Zufällig fehlt uns gerade noch so einer in der Truppe!![]()
War das eine Zusage?

Meine ID ist in der Signatur ... [emoji38]
Zufällig fehlt uns gerade noch so einer in der Truppe!![]()

Wenn ich am WE mal Zeit habe, bin ich immer mal am überlegen. Aber da ich seit Ewigkeiten nicht mehr gespielt habe, bräuchte ich eine komplette Einführung. Von daher lass ich dann immer die Finger von DayZ.Mal so an alle:
Wer von euch spielt denn aktuell noch regelmäßig?

). Auch gerne spontan, allerdings nur mit TS.
Bis sich welche sogar selbst gekillt haben. Seitdem zock ich nur noch maximal mit 3 Leuten wenn überhaupt sonst nur mit nem RL Freund. 

Dafür gibt es doch die Armbinden. Dann kann man sehen, wer zur Gruppe gehört und wer nicht![]()
) 15 Meter - würde mich also nicht nur darauf verlassen. 

Stehen die Detail Settings auf "very low", sieht man diese nur bis zu 5 Meter, auf "very high" (fps drop incoming) 15 Meter - würde mich also nicht nur darauf verlassen.
Quelle: https://www.youtube.com/watch?v=ozqFLef2koQ#t=01m00s
Wenn ich mit anderen spiele, erwarte ich, dass alle voneinander wissen welche(r) Kleidung/Backpack/Waffe die jeweils anderen mit sich führen - Änderungen sind via TS3 durchzugeben. Aufmerksamkeit und Kommunikation sind einfach alles. Letzteres muss nur präzise und kurz sein, ähnlich wie bei militärischen Einheiten. Entdecke momentan das Teamplay wieder für mich - die Fahrzeuge bringen die alte Dynamik aus Mod-Zeiten wieder zurück und mit 2-3 Mitspielern und 2 Fahrzeugen kann man stundenlangen Spaß haben.
Allen Spielern, die DayZ länger nicht angerührt haben, empfehle ich die Gefängnisinsel - militärisches Equipment sowie Mord und Totschlag auf einer kleinen Fläche.![]()
Hätte heute Abend Lust.Vielleicht "trifft" man sich ja mal..![]()
Hättest du mal wieder Lust zu zocken?

QuelleInformations to exp. branch-update:
Features:
- Version: 0.54.126862 (developers made a small mistake with the number. It should be 0.55.126862)
- Size: 462 mb (source)
- new Gamefiles found (source)
- official experimental patch discussion at (dayz.forum)
- no zombies, but developers are testing the tech. (soon there will be a new exp. update with the new zombies) (source)
Fixes:
- [AI] Improved/fixed animal AI (source)
- [animation] possible new animal animations (laying down, shaking head, grooming) (more confirmation pls) (source)
- [gameplay] ammo can be placed in a fireplace (source)
- [gameplay] ammo fires off when it was placed in a fireplace after some time (source) ; (video)
- [gameplay] gas cannister explodes in fire (source ; video)
- [gameplay] spray paint explodes in fire (source ; video)
- [system] Advanced/Improved loot-distribution incl. loot in loot (source)
- [vehicle] Truck has a new sound while driving (source)
- [vehicle] V3S compensates properly by itself on the side with popped tires (source)
Bugs:
- [animation] Longhorn in hand while using military salute fixed (source)
- [crafting] stone knifes can be crafted again without the use of glitches (source)
- [vehicle) Truck stabilized even more (harder to flip him) (source)
QuelleZ is coming back- there are some problems and crashes (known issues). But in general you can expect the following in this iteration :
Zombies do react to sound/visuals. Stance changes affect visibility, clothes do not (yet). Stances and walking affect noises. Silencers do not (yet). Clothes neither (yet). They follow you when you attract them, they walk around and try to find you. There is no group AI yet. There will be. Try the stealth to get the feel of it. There have been no changes to health/damage yet. The absolute number of zombies is set to double the amount, we will try to increase them over time balancing out changes to health/damage.
Also consider the new animations, combo attacks etc. More than 4 zombies can follow you now, be careful.
Other than new v3s animations (wip not final), map changes to reduce wallglitching and loads of bugfixes (vehicles, animals and zombies). Chainsaw is back!
Animals have gone through loads of bugfixing, including some of the stuck animations, weird movement etc. There are increased numbers and variability. Let the hunting begin!
For this iteration we also turned on the new spawn system (loot), economy and dynamic events (working on persistent servers, they are not affected by restarts and regulary spawn loot)
Eugen Harton
EDIT: There is a snowball effect of our last year of work on sensors, ai and much of the underlying yech. Exciting times ahead.

Ich glaube das bezieht sich auf genannten Featues im Text:Was ist mit Stealth Systems gemeint?
Was ist mit Stealth Systems gemeint?
QuelleSo here it is. A long awaited new zombie implementation is out on experimental servers. I highly recommend to try it out. New animations, increased numbers, basic stealth mechanics... but beware they are pretty dangerous now. I am pretty sure there are many questions and I wanted to answer at least some of them from the animation department.
What is new? They look the same
There are old models of zombies but they all use many new animations and it is all running on the new animation system which allows us to make quite incredible things. First of all you should notice there is improved blending from one animation to another. Transitions from walk to run to sprint is now fluent. Attacks are fullbody with many variations - there are now attacks when following player, when player is standing, crouching, prone...
Where are crawl and crouch zombies?
We had a bit different approach with new implementation. We wanted to give players feeling that zombies are part of the world, agressive and hungry, the way they move feels natural and they do what you would expect them to. In current version there are only standard animations for erected infected. In the future we want to add crouch animations but basically you will never see a zombie moving in crouch mode only. Instead you should see how zombie goes on all four when taking corners (visible in one of released videos), when jumping over obstacle or moving around player. Also we should meet crawlers quite soon but we will rather think of them as injured infected as they will go to this mode when you hit their legs.
When I hit infected is it always the same animation?
Yes sort of... For now. We wanted to bring basic working zombie in first iteration. For that reason there are just random hit reactions played. Soon we will change it to directional so you will see a proper reaction depending on the direction of the hit. And also - the different weapon will have different impact.
So what can new Zombie do?
Idle, Look around, Walk, Run, Sprint, Fight in various ways, React to hit - That's basically it for this release. But even though it's more and works better than before. Of course I'm talking animationwise here. Because their main improvement is the AI and stealth systems.
It's not final yet...
It is not. The attack animations and their variations will be improved, we plan to add more to some specific situations, there should be feeding, door attacks, horde behavior and more. The combat system is still in early development. The player is running on old animation system, zombie is using new one. This will take some time until we will have both using the same. After that we will be able to polish the combat experience exactly as we want to but until then it will be all WIP. So please have a patience it'll be totally worth it.
So now go on and enjoy some sneaking around corners and baseball batting. But avoid fist fighting as they will eat you alive!
And there is one more thing... just an image to tease you more for upcoming updates http://forums.dayzgame.com/public/style_emoticons/default/smile.png
Boah, voll cool!Oha, was hat mein Char denn da in den Händen...![]()