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Showing results for 'Vehicles'.
Found 41868 results
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Wait, what? Can you clarify on what you mean & tell us roughly how many vehicles we will actually have at release? Nobody expected DayZ to have dozens of vehicles like other big releases these days - but I hope Bohemia realizes that they will be tarred & feathered if they release DayZ with ~5 ground vehicles. DayZ mod initially had maybe ~15 vehicles total, which most players don't consider a "large variety", but the bare minimum...
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Test Left Ctrl+Mouse movement. That way you can move your head position inside vehicles in Arma. Maybe it's also still in Enfusion. That could help until the problem is solved.
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Basically. While I can certainly see the "uses" for an RPG: taking out vehicles, taking out bases, taking out large groups of enemies , I ..... can't exactly see the "need" for an RPG. Taking out vehicles? Wouldn't it be "more efficient" to stop the vehicle (with a roadblock, which would be pretty easy to make), shoot the driver, and take the vehicle? My plan: a running truck, all for the cost of one bullet. RPG: ruins of a truck (all that fuel, all that gear!), for the cost of an RPG round Taking out bases? Wouldn't it be "just as effective" to starve out the defenders, or set their gate on fire? That way, you don't waste a RPG round, and all the stuff inside doesn't get destroyed..... Taking out large groups of enemies? If they are players, and group up like that, they deserve to die. If there is a group of infected that large, 1) you fucked up, and 2) small arms fire will be adequate Meanwhile, we don't have a realistic clothing system, or even one that makes sense. Nor working temperatures, nor "survival mechanics".... But, you know, helicopter and RPG :( I am seriously concerned about where this game is going
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List of Ideas, ive thought of over the past 6 months
BeefBacon replied to magetut2's topic in Suggestions
A lot of these have been suggested before, some of it is planned. I'll address some of the more interesting ones. Slightly opening doors is a neat idea. I think slowly opening doors has been suggested in the past, but being able to open doors partially and then stop would be pretty cool. I like the idea of dizziness and concussion after crashing. Even just unconsciousness for a few seconds would be pretty cool, especially if vehicles could catch fire. It'd be neat if you crashed and were knocked unconscious and your passenger, concussed, had to drag your body out of the burning wreck. I could get behind that. Suppression to some extent exists already. Smells are an interesting one, though. I like that you've suggested how they could be displayed visually. Would they serve much of a practical purpose? Maybe not, but it's interesting nonetheless. Random spawn scenes are again interesting. Cool scenarios you've posed. Certainly I'd like to be more immersed at the very start. As it stands we just spawn in standing on a beach with pristine clothes. We should spawn prone, wet and with badly damaged clothing. First priority should be finding dry clothes or building a fire. -
Vehicale Windows Attempt Number 2 This is NOT a bug, it's sloppy modelling on behalf of BIS which has persisted since OFP. This is a discussion to make sure BIS 1) Fix the idiotic positioning of the driver height and 2) to make sure they don't copying the idiotic modelling to every other vehicle they introduce. Even in an alpha state, the animations have been set for the height in the game meaning some rework is going to be needed. Is that going to ever go to be changed or can we expect our side windows to be useless like they were in OFP, Arma, Arma 2 and DayZ Mod? Most people when they turn their head can see out of the window and up as well. Maybe we could have the same for DayZ vehicles too, please? PS. I PM'd Bones to unlock my thread and have heard nothing though he was almost instant to lock it. If that one gets unlocked can you merge them please and in future, maybe not be so quick to lock them?
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List of ideas i have came up with over the past 6 months i started playing day z SA Some ideas may have been mentioned soo dont repeat this line Hold interaction: which has been previwed by the the devs with an example of rice but what i suggest is for alot of stuff like picklocking doors you have too hold the interaction key down when opening a door you can slightly open it by holding the interaction key and moving foward slightly to get cheap shots through doors same with vehicles and windows in vehicles in the action menu where it has raise window/lower you hold either selection done and it starts going up or done for instance (this isnt important) for starting a vehicle you must hold enter on turn on engine and then press w too accelarate too start a vehicle aiming weaponary out windows or vehicles, i reckon this should be released early in the stages of vehicles ild like too see early vehicle warfare, and also meaning you dont nessisarly have too exit a vehicle and be shot up too defend yourself, i reckon guns should not be limted, you should be able too hold a rpg out the side of a car, you should be able too right click while in first person too unholster a gun, in a vehicle and press shift too hop out the car window and aim over the roof in vehicles you must be carful why shooting guns because shooting the vehicle from inside will damage, and injure other players inside the vehicle crashing, i know its too much memory and other issues too use beams or soft physics but i reckon Gta 5, + extra effects like AIRBAGS, and applying seat belts can stop damage or death from crashes but when it comes too visual vehicle damage it should be noticable like scratchs dents, basic deformation and collision physics, crashing is extremly loud, and there should be extra effects like dizzyness, loss of conciouness brocken bones, and remember with out a seat belt, well who knows where end up, inside or out of the vehicle, fire should be a big factor in the game for vehicles and structures, i reckon they should have burnable props from clothes catching on fire and having 3 seconds too take it off before it spreads or in a house were someone, has throwen a molotov or let a torch, thats on fire accidently touch a curtin or something that can catch fire easily without actually pressing a key or interacting too do it applying this can cause serious lag, but if done right with a minor effect, itll be fun too set a house on fire with someone tied up in it or someone blazing up house and corn feilds and forests with a flame thrower fire attracts large zombie attention including smoke being visible from a distance Smoke helping as a extra signalling device? sharpnel, and other bullet effects in fire fights guns and bullets should have more than just a killing effect, like supression, from sharpnel supression can cause blindness or injures, after death body aging, even knowing this prosess can take years i reckon it should be added we body can decompose and start aging leaving a very bad smell. this goes for items, items age without being held senses, smelling, should have a visual affect and ingame affect, where it has certain colours and player interaction like smelling dead corpse has a black blur screen affect on the edge of the hud, or something like gun power mabey not a full screen visual effect mabey some indicator in a corner with a circle that changes colour around certain smells ranging from petrol, zombies, smoke, bad smells can cause vomiting i havent gone far in this subject. climbing trees (auto animation too a good spot in a pine tree for instance if climbablee too snipe?) garages, why isnt there garages with movable doors too? powerstation, too edit and control power in towns, from housing too street lights, too gas pumps also talking about power workable light switches, eletronic security?, if that was around during the time frame cameras? vehicles modifaction, wheather its speed, aromour or fire power you are looking for this should be added attachable door light machine guns replacing the mirror to be able too aim a LMG out of a sedan would be cool , lets not make this a racing game but ability too modify the engine and parts, and also adding fortifaction, or even spikes around a vehicle or a plower on too a truck, stolen from a train? heavy items that require more than one person too lift giving the indication of having a squad like a player on a strecter or carrying people too safty or vehicle part like a hood or trunk of a car or furniture for base building taming aminals should be added** random spawn scenes, respawning] like waking up in a crashed car on fire and having too smash your way out, or in a bed, too be found woken too a zombie trying too break in, or wake up lying down on a beach on spawning random generated equipment too, too have a good start like being a military soldier, woken at a crashed heli with a broken leg but with weapons ammo and clothing housing and storing stuff should be very imortant in this game with have closets too put clothes in or houses with a basement? load the walls up with guns too choose from and stockpiling food and ammo storing items in vehicles should be free form, meaning you have too open the trunk and try jam stuff in there, though this can cause large lag issues but means you can have fun placing objects in vehicles like quick access with a gun on the seat or glove box Thanks for reading part 1 part 2 coming soon
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Not quite sure what an RPG is going to be useful for. Are we expecting the zeds to start attacking us with armoured vehicles? Very limited use this thing will have to the point of making it practically obsolete. Oh and talking about windows, time for another rant thread about those dumbass things.
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I have seen a fair few defending the move and saying they don't care etc in avid defense of the game. Apologies though, everyone was not the right choice of words. I have looked at the road map I have seen MANY comparisons with what they have and haven't delivered on, I have looked at all the changelogs and my lack of hours is purely due to me not wanting to burn out the experience IF it ever gets released. The fact is, as i stated, they have promised a relatively meager amount and have not delivered on even half of it. That is not objective, not up for debate, they have failed to deliver on the large bulk of what they have promised and have in fact taken out a massive part of the game that made it popular in the mod. The fact is i am not a programmer or a game dev, but when taken into comparison with other games, (as i mentioned but you ignored entirely) who have smaller teams, smaller budgets, are arguably bringing more to the table in a shorter space of time, goes to show that this team is either lack luster, severely understaffed or just plainly inept. Also having been someone who sunk 1000+ hours into the mod, and was shocked at how much worse the SA was within the first 10-15 hours and made me not want to play at all until beta. Now the devs said a beta would be released at the end of this year, is that going to happen with the current state of the game? No of course not. A full release in 2016 like they promised? Again of course not. These are not raging ill informed arguments, they are just facts. You can argue the complexities of game development till the cows come home, but looking at the timeline, the changes, the multiple backward steps and so forth, it is clear this game is grinding to a halt. By the time it is released (if it ever is, which i doubt), lets be honest who the hell will care? Probably only the hardcore community, most of which are moving onto better games now and will have burnt out on the game by then, basically where does dayz sit within the current spectrum of survival games, well pretty near the bottom to be honest. The dev team have to pull either finger out of this game will be condemned to a war z like fate. For reference original road map for 2015: Q1 2015 Basic vehiclesAdvanced loot distributionNew rendererNew Zombie AIBasic stealth system (zombies and animals)DiseasesQ2 2015 Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behavior)Player statisticsNew UIPlayer staminaDynamic eventsQ3 2015 TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeQ4 2015 Animal companionsSteam community integrationConstruction (base building)BETA version, expected price 34,99 EUR / 43,99 USD
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I have to agree somewhat with the OP - the format of this early access game is very different from the beta (playable demo) format of the early access the industry has gotten us accostumed to.. This game is being presented to us a bit like it is presented to Beta testers and QA teams, except it is completely playable (by that I mean that the whole game is being presented, not just segments and/or isolated mechanics, like it would be in a QA environment) and I think that perhaps the backers (the consumers) were just not used to this sluggish pace of development when changes to the game engine are being implemented ... I don't doubt that the whole development team is on board for finishing this game and that the truly interested and involved players get to contribute and are noting the progress as evident - but I also don't doubt that the average consumer was in their right to be disapointed when they were able to pay for a product two years (and counting) before it was fully disclosed (or finished) to them.. On another note, I count myself as a defender of this game and the developer team, but the progress is very slow and its getting hard debating with friends on weather the development is headed to a halt or getting ready to speed up... For example, the other day when discussing some Arma 3 mod with a group of people I sometimes play it with one of them said:"I like this mod, feels good... Makes me wish DayZ SA didn't die.", and I would reply:"But it's not dead.. The development is ongoing.", to which he replied:"Oh? Really! I haven't checked it out since May, I thought it died... So are vehicles in and usable and how's the basebuilding going? What about modding stuff?" ..... What do I tell this guy? I told him what was added and I couldn't convince him the game was even worth the download to check it out... how do I convince someone to buy it first then?..
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every other month I have a discussion about this with my brother: what is really happening in DayZ, is there actually some real progress, and are there chances it will be finished at all? In this discussion I like to point out how well an other early-access backer-founded game is doing - it's a pleasure to read star citizen status updates, and exciting to follow the little pieces of released content... one difficulty of DayZ is surely, that "the game was already there, so give us some bug fixes and we are happy!" of course it cannot work like that, and I do not want to complain here about the numerous bugs still present in the game... but (yes, it is one of those but's...) it is the way the game is presented that makes me doubting that the persons in charge have a clue what they are doing. how many official pages are there about DayZ? there is a developer blog at http://dayzdev.tumblr.com/last entry April 18., it does not point to another blog/forum whatever - did the development just stop? I can imagine the developers have more important things to do than to blog, but dont just leave it like that there is dayz.com/dev-hub which is apparently the same as www.dayzgame.com/dev-hub, and who would expect https://store.bistudio.com/products/dayz to point to at least to one of them? It states: "We estimate that reaching Beta version with all key features present will take more than one year from current stage. " but wise enough they did not give a date for this statement. www.dayzgame.com shows a "Development Timeline" - no, it is a calendar, where someone sloppily added one re-occuring entry for "scheduled maintainance" until May 2016 - probably they don't know what a timeline is? But no, there is this other timeline (.../dev-hub), which has a marker for the Beta version sadly in distant future, but fair enough, delays in sw-development happen. But uuuups- it reveals how DayZ is moving into 2015 (sic!), with Q4 we are already in the beta, riding our air vehicles... and that the new renderer was planned to be finished half a year ago... wait, according to the status report from October 15.: "As of this report the Engine team is focused on post processes and making sure that we have visual parity (making sure the visual quality is at least the same as the original renderer). Once that is done they'll be focusing on optimizations and multi threading. This will require a good amount of QA time before it hits experimental, but as we've said before - we need to have a visible improvement on performance when it hits experimental." I understand it is more exciting to build a new renderer on your own than to do other coding tasks, but was it really necessary for this game, why o why just don't use/license an existing one and use this effort for other issues? ( or is this just bi-studio politics? ) players were looking forward to store things in tents, and have better means to cross the islands than running - but no, we find new ways how you can force feed each other with rotten food or bqq from your friends corpse, and start presenting new ideas like that probably in the future you could get a disease from that, or you would need to build your own tooth brush to prevent your teeth from rotting in your mouth. no, at this point all these new ideas how to have an even more complicated life, and half-yearly updates on the status of the renderer do not make me excited at all. ... These discussions usually end with him noting that beside all of these problems he already had more fun with DayZ SA than with SC or other finished games, and it is true. it is just the way the game and its progress is presented is disastrous does not help to encourage confidence in the project. (edit: disastrous is certainly too harsh)
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But why exactly do simple firearms and vehicles somehow make the difference between ArmA and DayZ less clear? If simply having content shared between games does that then we should never have a Saiga or CZ-550 in the game because those are also in ArmA. Plus, this is an RPG-7. It's not unrealistic by any stretch. Also, considering that you're convinced helicopters will be very detrimental to the game, I'm interested to see what's so bad about RPGs besides the fact that they're a military grade weapon that appears in some other BIS titles.
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ClanDoolittle Dayz Mod 1.8.6.1 Chernarus Based upon normal popularity, currently clear skies and sunny. 6 hours restarts. Active admins and coders. Very open to community requests on the server. Extra Features Enhanced BasebuildingExtra Buildings and a Owner/User system so you can share your base with other teammatesIncludes Guard AI and Guard Dogs. Dogs can accompany you on travel and help with Zeds and Animal Hunting.Increased storage optionsBase Motorcycles on restartGrave MarkersOnly the player that died can see. Aids in corpse retrievalCustom Group ManagementPersists across deathPersists across logoutCan see group members names on screen and positionCustom Mission SystemMultiple Tier of difficulty missions with a large variety on each levelMany of the missions are mobile with the AI driving across the mapSpecial hidden vehicle missions. Bandits drive vehicles across the map unannounced. If you can find one and capture it, it becomes a real vehicle in the database and is yours.City Bandit Raids that randomly happen. Gear is airdropped into the citiesCity Assaults you can activate from a radio in key cities. Similar to raids but better loot and harder AI Starting SetupBike Depots along coastAir Dropped motorcycles at key citiesRandom starting gear - melee weapon, map, and radio to get you startedAir planes at all airports to aid in fast starting movementCustom view Distance abilityAI Cities that you can try to invadeHidden AI campsites throughout mapDeath Messages and statsAll stats associated with deaths are tracked and displayed with custom debug. How many, where, longest, zed, the person who died the most, and many moreMessage on screen with gun image for deathsMiscAbility to take down your camo nets & wire fencesCarry two riflesCop cars with sirens and lightsNametags for players when very closeFog in key areas
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"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
Rufert replied to scriptfactory's topic in General Discussion
The fact that I don't have very good control over my character. While one to one control over your character in video games is impossible, Dayz does a lot of things that just makes you feel like you're playing mechwarrior rather than being a guy doing stuff in a game. I'm not saying I want to be a backflipping ninja or crazy COD 360 noscoper. But the way you're locked into many animations, can't cancel them very easily. Unable to get your weapon out. Often unaware of what state your body is in(something you'd be able to feel in real life) But instead have to look down your body to see if you remembered to put your pants on before leaving the house, or if you're crouched and if you have your weapon out. The latter made a lot worse by the unresponsiveness of the controls, in particular using and equipping items. I've died numerous times clicking the hotbar to get my gun out, and it not responding, me clicking again, nothing. Third time it comes out, but instantly puts it back again because it then registered an earlier click. It's really dumb. Also, I feel put off a little that every character in Dayz is a very disciplined military man. Most would in my mind be civilian. Since it seems random who is immune to the virus, more civilians than soldiers would survive since there are just more of them. You're unable to easily navigate simple obstacles. Crawl out windows ect. Run up stairs. Shoot from vehicles, or while running. Things that some dumb panicked civilian would do. I'd very much like there to be a panic button, one that immediately cancels what you're doing so you're free to move, at the cost of throwing whatever you have in your hands on the ground. And something that allows you to sprint madly up stairs or over obstacles with the added chance of items falling out of your backpack or falling on your ass. You know, for those times you're being chased by a madman with an axe, sprinting away, but decide going up these stairs can only be done at an elderly mans pace. Also, I feel like bits of the world are badly designed. ARMA 3 has the incremental crouch which is fantastic. Dayz does not. And certain barricades or walls have slits in them that are just between the three different heights you're able to put your character in. Crouch, too high, prone too low. All you can do is get shot from outside. I think that if they're not adding the ARMA 3 crouching mechanic then at least design the world to work with what they have. It just feels bad being shot and killed because you guy is a robot rather than a real person and refuses to look through a crack because it is at a certain(but completely reasonable) height. -
You might wanna look into this old thread (which I like a lot). Unfortunately these ideas will be left to the modding community, because the game is in late Alpha and appart from soft-skills and vehicles I don't think much new will be added. https://forums.dayzgame.com/index.php?/topic/45284-control-old-industry/
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Brian, since you've joined the project a bit later -- do you think the alpha was launched prematurely? Given your current issues with the RV engine, do you think netcode and engine requirements should have been considered more carefully before going into early access, so as to prevent having to re-do a lot of work (such as code related to animation) you've already put into the game? Or do you think that the only way to make SA truly shine was to go ahead with releasing this really early alpha? Apart from securing funds via sales, what do you consider are the other advantages of this bold approach? Also, I'm interested in how useful gameplay metrics are in this alpha stage. Given that gameplay will obviously change with introduction of new weapons, fatigue mechanics, vehicles and most importantly, things like the new animation system and polished netcode which will allow less clunky gameplay -- are you guys taking into account what occurs now gameplay-wise? Is it even a good idea to spend effort balancing a very incomplete game? And another question if you don't mind -- are you guys at all worried about the community splintering into too many exclusive parts? There are various ARMA 2/3 survival mods, all segragated between public/private and 1pp/3pp. SA right now is already similarly divided and with modding on the horizon, the playerbase will divide even further. Are you at all worried that the total playerbase will be spread too thin? I ask because while the 3pp players have a lot of places they can enjoy themselves, those who prefer 1pp exclusive gameplay have traditionally had (and still have) issue with finding populated servers. Are you worried that the same might happen with SA when the modding community "takes over", so to say?
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Hey Brian. I Hope I am not to late for my questions. It would be great if you can answere some of my questions. :) Thank you. 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 lags with it. 7. Will there be visual changes to the small lakes? Because the water there looks not very beautiful. :(
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They have pve servers in H1Z1 that doesn't really focus on the bullshit shoot on site pvp. I prefer those over the pvp ones. Gives me solitude to craft things and improve my base. Hunt for deer, bear and wolves to cook meat with and make bio fuel for vehicles. Besides H1Z1 developers were mainly focused on bug fixes for quite awhile there. But there back on track to adding in more survival elements and to brush up on other things.
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I like your idea but a system similar to that from ARK actually makes a lot of sense as well. There are a few different movement modes:Mode 0-1: Resting/standing still = Speed x0Mode 2: Crawling/crouching/walking = Speed x0.2/x0.5/x1Mode 3: Jogging/trotting = Speed x1.5/x2Mode 4: Sprinting = Speed x4Your stamina and energy drain is based on your current movement mode (0-4).Trotting is a special movement mode than can only be reached gradually through jogging. Basically, your speed gradually increases while jogging until you eventually reach a trot. If you go to any other movement mode (e.g. resting, sprinting, walking, etc.) you lose your "trot" status.Jogging and trotting have the same caloric and stamina requirements.You can only sprint or jog while stamina > 0.Current stamina, energy and movement mode dictate your rate of stamina regain.Resting - maximum stamina regain.Standing still - normal stamina regain.Walking - very slow stamina regain.Jogging/trotting - slow stamina drain.Sprinting - super fast stamina drain.No passing out when stamina is low.(Temporary) passing out when energy is low.Heart attack when hydration is low.I feel like this is slightly more realistic. When you are jogging long distances occasionally you will eventually hit a "groove" where you can run pretty quickly for a long period of time. Sometimes you may walk to regain your breath and then start jogging again. People can walk almost indefinitely. The main blockers are dehydration and foot injuries. I partially agree with this. Chernarus is small compared to Altis. I play on an A3 Chernarus server and you can get across the whole map in a couple minutes. It is very easy to find player camps and if I am playing in a group we can pretty much grief the entire server quite easily. That being said, I love fast ground vehicles (120kmh) and very slow flying vehicles.
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It's actually still really easy to find gear and food, which is why everyone is running around fully geared like a commando. Lack of meaningful zombies has effected the game and made it a little thin on entertainment but they'll be back in next patch we're told. It's an alpha and the game was always going to change a bunch of times for better and for worse as they play with settings and make it right. No, AI soldiers are a bad idea in my opinion. I'd just wait for zombies and new vehicles, new weapons and stuff. As far as food it's incredibly easy to stay alive to the point nobody worries about starving or dehydration anymore. I think they need to fix the Apple glitch, the Officer glitch and add hard ass zombies to the mix, all the while slightly reducing military grade weapon spawns. Then we'd have a monster on our hands ;)
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And this is why we cant have nice things is because everyone is to fucking PVP butt fuck focused at the moment. Maybe if the zombie WERE infact the main focus and should and ALWAYS be we wouldn't have ppl jacking off with shotgun's and M4A1's blowing there load on each other in a bullshit cycle of pvp combat. Vehicles and new guns really don't get me excited at the moment. Good zombie AI thats punishing to players that can't be taken for as a joke by players and that wont break mechanic wise in less than a few hours into a new patch is what id like to see.
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After a few years all petrol would have gone bad and diesel and kerosene/jetfuel for helicopters wouldn't be far behind kind of blowing the cool vehicles they have and are adding out of the water.
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Simple formula and idea Sprinting X distance tires you Forced reduction into Jog Jog for X distance tires you more Forced reduction into walk. Fuels off Stamina meter +Energy meter Stopping to sit and rest (F3) recovers stamina over time. Other poses ( prone, crouch,standing) recover stamina at different rates. Too low of Stamina + Energy = results in passing out Higher weight penalty on large items in inventory increases stamina consumption So you can no longer toggle sprint across the map with a inventory full of car batteries , weapons and gear. Pros : Long distance travel requires more forethought , Vehicles gain an increased value beyond , just convenience.
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There are a few very nice small areas on the current map that look like they are going in this direction. Its a matter of interpretation as to the age of DayZ. Some would see SA being placed after the DayZ mod which contained all new shiny items . Mod was in what 2012? so its been a few years now in real time. Since the fall of civilization. Mod was all new still working stuff.. SA could easily go a few extra years past that point . Which would allow for over growth of vegetation, aging of buildings and vehicles . With out going too far and everything being in ruins . Which would start messing with current modern weaponry and items . ( 3 years , sure still find nice items.. 20+ year.. no way. We would all be using sticks and bows ) My best argument for this style of map . Is the simple question of who exactly is still going around mowing the grass in the Apocalypse ?
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Will there be any more explosive weapons? AT, more AP or AA options? Armored vehicles or suchlike? Is there any concern amongst the devs that bases will be easy to spot and locate, once they are implemented, due to the relatively small size of the map, having a lot of towns and populated places and such? If so, any plans to remedy this, and how would it be remedied? Is it still planned to be able to "lock down" a city or area, effectively removing zombies from that particular area while it is in such a state? Any plans on underground or similiar areas with the new renderer, or will we have to stick with above ground?
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Ok i got a few questions but im not sure if someone already ask it. 1. Will we be able to carry a second Backpack in our hands maybe with both hands or move a bit slower when we do that? 2. Is there a chance that we will get different weather like snow maybe after 1.0? 3. Are there any plans on water vehicles like small boats or something like that? 4. When will the Radio be in game maybe 0.59 or is it spawning and only extremly Rare?