Aug 6, 2024 · Game update 1.26 offers changes and gameplay additions that not only support the DayZ Frostline expansion, but also impact the overall experience of our existing maps Chernarus and Livonia. As the title "Frostline" aptly suggests, we have concentrated a lot of work around the temperature systems. ... /r/dayz - Discuss and share content for DayZ, the post-apocalyptic open world survival game. Avoid the infected (not zombies), make friends with other players (or not). The only goal is survival. ... Jan 16, 2024 · Instead, this post is dedicated to the year’s first experimental release: game update 1.24! As with most updates early in the year, this one includes a clean sweep. Basically, we went through our backlog and tackled a variety of lingering issues. ... Update 1.23 is here on experimental. Dive into new player spawn systems, enhanced vehicle controls, revamped Vybor Air Base, adjusted weapon distributions, and more. ... Apr 23, 2024 · Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead This change enables server providers to deploy more efficient DDOS protection systems for DayZ game servers. ... You are playing the Xbox Experimental branch, a pre-release version of DayZ. Content and technology are subject to change, some platform and game features might not work correctly, and might crash. This branch comes with a limited technical support. ... Aug 6, 2024 · DayZ isn’t Arma nor Battlefield. Having less inventory increases stamina; forces survivors to be more choosy in what they need to carry for survival and will make firefights more strategic because less magazines, ammo and weapons can be carried. ... Apr 20, 2023 · We are happy to announce the start of the experimental period for game update 1.21! We’ve got a really interesting theme for this update. This time around we’re getting medieval and traveling back to the Middle Ages ! ... Jun 1, 2024 · DayZ Experimental is a key part of the game's development process, allowing players to experience and test new features before they are officially released. ... ">

DayZ Wiki

Experimental

  • VisualEditor

ExperimentalBranch

  • 1.1 What's the Difference?
  • 1.2 The Purpose of Experimental
  • 1.3 Special Servers
  • 2 How to play
  • 3 The Debug Monitor (outdated)
  • 4.1 Play on Experimental
  • 4.2 Submit Feedback

In DayZ , there is a secondary version of the game client available to the general public referred to as DayZ Experimental . This version is available to everyone who owns DayZ. It is named so because it is generally a less polished version of the game and is used for testing new features or fixes before they reach a wider audience in order to ensure that they are ready. It is not intended to be the primary branch of play for users.

Experimental servers were used for small testing patches before Stable pushed to Beta, instead of full dedicated builds. This also marked the movement of 0.63 Experimental to Stable, and 0.62 Stable to a Legacy version of the game. Stress Test builds also ended at this time.

Stable vs. Experimental [ | ]

What's the difference [ | ].

There are two versions of the game available to most users at any given time, and the "normal" one intended for general consumption - is referred to as the Stable branch. It includes all public servers in addition to all private hive and private shard servers. Though its name should make this obvious, this is the version that has been through more rigorous testing and been found to be playable for the majority of the userbase without any crippling issues. Most builds used for this version have been previously tested for quality assurance by an internal team at the development studio as well as normal users on the game's second public version.

That second version is DayZ Experimental . Users must manually download this version by searching in their Steam library. Steam will download another folder with any files that are necessary to play Experimental version. There is still both Official and Community servers, while stable version's community servers are running by DayZ Server application, experimental version need separate DayZ Experimental Server folder that is available by downloading via Steam library.

Most of the time, users who have downloaded and running the Experimental version on Steam will be unable to play on Stable version servers because they will be using incompatible versions. However, occasionally the Experimental version is running the exact same build as Stable, and under those rare circumstances players are able to play on any server without having to switch between clients. However, Experimental servers are still on a separate hive, meaning character data does not carry over from the Stable version or vice versa.

The Purpose of Experimental [ | ]

So what is the reason for Experimental? Creative Director Brian Hicks defines it as the following (edited for clarity and formatting):

Over the time that DayZ Standalone has spent in Steam's Early Access program, Experimental has gained a reputation as the version where you play if you want to see new content/changes/fixes etc. before Stable release.

Users may encounter potential issues and bugs while playing DayZ Experimental due to the nature of the pre-polish pre-test gameplay.

Special Servers [ | ]

Official requests from the development team for players to concentrate on something specific will often come in the form of an open invitation (via DayZ Forums or official Twitter account) to play on some type of "special" server. In the past, that has taken the form of unique server configurations (extremely harsh weather), limited-time builds (0.58 camp hotfix), and stress tests (100 slot servers) just to give a few examples.

The purpose of these uniquely designated testing spaces is to gather specific data related to whatever it is that makes that server special. In the examples above, that differentiation is obvious and tangible, however at times these special servers are just a particular configuration that better suits the collection of a particular kind of data that the development team needs in order to improve something or fix a problem.

How to play [ | ]

ExperimentalOptIn

Users can move back and forth between the Stable and Experimental version by playing on separate game clients, it either can be DayZ (stable branch) or DayZ Experimental (experimental branch) . Follow the simple steps below to switch between them.

This is a seperate full game download, users can switch between the two fast, but does require hard drive space aprox. 18GB free to install the experimental version. Experimental servers are only up during testing of new versions.

The Debug Monitor (outdated) [ | ]

DebugMonitor

Previously exclusive feature to the Experimental version of DayZ is something called the Debug Monitor . This is a small, semi-transparent box that lives in the upper-right corner of your screen when playing on servers that are part of this branch. It exists to give testers more information about their character in order to aid them in filing related tickets on the Feedback Tracker.

The following character information can found on the monitor:

  • Body Temperature (ºC)
  • Position (3D)
  • Last Damage (falling, zombies, melee, etc.)
  • Modifiers (energized, drenched, sick, etc.)

How You Can Help [ | ]

Play on experimental [ | ].

The simple act of playing on the Experimental version is helpful to the efforts of the development team. Although ideally there would be a steady stream of people in these servers at all times, that is often not the case between major updates being previewed on this branch. There may not always be new content to see, but in the true spirit of Experimental there are is almost always something that needs to be tested. That "something" is not always stated outright by the developers because sometimes it is a sensitive issue (i.e. security-related), but if there is an alternative build available here then it means that they need to collect data from players.

It is strongly suggested that you document your experiences on this branch and submit feedback, however this is not a requirement to play on Experimental, and merely playing on this branch generates data that can potentially be used to verify fixes or better understand a problem. Better yet -- bring your friends! Play on Experimental together.

Submit Feedback [ | ]

First, let's talk about how to capture your thoughts, ideas, and observations so that you can reference them later and use them to submit feedback in some form or another. Personally, I'm a huge fan of keeping a pen and a notepad next to the keyboard when I'm playing, that way I can take notes about a bug I've encountered or write down ideas without having to Alt+Tab out of the game and without risking the possibility of forgetting it all later. Some may see this as old school, but it's important to have a quick and ready method of recording these things. Alternatively you could use a note-taking app on your phone or tablet, have a second monitor or computer available, etc.

Now that you've got some way of getting your thoughts down on paper so to speak, you can begin training yourself to take notes as you play. By all means go crazy with your comments, draw doodles, whatever, just remember to be coherent and thorough so that you're not asking yourself, "What did I mean by that?" later on when you go to share the information. Also remember that bad or incomplete information can be worse than nothing at all because it can be misleading or confusing, so be as detailed as possible if you're recording information to report a bug.

Feedback can be submitted in many forms, but the most helpful commentary is filing a ticket on the Feedback Tracker . Before you go and create a ticket however, let's discuss what kind of information to gather in addition to what else you may want to include with your submission.

The goal of a feedback ticket (or really any constructive feedback) is to provide information that will hopefully result in a problem being fixed. In order to fix anything, the developers need to know how to reproduce that bug so that they can observe it for themselves and determine the cause. If you do not provide them with adequate information to reproduce the bug, then your feedback isn't nearly as useful because it's essentially just a statistic. If you want to be helpful, be detailed in your note-taking so that you can then be thorough in your explanation.

When documenting an issue, try and be as scientific as possible. Eliminate variables as much as you can while still reproducing the bug, because the fewer outside factors there are, the easier it will be to determine the cause of the problem. If possible, recreate the bug a few times to be sure that it is both repeatable and consistent.

Information you should record and include for submission:

  • Where does the bug occur? If it is specific to a location, like the roof of City Hall in Chernogorsk, say so and include map coordinates if at all possible. When it is not bound to a particular location but instead only when walking on a hill, or only when climbing a ladder, etc. then that is what you should be indicating.
  • When does the bug occur? Some bugs are triggered by being in a specific spot or by completing a certain action. Is it only at night, only when holding a weapon, only when riding in a V3S, etc.? If you are unable to reproduce it, you would want to indicate that instead.
  • How frequently does the bug occur? This is important because not only does it help gauge how severe the bug is, but also tells the person trying to reproduce it how many attempts might be necessary to encounter it.
  • Give a short, simple explanation of the bug -- a summary, basically.
  • Basic information about your computer such as what operating system it is running and what version of the game you were playing when you encountered the bug (i.e. 0.58.129488).

Compiling information for feedback doesn't have to be exclusively text either -- sometimes a picture or video is just as helpful if not better. If you are so inclined, I recommend checking out the the various methods of in-game video capture such as Fraps, Bandicam, Dxtory, ShadowPlay, etc. Many of these same programs will allow you to snap screenshots as well, but if you just want to create one quickly and don't want to install video software, the Steam in-game overlay is more than sufficient for providing evidence to include with your report. That overlay can be enabled under your "In-Game" options on Steam.

When in doubt, submit a ticket. Don't assume that the development team is already aware of an issue that you've encountered. Others before you may have encountered the same issue and made the same assumption -- "they probably already know." You can't be sure until you check out the Feedback Tracker.

If you've taken good notes and you're satisfied with the information and materials you would like to submit, then it's time to visit the Tracker. Before you go creating a new ticket however, do a search: find out if there is an existing ticket for the same issue. If a ticket has already been started for that issue, contribute additional relevant information or pictures/video as a comment or "subtask" to that original ticket rather than creating your own. This reduces clutter within the Tracker and aids the bug fixing process by making it as easy as possible to reproduce the issue thanks to all of the data being available to reference in one place.

After you have searched and are certain a prior ticket for the same issue does not exist, you can create a new one by clicking the + symbol at the top and choosing either "New DayZ Bug Report" or "New DayZ Security Bug Report" depending on what type of issue you are reporting (see the post linked below if you are unsure what category your report should go to). The form you are given will ask you for all of the information I outlined in the previous section. Provide everything that you are asked for and anything else you feel may be helpful in identifying and fixing the bug, including pictures and video which can be uploaded as part of the ticket. You aren't asked for too many things, but it's better to provide too much information than not enough, so detail as much as you know about the issue because you never know what may help track it down.

Before hitting submit, ask yourself one last time if what you're submitting is helpful and informative; if not, consider going back and elaborating further or compiling more evidence.

Submitting a report for a bug that crashes the game requires a few extra steps in order to sufficiently inform the development team. In the future, the hope is that it will be possible to send the necessary data automatically, but for now it is a manual process. You will need to do the following things:

  • Add the -dologs command to your Steam launch parameters. Right click the game's name, select Properties, and under the General tab select "Set Launch Options..." In the text box that pops up, add the text "-dologs" (without the quotes). This will allow the game to generate a report about the crash when it happens.
  • Gather those crash dump reports. They can typically be found here on your computer: C:\Users\\AppData\Local\DayZ\. You will need to copy all of the files from this folder and create a .RAR or .ZIP archive from them. Include several for the same crash if at all possible.
  • Get your DirectX Diagnostic (DxDiag) report. This program will generate a text file about your PC's hardware for you to include with your submission. Information about it can be found here: https://en.wikipedia.org/wiki/DxDiag

Both of these reports can then be uploaded as part of your ticket. You can do this by simply dragging the file from wherever you have it on your computer into one of the text boxes on the form (preferably the "Description" box). Files can also be uploaded by clicking the "Upload File" button that you'll see within the row of icons at the top of each text box.

A link to the Feedback Tracker itself can be found below, and a guide on how to navigate the Feedback Tracker can be found on the official forum .

  • Official Discussion Forum
  • Feedback Tracker

See Also [ | ]

dayz experimental

dayz experimental

DayZ - Experimental

For ages 17 and up

+Offers in-app purchases.

Online multiplayer on console requires Xbox Game Pass Ultimate or Xbox Game Pass Core (sold separately).

Description

You are playing the Xbox Experimental branch, a pre-release version of DayZ. Content and technology are subject to change, some platform and game features might not work correctly, and might crash. This branch comes with a limited technical support. Additionally, the server capacity is limited, which can lead to long queues. You can report issues on feedback.bistudio.com and share your experience on forums.dayz.com. Thank you!

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  • News & Announcements

merropa93

1.26 Experimental Release

By merropa93 , August 6 in News & Announcements

Recommended Posts

Merropa93    88.

Greetings, Survivors!

Experimental branches of update 1.26 are now live on Steam and Xbox.

Read the full article here.

_______________

PC changelog

Xbox changelog

1.26 EXP Image Support 6.jpg

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Link to post, share on other sites, go88com    0.

go88com

your article is very interesting

In_search_of_Trip    26

In_search_of_Trip

Omg, finally, please make base building update

Paragraf    7

Paragraf

The inventory size nerf is not a good change for the game, some items like ghilie suits are already almost extinct because they don't provide inventory space. How are we supposed to build bases, go to gas zones or raid if we can't carry items that we need? It's already hard for solo players to do those things and with this patch you'll make it even harder. You've spent years adding cool stuff to the game, some of which takes up a lot of space like larger mags, claymores, new interesting guns, and now you say that players carry to much loot on them? 

Thanks

Kathosky    119

Kathosky

Excellent amount of very good changes and additions. This update looks very promising!

Regarding inventory sizes reduction, I really welcome them, and furthermore the T-shirt shouldn't have any slots whatsoever . At the end, it's a piece of clothing that changes in the first few minutes after spawning, so wouldn't be harsh for fresh spawns to reduce its inventory size to none. T-shirts don't have any pockets at the end.

And regarding this from Adam's article:

"We’ve also taken a deeper look at the item distribution in Sakhal and applied a kind of regional theme to each map , which will mostly be noticeable through the firearms you’ll find lying around. Livonia will primarily host western-made firearms, Sakhal will mostly host eastern ones, and Chernarus will continue to offer a mixture of both."

From the point of regional theme, could you consider removing dynamic gas from Chernarus and keeping it only in Livonia so that not on every map there is dynamic gas? The dynamic gas gets old really fast and is too frequent and prevalent everywhere you to.

To clarify, I would still keep static gas zones in Chernarus. I only mean removing the dynamic ones that become very frequent and prevalent in any playthrougt of Chernarus.

Keep It Up and thank you for all these years!

Jarylo    1

Jarylo

Proszę o potwierdzenie, że #wipe będzie dotyczyć postaci. Platforma XBOX. Brakuje powiadomienia, jasnego komunikatu o #wipe 

Poprzednie poprzednie jasne i gotowe. Teraz nie ma zapowiedzi zapowiedzi tak tutaj:

⚠️ Uwaga, Survivors,<br>Aktualizacja 1.25 ma zostać wydana na stabilnych serwerach 27 maja, zaledwie dwa tygodnie od premiery. Wyczyścimy obie mapy na wszystkich platformach, aby zapewnić lepszą stabilność. Twoja postać i postęp pozostaną bezpieczne. Dziękujemy za zrozumienie.

nemorus    261

nemorus

Takie są nowiny, jako iż apdejt będzie wpływał na sprzęt oraz metody nielegalnego wprowadzania go do obrotu, czyli tzw. "dupingu". Mowa o oficjalnych serwerach. Nieoficjalne mogą robić co im się podoba - a jakie skutki będą, to się dopiero okaże.

40ozt0Freedom    0

40ozt0Freedom

Man as a Playstation player I am really doing best to temper my frustration but I'd recommend you guys avoiding any sort of time lines when it comes to your updates. The game is truly amazing and I among so many others appreciate all the hard work you guys have and continue to put into the game to make the players experience fun, smooth, and unique. That being said, the lack of knowledge and the confusion around the 1.26 update to now watching everyone other than playstation players playing the new updated version has been a very unpleasant experience as a daily player of official servers. Thankfully at the moment the market offers no alternatives to Dayz in the sense of a survivor focused zombie apocolypse game that blends pve/pvp in the way Dayz has. The potential is insane but there has to be a way to wait on your announcements and pr until you know you can have a clean roll out. Anyway, not looking to complain, just want to offer an honest/geninue opinion of survivor who plays almost daily. 

I hope the future is bright for Dayz and Bohemia. See you on the coast.

Nebulae3    422

Nebulae3

Download dayz experimental on steam for PC, lets try to get some full servers on 1.26 for stress testing, good luck and lets have fun! 🤗

WOLVERlNES    135

WOLVERlNES

My friends and I love the nerf to clothing and gear carrying capacities.

This brings DayZ closer to its original concept, to survive. IMO too many play the game like a Milsim. DayZ isn’t Arma nor Battlefield.

Having less inventory increases stamina; forces survivors to be more choosy in what they need to carry for survival and will make firefights more strategic because less magazines, ammo and weapons can be carried.

It’s silly to be able to carry an assault rifle in one’s back pocket. T-Shirts with no pockets should have zero inventory also, but I get why having 9-slots is there so they aren’t completely useless and game balance.

Looking forward to FrostLine release!

On 8/6/2024 at 4:06 PM, Paragraf said: The inventory size nerf is not a good change for the game, some items like ghilie suits are already almost extinct because they don't provide inventory space. How are we supposed to build bases, go to gas zones or raid if we can't carry items that we need? It's already hard for solo players to do those things and with this patch you'll make it even harder. You've spent years adding cool stuff to the game, some of which takes up a lot of space like larger mags, claymores, new interesting guns, and now you say that players carry to much loot on them? 

I agree relating to Chemsuit arguments, they don’t carry much themselves—reducing how much space their bits & bobs take to carry around with us would be in order. 

Riddick_2K    174

Riddick_2K

On 8/30/2024 at 12:06 AM, WOLVERlNES said: This brings DayZ closer to its original concept, to survive. IMO too many play the game like a Milsim. DayZ isn’t Arma nor Battlefield.

You are very wrong. The reduction of the inventory only leads to favoring "CoD hit and run style" behaviors and will penalize those who use the space to survive alone. And those who only look for a few weapons and go looking for the unfortunate to kill complain about the space in the inventory... and they also look for him "defenseless"... who does not have obvious weapons... (great "heroes" of DayZ)... and if the one they "thought defenseless"... (evidently thinking of an "easy kill")... as soon as they get close, he pulls out an automatic weapon and kills them... they get angry and cry. Mi mi mi mi mi... "I was looking for an easy kill and the enemy killed me"... mi mi mi mi mi... He doesn't like dying like this... This is, in essence, the complaint of those who want these changes... NOT "realism" (which is NOT in DayZ and will NEVER be!), which is just an excuse for "easy kills"!

Jonjorgio    0

Jonjorgio

Hello DayZ Community Support! I have a question. I will be very grateful if you answer. Will update 1.26 be released on stable at the same time as the Frostline DLC? Or should we expect the DLC at the same time with 1.27,  but 1.26 will be released in the coming days?

On 9/8/2024 at 10:42 AM, Jonjorgio said: Hello DayZ Community Support! I have a question. I will be very grateful if you answer. Will update 1.26 be released on stable at the same time as the Frostline DLC? Or should we expect the DLC at the same time with 1.27,  but 1.26 will be released in the coming days?

Hello, we will announce the detailed info soon on our social media. 🙂

Sid Debian    134

Sid Debian

21 hours ago, LPFlame said: Hello! I am writing through a translator.Tell me, how soon will the patch be released? The VIPE on the server where I play depends on it)I have a vacation this week, and I really want to immerse myself in the game, but it's impossible without a vIpe. Every day I wait for news about the release of the patch and the subsequent erasure of the map and the start of the new season on my favorite soda server. Thank you!)

As soon as possible. Or you prefer to get bugged game? I'm sure that you'll be in the first wave who'll cry about the bugs. Your vacation is only yours vacation and no ones else will not be cared about it, same as about your lovely server.

Take you patient, calm your passion and await the release same as many other players and admins. Or get to the test branch and play there as it been done by many other players.

Any wooden stick has at least two ends...

And reach the most important part of shooter, survivor and software developer - better safe then sorry.

Two times community had been broken the game because they can't await (2012 - 2013 community cryed for game release of the game, when BI was attacked by hackers and in the hackers had been published source code of DayZ 0.15; second time was not really long time ago about 3 - 5 yers ago, patch had broke the cars and some mechanics, BI said that was huge mistake that they had published release of patch so fast, about pess then two weeks).

I as a player not really wish to get the same issues third time...

Beans

Girth Brooks    570

Girth Brooks

Just so ya know, you can ride boats under the map. Maybe fix that before the next update drops.

1 hour ago, Girth Brooks said: Just so ya know, you can ride boats under the map. Maybe fix that before the next update drops.

Is it a random bug or is there a way to do it on purpose? I'd be curious to try it... 😁

It seems random when beaching the boat, sometimes it disappears underground after you exit, sometimes while you are in driver seat.

saguache    0

saguache

Any idea when official will be back online? Is there a place where you're reporting status updates?

On 9/6/2024 at 10:08 PM, Riddick_2K said: You are very wrong. The reduction of the inventory only leads to favoring "CoD hit and run style" behaviors and will penalize those who use the space to survive alone. And those who only look for a few weapons and go looking for the unfortunate to kill complain about the space in the inventory... and they also look for him "defenseless"... who does not have obvious weapons... (great "heroes" of DayZ)... and if the one they "thought defenseless"... (evidently thinking of an "easy kill")... as soon as they get close, he pulls out an automatic weapon and kills them... they get angry and cry. Mi mi mi mi mi... "I was looking for an easy kill and the enemy killed me"... mi mi mi mi mi... He doesn't like dying like this... This is, in essence, the complaint of those who want these changes... NOT "realism" (which is NOT in DayZ and will NEVER be!), which is just an excuse for "easy kills"! 🙄

Just because you don’t agree doesn’t make my statement wrong.

Two long arms can be carried on one’s shoulders, there’s no reason to carry more than that at one time. Between the stamina drain and momentum changes made awhile back, coupled with the reduced inventory makes the experience much more balanced and again brings the IP closer to it’s roots of being a survival game rather than a Milsim.

Loan survivors have to be more selective about what they carry, which also reinforces the strengths of crafting.

I rucked around in the Army with full battle-rattle, it’s not fun and does weigh a person down significantly. Reduced inventory was the right decision by Bohemia.

Benefits to lower weight: better mobility, longer breath hold times to steady aim, less use of resources to remain mobile and firefights will be more interesting because less magazines and ammo can be carried, so survivors will be more choosy on which engagements are worth the risk. Carrying less also can foster more survivors to work together towards a common goal rather than KOS as often as its historically been. 

6 hours ago, WOLVERlNES said: Just because you don’t agree doesn’t make my statement wrong. Two long arms can be carried on one’s shoulders, there’s no reason to carry more than that at one time. Between the stamina drain and momentum changes made awhile back, coupled with the reduced inventory makes the experience much more balanced and again brings the IP closer to it’s roots of being a survival game rather than a Milsim. Loan survivors have to be more selective about what they carry, which also reinforces the strengths of crafting. I rucked around in the Army with full battle-rattle, it’s not fun and does weigh a person down significantly. Reduced inventory was the right decision by Bohemia. Benefits to lower weight: better mobility, longer breath hold times to steady aim, less use of resources to remain mobile and firefights will be more interesting because less magazines and ammo can be carried, so survivors will be more choosy on which engagements are worth the risk. Carrying less also can foster more survivors to work together towards a common goal rather than KOS as often as its historically been. 

I don't know if it is a problem with Google's translation, but it seems to me obvious that I don't agree with you because I consider your statements wrong. Maybe you're right and I'm wrong, but at the moment, if nobody shows me and convinces me that I am wrong, I continue to believe that you are wrong. I do not discuss that "traveling light" has its advantages, I just say that they would not have to "force everyone" to travel lightly. A choice had to remain. In this game we have so little crafts and a lot ... exaggerated ... consumption of everything ... out of any reality. Nobody will manage to convince a player who only enjoys "hunting humans", to collaborate with them ... certainly not with these "ploys". It is a question of mentality and vision of the game: those looking for survival and the (potential) collaboration between the surviving humans, there is no modification of the game that can make it change ... it will still make a "quiet and collaborative" game . For those who enter the game with the only goal of arming themselves and hunting the other players, he will always and in any case ... and if, due to some changes in the game, he will no longer be able to do it, he will abandon the game. They are two completely different and incompatible visions of the game. In any case, I remember that we are talking about the "official public" version, of course. On private servers you can do everything you want: there are the mods that inhibit the killings between players, for those looking for only PVE, and there are all possible changes to encourage the PVP (also completely eliminate the infected). I remain of the idea that the reduction of space in the inventory penalizes only those looking for survival alone and, for this reason they must carry everything you need (so much, too much in this unrealistic game). Those looking for only the PVP, just a few weapons and a little ammunition, so much "light travel" from before, and he does not need a lot of material, he will take him so much from those who have killed, or ... if he is killed, not He will need more. And, to conclude ... Having less spaces in the inventory will increase the KOS even more: what is the fastest system to find tools and accessories (which you can no longer take with you) if not the first player you see in front of you?!? However, it is now so ... we will adapt. What is curious, however, is that if you look at the community servers, the majority are PVP. The PVE are a minority. So it remains a choice that I don't understand. If they had wanted to "free the public servers", they would have had to "disadvantage" the PVP, making the players "migrate" to private servers ... but this changes disadvantage the pve, but they are the minority of the players. Conversely, with this modification, they do not help the PVP, because almost nothing changes ... whoever seriously made the PVP "traveled light" from before ... and nobody "prohibited" to do it. The players of the PvE (who "traveling heavy") were of the best loots when they could load more stuff ... they were heavier and more clumsy and, killing them, you could acquire much more booty. It is a change that, in my opinion (from any point of view I try to look at it), makes no sense and is not useful to anyone. Only the "smart ones" of "easy killing" can get some advantage, but also the very small one, because it does not need to have many weapons to be "dangerous and hidden": the Deagle in 357 is the most powerful gun of the game and the 12 caliber in pallettoni is the most powerful ammunition, and you can still keep a sawn-off shotgun inside a jacket or backpack. A mosin inside the backpack is useless.

But that is not the purpose of the change, otherwise they would have done much better in another way. And I continue to think that those who only seek the clash between players have the wrong game.

¯\_(^~^)_/ ¯

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IMAGES

  1. Dayz Experimental 55 "with rambling"

    dayz experimental

  2. How to play DayZ experimental

    dayz experimental

  3. Top 5 Updates from DayZ Experimental You Must Know

    dayz experimental

  4. Understanding New Gameplay Elements in DayZ Experimental

    dayz experimental

  5. 'DayZ' Experimental Patch 1.14 Update Guide: What Additions, Fixes

    dayz experimental

  6. DayZ Experimental Update 1.08 available for download, overhauls base

    dayz experimental

VIDEO

  1. DayZ Exp 1.26

  2. DayZ"Experimental 1.26" 1

  3. DayZ Experimental 1.26 Livonia Map Exploration

  4. DayZ Experimental

  5. We found a DMR!

  6. DayZ Experimental 1.26 Live on Twitch come chat and hang out!!!

COMMENTS

  1. Experimental - DayZ Wiki">Experimental - DayZ Wiki

    In DayZ, there is a secondary version of the game client available to the general public referred to as DayZ Experimental. This version is available to everyone who owns DayZ. It is named so because it is generally a less polished version of the game and is used for testing new features or fixes...

  2. Experimental Release - DayZ">1.26 Experimental Release - DayZ

    Aug 6, 2024 · Game update 1.26 offers changes and gameplay additions that not only support the DayZ Frostline expansion, but also impact the overall experience of our existing maps Chernarus and Livonia. As the title "Frostline" aptly suggests, we have concentrated a lot of work around the temperature systems.

  3. dayz experimental? : r/dayz - Reddit">What is dayz experimental? : r/dayz - Reddit

    /r/dayz - Discuss and share content for DayZ, the post-apocalyptic open world survival game. Avoid the infected (not zombies), make friends with other players (or not). The only goal is survival.

  4. Experimental Release - DayZ">1.24 Experimental Release - DayZ

    Jan 16, 2024 · Instead, this post is dedicated to the year’s first experimental release: game update 1.24! As with most updates early in the year, this one includes a clean sweep. Basically, we went through our backlog and tackled a variety of lingering issues.

  5. DayZ - DayZ | 1.23 Experimental Update - Out Now - Steam News">DayZ - DayZ | 1.23 Experimental Update - Out Now - Steam News

    Update 1.23 is here on experimental. Dive into new player spawn systems, enhanced vehicle controls, revamped Vybor Air Base, adjusted weapon distributions, and more.

  6. Experimental Update 1.25 (Change Log) - DayZ Forums">Experimental Update 1.25 (Change Log) - DayZ Forums

    Apr 23, 2024 · Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead This change enables server providers to deploy more efficient DDOS protection systems for DayZ game servers.

  7. DayZ - Experimental | Xbox">Buy DayZ - Experimental | Xbox

    You are playing the Xbox Experimental branch, a pre-release version of DayZ. Content and technology are subject to change, some platform and game features might not work correctly, and might crash. This branch comes with a limited technical support.

  8. Experimental Release - News & Announcements - DayZ Forums">1.26 Experimental Release - News & Announcements - DayZ Forums

    Aug 6, 2024 · DayZ isn’t Arma nor Battlefield. Having less inventory increases stamina; forces survivors to be more choosy in what they need to carry for survival and will make firefights more strategic because less magazines, ammo and weapons can be carried.

  9. Experimental Release - DayZ">1.21 Experimental Release - DayZ

    Apr 20, 2023 · We are happy to announce the start of the experimental period for game update 1.21! We’ve got a really interesting theme for this update. This time around we’re getting medieval and traveling back to the Middle Ages !

  10. DayZ Experimental? - Host Havoc">What is DayZ Experimental? - Host Havoc

    Jun 1, 2024 · DayZ Experimental is a key part of the game's development process, allowing players to experience and test new features before they are officially released.