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Hello survivors and banditos, I just wanted to make a post voicing some concerns i have about the game in its current state and see where everyone else is at in regards to a few of these topics. I did post some of this buried somewhere in another thread but i wanted to go into a little more detail and hopefully see other peoples opinions (especially no.1) Well having made the move a few months ago from console to PC, specifically for dayz, i have managed to get a decent amount of time into dayz mod, Breaking point, arma 3 and now a good bit into the standalone. Im bringing this point up because i feel each of these variations have brought something else to the table, but unfortunately it seems like some of the great features from each where forgotten in the next iteration. This has been my first alpha experience alongside watching star citizen grow, and i have to say in all honesty that im really underwhelmed by the speed at which things are being implemented and developed. I dont want to bash the devs by saying this as i think there is alot that has been done really well but i dont want to stand idly by and give praise when its very hard to see reasonable ground being covered and a deadline fast approaching. i do understand that this is an alpa, so i will be reserving judgement until final release, or a patch or two after! 1. Flow of the map and spawning. So its apparent that the flow of the map at the moment is to "work your way from east to west collecting items and ammo types until you hit nwaf and then make your way back to a spawn town and shoot bambis or geared people". This is in my opinion the biggest problem in the way that dayz plays at the moment. I pictured a Chernarus where you could have chance encounters around every corner, in almost every town there would be the possibility of running into a potential friend or foe and that the player count of 70 would be spread nicely out over the map, making hotspots the heli crashes or barracks. Instead what we have to me seems as if 90-99% of the players in any full server are camping every single possible angle that you can possibly come up with of the spawn towns and the rest are bambis trying to punch someone in the face for a gun. Wtf is going on! its like a deathmatch in which half the people have guns and the other half commit suicide on the nearest building, theres no zombies! its not even anything like whats advertised as a semi realistic survival game! I want to know is this the experience that everyone wants when playing this game or not? So, what if instead of just "poof" appearing on a beach, you could spawn absolutely anywhere, i mean like 1000 possible spawn sites spread evenly across the map, also what if instead of just magically appearing on a beach there was maybe a very small cut scene in which you appear in the world after a 30 second vague backstory(the respawn counter time) and you could be in any clothes, any gender or charachter? any health and mostly in any different starting scenario like 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, the list goes on... i dont know how hard or how much time this would take to implement but just appearing on the beach as the same person 30 seconds previous, really doesn't do anything for immersion and stops any bond of trying to keep that character alive, which to me is the point of the game alongside surviving zeds and the player interaction! 2.Spreading loot and more and better unique places. Some play to kill zombies, some to kill players, some to horde items and a lot of us to explore. I really feel strongly that there isnt enough unique places on the map and enough hidden gems around the map that satisfy the explorer. There's that cool big ship but no reason to explore it, and because of the way your character freezes when he falls down stairs everyone I know and myself just derped off the edge and don't go back. those large quarry doors (I forget where, solnichny?) what if they opened that up into a large abandoned mine, full off zombies. maybe you would need guns with flashlights to head in there and you could put some great loot at the end of it or crafting/base building materials. I'd love to see an oil rig far out in the sea with some abandoned chinooks an mil gear, maybe the odd bunker randomly scattered around, could even stumble across a rare doomsday ppreppers bunker with mountains off food and an svd or so. That underground bunker that used to be in the game i think? could be opened up and made into a huge underground complex. Some more islands with something interesting on them. Hidden caves. Radiation zone maybe. That half sunken ship near that island, maybe you could swim round the side and find a way in. Then i think military loot should be spread around zones like these instead of exclusively at nwaf, maybe your more likely to get an m4 from the oil rig but youll have to check for bandits before you hop in the water, maybe the double mags for it mostly spawn at prison island, acogs on dynamic police cars or in one of the semi sunk ships and so on. Opening up the regular buildings was a huge step in the right direction but we need some original attractions to give certain towns identities and to have fun exploring. To be honest Taviana is a great example of a map that offered a really interesting array of attractions and unique locations, I was hoping when they made this game considering that they haven't made a new map they could have worked with a few of the creators of the top maps and just really polished up 3 or 4 of them. Taking taviana as an example, the map really could have used the touch of a proper dev team to iron out some bugs and touch up and open some buildings, but thats what i really hoped would happen, or at least really do everything they can to help the modding community achieve these goals.Theres been so many iterations of this game each of them really lacking in a few areas, not so much the mod,but i really hope this is the game that they can stand back at the end and say "we nailed it" because at the moment having to judge it now, i would say its going to launch with the absolute minimum amount of content ive seen in a game to date. Charge me 3 times as much for the final product if it means you can hire the extra staff if thats the case, but lets finally make this game everthing that it should be. 3. More survival mechanics and a better fleshed out system. Also some ways of cooking are just not that viable. Having a tripod and cooking pot and setting all that up to cook fish and it takes absolutely ages to cook food. Then you can just use a stick and save yourself lugging around the extra tripod and cook meat in a matter of seconds. It's pointless. Netting fish traps break super fast for such a rare material. some gas cooking canisters dont even cook one meal! (you could add in a really rare portable stove called the dragonfly that runs on petrol/diesel/kerosene and is reusable) Some actions for things look the same or a bit derpy like spamming water fountains. Maybe using leather could allow you to add more pockets to certain clothes, Cough*ghille suit Cough! 4. Zombies. The main attraction but also the big downfall of all the dayZ' to date, in varying degrees. They were either not a threat/ definately not enough/ too derpy or, well, not enough. i hope to see so many zombies the sun itself struggles to pierce the wave of them that splash around the map. If survivors have a common enemy that is actually a challenge rather than an annoyance it might unite players for the common good. The enemy of my enemy is my friend!...for now... 5. Fix up the engine, the desync is so really real! also seeing people hiding in buildings and oddly desync out for a second is a problem. 6. Way more junk loot or mildly usefull stuff. the houses look so barren, although i like the rarer loot i think more filler in the houses would go a long way. 7. Better craft-able suppressors. Could use oil filters for cars/motorbikes as rifle/pistol suppressors. Also the ability to spray paint them. Maybe they could last somewhere in between the bottle and real suppressors or give 5 shots to bolt actions. Make them hard to find/ could also be used as parts in vehicles. 8. A way to stop server hopping, or maybe not to stop it but to give a bigger incentive to hit different locations in the same server, if only certain things maybe spawned at different locations instead of all at nwaf, and scatter them to some interesting places like above. These points could change around every server restart or so, I dunno, just a reason to hit up different locations and explore. Im sure this one is probably a private server solution, but i dont know if anyone has any ideas on this? 9. Bodies de spawning. Not that i think you should be able to get to your gear after you die but ive had plenty of instances where the person ive killed has despawned as i was looking for his other friend that logged. its not great. 10. The ghille suit to work, maybe with the new renderer coming in there might be changes but even if they made it 100x harder to get the materials but made it actually good. The devs made a really cool looking one just a shame it's not useful due to the way people render in. the cons far outweigh the pros, which is camoflage and its failing at its one selling point. Would be cool if you needed way more to make but maybe you could also make a low profile backpack only the size of the school backpack or so. Also i think you should be able to pour water over yourself to get the soaking status and use water pumps to do the same thing. 11. Chopper crash sites. This one breaking point did really well, you could see them fly round the map and crash and it really added to the feeling of being a helpless survivor on the ground. It made it feel like things were going on outside the map and added to the immersion, instead of a chopper just appearing on the ground. 12. Spray paint tent. Or camo tents 13. Health. It would be cool if there was only so many times you could spam an apple tree. if you could only get 2-3 it would benefit the survival aspect. would also be cool if you added an extra level above healthy for those that have cooked and eaten fresh meat/veggies in the last day or two so it gives a little more incentive on that front. And i think it should take longer to heal from low health so iv bags and blood bags are worth finding and using. 14. super rare dog companion that you can send on ammo missions or whatever. who doesn't want a dog to explore the wasteland with! 15. Really good base building! and balanced base building, if it takes someone 100 hours to build a base and collect a nice stash of guns, it shouldnt take fred and the [NOOBZ360YOLO] clan 20 minutes to break in when your fast asleep, maybe a base that appears when your online? i dunno.. 16. AI, this one isnt for everyone i guess, and is more my opinion but i kind wish that heli crash sites had a few ai that guarded the choppers that crashed, then radioed for help before extracting in another chopper and blowing the wreck or something, would be a cool gamble to get the best guns. 17. An auto run key wouldn't be the worst idea. 18. A way to catch the land fish... wait... wrong game. This game has a really long way to go in my opinion and i think at this point its up in the air on which side of the fence its going to land, but this game has been modded into 2 armas already, in which the community has already done alot of the work. I really feel this game deserves to not only succeed but knock it out of the park and i hope the feedback we give now helps to shape that outcome. And before anyone chimes in with "this is an alpha" and "you cant run a marathon without putting a few band-aids on your nipples" i know, i just want this game to succeed!
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Oh god, I read them - I patiently wait every week (now 2) and read them. They are the reason I go and check forums every 4 hours. It's awesome, it really is - but it's not a good pace still. I mean they plan on adding construction, smart AI to zombies AND animals, mod support (which at this point we haven't even got any singleplayer or server files), finish the renderer until february 2016? Sure you could say 4 months is alot of time but it doesn't seem realistic to me comparing the progress in the past 4 months. Let alone all the new features such as parts falling off vehicles, rocket launchers, aerial support, soft skills, beards and contaminated terrain. As for modding - I believe you are wrong. I believe making a terrain will be a very similiar process to how the previous games did it as I have experienced all of it. The terrain heightmap, satmap and mask (responsible on how the map will look like without any objects) will still stay the same because it's the basic of every terrain for every game. The configuration of addons (variables may vary, but not the config syntax) will stay the same and the object placement will stay the same and if it won't - there will be a tool to convert any of these to the way the new engine will read it because if I'm wrong the work on the removal of legacy code will be much longer than 1+ million lines of code. Modelling will use FBX which can be easily ported into from p3d or the source files if you are the legitimate owner of your models. The only thing that will change is the sqf syntax to enscript which won't do much to modding unless your mods contains scripts which is highly unlikely to mods that do models or maps (all of these use files and configurations). Everything you port requires an edit from one game to another, except for terrains in the case of ArmA 2 to ArmA 3 and I also believe that porting maps from ArmA 2 to DayZ (can't tell about ArmA 3 as the road system is different) would require little to no change to run with DayZ - and yes - I inspect the files of every update and I've learned how it works now - I barely believe the config language and mapmaking will be changed and a tool for us won't be given incase it does as the whole object placement and config would require a team to sit on for months if not years to change the whole code. Therefore, mod support will be very similiar to ArmA as far as I see it and until a word from a developer that will prove it wrong - that's how I tend to see it (and the current public build of dayz proves my point). As for the pace, the development is being really slow. I do understand the reworking on 1 million + lines of code is a hard time - but is it half a year for a big team which sits on it for atleast 8~ hours a day? Again I'll say it - I am not bashing the dev team in any way - I just wish to get *some* information on what's going on and I think a lot of people want the same too.
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So we had a thread like this a while back, probably in Q1 or Q2, we are now in early Q4 so I decided to tally it up. One year ago the DayZ dev team posted a list of goals for 2015, these goals were divided into the four quarters of the year. Where do we stand today? Q1 2015 Basic vehiclesWe got two versions of one vehicle, I'll give you half a point.Central economy (advanced loot distribution)The CLE did not actually get up and running until late in Q3. Half a point.New rendererI don't think we ever actually did get this but I may be wrong, for now you get no points.New Zombie AILol, no. Zombies have been removed from the game entirely, no points.Basic stealth system (zombies, animals, ...)Yep, the system is very basic but it does work, 1 point.DiseasesWell we got Cholera and Kuru, I'll give you 1 point. So for Q1 you got 3/6, half of your goals were not reached. Q2 2015 Advanced vehicles (repair, modifications, ...)Nope, you added tire repair but I won't even give half a point for that as its not needed since the tires respawn after every reset.Advanced animals - life cycle, group behaviorThey do seem to roam and group together but do little more than seek out water and drink until they are scared away. I'll give you the point though.Player statisticsNope, no points.New UI Stamina / fatigueNope, no points.Dynamic eventsNope, no points. For Q2 you got 1/5, the majority of your goals were not reached. Q3 2015 TrapsBear traps and landmines but no craftable traps. I'll give you the point.BarricadingNope, no points.Character life span + soft skillsNope, no points.Animal predators + birdsNope no points.Aerial transportNope, no points.Console prototypeNo? I don't believe so, no points. Q3 scored a dismal 1/6, I'd call it a complete failure due to the fact that the traps were so basic and are not even in the current patch. Q4 2015 BETA versionDoubtful, but we'll see.Animal companions (dog, horse)Lol no, you haven't even shown basic work on these, I doubt we'll see them in 2015.Steam community integration (Achievements, Steamworks modding, etc)If only, at this point modding is all that could save this glorified mod.Construction (building shelters / walls / ...)This may actually come true but once again, I doubt it, we'll probably see more base building objects like water and food storage or maybe even power but base building is still very far off. So here we are in early Q4, so far in 2015 you have achieved 5 out of 21 goals that you set for yourself. This road map is little more than a crudely drawn line over craft paper in a preschool classroom, oh but wait, I forgot one of your plans did actually come to fruition: "Along with the remaining updates this year you can expect a new price point for DayZ, a slight increase to $34.99 USD." Oh DayZ dev team, you are something special. I hope we have all learned something after watching them laugh their way to the bank with our money as we hold 5/21 of a game. inb4 thread locked and graveyarded, if you really want to encourage discussion on the state of the game you'll let this stay but too many times in the past I've seen criticism swept under the rug if it wasn't presented with a spoonful of sugar and a pat on the back.
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I loved it in the DayZ mod when you had to sneak through elektro to gather whatever supplies you needed to start your adventure inland.That's not how it works currently and it wasn't like that before the Z's where removed either. Plenty of my playsessions start of with me getting killed before my grand adventure has even started.Yeah this did happen in the mod aswell people will always kill fresh spawns. Although having a common threat gives players a reason too cooperate rather then fight each other upon start. At the moment the freshspawn killer have no reason to not take the shot on the new player that just spawned in. If the fresh spawn killer knows that he will have plenty of infected coming his way, then taking the shot won't be as tempting as before. Its the same for the sniper hiding in the pine trees across the airfield. Should I take shots at that squad or will the infected give away my position? You always have to put some extra thought into your decisions. Adding loads of infected in the cities, military areas, around crashsites and maybe add hordes roaming along the coast to the game would bring back some of the true horror that the mod had, maybe even make it better if they nail the AI, the look, feeling and sound of the infected.The standalone is currently lacking that. Having hordes roaming the coast would also increase the challenge of acquiring netting for the ghillie (which should be an endgame item.)It was truly scary sneaking passed the hordes of infected roaming the roads in the mod, and meeting a player in the food store didn't always end in a game of boxing.I'm sure that having a common threat will encourage people to cooperate more.It would also encourage players to move away from the coast, explore and actually get survival experience that comes from building camps, finding and repairing vehicles, hunting and the thrill of looting military areas, finding chrashsites, hiding from or fighting bandits etc.So many players misses out on all of these amazing experiences when they just head back to the coast for pvp.I hope the DayZ devteam puts a tremendous amount of work in to the infected, the infected play a key role in the DayZ experience. I hope 0.59 will bring back the infected in masses and that devteam put a lot of work into them in patches ahead.
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I didn't read every post in this thread so forgive me if someone else has already mentioned this, but I felt the need to set the record straight here. Creating a new renderer is not a particularly difficult or even time consuming thing to do. Even if they had licensed a piece of software to do what they wanted the new renderer to do, they would have been presented with exactly the same problems that were holding them back with this one. The thing that has been holding up the process is that the old renderer is/was a pain in the ass to remove. As I recall, the old renderer was linked with the physics system (which is also slowly being redone) and the simulation rate of the entire engine in such a way that it was not a simple swap and replace type of issue. I apologize for this, but I love analogies. Changing a tire on a car is not difficult. I'm certain that a 10 year old could be easily taught how to do it properly. But this isn't that simple. If it was, it would've been done months ago. Now instead imagine swapping out the motor on a brand new 2015 car for a motor that was never shipped from factory in that vehicle. So, like trying to swap, say, a Ford 302 in a Mustang out for a 6.0L Hemi. Oh, and you had to build the Hemi yourself starting with just a bare block. And then imagine that a few thousand people are asking you multiple times per day how long it's gonna take and you know from experience that every single time you try to accomplish the next step, something else comes up. Like the security system in the car is freaking out because it was not designed to work with an engine, sensors, and wiring harness from a totally different manufacturer. Or the engine mounts don't match up and you had to borrow someone else's cherry picker who desperately needs it back. And the guy you have helping you needs to eat and sleep. The prick. Oh, and then when it's all finally said and done, you have to make sure that this can process can be replicated in thousands of other unique vehicles without a problem because if someone else puts the Hemi you built into their vehicle and it doesn't work perfectly, they will go fucking ballistic to put it mildly. So you seem to think that putting in the new renderer could have been a simple swap, but the fact of the matter is that the issue was never creating the renderer. That was probably done 6 or 8 months ago. Perhaps longer even. The real problem is ripping out the old one and not only not losing quality but also gaining performance.
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Hi there. I have been playing for about 3 days now and thought i would share some important information to all. May post edits/updates as i learn more. Choose the right server. Public/Private Private servers will require you to start a new character, however you can log into a public server to continue your current character. This scared me when i first logged into a private server, as i thought my player had died. So fear not! I recommend playing on a public sever to get used to the game. The advantages are you can log around servers to avoid bad weather and surviving at night time. However, later on in the game you may decide you want the game to be more challenging, then i would recommend a private server as you will have to face the nature of whatever the game throws at you. Also i figure that if you play in a private server, you will meet the same players often and beable to create allies and enemies. Number of players. Start in a world with a few players. The players here are likely to be less PvP orientated so you are less likely to be killed. And the world shouldn't be so heavily looted. Time of Day. This is something very important to a new player. Log into a world where the time is 7-9AM. The sun rises in the East and settles in the West. Now, if you know where you want to go, you have natures compass to guide you. If you have just started and it's raining, find a new server. Being cold and wet will kill you if you are not prepared. First Steps. Looting guide As you enter the game as a first timer, or a troubled survivor. Look around for some tall buildings which should locate a city, or just your nearest village. have a "stick left" or "stick right" policy, where you enter the first building on your left, then you stick left hitting every building on the left hand side until you loop round to where you began. Making sure every building is ransacked. As you enter a building, press tab to bring up your inventory and walk around the room. Any items in that room will display on the left hand side of your inventory. Water Since playing, i have only had to eat a couple times. Drinking is a different story. You will dehydrate quite often. Fortunately, water sources are plentiful. Hopefully you will be near a city, and i think every city and some villages will have water pumps, and also lakes rivers etc. Ideally you want to find a canteen to fill with water (however you can drink from these sources without one) I made the stupid mistake of throwing away my 2nd canteen thinking one would be enough, how naive of me, i very nearly died. Now i carry around 4 canteens. This way i can rehydrate myself whilst raiding areas that are far away from water supplies without having to pit stop to hydrate, and if i am close to death it should be enough water to begin healing. If you become thirsty, you can drink a couple of times to clear your thirst, you can then drink two more times to become 'hydrated' and then drink two more times until it displays 'i am really stuffed'. I highly recommend doing this if you are at a water supply. You can even drink more and become 'over stuffed' which looks problematic, but i actually had no side affects from this status. Once you have canteens filled and are filled with liquid, any extra beverages you find should just be drunk on the spot to keep up hydration. P.s. I have had no problems drinking straight from these pumps without using purification tablets, and no problems with 'damaged' cans/canteens. See Water Pump Locations map below for spoiler. Food Stuff your face until it displays that you are 'really stuffed'. It has been at least 6 hours since this status and it still hasn't said i am hungry. Then begin collecting canned goods that only take up one space. If you come across the carbohydrates that take up more than one slot, just eat it their on the spot (i.e. cereal). You will probably need a bladed instrument to eat the canned goods, you can also find a can opener which only takes up one spot! (and if you want the ultimate multi-tool blade) - http://www.primagames.com/games/dayz/tips/how-craft-improvised-stone-knife-dayz Heat Ideally you will log into a server where it is not raining. If however you want to stick it through the harsh weather life has thrown at you, follow these steps. You will need a bladed instrument that can cut bushes down. You will need a match. You will need either paper/rags/bandages (obtained from a book/ammo box/rip up shirts/hospitals) Now you can cut down a small bush (you will need 3 spaces) to collect some sticks. You can now combine the stick with a bandage or rag or paper to create a firepit on the ground where you are standing. You can load that firepit with more burnable stuff. Now light it with a match in a building. This will warm you up very fast. As a new player, being fed, hydrated and warm is a make or break situation. It really is a 'Sprint-around-every-building-praying-there-will-be-supplies' situation. Chances are, you might come close to death and you screen will turn black&white. What you have to do is stuff your face with food and water and your status should become 'healing'. Now wait 5 minutes or so, log in and out. And your screen should be back to normal. (You might not have to log in and out) I might also note, i do sprint everywhere. Some guides will tell you not too, but it's worked for me. Just know your water supplies. Now here might be some spoilers.... Maps (Player Made/3rd Party) Ideally, if your a hardcore player. You will navigate yourself only using what is in the game. If you are like me however and more of a power gamer (most likely as you are reading a guide...) These maps could save your life.. Also note, some maps you find online will be old and not feature the new cities etc. The 'where the hell am i' map. http://images.akamai.steamusercontent.com/ugc/468671662627014298/C5392B7F638C16FD3D1D65FDEA3B90D4D0539782/ This map is great for one reason. It shows you where churches and gas stations are. If you can then pair the church you are standing next to with the road formations around it, combined with what direction you are facing adjacent to the sun (rise in the east/sets in the west). You should be able to find exactly where you are. Even better, it tells you the names of the areas in both languages. If you see a road sign and can't find it on the map, check out this list of all villages/cities/bases and their language counterparts. http://dayz.gamepedia.com/Towns_and_Cities Water pump locations (What it says on the tin) http://spartanwarfighters.net/2top/3forum/images/Arma_2/DayZ/standalone/WaterPumpWells_Map.png A fun map. http://i.imgur.com/8eWeckQ.jpg A map with more city/village names updated. http://images.akamai.steamusercontent.com/ugc/580153246479432329/246500332D0894DE55A3CD1584BF8D30AA5380AE/ I have these 4 maps always available to hand, and also the in-game map binded to a numerical key so once i know where i am going i can just stay in-game. Now time for some quick pointers. So far i have discarded all the kind of 'crafting' materials. Nails/hammer/rope etc. I have 4 canteens filled with water and 6-8 canned foods and i am energized and hydrated. You want to look for some more essential items. Compass (you can bind this to a numerical slot for navigation) Binoculars (again bind it and use it to scout around, i believe it is similar zoom function of sniper scopes). Lockpick (you can lock doors behind you so bandits/PvPers don't gank you) Leather sewing kit (repair damaged gear) Some melee weapons you can carry on your back, the fire axe is best in game, splitting axe second, anything else will do if you can't find these. Ideally something that has a fast animation. Always use this instead of a small melee weapon, some small weapons don't even hit your opponent. If you haven't found a large ranged weapon such as a rifle, then a pistol will suffice in the mean time. But when you do find a rifle, discard the pistol until you can gear for it more efficiently (holster/ammo capacity) You want to head NW to the airstrip on the map. South of the air strip is a water pump, and north of the base is military barracks. You will find some basic weapons in the barracks, more weapons and stuff on the scouting towers, and there is also a stone bunker that has a huge amount of loot. Here is where i found military vests and a pistol holster so you can improve your inventory capacity and also camouflage yourself. A top tip is to find the IZH-43 Shotgun, and use a hacksaw on it and create a sawn of shotgun. It is supposedly one of the best weapons in game. I'm currently using the SKS semi automatic rifle. It is a handy newbie rifle as the ammo is plentiful (7.62x39) and you can load it into 10 chamber clips and reload just by pressing r. I was able to shoot someone at medium range from a window, weakening them so had an advantage. Now you can start exploring comfortably, meeting new players without feeling unarmed and survive easily enough. Servers will restart and this is the best time to find the best loot and even vehicles http://247gaming.co.za/wp-content/uploads/2012/12/Vehicle-spawn-map.jpg Here are some more useful pages on what else to expect from DayZ http://www.primagames.com/games/dayz/tips/dayz-top-10-loot-buildings-chernarus http://www.primagames.com/games/dayz/tips/dayz-10-items-every-player-should-have http://www.primagames.com/games/dayz/tips/dayz-15-tips-will-save-your-life http://www.primagames.com/games/dayz/tips/dayz-standalone-best-places-find-gun I will consolidate and structure this guide better when i have the time, and please let me know if there is anything else you want me to cover or any questions to answer. Find me IG: Dom
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If you consider the world as a "realistic" outcome of whatever happened then the lack of deer could simply be down to a lack of time to breed up numbers. Looking through the buildings you find almost no contents, not in a "picked over by survivors" way but in an "virtually everything" way. Couple this with the lack of vehicles and it could more accurate to assume that the majority of the population has actually been evacuated rather than died of disease. The level of decay would also indicate that not too much time has passed since the human population left. This would leave insufficient time for a native animal population of any kind to expand by the time our survivor rocks up on the beach.
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I think SA is coming along just fine and hopefully in a few more updates will surpass the mod in terms of zeds and vehicles. And btw as an Aussie I remember most of my roots just fine.
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I don't know what number there "should" be, but just remember, these vehicles in SA are not like other games. It's more about how detailed each vehicle is, one vehicle in SA has as much detail as 10 of the mod. Working parts and functions, this matters more than the total number.... I would rather have them get each and everyone of these parts modular and functional, than put out 15 A2 crappy sedans. Looking at this picture I was thinking, something like brake fluid would be fun. :)
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I think that there should be total of around 15 of vehicles aside of bikes. It should include 1 plane/heli and 2-3 boats. There should be also another 30 bikes. However to balance the bikes there should be stamina and ability to ride only over hard terrain like roads or dirt roads and not grass or sand.
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I would rather a motorbike but any addition of vehicles is good. :) EDIT: I'm thinking the tractor is probably on the way... :)
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At first I expected that SA will mostly just move the mod to the new engine and eventually maybe add some new features. I don't mind more complicated mechanics as long as they make sense and work at least decently. From my point of view the major improvements are: opening buildings, inventory system (that is still far from perfect) and that is pretty much it. They have worked on zombies and failed. Old mechanic of zombies spawning in the proximity of players was still better than empty cities and villages. Working on persistence and loot spawning was the right move, but so far it is a mess. Turn on persistence and loot spawning gets crazy with entire empty cities, yet lootsplosions in other places. New melee, to my surprise, is as bad as the old system. Medical system is just different, not more complicated. Crafting is fine. Vehicles are about 1 year behind the schedule. Hunting/fishing/farming is not far from being acceptable. One of the trully new mechanics is the equipment getting damaged. So far that system is broken as fuk. Right now it's difficult to say what future holds for DayZ. Status reports are always full of supposably brilliant new mechanics that are WIP, renderer is comming or not, nobody knows at this point. Hopefully, 0.59 will come soon and with awesome changes.
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Roadblocks, hills, cliffs, all suggested before. However, I really like the SAM site idea. It's an elegant way to stop aircraft rather than "radioactive... bio... fog?" It wouldn't stop people from bailing out, though. Maybe the off limits part of the map could prevent players from leaving vehicles? Seems like a simple but effective solution to that problem. Pilots should have fair warning before they're shot down. It'd suck to put one toe over the map boundary and just explode.
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Personally I've always liked the fact I can just walk off the map. I don't care if they visually and physically obscure the edge of the world as long as they don't fully prevent the determined from making their suicidal expeditions. SAMs, mines, invisible barriers, "return to map" scripts, poison gas or other impassible obstacles... meh, no thanks. The best way to stop debug camps and hoarding is to either move objects and vehicles placed that are placed outside the map (but not players) back within the boundaries upon restart... or just delete them. This world boundary was really not a problem in the mod... but now there are major cities, military bases and other points of interest right next to, even within sight of the world edge, so...
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Disclaimer: I realise that a few threads have suggested ideas for the edge of the map, but I think none have really worked out. With vehicles (and aircraft) becoming an increasingly important part of the game, and the tendency for people to park them off map when they log out, then this is probably a good time to renew the discussion. I really want to trawl the community for ideas that the devs can draw from to fix the edge of the map. I'm sure they have already thought (and perhaps argued) about this issue. I think that multiple forms of 'barrier' should be used to preserve the sense of being in a fairly realistic piece of country and prevent jarring encounters with the edge of the world. Previous suggestions that have been posted include - making Chernarus an island, having a range of tall mountains and an invisible barrier around the map. My suggestions (not claiming originality on all of these): - make the edge of the map jagged rather than clean, straight lines. - use a mix of 'barriers' to keep it interesting. - hills, rock-formations, cliffs and sure, even mountains in some areas. - roads leading off-map - blocked by a combination of road blocks, barriers, mines (perhaps with warning signs), rock-falls, etc. - use of radiation (say that in their desperation to stop spread of the virus, governments used nukes or some such) or biological toxicity (as the devs have discussed for the new military area in the north). - for aircraft - this is trickier - perhaps SAM missiles (the lore could be automated SAM launchers essentially left to their own devices) - maybe an audio cue of a missile lock warning might do the trick, followed by a missile strike if people push too far. I imagine that a fringe of low-detail wilderness around the edge of the map would be useful so that people in aircraft don't see an endless sea of surface. - increasingly stormy seas, or sea mines for those trying to leave the map by sea. I'd hope for a boundary that feels like you are both trapped in the play area for the duration, but also are part of a larger world that you just can't access. This would stop metagaming by parking vehicles off map as well as getting rid of the jarring experience of suddenly coming to boundless emptiness. Cheers.
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Agreed. There is still some variety within what you listed, too: dirtbike vs bicycle, variants of truck, etc. In other words, every necessary niche is covered. It's unnecessary niches, game-breakers, and vanity (variety for the sake of variety) that they probably won't bother with. An example of unnecessary, in my opinion, would be large boats. Without a long-distance water destination, there's just no need for such a vehicle to exist. For game-breakers, think something along the lines of a tank -- it would ruin power balance, and adds nothing to the game really. Vanity would be having two vehicles that do the exact same job... like two different hatchbacks, for example.
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That makes sense to me. I think some of the first factories where for making beer in the days of Ancient Egypt... Also, in the early days of petrol-engined cars, many where built to be able to use alchohol as fuel. Fords where built that way until Prohibition (rather certian) and I think a number of Soviet era vehicles where equipped to do it...
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O rly... is that a bug/something they intend to change? If I am scouting for a camp, doesnt make sense it could be in the middle of a field if I was 201m away and not see it. Vehicles you can see from very far out.
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I hope before they add stamina they add more vehicles and/or more places on the map. Walking over a gigantic field of nothing for 30 minutes is gonna be quite boring.
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I really think the devs need to be made aware of this, because it could possibly be the way to a solution. Seems the client has to be disconnected before the host, in oder to spawn back near or next to a truck. Because the fking hikes after trucks really need to be undone and resolved. That's possibly a task for Beta rather than Alpha. Along with the trucks turning into North-East after a restart, these are two two most annoying things with vehicles. I'd also vote on having a function similar to Euro Truck Sim, where you can lean out of the Window and look backwards with one ellbow out the window. Otherwise people on First Person servers will have a serious disadvantage when driving backwards. It's either that or making mirrors work and this solution is simpler to do than Mirrors and costs no rendering time.
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Ah, alcohol. The reason for the development of human civilization, the cause and solution to all of life's problems. Long thought of as symbolic, symbolic of fire, of light, of blood, and even of life itself. From the very beginning of our ascent as man, to the modern day, alcohol drives us, from the gamut of beverages to the biodiesel that powers our vehicles and cities. Humanity wouldn't be as it is without the magical liquid. ...... I'm sorry, I might be tearing up -ahem- So, asides from the poetic soliloquy above, what could alcohol, and the means for making it, mean for Day Z? Many things. Alcohol could be the very impetus for civilization to make its return, in all seriousness. Alcohol, in its varying concentrations, can be used as a water "purifier", as a medical disinfectant, as a solvent for industrial processes, as a fuel, for lanterns and vehicles, or even as a currency. Clans could gather in a base, not to stock up ammunition and firearms, but instead to distill out ethanol for their vehicles. Traders could carry gallons of hard cider instead of bullets, as a medium of exchange. The possibilities are literally endless. So, let us discuss the possible means to make alcohol in-game. I will divide these into two broad categories, dependent on the amount of effort and time it takes for each. (note: the methods are simplified from real life) -Fermentation :This is by far the oldest method of producing alcohol known to man, dating back to the Neolithic period, easily further (9000 years +), and is remarkably simple, for its effects. Simply take any fruit that contains a decent amount of sugar (berries, grapes, apples, etc), mash them up, strain out the chunky bits, and set the juice aside in an airproof container for several weeks. Over the mouth of the container, insert an airlock, or even a balloon with a hole pricked in it, to let the gases escape and oxygen to stay out. Neolithic peoples used pottery, modern peoples use glass, or you could even use a large plastic jug, like a gallon milk jug. After a couple of weeks, depending on the temperature, the primary fermentation will be done, and you can either drink as-is, or transfer to another container to clarify. The fermentation results from the natural "wild" yeasts that live on the surfaces of fruits. Fermented beverages are solely for drinking. Below, let us discuss the three "major types" of fermented beverage that we could make, with only the things we see in-game.-grapes: Now, I know that we don't have actual grapes in-game, but that doesn't mean that they couldn't be inserted at a later date. They don't even have to be Vitus. In New England, which is a temperate deciduous forest, much like Chernarus, we have what are called "Concord Grapes" native to the region (https://en.wikipedia.org/wiki/Concord_(grape). They are actually used to make wines, and can be found growing wild in great long vines in certain areas of Massachusetts-apples: yes, cider! I personally make hard cider at home using little more than a plastic milk jug, unpasteurized cider, and a balloon. Comes out excellent. You essentially cut apples up very small, mash them up, strain the juice, then proceed to follow the general fermentation steps as outlined above. With the amount of apple orchards you can see in South Zagoria, I am rather surprised that there isn't (er, wasn't) a cider-making tradition in the region. Anyway, there are plenty of apples and it wouldn't be that hard to gather them.-berries: generally, any berry that is safe to eat will have at least a decent amount of sugar in them. Elderberries are actually renowned for making a good "fruit wine", and I personally am currently making a wine from mashed "Autumn Olive" berries. -Distillation :This is the more complex method, which is done after fermentation. Essentially, fermentation will only result in an alcoholic solution that is roughly 10-20 proof, or 5 -10% ABV. Distillation raises the ABV by removing water. This is accomplished by taking the fermented mixture and heating it to boiling in a closed system. The alcohol boils out of the solution earlier than water, and then travels into a tube (which is usually surrounded/suspended in cold water), and then into a different container. This distillate is pure alcohol. This pure alcohol can be burned in lanterns/stoves or in vehicles, used as a disinfectant for water or medical operations, or mixed ("cut") with water so that it can be safely consumed.-corn (read: moonshine): Come on, who doesn't know about moonshine?! -Supplies: So, while we could feasibly rely on what Gaia provides for fermentation, we could require some supplies for distillation, or even if we want to make the fermentation process even easiercontainers: on our travels, we could find some glass jugs/jars/what-have-you, that we could use to hold the solutions. airlocks: we could find a "real" airlock, or just some spare, tight-weave cloth or a balloon to use in placetubing: to direct the travel of the distillate gasbrewers yeast: add this to the fermentation mixture to "kick-start" the whole process, and have a more even product when done. What does everyone think?
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Hi all, I once played on a server called 214HQ|Overpoch Taviana....(https://goo.gl/IAExO5) and learned that it been shut down'd so now i'm looking for a server to call home that i and few friends can play on that has all or some plugins that are listed below: Server details Chernarus or Taviana but preferred Taviana Overpoch mod Active Plugins Self Blood Bag Blood Regen Overtime Deploy Vehicles from toolbox (ATV, Mozzie, Bicycle, Etc.) Vehicle Towing / Chopper Lifting Plot Management Master Vehicle Keys (Retool all vehicles to 1 key) Single Currency & Advanced Banking Service Point SnapPro DZAI Patrols DZMS Missions and Hotspots AGN Safezone Commander 4 hour restart Group Management SlowZs please post your server's IP so i can check them out Thank you p.s. Sorry if this post is in the wrong area, please move it to right spot if needed.
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Where do you even need all of the different vehicles? Truck, bus, car, bike, chopper, plane, and boat. One of each would be more than enough for this game because DayZ isn't about vehicles. If the vehicles are customizable then it's even better.
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I do not agree with people who defend the RPG options in this game.From what I remember it announced Bohemia this game as Survival, where the main task will be to survive on an island full of undead and other players as well as other wild and dangerous animals. Forgive me but I what to play Survival in common with tanks, rocket launchers? what is the point in the Survival option then?I can understand the weapons, even I can take a variety of vehicles but not tanks, helicopters and rocket launchers! The game then does a typical action game and what is the point of fear of zombies?I think that is too much and too much this game gets toward the ARMA.It is, or was supposed to be a game of survival and they are doing with the typical action game.As I was initially thrilled project of this game and what she had to offer it now gets more and more skeptical ..I thought, in the end game in which man will at every step he feared wild animals, zombies and tp But the emergence of rocket launchers, grenades and tanks that are no longer elements of survival!Already in DayZ feel more climate action games and not just come Survival little empty server, and within an hour you have a nice weapon with all the improvements and only what you is to shoot everything that moves .. I just had to look gra Survival, but no what to do..I absolutely could not believe I'd creators of this game! just announced the creator of Payday 2 that will never bring micropayments and now what? they judge it as you believe in ensuring game developers
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ya the actual game is in a pretty sucky rut right now. They have set the officers tents to "attract children" mode to keep up interest and NO ONE is driving trucks just hiding them. But presumably those things are deliberate by the devs. As to the RPG 7, its utility depends on the utility of vehicles. If vehicles actually start to be used in the game by clans instead of simply being hidden then a means to raise the risk of putting 8 guys in a truck for a raid is a good idea.