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Found 41868 results

  1. RPG's can destroy vehicles, which you currently cannot do at the moment, and the M249 can lay down suppressive fire on enemy positions or troops moving through the open, or mow down zombie hoards.
  2. en1mal

    Status Report - 12 Nov 2015

    Hi Brian, thx for doing this - first question is mby for Eugen. 1) I only see one 1st and about 7 3rd person EXP Servers from CEU. Any plans to double server numbers and turn them 1st? 2) Legacy systems and -newui / the performance boost is amazing but items in vicinity are so small. Overall, usability and design is "weird" even for a placeholder, regarding -oldui is a placeholder too. Changes to this are WIP? 2.1) -oldui feels much worse now you know the boost from new. Is it correct to assume that as soon as the blockers are resolved the complete transition to newui with finished basics will occur? 3) 0.59 is all about vehicle desync - does this also mean multiple crashing vehicles, like a derby, with physics? 4) Also if yes, vehicle desync works before stable push, does that mean player desync works even better? Correlation? 5) Renderer. A treat for the community would be a screenshot of the improved nighttime in a SR in the future. Or is it all about implementation first? 6) Physics and ragdoll, regarding we'll soon have alot of different vehicles and alot of zombies for the first time, will weird(deadly) physics behavior be addressed during 0.59 or is in one of these ongoing battles? thx again
  3. GDZ_saiboT

    Status Report - 12 Nov 2015

    1) Are you planing to add the fridges in many houses around the map? 2) Do you know the final number of weapons for 1.0? 3) You announced some weeks ago that we can configure the vehicles a little bit more individual (different color of hoods or doors), whats the current status? Something to expect for 0.59? 4) What do you think about cutting fences with the existing pliers?
  4. The_Kaindl_AT

    Status Report - 12 Nov 2015

    Hey Brian. I am asking for the biggest german Survival Community Survivethis. So I have some more questions. 1. Will there be any Base Building content before BETA Starts? 2. The first Trello information was about Procedural Color Changing with weapons and as a example we saw the AKS74u. Is this still in developement or did your team made a break at this coll stuff? 3. Long time ago you said, that there are coming more variants of Dynamic Event vehicles in. Also de V3S Cargo. Are these variations still planned? 4. Are more underground structures planned? 5. Can we expect more changes on the coast like small islands? 6. How is work going on with the NEW especially the Server browser. I have a lot of friends, that have loads of performance problems with it. 7. Can we expect more UI changes in the next 0.59 Experimental Updates? 8. The new renderer is already on experimental but there are only visuall changes with max graphics. Can we expect renderer and optimizations with 0.59 stable? 9. How is work ongoing with Vehicle dsyncs?
  5. FlimFlamm

    Welding / Welder

    Don't get me wrong Stan, I'm not proposing that in order to get any car started a welder be required, what I'm proposing is that a welder be used in the repairing of whatever might break on a car that a welder could in theory fix. For instance, you're driving a V3S and you get shot at. You keep driving but your gas is leaking. You make it to your camp but you're now out of fuel. You could go looking for a replacement fuel tank, or you could use a welder to repair it. If something goes wrong in your engine, there's a chance the broken part can be fixed, and there's a good chance that would require a welder. There's also cracked wheels, cracked fenders, and cracked frames. As they exist currently, you find a vehicle and get it running by putting fresh parts into it, and then you drive it until it falls apart. You can repair wheels, but actual structural damage mounts up until the thing explodes. Welders or some replacement for structural repairs are going to need to be implemented to give vehicles potential longevity. I'm not suggesting that you should need to bring a welder in order to make operational a freshly spawned vehicle, but if you find a nearly totaled one, there should be a way to repair it which doesn't simply involve replacing the tires and popping the hood. How "difficult" 1.0 will be is a tricky thing to talk about when suggesting any mechanic. In the end welding can easily become a limiting factor, and others an enabling one. It can be a supplementary way to repair vehicles, making them markedly easier to maintain instead of having to constantly scavenge for every part, and it can also be a requirement for things like barricading/base construction which involves metal. Base construction the likes of which we are confirmed to soon be seeing in DayZ is something that ought to take hours upon hours to do, and if you're gong to be building out of the highest quality materials available, should require extra steps. At the end of the day, welders need not be exceedingly rare or exceedingly common. Any task which the welder absolutely required could be limited by controlling the rarity of welders and their fuels themselves. The welder is at the center of so many actual tasks that thriving in a DayZ apocalypse warrant's that for the sake of enabling these tasks in a realistic way the welder is well worth the effort to code, and gameplay-wise, the effort to acquire. Since generators are going to be implemented, I'm forced to envision a future DayZ where an area is able to be made secure by a large group, to warrant setting one up in the first place. They're going to have lighting, vehicles needing constant maintenance, possibly metal siding or barricaded doors they need to add to or replace, hell they are even going to likely have fridges. I think a welder would fit in perfectly...
  6. After DayZ SA got released people slowly started changing their views on the game. Some wanted the realistic "hardcore" survival from the standalone, and some apparently love the Epoch mod where you can build a base and store alot of locked vehicles for yourself and then just sit there without any fear of dying. But I really miss the old DayZ mods like the current vanilla DayZ (which some still play, though the biggest servers also do have some Epoch-touches like locked vehicles (I HATE LOCKED VEHICLES! :D) which makes it not fully vanilla DayZ). I also really miss the old DayZ Panthera, DayZ Namalsk and DayZ Taviana. Panthera, Namalsk and Taviana servers without Epoch on them, just plain and simply doesn't exist anymore and I find this a little bit sad. I would play the shit out of any server that provided any of these old mods and with a decent playerbase (20 people). Is it just me who misses these mods or are there others out there? :] - Lytten
  7. sneakydudes

    Welding / Welder

    not a good fit unless we are allowed to make our own weapons and fashion steel plates to vehicles. I guess if one was to open crafting so much so then this might fit. As of now i think the goal was to do leather clothing and backpacks and go from there? So right now this is maybe ------------------------------------------------------------------------> this far away from their minds.
  8. FlimFlamm

    Welding / Welder

    If you want to do any structural repairs to vehicles, or cut or weld anything out of thick metal, then welders are simply a requirement. I don't want a wedler because I think they're cool, I want a welder because the various functions welders perform are logically/conceptually/practically/visually/intuitively/scientifically/realistically required as a part of vehicle repairs and base building/barricading with metal.
  9. blackberrygoo

    Status Report - 12 Nov 2015

    M240s and grenade launchers arent meant to shoot down helicopters , that's just Hollywood fantasy . Do you know how fast helicopters fly ? And how heavily armored their vital parts are ? Maybe at very close range with a lot of ammo an m240 could bust up pieces of a chopper but you're never going to be able to aim into tbe sky and shoot it down like a bird XD! The way helis will be destroyed is waiting for its owners to land it and then placing c4 on it or throw grenades into it , or shoot it while its sitting in place with an RPG (again , RPGS are NOT meant to hit aerial vehicles , that's call of duty nonsense right there). Helicopters will be harder to shoot down then you are assuming.
  10. SMoss

    Status Report - 12 Nov 2015

    Very shortly, my thoughts are, that no one stated that vehicles would only ever spawn in a stripped down state :)
  11. xCAPx

    Welding / Welder

    I really like the idea of welders. Another possibility would be rivets and riveting pliers. This would be a little bit easier to implement and would need a simpler mechanic. Just a box of rivets like we have with nails now, and the tool. Ofc it would be less solid as welding when putting parts together, but still good enough for repair/maintain vehicles parts or base structures.
  12. Andex

    Status Report - 12 Nov 2015

    Brilliant status report! Really looking forward to the next update. I do have a question for the devs: 1: Are you going to add the USMC jacket into the next EXP update? I would really want to complete my MARPAT look ;) 2: Is it possible for us to see the new cars in the next EXP update too? 3: are some of the new vehicles going to spawn in big cities like elektro? And if yes, how many? Or are they going to spawn randomly all over the map?
  13. Noctoras

    Status Report - 12 Nov 2015

    Not a fan of the overabundant focus on shoot and transport, but I totally agree. It's a beef I already had with the V3S parts. In case of an apocalypse you either use it to get the hell away with it or you leave it behind - that is, if you have the time to opt for of the two mentioned options. The last thing you will do is calmly walk out of the door and start disassembling your truck, when apocalypse is hitting - even worse, you are walking around towns hiding individual pieces of your truck in different sheds? Really? Granted, one could argue that most working trucks will have been used and are gone by now, so many (not all!) trucks having a problem here or there seems realistic. The combination of a puzzle and a model kit on the other hand sure is not. Same goes for a helicopter.Or a car. Vehicles should just be in random states of repair or disrepair, ranging from ready to use up to "more parts defunct".
  14. TimF

    Status Report - 12 Nov 2015

    I hope the answer to this is - vehicles spawn with a random amount of parts missing, so you don't have to find everything on that list to get it going. Maybe you get lucky and just need new hoses and fluids or maybe you get unlucky and need a new control unit, battery and cabling and a rotor but you don't have to find a dozen things every time you want to get a chopper going.
  15. blacktwin0

    Status Report - 12 Nov 2015

    The quickslots and clothes thing Peter mentioned, will items in backpacks not be able to be on the quickslot bar? Only items in shirts, pants, chest, boot slots and their virtual slots? I hope so! :) I would think that primary and melee shoulder items would still be quickslot-able. Can't wait for all the changes. As for the helicopter difficulty (sorry for not quoting, mobile) someone else took my thought that other players wouldn't shoot down or destroy the heli if they wanted to use it. Although there are some people who would. It would be better to track it and steal it. I did like the idea of having the heli spawn with random amounts of parts already included. Likewise with vehicles. Hopefully the single player version will allow us to practice our flying skills.
  16. FlimFlamm

    Welding / Welder

    It's simply going to need to be added. After considering a vanilla DayZ with a welder, and a DayZ without, it's clear that if we don't get one something will be very rotten in the heart of Bohemiamark. :D I've done some research and discovered that oxy-acetylene welding is the most common and the most practical for the world of DayZ. It uses two gasses (guess which ones) that are mixed and ignited to produce a very very hot flame which melts a rod of metal applied to the desired joint. An oxy torch can do all kinds of things in addition to just welding. It can also cut, something called "braize" and a few other things tool nerds would know all about. It requires no electricity, and so obviously in a zombie apocalypse that is an extreme plus. It is also one of the most common methods of welding, making it very common accross the globe, and therefore could be found in Chernarus. Here is a short video which contains excellent educational information (fair use), thanks to the original maker of the video: Here is a small image which depicts the involved parts: Basically three parts, two tanks, one of each gas, and then a torch which hooks up to them. As the video details, in order to safely operate an oxy welder (or any other welder really) you are going to need to be wearing protective gloves and ideally flame retardant materials on your body. Additionally, if your eyes are not protected, you can suffer prolonged damage to them. We have work gloves, we have a welding mask, and there are various suitable garments already in game that would be more than suitable. When people weld without these protective equipments, they risk prolonged damage to their vision, burns to their body, and in the right conditions, they might even set their clothes on fire. (if you weld in a dry wool/cotton sweater, that thing would probably light up like a christmas tree on the fourth of new-years eve). There are some interesting possible uses for a welder that we would all be remiss to not consider. Welding shut metal doors, or barricading or reinforcing windows or doors would in real life pretty much require a torch to do right. Repairing structural damage to vehicles is basically not possible without a welder, this much is obvious. Basically any crafting that involves metal requires a welder if only for cutting purposes, and with a portable welder, metal could be acquired form any existing metal structure, by expending time and gas to sit around cutting out sheets of metal from a wall of an unused building. These are just the obvious uses for welders, there are of course many possible other uses for the welder that give it countless additional functions. Welding shut barrels for instance, for the purposes of preservation or safety. Bandits are going to have a hard time quickly looting sealed barrels when they need to half ruin and axe and the barrel itself just to get it open. Sealed barrels in and of themselves could actually come to enable a whole bunch of functions, but for now I'll leave it at an outlandish one: "Make shift pontoon raft". Welders would of course be a great way to torture someone, not that that's my cup of tea, but it certainly would be. In the end, having welders around would add another layer of realism and function to Vanilla, and ontop of all the possible functions for a welder, the mods that will get created would surely adopt it into an integral part of their crafting systems. Oxy and Acetylene tanks would come to have their own value, given the amount of welding tasks a certain supply would enable you to perform. I think it's important to note that right now there aren't very many items that have the ability to retain their value when amassed (meaning, if you have a ridiculous amount of something, you value it less). Only ammunition and food technically retain their value when approaching large quantities of them, but intriguingly, under a crafting system where an oxy welder is critical, it becomes the most sought after item in the game. A central economy could then control the rarity and quantity of available welding fuel, thereby controlling how much actual welding related crafting a given server would be able to do (i.e, how hard is it to make a base given fuel consumption and fuel rarity, etc...)... When I first looked at the welding mask i assumed that a welder was on the horizon, and finally the time approaches where it ought to be implemented. Thoughts? Have I missed any obvious and awesome uses for an oxy welder?
  17. HaseDesTodes

    Status Report - 12 Nov 2015

    helis are the nonplus ultra of the vehicles, so they should be hard to maintain. and apart from the ammount of different parts, the quantity is up for balancing. and if you use it right you shouldn't get shot down so easily. as for the piloting errors, well thats one thing that might happen very often, especially if the fight physics/controlls are as hardcore as TOH. but i don't think that one hardcore advanced filight model will come as mandatory, maybe as an option. for example tha arma3 advanced flight model (or the flight model from TOH) is very hard to use without a joystick, and even though i think flying with a joystick is much better, not everyone can be expected to have one.
  18. Merc.

    Status Report - 12 Nov 2015

    Ok, I'm usually all good with multiple parts to put something together. I get it but look at this list: Control Unit Electrical Wires Hydraulic Hoses Pitch Links Rear Rotor Blade Igniter Plug Battery Aviation Fuel Motor Oil Hydraulic Fluid Transmission Oil I really can't back that up. I understand this game should be brutally hard. However, gameplay-wise, Why would someone go through all the trouble of gathering ALL these items and making sure they work, when this think can get stolen, blown up by a grenade launcher, or shot down with heavy machine guns. On top of that, the group of players (because no way one person is doing this, which is perfectly fine with me) is going to have a mental breakdown when they finally get this put together and it crashes shortly after take off because due to piloting error. My feedback, at this point, would be to reconsider so many parts for something not very protected, or at least consider heave "health" stats for these "shoot me" aviation vehicles. Thoughts?
  19. FlimFlamm

    Dolly

    You're not supposed to be able to get out of it if it's moving for a very good reason. In real life, you wouldn't be able to get out of it at all. The fact that you can get out of it is a comprimise on reality so that people cannot simply end your experience by catching and stashing you. On public hive, simple switch to another server and continue playing, on a private hive, deal with it and see where they take you. If they leave you alone (not moving) then escape, or don't play private servers. If someone has control over you, and they are actually wheeling you around, you should be forced to endure it. For the sake of, shall we say, interesting gameplay, players need to have as many options in interacting with other players as possible. If players can be incapacitated (with incoming tranquilizer) and can be transported securely (with dollys/ropes/vehicles) then a great deal of crazy interactions become possible which otherwise simply would and could never occur. Instead of just robbing or killing people, actual kidnapping can take place (and enslavement? Is it wrong to desire to enslave other people in a video game? Maybe, but I don't care. Whether I'm holding the whip or feeling it's sting, the experience would be exhilirating). When beards and soft skills become implented, very old players are going to come to value their lives in a very real way which most players currently cannot. They are going to want to keep highly experienced characters alive for as long as they can, and will be feeling a new level of loss when they die. If captured, a player with a highly experienced and well bearded player will probably out of an actual desire to stay alive submit to the whims of their masters for a release deal or if only to bide their time until they get a chance to escape. Kidnapping for random could also take place, and without something like a dolly, the entire affair would be quite unsafe and unprofessional. When basebuilding is implemented, I can envision players building an enclose on some land that they intend to be farmed, and order to make that happen, they go out and capture some players and set them loose and unarmed in the enclosure. Maybe they make an agreement to farm a specific quota and then to be released, or maybe there is no agreement of a future release, only the threat of death, and the lure of biding one's time until escape, revenge, or revolt becomes possible. I'm getting quite sidetracked here, but the point is that none of this sort of thing can ever happen without something that allows safe and controlled transport of restrained players, like a dolly could. Without an ability to move people around safely, there is no point in ever taking someone prisoner, it's a big hassle and far too risky, instead they just kill everyone or rob them and send them away. This may all seem a bit dark, but you're the one who wants to play a zombie apocalypse survival game. Everyone is fine and dandy with murder and armed robbery, really there is no difference with capturing people morally speaking, instead the interaction becomes more lasting and incredibly more dynamic. The impression DayZ left on us in the early days of the mod was that it was a moral frontier of video games; you could rob people (and kill them) with no potential reprocussions but your own personal guilt for having affected someone else's gaming experience. Some players embraced cold hearted gameplay, others emerged as heroes; stories were told. In order for new kinds of stories to emerge, better stories, we need more ability to interact with other players and with the world. The entire concept of the dolly as valuable for me is that it can perform so many functions, enabling players to do more things other than just rob someone at gun point, torture them at gunpoint, or kill them... At gunpoint... Maybe the dolly could emerge as a symbol of justice. Along with a straight jacket and a hannibal mask, what remains of the Chernarus police force might actually make use of that wonderful prison island they have. If so, dollys would be a mainstay in their aresenal.
  20. FlimFlamm

    Dolly

    A grocery cart is another great example of the kind of wheeled device that we really need when scavenging for resources. When basebuilding becomes relevant we're going to be very thankful if we get so much as a wheelbarrow. The limits of the grocery cart though is that it is not as strong as a wheelbarrow or dolly, not as big, and the wheels tend to do very very poorly on anything but ashphalt or cement. I can see shooping carts being common in big cities, and they would be great for using in cities when looting or if you wanted to be that mysterious hobo, but beyond that it offers nothing unique over a simply dolly. A dolly can carry around a barrel, which can hold just as much as a shopping cart, and the dolly can go more places. I'm not saying that I dislike shopping carts, in fact I have suggested them myself in the past, but for the first of it's class (interactable movable "vehicles", I would much rather have a dolly which could fulfill more purposes, although a wheelbarrow might suffice.
  21. FlimFlamm

    Dolly

    What's so great about a dolly? Well............................ Basically it would be a kind of vehicle, with only one actual "seat", which would be the driver's. The dolly would be able to interact with certain existing and future items for the purpose of moving them around. A barrel loaded with liquid or rocks for instance could be moved with a dolly, or the new chest that is incoming, creating a mobile multi purpose container Heavy vehicle parts could also possibly be moved with a dolly, and also base-building parts like lumber or metal. Finally, it would be an obvious function of the dolly to restrain people and tie them up to it, and then you would have the ability to wheel around your new human pet. In order to escape from the dolly, any cuffs first need to be wiggled out of, and then once hands are free, the dolly restraints can be wiggled out of, but only when the dolly is motionless. The dolly could also be used as a way of transporting unconscious friendlies... In short, we absolutely need this kind of shit. Large vehicles are great for long distances but we need things for micromanaging large objects too. I see the dolly as being a possible first in a line of such interactable objects. Wagons, wheelbarrows, and gurnys would be very similar but the classic dolly is the most versatile of the bunch.
  22. oompah

    My Dayz Story (two years later)

    my point was that before you add vehicles that need spark plugs, or herds of elk, crafting etc... you should probably have zombies in the game (I can see their point though, if they can't get them right remove them) allow steps to be climbed be able to carry items seamlessly down a ladder not break a leg while walking have video options work and set sensibly when the game loads any good programmers knows (and I write code for a living) that you create a design document and a construction roadmap to follow and get the basic, core, functionality working and through QA before adding in more complex, new features those core things I mentioned above worked in the mod, not sure how the design team at Bohemia got so off track on this project.
  23. MrAerospace

    Let all cars* be random.

    I really don't think we should be associating 'dynamic events' with vehicles. It is just weird to see vehicles spawn or move to different places when they've been abandoned for months and there's no one around to move them. I would consider so many other things as dynamic events before attempting to bring cars into it; Type 1 Barricades: Locked rooms/buildings/world containers - Looks and works identically to player made barricades. - This measure provides an opportunity to disguise bases/stashes. - Common enough that they are encountered in every town, but not so common that it impedes normal player behaviour. - This measure will desensitize players to barricades. - Requires a lot of effort to break into. (Carrying around heavy tools such as bolt-cutters) - This measure will dis-incentivize players from choosing to break barricades. - NOT associated with any change in loot. - This measure removes the constant positive re-enforcement gained from breaking into barricades. Type 2 Barricades: Lockers/crates/boxes/shipping containers - IS associated with high end loot. (Encourages players to seek them out) - Requires effort to break into (Effort = reward) - High traffic areas (Encourages PvP & attracts zombies) As for vehicles, I have a different approach in mind. Using the CLE and (much more localised) regional control, the game could easily control the amount of (functional) vehicle numbers at any one time, stop the Random Number God from getting in the way of players fixing up vehicles, and reduce the amount of PvP interference. - Smaller regions for vehicle based CLE - Give players a chance to concentrate their efforts in a region around the vehicle they choose to fix. No larger than 1km2. - Replace most of the static models with dynamic models (in various states of decay) - This relates to reducing the PvP problem as with the "Type 1 barricades" above. - Make all the vehicle parts spawn in their exact location within vehicles - This is critical. It rewards players for dedicated scavenging, rather than random looting. - Remove all non-vehicle related loot from vehicles - If there's no incentive to check cars for loot, then randoms won't be likely to stumble upon someone's project. - Spawn 80% of vehicle parts ruined - This isn't exactly a fixed number, but having a majority of ruined parts will enforce the feeling of 'scavenging' for that elusive working part. - Spawn 80% of vehicles ruined - Again, this is all about getting that 'scavenging' atmosphere right - Spawn only enough worn or pristine parts to restore one or two full vehicles (of each type) in any region. This will do two things. 1) It will make the task of repairing a car that much harder 2) It will cause conflict over vehicle parts. Garages - Tools and 'spare' parts still spawn in garages - Hey, it makes sense (I expect at least a few tools will still spawn with vehicles) - More garages (especially around houses) - Give players options to actually hide and lock up their toys in different ways. - Vehicles spawning inside garages - Again, as long as the game creates 'noise' and reduces the probability of something being player related, then it will lower the PvP.
  24. i disagree completely, Its fun for most to explore and putting certain items on their to do lists. Every one of us haven't experienced the end game yet. We don't know the next course of additions to the game yet. Building hasn't been introduced and game play PVP, PVE hasn't been completed. Everyone of us have made the game either PVE, or PVP at this time. We all decided to PVP some or RP, each to its own. Basing it on something that is 1/4 or less introduced to us is flawed in your decision making. I would say vehicles are more a problem then gear. Gas is no good after a length of time. Aiming for specific gear, is no issue and basing it on that so early in the development is so flawed. I am sorry but i must completely disagree.
  25. I decided to hop on a see how Dayz is looking as it's been a LONG time since I last tried a run through Chernarus. logged in and my graphics were screwed up; game looked worse than a commodore 64 game. resolution was set to 600 x 480 and other settings were just randomly weird. I hit "set video settings to high" and after it re-configured it was even worse somehow. After playing around for 5 minutes and restarting the game twice I got things working and the game looked pretty good spawned in Elektro, so I ran for the fire station. I got there ok (I was a black woman for some reason) but couldn't climb the steps; not sure what was wrong. I ran down to the grocery store and found it empty; in fact the only thing I found in the first 15 minutes of playing were clothing items and lots of them, all colors and types of shirts, hats, shoes, pants - so much fun. I heard some gun shots, which was kind of exciting, and followed the shooter. I grabbed a hammer and was going to try to take a swing, but I lost him. Just then I realized there are no zombies in the game. really... no zombies? I met another friendly spawn and asked about the fire station bug but never got an answer. I actually went back and tried again but still had no luck climbing the stairs, no clue. Ran into a third guy with an axe, who eventually killed the first friendly I met after we grouped up and ran through town - finding nothing but clothes. The first friendly gave me some food, so the annoying "you feel hungry" notice finally stopped flashing for me. In theory making all buildings enterable sounds cool, but in practice adding tons of new ways to find red shirts actually makes the game play more tedious. In the mod you would just run for the handful of buildings and get valuable loot, now you crawl through miles of houses finding nothing and more nothing after the axe guy killed my friend (I think being a woman saved me) I ran north and came across a deer stand and found a .308 hybrid break action pistol thingy, cool. I also found a snap loader for a shotgun (umm ok) and several gun parts - butt stock, hand rail, etc... Two things struck me at this point. I miss the creepy music the mod used to play in the background, to me when I first started playing it created a cool backdrop and tension, and two I don't find it fun/rewarding that there are thousands of combinations of gun parts and ammo. You can seemingly search forever and fill your inventory up with nothing but disparate, non-compatible, gun items, ammo and attachments. This time (and the last time I played) I ended up with 4 or 5 weapons 4 or 5 types of ammo and none matched. In the mod when you found a gun you almost always found some matching ammo with it - which was awesome, now the whole thing it just feels laborious. I didn't yet have a backpack, so I had to hold the .308 in my hand as I climbed down from the deer stand. I climbed down and starting running north but realized the gun was no longer in my hand. I went back and it was in the deer stand. I tried again to get the gun and get out of the deer stand. No luck, tried again, no luck. Tried standing near the edge of the deer stand and dropping it, but it would always remain in the deer stand. I really didn't want to give up my weapon, after a while I was able through trial and error to hold the gun in the action position and climb down, this allowed the gun to stay in my hand after I was finished climbing... good work dev team, can't wait to see what works after three years. I ran north, stopped a few places over the next hour, found a little bit of food and water and a backpack and lots of clothing (clothing sim FTW). I actually picked up three guns: an AK, a shotgun, and the pistol - no ammo at all though. Most buildings were empty, or had ... a hat maybe. So to this point I have been walking through a lot of useless buildings praying to see some AK rounds or something. I continued north not seeing any more players. I did have a cool encounter with a herd of elk, one big bull with a giant rack with four females, so that was actually cool. My pistol had a scope so I was able to watch them graze from a distance. When I finally ran up on them they did get spooked and the females took off while the bull stood in place stuck in a running animation, derp. I was getting close now to the NW air field, woo hoo, when I saw a vehicle. I guess there are finally a few in the game now. It was in the middle of an open field, hmmm. I was able to get to it, there were no repair options, from what I could tell it looked fine (no damage visible), I couldn't see any reason why it wouldn't work, but it wouldn't. I was able to enter it and had an option to "start engine" but nothing happened. There was no feedback as to why- no mention of gas, damage, nothing, just no deal, so I ran on. about 3 minutes later while running through a small glade I heard a groan and my character went prone. After about a second the screen says "you have a fractured leg", at first I thought someone shot me maybe with a silenced weapon, but no, nothing I guess I just stepped on a rock or something? I remember that you can fix a broken leg by making a splint with some sticks and some cloth. I had cloth but no sticks. If you have an axe you can chop down a small bush to get some sticks, however for the past 1-2 hours I have seen nary an axe, odd because from what I remember from before dayz seemed more like an axe simulator. But now I had a sinking feeling that I was never going to find an axe. Luckily though I was right near a bunch of barns, barns used to have a high probability of having an axe in the mod so woo hoo. I crawl to the barns, three of them in a little outcrop on the edge of the town south of the airfield, no axes. seriously game? I crawl to at least 20 buildings, no axe, nothing. The hell with it, I'll side roll to the airfield just for lols. On my way there though another player decided to shoot me before I could complete my crawl for glory. So my journey ended, a quick recap 1. no zombies 2. lots of bugs 3. vehicles, sort of 4. clothing simulator 5. axes removed 6. random broken leg 7. weapons and ammo is a frustrating game of hope and pray two years later dayz SA is s till a giant step backwards from the mod
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