Darklife
Arcane
Just to bring some life to this thread; supposedly the alpha is coming in July. It looks exactly the same, except with motorbike helmets.
Changelog:
* [NEW] - Removed annoying "re-arm" option from actions menu.
* [NEW] - Models and textures for mutton.
* [NEW] - Separate meat for goats, same blood regen as mutton.
* [NEW] - Can now combine magazines.
* [NEW] - Added new loot & loot table for church.
* [NEW] - Added new food and drink items (only found in supermarkets).
* [NEW] - Added model for a dropped map and watch.
* [NEW] - Weapon MakarovSD (Military and Military Special).
* [NEW] - Weapon RPK_74 (Mi8 Helicrash).
* [NEW] - Vehicle damage displayed in percent (With a Toolbox).
* [NEW] - 5L Fuel can takes 1 inv slot.
* [NEW] - Added auth retry system to make sure clients are auth'ed before they spawn (should stop seagull issue).
* [NEW] - Added force end mission for players joining with wrong version/failed auth. (Will replace timeout later).
* [NEW] - Mi8 crash site model.
* [NEW] - 2 New background tracks.
* [NEW] - 6 New "Viral" zeds - They are harder to kill, they do more damage, and they have a higher chance of causing an infection... be afraid. (Headshot will kill in one shot)
* [NEW] - Added optional watermark for servername (Server admins can choose to enable/disable. (See Mission prerequisites)). Shows servername in the bottom right of screen max 6 letters.
* [NEW] - Remote exec security. Should prevent all major RE exploits
* [NEW] - Clear Ground around loot at crash sites added but disabled by default, server admins can enable. Adds a small circle around each loot pile
* [NEW] - Vehicles and tents now report free gear slots. Example: Old Camping Tent (weapons/others/backpacks). http://ziellos2k.net...17141327522.png
* [NEW] - Weapons spawns now have a chance to spawn with 0 mags up to a max of 2.
* [NEW] - Melee weapons can now be dropped and picked up using the normal a2 system. (This means you can now store in backpack and tents, without swapping to toolbelt) No need to take itemslots.
* [NEW] - New starting gear added. Guaranteed Start Items: ("ItemBandage","HandRoadFlare") + 1 RandomStartItem: ("ItemBandage","ItemPainkiller").
* [NEW] - Servers date has been locked to give full moon nights.
* [NEW] - Zeds hitting through Walls/Buildings should now be fixed.
* [NEW] - Mainmenu Intro.
* [NEW] - 2 new stash sites. (tools required = Etool or Shovel. Items required = 1 sandbog for small, 2 sandbags for medium)
Small Stash = 12 object slots, 0 Weapon, 0 bags.
Medium Stash = 25 object slots, 1 Weapon, 0 bags.
* [NEW] - Infected survivor camps. Three types (small).
* [NEW] - FPS Monitor this will dynamicly change how/total amount of zeds/loot/trash is spawning to keep the players base fps up.
* [NEW] - 1 New Melee weapon.(BaseBallBat)
* [NEW] - Wild Spawning of zeds has been redone and readded.
* [NEW] - Zed Spawning fully updated to spawn outside the players field of view. (Excludes Infected camps, due to trigger zones being tested).
* [NEW] - Zeds can now tackle players to the ground when attacked.
* [NEW] - Epeen UI has now been updated with the temp journal base (looks better then a hint).
* [NEW] - All blood gained from food is now added into a regenreation pool that players will regenerate over time
* [NEW] - All food types now have a diminishing effect so the more you try and eat at once, the less blood you will get in return.
* [NEW] - Blood UI updated to indicate the player's blood loss / gain rate and will also indicate when you're sick (infected).
* [NEW] - Bloodbags will no longer transfer 12000 blood instantly, it's now done over 12 seconds (1000 blood per second). If the medic breaks away from the transfusion animation or the recipient moves out of range, the transfer stops and the remaining amount is lost along with the bloodbag in use.
* [FIXED] - Vehicle repair should now work correctly.
* [FIXED] - Humanity skin change can now change during gameplay in all directions. (No longer have to die/logout to change from hero to normal to bandit and vice versa)
* [FIXED] - StudyBody should now work. (Describing wounds accurately)
* [FIXED] - Crashsite loot should now spawn correctly for all types of Crash models.
* [FIXED] - Hero Skin teleport issue.
* [FIXED] - BAF Bags so they don't set on fire. (no moaning it was a bug)
* [FIXED] - Updated timeout timer from 40 secs to 3000 secs, Should allow lower end systems to keep up. (Something went wrong, please disconnect and try again!)
* [FIXED] - Zeds spawning underground.
* [FIXED] - Loot spawning underground.
* [FIXED] - Melee weapons having no ammo on login/skin change. (Open close gear menu will always reset ammo count to 10000)
* [FIXED] - Loot Spawns have now been fully resolved. Buildings are now tagged and will not spawn any new loot for 15 minutes.
* [FIXED] - Loot Cleanup has now been fully resolved. Old loot piles will now be cleaned every 60 minutes and no players within 250 meters(WIP). (Server performance boost)
* [FIXED] - Gear menu exploit to force respawn.
* [FIXED] - Optimized some destruction effects for security and performance.
* [FIXED] - Unconscious damage scale to only happen if hit by zeds. (reduces damage while unconscious)
* [FIXED] - Dayz Date/Time public var will now end mission on failed attempt.
* [FIXED] - Can no longer break legs by anything other than players/zeds/falling/getting out of moving vehicle.
* [FIXED] - A lot of duping issues should now be resolved.
* [FIXED] - Most wallhack exploits should now be resolved.
* [FIXED] - No more 3x get up Animation loop when recovering from unconscious
* [FIXED] - You can no longer get into vehicles while dragging players
* [UPDATED] - Zed sight limited to 100 meters.
* [UPDATED] - Updated rabbit to drop 2 raw food items. Lowered hp gain to Raw - 200 each / Cooked - 1000 each.
* [UPDATED] - Updated chicken - hp gain. Raw - 200 each / Cooked - 1000 each.
* [UPDATED] - Moved anti teleport system to mission. Server admins can choose to enable/disable. (See prerequisites)
* [UPDATED] - ALL loot table weights have been updated.
* [UPDATED] - ALL loot table weights have been rebalanced.
* [UPDATED] - Updated Czech, German, Spanish, French and Russian stringtable.
* [UPDATED] - Makarov and 1911 Pistol dmg updated.
* [UPDATED] - CrashSite Loot should now represent each type of model more. (("MilitaryWEST","HeliCrashWEST") Two new crash site loot tables)
* [UPDATED] - Re-added the "save" option to tents and vehicles. This is a fail-safe option, not required. (Due to a small amount of servers reporting issues with tents saving. With no info for us to recreate we re-added this option to save tents/vehicles)
* [UPDATED] - Zed generate system. has now been fully rewrote should stop zeds spawning in view of players then being deleted.
* [UPDATED] - Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400)
* [UPDATED] - Bleed from zed attacks will now only happen if the initial dmg is above 0.7 or the zed gives a head shot. (should reduce the amount of bandages needed)
* [UPDATED] - Zeds knocking players unconscious now has a 50/50 chance if damage multiplier is above > 0.8
* [UPDATED] - When unconscious all damage is reduced to 50 blood for each hit zeds do no matter the part they hit. (Should allow some survivability)
* [UPDATED] - Zeds sight and sound chance has been re-added so there is a chance they can ignore you.
* [UPDATED] - Sight and sound rebalanced to make them a little more even from movement.
* [UPDATED] - Call extension calls for vehicle damage.
* [UPDATED] - Zeds will no longer spawn for air vehicles.
* [UPDATED] - Hunters loot table adjusted with more weapons.
* [UPDATED] - SQL files working on Linux.
* [UPDATED] - Add crawl animation damage. Players will now take dmg from crawling zeds.
* [UPDATED] - Updated zed speed to default.
* [UPDATED] - Melee systems updated.
* [UPDATED] - Old Bandit skin for male characters.
* [UPDATED] - Lowered action sound for refuel from 10 meters to 5.
* [UPDATED] - Lowered Direct comms action sound.
* [UPDATED] - Vehicle damage syncs updated to reduce call extension spam.
* [UPDATED] - Lowered Transfusion infection rate.
* [UPDATED] - Quiver acts as a quiver, you now have to take an arrow out of the quiver.
* [UPDATED] - You can now only have 1 useable quiver in your main inventory and unlimited in your backpack.
* [UPDATED] - Melee range has been updated.
* [UPDATED] - HMMWV Cargo updated. (10 weapons, 50 slots and 2 backpack)
* [UPDATED] - AH6 & MH6 Cargo updated. (AH6 3 weapons, 30 slots and 2 backpacks) (MH6J 3 weapons, 20 slots and 3 backpacks)
* [UPDATED] - Fire Places will no longer act as storage systems.
* [UPDATED] - Fireplace can now only be lit once without adding new wood inside the fireplace.
* [UPDATED] - Fireplace can no longer be picked up after lighting.
* [UPDATED] - Vehicles speeds HMMWV, PBX and UAZ - Faster / ATV's - Slower
* [UPDATED] - Tanktraps, sandbags and razor-wires won't spawn in buildings. Tents will always spawn in a safe place.
* [UPDATED] - Up to +/-2000 Humanity gain/loss according to "humanKills" counter from killed character.
* [UPDATED] - Refuel now locks the player in place for the time to fill.
* [UPDATED] - More lootable buildings (Iron barn, car wrecks, several non enterable buildings...)
* [UPDATED] - 3 Chopper crash sites spawn on server start + 2-3 infected Camps.
* [UPDATED] - Sickness(Infection) can now cause death.
* [REMOVED] - M107 and AS50(Banned) from all loot tables and removed all damage from bullets so they do 0 damage even if spawned in.
* [NEW] - 6 New "Viral" zeds - They are harder to kill, they do more damage, and they have a higher chance of causing an infection... be afraid. (Headshot will kill in one shot)
* [NEW] - Servers date has been locked to give full moon nights.
Does this mean the night is *always* full moon?
Does this mean the night is *always* full moon?
I wouldn't be surprised. A lot of babbies cried because they couldn't see at night.
It's probably the same morons who shouted that the game was imbalanced.
I don't mean to be flip, but this patch has ruined the game for me. Make it harder, count me in. Make it unfun and unbalanced with horrible risk/reward? Not so much.
What was a zombie survival simulator is now a death simulator.
I'm a super cautious player, but even with all the crouching and crawling around, zombies keep spawning at ridiculous rates, mostly in small villages (how does that make sense?), and converging on my position. All the proactive moving around, in some areas, is hopeless.
I had to wait while 12 zombies, one after the other, all went into the basic house on the edge of town. Then it's run in, loot the tin cans, and get out before I get trapped in there by the next wave. Not even remotely entertaining or satisfying.
The strong zombies should not be the increased virals. Zombies on the ground should not be able to knock me down when I run around them. Zombies should not sleep on piles of loot aka empty cans.
When I first got sick, I hunted meat and made my way to Elektro. It took a bit of time. Oops. Nothing in the hospital.
This only encourages KoS as medical supplies are so rare.
"Hardcore" players will say good, that I'm not good enough. Or that this is like the old days. Really? This unbalanced patch is like the old days?
Simply, all of the zombie related changes, from making them harder to ditch to making increased viral zombies tougher than the others to making them all enter empty buildings, is too much. Add the lack of loot, starting backpack, and difficulty in consistently finding hatchets after spawning, and it's much too much.
This does not improve the odds of the standalone doing well. If I were to pick up dayz now for the first time, I'd think it was a nice experiment, but I'd not have the passion that I have garnered for it so far. I hope this is not what the standalone will be like as I was until now a pre-purchase day 1.
I know patches are followed by patches that patch those patches. But for me, I'm rolling back pre-1.7.7 until a new patch is released.
PS: The game doesn't feel "scarier" to me now. It just feels unbalanced and unfair.
I don't think any kiddies were still playing the game at this point.
The Zed's have been shit in this game since it's begining. In Every patch they try to make them different. No one was capable of making Zeds not shit. Probably because the root of the problem, which is, that Zeds are shit, can't be fixed that easily. Zeds are shit, because they don't behave like Zombies. The move weirdly and spastic. They hit you, when they shouldn't. They knock you down, when they shouldn't. They don't see shit. Then they spot you from half a mile away and won't let off your trail, no matter what. As a novelty they now knock you down almost all the time and as a plus give you infection. Awesome. Above that loot is less. More awesome. Now you waste double the time for half the shit and 4 times more deaths to the stupidest AI ever programmed. Pure awesomeness. They should change the leaderboard, so that the one with the most infections is on top so you can boast to your friends of how much antibiotics you can swallow. That makes awesome stories.
I hate this fucking zeds! I wish there were none. From all video games mobs DayZ zeds are the most annoying to me. There should be a Battle Royale mod with no annoying zeds, just pure loot'n'kill. That would be a decent challenge. (I know about Wasteland. It's not the same!) Then there should be a mod with loads of normal moving zeds, you can slaughter with your friends. Maybe I'm old fashioned, but that would make much more sense. Coop-Fun against hordes of stupid zombies or gunfights against human opponents. Both together could be cool too, but not with a game running shitty like DayZ.
Well what do you expect from a bunch of retards who play on Regular difficulty with crosshairs, thirdperson and cheating majix map gps enabled.
DayZ SA is more of a sim than ArmA3 right now.