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Found 41868 results

  1. Etherious

    In desperate need of .308 ammo

    Interact-able destroyed vehicles usually have .308 ammo for me. I've accumulated 800+ rounds of .308 just from looting the cars, and scavenging off dead bodies in 50 pops. xD
  2. Etherious

    .308 Rare?

    I find .308 ammo all the time at the interact-able crashed vehicles.
  3. S3V3N

    Neutral Zone

    Yeah, like Zelot said, this is exactly how the trade zones in the mods work. In the mods you go there to sell guns and vehicles and buy other stuff like more guns and other vehicles. The Dayz idea is a bit different. Instead of a "god mode" (what this is essentially), there should be clans working on establishing bases that will get a reputation for trade. The clan members control who enters and make sure they leave their weapons at the gate (which means everyone has to be searched). Then you are brought to a tent for trading and smoke a shisha with the esteemed local warlord ;) Yet, I think you aren't completely wrong about your idea. I've been playing Ark and frankly I quit it, because small clans can't even think about fighting the big ones. Every night (when nobody was online), big clans would saddle up all their big dinos, prepare explosives and breach into all the bases worth of it. There was no way to defend against it, since nobody was home. So the next morning we would always begin at absolutely zero, which you only do so often, until you say: "fuck this game." And never play it again; I haven't even updated it in three months. I think there should be something like a neutral state, instead of a neutral zone. That would mean that to establish a base, several members of a group would have to "sign up" as the creators of that base. When they aren't online, the base cannot be torn down or affected in any way. As a sign for neutral state, the bases could show a blue flag or any other kind of symbol. Camps wouldn't be affected by this, they would be just like they are now. If not at least one member from the clan that setup the base is online every 48 hours for a duration of x-hours, or if the combined playtime of all members who set up that base is under ~10 hours a week, this base loses its neutral state ability and can be attacked at all times, even when nobody is online; this way you prevent people from building bases and then disappearing. If a base hasn't been accessed for "x"-number-of-days, it should also lose its neutral state to the same extend. Another thing I could imagine is that bases will draw infected towards them, so they would surround the base like a natural shield, making it very hard for groups to break into them. That would however pose a problem to the base owners aswell, because they would have a hard time getting in and out of their base every time. --- The reason I suggest this is not because I fear battles around bases, but because I know there will be exploiters who will do nothing else but attack and rape bases when their owners aren't online. If a base is attacked and won over it should either involve a real fight or pose a real thread. The attackers could wait until the owners leave their base, before starting their break-in, but then they cannot know when they return or if anyone else will spawn there. It should add a real sense of danger to the situation, instead of the mind-numbing break in people performed in Ark, where they would just keep hitting the same bloody wall for half an hour, until it gave in and they could enter the base. In my opinion a lot speaks for putting things in a neutral state and it actually adds to the realism, because in real life, you would be sleeping in that base and would take notice of people charging it. If you're offline and lose all your stuff that will just lead to an endless circle of building the most pointlessly confusing base layout, in order to make it as hard as possible for people to break in while you are offline.
  4. S3V3N

    Map size and design, regarding player camps

    I play on both, 1p is public and the 3p is private. I'm not a fan of completely full servers, but the private hive is actually fuller on the weekend than most 1p servers ever get. I have a strategy of decoy camp building and I also build inside and on top of houses a lot. There are a lot of industrial structures nobody walks/climbs onto at the moment. I even build in churches and temporarily inside the gym (though the gym is not a good place at all - it just looks fun). I'm not going to name my best spots, as you will find those yourself over time. I also doubt you are really exploring the whole map, because there are areas around Gorka/Berezino and from Ratnoe to Krasnostav which are hardly ever visited, have a great deal of (small) lakes and rivers that aren't on the map (good for hunting!) and patches of dense forest or rock to hide your camp at. Like I said - eventually every camp gets found, but you can hide them much better than most people do. It's just a matter of identifying the routes you never walked yourself. In a way, placing a camp is the most counter-intuitive thing to do, because your brain will always tell you "this is a great spot". It really takes some resisting the impulse to set up camp as quickly as possible, because once you do, you start filling them up and then can't move anymore. It also helps to make a decoy or "public camp" not too far from your own camp, where you can store all the lesser needed/less valuable items and which you can set up for trading (with a message in a tent). The map is still huge and in fact, it's 4x larger than anything else I've seen played, including Fallout 4. Sure, there are no instances or underground areas, like in e.g. Ark, but this is already a very large map. Take into account that at some point there will be a stamina system, so people can't just blaze about the map as they wish any more. It will also be harder to keep yourself healthy and fed, creating further obstacles for the marathon-camp-seeker. Of course, at the same time we'll have more vehicles, so that will even things out a bit. But I think with the future options and hopefully some new items (like camo-nets and traps) to camoflage our camps better, we won't have too much trouble keeping our tents a lot safer than now. The only trouble I have is that I'll most likely blow myself up with my own traps much more than anyone looking for my camps ;)
  5. S3V3N

    Map size and design, regarding player camps

    My camps almost never get found and I never place them anywhere near the edge of the map, either. There are even some places in towns where you can put camps at and people will walk right by them. People often misjudge the amount of space available in the less-traveled areas and around mountains. The problem is, these areas are often not well-accessible and too remote from any good loot locations, so they won't be used more, until we have more reliable and easier to maintain vehicles (bikes, etc). To me it is a challenge to find actually good places to camp at, and I've been doing this since Arma II's mods, so I've had camps discovered and rebuild them in a better place. It's trial and error, but there will never be a camp that cannot be found. If you make a huge uniform forest area around the map, all you'll achieve is yourself and others getting lost and people spreading out there for dull hours just looking for camps. There will be bases, so if a camp isn't big enough or gets too big to be hidden at all that's the next option. Of course bases will be broken into, but there will be ways to protect them, at least. Personally, I prefer many small stashes and will leave the big base building to others. I've had a camp on a pretty crowded server for over a month now and nobody found it, yet. Admittedly, it's the best place I ever build at, so I can't give it away. But if you run around towns and think about places you never visit there, you are already close to having found a great spot; there just isn't a perfect spot.
  6. pilgrim*

    Map size and design, regarding player camps

    ^ Unfortunately, under the Rules - the easiest way to protect your tents, forts, vehicles etc is just to turn your server OFF when your clan is not on line. In case I'm wrong PLEASE tell me I'm wrong thanx xx pilgrim
  7. The devs should hire some more people with the money they got. But at the same time they need to remember what actually made the mod fun: 1. A limited number of highly contested areas such as stary sobor military tents and NWAF which gave a sense of being in danger and risk. You were always 1 shot away from death. 2. Vehicles and tents which gave the game depth - especially including boats and chopper 3. Zombies which you used to literally have to crawl passed to avoid alerting. Night time. Dark atmosphere and sound effects 4. A variety of items including stuff like barbed wire fences, NVGs, a variety of sniper rifles and other rare loot (e.g. mountain dew) 5. Seemingly endless forests which you could get lost in and stumble across random bases. Unfortunately I think they took out this stuff and made some mistakes which I'm not sure can/will be fixed. The main advantage SA still has against the copycat games is that is it still a massively larger map. Maybe I already played the DayZ formula to death in the mod but I'm not gonna bother playing until they fix up this stuff or modders do some interesting things
  8. Whyherro123

    Enough with the guns already....

    So, we keep getting new guns, vehicles, clothing, yet 99% of the other mechanics in-game have yet to be touched -Crops still take only 20 minutes to grow -99% of injuries can be instantly fixed via the application of a dirty rag -diseases are barely a thing -animals are literally stumblefucking stupid -No real foraging mechanics (for food. Plenty of available food in South Zagoria) - No shelterbuilding/stashes, just shitty tents and barrels -"zombies" are basically an afterthought - Temperature isn't even an issue and many, many more. Yet, we are getting a helicopter and RPG, right? :rolleyes: So much for Day Z being a "survival game", much less the "anti-game" that was promised. I haven't died from starvation/dehydration/hypothermia in months. The only difficult aspect to the game is choosing which gun I want
  9. TheDragon117

    Enough with the guns already....

    I see some of your points, I'm not sure that all comes from the same crew. my meaning before my 6 month break they were showing bear models, and there still isn't a bear coming in, so hypothetically your new bows may have models and whats delaying them is the animation team is still fixing the shouldered animation for the improvised bow and hasn't moved on to say a compound bow. (completely hypothetically) and the guns being leaked may have models and be even further behind a new bow that hasn't be released yet. While some items may have worked fine for a quick video demonstration the stun gun/taser may have more animations that need fixing before they're ready to be put in. If so I'd rather they hold it for a while, rather then having a stun gun that also looks like its impaling me through the armpit like my current bow does if its notched. Modeling crew may have dozens of models ready but need all the other aspects added to it, like the radiation showers and suits that have been "leaked" but as far as I know have no foreseeable in game date. Bows-I concede at them moment is a stick with a rope in it, but thats a model that can be improved, or they can make/may have a whole new one for a lootable hunting bow. They're not intended to shoot long range, especially accurately at longer range. I bow hunted for years growing up because I felt it gave the animal a sporting chance unlike a rifle. they'll take some refinement which I'm sure they're still working on but tweaking a gun reloading animation takes much less work to correct then the animation for 1 bow. I've been playing with the improvised bow and crossbow for weeks now and have had great success with them. Other then the obvious points you made that the shouldered bow is a little (ok maybe a lot) messed up and a quiver would be nice. (Although on a side note I'd prefer a quiver be an item of clothing like the pistol holster that can hold x number of arrows and using the current reload from a hot key system you can draw from the quiver, just my thoughts on that.) I find them incredibly useful for hunting and have managed a couple of kills when I was getting tracked down by another player. They should get a couple animators to fix the bow thing I agree but that doesn't mean we need to stop "gun production" at the moment. Part of my hope is more guns, more kinds of ammo, with time eventually making it rather hard to get a working combination when we're closer to release and feature perfect. Boats- I remember them from the mod, and I remember avoiding them like the plague because getting in one constantly gave you the plague lol. I agree especially if player made maps are on the agenda they'd be a nice asset to have available but the same could be said for guns, different maps different places different weapons to fit the would be more relevant then the AKs, Mosins, and such that we find in Chernarus. They're probably already in the works just like the rest of the guns that are getting "leaked". I'm sure when they started working on vehicles they included anything that was in the mod as each vehicle released and shown has been similar to ones from the mod. I hadn't considered canoes not sure how you would implement the paddling, could easily add a row boat using a similar system, but that could be a lot of fun, especially on player made maps where a quiet movement water vehicle would be desirable. Canned goods- Sorry I must have misread that entirely, that could be a pretty cool feature, especially as you said if they could get maybe throwing a hatchet or a knife to work decently. Throwing is still pretty buggy in general so that may be a ways off though. Just thoughts on it, not disagreeing that other things would be nice to have soon, just may not be related just seem to correlate.
  10. gannon46

    Enough with the guns already....

    Actually those items are to combat the heli i assume and vehicles and hell getting into bases/camps when thats added. And if they add that fucking heli from the mod the UH1Y i think it was you'll be glad you have a 240 and a law rocket, I know i will.
  11. TheDragon117

    Enough with the guns already....

    Are horses a confirmed thing? I noticed you mentioned them in another post. I love the idea, That being said, personally I'd like to see more civilian guns enter the playground. Guns do require a lot of tweaking for realistic animations, accuracy, so on. Granted right now it can feel more like a complicated FPS with odd side activities and less like survival simulation game but that will hopefully pass by beta and hopefully be long in the rear view mirror by release. We have an improvised bow and a cross bow. Another couple wouldn't hurt for sure but there are only so many variations of that that can be made without going into different draw string lbs and such which wouldn't hurt my feelings but I think the devs could add other aspects/elements that would have greater effect on the game and we have working a working concept place holder, still some tweaking for sure but working. Tasers and stun guns already have working place holders as well, the cattle prod and stun baton. Canned foods are in and that really is just a matter of adding models and values for the different foods, more for beta task then for alpha especially since the food spawns will eventually decrease from what I understand it will just be about the variety later on functions are added smoothing and balancing of it will come later. I don't see how adding more options for can food would have a major impact on game play unless they begin implementing more cooking recipes (which I would love personally) but they still have a lot of work on basic cooking so that could just be a pipe dream. Vehicles are hard for me, don't get me wrong I enjoy my offroad (miss my pickup hint hint devs) its convienient but ultimately I hope that part of the car process gets a lot harder. Not the desync glitches and such but more parts like needing 4 spark plugs for a 4 cylinder engine 8 glow plugs so on and so forth. I'd like a system of having those parts degrade faster and more of a need for gas, even have gas pumps go dry for a while if you've filled up at them too often so that cars can't just be driven endlessly around the map. In the end I hope there are only one or 2 of each vehicle because with the current vehicle spawns (which I realize is probably so lots of them can be tested) I find cars all the time, without a lot more difficulty in maintaining them we aught to be able to fix the zombie problem by the end of the month and rebuild civilization in no time. Also if the timeline is supposed to be a few years (I've heard quoted several times over the years could be wrong), things like gas should require some kind of treatment, it wouldn't be able to be pumped right out and used. Boats, I like the idea but what for? their are two islands and both can easily be reached by swimming. The only major benefits I see to adding boats is if they could implement something like a house boat, or barge that could be a moving off short base. Then small boats for raiding said bases, but from my dealings with Arma engines they struggle with large moving vehicles. They could also/or add more islands off the coast which could be nice as Chernarus is starting to feel a bit small especially with the addition of vehicles. I believe I read somewhere that they would not be adding to overall size to the map, so it would be difficult to add rivers to be used by small boats as a means of transportation and it would only make sense in a few places given the location chosen. Horses I love the concept but I think they need a deep system. Taming them, and maintaining for them as far as keeping them hydrated, fed, healthy. having a way to house them, adding horse shoes and such that wear out over time especially if ridden on paved roads and such. I think it could add a lot to the the game. If they are adding them how to handle a horse whose owner has died, ie does it become wild again, easier to claim, return to the last place it was housed ie stable/barn. If they're working on a system that deep might as well think of other animals that could possibly be used in a similar way. could just be still in the brainstorming phase on that. Planes and choppers, in my humble (probably not well liked opinion) have little to no business in DayZ. Once again just my thoughts but from what I know about planes an choppers (which isn't extensive by any means) would be very difficult to keep functional for very long. Each take off whether flying short or long distances would take up a lot of very precious gas, and parts would be incredibly rare and (if the timeline is to be believed at 5 to 10 years) not in good condition for the precise needs of flight so unreliable. I can appreciate the crashes, maybe someplace in the world we have functioning military forces with the appropriate training to maintain a chopper, but obviously they're having problems too cause theirs 3 falling from the sky pretty regularly not good odds at success. The only way I would try a flight with these options in the real world was if it was to get my butt to a much safer place a thousand+ of miles away. not to hopscotch around the same little barren zombie obstacle course. Just my thoughts grain of salt and what not. I'm coming back after having taken a about a 6 month hiatus from the game, if they still intend to have mods and the ability to make new maps and such, other locations may work better for some of these additions, but the core game with the "default" map these things aren't as pressing. I completely agree I'd like to see some of the systems that have been tested before put back into full effect, and make survival a little more difficult like weather/temperatures and such. I'd like to see zombies more difficult still, pursue you further or faster something to make them less of a nuisance and more of a threat, maybe predators will have some of this effect. I guess other then sharing some of my thoughts and possible ideas for the game is I sure hope the developers have a map of where to go and its not just random items being added based on forum and twitter posts, I could be wrong but I would assume they've got several of these things started or are still working out some of the concept ideas on how to make them work well not just work.
  12. Anyone else kinda getting tired of seeing these leaked info / pics / video clips of new guns to come ? I agree that EVENTUALLY it would be really nice to have many many firearms to choose from. Nothing wrong with verity . That being said... For Now.. i think we have enough to get by. What I would much rather start seeing is some actual work and releases of a larger variety of weapon choices . We have Hunting rifles.. cool We have Assault rifles .. great We got pistols covered.. awesome . Now lets start seeing some work go into Archery , Recurves, compounds.. Maybe a pistol crossbow ? Tasers, stun guns, and tranq dart guns ! Yea I seen the pics.. lets get them into testing already... Would really like to see some throwable spears, rocks, knives , all the can foods for that matter... More explosives sometime soon. IED types. This is the type of things I want to see before we get anymore stupid firearms.. We dont need Rocket launchers right not , or LMGs . Save that crap for later.. Same goes for vehicles. I keep hearing people saying More types, We got 4 solid placeholder vehicles already , we don't need anymore Just get the motorcycle , and bike in and working as place holders for later additions, then get to work on boats and horses. Helicopters , airplanes .. imo can wait until later on . After the map upgrades and performance enhancements are finished maybe Well. thats my little rant for the day , thanks for reading
  13. Vehicles in my experience do have some kind of "status" watching the paint on one my brother and I found every time one of us would have to "bump" it out of a ditch or replace a tire cause we didn't break in time it would get a bit darker. We had one before the traction hotfix that desynced really badly where we couldn't tell we were moving until we got out of it. next thing we know we see the car 20 feet back and halfway up a tree. With very few options at this point we cut the tree down and when it fell the car turned almost black. We left looking for tires thinking we might be able to fix it and thinking well its better camo that color. On our return it had definitely de-spawned maybe 30 minutes later. Couldn't have been stolen it was 5 am and we were the only ones still on the server.
  14. S3V3N

    Throughout The Chernarus In 0.59

    I didn't see that. He doesn't need it anyway, heh. Yes, many animations are missing and it is much too fast to take things out of the car. I wouldn't mind, if it was easy to put them in (because - you know - danger), but if it took longer to remove something. Perhaps sometimes even more than one step? E.g. - open hood animation, release cables from battery animation, take battery out animation. That would make it a lot harder to hijack someones car. These guys were dicks, you were nice enough to stop and there was lots of space for them on the bus. I guess that kind of shit will always happen (same as people that destroy camps by packing tents), but in the future, at least there will be less competition, because there are more vehicles. I'm really looking forward to motorbikes. Always was my favorite mode or transportation in the mod, just sucks for having no storage space. 2 things I noticed: you were talking in car mode when you "beeped-beep" the friendly guy, so he could probably not hear you, unless you were right next to him. When the 4x4 wheels were all ruined it was possible that is slid down the hill or got stuck in a tree. Happened to my bus when I logged off. Best to keep them i gear, but maybe that doesn't even help. If you want to, you can call me when you need protection for the bus again. I always have this idea that two people should get out whenever the bus stops and stand watch/guard, so no shit happens. Too many good people play alone, while a lot of idiots play together and kill all the fun. My Steam ID is SinKing, should say Hamburg/Germany. I play mostly 1p, so if you need me, I have to equip on your server, first. Anyway, hope to meet you ingame, because you are a really good player and I like your vids. Small tip': if you want the videos voted up, maybe ask people to give your videos a quick vote on youtube, since we can't do it when it plays windowed on forums. Cheers and so long!
  15. thedogfoodyayho

    DayZ Mod Admin Abuse!

    No, I wouldn't say that's abuse, just one of those admins who likes to fly around in Apaches and kill zombies (Boring AF) He didn't attack you, or do anything to you really. You weren't supposed to take that Apache. He probably just spawned it in to derp around with it (Frowned upon, but as long as he wasn't using it to kill other people, it's his right as a server owner) I'm sure you could understand that he didn't want some random player who had just KOSed him to get an attack helicopter. In all likelihood you would have flown up the coast and killed everyone you saw, with them having no chance to fight back, assuming the server was mostly legit and didn't have Apaches spawning on airfields. An example of admin abuse, in my book would be: (Real things that happened to me) Me and a friend are driving up the coast in separate cars when we see a Police car driving towards us. We form a barricade with the cars and unload into the police car with M16s. Four players dressed as cops and wielding M240s hop out while we hit each other them 15 times easily with M16s and M4s. However, they had invincibility on and didn't die, despite the multiple headshots and countless body shots. They then start spraying with M240s (But it took them awhile to kill us) and we go down. Then is direct they say things like "Your under arrest fags lol scrubs hehe you suck" in typical 13yr old style. Basically, we would have killed all of them before they even got out of the car if they hadn't been using admin hax (Yes, two of them were admins) but instead we lost 45mins worth of progress to some 13 year old bitches who can't even fight us without turning on invincibility. Another example. Me and a couple friends had been playing on some overwatch server. We had found someone's camp consisting of two Urals filled to the brim with weaponry and drug them well into the middle of nowhere. The next day we saw some clan of like 5 guys whining to an admin (Who was their friend) to use map hacks to help them find some vehicles that were stolen from them. A couple minutes later we were on a hill about 1000m from our camp in a BTR-40, and we saw a UH-1Y flying away from our camp carrying a Ural in a sling load. The UH-1Y was piloted by the admin that they had been whining to. Upon reaching what was left of our camp, we encountered one of the clan members looting some trash car we had drug out there and killed him. They admitted that they had convinced the admin to use map hacks to find our base. (And guess what, we hadn't even stolen their shit, we had found their enemies camp! But of course, even after they found their stuff, they didn't return ours) The shittiest part about this was this admin wasn't even supposed to get involved in any kind of fight, he was only allowed to help solve player disputes and spectate battles. Also, said clan were actually our allies. We had helped them to kill a group of squeakers that killed them on the coast. I believe the admin was banned by the server owner after this, but I quit and went back to vanilla, permanently. Wow, this turned into a long post When you have that much power it's easy to become corrupt. Usually it starts when they give themselves "Just one" blood bag, or spawn in a vehicle "Just to get up north". From there it escalates to giving themselves and their friends unfair advantages, using their powers to kill other players, kicking/banning people that annoy or kill them/their friends, and general corruptness. Have you ever played minecraft in survival mode with cheat mode enabled? You tell yourself you won't use it unless you absolutely need to, but soon enough, you'll need "Just one" piece of food to survive the nigh... Admins need to be neutral and only use their powers to deal with hackers and spammers. This is why I usually play vanilla servers without any addons, because then admins can only kick/ban/mute ect.
  16. JustChillGaming

    Epic Jumps & Epic Fails!

    Here are some of my best epic jumps and epic fails with the new vehicles added in 0.59 I hope you guys enjoy :D
  17. Hello eweryone. I want to share information about the server on which I play more than 3 years! 1.4.8 ( Released 2016-01-10 )​ DayZero is based on DayZ for ArmA2:CO.​ What's different? Originally, our servers were called SE9 and SE10 and we used vanilla DayZ. Back when the hacking was at it's worst, we decided to go private and start enforcing a whitelist. DayZero started as just some server-side modifications to stop the AS50, M107 and L85 thermal from spawning. Then we started rewriting code to fix bugs, we wrote our own whitelisting system, our own admin tools, our own anti-cheating system. Eventually, back when 1.7.2.6 had been out for two months and no new releases were on the horizon we decided to fork DayZ so we could fix bugs and add new content. We've always focused more on polishing than just adding as much as possible into the game. New interiors for many buildings.Trees and bushes that were bullet and zombieproof have been fixed.Fixed collisions in lots of buildings and objects to prevent glitching.Optimizations to large buildings in the cities to increase FPS.Almost all DayZ code rewritten for better performance and less bugs.Shares no serverside-code with DayZ at all.Many exploits and dupe bugs fixed.Over 400 new weapons. Balanced, tweaked to perfection.Weapon attachment and colouring system.New car wrecks, which can be opened and searched for loot.Many new clothes and skins for players.New vehicles.New zombies.All new loot tables.Improved zombie AI.Helicopters crash in real time and does not spawn at server startup.Chernarus Apocalyptica:Most cities have been overhauled to really show the player what Day Zero looks like.New wrecks and objects have been made to enhance the apocalyptic feeling.New artwork and textures for existing objects.Official DAYZERO site: ZOMBIES.nu
  18. Development means that patches and changes will happen - I am OK about that. Of course. but half way through 'persistence' the game broke its spine. BI lost control of the Public Hive I'm not angry, I'm saying this because [i'm depressed] it is a pity to see so much effort go down the drain. The game itself has become just one more exploit game on the heap; There are plenty: DayZ failed to keep control of the Public Hive and it has become another game on that pile. That's the new fun in playing - There is a list of dried, failed, exploit games that still exist for their exploit fun. * What is the advantage of following the Public Server Rules? = zero What is the disadvantage of breaking the Public Server Rules? = zero BI has lost control of the Public Hive - BI tried hard, but they did NOT win. (even sadder because the Public Hive itself is 100% owned by BI, not by the SPs) GSPs legally will not ever close a client account because of something that happens inside a game (that includes kicking) Shutting a server = closing the client account. Same thing. The SPs will never close a client account because of a complaint from a player. Check the law. Now the Public Server exploit is a standard joke (everywhere except here) Anyone and your mate, rent a Public Hive Server, you kick everyone; you do what the hell you like, you farm it, and you can still go across the Public Hive to collect loot and to PVP. This is like having your own LOCAL server running your game for 3-5 players PLUS when you want, you can mess around on the other servers too The gear you generated privately at home works anywhere in the world. Doesn't matter what happens to you on other servers, you hop bases, you get killed, so what? You log back to your own kick-server full of free food, free vehicles, and free gear. Do it as much as you like. The players who say "play fair" are laughed at. Who one cares about them online? This is not a place for "fair play" people - go find some other game. This is an exploit game. It could have been a great game. At the end, a few dedicated players will run 'a few' private-list servers and it will be a minority game. xx pilgrim
  19. MrAerospace

    Replace NWAF and Myshkino tents

    All the airports need aircraft, helicopters, fuel tanks, tools, equipment and just more signs of life...then they need to get the ever living crap bombed out of them. Destroy the vehicles, hangars, the fuel stations and the runways, because the first reasonable military response to a zombie outbreak would be to prevent the disease from jumping containment lines via some idiotic attempt to escape, putting the rest of the world at risk. The same should apply to the harbour, ships and even most of the small fishing boats, and I wouldn't disagree to seeing convoys at the edge of the map experiencing the same problems, perhaps some attempt to flee when checkpoints turn out to be killing fields instead of protection zones.
  20. I very much agree with these points especially. There should be more randomization in DayZ in all aspects. After all mother nature is very random and hard to predict in a survival situation. More over spawn points of vehicles should also be in the thousands and be able to appear nearly anywhere in the map. Of course they would still be rare but it would make it so much better because you can't farm them and when you find a vehicle it will be such a delightful surprise. As it is now you pretty much know what areas vehicles can spawn in so you know you won't be surprised with seeing a vehicle. Unless its the rare occasion that someone broke down and left a vehicle in the middle of a town somewhere. I mean it can't be that hard to add a bunch of additional spawn points all around the map for vehicles. Why even have these vehicles in certain sections of the map. Same can be said for items, I understand items are categorized and very rigid right now and that should be the case for things like guns but there should be items, items that are even super rare and might be useful that can be found anywhere on the map. This gives incentive to search every building. As it is now there is pretty much no point to search your average civilian buildings after a few hours of play but this can be fixed easily. This game should be all around randomness in these aspects because thats what creates the best replayability and the best challenge in a survival game.
  21. Salty seadog

    What is your honest opinion on the future of DayZ

    OK, long post incoming, hold onto your hats! So if I could completely change the direction that this game is heading, and build my "perfect" experience of DayZ, these are the changes I would make. I think the first point is a must though. ---1) Spawn players over 1000s of possible spawn sites, as any charachter, any clothes, any health condition, and if dev time wasn't a problem, maybe a short 10-30 second clip playing a vague backstory of your character. Have maybe 40 of these made out ie. Arrived in a boat in fishing gear and really thirsty/boat capsized or ran out of fuel a mile off the coast/ woke up in a wrecked Cessna and need some morphine or have the other dead occupants that are now zombies biting at you ankles as you crawl out/ parachuted in as a convict with handcuffs on and left for dead/ woke in hospital/ opened up the door of a preppers bunker because your out off supplies/ car runs out of fuel as you arrive at a town/criminal that got locked in one of the police stations(have to make enough noise in direct for someone to let you out or commit suicide!)/escaped from the boot of someone's car/ last of your platoon that hid under some dead bodies from zeds and you lost your gun and so on. If some props (such as the cessna or car) were to spawn into the world with you, have them despawn as soon as the player/players leave a pre set bubble of distance around the props. ---2) Add in missions. I think if you gave a poll to the whole of the DayZ community on weather people like missions in or not, Im pretty sure the vast majority prefer them in. So now this time we have an experienced and talented dev team working on the game, I dont understand why this section of the game is being ignored. I would have worked on implementing 100s if not 1000s of possible missions across every inch of Chernarus. Have top end loot spawn at the missions, maybe get lucky and find missions with armed pick ups or hueys with door guns, have the ammo spawn in barracks. Most missions would just be bandits with damaged AKs and IZH rifles with one or two winchesters, rarer ones could be militarised with one or two top tier guns. So many possible missions that people wont learn to run the equivalent of "the crash site route", the only way to find them is to travel the map which ever direction you want. This will promote more random travel, and also might help promote survivors to band together more, for the common good. IDK how many missions is the right amount to have active so people can find them, maybe 6-10? ---3) Zombies need to be way more abundant and not feel so clunky, they also need to be a threat and there needs to be a reason to kill them. They need to get hordes working and massive numbers of them, also they need to be everywhere in varying numbers not just towns. Instead of trying to luck out and find a mission for top gear, maybe design some static locations that have a chance of spawning the best loot but you would have to clear the area of zombies before you could get to it eg. An oil rig with some crashed chinooks that sometimes spawn the best gear but you have to clear the rig of walkers, Those quarry doors (i forget where) could have loot at the end (best basebuilding loot) but you have to go in with a flashlight and clear the whole mining area of zombies to get to it, That crashed ship could have a static heli crash on top but 100s of zombies around the entrance and throughout it. ---4) Some vehicles that dont take 8 hours searching for parts to maybe have a shot at driving. The focus needs to branch off from constantly spending all your time searching X building for Y parts to build Z. The rarity of everything in this game drives people to just sit on a stockpile of guns in the bush with no drive to actually use them. Thats not what Dayz is all about to me. Some things should be difficult like surviving with food/having to hunt/fish, Basebuilding, Finding you Fave gun (not ammo). And then some things shouldnt be hard like finding car parts/ ammo and stuff. ATM 99% of your time will be searching houses, there needs to be more action/other things to do/ more new places to explore. ---5) Food and health. Hunting/fishing is a novelty and nothing more ATM. Your player should only be able to stay at 70% health unless he has eaten fresh meat/veggies that day. It should take 8x longer if not more to build back blood from being well fed/watered. Dropping to 2x if you have eaten fresh meat/veggies in the last 30 mins. It would also be nice if you could self blood bag/IV for solo players (maybe it takes a full minute to do so to balance it) because its not hard to do IRL, Ive done it after a loose night and I was extremely weathered (friends a paramedic) so i dont see why this has to be an advantage only groups get. ---6) Random stuff. Be able to carry a full backpack in your hands at the cost of speed. Craftable suppressors for boltactions and pistols using oil filters/wire/ductape/whatever. Ghille suits to work because the grass doesnt render past a certain distance/ Be able to use a small backpack with it (schoolbag or craftable equivalent) Random deaths to stairs to be removed Fix the horrible desync/people just desyncing through walls and getting shot. Throw in some more junk loot or mildly usefull stuff so houses dont appear so barren. More things should be spray paintable like tents/ craftable ghille blanket for tents that cant be exploited be having low graphics. Radios that actually work and let you communicate with other survivors. Base building that doesnt take someone 30 mins to get in when it took you 100s of hours to build. Maybe a flag is raised in the base when the owners are online, during this time its easier to break into and MUCH harder when the person isnt on? Dynamic weather that forces you to make tough decisions. IDK but maybe some way of turning off the gamma goggles at night time and a need to use an alternate light source. ---7) Heli crashes should also be completely random/on the same amount of spawn points as the missions so people cant just run a loop or server hop NW airfield. Have a few AI there aswell, put the loot on them, maybe sometimes there zombies hanging around the crash site. Would be cool if you could actually see them fly around and crash ala breaking point. Thats what im hoping this game will become! Truly random interactions with players all around the map, keeping your eyes peeled for ai and a chance to take them out, reasons to kill zombies, and a map that isnt stagnant everywhere but spawn towns.
  22. Kirov (DayZ)

    What is your honest opinion on the future of DayZ

    I must say I’m confused like hell, too. It was stated many times that the devs want the game to be survival-oriented and actually hard, with scarce loot and so on. I remember reading that eventually, a can of food is going to be treasure to be cherished. But 2015 was very disappointing in this department. Not only loot is abundant as always, the survival elements seem always to give way to new guns etc. It’s not only the pace but also the focus which is upsetting me. I love the addition of vehicles, fixing and using them feels like finally there is “something to do” across Chernarus and they’re actually useful (as opposed for example to heli hunts, which yield slightly better collector’s stuff for a great amount of effort). But this happens at the cost of the above-mentioned medical system, new animals, weather, etc. They declare some goal but then shape the entire game in another direction and end up with a completely different customer base, which only further pushes for PvP elements. It’s a vicious circle, really. I remember one of the previous builds where loot was so scarce that all those poor kiddie “snipers” kept dying of hunger in droves… It was super funny to watch them complain and I don’t get it why we had to roll back. I understand we’re supposed to playtest here, but I can’t think of any good reason why canned food is not cut down ten times in volume, right here right now. This one little thing could make the game completely different. And as for the helicopter - I love the idea and I'm looking forward to give it a shot, it's just I feel it should be literally the last thing to be added to the game. Bottom line is, as much I like DayZ, it is as much of a "zombie survival" game as Farmville. I believe the devs kinda lost the big picture here.
  23. S3V3N

    Replace NWAF and Myshkino tents

    These areas were added to the game and iterated over and over, in the past. I doubt the devs want to remove them again. There were however plans for a NATO base in the north, which should cover most of the things you ask for. They are probably waiting for their occlusion and renderer update, before adding such buildings. I find the northern airfield and the area around Myshkino tents too empty. On the airfield for example, there could be fuel trucks, service vehicles and aircraft waiting for service or in parking position. There could be accident sites from when pilots turned infected, while on the airstrip; ambulances, fire trucks... Myshkino tents could have a military cemetary next to it with hundreds of white crosses as well as a small chapel; it could have small civilian tent settlements around it . I know the idea behind Myhskino tents was that the military retreated into a safer defense position, away from Zelenogorsk. But they would have needed a place to bury the dead. And there would be checkpoints on the way down there and fences or barricades in the forest. Each of those two places you mentioned fails to tell its story. They don't create the kind of atmosphere they should and they are too clean. I hope we'll see some bigger efforts at visually telling a story and creating an ambience. There has to be a sense of threat coming from these places and we should be chilled to go in there, not only because some other player might snipe us. I hope we'll see new buildings and more unique and bigger buildings, too. Prison Island is pretty much wasted in its position and I wouldn't mind a narrow bridge going over there and additionally placing the prison building on some mountain tops too, because it would also fit elsewhere. And the building itself is fun, it's just too remote and not rewarding enough to swim there. I'd like to see a big building like a 70'S style civilian airport, instead of the North-Eastern airfield. I'd like to see a big hotel that was build for the communist elite in the 60'S and still retains that style. I wouldn't mind seeing malls and the more modern building, but I think particularly the old soviet architecture is more and more missing from Dayz and would make a great addition.
  24. Espa

    Status Report - 15 Jan 2016

    Devs! One question! - What is the current progress on the Infected Horde Populations/Enhancing Zombie AI? I just want this one question to be answered in earnest. As much as new pretty shiny things can add more to the game, DayZ needs to work on the Infected and make them the monstrous horror that we all wish them to be. I don't think I'd have even ONE outstanding complaint after that. . Weather, More Vehicles, More Guns/Items, Etc - All of this can proceed afterwards for flavor, but we're all ready to TEST extreme populations of Infected (With Intelligence AI that semi-roams, beating down doors to come after you/climbing ladders even to reach you, and swarming you like pack animals.) Please give an answer if you find the time.. I'm getting a little discouraged with the present state of things.
  25. Salty seadog

    What is your honest opinion on the future of DayZ

    Honestly I feel this game is heading in the wrong direction, having just gone back to the mod and also some arma 3 exile, im fairly disappointed. The mod is great when you find a good server and people arent exploiting stuff, but where i feel the mod could have improved, SA has missed the mark in a lot of areas. If i summed up recent/all play sessions in both, basically i never end up having a whole lot of fun in the SA no matter what i try to do. Whereas every time i play the mod, i get into firefights all around the maps i play on, maybe some cool heli side gunner fights, killing a load of zombies that i felt i actually HAD to kill, attacking bases or being attacked, and doing missions which is extremely fun when the balance of AI and PvP is just right. The mod feels alive. Standalone feels like a COD shooter at spawntowns, and the other 90% of the map feels stagnant. Standalone has become a 95% loot collection simulator and all of the fun stuff that happened in the mod never happens here. You either run around a spawn town playing a weirdly unbalanced shooter, or roam the rest of the map which is a ghost town. I am concerned because nothing in this game drives truly random/organic player interaction like making 1000 spawn points and spreading out players. Instead its just wait at the bambi funnel with a geared group. There is no reason to kill zombies and they haven't designed anything in the game to force some of these situations, like having some high end loot at the end of a quarry full of zeds, maybe an oil rig with some crashed chinooks with mil gear but you have to clear the rig, something to drive a need to kill zombies. It would have been cool to see helis with door guns or humvees with 50 cals, I can completely understand not putting in tanks and thermal junk though, hell i wouldve really liked if there was some AI missions (i guess thats gonna come with mods) Im also extremely concerned about the progress of zombies and getting the numbers up and also the fact that they still dont really look that great and seem very clunky. Standalone has to succeed in this, and fixing the horrendous desync issues before anyone can start piling mods onto the game. I am also concerned about the time its taking to get there, and it wouldve also been cool if mod tools had come out before the game, so some of us wont have to wait another year or two to play the type of servers and mods we want. I dont really want to play for 8 hours solely trying to get a car running, Im not saying i want everything handed to me, but pretty much every single thing you can do in this game is... Search X building for Y parts to build Z. I want Standalone with 100s of different AI missions, Harder survival mechanics (needing to fish or hunt and stockpile foods) Some cool armed vehicles that arent OP, reasons to clear out places full of zeds, hordes that swarm your base, ammo not to be silly rare, GREAT base building, predator animals and also trainable dogs/wolves/falcons, Radois that were actually useful, new completely original places to explore or preferably a new map, fully random spawns (spawning in as a random character in different conditions/health) better netcode, bullets to be a little more lethal (more so the bolt actions) more crafting options, ability to carry a full backpack in your hands at the cost of speed. I can understand that some people like this play style, but to be honest i think most people dont because theres far more people playing the mod, anyway thats just my thoughts on it. That said i know its an alpha so ill just have to wait and see what the finished product is.
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