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Found 41868 results

  1. venthos

    Reset vehicles

    I would consider it abuse because you would be forcing a reset of tents/vehicles upon your player base. They would lose their work. You'd also be resetting things on your request/ability, guaranteeing first shot at vehicles and the like. The ONLY way to reset a server's tents/vehicles/etc. is to open a support ticket with DayZ staff and request a brand new instance ID. I'm not sure what the prerequisite is for a new instance ID and if it's even something they'll do. But, that would be the only way.
  2. Wait, tents and vehicles are fixed? When did that happen?
  3. Thanks for the report, we've cleared up the situation and restarted. Unfortunately this form of cheating is still undetected and now that vehicles save locations all servers are susceptible to this form of griefing.
  4. kevinyoki2

    Hotfix Build 1.7.2.6 Rolling Update

    Has the "respawning at the beach with no gear" glitch even been addressed yet? I mean, props to you for fixing the tent and vehicles but in my opinion the no gear respawn glitch was of more urgent need of attention. It seems to occur more often these days. I'm honestly hesitant and afraid to log in because of this. Please fix this issue as well.
  5. boxman80

    Looking for others to game with

    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
  6. aww man that sucks :\ not playing due to vehicles and tents not working well. not sure about now, but i will try out lingor island since there are less hackers. i'll prolly hop onto hive servers more when vehicles and tents finally work or when the gang needs a meat shield :P Edit: I havent been on for quite a while and yes, i've updated the patch notes. if vehicles and tents work now then i'll prolly play more of this :D
  7. batflaps

    Reset vehicles

    How is it interpreted as abuse as all I want to do is put the whole server to stock? Wipe the slate clean. My camp and vehicles would be reset as well.
  8. boxman80

    Looking for a very Serious Clan

    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
  9. batflaps

    Reset vehicles

    So me and my mate just bought a server and we are just playing away as normal... We decide to go and try to fix the helicopter today. There was a couple of people playing on the server but when we got to skalisty there was no Chopper and a hacker box just sitting to the side of where the chopper would be! Great!!! So my question is in the event of such things happening is there anyway you can reset the vehicles and even wipe all the tents etc at the same time on the server. Basically returning the server back to "stock" ?
  10. Now that tents and vehicles are fixed, lets wipe the hive and get a few zillion thermal as50s out of the game.
  11. My camp is gone. Everything is gone. My vehicles--my beloved URAL...are/is gone. Some guys rolled up in their cars after tailing me and then AS50'd me. They've taken my URAL... Therefore I've lost everything. Now, as promised a long time ago, I shall execute Operation Vanquish. The last time I saw them they were on the western border. 997-999, 140-130. The URAL Is loaded with a shittone of guns, supplies...a shittone of everything. The server us AUS48. It is on version 1.7.2.4. I, Inception, am asking you, fellow DayZ players, to kill them. I am unable to currently. You don't have to do this if you don't want to. I can't force you. One of the players is called <GROVER> I'm asking for this favour out of me considering those who are willing as not mere other players, but as comrades. Do what you wish. I don't care if you save the URAL for yourself, or you blow it up. I really don't care anymore. Your move. EDIT: They were driving up the western border. EDIT #2: Oh well. Shit happens. I have an offroad and a motorcycle somewhere. If you do manage to find them, and you have proof either video/screenshot or ingame proof, post a comment or PM me. I can reward you with car parts, ammo, some weapons, whatever. If that is what your heart desires. All is well. Good night. EDIT #3: I'm not crying. Stop being so ignorant. I laughed when I saw them drive away with the URAL and then snipe me. That's never happened before. They are a well organised group. They left me with a bus in the middle of debug plains. The ultimate torture. They know to hide my body if it has gear. More power to them. But I will find them, and I will kill them. LAST EDIT FOR TONIGHT: Why would I cry? Honestly? I know the location of a tent with 2 Mk 48s, 2 AS50s, 1 M4A1 CCO SD, a ghillie suit, NVGs, rangefinders, GPS, map, compass, etc. I have an offroad, a motorcycle, another URAL, a GAZ and a UAZ. I have the car parts that would last me a life time. By everything, I meant everything on that server was lost. Not everything in the game for me was lost. I always have a back up. MORNING EDIT: The whole point of this post is to give players a chance for reward. It's more like a giveaway, except with a twist of intense action [if done correctly]. I've been meaning to do a giveaway for a while; I was merely waiting for the opportune moment to arise.
  12. venthos

    Mission Resets.

    Once a vehicle is destroyed, it takes 7 days to respawn. This is intentional. It is not a bug. http://www.dayzwiki.com/wiki/Vehicles#Vehicle_FAQ That's just how the game works, by design.
  13. Faceman Peck

    Fork Lift Truck

    I support this if other construction vehicles were implemented. I would love to drive a bulldozer through camps and turn over a chopper or truck same with a forklift; I would love nothing better than to drive it into a hoarded vehcile and satchel charge them both
  14. Mav1976

    Mission Resets.

    We have the same problem on DE 2102. After someone stole the chopper and crashed it, the chopper didn't come back. It disappeared and didn't respawn. It's 3 or 4 days ago. Same for the vehicles. Can't find any vehicle anymore. I found a bicycle in a wood, that's all. Please help.
  15. Spectorials

    Brothers Til Death - Recruiting

    What happened to your server fellers. I enjoyed hunting you guys and having battles for vehicles :)
  16. so about 20 minutes ago all the vehicles on us1218 were teleported to 011,125, me, a mate and another pair of mates were all teleported to this location as we were on atv's we immediately dc'ed and i decided to rejoin to see what had happened.. when i did so about 10 seconds later all the vehicles dissapeared again. there was about 8ish players online at the time (not certain)
  17. sturmwaffles

    Saving Vehicles

    Hi guys! I just found a car, and I read the patch notes and see that they are once again saving, is this true? Thanks, I'm very excited.
  18. [Edited again to pare the text down to a more reasonable level.] Shooting Mechanics Seemingly random death from afar is an important part of Dayz, and I don’t want to change that. If someone puts the work into obtaining a decent rifle and learning to shoot it accurately, and I fail to spot him before he spots me, I deserve to die. However, the current long range combat system is completely unrealistic. Sniping is a point-and-click affair that doesn’t reflect any of the real-world difficulty involved in shooting something really, really far away. Several of my suggestions below attempt to address this problem. 1. Significantly increase the “random aiming drift” effect for all weapons, particularly while standing and after running any significant distance. In general, it should be much more difficult to hit people with gunfire. Even if we assume that the survivor you control is ex-military or law-enforcement, the current accuracy of all weapons is extremely unrealistic and makes the game less fun than it could be. In real-life pistol marksmanship, a torso-sized target can reliably be hit out to about 30 meters, and a head-sized target out to around 15 meters. This assumes a stationary target, a calm and stationary marksman, and a weapon that is familiar to the shooter and in good condition. In most Dayz close combat situations, none of these apply. The shooter and the target are often running around under great duress. They are using unfamiliar weapons that are likely to be badly maintained. In this situation, you’d be unlikely to hit someone more than 10 feet from you. I’m not suggesting we take things this far, but the current system is in serious need of adjustment. Long-guns, like rifles and shotguns, are easier to point accurately than pistols, but are still far less accurate in real life than their portrayals in-game. Holding a highly-accurate, sighted-in rifle freehand, for example, it is fairly difficult to consistently hit a stationary torso-sized target 100 meters away. Shooting from a stable platform, skilled hunters using high-quality weapons still commonly miss stationary targets 300 meters away. To hit anything beyond 500 meters requires a rock-solid gun rest, a highly-accurate weapon that has been properly sighted-in, and a great deal of skill. In Dayz, players are consistently head-shooting targets 600 yards away or more, from a standing position. This is completely unrealistic. Making the sights “drift” significantly more than they currently do would alleviate this problem. Crouching players would see less drift, and prone players would see very little. If a player is exhausted or seriously injured, shots beyond about 400 meters should be pretty much impossible due to sight drift, even while prone. 2. Make breathing and fatigue a more important aspect of aiming. Even with a solid gun rest, to hit a target over 300 meters away requires careful breathing control. 3. Implement gun rests. No hunter or solider would ever take a ranged shot freehand if they had the option to fire while prone, or from another supported position, like resting their weapon on a tree branch. Since the game already detects when body parts or weapons collide with objects, all that would be needed is a context menu or hotkey to “use rest” which, while selected, would anchor the gun to a game object. I envision this working sort of the way Battlefield 3 treats bipods. 4. Implement variable wind. Wind is a crucial variable in any ranged gunfight. It is completely unrealistic (to the point of being game-breaking, some would argue) to allow players to make 700 meter shots without having to consider anything other than bullet drop and target movement. Wind is the most obvious and significant of the ignored long-range shooting factors, and needs to be modeled. If possible, it would be excellent to see grass blades and tree leaves moving different directions, to different degrees, based on wind. The tricky thing is that this would be unique to each small area of the map, and probably a server resource hog. Making the wind the same across the whole map, and having it change similarly to the current dynamic weather system, would be less realistic, but also far less demanding and better than nothing. Another option would be have wind follow a predictable script for each area, on a 24-hour cycle, so that the related processing can be moved from the server to the client. 5. Separate weapon accuracy from aiming accuracy. In reality, the accuracy of a rifle is dependent on three things: 1. The shooter’s ability to point the barrel where he intends to shoot. This is primarily a matter of whether or not the shooter has a stable support to rest his gun on, and his skill. It can also be influenced by the type of weapon he’s using, and any attached accessories. 2. The inherent accuracy of the weapon and its ammunition. That is, how close the bullet travels relative to the way the barrel is pointed. No matter how skilled a hunter is, he can’t change the fact that the bullet will travel in a random, slightly-different path from where the gun is pointing. A typical hunting rifle might have accuracy of around 2 minutes of angle. 3. Influences on the bullet as it travels toward the target, such as wind. One way to accurately determine bullet flight paths would be to first set the amount of weapon drift (the wavering of the gun barrel in the player’s hands) which would be based on the following: · The type, size, and weight of the weapon (e.g. a pistol would waver far more than a rifle) · Weapon attachments like fore grips or bipods · Player stance · Use of a gun rest · Player heart / breathing rate (i.e. has he been running around a lot?) · Player condition (serious wounds, especially to the arms, could make steady aim very difficult) Once the player fires, we have to reflect the fact that no gun puts the bullet exactly where the shooter is aiming. This is the “weapon accuracy” part of the shooting equation. The actual bullet trajectory would be some small, random angle from “true” to the way the barrel is pointed, based on: · Weapon type and quality · Weapon condition, perhaps including heat (i.e. barrel warp) from repeated firing · Ammo type and quality Finally, exterior effects would push the bullet in-flight. These could include: · Wind · Thermals and other temperature-related air effects · Spin drift 6. Implement adjustable sights, which can be knocked out of alignment. Most guns have adjustable sights. The odds of an average gun you pick up already being accurately sighted-in are somewhat low, especially if you’re collecting that gun from someone that met a violent end, like falling off of a building, being crushed in a helicopter crash, or being torn apart by a zombie. Guns should have adjustable sights than can drift out of alignment if banged around. The only way to know if a gun is sighted-in is to practice shooting at something. 7. Implement gun condition, and gun repair / cleaning. In the real world, gunfighters are constantly worried about the condition and cleanliness of their weapons. A dirty gun is more likely to jam, and can also suffer from adverse accuracy effects. A simple system for measuring the current level of cleanliness of a gun would be great. Crawling through mud with the gun drawn, or submerging it in water, would accelerate the level of dirt. Some of the more delicate weapons would be more likely to jam with just a little “uncleanliness” while more robust, less accuracy-dependent weapons like pump-action shotguns would be serviceable even if extremely dirty. This change would make gun oil and gun cleaning kits a necessary and valuable item in the game. It would also be an incentive to keep guns holstered or otherwise protected until sure that they are going to be used – just like real life. 8. Increase the amount of recoil, and don’t return the gun exactly back on-target after a shot. Even a relatively underpowered pistol, like a 9mm Glock, recoils quite a bit. It is difficult to shoot more than a round per second and maintain a high level of accuracy. Larger pistols like the .44 magnum are pretty much impossible to fire rapidly. Rifles and shotguns are easier to hold steady, but also fire much more powerful rounds and thus also have significant recoil. Generally speaking, the 5.56mm NATO round is one of the lightest rifle rounds in-use, and is thus relatively easy to hold on target over several shots (but still has more recoil than in-game). Larger long-guns such as 7.62mm NATO sniper rifles and 12-gauge shotguns recoil quite a lot, and if you’re shooting a distant target it would take a good deal of time and effort to get the reticle back on-target after a shot. Anti-material rounds like the .338 Lapua or .50 BMG sniper have enormous kick, and have a large muzzle blast visible even in daylight. Shooting targets at long range with these weapons, it is virtually a necessity to have a spotter reporting where shots are landing, and where the target has moved since the last shot. 9. Implement debris / dust kick-up and shooting blankets. When a gun is fired from a prone position, leaves, dust, and other debris will be kicked up into the air. The more powerful the gun, the larger these effects will be. This not only gives away a shooter’s position, but also obscures his vision for a short time. Laying down a blanket under the shooter can mitigate some of these effects, and would be a neat in-game feature for snipers. 10. The longer and heavier the gun, the longer it should take to steady after large movements. Holding a 12 pound sniper rifle, if you spin 180 degrees with the gun raised, two things will happen: First, you will spin more slowly than you otherwise could. Second, it will take a second or two to stop the gun’s movement and regain complete control over it.Other Combat Mechanics 11. Fix long-range player visibility. Right now, it is far easier to spot a stationary, prone person hiding in thick grass on a hillside 1,000 meters away than it is to spot them in thick grass 30 feet in front of you. This is because of the way grass rendering works, and it needs to be addressed. One solution that would not significantly impact the system resources used would be to always render grass viewed through binoculars or telescopes, regardless of range. If too much grass is visible for the player’s system to handle, reduce its density and complexity as needed. Even when not using binoculars, there should also always be at least a little grass rendered at a distance, so that player shapes aren’t quite so easy to pick out. Another solution that would cost zero system resources would be to have prone players in high grass not render for other players beyond 200 meters or so. Wearing camouflage could decrease this distance. The player would still render if viewed through a scope or binoculars. If the hidden player fires his weapon, he becomes visible at all ranges for a minute or so. 12. Location-specific damage. If a player is shot in the leg, he will limp. If shot by a powerful weapon, he may break a bone and be unable to stand. If shot in the arm, he will be less accurate while shooting. A grazing head-shot might cause a concussion, with blurred vision, vomiting, and eventual unconsciousness. Up the level of realism for wounds. 13. Realistic wound portrayal. If someone is headshot by a high-powered rifle or shotgun, they will not have much head left, and the wound will look pretty grisly. Likewise, at the moment of impact, the display of flying viscera would be pretty disturbing. This is a dark, violent game. Give us dark, violent wounds. It would be wonderful to see this implemented with enough accuracy that a skilled player could tell what sort of weapon killed a player, at what range, and roughly how long ago. 14. After firing a gun, there should be ringing in the ears and reduced ability to hear for several minutes. Multiple shots, or shots by large weapons, should increase the severity and duration of this effect. Just about any weapon larger than a .22 rifle will cause short-term ringing in the ears if fired without hearing protection. Even a .22 pistol is loud enough to cause slight ringing. Firing a combat pistol or large-bore rifle will cause severe ringing and reduced sensitivity to sound for several minutes. Unloading a clip of 7.62mm NATO should result in near deafness for a long time. This highly realistic mechanic might make earplugs or other hearing protection a valuable item. 15. Hits to the backpack (or rounds that penetrate people and enter the backpack) should have a chance of damaging or destroying equipment there. This would encourage people to be careful about their shooting, and especially careful about using high explosives. 16. “Weightier” more accurate melee combat. Melee combat should feel fair and accurate. Right now, a player swings a hatchet in the general direction of a zombie, and the zombie hopefully keels over as a result. Seeing more accurate melee combat would be a great touch. Especially since in the real world, it’s damned hard to find a gun, particularly if the area you’re in has been picked over by survivors. The game would be considerably more realistic if people had a larger variety of melee weapons and had to depend on them for longer periods when starting out – but this only works if melee combat is solid and accurate.Weapon Modifications and Ammunition 17. Provide a variety of ammo types for each caliber, with different ballistic properties. In the real world, there are a number of different loads for each caliber of ammunition. A 5.56 NATO round, for example, comes in a wide array of bullet shapes, bullet weights, and degrees of powder charge. Each of these variations would have different ballistic properties, and for long range shooting, would require separate sighting-in. At ranges over about 500 meters, regular factory ammo is generally going to be too inconsistent in its performance to be effective. Match grade ammo will be required, which is quite rare in the real world. Thanks to Kolten for pointing out the absence of this feature in the original post, and for providing some suggestions. 18. Implement weapon attachments. Many people have suggested a weapon attachment system similar to the popular mods for Jagged Alliance 2, which would wonderful. At the very least, players should be able to swap out scopes, if they have the proper tools. 19. Implement ammunition and clip management. The Stalker mod Redux 2.0 is currently in development and has a demo up for how they will handle ammunition management. This system isn’t supported by the Arma engine, so it will take some tweaking, but I think a system like this is necessary for a survival game like Dayz. Non-clip-fed weapons like double-barreled shotguns also need realistic ammunition management and loading animations. Loot Balancing 20. Limit the availability of weapons based upon the server population of players, and the weapons currently in-use by those players. At small server populations, say 5 players and under, no high-end weapons, ammunition, or equipment should spawn. This would prevent players from “raiding” secure servers and building up a risk-free horde of weapons. As server population increases, the number of high-end items that spawn would also increase, but would be balanced to account for the weapons equipped by players, or stored in their tents and vehicles. For example, if there is already one or more AS50 sniper rifles in-use on the server, the odds of a new one spawning would be dramatically reduced. More common weapons like the AKM might start to have reduced spawning only after 10 or more were in-use. Thanks to Mr. Two for pointing out the absence of this feature in my original post. 21. Allow admins to limit the frequency of high-end item “imports” to a server. Many players have a cache of high-end items on an empty server, which they visit before hopping onto a highly-populated server and wreaking havoc. Aside from the “home grown” solution (see “Server Mechanics” below) one way to limit the abuse of this strategy would be to limit item imports into a server. For example, if a player brings a set of high-end gear onto a server, he has to leave with that gear when he logs off. If he instead stashes the gear on the new server, or he dies, he has to wait 24 hours before he can join that server again carrying any high-end items. This would help ensure that he’s earning his high-end gear, rather than just farming it from a cache on another server. 22. Include a wider and more realistic array of non-military guns. Having grown up in a semi-rural area, and having spent lots of time hunting on my grandparents’ farm in the extremely-rural Texas Hill Country, I have some experience with the typical weapons owned by a family living outside of the city (in America, at least, which I’m sure varies dramatically from Eastern Europe). In my opinion, the balance of guns in the game should tilt much more towards civilian weapons. To give an example, I’ll describe weapons typically found in my area of Texas: · Nearly every rural household owns a .22 rifle for killing snakes, rabbits, and other varmints. The typical .22 rifle would be an open-sight bolt action. In my case, and my family is certainly not what I’d call “gun nuts”, there was a single-shot open sight .22 (from 1918!), a pump action open-sight .22, and a scoped semi-automatic .22 for plinking cans and such. After the apocalypse, there’s no doubt that .22 rifles would be the most abundant long gun around. While they are extremely underpowered for self-defense, Israeli special forces actually carry .22 pistols and use them to good effect. Since they are relatively quiet, lightweight, and ammunition is cheap and plentiful, .22 rifles make excellent survivalist guns. · Many households own a more powerful varmint rifle for killing groundhogs, rabbits, and even stray dogs at ranges up to and over 100 meters. In my case, this was a bolt-action scoped .222, which falls between a .22 magnum and a .223 (a .223 is roughly equivalent to a 5.56mm NATO). I shot my first deer with this gun, but it is really underpowered for that size of game. Some enthusiasts own even more potent varmint guns, such as the .22-06 (a 30-06 cartridge, roughly equivalent to a 7.62mm NATO, necked down to accept a .22 bullet). These “wildcat” rounds have tremendous energy at close ranges, with muzzle velocities in excess of 4,000 FPS. · In areas where deer are prevalent, most households will own at least one rifle specifically for hunting deer, and many people will own several. In our case, we were almost always hunting whitetail deer, which are relatively small-framed animals. We had quite a selection of rifles. The gun I shot my second deer with was an 1894 lever-action 30-30, which is another relatively underpowered gun for deer. We also owned a .223, a .243, a .270, a 7mm-08, a 30-06, and a .300 Winchester Magnum, all with decent scopes. The .300 winmag is overpowered for whitetail and was kept around mainly for out-of-state hunting trips for elk, mule deer, and other larger game. · Most households will own a small shotgun, used mostly for varmints. We owned a single-shot, hammer-fired 4-10 shotgun and a 20 gauge pump-action shotgun for this purpose. Loaded with the proper ammunition, both of these guns are quite lethal at close range. · If the residents are bird-hunters, there will likely be a number of other shotguns in the house. We owned an over-under 4-10, two over-under 20 gauges, a semi-automatic 20 gauge, two over-under 12-gauges, a semi-automatic 12-gauge, a Remington 870 pump-action 12-gauge, and a double-barrel 10 gauge. Again, we weren’t gun nuts, and I feel that our selection of shotguns was typical of a large hunting family. · Most rural families would have some type of revolver or other handgun, for carrying out in the field, to deal with unexpected tasks like killing poisonous snakes or to scare away mongrel dogs. On my grandparent’s farm, there was a .38 special and a colt .45 revolver. · My grandparents did not own any other handguns, but in my own childhood home, we had several. There was a Ruger .22 bull-barreled pistol for plinking, a .22 revolver, a Sig 238 sub-compact pistol in .380, and a Sig 226 in 9mm for self-defense. · My family also had a Mossberg 930 semi-automatic 12 gauge shotgun, with a flashlight attached, for self-defense. Owning a shotgun solely for self-defense is fairly uncommon.If the family in question is made up of “gun nuts”, survivalists, or other people who tend to own lots of guns, the selection of rifles and pistols would be greatly expanded. At the very least, there would almost certainly be one or more AR-15 equivalent semi-automatic rifles chambered in 5.56mm NATO. Survival Elements 23. Implement fishing / trapping game for food. This should probably include a greater abundance of small game like rabbits and squirrels, which are likely to make up the bulk of a wilderness survivalist's protein intake. 24. Raw / cooked meat should only be edible for a couple of days. If rotten or raw meat is eaten, it allays hunger but could lead to vomiting and other illness. 25. Berries, mushrooms, and vegetables from gardens should be harvestable. In the case of berries and mushrooms, some varieties should be poisonous, just as in the real world. Models should be detailed enough for players to use a real foraging book or other guide to determine what’s safe. (Thanks to Mr. Two for this suggestion - http://dayzmod.com/f...d-and-foraging/).Other Equipment 26. Introduce cammo netting, which can be thrown over any item to help conceal it. 27. Allow players to hang soda cans, scatter broken glass, or create other makeshift alarm systems. 28. Allow players to build spike pits and other rudimentary traps. Other trap ideas (many stolen from the forums):Tripwire hooked to a gun to shoot anyone coming thru a door. Claymore mines. Landmines. Caltrops to slow people down or puncture tires. Oil slicks to make people slip and fall or make cars lose control... grenades/flares/chemlights rigged to tripwires. – JamesR Booby trapped vehicles that explode when started / moved. Remove slide pins/hammer pins, and plug barrels from weapons and leave them places so if sumone shot them they would explode/malfunction in their hands. – Mr Two Poisoned food. Server Mechanics 29. Allow server admins to set their server to “home-grown” meaning that only players and items created on that server can play there, and they cannot play elsewhere. http://dayzmod.com/f.....<br /><br />[EDIT] This is basically a private hive, which already exists. 30. Increase the maximum number of players per server. At the current map size, player interactions are too infrequent, except in a few key areas. A cap of 200 players per server would allow a more entertaining level of interaction, without ruining the desolate, isolated feeling of more “rural” areas. This change would require significant optimization of the game engine and server programming, as 50 player servers are already quite prone to times of extreme lag.Inventory and Gear Management 31. Weight should more realistically affect running speed and fatigue. Maximum carrying weight in the real world is not a fixed number. A person can run at his maximum speed, with no impact on fatigue, only if he’s carrying less than around 10 pounds or so – assuming he has a backpack or other efficient way of stowing his gear. After that point, maximum speed and fatigue increase proportionally to the weight carried. A player should be able to fill an adequately sized backpack with some large amount of gear, say 100 pounds or more, but as a result he should run at about a third of his maximum speed, and tire extremely quickly… especially if going uphill. Dayz should model this real-world behavior. Players will have to choose between a light load (which enables them to outrun zombies) or a heavy one (which allows them to have lots of stuff). One way to realistically balance these goals would be to allow players to remove their large backpack before raiding a populated area, and retrieve it once their raid is done. 32. Gear should have both weight and size, and players should have variable capacity for both weight and size, depending on the shape and efficiency of their carrying gear, like backpacks. 33. Carrying gear should include slings, holsters, bandoliers, backpacks, fanny packs, jacket pockets, etc. 34. Include clothing that is waterproof, heavily insulated to keep players warmer, or has other benefits. 35. Allow players to carry and wield a melee weapon in addition to their main ranged weapon. I actually find myself stashing my main weapon and equipping the hatchet when I go into towns. It’s much more sensible to take out that single agro zombie silently and risk a little damage, than to take on the entire hoard and abandon my supply mission. Give players a tricky, high-risk, silent way to kill the occasional lone zombie when it’s required, without making them do all sorts of inventory gymnastics.Healing and Dying 36. Broken bones should be healable with splints. Minor breaks should allow the player to slowly limp around, assuming their pain is managed. Serious breaks should immobilize a player (like the current bone break system) until the injury is splinted. Splints can be ready-made medical items, and can also be constructed from anything straight and rigid (firewood, large knife, hatchet handle, crowbar, crossbow bolt, etc) combined with a bandage. If a player takes morphine for a minor bone break, they can run for a while, but after a few hours the pain returns if they haven’t splinted the bone and they can once again only hobble around. Serious breaks should not be correctable with morphine, though they may take the player out of shock. 37. Morphine should cause blurred vision, reduced accuracy, or other penalties to combat. 38. Non-injected painkillers should take a minute or two to have an effect. Oral medication doesn’t kick in right away. 39. Allow infections of open wounds. 40. Include defibrillators, but limit the circumstances under which they can be used. EDIT MykeMichael was one of several people to suggest this. Several people pointed out that if you're dying from blood loss, a defib is pretty useless. It's a great point, and a good reason to nix them altogether.Dayz Suggestions (1.2).pdf
  19. What does one person need a tractor and 2 bikes for?? I think servers should reset all vehicles after each reset... Make the requirements to fix the vehicles alot lower along with that...
  20. 5 vehicles Ha. I currently have One tractor and two bycles (they rule) bikes are pretty easy to stash, i mean i hid mine in a tree and you cant see it for crap. The tractor on the other hand, you can see that thing a mile off. A camo net would be nice.
  21. venthos

    Vehicle destroyed in the morning

    It's difficult to say. A week or two ago I logged on to my server to find every vehicle on the map blown up, most of which were still at their spawn location since the server was just restarted hours before (and vehicle saving was pooched). I'm not talking "the ones at my camp", I'm talking top to bottom, left to right. Every vehicle spawn I encountered was exploded. Either a hacker used some "kill all vehicles" hack or teleported around and knocked them out. This isn't to say it would be impossible for a player to do this, but the window of time available and how long it would take to run all over the entire map doing this don't match up. So, I'd say it's a possibility a hacker is doing this. But, there's no way to know for sure. Hacker or not, I think I'd switch servers at this point if I were you.
  22. dgeesio

    Tactical gameplay suggestions

    tbh add what wasteland has to dayz sorted. dayz has no real purpose. without purpose dayz is soon over. wasteland has missions which gives a purpose , you can build bases and so on. vehicles better more comon . stops hoarding and is more fun.
  23. same goes for tank traps that can be used as support beams, and maybe introduce rusty metal sheets or something of the likes to make walls. also would be epic to have ghillie net to throw over vehicles/tents/buildings/whatever. , should be like *covers an area of 6x6meters or something, so like for an ural you'd need 2~4 nets. also re-usable.
  24. JamesButlin

    Fork Lift Truck

    I likes, have some beeeeenz. Takes me back to fond memories of driving forklifts on BF3's Back to Karkland maps! EDIT: Hell, if they are adding underground construction, why not add digging industrial vehicles too!
  25. m greenwald chill haha i hadn't really thought of spawn rates or places or greedy F@#%$ stashing 3 vehicles just someone in my group suggested it and i thought id post it on forums. My group now has 5 vehicles and a chopper greenwald DE 1195 your welcome to come take one if it makes you happy :)
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