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Found 121 results

  1. Kill logs for Saturday Night Madness 10th March 2018. Enjoy! 2018-03-10 21:22:00 - Clicking Uganda Killed HIHB} Wendigo - Headshot FNX45 2018-03-10 21:22:00 - HIHB} Wendigo Killed Clicking Uganda - Weapon not registered in logs 2018-03-10 21:23:57 - (FU) DiaYEETies Killed [HIHB]Sidekick - b95 - Blood loss 2018-03-10 21:24:44 - DOOKIEBOY Killed (FU) LubbADubb - Headshot VSS 2018-03-10 22:01:16 - Clicking Uganda Killed MachinegunMike - MP5K - Blood loss 2018-03-10 22:06:43 - Clicking Uganda Killed HIHB} Wendigo - Shotgun Mp133 Pistol Grip 2018-03-10 22:07:19 - (FU) DiaYEETies Killed HIHB}GRINGOJS - b95 - Headshot 2018-03-10 22:09:33 - SPINAL Killed HIHB}GRINGOJS - Ruger1022 2018-03-10 22:37:04 - HIHB} Wukku Killed Jagger - CZ75 2018-03-10 22:37:04 - Jagger Killed HIHB} Wukku - FNX45 2018-03-10 22:40:59 - Clicking Uganda Killed DOOKIEBOY - CZ61 - Headshot 2018-03-10 22:52:15 - (FU) LubbADubb Killed SPINAL - Shotgun Izh43 2018-03-10 22:52:26 - (FU) LubbADubb Killed Antonio - ShotgunIzh43 2018-03-10 22:52:51 - joeru Killed juanma - 1911 - Headshot 2018-03-10 23:02:34 - HIHB}Scarecrow Killed Jagger - Winchester 70 2018-03-10 23:03:45 - HIHB}Scarecrow Killed Clicking Uganda - Winchester 70 - Blood loss 2018-03-10 23:03:55 - HIHB}Scarecrow Killed (FU) LubbADubb - Winchester 70 2018-03-10 23:04:01 - (FU) DiaYEETies Killed DOOKIEBOY - MP5K 2018-03-10 23:05:40 - (FU) DiaYEETies Killed HIHB}Scarecrow - MP5K 2018-03-10 23:07:41 - Blacks 4 Trump Killed HIHB} Wukku - MP5K
  2. until
    Event details "Saturday Night Madness" is a server wide event that anyone can join in on. This event will vary from static events, to moving events as well as other scenarios. Server: HIHB - Regular(US) - Server Event: SNM - Christmas Toy Run Time: Saturday - 9:00 pm CST Date: 16th DECEMBER 2017 Starting Map Location: SW Quadrant Objective: FInd and bring the HIHB Misfits your presents! More details TBA on event day.
  3. KOS

    I'm new to this server, and I haven't had much contact with other players, but are there any server rules as such regarding KOS? I generally play in a friendly capacity, I don't shoot first, I'd rather interact with other players first, which, don't get me wrong, can end up in me getting my ass handed to me. This isn't a whiney complaint here, I'm just gutted that a character I have had for over a week now, gets KOS while eating a feckin tin of tuna lol. If you read this and it was you who killed me, enjoy the spoils of my looting, I'll be back.
  4. Recorded kills during US Saturday Night Madness 22nd July. Enjoy! 2017-07-23 21:20:30 - Coma Killed Lothar - M4A1 2017-07-23 21:30:32 - justc Killed cowboy - b95(Headshot) 2017-07-23 21:33:53 - justc Killed HIHB}Zombie - b95 2017-07-23 21:34:03 - Coma Killed justc - M4A1 2017-07-23 21:36:40 - Coma Killed John - Blood loss M4A1 2017-07-23 21:54:31 - 18 Kills Later Killed Coma - Blood loss AugSteyr 2017-07-23 21:54:56 - 18 Kills Later Killed Darkhorse - Blood loss AugSteyr 2017-07-23 21:56:09 - HIHB} Wendigo Killed [FU] MFinnegan - Blood loss P1 2017-07-23 21:58:04 - HIHB}Zombie Killed (FU) DiaYEETies - ShotgunIzh43 2017-07-23 21:58:52 - 18 Kills Later Killed HIHB}Zombie - AugSteyr(Headshot) 2017-07-23 21:59:12 - 18 Kills Later Killed HIHB} Wendigo - Blood loss AugSteyr 2017-07-23 22:02:01 - Coma Killed 18 Kills Later - Blood loss AKS74U 2017-07-23 22:09:36 - Coma Killed BSI sstarwind - M4A1 2017-07-23 22:10:12 - [FU] MFinnegan Killed HIHB} Wendigo - M4A1 2017-07-23 22:10:17 - Coma Killed (FU) DiaYEETies - Blood loss M4A1 2017-07-23 22:11:39 - Tundra Yokilla Killed Coma - M4A1 2017-07-23 22:13:06 - Scarecrow Killed Robin - SVD 2017-07-23 22:14:20 - Darkhorse Killed Tundra Yokilla - Blood loss M4A1_Green 2017-07-23 22:17:03 - Grandpa Killed SVDing You Down - Winchester70(Headshot) 2017-07-23 22:18:07 - Rose Gold Killed Grandpa - AKM(Headshot) 2017-07-23 22:18:30 - Coma Killed FU}KingOfDemise - SVD 2017-07-23 22:18:58 - Rossman Killed Darkhorse - AKM 2017-07-23 22:18:59 - HIHB}XCITE Killed 18 Kills Later - M4A1 2017-07-23 22:19:07 - Coma Killed Rossman - AK74_Green 2017-07-23 22:19:23 - Coma Killed Amazon - AK74_Green 2017-07-23 22:22:39 - Coma Killed [FU] MFinnegan - AKM 2017-07-23 22:23:56 - SVDing You Down Killed Tundra Yokilla - AKM 2017-07-23 22:26:44 - SVDing You Down Killed Rossman - AKM(Headshot) 2017-07-23 22:27:31 - Coma Killed (FU) DiaYEETies - M4A1 2017-07-23 22:29:10 - 18 Kills Later Killed [FU] MFinnegan - AKM(Headshot) 2017-07-23 22:29:42 - Coma Killed 18 Kills Later - M4A1 2017-07-23 22:29:42 - 18 Kills Later Killed Coma - AKM 2017-07-23 22:30:27 - HIHB}Zombie Killed SVDing You Down - AK101 2017-07-23 22:30:27 - SVDing You Down Killed HIHB}Zombie - AKM 2017-07-23 22:31:42 - Rose Gold Killed Robin - Blood loss AKM 2017-07-23 22:35:37 - BigMoist Killed Rofl - Trumpet(Headshot) 2017-07-23 22:36:33 - BSI sstarwind Killed HIHB}XCITE - AKM(Headshot) 2017-07-23 22:38:20 - Yam Killed BSI sstarwind - Blood loss AK101 2017-07-23 22:48:10 - Coma Killed [FU] MFinnegan - M4A1 2017-07-23 22:48:32 - Vale Killed Robin - AK101 2017-07-23 22:57:36 - (FU) DiaYEETies Killed HIHB} Wendigo - M4A1(Headshot) 2017-07-23 22:57:45 - (FU) DiaYEETies Killed Vale - M4A1 2017-07-23 22:58:07 - (FU) DiaYEETies Killed Coma - M4A1 2017-07-23 22:58:09 - (FU) DiaYEETies Killed SVDing You Down - M4A1 2017-07-23 22:58:32 - HIHB}XCITE Killed [FU] MFinnegan - AKM 2017-07-23 22:58:41 - Yam Killed Robin - AK101 2017-07-23 22:59:23 - Yam Killed (FU) DiaYEETies - AK101 2017-07-23 23:14:20 - Darkhorse Killed (FU) DiaYEETies - MP5K(Headshot) 2017-07-23 23:32:19 - Scarecrow Killed Robin - AugSteyr 2017-07-23 23:33:58 - Scarecrow Killed [FU] MFinnegan - AugSteyr 2017-07-23 23:36:11 - (FU) DiaYEETies Killed SVDing You Down - ShotgunIzh43 2017-07-23 23:37:22 - Coma Killed (FU) DiaYEETies - M4A1 2017-07-23 23:52:37 - LostParadise Killed giann000 - ShotgunMp133_Pistol_Grip(Headshot) 2017-07-23 23:57:11 - Scarecrow Killed Robin - Sword(Headshot) 2017-07-23 23:58:48 - F@TM@N Killed BigMoist - SKS(Headshot) 2017-07-23 00:01:52 - F@TM@N Killed LostParadise - SKS 2017-07-23 00:02:33 - Coma Killed FU Inquisitor - M4A1 2017-07-23 00:02:40 - (FU) DiaYEETies Killed Coma - MP5K 2017-07-23 00:02:59 - Rose Gold Killed (FU) DiaYEETies - AKM 2017-07-23 00:07:35 - Rose Gold Killed Robin - AKM 2017-07-23 00:09:08 - (FU) DiaYEETies Killed SVDing You Down - Repeater(Headshot) 2017-07-23 00:10:01 - BSI sstarwind Killed geova_000 - PipeWrench 2017-07-23 00:13:14 - FU Inquisitor Killed Darkhorse - Blood loss LongWoodenStick 2017-07-23 00:13:30 - Coma Killed (FU) DiaYEETies - M4A1 2017-07-23 00:13:50 - Coma Killed FU Inquisitor - M4A1 2017-07-23 00:16:54 - E. RICHARD Killed Arowyyn - FirefighterAxe 2017-07-23 00:16:58 - E. RICHARD Killed Dizzmer - FirefighterAxe(Headshot) 2017-07-23 00:17:20 - SVDing You Down Killed (FU) DiaYEETies - SKS_Black
  5. Stable .62 patches

    Stable Update 0.62.140525 An update has been pushed to Stable branch. Patchnotes: fixed some server crashes reproducible by players fix for client crash upon disconnect trackIR sluggish response should now be improved fixed ghillie visual (We made some changes to colours of Chernarus couple of updates ago, and the ghillie suit was in need of some colour tweaks as well.) fixed some client side crashing changes to wind samples
  6. until
    Event details "Saturday Night Madness" is a server wide event that anyone can join in on. This event will vary from static events, to moving events as well as other scenarios. Server: HIHB - Regular(AU/NZ) Server Event: Too Tense! Time: 9:00pm AEST Date: Saturday 15th April 2017 Starting Map Quadrant: NE Quadrant Objective: There are two tents at different locations. Your job; if you choose to accept it; is to find said tents and carry out the instructions given in game. Rules: Play fairly and along with the game. Good luck! Teams are encouraged but not necessary. No vehicles please.
  7. until
    Event Details: "Saturday Night Madness" is a server wide event that anyone can join in on. This event will vary from static events, to moving events as well as other scenarios. Server: HIHB - HardCore For The HardCore(AU/NZ) Server Event: PVP Hotzones Time: 9:00pm AEST Date: Saturday 8th April 2017 Starting Map Location: Areas in and around Chernogorsk Objective: A mercenary presence has taken over the area of Chernogorsk. Firefights are highly expected in that area including Balota, Chapaevsk, Novoselky, Vysota and Prigorodki. Beware! Rules: Team efforts are encouraged As always play fairly and along with the game. Good luck!
  8. We will honour existing AU DayZ whitelisting subs on the US HHG server. Since this server is used for pretty much camps only, ping should not matter. We will also bump up ping kick to accommodate. The AU Reg is on the same hive as US HHG. We will consider maybe moving the US HHG to Los Angeles to be a better ping for AU, maybe.
  9. until
    Get geared and be in the SW Quadrant of the Chernarus event map. Event details "Saturday Night Madness" is a server wide event that anyone can join in on. This event will vary from static events, to moving events as well as other scenarios. Server: HIHB - Regular(AU/NZ) Server Event: Who's The Fool - April Fools Day Event Time: 9:00pm AEST Date: Saturday 1st April 2017 Starting Map Location: SW QUADRANT OF MAP Objective: The Fool must be located. He then MUST be safely escorted to a location only he knows. At this location there is a stash of goodies! Rules: This is an FFA event. No Teams please! The Fool MUST remain alive! No Vehicles No Decoys Play fairly and along with the game. Good luck!
  10. Uploaded from PAX East...
  11. Due to very poor server performance issues during events and in general, we will be wiping persistence during DayZ Maintenance THIS WEEK on US Reg. Characters will be left intact but anything else will be gone after next maintenance. We will monitor the results of the persistence wipe and the effects on server performance. If the wipe helps and we see a major increase in server performance we will decide on whether or not we start wiping other Regular(3rd Person) servers on the hive and/or start wiping said servers on a regular basis. Whether that be bi-weekly or monthly, we'll have to see how long server performance remains at reasonable levels especially during events.
  12. What we'll probably be doing during events from now on is to limit access to the "Happy Hunting Grounds" servers for the duration of an event. This will keep the pop on Reg, where it should be for the duration, also give less of a chance of either being accused of ghosting or doing it and not meaning to do it. Ping kicks will also limit access to other servers for the duration of said event outside of the region the event. We will however, accommodate people outside the region to attend the event if they choose. In my opinion it eliminates the bad effects of hopping between servers during events. If you want to bring extra gear over from the "HHG" servers, do it before the event. I see this as the only real solution to an issue we're having concerning keeping people on the event server for the duration of the event, ghosting or the perception thereof.
  13. HIHB (EU) "HardCore For The HardCore" server is now open! HIHBGaming.net (EU) - HardCore For The HardCore Hive settings are as follows: 30 Player Slots (Will be increased with population) 1st person perspective only. Crosshairs Off! Restarts with restart messaging. Persistence is on and will not be reset unless "absolutely" necessary. 12hr Day/Night cycle with 8hr restarts. Restarts may be adjusted for server performance. HIHB HFTH Servers are just that... HardCore! Any settings that make HIHB HFTH servers all the more difficult we will make it happen. This isn't HardCore lite... You will have night. You will have weather to deal with. This IS HardCore!
  14. until
    We will open up the AU HardCore server for a Sub Free Weekend starting at 12am Friday 30th Dec 2016 and will extend to 11:59pm Sunday 1st Jan 2017. Players already existing on this server, do whatever you NEED to do as far as your camps are concerned. People wanting to get into AU HardCore will still need to be whitelisted. Please PM and Admin or Post your interest in the AU HardCore forums.
  15. AU servers down

    We're experiencing an issue with our DayZ servers in AU atm. We'll get them back up as soon a we can.
  16. Decent status report this week. Enjoy ------------------------------------------------------------------------------------------ Hello Survivors! we have a juicy Status Report for you again! Victor presents a video full of new animations, Adam is talking about military base changes and Baty is showcasing all the cool wolves footage from our community creators. Contents This Week Dev Update/Hicks Dev Update/Peter Dev Update/Mirek Dev Update/Fido Dev Update/Viktor Dev Update/Adam Community Spotlight Dev Update/Hicks Greetings Survivors, So as many may know, it has been a pretty busy few weeks. We've had a good deal of experimental updates go out. For those that don't follow our posts on the official forums I'll try and give you all some perspective on what those updates have been aimed towards, and what our current priorities are for 0.61. Server side performance is one of our major goals for improvement on 0.61 experimental. Aside from stability (server side crashes), this has the largest impact on the actual effectiveness of the major changes gameplay wise for 0.61. When server performance drops below the acceptable line on these servers, it will reduce and impede the functionality of these areas. To give you guys an example, server performance can cause issues such as (but not limited to): Modifier/Damage Application can be stuck or delayed AI Reactions and Speed can be reduced (Infected, Wolves, Wild Animals) Door States can be reported incorrectly Obviously, as you can see the above issues are critical to have reduced as much as possible for 0.61 Stable. In addition to that we're looking into issues related to: Infected vocalizations being too quiet Infected response to firearm types being uniform (Suppressed/Lower db ammo not having proper effect) Infected able to push characters through/into model geometry (potentially causing characters to be stuck/die) VOIP Volume too loud / Adjustment not functioning Today we pushed an additional update for Exp/Unstable branch addressing previous issues caused by the latest update. Characters displaying as nude in some situations, some gunshot sounds not being played for all players, a new server crash, and some adjustment to predator AI behavior. We'll continue our march forward to getting 0.61 to Stable branch, and I think I speak for the whole team when I say we're all very excited to see the .61 changes in the hands of the larger stable branch update. This of course is not where we want DayZ to be yet, but it is a great step forward to that experience. Don't forget to grab a raincoat, don't waste those bullets, and head over to the official DayZ forums at forums.dayz.com to participate in the ongoing discussion! 0.61 Milestone Goals: Server Login Queue Merge of New Audio Technology from Arma 3 Eden Update. Update of Weapon Sounds for New Audio Technology. Dynamic Spawning of Infected. Predators (Wolves) Dynamic Shadows Network Synchronization Improvements New Server Browser - Brian Hicks / Creative Director Back to Contents Dev Update/Peter With the recent addition of dynamic shadows casted from point lights and spot lights you can notice that they are quite dark due highintensities of lights in general. Overpowered lights are also causing unpleasant effect with camera exposure in new renderer as it tries to clamp and scale down huge differencies in scene luminancy for display output, which is resulting in pitch black surroundings outside the reach of lights. Power of lights was intentionally set higher in the past as they were compensating former pitch black nights in old RV engine renderer. In new renderer we approached the night time differently so there shouldn't be a need to change your gamma settings to see at least something when you play fair, of course those who doesn't we prevent unfair gamma abuse, but it's currently very low on priority list. What's on the top of the list regarding lights is for sure first balance pass of their intensities which should bring them to reasonable values for new renderer and its camera. You can expect to see these changes any time soon in 0.61 experimental releases. In future, for 0.62 version we would like to tackle day time and night time lighting to pull out more potential from new renderer combined visual updates for environment. Another troublesome behavior in 0.61 experimental releases you witnessed is infected and their movement and attacking. Actually it's quite a problem as currently both player character and infected are using different physics which doesn't like each other. However we are doing our best to fight these issues for 0.61 release via changes to configuration of AI which are the only weapons available for us now. With new player character, the old physics will be ditched and we gain more freedom in implementation of infected as well. One more thing I would like to mention is, that alongside new synchronization for players, vehicles are being worked on too. Count in they are getting so much love implementation wise so I hope we will be able to get some of these changes in 0.61 to make vehicles much more reliable and pleasure to drive. In the moonlight... see you in Chernarus folks! - Peter Nespesny / Lead Designer Back to Contents Dev Update/Mirek Today will be just a small update. We merged server performance improvements into experimental branch, which introduced some new bugs, like gear despawning for remote players (that's also the reason why you can't hear some gunshots - because remote players don't have weapon in their hands). Anyway, we fixed this issue and it should be available in the next experimental update. New server performance improvements won't be enabled, as we have to deal with some new server crashes. When these are resolved, we will enable these improvements. Another big task is finishing vehicle synchronization and it's priority No. 1 now, as we want to bring vehicles back as soon as possible. There are two blockers now - client side correction and bad simulation, when two or more players are inside the vehicle. - Miroslav Maněna / Lead Gameplay Progammer Back to Contents Dev Update/Fido We’ve implemented terrain light reflection, variable coloring of trees (to add a bit more of the autumn feeling to Chernarus) and managed to progress with implementation of the new SimulWeather/TrueSky technology that we use for rendering the sky and clouds. These are merely some experimental visual effects, adding a little bit of “drama” to the world. - Filip Doksanský / Lead Engine Programmer Back to Contents Dev Update/Viktor Today I would like to share with you a short video that demonstrates some of the new player character features. We still have a lot to do to make all transitions work perfectly and we are also in the process of refining the animations. There are a couple of interesting things in the video however. I would like to describe them for you in more detail. First of all you will notice new camera and movement. The animations have been polished so they feel more natural and fluent. The camera system has been redone and now we finally are able to adjust the camera to our needs. The version you see is still WIP and we are constantly working on it. But in short, new camera options allow us to adjust camera per stance or even per animation if needed. One of the most visible changes in the character movement is the possibility to interrupt almost any animation. This gives players greater control over the character. We have talked about this in previous status reports a few times already but it is a really big change compared to the old system. The way character look around is also different. Now we have the ability to use poses for look at things or aiming. By creating aim-spaces we are able to adjust character poses properly to certain angles which gives us perfect control over how the animations look in the game. Gestures, actions and other animations now are divided in two groups. Some are full body animations and some are upper body or other body part animations. This had to be done to allow movement while eating, drinking, greeting and many other situations. It's important however that all of them are interruptible as you can see in the video, with the LYING DOWN gesture. Most of these actions are made of three parts - IN, LOOP and OUT. We play IN animation at the beginning, then the character starts doing actions like chopping trees, and when players release the mouse button, OUT is activated. Hopefully you enjoyed this small video preview. I am pretty sure we will put together some more. For the next couple of weeks we will be focused on implementing animations for weapons, new combat and of course, continue improving the player character. - Viktor Kostik / Lead Animator Back to Contents Dev Update/Adam If you were playing .61 experimental over past few weeks, you may have noticed that we have added little military location on Sosnovka pass. Many of you were probably wondering why something like that was added, well, wonder no more. In this status report, I will cover major additions and changes to the military locations on Chernarus! Please bear with me, this may be a bit longer, but I feel that such thing needs to be explained in greater detail so we avoid any misinformation. The overall aim is to start finalizing important pieces of the map prior beta so there is a solid ground for associated Central Economy tweaks. To achieve that, we have been looking with designers into options on how to deal with the current situation of military loot locations, which is without doubt one of the main drivers behind the survivor movement on Chernarus. While we are quite satisfied with the way concrete military buildings are distributed as of now, the distribution of improvised military objects (mainly tents) is something we need to tackle. To get rid of military loot saturation within Myshkino and North West Airfield tent camps, we have decided to significantly reduce tent count in these locations and use newly created "buffer of tents" to either add to existing or create completely new military locations on Chernarus. So let me now go over the existing locations to see what was exactly changed including pictures (for some locations, keep in mind that they are work-in-progress). Myshkino tents Previously positioned on the coast south of Balota airfield, this military camp is one of the biggest military locations (as of .60, both in terms average loot availability and size). With this change, this camp has been stripped to 1/4 of its previous size. It has been built more or less from the scratch (so it will spice up the game-play for a while), but the general location still stays the same. For now - as I mentioned in October status report, we plan to change this area significantly as it is part of much bigger plan that is aimed to a complete re-design of western border of Chernarus (more on that in later status report/s). North West Airfield One of the most famous locations on Chernarus and well known since early days of DayZ Mod. Again, focus was on the military camp. This camp has been reduced to half and completely re-designed from scratch. I also did some minor modifications to its surroundings to - hopefully - offer some new tactical possibilities. Now I should mention that in no way you should consider this change to be permanent. We will soon formalize internally a clear plan for a complete re-design of North West Airfield. NWA is one of the few locations on Chernarus that basically still look like it did in Arma 2 version of Chernarus (and it looks completely out of place compared to other areas of Chernarus+). Even after the change within northern tents, we expect this area to be still very active and we will do our best to make sure that the airfield and its surroundings will look and play just as good. We will of course keep you updated as we progress towards this goal in future status report/s. Kamensk military base Fairly a new military location, which was however changed quite a lot over time (someone remembers pit of death?). It has received a slight face-lift along with its surroundings (and will receive more once new forests will arrive). This base utilized "tent buffer" and received number of military tents scattered among the ruins. This change along with other (smaller) additions to northern highway should hopefully increase traffic in this part of the map. Tisy military base One of the newest additions on Chernarus - concluding the northern expansion - is slowly crawling to be the location of first choice for all survivors, who seek top tier military equipment. Located in North West corner of the map, players need to venture through the whole Chernarus to reach it. To properly reward them for taking risks of doing so, large military camp was added into the perimeter of the base. This camp should give you an idea that it has been built in there to stay for a longer period of time - assuming its inhabitants would survive long enough. I should mention (the usual) disclaimer - Tisy military base is still not yet considered to be done and this military will change in the future. The new stuff! 9 military locations were added (with one already present on .61 experimental) on Chernarus. They are represented either through a military roadblocks of different sizes or through a smaller military camps (similar to the one in Stary Sobor). If you are looking for a list of new locations along with pictures, you wont find them here. I think we need to keep some things as a surprise, so I will let you figure it out once this hits public (experimental) branches. As you can see, Chernarus just got even more interesting to explore. And we are definitely not stopping there. Our aim is to have more locations that would resemble humanity's struggle to tackle day zero situation. But again, more on that in later status reports. We understand, that this particular change could easily be one of the most significant changes on Chernarus during its development and so - once it will hit consumer branches - we will be actively looking into our data and feedback from you to see how this change performs in the live environment and implemented tweaks if necessary. But of course feel free to discuss this already and let us know what you think! And given the progress that has been made in this particular task for the past few weeks, we are actively discussing the possibilities of testing these changes within .61 update (if not, then .62). So stay tuned! - Adam Franců / Map Designer Back to Contents Community Spotlight Wolves are the new thing for the 0.61 update, and we had amazing feedback from your side on our social networks and forums. You have sent us a lot of amazing screenshots and videos from your first contact with wolves. We are as excited as you are because we love to watch your reactions when you meet them for the first time. For the first time you are scared, you are running for your life, someone fights, someone dies. It is not easy to survive encounters with wolves. Look at this great reaction by John Connor who met these predators face-to-face. Check out this amazing performance with wolves by CamCANTRUN. His touchingly sad story should affect everyone. In my case, he's definitely succeeded. When Man Becomes Prey When Man Becomes Prey II Player jakon72 dealt with the wolf in his own way, He killed it and made a dinner from it when the wolf attacked him. If you did not meet any wolves yet, you can try to find them on our Experimental/Unstable servers. Check the map of wolf locations by DAYZTV here. I hope you enjoy 0.61, and if you have something you'd like to share, send it to out official Twitter account. Header image by: Sweetest_Kill - Baty / Community Manager Back to Contents ------------------------------------------------------------------------------------------------- No thread on the DayZ forums at the time I'm posting this. Will update...
  17. Good shit!
  18. HIHB 100% Factual Advertisement


  20. If you can get Shadowplay to work with DayZ atm OR you're looking for a proggie to record while your gaming, this vid is good. Also, the DayZ video settings this guy uses work very well.