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Found 41868 results

  1. Fraggle (DayZ)

    Clan Flags.

    That's in Arma, it's not enabled in DayZ (apart from vehicles and your profile).
  2. Hello folks. Just want to introduce our new Takistan server, which will be our replacement server for DK100 that is currently running on the official hive. The server is running on Vilayer's hive and using their own anti-cheat engine. I'm told this prevents teleporting and weapons creation, but don't quote me on that (considering how fast things change heh). Right now we have 30 vehicles activated, but can easily add in more if we feel the need. Let's see how it works out for now. The server currently has 4 admins who will be playing on the server on a regular basis. You can always contact us at [email protected] if you need to contact us, or you can try our Teamspeak server at ts3.doomdns.org:9373 Looking forward to see you there! Server IP and Port: 94.242.227.186:2372
  3. I've been playing first-person shooters online since Duke Nukem and in all the games with decent anti cheats, hackers are fairly uncommon or at least, not invincible. I usually find,m in most shooters like cod or bf3 that players using cheats / hacks really aren't good players as they obviously rely on their hacks and not skills. I fell in love with dayz but have finally stopped playing since it takes days for me to build camps / vehicles etc and it takes seconds for some group of putzes to teleport in and satchel charge everything. Lame that it ruins a great game but it is what it is. I can't wait for the standalone that will get the majority of these little bastards. Every time I played a game with constant anti cheat updates, I would always see these players on my servers with good scores on average turn into the worst players on the server... It was tell tale at least until their hacks were updated. The day the stand alone comes out will be like christmas morning when all hackers are totally helpless and getting ass pounded for being the pricks they are and never learning how to really play the game. I just hope they really do what they say and make it solid otherwise there is no long term hope for the game. Rant done. Had my fill of dying via hacker for the 50th time. Hurry up with that stand alone!
  4. Our beloved URAL has been stolen, and the possibility of an offroad and a UAZ being stolen is at hand. The screenshot of the gear in the URAL shows merely a taste of what we had. In this situation, what would you do? Would you search the map for the URAL, or would you give up? I know what I'm going to do. I'll search the map for weeks. Fine by me. EDIT: IF I was a lone wolf, this wouldn't bother me too much. I have everything currently on my character to survive for how ever long I want; the correct weapons for almost every type of firefight possible. It's the fact that my group have worked hours on end fixing up these vehicles and finding the gear. THAT'S what bothers me. If my other group members would end up not really caring, then I wouldn't care that much either [i don't think they know that the shit has been stolen yet, as they haven't been home for me to tell them]. The server is months old. Only a few weeks ago did we migrate to the server and find almost all of the vehicles IN THEIR spawn, FIX THEM up and take them. People obviously didn't care about them. EDIT #2: Was just informed that a friend is in possession of the offroad and the UAZ. I'm happy now. EDIT #3: If I cared THAT much about the URAL like some of you ignorant people think so, then I would have hid it better. EDIT #4: I don't dupe. If I did dupe these things, then this post wouldn't have been posted. We have a V3S that I could have merely duped the shit into, which I did not. EDIT #5: Thanks to FishIsTwonk [hopefully that's correct], I have been re-united with my vehicles.
  5. zombietampons

    Let's go. [East Coast Player]

    Check out our server, we're gear towards helping and killing bandits, we also manage our server pretty good for hackers with admins being on for the most part of the day. Side Chat is enabled so when you join just say your friendly and you need a ride and one of us will come and pick you up. We also have a ts3 server but please if you join our server no spamming the mic and also please keep it mature, we created the server to manage the immaturity that most servers have these days.... We all work as a Team, atm our Mission is to find & repair vehicles. US East Coast NY [Mature Gamers Please NO BS] **Side Chat** - [Admins Online] - TS53.gameservers.com:9270 Server: 208.167.251.216:2302 TS3 Server: TS53.gameservers.com:9270
  6. Hey I had some good fun on this server, although I remember the [RISES] clan being friends with the admin and finding us suspiciously fast every time we stole one of their vehicles.
  7. I've had my V3S stolen with all the gear in it, I eventually got it back though. It was worth searching for. I'd do it again if it gets stolen again, but we're more cautious of where we hid our vehicles.
  8. Played on DE 88 at around 17:00 GMT (dutch time). Multiple choppers spawned + vehicles + invincible hack and some kind of godmode gun + giant ship in elektro. Either [RIP]Holcan or [RIP}Lonlywarrior was doing this.
  9. So here's my hacker story. I'm playing on a German server (DE 1447) with about 15 players on it last night, I'm in a pretty secluded area in the North-East of the map as I'm just regaining my bearings after being lost for a bit, I'm very low on blood (thanks to a prior server-wide teleporting hacker attack a few hours earlier) and trying to find my tent full of meat. I notice that players are being killed at a greater frequency than normal. I stay on my guard but I don't think much of it. Suddenly, a player appears about 30m away from me, from out of nowhere, and I hear what sounds like a rapid-firing grenade launcher, followed by a series of explosions around me. At the first sign of trouble, I immediately hit alt-f4 but apparently not quickly enough to avoid sudden death. Fine. I've been killed by hackers before. I was pissed off, but this is Dayz and hacker attacks are part of every day life. The advantage to being killed by hackers rather than bandits is that usually they don't bother to loot your corpse, just teleport to the next griefing victim. So 10 min later I relogged and made a beeline to where I died, picking up some essentials along the way. While I was walking, I noticed a number of places where I could hear flies, but no corpses were around. Fine, I though, until the same thing happened where I died. Flies, but no corpse, it had just disappeared. I went to where my tent was. Turns out the tent had disappeared too. Disheartened, I logged off and waited until today, hoping all would be rectified by a server restart. Now, my tent had reappeared, but empty, suggesting it was destroyed. I haven't ruled out the possibility that someone stumbled across it and destroyed it for a laugh, but given the situation it seems much, much more likely that the same griefing hacker who killed everyone on the server decided to also destroy all corpses and tents (and presumably vehicles) after their work was done. The thing I want to know is, why do some people go to all this effort just to grief? Are some of these script kiddies like the Joker from The Dark Knight, men who only want to watch the world burn?
  10. I was combing the western corridor looking for camps and I stumble upon a bus, tents and a gaz on US 2830. I thought it was empty so I checked out a few tents which contained the usual hacked crap. When I got to the vehicles I see a guy in a Camo suit sitting in the Gaz. SO I take his ass out and not 5 seconds later ADMIN BAN. Stay away from this server.....bunch of cry baby admins. Pathetic abuse of power.... Hey admin, get your pacifier and man up kiddo!!!
  11. I know you're frustration. It is total bullshit this game at the moment. I stopped playing on the public servers and have now my own little privat server, just to be able to play the game as it was ment to be played. I have been playing solo, i have been playing with clans, my biggest shock was to find out that the clan players are only playing to shoot noobs. They have there own low populated servers and on these servers they collect all good loot, have big camps and have all vehicles at there disposal. The stratagy then is to gear up on there own server, drive or fly to a populated spot and start hopping servers. I have tryed to like that idea, but i don't, so i just stopped playing the game at all public. I was really shocked to see advanced arma players getting a boner because of the killing of a noob without guns....... They also like to put themselfs on top of the international hotel with the chopper on there own server and then they hop to a populated server, again they will really get a hardon when killing another noob trying to figure out how the games work. All people that are a little smart play this way now, its bullshit, all of them have tents with 500 NVGoggles and L85 thermal guns. For me, its is done, i stopped playing the game, i do like the mod to fool around with in just arma. My advice, go to Berenzino, the bandits are not going there that much because not a lot of noobs can make the distance without any stuff. Bandit snipers are mostely in Cherno, Elektro, Stary area and NWAirport. These people are just assholes with no idea of having a good game, even these people are screaming HACKERS all the time, even when they are not beeing hacked, these people are one of the most ALT F4 fcks too, they also like to ghost behind there rivals(as if this is not hacking). I can understand your pain, i just gave up, i'm back in good old Arma, with decent players(who have the power of hacking but just dont do that because they are fair players). Probably my last post here too. Good luck, be smart.......
  12. This is the 'one-line questions for Rocket' thread. The rules Questions must be short and to the point, no more than one line of text. Do a little research, don't ask something that has already been answered. Check this thread for things he already said: http://dayzmod.com/f...ed-updated-722/ Try to phrase your question so it can be answered with a 'yes', a 'no' or a short sentence. I'll update once a day every once in a while. No more "are we there yet?" questions, please! The patch will come out when it is done, ok? Please use standard font and colour so I can copy/paste your question into the OP. Russian version of this thread is here Русская версия этой темы здесь For all those who prefer or need a German translation: here Für alle die, die eine deutsche Übersetzung bevorzugen oder benötigen:here Keep the questions coming folks. Remember, short and to the point. And please guys, read the questions before posting. Updating this thread is a bit of a bitch, please help me out a little. No need for duplicates, opinion, concealed whines or colossal letters. Thank you. Answers without a source in brackets are straight from the horse's mouth, answers with '**' are from the reddit interview. ______________________________________________________________________________ Questions and answers list 1. Q: The camo/ghillie skins are missing, any plans to add them back in? [Me] A: * [FIXED] Clothing no longer spawning (now it spawns as it used too) [Patch notes for 1.7.2.4] 2. Q: What are some improvements we might see when DayZ is ported to RV4 (Arma3) engine? [blaf] A: DayZ will run on a branched Take On helicopters (RV3) engine. It is already being customized to DayZ specific needs. The main improvement is an engine tailored to DayZ's specific needs. An example being weapons being objects on a character and not stored simply as a string reference, this means the object can have durability, enhancements, etc... 3. Q: When are you going to add camo skins for the female character models..? [FallenSurvivor777] A: With the standalone release. ** 4. Q. possible to have running waterways ? creeks etc or is that a major rewrite of map/code etc. [Hetstaine] A: I would not rule it out as eventually having, we have discussed it before but it is a major rewrite of both code and the map. Not for the initial release, but maybe something to be looked at in the future as it is a big part of survival (finding creeks etc...). 5. Q. What are some of the extra building mechanics..could we make a lean to shelter instead of tents to save equipment, make a raft etc. A: Initially we have discussed having the ability to "shore up" existing buildings doorways. This will be something that may make it into the standalone, as we are preparing for this in the redevelopment of the art assets. 6. Q. Chance of getting a magazine jam or a barrel blockage ? A: Absolutely, See #2 above it is work that has been occurring to turn weapons into objects rather than string references (allowing them to have their own attributes while on the player, that they retain when dropped). 7. Q. More wildlife ..crows at dead bodies, cats, dogs in cities ..very rare chance of a bear ? A: Wildlife and survival elements are a priority, as are more atmospherics around dead bodies and such. Additional animals will be something to look at after the initial release, as they require creation, animation, etc... 8. Q. Actual supermarkets with a lot more items instead of the tiny corner stores ? For instance you could change to hiking boots and grab a proper outdoors jacket to combat the colder conditions at night. A: The addition of clothing is a key design feature I would like to expand. This has significant programming implications, but I consider it one of the main design priorities. 9. Q. Chances of an overflight by a military plane..just cosmetic for atmosphere. A: I would prefer all this kind of thing to come from players. I just need to give them the tools to achieve this. 10. Q. More carnage in the cities, the streets are too clean? [/Hetstaine] A: Absolutely, 100%. This is a key art priority of mine. But not in the short term (content issue: standalone) 11. Q. Are you planning to add some type of armor at some point? [Chaos5061] A: Body armor would form part of the clothing system, most likely, if it got implemented 12. Q: How long before we have more large fortifications (log walls, etc)? We've got the code precedent and models for them... [Publik] A: I do still envisage some for of above ground fortification. But as noted, I see us having the elaborate, large scale building over months (years) using below ground development. 13. Q: Do you have any plans to turn off name tags across all server difficulties? (I believe name tags / distance markers have no place in a game which is trying to be "authentic"). [systemiK] A: This is the sort of thing we would deal with in standalone. Come up with a standardized method and apply it to everyone. 14. Q: Is it possible to force all servers to update to the latest DayZ release within a certain amount of time or risk being blacklisted? (having such a fractured server base due to running so many different versions is not helping anything). [systemiK] A: Not really. 15. Q: When will MyLittlePonies be added into the game? Or if not then what about rideable horses as a type of vehicle? [Redshift] A: MyLittlePonies already exist in the heart of every player.... :P Rideable horses we have discussed, I even did some preliminary work on it. It will be more work than I initially expected but both me and Marek (CEO) are keen on this. But I doubt it would be in by the end of the year, something that requires more review. 16. Q: Any plans on adding group functionality within the game (even a simple way to designate who is in your group, and use group chat)? [Redshift] A: Factions and clan support is something we are actively pursuing, probably with a rewrite of the current way it is done with ArmA2 grouping that is more designed around AI. the system will not be designed in a way that makes it easier to find your group, but to recognize those in your groups visually somehow (possibly creation of armbands or such, has been discussed). Still much more work to be done, and the initial implementation will require significant community input and feedback before I imagine we will have something resembling a working solution. Expect pain, mistakes, bugs, with QQ and then happiness. 17. Q: A large part of the community would like a harder game, where do 'you' see opportunities to make this game harder? And do you think this game should be made harder? [L0GIN] A: The standalone game will get much, much easier when even some of the bugs are removed. But the standalone game is also getting much much harder, as a result of new survival elements such as a more developed medical system and diseases, etc... so i think the game will get harder/easier, and probably result as an overall experience that is harder but more intuitive. But who knows, that is my hope/guess. Reality remains to be seen. I think it should be harder, I want it to be harder. But it should be "fairer" (less sudden inexplicable bleeding... :P) 18. Q: The inventory and toolbelt are currently set up so a player can take the equivilent of a warehose and toolshop with them, can we expect you to trim this down, to actually allow specialization and teamwork to occur in this game? A: The entire inventory system is being redesigned from the ground up, for a more authentic feel and set the stage for more interaction to occur between players. But this must be supported, and not forced in an unauthentic way. People generally accept requiring another player to apply a bloodbag, because giving yourself and IV is not very easy unless you are trained, a nurse, or chuck norris in which case you don't need an IV, you just snort the blood. I have been working with our programmers to discuss ways we can organically support specialization without tech trees, we have some ideas around social learning. I think the survival changes planned will add a new passive enemy to the game, a common enemy that players who organize will be better equipped to face (disease, medical issues). However, both evil and good can group. 19. Q: Do you think there is room for the community to contribute assets to the game (how ever small or big), or will you be doing everything yourself (with your team)? A: Absolutely, 100% think this is the case. Maps, items, equipment, all of the above. In particular changes to the world itself. 20. Q: You mentioned recently that a stand alone game will be very polished and cost around €15, but do you realize a stand alone game will take a couple of years to flesh out, what will the fans do in between? and aren't you afraid the hype will die down during that time leaving you with nothing to show for your effort... A: Standalone alpha (non-polish) release end of this year or we're screwed and I'll do insane. There will be plenty to do and talk about once we get it released. 21. Q: Any chance on a 'Learning by Doing' (hidden +1) system, that lets players improve on certain non-IRL-transferable skills? (addition: certain IRL skills can be transferred over into the game like 'reading stars'; but there are also 'skills' that do not transfer over that easily, f/e bandaging, fixing cars, gutting; Introducing a chance on failure and having this chance reduced by giving players a +1 every X time they preform such a skill mimics the IRL learning process, aka 'learning by doing') [/L0GIN] A: Agree, this is a complex area. I like it, but as you noted there needs to be some design there. Fixing cars I totally agree with especially with the new car construction/modification discussion we have had about design. I think we will take some steps in this area, and see what comes out of it. 22. Q: Any chance in the future the community can create skins for their characters, or develop the land to make servers unique? [nnuu] A: Initially user made content will be unlikely for the alpha as we will make it as secure as possible. Armbands, etc... that is something we could easily have. I think over time the user content will be what makes the game fun. But we need to make the game, and make it secure, first. 23. Q: Will you add the ability to bury a rucksack or similar smale scale caching? [heretic] A: We've discussed it, my gut says yes, but its not really a priority for initial development. It is more a variation of the placement of a tent or some object, once we get one type working properly it is very easy to do that with other types of storage locations. 24. Q: Do you plan on hiring anyone soon? Community/Engineering/Otherwise? [black Widow] A: Bohemia Interactive handle the hiring of personnel, some people have/are directly engaged to assist with the project. The core team is highly specialized and consisting of those who created and developed the engine over the last ten years. 25. Q: Rocket, do you ever have time to simply play the game outside of testing it? If so, what is your preferred playstyle? What is it that YOU find to be fun while playing just for the sake of enjoyment? [systemiK] A: When Rocket plays the game, he always play with a team, purely cooperative, and killed only 1 player since he released it and still feels guilty about it. He prefers running around helping people. [source: Sidestrafe interview] 26. Q: Characters having auto-logging diaries (to create a depth and history to a character's life) that can be looted/read post death? [Athrins] A: We have all discussed this on the team and it an area we really want to do, there is already some engine support for this that can be fleshed out. I am not sure how much we can do for Alpha (we have talked about creating notes, etc... that you can leave in the world or on your body) but I think it will be a real priority over time. 27. Q: Stronger, unique character identity for each 'life'? A: I think allowing players to personalize their character more, through a combination of selecting your face, and then customizing your character based on clothing you find in the world, is what I would prefer here and within the realm of the possible. I don't want to dictate a back story for the character, you decide that. The start will always be ambiguous. 28. Q: Will it be possible for a single person to build an underground base, or is a group required? A: My (very ambitious) plans for this, I see it as being possible but extremely time consuming for an individual. 29. Q: Will underground bases be tied to someone's character like tents, and if so, will they 'despawn' after death of said character? A: They will be permenant structures, that can be taken over by other people, and then developed further, etc... 30. Q: A more intuitive system for holstering/lowering weapons (alternatively having it be the default mode as opposed to weapons-at-the-ready) and the ability to disarm other players? [/Athrins] A: This is something be looked at currently, improving the animations here both while moving and standing still. Expect this to be greatly enhanced with the standalone. Some CQB moves may be available, that might help with disarming but I think they will be like punching or such, nothing military. 31. Q: Rocket, how goes the fight against the hackers? How high are combatting hacking on your list of priorities?[KField86/Zutha] A: It is priority number 2, behind fixing major bugs. it is being dealt with by Bohemia's key programming minds, who have already implemented the initial solutions in the standalone code. 32. Q: IS the next iteration of dayz going to have anything to do with arma 3? as a free mod or paid expansion? Or is it COMPLETELY standalone with a different engine? [Guynumber7] A: It will share a relationship similar to how VBS shares with ArmA. Less than ArmA2 <> TKOH, but a bit more than VBS to ArmA. 33. Q: Will you add any way, being non-lethal equipment or melee weapon, to knockdown another player? [RastaKoueR] A: Melee development is confirmed, initial solution will be more focused on making it less crappy (no more reloading hatchets) and such. 34. Q: Do you feel that the presence of very high level weapons and equipment, like L85 with thermal optics, M107, nightvision, and so on, are in adequation with the authenticity of a Survival, Post-apocalyptic game? A: Nope, they are not. but there was not many other options as ArmA2 is a military simulator. For the standalone, we are working on others but these won't be required to be finished for the standalone to be release, in other words the new weapons (more like what you would find at home) will be available as they get done, some of which may be when Alpha is released, rest of them will be next year as they get made. I think successfully raiding and finding military caches will be important, and will give you advanced items - but (i know from personal experience) maintaining this equipment is not easy. Durability, batteries, etc... will even these problems out I think. 35. Q: Would you implement a Handcuff and blinding system? (For people who roleplay a lot) [/RastaKoueR] A: It has been very successful in popular ArmA mods such as Citylife - so I think that would be great, but not a priority and not specifically on the list at the moment. 36. Q: Any chance of a new island when you go Beta, specifically Taviana or Lingor? [skint] A: For the alpha (december), no. I am hoping we sell 1, 2 million copies. Then we can get really ambitious... what use are islands when you have proce... I've said to much.... :P Community wise, that is a different story. I think some officially support community maps would be awesome, personally. 37. Q: Can we get an odometer added to the debug window? I would love to know how much distance my character has traveled. [NFK] A: Agreed, cool idea. but will probably have statistics as part of your character diary, not onscreen all the time (aim is to have nothing in the ingame UI). 38. Q: do you plan to add more character depth. This could add to some kind of endgame.[A Bush killed me] A: I want to add more tools, more options, to the game - then the players can use these tools to find the depth, to world on trying to create their own worlds in this harsh forgiving environment. It's an ambitious goal but I think we have a good chance at it. So rather than character depth, I think more tools, more game depth (more survival stuff, more investigating the world/infection, more construction, more grouping tools, more vehicle repairing, more food gathering, etc...). 39. Q:: In the standalone, will the map be the same? Different? Bigger? Smaller? [CyFiN] A: We have been revising Chernarus for DayZ for some time now. The working name has been "Chernarus Plus". More will be announced about that on the tumblr. Eventually we will create entirely new maps and/or the community will develop some.** 40. Q: when will we get the dog companion you teased us about awhile ago? [MartinCB] A: Soon, I want to release it in a non-shit state. If it release it in a shit state, I will get a lot of crap. 41. Q: Are there plans for future additions to the map? Such as a new city, rivers, etc.? [Rickets] A: The Chernarus map has been updated significantly, focusing on bugfixing, addition of some new areas, balancing resource items (such as water etc...), and development of interiors for buildings that don't have it. Not much more will be done for the map for the Alpha release. 42. Q: Is it possible that we can get versions of some of the simple features/solutions to common problems from other mods like ACE, such as: Grenade launcher reticle adjustments and foldable leaf sights, combat deafness, fast roping, fire, non-leathal devices, grenade throw adjustments, NVG adjustments, map tools, wire cutters, weapon resting/bipods, etc? [TheCapulet] A: Some of these things will be developed, particulary those that have been identified as being significant problems (such as grenade throwing), so I guess the answer is "yes, for some of these". 43. Q: One of the things I got used to years ago with my experience in emergent gameplay/persistent worlds are "game masters", or trusted in-game 'moderators' (staff) who helped advance player/world story lines in ways not possible from simple player clients while always staying within the scope of the lore/narrative. Is this something you've thought about at all for DayZ? [TheCapulet] A: I think that we will have only very limited "hard" in game lore/narrative, and the rest will be developed by the players as they play the game. We already have legends like the "black widow" and "Dr wasteland" so I think the development team should just recognize these organic story/narrative elements and then reinforce them appropriately in updates where it makes sense. But consideration to identifying specific game masters as described, that hasn't been looked at. Probably currently this could be easily achieved with a private hive. 44. Q: are there any plans to add more interiors to buildings prior to standalone? [adrianadrian] A: Yes. This is confirmed, many have already been completed by BIS artists. 45. Q: When Day Z goes standalone, are there plans to add more random loot/heli crash/vehicle spawns? [adrianadrian] A: The loot spawn system is being entirely replaced. 46. Q: Will you enable player to become infected with zombie virus, and to infect others? [Xiroth] A: With the zombie virus, no, players are immune (the "zombie virus" concept in game is being developed by my brother Dr Richard Hall, a virologist). 47. Q: How far away are we from the new website design you showed us at "rezzed"? [Cutzero] A: We have to get the standalone out and confirm how it is working, the architecture involved etc... before we can work towards that. The mod didn't have the server resources needed to pull off that level of detail (before private hives we could only barely cope with capacity). 48. Q: What do you think of adding local notification sounds and messages for player logins and logouts? [sheaf] A: On the face of it, not a bad idea. But could get really repetitive and also prone to griefing. I think we can do better to solve these issues, more in line with what MMO's like WoW do. 49. Q: What`s your idea/plan to make people communicate more in this game? [Delta] A: Focus on the elements of the game, with a view towards authenticity where possible (note: I did not say realism!). I believe more developed survival concepts, like diseases, and "end-game" content like vehicle and base construction, will promote more communication (for both good and evil reasons). 50. Q: With all due respect, how much of the threads in the suggestion forum board are actually read by rocket? I put quite some thought and time in trying to provide useful feedback so I'd like to know if the info was actually brought over. [Leo] A: I block out time to review them each week. I think I read most suggestions, eventually. Some can be quite repetitive. There are some excellent ideas threads, particularly useful when they are consolidated. 51. Q: Do you plan on implementing radios in the alpha? On the subject, what a re your plans for the radio system? [Wulfsok] A: I would say it less likely to be in the initial Alpha, but it would be a high priority for future updates. I think something like a very simplified ACRE would be a great place to start. The ACRE mod is an outstanding example of what can be achieved in the ArmA system. Probably a bit complex and resource demanding for the DayZ implementation but I think it's a great example of it. 52. Q: The ability to sprint for unlimited distances seems to completely counter the design of a giant map. Do you ever plan to put limitations on player sprint? [Zipper -82ndAB-] A: There should be consequences to this but mobility is one aspect we probably need to compromise authenticity/realism in order to make the game actually playable at all. We could tie this in with the revised medical system (health + energy etc...) so that there is impact on those who run everywhere. Current ingame mechanics limit sprinting anyway. 53. Q: Can we get a /played hours counter that resets on death? [KgKris] A: More statistics are planned for the diary statistics system I talk about in other questions. 54. Q: Rocket, do you plan on removing the option of third person view when you make it over to the standalone game? [Corvax] A: I think it would be unlikely, I think having it at a server level is a good idea. Possibly we could come up with several agreed levels of difficulty that servers can run on, and then your character is limited to playing on servers of those difficulty levels. If you join another server with a different difficulty with your character you will need to make a new character, etc... 55: Q: Will there ever be rewards for surviving certain amounts of time? [brudagon] A: I don't think we should "manufacture" rewards. I like how zero punctuation put it... DayZ forces you to rethink how you play games as just because a ladder is hard to get to doesn't mean there will be anything on top of it. I think the immersive environment where you can do what you want, and play how you want, is the reward in itself. 56: Q: Rocket, what was your job title in the NZAF and what rank were you before you left? [Chick3enFingDing] A: I left at the rank of "Flying Officer", although I was employed in a "Flight Lieutenant" paraline for most of my career in the RNZAF. My last job title was "Staff Officer Supply Policy", and I hated it (it was a job at Defence HQ and I was one of a handful of low ranking officers working at the HQ). My favorate role was as Flight Commander of our Emergency Response Group, at RNZAF Base Auckland. That was heaps of fun, but stressful. 57: Q: Is moving away from the client-server model on your wish list for the tentative standalone game? [AlphaStrik3] A: Not initially, no. We don't have the resources or time to really do that currently. But I think it is something we will look at pretty quickly if we have the game design right and we don't screw this up. I.e. if the concept is commercially successful as it is. 58: Q: Do you envisage any further changes to the zombie spawn mechanic? Current immediate respawn is immersion breaking - areas are never cleared. [DannyBoy76] A: Entirely rewriting it. So yes, it will be changed. 59: Q: In the stand-alone release do you have plans to properly close off the map? Perhaps a guarded wall/quarantine zone by an AI force (UN/US/PMC?) on the edges of the map. [lOldBoyl] A: I think we will make the concept work with what we have, and then get really ambitious with all sorts of cool stuff, and think well outside the square, for what we could do here. Rather than just pumping out other maps. Mind you, I think the community will come up with awesome maps and we should support that (my opinion only). 60: Q: Will you be adding back a starting weapon? [Grizzly2O] A: No put you will be able to punch. 61: Q: Are Characters liked to CD-key or profile? [waffen-79] A: Currently CD-Key. Possibly will remain this way, or we have some kind of limit like one for each difficulty level. 62: Q: When there is a standalone version, will DayZ still be kept running on Servers for Arma 2 as a "mod"? (for the memories ^^) [s3V3N] A: DayZ Mod will be available, but become more and more community run and developed until it is entirely community run. That is why Private Hives are so good for the project. 63: Q: Current "average life expectancy" is 49 minutes; What is your ideal life expectancy target for the mod? [CruelCoin] A: I think around an hour is about right, which is what it is now. I just think the death should be more legitimate and less from bugs. 64: Q: Do you plan to implement any other needs besides thirst, hunger and keeping warm? [Rabbitman] A: The medical system is being revised and redeveloped and I made extensive use of the suggestion topic on the subject made here on the forums. This will create new needs but they will be more behind the scenes, intuitive and the result will be somewhat the same as it is now. The team is giving serious thought to the (initially joke) suggestion for having characters having to go to the toilet, mainly because of how it could affect the spread of disease in game (highly populated areas would result in more disease etc...). 65: Q: Are you keeping in touch with ACE mod development team and do you plan to borrow some of ACE weaponry and features (for example changeable weapon sights and optics)? [Ravian] A: I'm not in touch with mod developers in an official capacity I am afraid, although I know many developers personally and do talk. Because DayZ is branching from ArmA2, the method we are using for recording things such as weapons means we can be much bolder. We are moving to a truly objected oriented method of recording player weapons, whereas currently arma2 effectively stores your current weapon as a string. 66: Q: Are you going to work on optimization of the game engine to increase FPS? It seems that now you can only play comfortably in DayZ if you have the newest top hardware. [Hopss] A: Very significant optimization is being done, much of it already in progress. An example being the zombies themselves. Their current models are high detail character models, with seperate heads from bodies. This means the model has eight "sections", each section effectively represents a pass by the GPU. Less sections = better performance. Imagine you have 30 zombies on your screen, that is 150 passes alone that must be done for zombies. We can easily optimize this down to 1 section per zombie without any loss in quality of the models (but initially, a loss in variation till we make more models). So 150 to 30 sections in a scene, for the zombies alone, is a good result. This is just a simple example of the many options available to us that are already in progress. 67: Q: Are you planing to remove the Zombie Zig Zagging or reduce speed? [TSAndrey] A: Zombie pathfinding and behavior is being implemented engine-side, rather than as a mission script. This will allow the behavior to be appropriately implemented. So yes, it will be removed and the speed will be set to achieve the desired effect from the zombies (that they are scary, a threat, but not instant death). 68: Q: How will melee be in the standalone? Will it be directional like in Mount&Blade? [waffen-79] A: We still don't know. I wouldn't go so far to say melee is a focus, but high end weaponry is not a focus. This means more focus is on melee than before. Wow, that really avoided directly answering, I should be a politician. 69: Q: how far away are you from adding new content to the game? eg more guns, animals, zombies? [God_his_self] A: Content is being worked on concurrently by small art teams, using an "insource" model internally within the company. In other words, it is already happening. 70: Q: Is DayZ standalone going to be a BIS published game? [Joe Duck] A: Yes. 71: Q: Is DayZ standalone going to be distributed online at BIS website or is DayZ going to be a spinoff with it's own full identity and maybe a separate studio? A: I would like to run my own studio one day, but now is not the time. BIS is awesome and the natural partner for development of DayZ. Distribution is still TBC, but I would not expect a retail product anytime soon. It would be digital. 72: Q: Do you expect or even want to release DayZ on Steam/GOG/Desura/Origin/Amazon? A: Personally, I like Steam. GabeN is one of my heroes, and Valve is an amazing company. Officially, I don't handle BIS distribution but I know they have an awesome and skilled team who do. 73: Q: Project Zomboid and Minecraft have already had huge problems selling Minecraft development type games with VISA and Paypal, as people was paying for an unfinished product. Have you worked this out yet? A: I don't think it is as much an issue, because the engine here is finished (ArmA2). Notch seemed fine when I met him at PAX, so I don't think it's a big issue. 74: Q: Do you already have a name for DayZ standalone? Other than DayZ Standalone, that is... A: Good point. Uh. Honestly I just don't know, we'll come up with something I guess. 75: Q: How many people is working in the standalone atm? Not testing, but coding and such. A: We have about three senior programmers assigned to the project, plus myself, a production assistant (Matt), and then various microteams of artists (each about 4 people). 76: Q: Do you still expect servers to be fan hosted in DayZ Standalone? [/Joe Duck] A: I think unless we did something like EVE Online, yes, we would have to do that. I would see possibly us hosting a number to kick things off. 77: Q: Why was damage reduced in the last beta patch? [xXl Mr Two lXx] A: Look in this thread: http://forums.bistud...l=1#post2196367 [arma forums] 78: Q: Will any of the games hard core features such as realistic damage, perma death, eating, and open pvp be dumped to appeal to a more casual mass market audience like many other existing persistent world products?? [xXl Mr Two lXx] A: Absolutely not, or I will resign and you will know about it. I'm not saying it would be a bad game like that, I'm just not interested in making that kind of game. I think it has been done well by other products, such as L4D (which I very much enjoy). 79: Q: With the new alt F4 tracking going in, have you considered asking suma/dwarden/whichever sorcerer is making new scripting commands to add in an "isSuppressed" command to help identify those who are logging out under fire better? [TheCapulet] A: It's one of the many issues we're looking at with standalone, to see what the sensible approach is. We're asking the question "how best to solve this problem" rather than "what are our options" which is what we were doing with the mod. No answer to this as yet I am afraid other than to say it is on the list. 80: Q: When the standalone comes, will it use the arma III engine as you planned to with the mod? Also, kickstarter. [petllama] A: It will run on its own branch of Real Virtuality ** 81: Q: Will the DayZ stand alone support the use of TrackIR? [skoaliosis] A: Yes. 82: Q: Will there be ability for you to track and block the servers with altered serverfiles? I joined some of these servers and they had either junk instead of loot everywhere, or "top" loot from the barracks in every house. [Denix] A: The server hosting process will be much more streamlined. We will probably define a few (2 or 3) agreed difficulty types and/or DayZ Modes. The servers will then cleary has these for filtering. This makes it much easier and removes the need for policing the servers. 83: Q: Rocket, please, can you seriously comment on the standalone release day rumours? They say it’s about to be released in September, but we all understand it’s unrealistic date. [shtirlizlive] A: Before the end of the year the initial Alpha will be released. 84: Q: Will there be more of the random events like helicopter crash sites? [qvrock] A: There will be more tools for the players to participate in the world, but I won't be scripting events. We do intend to have more depth, which kind of meets what you are saying. 85: Q: Are you planning to fix something to take out constant and total PvP on the servers? 14 of 15 cases players shoot each other without any reasoning. [_TONY_] A: I think the additional depth, such as the new medical system, enhanced with disease mechanics etc..., will give a clear passive incentive for players to be more social within at least loosely formed groups. It will put more players in a position where they need help. Also more end-game content such as construction/repairing vehicles and bases will add more incentive to group. So I'm not going to "fix" it by stopping it, I'm going to give the player more to do than just PvP as it is currently. 86: Q: Amount of DayZ weapons is very short compared to Arma2 arsenal. Is it possible to add all the weapons from Arma2 but with some definitely rare spawn percent. e.g. 0.1%? [FiCS] A: The weapons will be changed quite significantly over time with the standalone. 87: Q: Will there be any system to monitor the psychological state of your character? In reality all the murders, blood, body examinations, mass graves etc. influence personality very much. Even ingame it is influencing, I killed just one player in my whole game time and still feel guilty for it. [mel_F] A: We will track stats, have some kind of visual humanity indicator (facial expression is the current favorite as their is already engine support for it), and also have blood on you hands if you loot a recently killed corpse. I think having a hard effect of your characters psychological state is not within scope, as it kind of can break immersion. Some people can deal with almost anything. It would also be extremely hard to balance. 88: Q: Will we ever get a heavier vehicle sometime in the future like a Hummvee, a BRDM/BTR or even a T-34? [Tygrys] A: Yes I think so, but the new vehicle mechanic I have been designing will make this a real challenge. 89: Q: Is the Military Offroad still in game? [Nikolai] A: Honestly, I don't know. Someone who has sniffed the config file recently would be best to tell you. 90: Q: Can you think of any, at least approximate, ETA on the final product? The stable game without current bugs, lagging and armies of cheaters? [2006] A: Well, let me put it this way - I'm going back to New Zealand for Christmas, I have my exit medical for the NZ Army in mid December, and I need to squeeze in a training climbing trip in NZ before I leave in January, and then I'm off to Everest end of March. So things have to be done by then. 91: Q: You mentioned snow blizzards and different weather conditions for standalone game in a recent intervew. Do you plan to implement seasons of the year (1 week = 1 season) or it will be tied to one location (like in Skyrim)? [17th] 92: Q: Can you make Direct Communication mandatory for servers? Without it there is no way to communicate with other players. [iLikeNoobies] 93: Q: Regarding the concept of a "Tranquillity server"; if we are all to play on the same server, under the same rules and conditions, will that mean all players around the world will have to conform to the same day/night-cycle of 24 hours? [Athrins] 94: Q: Any plans to add poison to the game? [Hedon] 95: Q: How is the DayZ project funded? [VVired] 96: Q: What's the vision for survival mechanics? For instance are you going to expand ways to get food (fruit, berries, WORMS). This could be done with other things like water or the medical supplies. [lonewolf_uk] 97: Q: how worried are you about the game feeling fair? e.g glitches/zombie attacks/knock downs. [lonewolf_uk] 98: Q: What system specifications are you basing your design around for the DayZ standalone game? Will we be able to run it on any old peice-o-junk or will we all need to go out and buy new PCs? [MykeMichail] 99: Q: Are you working alone or do you have programming support? Did any programmer reach out a helping hand yet or do you not consider freelancers over the net helping you for free or would you consider? And if yes, what would be the requirements? [Tingle] 100: Q: shouldn't you make day/night cycles shorter? Like 3 hrs day 2 hrs night? [vinss] 101: Q: Are you going to force "1 character per server" policy? Question both for standalone and mod. [Rallige] 102: Q: The Gear/Inventory Menu is a big part of this game. Have you considered in the past or plan to implement a weight system that would vary change in speed in correlation with amount of gear? [The_Man] 103: Q: Are you going to change it so you can fill your canteen when there is more water falling from the sky then in the lakes? [Vae] 104: Q: How much more content/features will be added before release? [FrankDaTank1218] 105: Q: When and if the standalone game comes out will it have greatly simplified controls? I bought this game for Dayz and not for Arma and feel most of the controls are there to complement Arma rather than Dayz. [jamiebhoy] 106: Q: Will the ability to "invite to group" happen and then while that is active have you're friends name tags be displayed above their head? 107: Q: Is it possible thermals could be removed? I feel that these offer unfair advantage to people who have been "lucky" to find them? 108: Q: I realize Rocket is using limited resources in the production of this Mod/game but given that DayZ alone has boosted sales in Arma 2 and CO is it not in Bohemia's best interest to assist in the development in the Standalone or Mod for Arma 3? [/jamiebhoy] 109: Q: Will the Final version have any benefits for those who played before Beta? Like Minecraft and its Skins for Alpha players? [snafu18] 110: Q: Dear Rocket, thanks for the mod, is there anything we can do for you? [Archrandom] 111: Q: Rocket, have you thought about using one of the many existing open-source game engines for future standalone DayZ? [cisco2950] 112: Q: What is the reason for a survivor to have a backpack, bandages and pills in the beginning of the game? Why don't we start fully empty? [Dedulka] 113: Q: Is there a probability to have a feature to record a replay file, which can be later played back in the engine? Replay systems like in the games like CoD, Half-Life etc. Using fraps or other recording software causes big FPS drop. [Hopps] 114: Q: At Rezzed you promised to share your presentation publicly, so that we could look at the concept arts and personal game profile prototype. Will you share it someday before it is implemented?[-=PA=-Mikhail] 115: Q: Why not to try to open sources? Rocket's opinion about crowdsourcing?[run4way] 116: Q: do you plan on refining the zombies based on their social/civil roles? people refer to soldiers as "kevlar zeds" why not make them a little harder to kill? [ryokukitsune] 117: Q: Do you plan on this game being more of a human infection zombie game or a hollywood genre? Should zombies die from body shots in your opinon or should they be immobleized? [ryokukitsune] 118: Q: Can I kick people off my server for using the name 'Admin'? It's misleading, and I feel it falls under the 'disruptive behavior' category.[lentWolf] 119: Q : Will new 3D assets be created for the standalone?[AeonCipher] 120: Q: Will the standalone be on Steam? [brudagon] 121: Q: Is the zombie spawning, distribution, and movement system going to be completely overhauled?[Robbl] 122: Q: There are currently no female zombies in the game; is this something you would consider implementing at some point or are we to deduce that all females either died off or were immune to the infection?[irenicus] 123: Q: Interface is getting scaled down, thus add more sound! Will there be any option to ease the matter for the hearing impaired?[Camoplast] 124: Q: You use major branded items such as pepsi, coke and Heinz, will these appear in the standalone? I believe that this SKU will fail submission if proper perrmissions are not granted. [dagon] 125: Q: If you do not get permission and need to do original art for food stuffs and knick knacks would you hold a contest of sorts? give the creative player base a shot at digital immortality by having there quirky design appear in the game. [dagon] 126: Q: Have you considered adding new enemy npc-s instead of just having zombies ? Something similar to the monsters from Stalker : COP and Metro 2033. [radosm] 127: Q: Have you considered adding radiation into the game ? [radosm] 128: Q: (will you) Make ammo more valuable and rare?[Holliday] 129: Q: Since the standalone will be on a Hybrid of the arma 2 engine and RV4, will it be possible down the line with standalone to move to RV4 completely? [scoggs] 130: Q: Will there be more than one helicopter per server again?[Epic-KilL] 131: Q: Do think we will be able to interact with the landscape more in the full release. Ie, terraforming to dig fox holes, chopping trees for bunkers and possibly drinking from water sources without containers? Thanks! [Kepp] 132: Q: Will there be some kind of durability system for foot? Meat could be conserved with salt or put in tin cans, which increase the durability but decreases the amount of blood received. [Fynmar] 133: Q: Will we have more reasons to sit around a campfire? For example playing music, healing blood or getting some kind of bonus. [disorder] 134: Q: How will DayZ be released? (thru Download/Website or thru gaming stores and to what continents will this be available as I am afraid that this game might not reach me (in SouthEast Asia)) [zenorc123] 135: Q: Will controller support be a feature of the stand-alone alpha?[incrediBurch] 136: Q: Will Standalone support Windows XP [malau] 137: Q: Will we be forced to use STEAM for Standalone? 138: Q: Will Standalone finally break the 2gb barrier ? (as Arma 2 cannot use more than 2Gb of RAM (-maxmem 2047) 139: Q: Will Standalone have the same 'absolute darkness' that Alpha has ? Or it will it have varying degrees of darkness ? 140: Q: Will underground cave complexes be introduced to the many hills in Chernarus+ ? 141: Q: Will there be other constructable sources of light - such as torches (wood + rags + match) in Standalone ? [/malau] 142: Q: Will the retail game be accessible for low-end computers as well as high-end computers? [Williamz] 143: Q: Will the "hide body" option be removed in the final or will it be altered ? (like needing an entrenching tool and several minutes to complete) [broter] 144: Q: Is there a possibility of making it so survivors beards grow longer the more time ingame survived? [TheManFromTheWoods] 145: Q: Will characters be fully customisable for looks, age, gender and clothing? [DemonGroover] 146: Q: will u ever change the chopper to russian chopper instead of a us one? [shod] 147: Q: Why is the server policy so much in favour of hackers and abusers and frustrates server admin?? [JumpMaster] 148: Q: Are there any plans to support the Oculus VR headset in the future?[cultiv8ed] 149: Q: Who did the voices for the Zombies? How much fun was had doing it? (especially that agro'ed zed that gets really carried away!) [Zedder] 150: Q: I'm going to Afghanistan for 6 months in a couple of weeks, will my character still be camped out in the woods when I get back?[teas926] 151: Q: Can we see some major zombie bosses? Perhaps one single (Just to keep encounters rare), 10ft, heavily mutated zombie that would walk around the map and then find and charge at survivors. Which would also take multiple survivors to take down. [Williamz] 152: Q: Any chance of loot being in cupboards, on tables etc instead of just on the floor? [DemonGroover] 153: Q: How about items that have no effect to actually surviving? surely when the latter was evacuated / killed / infected, they left other things behind than bandages and watches. I'd love to find a harmonica and play it at a campfire with my squad. [Red_Sky] 154: Q: Will you at any point impliment zombies getting into vehicles with you when they catch up? [Gwraspe] 155: Q: When do you guys will switch to Arma 3 render engine? [iCO_hr] 156: Q: Will the standalone feature completely new extended terrain around Chernarus or will some of it be 'borrowed' from ACR DLC Bystrica? [R3con] 157: Q: Can we expect mechanics that enable facilities within buildings to be utilized? (Garage, hospital, radio tower, metal detector at police station etc.) [3rdParty] 158: Q: will we ever get to use the restrooms? [hotshotkev] 159: Q: Will the train engine in Cherno ever be usable like other vehicles? [anidis] 160: Q: Have you considered global causality in DayZ - The combined actions of players effect aspects of the gameworld/map/server (eg: weapon/food spawns 'quality' and density, as well as zombie spawns) [Hoik] 161: Q: You have stated that the standalone will be locked down from scripting. There has been lots of talk about packet-sniffing exploits, do you know about this, and intend to address the issue for the release of the standalone? [puppetworx] 162: Q: Is it possible to transfer the functional 'anti-hack/anti-dupe/anti-Alt+F4' measures used by some private servers to The Hive? [Max Planck]
  13. Oh and as I'm not into killing players without a reason and therefor seriously lacked combat experience, I made some likely DayZ scenarios in ARMA2: Operation arrowheads editor. It really helped me get confident in spotting players in the woods and from a distance (Which I found to be a bit tricky.. the editor was a good way of getting used to what a player moving in the woods looks like and how small they look at what distances etc.) So I set up a few hostiles walking around all over the place up north on the chernarus map and just did what I normally do in DayZ and survived multiple encounters of seeing em and even being fired upon by them. Sure, it's not a perfect analog as a human player often makes sure that the first shot they take is the killshot, but anyway... it's at least something to prepare for the worst. Also good thing to play the ARMA 2 helicopter tutorial and/or spawn a UH1H chopper in the arma OA editor and fly around, incase you ever do find a chopper :) You can enter the editor and play around with it by normally starting up arma combined operations/operation arrowhead from either steam or it's folder, then going to single player -> editor. It's rather straight forward... select the chernarus map etc. And after you've spawned a player unit (Blufor rifleman, marked "player" for example) you can then select "EMPTY" from the blufor, opfor...." selections and spawn empty vehicles. If you spawn a blufor chopper for instance, it has a crew in it aand UH1H (the huey in DayZ) isn't even in the list for Blufor, I think, it's in the empty aand probably somewhere in the chernarus civilian/local section.. if it wasn't in the list to begin with when you just select empty. Don't remember, but it's still pretty straight forward and easy to figure out. I didn't need any tutorials to mess around at least :) And not only is it good training, you can also have alot of fun with it.... (Give yourself an apache and take down a pile of enemies using it's hydra rockets and watch them FLY >;D ..... *cough* ... I'm not a violent person :I)
  14. That's no good! Could still be bad luck but it's a bit too much for a coincidence. I would recommend everyone else running with vehicles to please report on the thread if you have lost them "unusually" much when hidden. That way we (Byrg) can figure out if something is wrong. I guess I should confess that I did once steal a sedan that I found hidden. Not gonna say where I found it though ;) And for whoever might be angry at me, I did get murdered shortly afterwards so karma got me quite quick that time... :P
  15. Thats simply not the case or ppl are using map hacks to find hidden vehicles. 2 hidden ATVs in the woods at different locations disappeared over night, before that, the inventory of one of them was totally messed up. Not cool. Apart of that, I would hate having full moon all the time and every night, cause DayZ is or at least should be much about fright. If noone is afraid of the dark anymore, the game will be just a shadow of what it has been.
  16. As i said in an earlier post, setpos.log will most of the time not show people teleporting but people teleporting vehicles to them (vehicle magnet or single vehicle teleport). If your log contains more than one line with the same PlayerName, it's probably him teleporting all server vehicles. I tested this more than one time with a decoy bike saved in a random spot so nobody can find it :) ... whenever log entries showed up i went and checked for the bike, obviously it was gone;) Has anyone tried setting setpos to Kick not just log ? .. i tried it and it does not seem to kick no matter what, kicking on setpos would more or less eliminate vehicle magets for now.
  17. utbildad

    The last human stand at NL 41

    Hello, Thought I might stick my ugly face in the topic. I'm the Admin on the server, and all the restarts are done by hand and announced about 15 minutes before they occur, to let people save and all that. We're also not d**ks, we don't restart to save our vehicles if we get raided etc, it's all in the spirit of the game - no fun in having everything, is there? Hope to see you on NL 41, with gun in hand and an open mind!
  18. boxman80

    Event - BSB Bounty HunterZ

    No problems, it's a weekly event and it's open to non-members (as targets) and stable clans that can register a team. It will hopefully going for a while yet as we already have quite a good number of "targets" volunteering and at least 5 teams competing! Copy of this week's hit list; Hit list targets to be eliminated by Monday 24th September. This list details the targets, any bonus objectives and any intel we have on their likely location, server or associated info (such as clan website, teamspeak server). Eliminate with extreme prejudice to receive the associated Bounty Points on each target! Targets: 1. Outlaw Bish (AKA Bish). An active member on the "Outlawz" bandit clan active within Day Z. He's likely to be with other members of their clan and they are very heavily armed and aggressive. This guy won't come easy! These guys have their own secret server and secure base. They roam various servers causing mayhem and look to be UK based. Their clan website is here; http://www.dayzoutlaws.enjin.com/home Bounty $1000 - CLAIMED BY DELTA Bonus $500 per team mate killed - CLAIMED (1 Accomplice Killed) Bonus $1000 if he's killed with a hatchet! 2. Sizqo This guy is one of our own! He's brave and volunteered to take on our own hounds of hell! He's a lone wolf and a bit of a wild card! He's prepared and ready to take on our best - so he's either bat-shit crazy or really well prepared with guts of steel! He's likely to be frequenting any of our own members servers and on our TS3 server! He should be working alone! Bounty $1000 - CLAIMED BY DELTA! Bonus $1000 if he's killed with a hatchet 3. Outlaw Vinyard Another memebr of the Outlawz clan. He looks to be active and some kind of ring leader of a small group last seen around Balota! He's on a mission to secure vehicles. He is also likely to be well armed and accmanid by ruthless team mates! Bounty $1000 Bonus $500 per team mate killed Bonus $1000 if he's killed with a hatchet! 4 Short Bus Hero Bit of a wild card here, this guy was last seen advertsiing for other bandits here; http://dayzmod.com/f...for-clansquad/ We're not even 100% sure of his In-game name or his location but he is reasonably well armed and may have an accomplice! Bounty $1000 Bonus $500 per accomplice killed Bonus $1000 if he's killed with a hatchet! 5. Goldie AK JPLowkey This guy is another wild card, he's a bit of an unknown. He claims to be well armed but this is probably no more than an M4 or low level Sniper rifle. He's probably alone and unlikely to give our teams too much guff! That said he is an unknown and may use this to his advantage. We do have the info that his skype name is JPLowkey. Last seen here; http://dayzmod.com/f...-friendssquads/ Bounty $1000 Bonus $1000 if he's killed with a hatchet! 6. P5ykoO An old friend of BSB network, this guy was last seen playing Day Z a couple of weeks back and is rumoured to have his own server and group. This is unconfirmed and the information we have on him and the group he maybe with is limited to none-existant! Advise caution in persuing this guy. His in-game name islikely to be P5ykoO but he may be going by an alias! Bounty $1000 Bonus $500 per accomplice killed Bonus $1000 if he's killed with a hatchet! 7. Sgt.AssHat This guy is a seasoned veteran. Make no mistakes, this guy is the real deal and quite active. He is UK based so is likely to be playing on GMT time and on UK/Euro servers. More details can be found at his profile here; http://dayzmod.com/f...2044-sgtasshat/ Bounty $1000 Bonus $500 per accomplice killed Bonus $1000 if he's killed with a crowbar!
  19. regarding higher KoS of clients on 'bambi' respawn - there it wouldn't matter. you'd play, either solo, looting (on a lower loot rate than hardcore) and it'd be a matter of bullets available, whether you fired on other players or not. You'd be pvp-practicing with other people, effectively, or slaying Z's or mucking about repairing and driving vehicles, and basically Practicing. A team could still own the NE airport for example, and shoot and send the other players on the server for hours to the coast; without anybody loosing their progress. Those same players could then log into Hardcore and risk all their shis... It'd lower the bambi server to a higher level of fire-fighting, much greater level of pvp practice... so sure there'd be More KOS yet it'd matter less. It'd be only as you say, a detour to the coast. And the hardcore-default would be as hardcore and careful as ever, and be THE place to take a shitty common gun, and own a better player and steal their rarer weaponary. p.s regarding hackers doing inventory wipes, on bambi servers hypothetically, well it'd be devastating, yet not half as at present imo.
  20. Its 12:00 AM, I've slept pretty much all day due to this stupid flu I have and can't get back to sleep. Time to fire up DayZ So the story goes like this. I log in to find out that a few things have happened: 1) The camp I had originally set up in the far west of Chernarus was compromised. Barbed wire was cut, tents looted and a couple of the bikes I had stored up were gone. Except for one. 2) A chunk of my perishable inventory was missing. I lost a bunch of M4 magazines, water, food and my Makarov magazines and bandages that were readily accessible. I had extras in my backpack, which seemed to have survived whatever happened with my inventory. So, with that done, I figured I might as well do something silly and do some Cross Country Biking from one end of Chernarus to the other. Starting at the far west of the coastal highway, all the way to the northeast. At this time of night, not many people were playing, so going through both Chernogorsk and Elektrozavodsk was without any issue or conflict. So, beyond that point its just open highway, small towns and whatever else. Clear as can be aside from the hordes of zombies that catch notice for a moment. Eventually I pass into the Krutoy region, which is where the highway and coast bends up to the north. I wasn't expecting much at all beyond this point, since players prefer to stick within, or between, or north of Cherno/Elektro. All I had in mind was just to get up to Berezino (Last city on the highway going north), Hide my bike and then log off. Mission accomplished, do something interesting tomorrow. But nope. My luck had something completely different in mind. Not too far along the road from the Krutoy bend is a small, industrial-esque town called Solichniy. Coming from the south, you pass through the town itself, then you start to go through the factories and docking area. At the very end of this are two bridges, One for a train and another for vehicles. Approaching this, I noticed that the bridge had been blocked off entirely with Barbed wire. I didn't really think too much of this at the moment, as its not uncommon for other survivors to block off a bridge, or an entrance of a building just to be dicks. So I turned off to the train bridge and zipped on over. Or well, tried to at least. At the very end, they had put more barbed wire, almost underground due to a glitch in the terrain. The bike got stuck. I hopped off the thing and went to take care of the barbed wire. Right then, I heard an engine roar to life, and a military jeep wheel out behind a building and start hurdling towards me over the train bridge. I'll be honest with you, I don't think there has ever been a moment in this game that has ever had me go deerfaced at a computer screen. I stood up, backpeddled and started hammering rounds at the driver side window of the vehicle and stepped off to the side of the bridge. The vehicle tried to ram me, but ended up deflecting off of the railing I had retreated behind. It continued on for about 10 meters before one guy ejected from the driver side. He was bleeding, I had apparently hit him in my initial spray of fire. Having plenty of rounds left in my rifles magazine, I proceeded to blast him with whatever was left inside of my gun. I reloaded, approached his fallen body and dumped more rounds into his face, and noticed the vehicle had started to rev up again. I dumped more rounds into the vehicle as it tried to retreat, but whoever was driving now was probably panicking as much as I was and fired the vehicle off, full speed, along a raised railway. The vehicle lost its balance and flipped off onto its side and the new driver attempted to eject. The second he got back up, I once again dumped the entirety of my magazine into him and killed him. At the end of it all. I was left with two dead bandits. Two less magazines. One fucked up jeep. A potential heart murmur and my Trusty Ringy Dingy Bicycle. I love that fucking thing. Once I had regained my bearings I hid in the ditch of the bridge for a few moments to see if anyone else was going to show their ugly face. Minutes passed and nothing, just quiet. So I figured I might as well test my luck and see what these fuckers were packing. The first guy I had killed had the same rifle as me, An M4a1 CCO. But he had only a few magazines which I took up. The next guy over at the jeep had a bit more of a bounty. I was able to grab Nightvision, Radio and a couple makarov magazines. After checking both of them, I didn't bother to take the time to hide the bodies. I just buggered off, got on my bike and finished off what ended up to be the worlds most fucked up cross country bicycle ride. I love this game. I just wish I had my screenshot recorder/fraps going. ---- If one of those two bandits I hammered happen to read this... Seriously, that was fucking awesome. Not only did you actually make a genuine, thought out attempt to entrap me and fuck me over. I don't think I've ever had such a thrill playing this game. You guys are what make this game tough, interesting and fun... Thank you, haha. I didn't hide the bodies, and I didn't take the jeep, You guys deserved that much.
  21. Rindragon

    Hacker EVOL

    Came across a hacker named EVOL today. He ported behind me and killed me twice. Third time he missed all his shots and i had Fraps running so i recorded him trying to kill me again. Video shows his weapon and player name on studied body. Should be more than enough to ban him. http://www.youtu.be/Zt7z_FDZmBY *NOTE* Alot of the stuff i said was because of rage from dieing literally 3 times in a row. I was frustrated and I was in no way bashing the game. Don't take it the wrong way. *NOTE* The next 3 servers we visited had all vehicles spawned inside of elektro and at one point my buddy got teleported with the URAL he had and was killed.
  22. TheBaby

    No Vehicle Spawn

    Yes, we had no vehicles on a fresh server on 1.7.2.6 for about 2-3 days, then they just appeared. I wasn't looking the log so can't help there but there was certainly a bunch of people reporting this. I heard some ppls also claimed they spawned on their server after 5-7 days, which sucks. Maybe they'll just appear soon, someone else probably has a better answer :/
  23. byrgesen

    Takistan's airfield...

    Coz dayz takes place long AFTER the outbreak, meaning people have already gotten the heavy mili gear and vehicles and gotten the hell out of there in a hurry. You are one of the last survivors IN THE WORLD in this game, so its completely ridiculous to have attack chopper and massive planes. It simply would not be there in real life tbh. Same with big ass snipers and insane military equipment, it just doenst belong in this game with the setting the game has. To unrealistic for me tbh. Heres a small part of the main site for dayz, confirming the game takes place after the outbreak and most people in the world is dead now:
  24. that sounds like fun, none of my friends play this becasue they think consoles are good(LOL) and i have yet to meet anyone "friendly" to squad up with and loot/get vehicles goin/do whatevs. id like to though. you should post, it sounds like a good gunfight.
  25. boxman80

    Looking for fellow english speaking players

    Hi, you are welcome to check us out at The BSB Network. We're a social gaming community that is dedicated to fair and fun gaming. We have over 200 players in various Fire teams and groups playing Day Z and using our Teamspeak Server to communicate and coordinate their scavenges and raids. These teams have several bases, vehicles, camps and play across several of our own home servers. The community is mostly adult gamers over the age of 20 (well over in most cases!) but there are no age, time or skill requirements - all we ask is you play fair and have a bit of common sense about you! Our members are based all over the world and are on at all times of the day and night, but all speak English and most are based in the UK and Mainland Europe with some in the US too. We've been gaming as a community since 2002, so we're not some ad-hoc fly by night clan that's been quickly set up and will be gone in the blink of an eye! There is no obligation to join our clan or any of our affiliated clans/groups to take part in our sessions though, everyone is free to urn up and get involved. If you're interested check out or website @ www.bsbnetwork.com and try to hop on our Teamspeak 3 server and say "hi!" 212.187.246.58:9140
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