Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41870 results
-
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/
-
Lumber RolePlay Server I High Fps
YegorThellama replied to EditedSnowHD's topic in Mod Servers & Private Hives
Hey its me from the thread on Reddit. If I where you I would change a few things involving the Missions and the Faction System. Ill start with the Missions. The way the lore of chernarus works, much of the UN force was occupying the south west portion of the map, but remnants of the CDF still roamed trying to find their way out of the north to other parts of Chernarus. If missions were to involve small groups of CDF or Chedaki it would make a little more sense. Other than that Missions aren't necessary, or at least not frequently. If you do one mission a restart it would be nice because people would actually be worried and try to get the stuff in it, leading to More encounters. Factions: The Factions system you have in place right now is slightly flawed in my opinion. Player factions should take importance, or atleast the factions offered by the server should vary slightly. Taking note from the Old DayzRP groups which aim to replicate and form groups which fall in with the Chernarus Government or rebels. Ill name a couple as an example. Chedaki: Old rebels which lost and went into hiding after the Civil war of 2009. They have always been just active enough to be remembered. Ultra Nationalist Party of Chernarus: The nationalists where a radical force fighting not just the chedaki, but instead the Russian civilians of Chernarus. CDF: Pretty self explanatory, the Chernarus army which has fallen apart, but some isolated divisions / groups remain. Civilian warlords: People who may have fought before, or participated in some sort of combat which granted the the know-how to become powerful leaders in the ever present apocalypse. Russian Forces: The Russian military would have intervened to assist the people escaping and might well have failed, so remnant of battalions trapped past the blockade of chernarus would have to fend for themselves, with certain vehicles and supplies being granted to them from the start. Thats just a few Ideas, but I still and will always think player created factions should take president over any others. -
Is it Possible for 3PP to NOT be Overpowered?
St. Jimmy replied to Kohlbar's topic in General Discussion
This is the only way it couldn't be exploited as much. But still if there's a small flaw somewhere in it maybe it could be: Then there would be complains about things popping in and out and how stupid it looks. Also it needs to be applied on a lot of things like vehicles, campfire etc. Not an easy task and could cost performance. Project Zomboid is a survival game where the view is done right. You can't exploit it like in DayZ/Arma. But it's not 3rd person game but it's top view and your line of sight is limited. 3rd person view fits only for action packed games that are made around it like Gears Of War. Otherwise it's just an easy mode or the developers are just lazy to do a proper 1st person view. 3rd person in Warthunder exists likely because the actual 1st person view at least with tanks isn't really the best one and they likely want it to be action based game. In many games the 1st person view doesn't feel good because you can't freelook around like in Bohemia games. Only reason I can forgive that DayZ still has 3rd person view is bug tracking. There's no other reason to have it in a hardcore survival game. At least they've said that official servers will be 1st person only which is good. -
Hey, I am running a local vanilla server where the vehicles are spawning without any loot at all, what might be wrong?
-
A few thoughts on.. (Difficulty, Modding, etc)
AnarchyBrownies replied to Hicks_206 (DayZ)'s topic in News & Announcements
I think modding for a game like this is overrated. I can see its value in some ways and I understand the desire to mod, but some of the most classic games in history haven't been modded. I think sometimes people THINK they want mods and then what happens is what you pointed out, Brian: the community fractures. People get mods to make the game what they think they want and I think a lot of times it gets boring fast. People find it grueling so they find mods that make the game easier, play it for a month, and then stop. Why? Because if you find it annoying having to trek around finding a gun for hours (for ex.), don't worry there's a mod that starts you with one. After being gifted that you start wondering why you have to run around everywhere to find some action. Don't worry, there's a mod with vehicles everywhere. Then after a little while of this you just ask yourself why you don't hop on COD or CS:GO, or hell even ARMA and just do the thing you want to do anyways. The same thing you fear happening if you DON'T allow modding happens anyways. People feel no real pull towards a game and its community, and they leave. Mainly I think when the masses grab on to the mods, they're looking to get rid of the things they don't like, undervaluing that experiences surrounding the things they don't like. This is such a cornerstone of the DayZ experience. A community for a game is built around both what people like and don't like. Both the desirable and undesirable things to do in the game. It's a shared experience. Modding, to me, represents the focus on the individual and I think the community loses something quite quickly when the game becomes saturated with customizations. I understand mods for games where you have scenarios but not for games like DayZ. I can understand it again for single player games (Skyrim). But I really feel like for a multiplayer game with this type of character, it would be best to control the game as much as possible. That being said, I've accepted the fact that DayZ will be moddable. You guys have always been very clear that's the direction you're going so there's no choice but to accept that and I can choose to enjoy the game in whatever state I want. Hopefully what people come up with is original and interesting, rather than DayZ on super easy mode. The good mods that DayZ had most added things that were probably going to come to DayZ anyways. The rest were just mods based on instant gratification. People are drawn to that, but I think in the long run they appreciate not having it much more, as the original hype surrounding DayZ as an anti-game demonstrates. -
You know, tents and barrels are still actually located on servers, and always vulnerable to raids. Same thing with vehicles. I had someone on my home server yesterday accuse me of hoarding vehicles, because I go and collect them, and leave them scattered around the map in ready-to-drive condition. This makes no sense to me. Actually, by hoarding up the server's valuable resources, I am in a way, forcing peaceful interactions. I am perfectly willing to share, one only has to ask. On a side note. @SirBossForDaWin is a reprobate. I met-up with him in game, and showed him to one of my "helperstations" for a quick gear-up, taught him how to fish, hunt, make fire, and get his own tents. Being a 13 year old goober, he decided to lie about me to another person he had recently met, and they went and robbed my base while pretending to follow someone else on the server to keep me distracted; it worked, I just thought that they had really shitty navigation skills. Long story short, the other guy turned out to be okay, and feeling guilty after hearing me encourage them to take anything they wanted, had a change of heart, returned the rarest weapons, and helped me set-up "sir dunce" for a dual humiliation. Hoarding is a viable playstyle. It just means that players with itchy trigger fingers will have much less chance of getting hold of anything exceedingly deadly. Show a new acquaintance more top-tier loot than they have ever seen before, and they will show you their true colors in short-order.
-
81.19.212.118:2400 81.19.212.118:2400 81.19.212.118:2400 CURRENTLY LOOKING FOR SERVER ADMINS! Message Dztance for details http://steamcommunity.com/id/dztanceeee/ By reading this post I assume you must be looking for a new server with many admins, plenty of players and awesome content. To get to the point, here's the server IP, Teamspeak IP and what we have on offer: SERVER - 81.19.212.118:2400 TEAMSPEAK - 81.19.212.118 New DayZ server, clean database, active admins, custom map (Water city, ghost town, checkpoints) and more! Each and every script we own have been tested on around 5 servers within the 1 year of Survival Instincts being alive, everything implemented is there to improve game play to give each and every player the best time possible for every second played. Our server is equipped with: 12 core Power7 processor, Database is in a RAMDISK, 10Gbit Connection from UK. Currently we have a fresh dedicated server located in Northern England providing you guys the best experience. Each and every script we own have been tested on around 10 servers within the 1 year of Survival Instincts being alive, everything implemented is there to improve game play to give each and every player the best time possible for every second played. CUSTOM ANTIHACK has been added from Infistar, Custom Instruments, TSW and Grim to ensure the server stays secure And the scripts are optimised for maximum efficiency to ensure the highest quality game play possible. Old trash from the server is removed manually, and bases despawn if left for 2 weeks without accessing them for the highest FPS possible. (Vehicles left in trade zones over restarts will also be deleted by a custom script) (This is not for bases as they can be maintained for an amount of coins to keep your base there) Plot Management: Add or remove builders within a given radius (this also keeps your plot pole on death) Group Management: DZGM will keep you and your friends together using a radio. (Group ESP and map ESP for players paired) Safe Zones: AGN safe zones are enabled, the only place in the server you are safe. Spawn Select: Select wherever you want on the map to spawn from ground or air (dependant on your humanity). Load out Selection: Select a loadout to spawn with (dependant on your humanity). Maintain Base: Use your coins to keep your base around. Single Currency: No more gold bars, technology advances, check the map for your closest ATM. ATM Machines: ATM machines on map, wireless banking from your safe. Missions: DZMS, DZAI and WAI, ensuring conflict occurs whenever possible. Drops: Different Supply-drops, type, amount and loot is choose automatically by player count to get it balanced every time. Military Bases: Grab your loot and run, these bases spawn on all air fields. Remote Key: Right click your keys to lock/unlock or turn the engine of your vehicle. Custom Gamemodes: We have capture the SUV, TDM, FFA and more... Earbuds: By pressing the 'U' key on the keyboard you can insert your ear buds to silence out loud noise. View Distance Changing: Right clicking a pair on binoculars can set your view distance in game. Snapbuild Pro: You should know the script. Simply awesome what you can build now. Vector Building: Grants players to a fully 360 degree range of building to build a unique base. 1StepBuild: You dont have to wait when you wanna build something. Better be patient on setting up an ambush! Custom GUI: Easier layout to give your experience a nicer feel than a clunky debug monitor. Custom Map: New and improved Chernarus, working loot spawns, water towns, research centres and refugee camps are all present. Self-Bloodbag: Because who needs another person for a blood transfusion. No Overburden: Base building has never been easier, lift walls on your back all day long! Anti Zed Base: To keep those pesky zombies out your plot poles. Deploy: Bicycle, your new best friend after you die, getting you from A to B. Lift/Tow: Never leave behind that broken SUV. Take it with you by lifting it with a heli or towing it with a car. Mining: Get a pickaxe and take a few swings at some rocks, whats the worst that could happen? Service Points: Autorefuel and Repair (costs Gold) on every fuel station. Weather system: Each part of the map has his own weather!
-
Hey @S3V3N, normally I agree with you, but this point is invalid. Yes, the devs from SC have better communications, which I really appreciate, but there is a huge reason they can communicate in this detail with their customers. The players are paying for this informations. I wrote it before somewhere here on the forums. Thousands of people paying 10$ or 20$ per month, over years! just for the infos. I bet, if they wouldn't have the subscribers, we wouldn't get that much and detailed infos. The ships in SC aren't made that fast. I think the only ship which was made really fast from concept to fly-ready was the Sabre, because they need it for Squadron42(SP). The Redeemer for example is 1,5 years hangar-ready and still not fly-ready. Or other ship which were sold for 600$ or more are still not ready, not one of them. Also they have a team of more than 300 people, just for Squadron42 and Star Citizen. They can share all assets, animations, vehicles and stuff, it's the same universe. DayZ, TKOM, Arma3 are all different. You can't use the same models, animations and so on for these different games. Do we really know how many people are developing DayZ? Maybe Bohemia shares people between the games (Arma3, Take on Mars and Dayz) e.g. the sound guy, coders, etc. but pure speculation here! There are three big games, two in EA and one still in development with many improvements. TKOM should become a very small game, "NASA"Simulator, where you can send drones to the moon and mars and explore it. Now we have SP+MP both with manned mission, where you can build your own base with life support, horticulture and what-not on moon/mars. Again, I don't know if employees were shared between the games, but this COULD be a reason why things are delayed, but pure speculation. Overall, I'm not that happy with the development of DayZ, too atm. But as I have nearly no understanding of developing a game, like nearly everyone of us players, I can't tell you wants wrong. Only the devs can with better communication. Sadly, the tweet from yesterday "it's coming sooner than folks think" is a bad example of communication with the community.
-
Afternoon Survivors, Brian, Viktor, Miroslav, and Raist give us an update on current development in this Status Report. Subjects covered by the guys are blocker issues, network code, the new AI spawner, and the new animation system. Contents This Week Dev Update/Hicks Dev Update/Miroslav Dev Update/Viktor Community Spotlight Dev Update/Hicks Greetings Survivors, It’s that time again - biweekly Status Report time. In addition to my update, we have some interesting reads from Miroslav our Lead Gameplay Programmer, Viktor our Lead Animator, and Raist the Senior Programmer responsible for DayZ's Central Economy. That aside, let’s look at what our current critical issues are for the release of .60 to experimental branch. - Loot Distribution: Current internal builds have an issue we're chasing down that drops globally spawned quantities of items to about 3,000 in certain situations/server states. This is around 17,000 to 18,000 less than the acceptable minimal operating value. This issue is one of the top priorities for the designers currently, as it effectively makes the title near unplayable. - "Stuck" Magazines: The gameplay programming team are working on an issue that causes magazines during the reload process to become "stuck" within the players inventory, thus causing several cascading failures with players inventories requiring them to disconnect and reconnect to resolve the issue. - Sliding Players: The QA Team encountered a 100% repro rate series of steps to cause players to become stuck in a sliding state - regardless of laying, prone, or erect. These steps have been provided to the gameplay programming team - and they are working on resolving the issue. - Playability of New UI Inventory: The design and gameplay programming teams are wrapping up the last of the playability issues moving to the new UI, as functional support for the legacy UI won't be possible moving forward with the new Enfusion renderer. Since the last Status Report the team has nailed down the last blocking bugs on the renderer side, squashed some nasty virtual machine server exception issues, resolved blocking issues with navmesh generation, infected AI behavior, several critical client crash bugs, a new nasty issue with the desync of player positions, and rolled out the support for configuring all the initial required graphical options within the options menu for the new renderer release. Looking at what the Engine Programming team have taken on and ahead of them for the Enfusion Renderer: - MSAA Implementation - Alpha to Coverage Implementation - Resolved all issues flagged as "Must Fix" or "Blocker" for .60 Current Focus is on: - New UI and Renderer Major & Minor severity level issues Aside from the current issues I've mentioned above, personally I'm a bit concerned of the network state of vehicles. With the team focused on the milestone goals for .60 we haven't been able to give the attention to iterating on network synchronization, performance, and physics on our current group of vehicles. I think they're far from where I'd like them to be - but we'll more than likely have to put off improving their state to somewhere more enjoyable for the Early Access playerbase to future builds. Each day moves us closer to having a build we're confident and able to move to experimental branch, and no one group of people want it out there more than us, the developers. Lastly, before I sign off for this Status Report - I know I've said it before - but I can't say it enough, keep in mind this is just our first public iteration of this portion of Enfusion engine. In addition to iteration and progression from feedback and bug reports from the Early Access player base we'll also be working with GPU manufacturers to figure out how best to use their technologies to the maximum effect, and get DayZ optimized for use in future drivers from said manufacturers. - Brian Hicks / Creative Director Dev Update/Miroslav In my last status report, I mentioned that we are rewriting some important parts of network code. Well, the work is finished and first testing showed improvements on server performance and server response time. So, these changes will be available in experimental build from start and if nothing goes wrong, they will hit the stable release too. Two weeks ago, we started revisiting another important part of networking. The login process. Now, it's possible that you are present on server before you can actually play, so you can be attacked by AIs and players and you don't have an opportunity to defend (not common for this to occur, but possible in some edge cases). This will be fixed, but not in 0.60. These changes will allow us also implementation of login queue, which will help us to control server performance in case when a lot of concurrent players are connecting and waiting queue will be available too. Last time, I also mentioned changes in AI spawner. Here you have a few words from our programmer Frantisek Bidlo a.k.a Raist, who's responsible for Central Loot Economy implementation: Lots of new and horribly ugly looking infected are going to be swarming Chernarus. We have almost finished the new system and tools on area/ spawn rules/ group types definition in order to create believable distribution, doctors will haunt hospitals, police will be most probably found in the stations surrounding areas. Different infected types may by stronger and faster than others, every city and village will get various combination depending on it's size, position and importance. We're still not sure, if new AI spawner will hit 0.60 (or at least experimental), but we will try our best. Here are a few screenshots from the spawner testing, but please keep in mind that these are form testing and it's possible, that there won't be so high AI counts in release. - Miroslav / Lead Gameplay Programmer Dev Update/Viktor When thinking about what happened in last two weeks in animation team I have realized there is so many different animations being worked on. I have decided to put together a quick compilation of some of them that have been done just recently. There are new reload anims for M4, for Red9 and CR527. Except weapons guys have been busy with adding missing animations for vehicles, opening and closing doors and hoods with tons of variations to cover all vehicles. We have started to create a new graph for infected for upcoming animation system. Because of that we came back to idea to bring variations for infected locomotions where there will be multiple different idles, walks, runs and sprints so they look a bit different when moving around. Also some extra anims are in progress, like attacking doors. This week there will be already mentioned mocap session so we will get loads of new data for us to work on. Make sure to check the video out and remember it is all work in progress as always, it may change, but mainly this are animations that have been finished in past week or two so they are still far from implementing. Moreover we still need to have new animation system in first. - Viktor / Lead Animator Community Spotlight Good stuff, I should have caught on to Astros Legacy a bit earlier. I always do like me some nice DayZ cinematics, and when I came across the Astros Legacy channel, I was not disappointed when I found this: Good things are to be found within his channel, and you can always follow him via his Twitter and Facebook accounts. Also, it's been out for a while, but in case you did not see it yet, concept artist Simon Weaner did the following matte painting of the shipwreck at Rify: The illustration is available (along with a lot of other awesome stuff) at Simon Weaner's DeviantArt profile! If you have some footage, artwork, or screenshots you'd like to share, you can always swing by the DayZ forums and post it in the Gallery section. Header image credit: [LGNR] s.hartman - Michael aka SMoss / Community Manager
-
Interestingly enough, my reply to that thread seems to be the only one that got erased, as well as a slight adaptation to the tone of the original article was made. At first, this post made it sound like it's our fault for taking the goals and disclaimers too seriously. I complained about that stance, since from the onset the handling of news was with delay or simply unreliable. I complained about Hicks handling of the situation, posting every little internal goal, as if an actual milestone was reached; a lot of Dayz "newsposts" were internal achievements at best. Most of it should have never made a news release, unless it was about to be implemented. I understand that the ice is getting thin. The new approach with goals might change some of that. In the worst case however, it will just be a glorified bug-tracker and nobody takes much of an interest. The thing is: even without a refined news system pretty much every fan knows what is wrong with the game. The renderer is not released yet - that's what's wrong. Nothing else can work, until that fix is in. And then we can all count-down the next ten things to happen, because we've been talking about them forever now, too (vehicles, predators, base-building, character controller, etc.). We really just need to know that something is happening, but I'm willing to let myself be surprised by the future level of detail of the monthly updates; I expect "monthly" is what it will come down to, after the renderer release. The really bad idea with Dayz was to turn the game development into an engine development. What the team is doing is developing Dayz as a showcase for Bohemia's new engine. It's not there for its own sake any more. By definition of the importance, the engine comes first and then the games made on it follow. So we're really watching an engine development these days and not much of a game development at all. That's why there is never a word about balancing and improving existing features. Get the thing feature-complete, sell the Beta and make a quick and dirty release. Patch for a year afterwards. Welcome to Bohemia games!
-
That might be true. Still, I had a blast last experimental collecting a bunch of vehicles and watching all of the bad things that happened when two vehicles were in close proximity. We were issuing bug reports daily by the handful, and a number of those issues continued on through stable. I don't think there is any shortage of bugs that need to be found and described by players; and I expect this experimental to be as buggy as any before it. Also, it doesn't seem to work, what you mentioned about forwarding possible bugs to the devs for easier testing. I submitted a few very detailed reports with links to video documentation last time around, and I'm still not sure if a couple of them were ever acknowledged. Hence my goal of trying to bring down an experimental server over it. That will get noticed.
-
Absolutely. For Science!!! This is a logistics mission with a goal of collecting as many vehicles as quickly as possible, and then establishing a supply chain for the purpose of stockpiling specific items until the target is met; at which point we will attempt to crash the server, by removing the items from storage simultaneously, and placing them on the ground. I wanna make sure that .60 vehicles and basebuilding don't have as big of problems when pushed to stable, as they did last time around. Feel free to try and enlist anyone you know who has the aptitude and motivation. I am currently in the process of interviewing people with whom I have never played before. Interviews consist of going to a random server and getting a vehicle working, establishing a base, and filling it up with a random list of items. It should generally take less than 3 hours with two or more people, unless the vehicle spawns are all pushed north on that server. (I don't scout for vehicles first, and I do not know if the experimental .60 vehicles will have the same initial spawn distribution, and respawn progression as we saw with .59,)
-
First Day gone: Tent with Cooking Stuff, Tent with Makarov and G19 Ammo. Next Day gone: Tent with Food, CarTent with random Stuff Third Day gone: Military Tent with lot of Ammo,Weapons Tent with AKM ammo Now 3 Tents still there: Military Tent,CarTent and a normal Tent. My Vehicles still there too. So i dont think that anyone try to steal my stuff. The Tents i placed earlier was done first. But i placed the Tents one Week ago. Hope you know what I mean. iTzBlackout
-
A Few Thoughts on.. (Deadlines, Roadmaps, etc)
igor-vk replied to Hicks_206 (DayZ)'s topic in News & Announcements
off topic: there are much things anounced in status reports and trello that we never saw in game. Those things are on "stand by" and waiting for implementation of "new" engine. Is 0.60 that triger that will release all those things in game? Will updates be more frequent again? I mean, you have core mechanics for weapons, vehicles, AI. Are you at that point in development when you just change visual/art part of features/items? Example: we have Volga Sedan and V3S, just change aperance and you have Lada sedan and Ural truck that handle same and use same parts but externaly look different. Or if you have M4A1, can we get M16 that has 60% same parts and same animations. These are things we still dont know. And were never mentioned. -
A Few Thoughts on.. (Deadlines, Roadmaps, etc)
NonovUrbizniz (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
I think that's a solid plan. To date, communication of plans has not been the problem, it's the fact that they haven't been updated in real time regularly, and then after 6-8 months, it makes more sense to release a new timeline than to update the last one, which leaves the people who are following closely a bit confused or upset. Obviously, the project has gone through some VERY major revisions to it's goals, which were very tough decisions. The decision to create an engine eco system designed around the needs of DayZ was a brave, and needed decision, and IMO it will pay off in spades in the long term. But there is no denying it's one that was not made early enough, and, it having been made AFTER release of the Alpha is questionable at best, and left a LOT of people with a fairly sour taste. Ideally, I think the best route is to stop locking targets to version numbers, and release regular updates of whatever updates you can. This way there is no appearance of stagnation. There are plenty of folks who would be more than happy to continue seeing content updates regardless of whether or not some arbitrary internal goal has been met or not. Surely there is at least some stockpile of finished vehicles, weapons, buildings, and while configuring them for 2 systems may globally be a "waste" of resources, satiating an eager community has it's own value. Not to mention there are object placement errors on the terrain that have persisted through 2-3 updates... those could be addressed, or the new map location additions could be released prior to the renderer. ANY update would be a welcome one... people like to see fresh content. I personally am not surprised or disappointed by the time it's taking for development, but that largely has to do with the fact that I've said since 2012/2013 that it will take 3-5 years to be a fully developed retail game with modding support. I would really love to see BI spend just a bit more effort to keep the community engaged, even if it's "fluff" or "marketing"... I think the community at large has already accepted that "it'll be done when it's done"... but would like to see it kept interesting while we're waiting.. You mention directly "one of the great things about early access is you can experiment"... well? Start experimenting, it seems to me like it's been a fairly boring ride to date... Heli Crashes, loot distribution, spawn locations, day/night cycle, basically nothing has changed since the mod... I get there is a vision for the end product... but as stated.. we're no where near being at the end.. so why not have some fun on the ride? -
Mike's walking zed overpoch PvP server has been up for about two weeks. Looking to get a regular player base going. Addon's include *Snap build, vector build, and Elevators *Advanced Alchemical Crafting, can build all kinds of cool stuff with gems *Cinder block items can not be destroyed after the next restart *50 meter plot pole (still named 30 meter, at traders) *No zed's within plot pole radius *Locked vehicles in safe zone take no damage *If you can place a plot pole you can build *Deploy little bird with a ruby, repack it and use it later. No other items needed besides the ruby *Deploy bike with toolbox *Suicide (with secondary weapon) *Coins and banks. Banks are located at most toolbelt traders and banker bob located where the default bandit trader it *Advanced Trading *Select spawn in point and skin Donation skin classes available, custom spawn in point available *Master key, right click key to locate vehicle *WAI mission's bandit and hero, check AI wallets for coins *slow zed's, shooting zed's earns you 200 coins *Combo lock changer, safe code changer. Changing safe codes I recommend changing the code on an empty safe and leaving the safe empty until restart. It deletes gear and the safe sometime.(has not happened on the PvP server, has happened on the PvE server) Combo door lock changer works 100% fine *Bandit trader has been moved near black lake *Aircraft trader has been added to the NWAF *6hr restarts, 3hrs until restart it starts getting dark, and the last hour/ hour and a half it's night *No base maintenance/decay. I manually delete them if the player has not logged in within 30 days. If you are going to be gone for over 30 days PM me on the website *Hero, and Bandit traders have added items. The LAV, Corbra, M107 terminal, M110 terminal are just some. *blackmarket trader has been added to Klen *trader's have been added to Zeleno *building supplies/items are sold at the toolbelt trader *Trader safe zones *Group Management *and more Rules not many but please follow them *Cussing in side chat is fine, just don't cuss at players *Admins are not triple A, we don't unlock vehicles or base doors. Write combo's down, and make key copies. *No camping traders, ramming, or stealing in the traders. *NO glitching or hacking *NO skybase's, I will delete them. Donation items available at mikeswalkingzed.com, if you want to donate for something that is not on the list PM me on the website. Please leave feedback on the website good or bad, addon recommendations can be left as well.
-
So there are a couple things that I want to test when .60 drops, that I cannot do by myself between hotfix wipes. At this point, I know about a half-dozen people that will probably be shoe-ins, and a few others that I can probably bribe into helping out in return for untold riches once we go stable. What I am looking for is a group of people (preferably three groups working autonomously towards the same goal) who can collect and rally vehicles at dropsites, and coordinate to hoard a specific type of item and see how badly it affects server performance. You must know the map like the back of your hand, be proficient at sourcing/recovering vehicles, be able to ensure your own optimal health, defend yourself as best as you can, and have enough time available to run missions lasting around six hours. Anyone interested in finding a major flaw in this next build before it goes to stable is welcome to comment here and let me know what your skillset and intentions are. There is a possibility of this group becoming a full-scale hi-pop invasion force once .60 goes stable. Bring your best. Edit: I realize that this might be similar to a recruiting thread, but have decided to put it in general,because I am not necessarily recruiting for a clan, server, or partner, but rather trying to organize a group of players to actively test a specific thing on experimental when it comes.
-
For the time being, I am very interested in any persistence-related hijinks that could potentially crash a server. Better now than after the game is 1.0. If anybody else shares this interest, I am trying to get an experimental wrecking crew together to try and ruin some .60 experimental servers in short order. Players with vehicle acquisition, driving, and efficient loot collection skills to the front of the line, though escort and overwatch players are also needed to avoid the time wasted by the influx of EXP KOSers. You MUST be able to play for periods of around six hours straight in order to accumulate the necessary resources before a hotfix takes away the progress. We will have to move fast and hoover-up as many barrels and vehicles as possible, then start collecting and warehousing a certain class of persistent items, while establishing a steady supply of tents to keep the items safely stored until the necessary amount have been collected. Once we have amassed an unreasonable number of target items, teams will position themselves at the different warehouses, and begin simultaneously emptying the contents of the tents onto the ground. If we do well, we will see widespread client crashes; if we do great, the server will have to be taken down and reset. Anyone wishing to participate in my attempt to break experimental should contact me through PM, and we'll get a shared conversation going to hash-out the details.
-
End goal of the game? "PvP fiesta" or "gritty survival game"?
Noctoras replied to WolverineZ's topic in General Discussion
You DO hit a nerve there. If it's going to be a PvP simulator, the map is too huge and the gearing process is borderline pointless. I also see what you see that currently the direction we are heading is worrying and if nothing changes the game will end up as no good shooter, let alone a good survival game. Personally, I hope that Red_Ensign is right, but quite frankly, I doubt it. A lot of development has focused on marginal PvP byproducts, such as weapon sounds, weapon sway, more weapons and even further more weapons and vehicles to possibly shoot them from in the future. Melee is broken and unnecessary anyway, if you are geared with shooting weapons in 15 minutes. Medical and disease system has remained VERY basic and diseases are no thread. Skill system is redundant, if all it does is make you load guns 30% faster. The thing I do realistically hope for are more zombies in numbers and more dangerous zombies. I am positive for that to come into the game, just as I am positive about predator animals. These should provide for at least some survival feeling, but I agree, the focus has focused too much into the PvP field -
The initial concept would be: 1) Through selling looted weapons, ammunition, and vehicles to traders. 2) From participating in and succeeding in server events.
-
To give a very brief background- my clan has had several Arma 2 DayZ Servers in the past, ranging from Vanilla, to DayZ+, to Epoch, and then an upgrade to Overpoch. We are talking about opening another DayZ Server. We have very specific tastes in DayZ, as we've been playing it close to around the time Vanilla first came out. We want to focus more on the PvP, Cooperative, and Survival Aspect of DayZ to include loot runs. We want our day-to-day environment to be loot runs, friendly/hostile encounters with other players, building player bases, and participation in server-hosted events. We fondly remember the days when we'd have to play for several weeks straight in order to build up supplies. We would then go out to the coast and assist other players as requested, or engage bandits as needed. OUR IDEA: - Chernarus Map - Overpoch Mod with VERY LIMITED FEATURES: - Gold Coin Currency with Bank ATM - Vehicle Traders (Limited Vehicles, No Sports Car BS) - Miscellaneous Traders (To include safes, lockboxes, tin, key makers kits, etc.) (Maybe include chainsaws?) - Ammunition Traders (Maybe add weapon traders) - Overpoch Weapons Spawn in Loot Tables - Allow for Building with small addons including Snap-Build - Basic Starting Gear to include a couple bandages, a flashlight, a coyote patrol pack, and maybe a pistol with one mag. (No starting cash) WE WON'T HAVE: Food, Drink, Medical, Car Part, Building Part Traders (Too easy... We enjoyed the survival and looting aspect of Vanilla) Auto-Refuel, Self Blood Bag, and other easy crutch mods Tanks, Jets, Attack Helicopters, Armored Cars Slow Zombies Spawn Select Any other gimmicky or cheap mods that make the game too easy. We welcome all votes and comments. Let us know if you'd be interested in this! We may be open to the possibility of AI and Missions, but we would strongly prefer to base the server off player-to-player interaction.
-
A game engine is made of many parts as others have stated. Some of these parts include the renderer(visuals--effects, shaders, post processing, lighting, particles etc), the audio engine, physics, networking, artificial intelligence, GUI, animation system, etc. The game is already using the Enfusion Engine. They have implemented new physics(vehicles, ragdoll, item physics) but last I heard the game is still running the old physics system for certain things. When they switch everything over to the new system, the game's performance and functionality should improve. They implemented new pathfinding for the AI and redone the AI altogether. I don't know if there are any leftovers from the old system still in use. The renderer replacement will obviously bring performance and visual improvements, but the biggest stuff will come with the player controller, EnScript(which is an all-new scripting system for DayZ...as I understand it most things in game now are coded using the old scripting system and are basically prototypes to be rewritten properly in EnScript), and GUI overhaul. Really when those things are in place I think the development will really take off. Exciting times ahead this year for DayZ. :D
-
Hello everyone. Not to long ago we started our server, the only thing we need now are some players! Ace of Spades Dayz Epoch Server Joins us at 94.250.209.189:2302 http://www.aosemmen.enjin.com What can we offer you ? Starterkit for the new players 500+ vehicles Deployable bike Selfbloodbag Lift + tow (sit inside vehicle when lifting) Trader safezones Advanced trading More vehicles added to traders AI Missions Custom Map additions Repair, refuel, rearm service points Build snapping Groups with radio Weed farming 1 step building Higher currency (Gem stones) Earplugs 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 - Do not talk in sidechat - Skybases are not allowed - No racism or insulting words We will have lots of events in the future! Tips are always welcome We hope to see you soon!
-
I am only now realizing how much Enfusion .60 is going to have. It seems as if this is the actual "Engine Swap" phase of development. I was a bit dismayed and confused, having only a couple weeks ago first heard about the reloading animations as a .60 blocker, after weeks of having missed the projected .60 release date. But the voice of reason in my mind tells me that this is the first major new engine meshing attempt; and I suspect that they may have discovered a few things tied to basal functions that absolutely have to be incorporated on the first iteration in order for the engine to be compatible with future content or functionality additions. It would be great to hear a bit more about what makes those reloading animations so critical to the release of .60, if any of the development team happen by this thread. I can't hold it against them, though. Working on almost anything (from houses, to vehicles and appliances, and just about any other relatively complex system) has the same kind of risks involved in knowing what has to be done, but only discovering how certain things must be done, after the work has already begun. A bit more information on exactly what the new engine is supposed to do would be nice. I am really hoping for a good set of PatchNotes for .60.