DayZ - Stable servers are down for scheduled maintenance.


Stable servers are down for scheduled maintenance.

Posted: 31 May 2017 12:00 AM PDT

Stable servers are down for scheduled maintenance from 07:00 GMT.

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Dawn

Posted: 30 May 2017 04:19 PM PDT

[.62] Somehow I was able to hear all players on the map, weirdness ensued

Posted: 31 May 2017 05:12 AM PDT

Another exp update being pushed

Posted: 31 May 2017 07:59 AM PDT

The upcoming move to Beta feels infinitely more rewarding having been with Standalone since the beginning.

Posted: 30 May 2017 03:00 PM PDT

Seriously.

I know at times development has been frustrating, or seemed slow, but after all of these years, and an embarrassing amount of hours put into the game, finally seeing it come to fruition feels so much better than it would have had I just jumped on now. I feel like this is truly what Early Access was meant to be.

It really gives you a sense of how much work has been done, in a way that isn't easy to articulate to people that have joined late.

One of my favorite DayZ memories was when Svelto was first implemented. Gameplay up until that point had largely been centered around the airfields, Elektro, and Berezino, and Svelto felt so distant, so removed from everything else. It was this huge new town to explore, and for a while, it felt like no one bothered to go there.

There are other little things, like remembering how you had to adjust to gameplay once weather became a concern, or the first time we all realized you could eat other survivors.

There are so many little moments that you can't possibly recreate via a changelog or youtube video laying out the list of changes, and I really feel like it's all been about the journey. Even my own personal life has changed in ways I never expected since late 2013, and looking back on everything, DayZ has always been there, for better or for worse.

So here's to the Devs, and to this wonderful gutter of a subreddit that I've been coming to off on and for 4 years despite halfway hating it, and still finding ways to love it.

I can't wait to see what happens next.

submitted by /u/yeahiknowbassmasters
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Literally unplayable

Posted: 30 May 2017 05:52 PM PDT

A relevant xrosspost from r/dota2

Posted: 31 May 2017 06:11 AM PDT

And album of my best DayZ screenshots over the years.

Posted: 31 May 2017 07:45 AM PDT

I'm getting a little tired that all the buildings look the same. (Idea in the comments)

Posted: 30 May 2017 06:10 PM PDT

Status Report - 30 May 2017

Posted: 30 May 2017 10:33 AM PDT

Frozen in space-time; an ominous omen to passing survivors...

Posted: 30 May 2017 05:46 PM PDT

Dayz NEEDS this! (Midrange terrain texture replacement)

Posted: 31 May 2017 08:09 AM PDT

tldr: making terrain textures better can improve concealing in the terrain greatly

Found this somewhere in arma3 subreddit, regarding this problem:

"It's a simple problem of Bohemia having only 2 sets of textures, one for "you're standing right here" and one for "everything else". A better solution would be to have 3-4 sets of textures that stream in and out at a few different distances, but that apparently decided against that for whatever reason. It's a shame.The textures look fine from far away, but get blurry as you get closer because they are the exact same texture getting closer instead of streaming in a higher resolution version."

Arma 3 mod that tries to fix it:https://forums.bistudio.com/forums/topic/141790-midrange-terrain-texture-replacement/

comparison gifs: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I think it would GREATLY improve the gameplay, making it harder to spot players and objects on the distance, treelines and open fields.

Seems easier and more performance wise than just drawing grass up to the horizon. And maybe we could add this with some other mechanics like rendering grass and bushes properly when scoping or adding some translucent/opaque layer to static players far away. Or some otherway of blurring the silhouette without making the player less visible?

What do you guys think? Any other ideas on how to handle this problem?

tldr: making terrain textures better can improve concealing in the terrain greatly

submitted by /u/icrush
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When do you expect the 0.63 will hit the experimental?

Posted: 31 May 2017 12:36 AM PDT

Hi guys,

I know that its not even the week when the 0.62 hit the experimental. But I am just curious. Lets say that it will take a month to have 0.62 on stable branches. So do you think that is real to have 0.63 experimental in october/november?

submitted by /u/tesarpaul
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[0.62 Exp] DayZ Standalone - Ghillie Life

Posted: 31 May 2017 08:19 AM PDT

Anyone gotten worse fps on exp?

Posted: 31 May 2017 04:09 AM PDT

I think I've had an around 10-20 fps drop.

Now getting about 50 in forests/dirt paths with only Objects and texture filtering on high/v high, and terrain and detail on normal, everything else disabled. Used to get around 70-80 and maybe 50 in smaller towns: Novy, etc.

Zeleno looks awesome, but I'm not going back there anytime soon; ~20fps :(

Patch looks great though, and 50-60 fps is fine for me until I get a new GPU. Just wondering if any others have gotten a decrease in fps on exp?

submitted by /u/beefwoof
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"Oops! ....did I interrupt something?"

Posted: 30 May 2017 12:02 PM PDT

.62 Performance and Character resets...

Posted: 31 May 2017 02:15 AM PDT

Couple of Q's...

I posted a while back that I had much reduced (20fps) performance in .62. I had a go at a few fixes but nothing helped much. This was however on my iMac which is a bit old now and no powerhouse.

Just fired up DayZ on my gaming/HTPC PC (not the newest either but i7 4790k and 970) and much the same. Was getting 45-75 fps with everything on high which is about half what I got with .61 (apprx).

Am I the only one experiencing this? Most posts I have seen are claiming an increase? It's quite apparent that the new trees are causing the issue for me as in forests fps is at its lowest and away from trees at its best.

Also, and this may be a daft one, but do characters not save on exp?

submitted by /u/Eightarmedpet
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Basebuilding in 0.63

Posted: 30 May 2017 10:28 PM PDT

Hey guys, after playing 0.62 for some hours over the weekend I m now pretty hyped for 0.63! I was just wondering if we have any info on basebuilding coming into the game with 0.63? This would obviously increase long time motivation for many I think and would make players stay on Servers! :)

submitted by /u/SeconddayTV
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Pro Tip: When you strike an infected in the head from behind before it sees you, you have increased damage.

Posted: 30 May 2017 01:22 PM PDT

🔨

submitted by /u/alphadoh
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[0.62 Exp.] May, 30th Patch: Dozens of new deerstands / Feedhacks at west border

Posted: 30 May 2017 12:47 PM PDT

Updated Loot Map for today's patch: http://www.dayztv.com/map/

  • Updated: May, 30th Patch Buildings location
  • Added: Train Railways
  • Fixed: Low quality bug at very high zoom
  • W.I.P: Railways for Topographic version
  • W.I.P: Better markers/display for West water streams

EDIT: Typo in title should be "Feedshack" of course ;)

submitted by /u/DayzTV
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.62 Micro stuttering only on daylight

Posted: 31 May 2017 04:20 AM PDT

i've tried many things, set overall quality on very low to high, custom settings, launch options, set high performance on nvidia panel, fps limits with afterburner, vsync, re install the game, erase every dayz folder and nothing works

There is something i miss? any tips? My rig: i5 2500k@4.2Ghz - 12Gb ddr3@1600 - Hyperx ssd - GTX 770

submitted by /u/hazardhack
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Notes for Tuesday's experimental update 5/30/17

Posted: 30 May 2017 09:45 AM PDT

Hello guys,

We are pushing out new Experimental update with these changes

Fixed inability to bind additional mouse keys

Fixed ironsight mode getting cancelled

Fixed some tree collisions

Some fixes in inputs

Some updated objects on the map:

many improvements to the object placement (mainly vegetation) around Pushtoshka, Lopatino, hills between Stary Sobor, Kabanino, Grishno and western border (still wip)

Changed: revision of deerstand locations across the Chernarus (including the addition of new ones and removal of some existing)

Fixed: many issues related to the map object placement (still wip)

Tweaked: colors of few solitary trees (such as apple tree)

Tweaked: brightness of railway tracks

Tweaked: lighting config for Chernarus

Updated Chernarus lighting

Tweaked Navmesh

Some dev-side stuff for our internal analysis

Character and persistence wipe, guys. Let's loot again!

If you find some bugs/crashes let me know on our Feedback Tracker, we need to know about it. You can help us to solve game issues.Thank you!

credit to : Baty/DayZ forums

submitted by /u/B1gWh17
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[EXP 0.62] Stone railway bridge in Turovo

Posted: 30 May 2017 08:12 AM PDT

How does everyone find guns and ammo when I can only find a Makarov or sporter?

Posted: 30 May 2017 06:36 PM PDT

Yes I do go in land to loot but still end up finding nothing. Last time I found a Mosin was like the second year of dayz development. Is there a specific place to find all these civilian rifles and whatnot?

submitted by /u/Solar_JAZZ1
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Last damage :TankOrCar?

Posted: 30 May 2017 07:29 PM PDT

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