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Showing results for 'Vehicles'.
Found 41868 results
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hej guys, is this still happening? otherwise still another batch of questions: vehicles: there will be sooo many steps in order to get a vehicle running. Will maintance be in - the end - as "tedious" as the initial effort? meaning: constant replacement of fluids, battery acid levels, lights, etc. ? Can we expect also other dynamically spawning sites and elements around Chernarus in addition to police cars and helos? just some quick ideas: small road-works, road-accidents, small little abandoned camps or bonfire sites... huge hay-stacks and hay bales all around Chernarus: will there ever come something out of them? just a short batch of ideas being able to hide loot and yourself in a hay-stack being able to take hay with you (for fire or for animal traps/lure or to create makeshift clothing with bags and duct tape) from bales and stacks being able to move hay bales (walls for base maybe) with vehicles Will bigger mammals like deer, cattle, sheep or goats be rarer to find and more depict an Endgame for hunting efforts? And will therefore more critters and smaller animals like rats/mice, poultry, squirrels or other animals like birds or ducks be more prevalent? currently zeds can overcome smaller and even higher walls/fences pretty darn effectively. some questions here what are the implications for our player-characters? will we be able to overcome such obstacles in a similar way (also e.g. climbing platforms at train stations)? what are the implications for zeds? will we see more basic motoric stuff from them: climbing ladders, opening doors, holding and even using weapons/objects (ineffectively)? should zeds be even able to perform these actions as effective as designed atm? shouldn't they more stumble and fall over fences and also barely if even overcome higher walls/fences? cheers
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The servers with the cars having parts indicates that vehicles were never ruined on that server. As far as I could tell, after a couple weeks of heavy usage, the cars woulds never respawn with doors, trunks, or hoods again. It seems that if you take off the ruined parts, and then they despawn, they are gone for good from that server. The servers with the fully assembled cars just never really got that much play for the past six months.
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Hello everyone. SERVER IS OFFLINE !!! Not to long ago we started our Arma 2 DayZ Epoch server, the only thing we need now are some players ! Server adress : 144.76.87.228 Port : 3802 server name : Kinetic DayZ Epoch Chernarus (1.63/112555) """! 1.63/125548 !""" is the version of the game you need to have if you want to join ! What can we offer you ? Starterkit for the new players 500+ vehicles Deployable bike Selfbloodbag Lift + tow Trader safezones AI Missions HALO Jump Custom Map additions Repair, refuel, rearm service points Safezone(when you enter a safe zone the god mode will activate for you and your car... when you leave the safe zone the god mode will disapear after 5 - 10 seconds) AND MORE... Good FPS, No Lag. Rules: - No safezone camping - No stealing from safezones - Do not build withing 1000 meters from a safezone (or ask a admin for approvement) - It's not allowed to perform an kamikaze attack into a base - No glitching into bases - Skybases are not allowed - No racism or insulting words -NO HACKING We hope to see you soon ! :) I can be contacted for help on ts3 or skype ts3 adress: 162.248.91.225 Nickname: Reflex skype ID: dedman155 skype name: ♪★Ⓐndⓨ★♪
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Afternoon Survivors, So, as 0.60 was released on Experimental branch during last week, Brian and Peter have a few words to share on the first impressions of this version as well as the road going forwards towards the Stable release. Contents This Week Dev Update/Hicks Dev Update/Peter Community Spotlight Dev Update/Hicks Greetings Survivors, As I'm sure many of you are aware, 0.60's first few iterations have hit experimental branch. Despite our feedback tracker being offline for upgrades, our fantastic userbase has submitted hundreds of new issues on the temporary bug reporting sub forum over at the Official DayZ forums (forums.dayz.com) and we are all blown away by the support and engagement. The demand for access to experimental branch servers has been overwhelming, and far exceeded any previous experimental branch interest levels. For those interested in what experimental branch is, or have questions as to why experimental branch servers are intentionally kept at a certain quantity - check out these two forum posts by myself, and our community moderator PurePassion. http://forums.dayz.com/topic/232835-your-guide-to-experimental-update-060/ http://forums.dayz.com/topic/232979-a-few-thoughts-on-experimental-branch-server-availability/ Past that, we have several blocking issues holding us back from pushing 0.60 to stable branch. Let's take a quick look at some of them below: - Error Messages when picking up any item with attachments that has been placed on the ground, and then moved to inventory - Player Item Loss when logging off while holding backpack - Several server crashes causing VERY short server uptime - Client crashes when navigating certain coastal cities - Weapon Attachments twitching randomly out of sync with weapon and player hands - Client stuck on black screen after launching PC in some configurations - Players seeing other players stuck in climbing animation in some situations - Client crash after exiting to Main Menu in some configurations - Character unable to see their clothing after initial spawn and login - Client Crash when connecting to a new server - Roads visible through some objects - And more.. We've fortunately been able to squash several issues related to disappearing items after swapping, some blocking issues preventing some players from starting the client at all, and rolled out some new debug logs to help the programming team to analyze existing server crashes. Now that we have 0.60 on experimental branch, we can let you all know what our milestone goals are for 0.61 build! 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) While 0.61 will more than likely have additional changes, the above updates are what we are focused on as priority for the 0.61 update. We're all extremely excited and happy to see such a positive reaction to the Enfusion Engine's renderer, and the environmental improvements to the coastal cities in Chernarus. The entire DayZ development team is chomping at the bit to get 0.60 to stable branch and join you all in DayZ's latest update. - Brian Hicks / Creative Director Dev Update/Peter With first experimental iterations of 0.60 version available publicly there emerged some questions related to gameplay mechanics. I would like to remind you that there is no need to worry since most features and mechanics are a work in progress, not to mention that everything is being currently rewritten in Enforce script including core gameplay functionality. The current state of advanced weapons handling in 0.60 can be somewhat confusing as there are no proper animations connected to it, so it's nearly impossible to visualize and read the state of the weapon. New animations regarding weapons handling, some of which were already showcased by our Lead Animator Viktor, will be implemented with the new character as there is no point in doing the same work twice, which also applies for other features which were postponed a bit. I understand that it can be tiresome waiting for improvements but it's for a good reason and it will help us make the best game. Most of the mechanics can be rewritten in parallel so that old and new implementations coexist together. Good examples of this are user interface, damage system, animation system, the renderer and many others. However this sadly wasn't the case with weapons, where crucial changes have to be made directly in a living and functional system (a similar situation for this is with vehicles for example). Due to this limitation we went into release with a state of weapons handling which may be unpleasant to players as many of its mechanics are not obvious. Of course, things like a higher chance of weapon jams or even jamming pristine weapons with pristine ammunition are purely on the configuration side of things and they are set like this because it's easier to test them especially in an internal environment and hand in hand (as it's the same build) with the publicly available build on experimental branch with a much wider audience. I'm not personally thrilled that such loose configuration can leave a bitter taste in the mouths of players when playing with new features, but you can count on it being set in reasonable numbers for stable release (I don't want to say balanced, as huge balance passes will take place in the future when most of the features will be in their final or nearly final state). Carry on... see you in Chernarus folks! - Peter Nespesny / Lead Designer Community Spotlight Sweet joy, version 0.60 was released on Experimental branch last week and there is already plenty of good content to find! One such example would be the first look at 0.60 as seen through the eyes of DAT Gooner while he and one of his friends go look at some updated locations and check out a couple of the new items (warning: LOUD audio from 0:23 to 0:29):: We hear you (and a lot of other players wanting to have a go at 0.60) at the beginning of the video. As for the amount of Experimental servers available, please do have a look at the following post written up by Brian: A Few Thoughts On.. (Experimental Branch, Server Availability..) The introduction of 0.60 was in part also aimed at increasing client performance, and while this seems to be the case for the most part across the board, there might be a bit of help to find here for those of you needing to cram a bit more fps out of DayZ on 0.60: Thanks to iConnorN Gaming for making this guide! Also, we have already received massive amounts of bug reports on the DayZ Forums since the launch of 0.60 on Exp. branch which is awesome!!! Of course, we hope that you'll keep reporting those bugs whenever you find them since this is an incredible help for the dev team. Thanks for all your support everyone, you're the best!!! We know that there'll probably still be loads of ups and downs going forward from here, but we hope you'll enjoy the ride along with us :) Header image credit: Jon Snow - SMoss / Community Manager
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There currently is a thread in reddit regarding that and I think, it's a valid point. After a server wipe, it will only take a couple of hours and then all cars will be stashed away for forever, especially on private hives. Looking for a car the day after a new patch has been uploaded? Pointless. I do not know how specifically a better spawn system would or could look like, but maybe not all vehicles spawning at once after a wipe? Discuss.
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INTENZ | DayZ Vanilla First Person - 1.8.8 - Hardcore -Survival +AI
Landbergaern posted a topic in Mod Servers & Private Hives
Hello my fellow DayZ-lovers, here I offer you something fresh, something hardcore. So what is IntenZ? Well its the one server that will give you some kind of pve without adding wasteland missions. When I play DayZ I want an immersive environment that challange you as soon as you start to relax. In current state of DayZ vanilla you will find an assault rifle, one of the top-4 backpacks and all the supplies you need in the same town you first spawn in and it will only take a few minutes. We decided to fix that with a new balanced IntenZ custom loottable. On this server you will find yourself actually fighting hunger and thirst and also spending a bit of time upgrading your current gear. When population is low randomly placed AI will hunt for players to give random encounters when you least expect it. So on IntenZ you can never let your guard down. The AI difficulty is not that high and will mostly be able to kill you if you let your guard down or are in a bad spot when getting initiated. Its quite a thrill and we are happy with how it works. We also made the zombies strong on this server. *FIRST PERSON ONLY - Noone looking at you while they are safe behind cover. Full immersion in vehicles and combat. *Hardhitting Zombies. Thats right you cant stand and tank 3 zombies on this server while dealing with your business, thats for sure. Full scale sun and moon-cycle. Winter is darker and summer is brighter, a dozin variation on how much moonlight you will get at night depending on date of the year, also what time it goes up or down. Prepare for eventual pitchblack nights (use night tools or struggle in darkness) *DayZ addapted J.S.R.S Sound Mod (Super highquality Sound FX and, hear gunfights further away. With permision from the J.S.R.S team we where granted to make an dayz optimized version of their soundmod. Soon to be added in to vanilla. (Help installing it can be given in our discord-channel) *Spawnselection is turned off! No crosshair, no side chat, no death messages, no gps-markers or any other goofy immersion breaking stuff. Use your skills and ingame tools and evolve. *Balanced loot tables. We have made sure you rarely will reach your gear endgame in your first hours. Getting top gear here will be a thrilling experience for everyone. To get in contact with me or other 1pp-enthusiasts please join our Discord. You can get an invite on www.dayzintenz.com We will be very consistent and do everything in our power to give the dayz-community the most intense and immersive experience Arma2 can provide. Server info: Name: :INTENZ |DayZ 1.8.9| First Person - Hardcore - Survival +AI Ip: 31.186.250.163:2302 Location: Germany Playerslots: 40 Serverrestart: Every 4h Servertime: CET -4 Homepage: http://www.dayzintenz.com How to get in to the server without issues. Install Arma 2, Arma 2: Operation Arrowhead and Arma 2: DayZ Mod. You need to open all 3 games at least once to install it fully with anticheats and everything. After you've done that open Arma2 DayZ mod go in to multiplayer and click "Adress: LAN" until it says "Adress: Internet". Now press the "Remote"-button and copy-paste the IP for the server. You should now see us in the list so just double click and join. The first time you join it will restart your game. Just join us one more time exactly the same way as the first time and now you should get in to the lovely world of Chernarus in First person. Good luck! -
[1PP Public] HERO* - Hostile Environment Relief Organization
digitalstimulus replied to digitalstimulus's topic in Servers
Super Bambi Camp! Free loot for the general public! Greetings to the DayZ General Public! Are you a lone wolf that has never had time or energy to put together a vehicle? How about wanting to try some of the exotic weapons you may have heard about but never were able to find on your own? With the upcoming character wipe once 0.60 hits stable, our community has been planning and decided to move our entire base, fleet of vehicles, and all of our loot including weapons, armor, ammo, etc to a location we call “Bambi Camp” on our server. South of Berezino, on the East coast, is a town called “Nizhnoye” which is where our Bambi Camp is located as pictured above. Bambi Camp normally has food, water, and miscellaneous survival gear that our community keeps stocked for fresh spawns. Server: HERO* - Hostile Environment Relief Organization We invite you to come check out Bambi Camp and play around with what DayZ has to offer. We took some pictures during our setup, but we are NOT putting up pictures of the final “Super Bambi Camp” or a list of what the camp contains. We promise there is some good stuff in there when we set it up. We cannot promise that the stuff will still be there by the time you get to it. The Hostile Environment Relief Organization does not have the manpower or energy to police this event after spending most of today moving everything. Come check it out and meet some folks! -
https://gyazo.com/9f126c79b03507ca9813b3da88a96ce1 Soooo?... You probably need assets for the new buildings/stationary vehicles as well, The weapons/UI might be unnecessary but as i said i followed an old guide that only excluded some of the files and moving everything else from 0.6/addons doesn't seem to do the trick. PS. Those files were hard to fit in one sceen. even in 2560. xD
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[Opinion] The Value of Base Building?
puppetworx replied to [DGN] Johnny's topic in General Discussion
It shouldn’t all be about rarity, rarity and challenge need to be balanced. If there is no challenge to using it then the item should be rare, if there’s challenge to using it then it can be more common. Challenge and rarity should both increase as the base type gets bigger/better, just like with vehicles. I’d like to see hatchets and hammers make a lot more noise also. If you’re boarding up a room, chopping down a tree or breaking in to something it should be a challenge to have to fight off infected and players who come running. Digging a cache should be a piece of piss though since it's the very entry-level type 'base'. Good point. Does the weight of objects currently hurt the speed, acceleration, responsiveness and fuel consumption of vehicles? That would make things much harder. -
A Few Thoughts On.. (Experimental Branch, Server Availability..)
Hicks_206 (DayZ) posted a topic in News & Announcements
This morning after having a coffee and catching up on e-mail I started going over tweets people had sent to myself, and the official DayZ Dev Team twitter account and I noticed some statements, albeit from a albeit small portion of the community, but ones I thought needed addressing none the less. First off however, let me take a moment to thank the overwhelming support the DayZ community has given us thus far in our efforts to iterate on 0.60 experimental branch. You guys have helped us isolate a large amount of issues that didn't come up under the first stage of testing with our internal QA teams and that is outstanding. Hats off, applause all around. You guys *rock*. Now, while going through the tweets this morning I did notice a good deal of frustration from this vocal minority in the community surrounding a lot of issues (Requests to push the current 0.60 build to stable right away, Frustration that experimental servers were not online at all times, Anger over experimental branch servers not being increased to ensure all those interested could log in, Misunderstanding over allowing content creators to show 0.60 to their audiences, Requests to take stable branch official servers offline and switch them to experimental, etc) - but the core of the issues all pointed back to one shared root: Availability of player slots on Experimental Branch. While I sympathize with those who are frustrated that they cannot get on to an experimental server due to demand, as it is regrettable that the nature of experimental branch does not allow all of you to be guaranteed access I think it is important we revisit this stickied forum post from 2014: "This branch is by its own definition "Unstable". In simplest terms, the purpose of experimental branch is for the development team to experiment with builds in a larger userbase than our internal QA. Sometimes that results in us finding issues we cannot catch internally, sometimes that means we can verify fixes on issues with very low repro rates. Sometimes the builds are very unstable. (As mentioned prior) The branch exists for load/volume/stress testing. Those who go through the process of manually opting into this branch (its not super visible - by design) and dealing with whatever issues the current build on it may have, get to sometimes see content and systems not quite ready for prime time. However, that does not mean that is the purpose of the branch. As the nature of the experimental branch is for the above mentioned testing methods, neither uptime, character data, nor stability is guaranteed." Experimental Branch usage is (like the rest of development) an iterative process. We (the DayZ Dev Team - and specifically Production, QA, and Build Management) start small and scale up as we identify critical issues and gain more confidence in the build's performance in stress scenarios. You might have seen this visible in the next day update to experimental branch, and the increase of player slots per instance to 60 players. To those who don't follow experimental testing closely this might not be super obvious, but this has provided us with *VERY* valuable data. I'm going to try and answer/explain a few of the topics tweeted at us over the span of last night below: Why won't you just push 0.60 to stable now? / It has to be better than 0.59: Well, simply put we just can't do that. There are quite a few issues that would flat out prevent a large amount of the userbase from playing DayZ at all. From the ever present "Application Error" to black screens on launch, server crashes, and many more - The build *has* to stay on experimental so we can get it to a state that allows the vast majority of the DayZ playerbase to play and test it on stable branch. Lets not forget that all branches of DayZ Early Access are testing branches! The testing base and goals scale up from our Internal QA, to Experimental Branch, and finally to the Stable branch as the default build you play when you install DayZ on Steam. I know it is not the popular thing to say, and the less fun part of my job involves having to take the brunt of passing on bad news - but your patience, participation, and feedback is and will help us get this build to stable as soon as possible. Why are the experimental servers down in my region? / Why aren't the devs saying anything about the server being down in my area?: Keep in mind the DayZ Dev Team operates out of Central Europe, and depending on where you are in the world there is a high chance the developers are in bed / haven't had time yet to analyze the issues causing the outage. Time Zone differences can be confusing, trust us we know! Pair that with the fact that server availability, distance from the Prague offices, and latency can fluctuate greatly depending where you are in the world - and it can and will lead to server downtimes in your region. A good example of this is the Oceanic and Asia regions - of which we've been fighting server issues and connection speeds throughout experimental branch usage. So please, be patient with us - we haven't forgotten anyone and will get the servers up as soon as time, and process allows. As well, sending tweets out every time a server crashes or goes offline due to a bug or server hardware issue isn't practical given how frequent this can happen on the experimental/unstable branch. Why aren't there more player slots? / Lots of people want to play, let us all play: The experimental branch testing phase is *not* set up to ensure availability and accessibility to all. Besides it not being practical on an infrastructure point, the nature of how we use experimental branch means we need to be able to create false stress situations for the game server instances, the central hive, and in some cases even the server hardware. Now, as experimental branch testing moves forward on any given build we slowly increase the player slots for that branch whenever possible. Be it actual game server instances slots, or allocating additional hardware when possible. Simply put, especially at the initial stages of a build being on experimental branch, we *need* to see how the build operates under extreme demand, we need to see it fail, and we need to analyze that data and make changes where necessary. That said, we are looking into increasing the branch player capacity within reason. Don't expect several thousands more player count capacity, as that is what stable branch is for - but we recognize the demand and are doing everything we can to help alleviate the issue. Why are streamers given special treatment? / I should be able to play there too: Early on after the first build of 0.60 was pushed to experimental I realized we just didn't have the infrastructure or hardware available to let everyone who wanted to see 0.60 on experimental branch that wanted to, and we wouldn't be able to flex up to accept all of the demand. Realizing this, at the end of the work day a development box that I use to capture footage for our Youtube Channel, and bug bash internal development builds was taken offline and converted to point to the experimental branch in the hopes that we could at least through allowing content creators to showcase the build let those who couldn't get onto an experimental branch server *see* how 0.60 was operating, performing, and moving along. The hardware used was not powerful enough to actually operate an actual experimental branch server, and would for certain buckle under the demand, but through reallocating this one small instance we could at least provide 30 or so content creators from across the globe, and across multiple languages give thousands more people a look at how things were looking on the march towards 0.60 stable branch. Creators of all audience sizes, and regions across the globe were given access to the box and asked to use said access to help alleviate the stressed demand on experimental branch by sharing their experiences on their distribution methods (Youtube, Twitch, Twitter). Through this method we were able to allow thousands of additional people to see and experience 0.60 experimental branch that we would not have been able to otherwise. Some people seem to think that experimental server resources were diverted to allow content creators access to 0.60, or player slots that could have been used for general experimental branch usage were given to these users. Simply put that is not the case, as mentioned before the server utilized was my personal work box and would not be able to handle such a demand. This was easily demonstrated earlier this morning when some enterprising folks acquired and distributed the IP address to this PC and the game server rapidly failed and stopped operating for several hours. No one was being denied playable server slots on experimental, and while we did ask content creators to be discrete so as to not compound the issue with experimental branch being at capacity that plan upset a small portion of the community, and for that I am sorry. It was never my intention to make anyone feel less important than anyone else in the community, the intent was explicitly to allow as many people as possible to at least *see* 0.60 experimental. Why don't you just take stable servers offline and convert them? / No one is using stable servers, switch them over: While it may seem that way to some users, DayZ has an active player base of several hundred thousand that cycle in and out (call it turnstile if you will) and it is important that we not just switch off game servers that users call home. We already fight issues with this in the case of some stable branch official servers, you may have seen it visible in forum posts asking where a specific official branch server that went offline was, and how users could get their camps, vehicles, etc back. As we move forward with development and push changes such as the final redesign of our server browser out, increasing visibility and thus reliability in these stable branch servers becomes even more paramount. For a game that is effectively a service in some definitions, like DayZ can be, we need to provide a certain amount of stability and reliability with the official DayZ servers. Switching them off and converting them to experimental branch due to a short term increase in demand is - in short, as I like to call it - "A bandaid on a broken leg". We all recognize that as we continue to move forward with major engine updates to Enfusion/DayZ demand will likely increase on this branch, and while we still have to keep the experimental branch within a certain limited capacity compared to stable branch, we *are* working on being able to increase (flex) experimental branch player slots to try and alleviate the demand as best we can with resources that do not compromise the integrity of stable branch official servers. I hope the answers above help you understand why/how things are done the way they are. I know some of the answers might not be what some of you want to hear at the time, but I felt it was important to address the questions and concerns raised via twitter over last night. Thank you all for being so awesome, and joining us in this incredible and sometimes stressful journey that is the development of what I think is one of the best gaming experiences of all time. -
GK Gaming has a brand new Overpoch Chernarus server up and running! The map is fresh and filled with vehicles. Great base locations are up for grabs. The two co-owners of GK Gaming are experienced DayZ players and server admins with nearly 7 years of combined DayZ server administration experience. Overpoch Server: 23.96.121.208:2302 TeamSpeak: 23.96.121.208 Server Features: Very active admin support Regular server-wide events with prizes (Video below) Single currency Advanced Trading 3+ AI missions at one time with diverse weapons and AI vehicles Custom loot tables Added buildings ESS spawn system Tow/Lift No kill feed 75m plot poles reduced fog, no rain Self Bloodbag Weightless Group/Door management (Coming VERY soon) Many more future features in the works Here is an example of the types of fun events that regularly take place on our server: (Credit to DeZtRoYaH and Kind-Sir for the creation of the now disbanded Vendetta Gaming Clan. The staff of GK Gaming are former admins of Vendetta Gaming Clan and co-creators of the event in the video) For any questions about our server or our community, feel free to send me a message, join our teamspeak, or send us an email at [email protected] -GSten
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[Opinion] The Value of Base Building?
puppetworx replied to [DGN] Johnny's topic in General Discussion
I think bases should be implemented like vehicles are: if you want a good one it will take a lot of hard work, luck and will be difficult to hold. Holding onto a vehicle for a few days always feels satisfying but holding onto the helicopter feels like you're king of the server. It should be just like that. In the mod people were forever trying to make a base out of the factory building south-west of Berezino (and failing) or at Devil's Castle (and having little more success). Facilitating barricading of existing buildings like that should definitely be allowed, a king needs his castle. A king doesn't hide in the woods like some little bitch, he parks his chopper on his tower like a gentleman and puts a flag up to let motherfuckers know just whose running that shit. So, barricading is a definite yes. Like in the mod, these barricades should not be impenetrable and should be breachable with rare tools. Like the way wire fence could be removed with a toolkit similar methods should be available to bypass other barricades whether it's explosives, grappling hooks, ladders (hard to construct), wire cutters etc. Lots of barricading methods could be added, a super rare chain and padlock that you could put on any door would be an amazing addition. Ideally loot spawns should be reduced close to where barricades exist - even stopped entirely inside of a base - but this has massive potential for trolling. Still, I hope there will be a way to implement this. On the smaller side of 'bases' I think tents should be quite rare and using a spade to dig a cache is a good idea so long as it has some visibility to players. A frames looks good, I think treehouses would also be great. It's definitely important that tree foliage is more opaque from the sky for all of these things though, it's incredibly easy to find and raid bases with a chopper right now due to to simple tree models. Bigger than that I'd like to see construction be a lot more difficult than it is in other games. Walls should require two players to erect, or one player and a vehicle. Logcabins absolutely make sense. Bricks would have to be rare and hard to move. Construction materials should absolutely require a vehicle (i.e you can't run while carrying them). These bigger more-solid player constructed buildings should require more work than barricading but less luck to find the tools needed to build them. Breaching them should be hard too, but not impossible. One last possibility I'd love is that if you could use the cargo containers down at the docks to build a base. You'd need a rare cargo truck and you'd have to hope you don't get shot getting them out of the city. Risk for reward. You'd also probably need some paint. -
[Opinion] The Value of Base Building?
emuthreat replied to [DGN] Johnny's topic in General Discussion
As far as I am concerned, they have already effectively taken away basebuilding with the 8-day decay on persistent storage containers. I understand that it was done to keep cycling the loot faster, to ensure that it is spawning in predictable places for people to easily go and find. I think this is a bad idea, because it reinforces the quick-gear, acrade-mode, PVP rinse-and-repeat playstyle, and all-but-forbids persistence-based playstyles. In short, it punishes the players who are willing and able to put in the time, and find those weapons. In my experience, this is best facilitated by gaining control of at least two vehicles, and doing extensive helicopter hunting, transportation of loot, tent runs, and base maintenance. It makes no sense to me to take away all of that effort invested by players, just so lazy players can get their hands on the best loot right away by going to a predictable few locations. it's not like I am storing my bases offline. Everybody still has access to the things that I have stored, all they have to do is actually play the game; get off the coast and look for it, you might even find some unique player interaction while you are at it. If anyone is curious as to the effects of shortening persistence to keep the CLE spawn tables in a state most similar to an initialized server; I have begun hoarding all of the vehicles I can find to use as more permanent storage, because they won't get arbitrarily taken away from me to ensure that any player can get a working AR within twenty minutes of spawning. I used to use vehicles as a token of goodwill to offer to new players on the server. Now I hoard them like a damned miser, so Hick's can't take away my progress every 8 days. Balancing fail. -
I will remove all firearms. Just melee, crafted and the crossbow. No added vehicles.
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no luck finding any kind of ammo
PrincessRobotBubblegum replied to jazzraill's topic in General Discussion
Lots of good tips already here. But, what I think you're missing is you're focusing on ammo way too early after spawning. It is in fact possible to find ammo on the coast you just have to look in the right places for it, which it doesn't sound like you are. And you might be passing up tons of ammo because you may not be looking for it in the right way. Like Excanto suggested above, open your inventory and walk in the area suspected to have the ammo. Many times, as you may have already seen, ammo doesn't always come in the form of a box. Often you will find a loose pile of it laying randomly on a floor to first glance you cannot see. I find more loose piles of ammo over boxes. Ammo can be found in the following places (IME): - Vehicles (vehicles with doors and trunks that open) *best place IMO* - On the metal and wooden shelves in houses - On stoves (ranges) in houses *next best place* - On smaller tables and night stands in houses - On and near the stone and metal fireplaces in some houses - Sometimes randomly in the middle of the floor in houses (not often but it happens) Mind you that when I say 'best place and next best' above it is apart from the obvious places; i.e. police stations, military areas, etc. I'm purely thinking of finding ammo on the coast to help answer your question. For me, this is how a typical run after spawning goes. Find knife/axe/or make improvised knife, find can of food to hold me over, find backpack or make improvised, then look for guns and ammo. You're only starving because your priorities are a little mixed up. Hope this helped. Have fun! -
hi peter! in the past your team argued it doesn't want to be a military sim: are more then the three stances really enough? can we expect some movement from your end on this topic? how likely would be "modularity" in map creation and building? would you call it pie in the sky to ever be able to create modular interior, or modular rooms for certain buildings so the have a wider variety and more randomness when it comes to certain types of buildings vicinity window: Do you see it being part of an "ideal" DayZ experience? Imo it extremely cripples a true scavenging-experience and takes away quite a chunk from the experience. are there possibilities to get something more convenient maybe? team animations: would you like to give more power to players who actually team up? like helping each other over a hurdle or carrying something together? accessing your inventory: should the quickbar only represent stuff directly available on your body (belt, pockets, holster)? should accessing your backpack actually use a proper animation and sound? should accessing your inventory inhibit movement? different animation speeds tied to different sounds: have there ever been considerations regarding different sets of animations such as "quick\noisy" and alternatively "slow\quiet" for at least a reasonable amount of animation-trees? vehicles: we have cars, soon (motor)bikes also boats are projected but how "easily implementable" could you imagine could non-conventional vehicles such as e.g. longboards or shopping carts be? any new concepts to help out lone-wolves? e.g. applying saline onto ourselves (bc. authenticity AND realism) are any interactions with static objects projected? e.g. physically breaking/shooting windows or trees, basically any sounds when colliding with various objects, deflating tires when shooting static cars, anything basically in that regard? thanks as always.
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Honestly, this patch is still probably the largest, and most important patch for DayZ, ever. I took notes while watching the stream and here is everything that I personally took away from it, good and bad: First off, a list of everything that WILL BE in .60 Patch: -New Renderer (Weather effects including fog & rain, lighting, water surfaces and improved overall fps peformance and optimization) -New zombie skins & animations (jumping over obstacles) -New UI -Weapons have random chance to spawn attachments and magazines. -Central Loot economy re-done -Electro City remodel -Cherno City remodel -Tulga remodel -Items can spawn inside items that have empty space (ie backpacks, pants, etc.) -Able to carry your backpack -M4 and AK101 are spawning in this patch. Not really "new" weapons but did not have them in .59 -Manual bolt cycling (great for snipers) -More Chickens A lot of the perceived FPS drops were actually drops in the stream itself. If you watch the TV monitors when a drop happens, you can tell that everything freezes at the same time. If it was just an FPS drop, only the game itself would stutter. There was actually very few FPS drops, even in Electro. I can't wait to see for myself what FPS gains there are My biggest question is about the new military base. I thought Hicks said in the first 30 mins or so of the stream that the military base itself WOULD be there .60, but not the infected area which requires a biohazard suit to enter. I wonder if the military base will actually be implemented in this patch or not? Here are some things that are confirmed WILL NOT be in .60 patch: -No new vehicles, or improvements on network performance when vehicles are near each other. -Items disapearing when you drop them will most likely be an going bug, possibly until release 1.0. -No character aging, soft skills or new player controller in this patch -No predator animals in the wilderness in this patch Overall, I would say there is tangible progress and I can't wait to play on .60
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OK guys, if we put our collective heads together, what did you take away from the PAX East twitch? Heres what I heard Hicks say.... For .60 1. No new weapons 2. No new vehicles 3. Vehicles are still broke 4. No loot on zombies 5. FAL will accept optics 6. Guns can spawn with attachments 7. Camo building will not spawn loot 8. Burnt out vehicles will not spawn loot 9. No Tisy military base 10. No new audio 11. Persistence will remain 8 days.
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I got my fill last EXP and the vehicles on stable left a bad taste in my mouth so caught up on some other games, I have been lurking waiting for this news though. Oh, mom and pops were watching that last night didn't realize it was local. My family need our own reality show called "hold my beer and watch this s*&^".
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How far do you plan to go, with regards to vehicle parts and fluids? Will we eventually have to collect 4 spark plugs, a full set of distributor wires, a radiator, and so forth? Is there going to be any reliable way of recovering/towing vehicles? Are there any plans to better support kidnapping, such as putting people inside the trunk/boot of the sedan? Perhaps we could tie a rope onto a prisoner's bound wrists, and drag them through the woods with a bag over their head?
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Hey, Can you give more details on what base building will involve (the mechanics, structures, etc.. Will the gamma issue at night ever be fully resolved, so that no one can increase gamma and basically have an advantage Will trees and bushes rendering at distance be resolved so that people playing on low settings don't have an advantage The aim is for people to head NW, but I am wondering what will entice people to head to Novo or Svetlo? Will there be special loot there? I feel if everyone is heading NW the various other cities will be under used. Any thoughts on this? Any thoughts on vehicle hoarding and what can be done about this. As I hardly ever see vehicles due to people storing them away off map, or in the middle of no where. They just seem very very rare now Love the idea of wolves and predators....will predators and zombies and food and weather, all combined make for a very challenging survival experience. I mean, without other players even being involved will survival be a challenging experience? In future builds can we have the weather cold and canned food very scarce please? It just makes things more interesting :) Thanks for your time!
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Is it Possible for 3PP to NOT be Overpowered?
emuthreat replied to Kohlbar's topic in General Discussion
The only way I have imagined, that would make the 3pp fair, would be to render the floating camera behind and above players. I understand that occluding players and AI based on LOS is an option, but I think it is a pretty poor option. We would have people complaining in droves about players disappearing in front of their eyes; players' legs getting occluded when they ran past short cover, strobing in-and-out of existence as they flee through the woods; and I can't even imagine the graphical mess that it would cause when vehicles are involved. Sorry @Kohlbar, but I think that tightening the camera to the player is the only realistic solution for wall/roof peeking, and that has already happened to some degree. It's a classic dilemma, hence the divestment into two different games; one, a claustrophobic survival simulator, and the other, a post apocalyptic RTS shooter. Thanks for trying. -
Two [re-mod] servers up - ONE PVP AND ONE PVE - Which do you like better?
igor-vk replied to Bricktopserver's topic in Mod Servers & Private Hives
Most of this stuff is cool, but if you would remove Epoch stuff, crafting vehicles, alchemy, care packages... that would be interesting server. I always liked extra mods, but not ones that make life easier. -
Two [re-mod] servers up - ONE PVP AND ONE PVE - Which do you like better?
Bricktopserver posted a topic in Mod Servers & Private Hives
__________ ---------------- SGI | PVP | CHERNO | 75-Missions | MaxLoot | MaxVecs DayZ Overpoch - IP: 198.154.117.9:3802 __________ ---------------- SGI | PVE | CHERNO mods=@Namalsk@Origins@Overpoch Origins Overpoch Chernarus - IP: 198.154.118.40:3302 . . . . ________ DETAILS ________ . . . ** 100 + Mods *** 75 + Missions *** High FPS ** . . . . COINS AND BARS CRAFTABLE LOCKBOXES CRAFTABLE VEHICLES CRAFTABLE WEAPONS PLAYER SPAWN MESSAGES COLD WEATHER WARM CLOTHES MUTANT HEARTS GAUSS RIFLE APSI BLOODSUCKERS BLOODSUCKER HIVE ORIGINS VEHICLES EARTHQUAKES CUSTOM CRAFTING LOOTABLE AI VEHICLES ORE/BAR/COIN SMELTING CUSTOM TRADERS FAST TRADE ADVANCED TRADE PLAYER ACTION WHEEL A PLOT FOR LIFE BUILD VECTORS SNAP PRO EARPLUGS CUSTOM LOOT WATERMARK CUSTOM LOADSCREEN CUSTOM DEATH SCREEN ENHANCED SPAWN SELECT DEPLOY BIKE/MOSSIE/ATV/GYRO SUICIDE OPTION BINOCULAR FOG ADJUSTMENTS CAREPACKAGE ON SELF CAREPACKAGE ON MAP ANIMATED MV22 \ ARMED SUV SIRENS SCRIPT NOS (RED BULL + JERRY CAN) REGEN BLOOD SELF BLOODBAG FAST ROPE WITH GODMODE [AGN] SAFE ZONES HARVEST / SMOKE HEMP GROUP MANAGEMENT (RIGHT CTRL) ENHANCED DRINK / FILL WATER TENT SLEEP HEALING DOOR MANAGEMENT WITH EYE SCAN EVR BLOW OUT ELEVATOR MOD JOURNAL (PRESS INSERT) CRAFT IN SHED EXTRA LOOT POSTIONS ANIMATED C130 CRASHES ANIMATED AN2 CRASHES AN2 CAREPACKAGE DROPS ANIMATE HELI CRASHES DAYZ MISSION SYSTEM CUSTOM SOUND EFFECTS PLAYER SPAWN MESSAGES TOW + LIFT BURY BODY CANNIBALISM TAKE CLOTHES CUSTOM HUD ZOMBIE GUTS ZOMBIE TRUCKS ZOMBIE HORDES ZOMBIE BOMB ZOMBIE BAIT ANTI ZOMBIE EMITTER ZOMBIE FREE BASES HUMANITY PERKS (AFTER 4 MINUTES) REARM / REFUEL / REPAIR EVAC HELI RANDOM SNOW ADVANCED ALCHEMY (RIGHT CLICK ON GEMS) CUSTOM KILL MESSAGES WEAPON MODS (RIGHT CLICK ON WEAPONS) ALTAR MILITARY BASE AIRCRAFT CARRIER ANGLORUM BALOTA1 BASEBOR BASEDICHINA BASENOVY BLACKFORESTOUTPOST EASTCOAST1 EASTCOAST2 GOLDEN_RIVER_MINE CHERNO HELIPORT KABINO CHECKPOINT KRASNO ADDON KAMENKA MINE NWAF ADDITION PRUD_CAVE SOUTH_CAVE SURVIVOR CAMPS INFECTED ZONES NEAFALPHA TRAIN_WRECK PVP HOTZONES AND MANY MORE ... -
Hello all,I wanted to make a post about my dayZ vanilla server.I am looking for new players/any players to come and join.Me and fellow people from my previous community are working on a great project to help intense and help new players to the dayZ experience.My previous server had to get shut down due to a certain circumstance but I have decided to bring it back up and hopefully get the community to what I had worked really hard on back.My intentions are to get another true vanilla style server up in the ranks and have various options for players.I hope to see you guys there! ThankYou! Server details- Name-DAYZ USONIA 1.8.7 Vanilla DayZ Mod - (VETERAN)[3DP:ON|CH:OFF] IP/Port-103.195.100.218:2400 Hosted in Miami Settings- Vehicles 55-60(Default Value) GMT -8 VETERAN 3DP:ON CH:OFF SIDE CHAT:ENABLED(To help new players/better communication) Contact ME- Discord- https://discord.gg/0jy6o2IgZgx2PdNP Website- http://dayzusonia.enjin.com/