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  • Hello friends,

    In the course of the mission "+4 updates this year" there is the first step today, the Experimental Update 1.12, which is already available on Steam and XBox.

    Dear Survivors,
    the #Xbox and #PC Experimental servers are live now. 🥳Check out the 1.12. Experimental Release article to get a fine overview of what the team has been preparing for you. https://t.co/ivJO9KKuWtpic.twitter.com/4zGPPynBOS

    - DayZ 🖥 🎮 ❤️ (@DayZ) April 1, 2021

    For the release, Adam, DayZ project manager, prepared a few nice words, which also deal with the focus of the update and the background to it.

    Greetings, survivors!

    We're happy to announce that the experimental build of Game Update 1.12 is live on Steam and Xbox. As usual, this article is not meant to provide a full overview of the build but outline the areas we would really like to get the most feedback on. We'd love to hear from you, and you can share your experience on our official channels (FT, forums; PC, Xbox). There's a lot to unpack with this one (sorry, WOBO), so let's get to it.

    One of the most crucial elements we’d love to get feedback on are the combatchanges. These changes affect both player vs infected other player vs player scenarios.

    We want to make fights with the infected more dangerous, and slower (i.e. stealthier) approaches more rewarding. The following list outlines the changes made to player vs infected combat:

    • The infected attack much faster and their attacks are harder to interrupt (depending on which weapon is used against them).
    • Melee attacks on the infected are much more consistent when it comes to the number of hits needed to take one down.
    • Most of the bullets have a stopping effect on the infected, causing them to struggle every time they get hit.
    • The infected senses and various noise sources were tweaked to promote a stealthy approach.
    • Stealthy takedowns of the infected are now much more consistent to execute and are possible with a variety of sharp melee weapons.
    • Suppressed weapons no longer aggravate the infected as quickly (depending on the weapon caliber used).
    • The infected no longer engage unconscious players, giving them a second chance.
    • Interacting with doors will warn the infected located within the vicinity (i.e. produces noise for the AI).

    The following list contains the main changes made to player vs player combat, where the focus is on bringing more diversity between individual weapons, a re-balance of ammunition, and having the combat end more in an unconscious state, thereby giving people who are wearing protective gear a second chance.

    • Major pass on weapon properties such as dispersion, durability, and recoil with factors such as magazine size and type (internal / external), ammo type, weapon inventory size, suppression (or not), and rarity in the world.
    • Major balancing pass on ammunition, where we looked at the initial damage (health, shock), how fast it changes values ​​during flight, and how much it loses once it goes through the target. We have also taken rarity into account, making sure the stronger it is, the rarer it is (already part of 1.11 loot re-balance).
    • Bullet impacts dealing heavy shock will now cause the player’s character to stumble (losing mobility for a short period of time).
    • Gear with ballistic properties reduces damage to health more than before, thus allowing for more firefights to end in an unconscious state.
    • Firearm shot audibility has been adjusted for pistols at 250 meters, SMGs and shotguns up to 800 meters, ARs up to 2000 meters, and big caliber rifles up to 3500 meters.

    We also made a balancing pass over landmines and they are no longer lethal to healthy players. Instead, their goal is to cripple players via an unconscious state and broken leg. Lethal disarm action has been removed and disarming is now possible with sharp tools (with varying chances of accidental detonation). If successful, the landmine will be ruined (i.e. unusable).

    We’ve taken a deeper look at the nutritional values ​​of all edible items and made a balancing pass on them. Things we took into account were the size of the inventory, the quantity itself, the fullness factor, the differences between cooking stages, and whether the item requires a tool to open. In addition to this, there is now a larger gap between a stuffed stomach and the vomit threshold, thereby offering longer times to react and stop eating. As a part of this food rebalance, we've also adjusted the distribution of edible
    items in the central economy setups. This pass also included the addition of a variety of newedible items.

    Speaking of food, farming has received a number of updates:

    • Farming is once again possible inside the greenhouses and poly tunnels. Greenhouses offer 9 slots, while poly tunnels offer 13. You can start farming in these by using the appropriate tool to dig slots.
    • Plants grow slower and have varied growth times and yields depending on fertilization materials.
    • Potatoes can now be grown. To eat potatoes, they need to be peeled first.

    A major overhaul of the server connection and kick messages has been made to improve the feedback that the game offers the user (and server owner) when it comes to issues dealing with connection, both during the connection process and during game play. Over 100 messages have been added, with a code system in place.

    There's a lot more new stuff to discover with this update, but where would be the fun in revealing everything? The experimental servers are up and running now, so head on out and do some exploring! But if you're truly eager to know every last detail, then do yourself a favor and check out our official changelogs (PC, Xbox).

    On behalf of the DayZ team,

    Adam.

    Show all

    Here are the full patch notes:

    ADDED

    • Variety of small food items
    • Pioneer rifle
    • Eggsperimental Capsule
    • Catch Knife
    • Kukri Knife
    • Sickle
    • Farming Hoe
    • Broom
    • New action to disarm land mines with the right tool
    • Tritium sights to the ATOG backup sights
    • You can now plant and grow potatoes
    • You now have to peel potatoes to make them edible
    • Greenhouses can now be used for agriculture
    • Flags can now be cut into rags using a knife
    • Vehicle batteries are now recharged while the engine is running and consumed by the headlights
    • Vehicle attachments can now be locked in place using a screwdriver (interiors), tire iron (wheels) and wrench (doors)
    • Tooltips for attachment slots
    • Empty attachment slots are highlighted on mouseover
    • Added over 100 new error codes to the connection issues and kicks

    FIXED

    • Fixed a server error related to player restraining
    • Improved client performance when looking at a pile of items
    • Items dropped inside a tree or bush would sometimes levitate (https://feedback.bistudio.com/T153659)
    • Flash grenades would not explode if destroyed by force
    • Belts would not show damaged textures when damaged
    • Fixed an exploit to cancel the injured animation (https://feedback.bistudio.com/T157073 - private)
    • The stealth kill could be executed with a ruined weapon
    • Fixed an exploit for prolonged blocking (https://feedback.bistudio.com/T157074)
    • Cooking pots could be buried even when placed inside a stone oven (https://feedback.bistudio.com/T156310 - private)
    • When observed from a distance, shattered glass on an M3S appeared to be intact
    • Removing items from the M3S inventory did not work properly
    • It was not possible to repair the engine of the Sarka 120 (https://feedback.bistudio.com/T155477)
    • Car headlights could be switched on even if the battery was depleted
    • Car headlights would continue to shine, even if the battery was destroyed
    • The M3S battery could be removed while the truck was running
    • The Zucchini and Leather Sewing Kit are rendered better when rotated in the inventory
    • Camera clipping issues in the city police station
    • The Ghillie suit and rifle wrap could not be repaired with a sewing kit
    • Knives in attachment slots couldn't be used to interact with other items (https://feedback.bistudio.com/T149467)
    • Placing items in a tent would cause them to sink into the ground
    • Placing items in specific buildings would cause them to be spawned halfway underground (https://feedback.bistudio.com/T157038)
    • Certain loot spawns would cause items to appear in weird positions (levitating, under tables, etc.)
    • Opened doors from greenhouses appeared to be closed from a distance
    • Fixed a roof collision preventing the player from entering a building (https://feedback.bistudio.com/T156750)
    • The village bus stop had some minor clipping with the bus schedule
    • The road signs at the crossing between Bor, Komarovo, and Pavlovo would give false directions
    • Fixed some exploits in buildings
    • Players could still connect to a server which is in the one minute period of the shutdown, resulting in a generic kick message
    • AI behavior sounds weren't synced for players

    CHANGED

    • The warning for a full stomach will be displayed earlier before reaching the threshold for vomiting
    • Rebalanced the nutrition values, inventory sizes, and how filling each edible item is
    • Farming actions have been moved from plants to plant slots for easier targeting
    • All plants now have different growth times (between 20-50 minutes)
    • Adjusted nutrition values ​​of horticulture vegetables according to their growth time
    • Fertilizing now increases the yield of plants instead of their growth time
    • Increased the chance for plant infestation
    • Plants will spoil after a while when being fully grown
    • Slicing a pumpkin now yields two pumpkin slices
    • The worse the condition of a vegetable, the fewer seeds it will give when cut
    • Unpacking seeds now spawns paper
    • Rebalanced ammunition types
    • The friction of bullets has been increased to make the difference between ammunition types more visible
      • Increased the penetration of high caliber ammunition
    • Heavy impact rounds slow down the player and apply more shock damage
    • Efficient ballistic rounds keep the speed (and therefore bullet energy and resulting damage) longer and are thus more efficient at long distance
    • .380 and 5.45x39 are the weakest in their category but are found more often in the world
    • Special types:
      • .22 is used by peculiar weapons (MKII that is integrally suppressed and Sporter that is an almost recoilless precise semi-auto rifle)
      • 12 gauge rubber slug deal extreme shock damage at close range
      • 12 gauge buckshot slow down much more
    • The typical speed of bullets have been adjusted to be equal to the initial speed (temporary and will be reintroduced later)
    • Modern firearms require more maintenance when used
    • Adjusted the audible range of firearm shots based on the caliber they use
    • Increased the precision of pistols, sawed-off rifles, bolt action rifles, hunting, and sniper rifles
    • Decreased the precision of assault rifles
    • Melee damage using impractical items is now weaker than fists
    • Slightly increased fist damage
    • Increased the damage of most tools to be more efficient than fists in combat
    • Players are no longer targeted by infected while unconscious
    • Light melee attacks have a lower chance of staggering infected (blunt melee weapons with higher shock damage having a higher chance to stagger infected)
    • Infected are now tougher in combat
    • Melee attacks on infected are now more consistent in terms of the number of attacks required to take one down
    • Improved efficiency of backstabbing against infected (executed with sharp weapons)
    • Infected now react to players interacting with doors
    • Infected react less to suppressed shots and more to louder shots
    • Infected give up searching for players faster
    • Reduced the efficiency of the scream of the infected
    • AI is no longer taking damage from damage zones (fireplaces / barbed wire)
    • Land mines can no longer be disarmed using the Bear Trap (killing the player in the process)
    • Matchboxes can now be combined but not split
    • When focusing on a specific part of a car / base building object etc., the name of that specific section will be displayed in the widget
    • Reduced the audible range of the reload sounds by 50 percent
    • When having your hands cuffed with barbed wire, struggling can now cause bleeding
    • You can now choose to stop an ongoing connection attempt and connect to the currently selected server instead
    • Lightning is now lighting up the environment for a bit longer
    • Vehicle batteries with metal wires attached can no longer be placed in cargo
    • Burning road flares can be destroyed by placing them in a fireplace
    • You can only gain extra "rewards" from fishing when fishing in calm waters
    • Adjusted Xmas lights on tents to be lighter on performance
    • Tweaks to the display of the server browser for better readability
    • Updated the credits

    CENTRAL ECONOMY

    • Added the 15-round SG5-K mag to the spawn (in the world and attached to the weapon)
    • Increased the amount of food spawning at the spawn areas and in the center of the maps
    • Reduced the amount of food spawning in high-tier areas
    • Increased the spawn of .380 and 5.45x39 ammunition
    • Increased the chance of weapons to spawn with magazines
    • Police infected are now spawning near police cars
    • Adjusted loot spawns in the greenhouses

    SERVER

    • Added: ServerLog [Warning] message when the server could not disconnect players in time before shutting down
    • Added: ServerLog [Warning] message when there is no Shutdown message present in messages.xml
    • Added: ServerLog [Shutdown] message indicating how long until next shutdown
    • Added: ServerLog [Shutdown] message indicating the timing when the server saves, locks, and kicks all players
    • Added: RCON messages Lock and Unlock to perform these actions on the server
    • Added: Sending RCON message Kick with "-1" will kick all players from the server
    • Fixed: Kick by Shutdown message now properly states that the reason is Server Shutdown in the server log
    • Fixed: Changing the logout time in globals.xml had no effect on the actual timer in-game (https://feedback.bistudio.com/T152456)

    MODDING

    • Added: CanObstruct () check on object for commonly used obstruction checks
    • Added: IsScenery () check on object to see if an object is part of terrain
    • Added: GetCenter () function on object to find the center position of the object
    • Added: CanBeTargetedByAI to EntityAI which decides if the Entity can be targeted by the AI ​​passed as parameter
    • Added: The attack speed of infected (multiplier) can be adjusted in GameConstants.AI_ATTACKSPEED
    • Added: AI sensor multiplier can now be tweaked in PlayerConstants.AI_ *
    • Added: "CanBeIgnoredByDroppedItem" to object to decide if an object should be ignored when finding a place to drop an item
    • Added: SetDirection to Shape
    • Added: Way to specify a custom image set for the attachment or attachment category icons (https://feedback.bistudio.com/T148956)
    • Changed: RaycastRVProxy now has an additional parameter to input an array for excluded objects
    • Changed: Error messages when being kicked from the game or failing to connect to the server have been improved
    Show all

    Don't forget friends, this is the first Exp Patch for 1.12. No reason to gasp as the release for Stable will take at least a few more weeks until the worst is off the table.

    mav

    Sources: https://forums.dayz.com/topic/…tal-update-112-changelog/https://dayz.com/article/game-…1-12-Experimental-Release

    Translation with Google Chrome, on the fly:

    REMARKS

    • Use the Steam client option to check the integrity of the local game cache and avoid corrupted data after downloading this update.
    • Consider defragmenting your hard drive after downloading large updates.
    • If you have any problems, please read the FAQ on Bohemia Interactive Support, the DayZ FAQ or the BattlEye FAQ.
    • You can help us improve the game further by posting your feedback on the Feedback Tracker.

    GAME

    ADDED

    • Variety of small foods
    • Pioneer rifle
    • Eggsperimental capsule
    • Catch knives
    • Kukri knife
    • sickle
    • Agricultural hoe
    • broom
    • New action to disarm landmines with the right tool
    • Tritium sights for the ATOG backup sights
    • You can now plant and grow potatoes
    • You now need to peel potatoes to make them edible
    • Greenhouses can now be used for agriculture
    • Flags can now be cut into rags with a knife
    • Vehicle batteries are now charged with the engine running and used up by the headlights
    • Vehicle fastenings can now be locked with a screwdriver (interior), tire iron (wheels) and wrench (doors).
    • Tooltips for mounting slots
    • Empty attachment slots are highlighted when you hover over the mouse
    • Over 100 new error codes have been added to the connection problems and kicks

    FIXED

    • Fixed a server bug related to player holding back
    • Improved customer performance when viewing a stack of items
    • Objects falling into a tree or bush sometimes float (https://feedback.bistudio.com/T153659)
    • Lightning grenades would not explode if violently destroyed
    • Belts would not show damaged textures if damaged
    • Fixed an exploit to cancel the broken animation (https://feedback.bistudio.com/T157073 - private)
    • The stealth kill could be carried out with a destroyed weapon
    • An exploit for prolonged blocking has been fixed (https://feedback.bistudio.com/T157074).
    • Cooking pots can also be buried in a stone oven (https://feedback.bistudio.com/T156310 - private)
    • From a distance, broken glass appeared intact on an M3S
    • Removing items from the M3S inventory did not work properly
    • The motor of the Sarka 120 could not be repaired (https://feedback.bistudio.com/T155477).
    • Car headlights could be turned on even when the battery was empty
    • Car headlights would continue to shine even if the battery were destroyed
    • The M3S battery could be removed while the truck was running
    • The zucchini and leather sewing kit improve better when rotated in inventory
    • Problems with camera cutoff in the City Police
    • The ghillie suit and rifle packaging could not be repaired with a sewing kit
    • Knives in attachment slots could not be used to interact with other elements (https://feedback.bistudio.com/T149467).
    • If you put items in a tent, they will sink into the ground
    • Placing items in certain buildings would cause them to appear halfway underground (https://feedback.bistudio.com/T157038).
    • Certain loot spawns would cause items to appear in strange positions (hovering, under tables, etc).
    • Opened greenhouse doors appeared to be closed from a distance
    • Fixed a roof collision that prevented the player from entering a building (https://feedback.bistudio.com/T156750).
    • The bus stop in the village had a few smaller excerpts from the bus schedule
    • The traffic signs at the intersection between Bor, Komarovo and Pavlovo would give incorrect instructions
    • Fixed some exploits in buildings
    • Players can still connect to a server that is within a minute of being shut down, resulting in a general kick message
    • AI behavior sounds were not syncing for players

    CHANGED

    • The full stomach warning will appear earlier, before the vomiting threshold is reached
    • The nutritional values, stock sizes and the filling of each edible item have been rebalanced
    • Agricultural actions have been moved from plants to plant sites for easier targeting
    • All plants now have different growth times (between 20-50 minutes)
    • Adjusted nutritional values ​​of horticultural vegetables according to their growing season
    • The fertilization now increases the yield of the plants instead of their growing time
    • The likelihood of plant infestation has been increased
    • Plants spoil after a while when they are fully grown
    • Cutting a pumpkin now results in two pumpkin slices
    • The worse the condition of a vegetable, the fewer seeds there will be when it is cut
    • Unpacking seeds now produces paper
    • Balanced ammunition types
    • The friction of the bullets has been increased to make the difference between the ammunition types more visible
    • Heavy impact rounds slow the player and deal more shock damage
    • Efficient ballistic rounds keep the speed (and thus the projectile energy and the resulting damage) longer and are therefore more efficient at long distances
    • .380 and 5.45x39 are the weakest in their category, but are more common around the world
    • Special types:
    • The typical speed of bullets has been adjusted to match the initial speed (temporary and reintroduced later).
    • Modern firearms require more maintenance when used
    • The audible range of the firearm shots has been adjusted depending on the caliber used
    • Increased the precision of pistols, sawed-off rifles, bolt action rifles, hunting and sniper rifles
    • The accuracy of assault rifles has been decreased
    • Melee damage with impractical items is now weaker than fists
    • Slightly increased fist damage
    • Most tools have had their damage increased to be more efficient than fists in combat
    • Players will no longer be attacked by the infected when passed out
    • Light melee attacks have a lower chance of staggering infected (blunt melee weapons with higher shock damage have a higher chance of staggering infected).
    • Infected are now harder to fight
    • Melee attacks on the Infected are now more consistent with the number of attacks it takes to take one down
    • Improved efficiency of backstabbing against infected people (performed with sharp weapons)
    • Infected will now respond to players interacting with doors
    • Infected people react less to suppressed shots and more to louder shots
    • Infected people give up looking for players more quickly
    • Reduced the effectiveness of the Infected Scream
    • AI no longer suffers damage from damage zones (chimneys / barbed wire)
    • Land mines can no longer be disarmed with the bear trap (this kills the player)
    • Matchboxes can now be combined, but not divided
    • When you focus on a particular part of a car / base building object etc, the name of that particular section will appear in the widget
    • The audible range of reloading sounds has been reduced by 50 percent
    • If you had your hands tied with barbed wire, fighting now can cause bleeding
    • You can now end an ongoing connection attempt and instead connect to the currently selected server
    • The flash now illuminates the area a little longer
    • Vehicle batteries with metal wires can no longer be inserted into the load
    • Burning street torches can be destroyed by placing them in a chimney
    • You can only receive additional fishing “rewards” when fishing in calm waters
    • The tents' Christmas lights have been adjusted to improve performance
    • Optimizes the display of the server browser for better readability
    • The credits have been updated
    • Increased the penetration of high caliber ammunition
    • .22 is used by specialty weapons (MKII, which is completely suppressed, and Sporter, which is an almost recoilless, precise semi-automatic rifle).
    • 12-gauge rubber screws cause extreme impact damage at close range
    • 12 gauge buckshot slow down a lot more

    CENTRAL ECONOMY

    • The 15-round SG5-K magazine has been added to the spawn (in the world and attached to the weapon).
    • The amount of food spawning in the spawning areas and in the center of the maps has been increased
    • Reduces the amount of food spawning in high-level areas
    • The spawn of .380 and 5.45x39 ammo has been increased
    • The chance of guns appearing with magazines has been increased
    • Infected police officers now spawn near police cars
    • Adapted hive appears in the greenhouses

    SERVER

    • Added: ServerLog [Warning] message if the server failed to disconnect players in time before shutting down
    • Added: ServerLog [Warning] message if there is no shutdown message in messages.xml
    • Added: ServerLog [Shutdown] message indicating how long it will take to next shutdown
    • Added: ServerLog [Shutdown] message indicating the time the server will save, lock and kick all players
    • Added: Lock and Unlock RCON messages to perform these actions on the server
    • Added: When sending an RCON message, "-1" will kick all players off the server
    • Fixed: The "Kick by Shutdown" message now correctly states that the reason for the server shutdown is in the server log
    • Fixed: Changing the logout time in globals.xml did not affect the actual timer in the game (https://feedback.bistudio.com/T152456).

    MODDING

    • Added: CanObstruct () checks the object for frequently used obstacle checks
    • Added: IsScenery () checks the object to see if an object is part of the terrain
    • Added: GetCenter () function for the object to determine the center position of the object
    • Added: CanBeTargetedByAI to EntityAI, which decides whether the entity can be selected as a target by the KI passed as a parameter
    • Added: The attack speed of the infected (multiplier) can be adjusted in GameConstants.AI_ATTACKSPEED
    • Added: The AI ​​sensor multiplier can now be optimized in PlayerConstants.AI_ *
    • Added "CanBeIgnoredByDroppedItem" to the item to decide whether to ignore an item when a place to drop an item is found
    • Added: SetDirection to Shape
    • Added: Ability to specify a custom image set for the icons for attachments or attachment categories (https://feedback.bistudio.com/T148956)
    • Changed: RaycastRVProxy now has an additional parameter for entering an array for excluded objects
    • Changed: Error messages that were kicked out of the game or failed to connect to the server have been improved
    Show all

    Thx HalfMoon

    For longer than I can remember, I've been looking for someone like you.

    Someone with a head like yours, and a torso too.

    Birds sing, and YOU'RE GONNA PAY,

    THE END!

  • wow .. really wow!
    Today's date still makes you a little skeptical!
    Let's all hope that everything is still there tomorrow

    I see no changes, all I see is racist faces

    Misplaced hate makes disgrace to races

    We under, I wonder what it takes to make this

    One better place, let's erase the wasted

    Take the evil out of the people they'll be acting right

    'Cause mo' black and white is smokin 'crack tonight

    And only time we chill is when we kill each other

    It takes skill to be real, time to heal each other

  • By the way, anyone who hoped for somewhat authentic values ​​for weapons or their calibers will unfortunately be seriously disappointed by this patch -> https://forums.dayz.com/topic/250488-experimental-update-112-changelog/?page=2&tab = comments # comment-2468119

    (airFriction)

    Patch 0.54 (years ago!)


    Now Patch 1.05:


    And here is the new patch 1.12:


    Show all

    The makers of OFP, Arma and VBS are now drifting off into the fantasy land of weapons ... well, the names already fit in with it.

    Thanks to -Gews- over there on the official forum. His posts often go into great detail.

    For longer than I can remember, I've been looking for someone like you.

    Someone with a head like yours, and a torso too.

    Birds sing, and YOU'RE GONNA PAY,

    THE END!

  • ..joa, wait and see how it behaves ..

    Flow resistance is one of several factors that have an effect ..

    What does a double flow resistance mean in practice?

    I see no changes, all I see is racist faces

    Misplaced hate makes disgrace to races

    We under, I wonder what it takes to make this

    One better place, let's erase the wasted

    Take the evil out of the people they'll be acting right