate?

Jun 23 2021, 12:43 PM · DayZ
Beavis added a comment to T149588: Suggestion - Add a "Give item" action.

Shameless bump to this old suggestion. Shouldn't be too much of a hassle - no new animation required, just use the regular “raised item” (for throwing) hands movement. Would be a nice little addition for RP.

Jun 23 2021, 12:27 PM · DayZ
Beavis added a comment to T150113: Backpacks and weapons clipping in vehicles.

Still an issue in 1.13 experimental.

Jun 23 2021, 12:18 PM · DayZ
Beavis added a comment to T155500: Knife Sheath cannot be reskinned.

it would be nice if the knife sheath could be given the hidden selection camo slot, to make it possible to retexture.

Jun 23 2021, 12:11 PM · DayZ Modding, DayZ
Beavis added a comment to T149040: DayZ 1.07 - Braking sound from car when another player is driving.

Still happening in 1.13 Experimental.

Jun 23 2021, 12:08 PM · DayZ
Beavis added a comment to T147211: Wolves or the bear won't fight against zombies..

Adding to my comment from April - I have had the feature activated on my servers through a mod since I noticed it was intentionally disabled, and I have noticed no detrimental effect on server performance.

Jun 23 2021, 11:53 AM · DayZ
Beavis added a comment to T147311: No sound or splash from thrown objects.

Still an issue in 1.13 experimental. Thrown objects need to make sounds so they can be used to trick players as well as infected.

Jun 23 2021, 11:49 AM · DayZ
Beavis added a comment to T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.

Adding to this since it is kinda related - maybe add the possibility to stack long sticks? At least two or three, and possibly firewood too?

Jun 23 2021, 11:41 AM · DayZ
Beavis added a comment to T157369: building/tent placement.

Tent placement (and hence probably fences too) is still a nightmare on 1.13 experimental. Really, the logic around where placement is allowed needs some work. I hate using BuildAnywhere because it opens the door to so much wonky building that shouldn't be possible, but with the frustratingly restrictive placement what choice do we have?

Jun 23 2021, 11:35 AM · DayZ Xbox
Beavis added a comment to T157832: Inventory balance.

Since this topic is again being discussed, this time around 1.13 experimental, I thought I'd try and revive this post. TheRunningManZ wrote this nice entry on the topic:

Jun 23 2021, 11:30 AM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Chiming in to give this suggestion a bump. I see no reason headtorch and NVG:s should not handle the same when it comes to what inventory slot they occupy. Headtorch blocking the head slot make them very awkward to use in the permacold DayZ environment.

Jun 23 2021, 11:12 AM · DayZ

Jun 22 2021

Beavis added a comment to T159206: Feedback for 1.13 exp.

Also about Radios, a Radio right now weights 2kg, not sure if I am the only one thinking that it could be lowered to 1kg.

Jun 22 2021, 5:02 PM · DayZ
Beavis added a comment to T159206: Feedback for 1.13 exp.

Simplest and best solution would be to have voice communication always on and only use push-to-talk for the radio. This would be realistic and make discord/teamspeak meta more awkward, but it would be potentially awful for streamers who need be able to talk to chat without everyone in their vicinity hearing it... Could get around that with two microphones so maybe.

Jun 22 2021, 5:00 PM · DayZ

Jun 21 2021

Beavis added a comment to T159206: Feedback for 1.13 exp.

Smashing open a can of peaches with a baseball bat (or a broom...) would be awesome if it had an animation... Leave 10% of the contents or so and it is okay :)

Jun 21 2021, 11:03 AM · DayZ

Jun 5 2021

Beavis added a comment to T158917: Stone Oven no longer persistent in 1.12.

Thank you Geez. I never realised there were two different classes for indoor fireplaces so I simply assumed the OvenIndoor was the stone oven and just had a funky classname. Now I realise the upgrade doesn't have a classname of its own so there is no way to customise its persistence in the economy files.

Jun 5 2021, 3:05 PM · DayZ

Jun 3 2021

Beavis created T158917: Stone Oven no longer persistent in 1.12.
Jun 3 2021, 1:48 PM · DayZ

May 19 2021

Beavis added a comment to T158636: Sound bug with filling/emptying bottles from barrels.

Thanks!

May 19 2021, 3:57 PM · DayZ
Beavis added a comment to T142876: Player speed/zigzags potential fixes/solutions.

Thanks for the response anyway Geez, I know we can be harsh in here sometimes. Don’t shoot the messenger and all that...

May 19 2021, 3:57 PM · DayZ

May 18 2021

Beavis updated the task description for T158636: Sound bug with filling/emptying bottles from barrels.
May 18 2021, 4:42 PM · DayZ
Beavis added a comment to T158636: Sound bug with filling/emptying bottles from barrels.

Swapped the video, the first one had audio out of sync.

May 18 2021, 4:33 PM · DayZ
Beavis updated the task description for T158636: Sound bug with filling/emptying bottles from barrels.
May 18 2021, 4:31 PM · DayZ
Beavis created T158636: Sound bug with filling/emptying bottles from barrels.
May 18 2021, 4:28 PM · DayZ

May 17 2021

Beavis added a comment to T142876: Player speed/zigzags potential fixes/solutions.

@Geez Any hope of this issue ever getting dealt with?

May 17 2021, 4:31 PM · DayZ
Beavis added a comment to T157880: You can lean while sprinting.

I would change the severity of this issue to major. It is an incredibly annoying meta - people sprintwiggling and shooting from their hips with accuracy. It looks stupid and gives an unfair advantage vs players who don't want to abuse the mechanic.

May 17 2021, 4:23 PM · DayZ

May 4 2021

Beavis created T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.
May 4 2021, 12:02 PM · DayZ

Apr 28 2021

Beavis added a comment to T156324: Experimental launcher can't automatically load mods and affects stable launcher's mod cache.

Awesome, thank you!

Apr 28 2021, 2:42 PM · DayZ

Apr 27 2021

Beavis added a comment to T157911: Mods not loading in 1.12.

Fix seems te be working. I loaded a bunch of various mods to a server using condensed names, and loading in to the server as player - using "local mod" since the launcher can still not automatically load mods from the main game's workshop folder - I could enter the server without issue.

Apr 27 2021, 10:32 PM · DayZ
Beavis added a comment to T158117: 1.12 AI damage from Barbed Wire and Bleeding Animals.

Thank you Geez for the swift response, you're a gem!

Apr 27 2021, 5:23 PM · DayZ Modding, DayZ
Beavis added a comment to T157911: Mods not loading in 1.12.

Sadly not many modded servers on exp to try with, possibly due to Ticket T156324 making it very awkward to enter a modded experimental server.

Apr 27 2021, 3:24 PM · DayZ
Beavis added a comment to T158112: Base fences and gates disappearing seemingly at random.

Sounds more like someone is harvesting your fences for materials. Either that or the server has messed up its persistence or economy files. Nothing like this happens on any of the servers I play on. (Both official and community).

Apr 27 2021, 11:42 AM · DayZ
Beavis created T158117: 1.12 AI damage from Barbed Wire and Bleeding Animals.
Apr 27 2021, 10:22 AM · DayZ Modding, DayZ

Apr 26 2021

Beavis added a comment to T158027: [FEEDBACK] 1.12 gunshot audio range adjustments are terrible.

Point still stands- keep it closer to reality. No unsuppressed firearm discharge will ever be completely inaudible below 1,000 meters. I’d say bump pistols up to the same level as the smg:s (same ammo!) shotguns twice that, AR:s to 2,500 and leave the biggies at 3,500 meters.

Apr 26 2021, 1:56 PM · DayZ
Beavis added a comment to T158027: [FEEDBACK] 1.12 gunshot audio range adjustments are terrible.

Found this, an interesting read on the subject. Probably not feasible to put all these factors into the calculation of how long gunshots are heard in-game (I can only imagine the effect on server performance...), but nevertheless an interesting read:

Apr 26 2021, 11:40 AM · DayZ
Beavis added a comment to T158027: [FEEDBACK] 1.12 gunshot audio range adjustments are terrible.

How about sticking to somewhat reflecting reality instead of inventing arbitrary fantasy levels in the name of gameplay "balance"? It is going down a road of arcadish "gamey" changes that - to put it bluntly - does not belong in DayZ.

Apr 26 2021, 11:09 AM · DayZ

Apr 23 2021

Beavis edited Steps To Reproduce on T158010: 1.12 Changes to view distance.
Apr 23 2021, 1:55 PM · DayZ