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Beavis (Johan Westerlund)
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User Since
Jun 15 2018, 3:26 PM (135 w, 5 d)

Recent Activity

Sat, Jan 16

Beavis added a comment to T150237: Infected vs Cars.

Hello, as an added input related to the above: Just an hour ago I was once again killed by a bear when driving. This time in a truck, fully built. The bear came rushing out of the forest and easily caught up with me (beacause the M3S is kinda slow...) and started attacking me through the closed door. It then got sucked under the wheels and died, but I bled out before I could bandage all the cuts.

Sat, Jan 16, 2:22 AM · DayZ
Beavis added a comment to T135495: Wolves Jumping through cars and causing damage..

Just an hour ago I was once again killed by a bear when driving. This time in a truck, fully built. The bear came rushing out of the forest and easily caught up with me (beacause the M3S is kinda slow...) and started attacking me through the closed door. It then got sucked under the wheels and died, but I bled out before I could bandage all the cuts.

Sat, Jan 16, 2:14 AM · DayZ

Thu, Jan 14

Beavis added a comment to T135495: Wolves Jumping through cars and causing damage..

Also applies to bears by the way. I have lost count of all the times I have been driving along and a bear comes charging out of the woods and knocks me out in the car. Should only be possible if you have no door or a broken window. :)

Thu, Jan 14, 3:54 PM · DayZ
Beavis added a comment to T147311: No sound or splash from thrown objects.

Any news on this issue? I know from statements from Adam that there is work going on with some physics related issues, would this be included? Thrown object really should have sound effects on impact. (Using the drop item sound effect would work as placeholder.)

Thu, Jan 14, 3:51 PM · DayZ
Beavis added a comment to T147002: 1.06 stable - Sound from multiple sound sources stuttering.

Hello, I see that this is marked as resolved already 2019-12-17 but the issue is still happening as much as always.

Thu, Jan 14, 1:56 PM · DayZ
Beavis added a comment to T149040: DayZ 1.07 - Braking sound from car when another player is driving.

This is still happening by the way. Appears to be desync related, I have had it happen on official servers as well as modded, what vehicle it is does not seem to matter.

Thu, Jan 14, 12:59 PM · DayZ
Beavis renamed T149040: DayZ 1.07 - Braking sound from car when another player is driving from DayZ 1.07 - Breaking sound from car when another player is driving to DayZ 1.07 - Braking sound from car when another player is driving.
Thu, Jan 14, 12:58 PM · DayZ
Beavis added a comment to T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.

Bumping this old suggestion. Really - it would fit well with DayZ's overall design to need to first fell the tree and then cut it up into logs or firewood. Also, if the felled tree model was removed until regenerated, wouldn't that perhaps improve performance? At least it would be a more believable and immersive state since carrying away logs while still seing the felled tree feels...odd.

Thu, Jan 14, 12:57 PM · DayZ

Tue, Jan 12

Beavis added a comment to T139497: Car Despawn.

@Geez I suggest you guys look into the scripts surrounding the "remove if damaged" variable. I am starting to suspect that this function can get false positives and delete a vehicle that is actually not ruined. On mine and a couple of associated servers we had problems with the M3S truck disappearing without trace, after we put "remove if damaged" to "0" it has stopped happening. It means crashed vehicles will stay on the server though, so players are encouraged to drive carefully.

Tue, Jan 12, 9:13 AM · DayZ

Sun, Jan 10

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

I agree, this can be a very frustrating bug. Today a player on my server died and begged me to put his stuff in a stash since body lifetimes can't be trusted. I was there within ten minutes and it had been cleared already. Sometimes the bodies stay for the intended lifetime, sometimes not - and I have not been able to find a pattern to it. It is an issue that needs to be addressed.

Sun, Jan 10, 11:10 PM · DayZ

Dec 3 2020

Beavis added a comment to T150237: Infected vs Cars.

Thank you for looking into it, looking forward to whatever you come up with!

Dec 3 2020, 4:38 PM · DayZ

Dec 1 2020

Beavis created T155500: Knife Sheath cannot be reskinned.
Dec 1 2020, 10:10 PM · DayZ Modding, DayZ

Nov 23 2020

Beavis added a comment to T155184: Noticeable Server FPS issues 1.10.

I am getting it too, seems to be a general 1.10 problem. Server FPS fluctuating violently, and even if it is still over 2k on average you will see players rubberbanding, door and other interactions getting delayed and cars being horrible to drive with constant rubberbanding. Sometimes the car is jerked sideways, sometimes it changes direction up to 45 degrees without you even touching the keyboard. Results are of course disastrous if you are travelling at speed.

Nov 23 2020, 9:59 AM · DayZ
Beavis added a comment to T139497: Car Despawn.

Vehicles getting thrown about on server restart has become a lot worse with the stable 1.10 release. Really guys you HAVE to do something about this now! If a car is missing a wheel or more it will be tossed around and smashed to pieces more often than not. I made the M3S spawn with all wheels attached after observing this behaviour on Experimental, but it seems I'll have to do it on all vehicles.

Nov 23 2020, 9:44 AM · DayZ

Nov 17 2020

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

It seems to me that bodies will be cleaned away pretty much instantly if there are no other players within the network bubble. Either that or the body sometimes simply falls through the ground and gets deleted because of that?

Nov 17 2020, 1:32 PM · DayZ

Nov 14 2020

Beavis added a comment to T139497: Car Despawn.

More observations from 1.10 Experimental:

Nov 14 2020, 3:29 PM · DayZ

Nov 12 2020

Beavis added a comment to T143702: 1.05 Experimental - New R to swap magazine bugs removed magazines.

This still happens occasionally in 1.10 Experimental. Holding R to swap magazine can desync the hands slot and/or the removed magazine, leading to some very awkward situations. It is safer to use hotbar or simply use drag/drop in inventory, but you'll run out of hotbar slots quickly and opening inventory in combat is not something you want to do...

Nov 12 2020, 8:31 AM · DayZ

Nov 9 2020

Beavis updated the task description for T150113: Backpacks and weapons clipping in vehicles.
Nov 9 2020, 11:24 AM · DayZ
Beavis added a comment to T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.

Edited the title in the hope the ticket will be noticed...

Nov 9 2020, 10:54 AM · DayZ
Beavis renamed T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood from [Suggestion] Cutting down trees for logs and firewood to [Suggestion] Cutting down trees and THEN cutting logs & firewood.
Nov 9 2020, 10:54 AM · DayZ
Beavis added a comment to T150113: Backpacks and weapons clipping in vehicles.

This issue needs to be looked at in some way. The way it currently looks in-game with backpacks and guns clipping through vehicles looks really bad. At least alternative 2 should be fairly straightforward to do, considering items held in the character's hands are already hidden when entering a vehicle.

Nov 9 2020, 10:51 AM · DayZ
Beavis added a comment to T139497: Car Despawn.

While this issue has improved a lot, parking cars in small garages is still dangerous. They can be flipped or spawned up on the roof of the garage after server restarts - or simply gone if they have been ruined or bounced out of bounds. Speaking of Experimental 1.10.

Nov 9 2020, 10:46 AM · DayZ
Beavis added a comment to T150237: Infected vs Cars.

Issues 1-4 still persist in 1.10 Experimental.

Nov 9 2020, 10:39 AM · DayZ

Nov 4 2020

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

Footnote - the overly squishy cars are especially punishing because of how easy it is to crash due to lag and server stutter. Until vehicle simulation stability is better you might want to consider making cars a lot tougher to compensate. Players do not enjoy spending time and blood to get a car going and then seeing it get wasted after five minutes due to a lag spike...

Nov 4 2020, 7:41 PM · DayZ
Beavis added a comment to T153448: DayZ 1.09 Experimental - Cars take too much damage at low speed impacts.

In 1.10 this is still an issue.

Nov 4 2020, 7:36 PM · DayZ
Beavis changed Reproducibility from reproducibility:always to reproducibility:sometimes on T154641: 1.10 Experimental - Fishing animation broken.
Nov 4 2020, 7:20 PM · DayZ
Beavis added a comment to T154641: 1.10 Experimental - Fishing animation broken.

After some more testing it seems this happens more when fishing in the sea, I thought it might be related to the swell but I can't get a 100% reproductible result. It happens on 1.09 stable too, but more rarely.

Nov 4 2020, 7:20 PM · DayZ

Oct 28 2020

Beavis added a comment to T154580: deaath by infected exp 1.10.153507.

Yeah, I will do some more testing tonight with knives and record video. With axes and other two-handed melee weapons I do not get the problem at all. Will add to my ticket https://feedback.bistudio.com/T137370 if I get some footage.

Oct 28 2020, 10:09 AM · DayZ
Beavis added a comment to T137370: No collision with infected in melee.

Hello @Geez it seems that with the current 1.10 Experimental build this issue has once again become more common, especially when fighting zombies with knives. Something about the knife animation negates collision so the infected can phase into the player - where it can hit us but we can't hit them until we back away (which gives them another free hit).

Oct 28 2020, 8:54 AM · DayZ

Oct 27 2020

Beavis added a comment to T154571: Tools get damaged really fast.

I have also observed this, any activity with knives and other tools cause them to go damaged unreasonably fast. Digging worms with a kitchen knife made it go ruined after three worms (from worn). Improvised knife is more or less instantly ruined, you can use it twice or maybe three times depending on what you use it for. Axes wear stupidly fast from cutting down anything at all (trees, bushes, zeds...).

Oct 27 2020, 1:03 AM · DayZ

Oct 26 2020

Beavis created T154641: 1.10 Experimental - Fishing animation broken.
Oct 26 2020, 10:15 PM · DayZ

Sep 7 2020

Beavis added a comment to T146001: Closing Inventory Causes Freezing.

In another forum I have seen players saying it helped to go into the DayZ folder, right click on the DayZ_x64.exe, go into "Properties" and the "Compatibility" tab and tick the box for "Disable full screen optimisation".

Sep 7 2020, 10:59 AM · DayZ

Aug 27 2020

Beavis created T153448: DayZ 1.09 Experimental - Cars take too much damage at low speed impacts.
Aug 27 2020, 11:40 PM · DayZ
Beavis added a comment to T147052: Mostly female infected in towns (DayZ 1.06).

Fixed in the latest 1.09 exp patch, thanks!

Aug 27 2020, 11:33 PM · DayZ
Beavis added a comment to T153426: [1.09.153360] There is a sound "Opening barrel" after player loading on map.

This has been going on a long time (many pathces, maybe since 1.03 or 1.04). It occurs just after logging in in the vicinity of vehicles and/or storage units such as barrels, tents etc. A few seconds after loading in you will hear a few sounds related to something that has happened with these items - if you have broken a window on the car you will hear it getting shattered - every time you log in near that car, even if was weeks since it was broken. You'll hear barrels opening/closing, tent openings zipping etc. Simply put it seems the sound of historical actions related to things in the player's vicinity are replayed at login. I haven't really found a way to formulate a ticket before this, but now that I saw this I thought I'd leave some more info.

Aug 27 2020, 11:32 PM · DayZ

Aug 23 2020

Beavis added a comment to T147052: Mostly female infected in towns (DayZ 1.06).

This bug is still at large in 1.09 experimental, in any area where the zombies are of the "city" type, you will only see female infected, with the exception of other specific types (police, firefighter, medical etc).

Aug 23 2020, 2:47 PM · DayZ

Aug 19 2020

Beavis added a comment to T153322: 1.09 Experimental - No fruit in Chernarus.

Thank you, I just noticed it was added that Chernarus is running Livonia economy to the known issues. Explains it!

Aug 19 2020, 1:00 PM · DayZ
Beavis created T153322: 1.09 Experimental - No fruit in Chernarus.
Aug 19 2020, 10:22 AM · DayZ
Beavis added a comment to T150237: Infected vs Cars.

Take a look at the PvZMod when you get a chance, it has a system regarding bullet no 1. Running over infected will cause damage to the vehicle's radiator and the server owner can configure how much damage is caused and how resilient different vehicles are. Some clever solutions there, I believe something along those lines should be a vanilla feature.

Aug 19 2020, 10:08 AM · DayZ
Beavis added a comment to T151912: 1.08 Direct Cooking Feedback.

ImpulZ confirmed on the forum that this is intended. I guess the reasoning is the easiest method should be the slowest, but it doesn't really make sense. Cooking on a stick should be slower.

Aug 19 2020, 10:05 AM · DayZ

Aug 6 2020

Beavis updated subscribers of T150237: Infected vs Cars.

@Geez Excuse the ping but in my opinion points 1-4 above are major bugs so it is disheartening to see that this ticket has not even been opened since I posted it in April. Point 7 should also be priority, while 5 and 6 are more "cool stuff that might conceivably be added in the distant future" requests.

Aug 6 2020, 4:09 PM · DayZ

Aug 5 2020

Beavis added a comment to T151912: 1.08 Direct Cooking Feedback.

Agreed, the time for cooking on the direct slots is far too long. I feel it should basically be swapped with cooking on a stick.

Aug 5 2020, 5:38 PM · DayZ

Jul 27 2020

Beavis added a comment to T152690: Utility Buttpack not accepting clothing while attached to the Assault Vest..

This issue applies to any container attached to a proxy, such as the buttpack, plate carrier pouches and barrels etc attached to some modded vehicles.

Jul 27 2020, 1:13 PM · DayZ

Jul 14 2020

Beavis added a comment to T143702: 1.05 Experimental - New R to swap magazine bugs removed magazines.

Still happening in 1.08. I still have not been able to work out exactly how to reproduce the bug, but keep using R to reload any weapon (chambered or external magazine) it will eventually become desynced. The server doesn’t register the action while it is complete on the client, which will cause ghost bullets and refilling issues.

Jul 14 2020, 4:04 PM · DayZ

Jul 5 2020

Beavis created T152426: 1.08 Stable - Water container weight & stamina bug.
Jul 5 2020, 2:34 PM · DayZ

Jun 18 2020

Beavis added a comment to T151785: 1.08 Experimental - Cannot refuel torches with rags.

In the latest version (1.08153212) this bug changed character a little. Refueling with the animation behaves the same - the animation plays but no refueling of the torch happens and no rags are consumed from the source stack. If you drag and drop rags from inventory to the fuel slot on the torch however, the torch is instantly dismantled and the source stack of rags simply disappears! You are left standing with a small stick in your hands and missing the rags you tried to refuel with. I have video of this behaviour to upload if necessary.

Jun 18 2020, 11:58 PM · DayZ

Jun 14 2020

Beavis created T151785: 1.08 Experimental - Cannot refuel torches with rags.
Jun 14 2020, 1:06 AM · DayZ

May 27 2020

Beavis added a comment to T150237: Infected vs Cars.

Adding to this:

  1. Zombies need to be able to reach players standing on top of a car or other similar objects such as static car wrecks, hesco barriers and so on. It makes absolutely no sense at all that they can jump 2-meter high fences with barbed wire but can't get at me when I'm standing on top of my gunther. Either make them able to climb on top of the car, or make them able to attack players standing there.
May 27 2020, 8:51 AM · DayZ

May 26 2020

Beavis added a comment to T139497: Car Despawn.

Popping in to ping a friendly reminder that this issue is still happening on a regular basis. On server restart cars parked on uneven ground, near certain objects, in garages or car tents, in gear, without wheels etc will be thrown around and damaged - and thus despawned. Any news of a potential fix in 1.08 @Geez ?

May 26 2020, 3:10 PM · DayZ

Apr 27 2020

Beavis added a comment to T147052: Mostly female infected in towns (DayZ 1.06).

@Geez Okay, after I changed the min="x" value to other values adding up to exactly 100 across all children listed for each zombie event, I did get all the various children to spawn.

Apr 27 2020, 3:00 PM · DayZ

Apr 25 2020

Beavis added a comment to T147052: Mostly female infected in towns (DayZ 1.06).

@Geez This issue is still happening. As I said above I shuffled the infected_city type to get a mix of both genders in towns. I checked the server report with statistics and there it is in plain black and white.

Apr 25 2020, 8:30 PM · DayZ

Apr 23 2020

Beavis added a comment to T139479: Lights not rendering when using eye zoom or scopes to look them in the distance.

Still no change, not even acknowledged. This video was recorded from the roof of a large tenement building in Portland, Deer Island map. The light below is from a fireplace l it myself before climbing the building. It is inside a normal house with the light coming out of the windows and doors, not a sealed space.

Apr 23 2020, 7:28 PM · DayZ
Beavis added a comment to T150457: DayZ crashes during launch.

How far do you get in the launch process? I’ve had this happen twice after server crashes or major desync episodes on community servers. What happened was my saved character was corrupted, causing DayZ to crash instantly when trying to join that server.

Apr 23 2020, 7:45 AM · DayZ

Apr 22 2020

Beavis added a comment to T146001: Closing Inventory Causes Freezing.

It hasn’t happened to me once since 1.07, weird.

Apr 22 2020, 12:02 AM · DayZ

Apr 21 2020

Beavis added a comment to T150457: DayZ crashes during launch.

Hey, crash tickets are best made as "private" bug reports, they seem to have higher priority. As for your issue, if the game worked on your PC until recently it can be a variety of things, but here's what I would try first:

Apr 21 2020, 11:02 AM · DayZ

Apr 9 2020

Beavis updated the task description for T150237: Infected vs Cars.
Apr 9 2020, 5:18 PM · DayZ
Beavis created T150237: Infected vs Cars.
Apr 9 2020, 5:12 PM · DayZ
Beavis added a comment to T149917: A poem about issues with spears.

Yeah, you've been able to craft spears since 0.63 experimental at some stage I think. There are older tickets about the animation too (just search "spear"). I'd rather keep swinging the spear a while longer than see the craft disabled to be honest, but with bayonets having a proper stabbing animation it shouldn't be that far off for the spear, no?

Apr 9 2020, 9:54 AM · DayZ

Apr 2 2020

Beavis updated the task description for T150113: Backpacks and weapons clipping in vehicles.
Apr 2 2020, 9:31 AM · DayZ
Beavis updated the task description for T150113: Backpacks and weapons clipping in vehicles.
Apr 2 2020, 9:30 AM · DayZ
Beavis created T150113: Backpacks and weapons clipping in vehicles.
Apr 2 2020, 9:30 AM · DayZ
Beavis added a comment to T147640: You can't load packed backpacks into vehicles !.

I have to agree with this. When you put luggage in a car, you don't empty the contents of your suitcases/bags in the boot and then toss the empty bags on top. That's just not how it is done...

Apr 2 2020, 9:05 AM · DayZ

Mar 18 2020

Beavis created T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.
Mar 18 2020, 2:10 PM · DayZ
Beavis added a comment to T148075: DayZ 1.06 Infected and wolves ignore base fences and walls.

Since the AI choose the same route into the base every time - the outer watchtower wall - where there is a tree branch clipping through the wall (I built the tower when the tree was felled, okay...) it seems to me as if object collisions seem to be at least partly responsible for AI pathing ignoring base walls. Could be worth checking out?

Mar 18 2020, 1:47 PM · DayZ

Mar 3 2020

Beavis created T149588: Suggestion - Add a "Give item" action.
Mar 3 2020, 1:21 PM · DayZ

Feb 27 2020

Beavis created T149490: [Suggestion]: Make trees/bushes not respawn if collision with base/tent.
Feb 27 2020, 11:09 AM · DayZ
Beavis added a comment to T148075: DayZ 1.06 Infected and wolves ignore base fences and walls.

Still happening in 1.07. All AI units run through our base walls at will. Zombies have chased pigs inside several times, wolves run in freely but tend to get stuck on their way out when trying to flee. Zeds will get stuck for a few seconds when pushing through the watch tower wall, but they get through after 5-10 seconds. No bear spawns near this base, but I've seen them run through base walls as if made of air.

Feb 27 2020, 10:54 AM · DayZ

Feb 20 2020

Beavis added a comment to T142481: Machete missing sound when skin and quarter animal.

Yup, butchered a cow on 1.07 exp yesterday (Feb 19) using a machete and there was no sound effect.

Feb 20 2020, 1:21 PM · DayZ

Feb 14 2020

Beavis edited Additional Information on T149040: DayZ 1.07 - Braking sound from car when another player is driving.
Feb 14 2020, 11:18 AM · DayZ
Beavis created T149040: DayZ 1.07 - Braking sound from car when another player is driving.
Feb 14 2020, 11:12 AM · DayZ
Beavis added a comment to T139380: Sounds for hitting zombies, players, animals ect. with a car.

There is impact sound when running over players, but still nothing when running over any form of AI. Not sure if that is a bug or if there is no sound for that implemented yet.

Feb 14 2020, 11:02 AM · DayZ

Feb 13 2020

Beavis added a comment to T145416: DayZ 1.05 Clouds glow unnaturally at night with weird coloration.

Clouds still looking unnatural at night in 1.07. The "oily" appearance is still there although the darker night config is much better. No matter the config clouds are still too visible in the sky at night. Really, with the lack of light pollution the clouds should just block light from the stars and glow around the moon if there is one. The brighter night config looks a little better than before, since the cloud textures have been darkened a bit, but they are still far too visible as if illuminated from below.

Feb 13 2020, 12:35 PM · DayZ

Feb 5 2020

Beavis added a comment to T148692: NVG Toggle on/off doesn't work when carrying an item in hands (1.07.152928).

Fixed in yesterday's patch.

Feb 5 2020, 1:50 PM · DayZ

Feb 4 2020

Beavis created T148792: DayZ 1.06 Chernarus - Levitating trees.
Feb 4 2020, 9:55 PM · DayZ
Beavis created T148767: 1.07 Experimental - L to toggle Headtorch & NVG broken.
Feb 4 2020, 12:04 AM · DayZ

Feb 2 2020

Beavis added a comment to T110630: Stars scaled incorrectly at night while using binoculars.

Hey, was about to create a new ticket when I found this ooold one. Dropping in as a reminder that this is still an issue. When using eye zoom or optics, the stars in the sky should not zoom in together with the terrain. They are too distant.

Feb 2 2020, 11:05 PM · DayZ

Jan 31 2020

Beavis added a comment to T137872: Light and shadows flickering severely in 1.02 Experimental.

I noticed that this also applies to other light sources, not just the sun or moon. In this video I have thrown a road flare on the ground while standing on a roof. See how small changes in camera angle will flick shadows on/off from trees and structures around the base.

Jan 31 2020, 11:13 AM · DayZ

Jan 30 2020

Beavis added a comment to T146669: Lag Spikes in 1.06 Experimental 23/11 -19.

I got this major freeze tonight on 1.07 experimental. The game froze for nearly a minute.

Jan 30 2020, 10:39 PM · DayZ

Jan 28 2020

Beavis updated subscribers of T147052: Mostly female infected in towns (DayZ 1.06).

@Geez sorry for pinging, but it is almost two months since I wrote this ticket and I'm curious to know if there really is an issue or if I have buggered up my config somehow. I am almost 100% sure there is a problem with whatever function picks random children to an event, but confirmation would be nice.

Jan 28 2020, 11:10 AM · DayZ

Jan 27 2020

Beavis added a comment to T148409: 1.06 - Headshot from Amphibia MkII does not kill infected.

Ok @Geez thanks for clearing that up. My experience leads me to think that the functionality of suppressed sound is inconsistent. If you miss and the bullet strikes a wall near the infected, they will investigate the general vicinity of the point of impact, as you say. If you hit the infected it will sometimes immediately come charging right at you, including other infected in the vicinity who were nowhere near the target. Sometimes this does not happen and the target infected runs around stupidly. Maybe this has to do with how well I manage to stay hidden, but it might need a bit of tweaking still.

Jan 27 2020, 9:45 AM · DayZ

Jan 20 2020

Beavis updated the task description for T148409: 1.06 - Headshot from Amphibia MkII does not kill infected.
Jan 20 2020, 3:04 PM · DayZ
Beavis updated the task description for T148409: 1.06 - Headshot from Amphibia MkII does not kill infected.
Jan 20 2020, 3:03 PM · DayZ
Beavis created T148409: 1.06 - Headshot from Amphibia MkII does not kill infected.
Jan 20 2020, 3:02 PM · DayZ

Jan 17 2020

Beavis created T148325: Carried weight should increase resource drain.
Jan 17 2020, 7:27 AM · DayZ

Jan 13 2020

Beavis added a comment to T147052: Mostly female infected in towns (DayZ 1.06).

Changed Severity since I suspect this bug applies anywhere something is randomly picked from a list.

Jan 13 2020, 12:10 PM · DayZ
Beavis changed Severity from severity:minor to severity:major on T147052: Mostly female infected in towns (DayZ 1.06).
Jan 13 2020, 12:08 PM · DayZ

Jan 12 2020

Beavis added a comment to T147052: Mostly female infected in towns (DayZ 1.06).

I have done some more testing concerning this issue, and it seems whatever script/funcion calls for random children to spawn favours the uppermost entries in the list, making the lower entries less and less likely to appear the further down the list you go. The infectedcity list is the longest (62 iirc, 30 female and 32 male) and since all the females are listed first (zmbf comes before zmbm alphabetically) the males will practically never appear. This is the case on all servers, but more apparent where infected count has been increased. When I mixed the list so one line is a zmbf and the next a zmbm, the next a zmbf and so on, I got zombies of both sexes.

Jan 12 2020, 3:50 PM · DayZ

Jan 10 2020

Beavis added a comment to T146797: 1.06 exp: Looting issue.

@Allantheking Well that's a downer, BUT I had none of the freezes and lag spikes that happen when tabbing out of inventory on stable, and that is very good.

Jan 10 2020, 6:55 AM · DayZ

Jan 9 2020

Beavis added a comment to T146797: 1.06 exp: Looting issue.

Still happening in current exp, this short video is from tonight (January 9th) on the EU exp server. :(.

Jan 9 2020, 11:18 PM · DayZ
Beavis renamed T148075: DayZ 1.06 Infected and wolves ignore base fences and walls from DayZ 1.06 Infected and walls ignore base fences and walls to DayZ 1.06 Infected and wolves ignore base fences and walls.
Jan 9 2020, 9:52 AM · DayZ

Jan 6 2020

Beavis created T148075: DayZ 1.06 Infected and wolves ignore base fences and walls.
Jan 6 2020, 11:26 PM · DayZ

Jan 4 2020

Beavis added a comment to T137688: Broken Persistence: Generator and Mobile Lights.

Generators, construction lights and cable reels are still despawning. To be fair they are persistent in the sense that they remain after server restarts, but the lifetime set in the server files is much shorter (604800 sec, that is one week) than other base elements. Most importantly - and this is the key here - the despawn timer is not reset when the generator is switched on/off. For these items to be properly persistent switching the generator on/off should reset the despawn timer on it and any other item connected to it. Once I have placed generators and lights around my base I don't particularly enjoy having to repeat the process every other day just to be sure they won't despawn.

Jan 4 2020, 6:38 PM · DayZ

Jan 1 2020

Beavis added a comment to T137153: Zombies walk through base fences.

This also applies to wolves, they jump right through fences as if they are not there but can then somehow get stuck half way through the wall of a watch tower. See enclosed video.

Jan 1 2020, 9:47 PM · DayZ

Dec 29 2019

Beavis added a comment to T147798: Wolves and zombies.

It is intended, according to Geez comment in another ticket:

Dec 29 2019, 12:31 AM · DayZ Xbox

Dec 20 2019

Beavis added a comment to T139479: Lights not rendering when using eye zoom or scopes to look them in the distance.

Still happening as far as I know. This video was recorded during 1.05, to my knowledge there has been no change with 1.06.

Dec 20 2019, 2:39 PM · DayZ
Beavis added a comment to T144809: Dead deer walking.

This still happens occasionally as of 1.06 stable (December 20) and I assume it is some kind of desync so the server misses to do the death animation so the animal slow walks to infinity instead. I recorded this video earlier, it looks quite funny actually.

Dec 20 2019, 11:43 AM · DayZ

Dec 16 2019

Beavis added a comment to T147211: Wolves or the bear won't fight against zombies..

Thanks for the info @Geez, but why on earth would you do such a change, and unannounced at that? That feature was not just a bit of funny flair, it was also a way to escape wolves when ill equipped to deal with them. Please please please rethink this, it feels like yet another feature sacrificed in the hunt for better server performance, am I right? Instead look to e.g. how infected stay aggroed to cars even after the driver has left it, I can imagine that takes some unnecessary computing power.

Dec 16 2019, 5:27 PM · DayZ

Dec 13 2019

Beavis added a comment to T147211: Wolves or the bear won't fight against zombies..

I can confirm this, zombies and other AI will no longer fight each other. This is a more serious issue than it might seem, since shooting to attract zombies has long been a legit strategy to escape wolves. I tried this in Livonia the other day when a flock of wolves chased me up a green tower. Instead a damn bear came out of the woods too, so I had a bear, six wolves and about a dozen infected milling about below the tower - all focused on me...

Dec 13 2019, 12:39 PM · DayZ
Beavis added a comment to T146034: Meat to distract wolves .

How does one like or support a suggestion? This would be a really cool feature.

Dec 13 2019, 12:36 PM · DayZ
Beavis added a comment to T147334: 4x4 lack of power.

The 4x4 is the best car in uphill slopes too, the Gunter is by far the worst, you often need a running start to get up a steep hill, holding shift is not enough. It seems to me that gravity has a bit too much effect on the cars' acceleration both up- and downhill. (The acceleration downhill is too rapid instead).

Dec 13 2019, 12:30 PM · DayZ