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Showing results for 'Vehicles'.
Found 41868 results
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What kind of zombies should be in DayZ
Lights Out replied to Lights Out's topic in DayZ Mod Suggestions
Another point, yeah currently you can easily run away, but I expect Rocket to make sprinting more realistic and not allow you to sprint forever. In this case, zombies of any kind would be harder to just get away from and it would make vehicles that much more precious. Not to mention you'd be ALOT more careful around zombies if you knew you couldn't just sprint forever. -
How do people feel about tents? (not about the bugs)
sostronk posted a topic in DayZ Mod General Discussion
First, I want to point out that I'm not looking at the bugs with losing gear, duplicating or placement. Right now this is serving a purpose in the Alpha Mod because there are no ways for loot depreciation in game. But, no matter how well you hide your tent, it is going to be found in the game right now (even without hackers). Pretty much every tent I have had on various servers has been hit at some time. On many of them it was raided every night. And new tents would appear within a 1-2 sqr km grid with the same stuff I had in my tent. Other times the gear would be stolen along with vehicles or anything else I had there (or someone destroyed them). It was getting to a point where my gaming experience was completely revolving around scouting out my tent and the areas around it to try to identify where my gear went. And Rocket is talking about this Chernaraus+ map to possibly go up 200 players on one server, which is only going to amplify this. I already feel like in order to not be griefed every single day is being online 24/7 and protecting my tent. But I have a life and a full time career, so it can't be done. In reality though, why should I need to do this once the game has integrated an adequate loot table and better means of loot depreciation. I mean, if I had a tent, Id be sleeping in it when Im not "online" and if someone came along to steal all my stuff, someone is going to die. But its not just that. I also really don't like how tents last for so long after you die (3days). With this setup it means your never a fresh spawn. When you die you can pick up some food and water and head straight back to your tent to rekit out. It feels like this completely removes the concept of a new life when I can use equipment, gear and weapons I have from a previous life. Shouldn't tents be destroyed when you die? -
Good news. lu160 has now rolled back to 1.7.2.4 as tents and vehicles did not save on 1.7.2.5. So get back on and eat some beans.
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Except he said the same thing about 1.7.2.5 ... it was delayed so he could properly test it and then it was released before the weekend because he had to go to Gamescon or some other meetup. Turned out with all the testing the mod was still full of bugs. There's absolutely no guarantee 1.7.3 will have less bugs than the current version. As far as I can remember the last version that was somewhat bug free was 1.7.1.5, but I think in that version the zombies were kind of deaf or otherwise very easy to work around. But tents and vehicles worked and there were no artifacts and all that... Judging from the interview Rocket gave at IGN ( here in case you don't know about it : http://www.ign.com/v...next-big-update ) there's gonna be a whole set of new bugs related to the dog ... like for example forget once to tell the dog to sit or you stay more than 30 seconds in a house (dog ignores command and moves to you after 30ish seconds) he'll get inside and get stuck in the floor. Not to mention how fun it's going to be when server is 1st person only and you can't judge how fast you bleed out because the debug panel is gone and you can't see your own blood flow. (later edit:) and if you watch the video you can still see how you run crouched on grass and random zombies still decide to attack and run to you from 50-100 meters away from you, while others just look at you from a 10-20 meters. Same old bugs... and I loved how the whole video was made far from any buildings that could cause artifacts. But anyway, back to the real topic of this thread... yeah, thank you for at least posting some info, some status update about this project.
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I know, I know, this topic has been covered comprehensively. I've just finished reading three threads on the topic but I wanted to draw together some great ideas that I've read in other posts. I imagine that these are going to have to wait for standalone. Most are related to teamwork in some fashion. Their inspiration is the BF3 system where teamwork is encouraged but never enforced. 1. Server cycles. This has been covered before by people who have put forward the "over run" situation where teamwork is made mandatory because the PvE becomes so difficult. I don't advocate this but I would like to see a hundred day cycle where zeds become more numerous and aggressive as the cylce goes on. Lone wolves and new spawans shoud still be able to survive however. 2. Groups tasks I like the old 'fix the power plant' idea. The plant could be fixed and all major towns lit up at night. It would need to be an involving task requiring the efforts of many and would need to be shut down the same way. There could be a 'fix the generator' for smaller towns and villages. Other variations on this could be accessing a soviet bunker through assembling a device to open the steel doors and fixing an APC. Fundamentally it boils down to giving players reaons to work together that are mutually beneficial. 3. Player Perks I believe that Rocket has said that there will never be a class system and that is fair enough, but I think that perks would add to the game immensely. They can be simple, say for example: - Medic: only one able to give transfusions and bandages at twice the rate - Pilot: can fly the choppers - Locksmith: can open locked doors - Mechanic: able to repair vehicles with less fuss I'm sure people could think of more. They wouldn't be classes but it may make people think for a moment before they pull the trigger, "That guy may be able to get that door open. Maybe I'll risk the chat." 4. Construction I would like to see player constructed wooden structures including walls. The Freeside trading company sets up in Devil's Castle (?) and I would like to see clans being able to build their own structures. This would provide huge variation between servers and would allow teams to have a real impact. Imagine a situation where a bandit clan has a fort near NW airfield. They could really make life difficult for people on that server, maybe so much so that another clan will organise an attack and dismantle the fort. What do people think?
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Hi, I'm not really new to this game but I think this game should have more of a real life grip to it: Weather Rain: Decreases body temperature when staying still Could make certain surfaces harder to walk on (Ex: Having to walk up a hill because of incline, could slip and break limbs) Certain vehicles have less traction on wet surfaces & pavements Rain Storms (Monsoons): Causes a great drop in visibility & body temperature Certain vehicles lose traction on certain surfaces Hail (Ice): Damages Tents or vehicles depending on size of ice pellets Slows down the possible travel of players Heat Waves: Causes thirst to develop faster Causes characters body temperature to rise & must cool off in shaded/cool areas --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Wildlife Adding a variety of more animals & birds like: Deers, Mountain Goats, Geese, Ducks, Moose etc... And some dangerous wildlife like: Bears, Wolves, Mountain Lions, Cougars, Vultures etc... ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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Average Life Expectancy lowered when in a vehicle
Pyro_Marine replied to alexthedude's topic in DayZ Mod General Discussion
Meh, he could have just said he wasn't jealous. His tone changed, so I got hostile. (:< lol I don't have any vehicles right now, but I'm always the duck in the cross hair. :( lol -
Looking for experienced trustworthy players or group to run with.
Greening42 posted a topic in DayZ Mod General Discussion
Currently it is myself and one other player, we run with a larger group on occasion and find them inexperienced and unreliable. looking for people who can have fun but play the game more seriously have objectives, call out shots and location you should be an experienced player familiar with most weapons, vehicles and your way around the map. we play in the -5 UTC estrn coast quite a bit and regularly every night. Above all else were looking for trust worthy people who are looking to play the game with a more serious approach who can guard bodies and not be distracted by rabbits. Must be 18+ have mic and we use teamspeak. Msg me here or on steam Greening42 -
Perhaps an old house or decrepit warehouse in the middle of nowhere covered in graffiti. Among this graffiti could be a poorly drawn Rainbow Dash or something. There could be a consumable item as rare as/rarer than Mountain Dew which has an image of a carebear or pony on it. This might, if you want to be real ambitious/dickish, spawn in the inventories of people with a super-high humanity upon death or when they respawn. A certain building in a city or village could have a dirty plushie spawn in the corner of a room. There could be a small (military? hospital camp?) compound with "Care bears welcome"/"care bears only" written in Russian (translated literally so it wouldn't be completely obvious) Vehicles can spawn in different colours and patterns, right? So why not have a decal on a motorbike with a pony or carebear on it, or a small slogan from one of either group at the back end of the vehicle. Alternatively, a set of skins, one for each vehicle, each in a different non-offensive pastel colour. The chances of these vehicles spawning in these skins could be very slim to make it extra special to find one. (Plus it would be hilarious to see a UAZ bombing it down the road with a pastel yellow body and pastel pink roofing.) Continuing with the idea of decals, perhaps a super-rare spawning AS50 with "Love and tolerate" carved into the stock, or something to that effect. Whatever, these are just some ideas for the purpose of spitballing. If there were a nod, it'd have to be subtle. Seeing something big and glaring would put me right off. I'd sooner shoot someone with a custom pony skin, for example, than let them run around acting obnoxiously. (The rarity ~pun completely intended~ of the skins on the vehicles would make up for their obviousness and obnoxiousness).
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Owner of two 100 slot servers, I need a friend!
Othra replied to [email protected]'s topic in DayZ Mod General Discussion
BUMP. You know you guys want to play on a server that STILL allows tents and vehicles to save! Healthy, sociable, and at the same time a DAMNED WARZONE. Its not a bad server to be on. Oh did I mention it has a giant teamspeak server for anyone to communicate and a diverse community (as all servers should be). Give it a chance, you will find allies and enemies in this broken country. I use Teamspeak and Skype and am always looking for server-bound allies. Join a cause, or play a game, either way. Skype: euphoric.night Chat on Teamspeak or Steam: Kaos0704 -
Potential Graphical Artifacting Fixes
andreasb replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
Will he fix tent/vehicles soon too, or is everything just "forgotten" because of standalone? -
If you want to play with the options to own vehicles and bases for longer than four hours and are willing to part with your towel(bandit), or your new reeboks (hero), then you can infact have the option to save tents and vehicles in 1.7.2.4. While there aren't many servers with that version, it is completely base safe atleast for the next 4-5 days then hopefully along with the Attack Dogs, they will have also given a fuck about base potential.
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Hi, Karg, do your Klan's vehicles save at all after driving and parking in a different place? Lost the blue van, then lost white offroad after server restars :(
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Hacked Weapons: Should we take a more reasoned approach?
Digital (DayZ) replied to Obsolescence's topic in DayZ Mod General Discussion
There is a black and white list of weapons. You cannot spawn in weapons on the blacklist. Just like you cannot spawn black listed vehicles. You could spawn in the jet previously but they black listed it. The SUV and police car for instance are still white listed. All they have to do is black list the weapon but obviously there is intent to add the weapon at some point. You fools are over thinking the issue. It's literally a 5 second fix for the developers if they cared / wanted to fix it. Fun fact. The vulcan cannon for the jet is still spawnable and you can shoot it and destroy half the map if you choose, but other vehicles guns aren't. Just food for thought. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
A.Shephard replied to ruarz's topic in DayZ Mod Suggestions
Some friends and me collected several suggestions (for the stand-alone) we think are interesting. We'd be glad to read some opinion from the DayZ community. Sorry for the mega-post but since these advices are many and various, I tried to organize them in the best way so everyone can read, scroll and comment easily. Transportation - Sidecars: quad bikes are cool, but not as much as the sidecar. I mean, in a game like this, set in a post-soviet land hit by a zombie apocalypse, with broken roads and such a spirit of adventure... where are the great sidecars? I think should be great making it one of the few vehicles (or the only) on which a passenger can shoot from. - Seaplanes: An airplane may be too much advantaging in this game. But what about a seaplane? I think it's so exciting to find a seaplane: it increases the spirit of adventure and there's no way it can be offensive as long as it bears no gun. Also, it lands only on water (so it may have its advantages, but not as much as a common plane) and it keeps a particular sense of humor. Could spawn along rivers and big lakes mainly, but also on the coast. - Handmade rafts: If chernarus will be enriched with rivers and large lakes, might be a good idea the possibility to create a raft with ropes and logs. Would be very useful to run down a river quickly by its current, or rowing as well on lakes. - Horses: With all those farms, dirt roads and open fields the game ask for horses itself. Horse should spawn as a normal vehicle (maybe a bit more common) around farm and villages, needing a saddle to ride it (a normal loot as tyres and scrap metal for example). It should run at the max speed of 60 km/h and need water (lakes) and/or hay (farms, hay bales) to perform long distances as the vehicles do with fuel. (Random) events - Aircraft carrier (crashed): I think the sea/ocean in this game is not exploited enough (more like, at all) but it has a great potential. For example, what about to place a permament (or random apparing) aircraft carrier ran aground somewhere offshore? Personally I consider this one of the best suggestions, because expand the experience also in the open sea, where survivor distrust to venture (cause there's nothing to find). The primary question is: it has to be random as an heli crash or stuck forever hundred meters from the coast? I won't dilate too much about this suggestion, because there are so much things to write that it will result in a separated mega-post. Spawns, shelters, zombies, vehicles, weapons, exploring... and so on. I just thing that's a must-have. - Cruise liner (crashed): It's the same as the above, but in a civilian way. Well... Rocket, what are you waiting for? - Derailed train: it's the same as an heli crash site, but it finds its locations on rails around the region. Could spawn different loots (and zombies) and let the surviros exploring wagons and carriage looking for them. Also, it's possible to design different types of trains/wagons, for example military ones, civilian, medical and supply. I noticed that rail lines are located only along the coast. I suggest to extend a bit the binaries throughout the map with train stations and tunnels. - Wrecked tanks: Since chernarus host a devastated, large military force called in to contain the situation, should be destroyed tanks that can spawn randomly like the heli crashe sites. Maybe they could spawn along main roads of chernarus and inside towns instead open fields. - Random isles and islands: another way to exploit the sea it's to make a random island spawning system. Should be like 10/15 models of island (coming with different sizes, loots, buildings etc.) that come into sight while sailing. For example, a prison island, a hamlet, a holiday resort... Might also be permanent, I'd just love to see more islands! Class-making clothing May be interesting if uniforms, suit and clothing also give some active advantages. Here i explain what i mean: - Soldier uniform: It provides some slot added to inventory (3 maybe; not backpack) and gives you a little mimicry due to its colors. - Medic comrade uniform: Allows you to invest much less time for all medications to yourself and players and get 1 antibiotic when worn for the firs time. - Special forces clothing (Spetsnaz): Gives you the possibility (40-50%) to get a bit less damage from weapons and explosions. Attention: I wrote "a bit less", not "prevents all the damage from bullets". So I thing the percentage has sense - Hazmat suit (aka NBC suit): Gives you a percentage (25-30%) to get considerable less damage from zombies, and same percentage to avoid blood losses (only zombies). - Sniper suit: Simply very mimetic as it is now, and I think would be great if it adds also camouflage fabric to every weapon equipped (except pistols), as long as the player wear it. I've already noticed that lots of players dislikes the % advantages given by clothing, but I think would be cool if they gives you some abilities like the medic comrade one (less time for medications) or the NBC. Btw I think up them mostly for the "magnetic card" or "ID badge" that grant you an access to restricted buildings and facilities around the map (see below) Buildings and facilities - What about if the uniform/suit you found gives you also 1 access (by an ID Badge) to restricted areas and facilities? In my opinion that would be great. Can be for example a nuclear power plant or a genetic research centre that got damaged during the infection and if you wear a NBC suit you are able to explore it without get harmed by radiations/pathogens. The same thing can be performed with the medic uniform: grant you one access to the medical department of some facility as well. The soldier uniform will let you cross the threshold of that big and vast military base that you always yearn for. I've talked about an only 1 access per uniform in order to keep these places legendary and impassable, as long as give you big and various advantages. As suggested, ID Badges may also spawn as very rare/extremely rare loots apart from uniforms. This would be ok for me anyway, I just think that would be more realistic to find them in authorized personnel clothing. - Civilian airport: Not so much to say 'bout it. Should be large, complete and interesting as the real ones (maybe with crashed planes) - Armory: Sounds good to me to place an armory in every main city. Obv, it must be a civilian/sporting armory, not a military one. So it can spawn in high percentage ammo and pistols, and in low percentage shotguns, crossbows and hunting rifles. It's a zombie apocalypse... we need armories! - Police department: Make the same job of the armory, but it's bigger and can also spawn in low percentage sub machine guns. Moreover, it hosts much more zombies. - Mines + caves: A dark, cramped and intricate series of tunnels and underground passages that grant you assemble a safe shelter, or reach another place by passing through them. What about zombies, torches, stalactites and worn-out trails? Equipment - Spike strip/caltrops: It's basically a chain enriched with thick nails that are able to pierce vehicle tyres (one, a couple, etc.) by putting it on road. Can be used to ambush an oncoming vehicle and can be removed with the toolbox. Another option might be caltrops that can be spread on the road by throwing them. - Personal diary: I realized that lot of players love to tell their story on forums, blogs ecc. So why won't feature an in-game diary that allows them to trace their life day by day? Every survivor lives a different story and a large number of situations: it'll be a pity that everything get lost once he dies. He should have a lot of interesting things to tell, and maybe you'll find he wasn't that kind of person you initally thought he was. This game is strongly based on emotions, and this feature can add an important shade in that sense. It'll be also useful to write memos and can be left around until someone else found it. Why remain anonymous when you bear the power of writing? Zombies - Some zombie model should show them mutilated or partially mutilated: one hand, a feet, an arm etc. This should enrich the horror side of the game. I mean both when you shoot at them dismembering them, and zombies that spawn already mutilated or somehow injured. - Many more types of zombie behaviors needed. Current zombies are too much predictable and boring. For example, some could just stay still showing their insanity until you annoy them, others can be really slow, but turning their eyes around much faster (or be just really slow but stronger). Some could try to grab your arms in order to block you, others can target you running at you, then change suddenly the target or run away. And so on... Weapons - Tranquilliser gun: I bet this has been already suggested 100 times, but I want to do my part. It's a primary weapon that shoots one dard per time, causing a progressive feeble screen shaking and color fading. If not cured with something after 1 minute, the player hit by the dard will fall unconscious for 15-30 seconds. After that, the effect will vanish anyway. Good for silence action and hunting but not for killing. Dards slot in inventory like the crossbow and provide not many damage (100-200 every hit). Spawns only in farms and deer stands, with a low/med percentage. - Cal .50 pistol: A rare and very powerful handgun that can compete with rifles and other primary weapons due to its damage potential. It should slots as a primary weapon. I suggest this one http://www.youtube.com/watch?v=MEi_m5jqak0 or the hackneyed and boring Desert Eagle. - Non-lethal flashlight: It was my first suggestion to which I dedicated an entire detailed post. It's a non-lethal weapon that incapacitates zombies and players You can find it here: http://dayzmod.com/forum/index.php?/topic/53608-suggestion-high-power-flashlight-as-non-lethal-weapon/ - Combat kinife (bayonet): A knife that player uses to harm as a melee weapon. Can be used as a bayonet on several rifles with a bayonet coupling (clutch). Rarity: uncommon (military, industrial). For the bayonet coupling: rare (military) - Bow: simply a common bow, useful to kill silently. Arrows slot in inventory like the crossbow, unless you find a quiver. Rarity: uncommon (residential, farm). For the quiver: rare (residential, farm). - Baton: a melee weapon adopted by the police. Rarity: rare (military, industrial) - Knuckle-duster: the only way to make your character throwing fists. Rarity: uncommon (residential, industrial). - Pitchfork: should be a classic in a game like this! Rarity: common (farm), uncommon (residential, industrial) - Pickaxe Rarity: rare (farm, industrial), uncommon (mines, if they will ever be implemented) - Decoy grenades: Very useful to disorient other players or zombies by making them hear gunshots from another direction. Rarity: rare (military) - Molotov: Of course this has been already suggested 1,000,000 times. It requires a jerry can and an empty bottle to be crafted, plus a box of matches for the ignition. Gameplay - I think would be good if a personalization of the weapon will be implemented. In particular for scopes and silencers. Should be 3 types of silencer: one universal for the pistols, one for the sub machine gun and one for the rifles. Sniper rifles, light machine guns and shotguns should remain unsilenceable. Silencers and scope must be rare (miltary) - The spawning system when reconnecting should be improved. If there's already a player near you while reconnecting, the character should be moved and spawned in another area that's safe. So many times, especially in cities, happen that players reconnect behind you or near you. So you can get killed by someone super-easily, or kill him as well. This is noticeable mainly when you are sniping on a building. Someone else spawn behind you and you die, or he spawns on another roof you already checked and shoots you instantly. Those were our suggestions. Let us know what you think! -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
antrax0 replied to ruarz's topic in DayZ Mod Suggestions
Put more random themed vehicles (like helicopters). You can enter a city and find an ambulance, or a police car, or both, or none... Inside cities: - Ambulances: medical stuff. - Police cars: police weapons. Roads: - Delivery trucks: Food, beverages, car parts. -
SO i tried out lingor island...wow
Kuramashi replied to Slyguy65's topic in Mod Servers & Private Hives
Best part of Lingor island is NO MORE ARTIFACTS! And vehicles/tents save! What more could you ask for? :) Also the hotels are fun and great place to make bases. Or one of the mansions. -
US 2380 - Now with confirmed vehicle and tent saves!
excelsior posted a topic in Mod Servers & Private Hives
Come join my 70 players server tonight and let's fill it with fun! I have confirmed that vehicles and tents are saving after restarts. That means camps and hoarding for all! The next scheduled restart is in 68 minutes from this post. -
[Video] Lingor Island Prison raid in UAZ
DontBeSneaky replied to DontBeSneaky's topic in DayZ Mod Gallery
You should! Come play on our server if you want faster loading times and tons of vehicles - Just search Team DN. -
Hacked Weapons: Should we take a more reasoned approach?
Pony Vests replied to Obsolescence's topic in DayZ Mod General Discussion
I believe most of the guns were left out for realism purposes. The odds of finding an ordinary pistol in your average household is pretty high. The odds of finding the same oridinary pistol with a silencer attached is ridiculously high. The M9 being a favored weapon of military personnel is more likely to be found with a silencer attached. Now, I'm sure when someone saw the Makarov SD in their script list to bring over weapons into DayZ, they thought it would be cool to have a silenced Makarov and brough it over. They died, someone else found it thinking it was legit and kept the gun. That person died and the gun changed hands again, but this time into the hands of someone who knew how to dupe. Honestly, I've seen more Gold Revolvers than Makarov SDs, both of which would draw a swift and abrupt ban, but neither of which would break the game. So yes, I'm with the OP in thinking the bans handed out for using guns which offer no real advantage (with or without a SD, if your main gun is a Makarov, you aren't getting far with that alone) is a bit extreme. However, if you're an admin and you see a Makarov SD or Gold Revolver in someone's item list (or however they check for spawned gear), how are you to know they didn't just spawn some weapon crates and take the "cool looking guns" and leave the rest? As we all know, tents, vehicles, and even weapon crates are stuck on a server with this current patch, so if someone spawns in some crates, tents, and sets up shop in Kamenka, every fresh spawn on that server will have access to a plethora of unfair weapons right off the bat; which if they leave with spawned-in guns, they are likely to start getting banned from their home servers without realizing what happened (if they are new to the game). Although, if they implemented some sort of warning system for people with a spawned-in item in their pack, that would be great. -
Combining rounds shouldn't mean creating a new magazine
HarunDanyal replied to ward's topic in DayZ Mod Suggestions
Makes sense obviously, but in my opinion, the more features you add to a game, the more it loses its' original vision and loses its' original atmosphere. I am totally cool with the way ammo works currently, what I want the most is more end-game content so I am not forced to stockpile vehicles, or engage in (equal) douchebaggery such as Cherno/Elektro noob-sniping. -
Tell me about it... A friend and I spend literally 3 hours to set up a tent and an atv in a server only to find out that they have both disappeared after 20 minutes when we logged back. Fine we told ourselves, 1.7.2.5 bugs vehicles and tents, let's go to stari.However as we were logging to a full server with full gear we both got randomly teleported to the sea where we just died :\ Was such a nicely spent evening <3 Anyways what that hacker spawned was just full of awsomeness.
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Most, if not all, of what I'm going to say has already been said by other people on the forums. I'm just too lazy to respond to each one with my two cents, or unwilling to necrothread. I'll give my personal opinion as to why it would be functional and worthwhile in the game as justification for other people to decide on. It's all about the player community being happy while also keeping things fair and balanced enough to be fun. Molotov Cocktails I've seen a lot of empty whiskey bottles in trash, and ever since I found them, I've been wondering two things. One of those things was the ability to create molotov cocktails. It wouldn't be that hard really. Jerrycan + empty whiskey bottle = molotov cocktails. That's almost a standard in every zombie apocalypse scenario. If one was to ask where they would get the fire from there are such things called matches. They even had molotovs in Saving Private Ryan, so you know it's legit. Body Armor and Armor Piercing Rounds With all these soldiers lying around, I don't think they would be missing their body armor or their helmets (especially helmets). You could make them degrade with wear and tear of the environment. Still, it has the most utility. It protects against zombie fist clubbings and players alike by reducing damage. Now as much as I am a fan of this, I also know that there must be a counter to prevent bawling. That's why I suggest armor piercing rounds. You could make all this all drop at the military spawns, since that's logically the most likely place to find body armor and armor piercing rounds. And soldiers. Because zombie soldiers would have such things right? The Dead Rising This has probably been beaten into the core of the Earth, but I want players who have died to come back as zombies. I don't mean players control the zombies so much as the player's dead character model becomes a zombie. Besides, people die and then go back to retrieve their gear all the time. Why not have it so that the gear becomes mobile and they have to fight their former self to get it back? You could even make the player zombies have 12000 blood so they are a durable boss-type zombie. In fact, let's extend this idea a bit. Let's make it so some zombies play possum and then when they detect you, they suddenly get up and Hammer Arm you until you faint. I think this would add a whole new level of "OH SHIT" factor to the game. We all crawl by corpses and not even give it a second thought. It will be a new constant threat to be aware of in the game on top of everything else. Hunting Knife as a Weapon. The hunting knife would make an awesome secondary weapon just because of variety. The hatchet is already a dual purpose item (both a weapon and a tool), so why not the hunting knife as well? I think enough has been said about this already, but my personal opinion is that watching people go knife vs. knife or knive vs. hatchet over some supermarket beans would be hilarious. You can watch from the restaurant across the street in Elektro too. Dinner and a show for date night (and if someone starts bawling, it's a night at the opera). Crowbars and Locked Doors. Mr. Freeman is as much of my role model as the next guy. His first weapon of choice? Okay, it's the gravity gun, but Half-Life 1 it was a crowbar. I've only ever seen the Crowbar as a weapon, and it sucks compared to the hatchet. I would like to see it as a tool belt item that can open locked doors. Oh yeah, I also want the ability to lock doors. All these open doors and no way to lock them? Madness! This will be more feasible when zombies can't just do a little shuffle and walk through solid objects. A man can dream though... a man can dream. Full Whiskey Bottles Remember how I said I wondered two things when I saw empty whiskey bottles? This is the second thought. Just the ability to get drunk and try to shoot zombies (good lord I sound like a huge fucking hick right now) would be enough justification. But, since everything has utility and mechanical purpose in the game, I submit the suggestion that they could be an alternative to pain killers. The downside to using it would be that you still can't aim to save your life because... well... you're drunk. Fruits and Vegetables In the game, I live on a steady diet of water, meat, frank and beans, Pepsi beans, pasta, Coke, and sardines. Where are all the fruits and vegetables? All the fields in this game and not one single potato? I know the zombies aren't vegetarians, and there isn't anywhere near enough wild life and game to make fruits and vegetables an endangered species. I want my damn potatoes! If I have to planet them my damn self, I'll do it. DON'T YOU FUCK THIS UP FOR ME!!! I NEED MY POTATOES!!! ... What do you mean Potatoes aren't a vegetable? Are you saying the United States public education system lied to me? Tool Belt the Water Bottle I digress. This is probably something that has been pounded into the ground. Hell, do a Google search for "DayZ Toolbelt" and the first result is talking about the water bottle. However, the water bottle is so sexy, and I would love to see it get even better. It takes up space in my inventory, and my tool belt just has so much space with. You can carry multiple things on your toolbelt, so just limiting it to one isn't kosher unless you limit EVERYTHING to one on the toolbelt. Backpack-Like Vests I like my vest. It carries things for me and serves as an on-hand inventory. This is probably my most complicated suggestion because I want to be able to expand my inventory by picking up a better vest on the ground. I can pick up better backpacks, better weapons, and better clothes. Why not better vests? It would allow me to expand my at-the-ready inventory, which means I can carry more useful things on my person. Like full whiskey bottles and molotovs. Crafting Bullets This kind of seems unnecessary because I am practically tripping over ammo wherever I go. Still, I think some people would like to craft bullets because you can never have enough bullets. Hell, there are probably people who want to craft guns, upgrades, and attachments too. Of all my suggestions, this is the one I'm least thrilled about because, while functional, it just doesn't bode well to me. Still, I think more than enough people would want such a thing to put it into the game. It's just something I wouldn't do personally because it's tedious and sounds like a mini version of repairing vehicles in my mind.
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Surely if you enabled water bottles to be partitioned then you could fill it up progressively, enable gulps so a water bottle could be shared. As well as using the same function on jerry cans to enable siphoning of fuel from vehicles.
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The State of the Game and Why a Once "Addict" Has Moved On
dutch_miller replied to Icus's topic in DayZ Mod General Discussion
Duping and vehicles likely won't be fixed, along with artifacting. Matt Lightfoot recently (2 days ago?) talked about it on the TMW teamspeak (recording of it is probably somewhere on youtube if you look for it) Essentially he said duping is caused by lag between the hive and server and there isn't a way to completely fix it (same explanation for ammo counting glitches, which he said they could fix but the game would be laggy as hell), and as for artifacting he said they don't know if they will be able to fix it or not but Rocket is reluctant to take the dead soldiers causing it out because of the "atmosphere" they give to the game (horseshit imo). He was pretty vague about the answers and it was fairly obvious he tried to avoid them most of the time.