- User Since
- Jun 15 2018, 3:26 PM (205 w, 2 d)
Fri, May 20
Fri, May 6
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.
Apr 22 2022
Apr 19 2022
Apr 17 2022
Mar 31 2022
Still an issue in 1.17 experimental.
Mar 29 2022
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 28 2022
Thanks Geez, you're a gem!
Mar 27 2022
Mar 25 2022
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 24 2022
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 1 2022
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.
Feb 16 2022
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 12 2022
I can confirm the above, I have done the same testing on a 1.15 test server and had the same results.
Feb 10 2022
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 5 2022
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 4 2022
No news about this? It would be nice if the config option actually worked.
Feb 1 2022
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...
Jan 27 2022
Jan 18 2022
Hey guys, I made a new ticket to increase the chances of Geez noticing it. https://feedback.bistudio.com/T162844
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.
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 :)
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!
Are you sure it's not working? I still have infected running around with headtorches so I'm getting a bit confused...
Jan 15 2022
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 11 2022
The above issues still stand. Either the vehicles don't have enough torque or gravity is simply too strong.
This has been implemented, task can be closed.
Still happening in 1.15 stable.
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 3 2022
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.
Dec 21 2021
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 18 2021
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 17 2021
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:
Hello Geez, my ticket https://feedback.bistudio.com/T160803 is a duplicate of this issue, could you merge them?
Nov 18 2021
@Geez This persists in 1.15 Experimental. Grabbed better video of the issue:
Nov 14 2021
Nov 11 2021
I believe this ticket can be closed, I had missed this line in the wiki about the cfggameplay:
Nov 10 2021
Thankfully it still works as intended if the line is left in serverDZ.cfg.
Nov 9 2021
Nov 8 2021
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:
@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.
Sep 30 2021
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 28 2021
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 27 2021
Sep 23 2021
Sep 16 2021
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 15 2021
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 12 2021
This is STILL an issue in 1.14 Experimental (and of course 1.13 Stable).
Aug 21 2021
Jun 23 2021
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?
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.
Still an issue in 1.13 experimental.
it would be nice if the knife sheath could be given the hidden selection camo slot, to make it possible to retexture.
Still happening in 1.13 Experimental.
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.
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.
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?
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?
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:
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 22 2021
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 21 2021
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 5 2021
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 3 2021
May 19 2021
Thanks for the response anyway Geez, I know we can be harsh in here sometimes. Don’t shoot the messenger and all that...
May 18 2021
Swapped the video, the first one had audio out of sync.
May 17 2021
@Geez Any hope of this issue ever getting dealt with?
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 4 2021
Apr 28 2021
Awesome, thank you!
Apr 27 2021
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.
Thank you Geez for the swift response, you're a gem!
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.
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 26 2021
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.
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:
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.