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Found 41868 results

  1. star-lord252

    Status Report - 15 Oct 2015

    OK I got some questions 1-what new weapons are we going to see in .59. 2-can you tease us a spawn location for one of the new vehicles 3-are there any plans for some new revolvers or reapeaters 4-are there any plans on more shotguns 5-is the new cherno going to put in in .59 6-are 7.62×39mmr and .45 acp going to be spawning in civilian and military for now on to have people actually be able to use there izh 18s and derringers. 7-are the camo jails gonna spawn mil loot(really they should just have rarer chances on finding mil weapons or high end mil gear). 8-are police stations gonna spawn some actual police loot instead of jackets pants and cr 75 stuff. 9- is the handgaurd glitch gonna be fixed. 10-are the new enter able buildings of .58 gonna spawn loot. 11- are the wip enterable building gonna be enter able in .59 12- is there a estimate time arrival of when .59s gonna hit exp. That is all....
  2. Hicks, I've got some questions about pre-existing tech that hasn't been fully implemented yet. 1. When might we see fixed/lootable world containers such as the minsk fridge inside buildings? And do you plan to add container animations (ie. fridge door opens when being looted) 2. Will it be possible to make a frankenstein vehicle by using various parts from other vehicles? (such as putting offroad tires on a sedan or vice versa) 3. How advanced will object placement get? (Such as placing maps on walls, moving furniture, attaching objects to each other, placing tent/barrels etc.) 4. Is domesticating animals still planned? (especially cows, goats, pigs, chickens)
  3. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    Yes sir - we talked about it at PAX Prime infact. (Shooting from vehicles) As far as more vehicles, yes - more are planned but it is important to understand that DayZ Mod had the large variety it did because it pulled from Arma 2 - which itself pulled from several scrapped projects in addition to its own planned vehicles. Yes, we plan on requiring different tools for different types of repairs. (Im going to get some food, and take a short break guys)
  4. GDZ_saiboT

    Status Report - 15 Oct 2015

    1) Are there any changes in 0.59 for the tripwire? 2) Are you planing to add the fridges in many houses around the map? 3) Are there any plans for adding cabinets and so on a inventory? 4) Do you know the final number of weapons for 1.0? 5) Is the visual bug with fences (not transparent sometimes) fixed in 0.59? 6) 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? 7) What do you think about cutting fences with the existing pliers?
  5. xCAPx

    Status Report - 15 Oct 2015

    Thank you so far Mr. Hicks. Really good Q&A :) :beans: - Will more animals (or animal hordes) spawning in 0.59? - Will we get an option to disable the HUD and crosshair in the future (clientside)? - Can we expect that nights will be improved with the new renderer? - You said some time ago, that you would implement stamina when more vehicles are in. Is it possible for 0.60 (or maybe 0.59)? - There are so many soccer fields in Chernarus+, will we get a ball to play? - Do you have some wishes to the community? How could we help more or give better feedback? Thx :)
  6. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    1) Should be, given their current spawning quantities and regions. However, the intent is for that to change - will be speaking more on that next SR. 2) Aside from tracking down vehicles, establishing camps, hunting player camps, acquiring high risk/high reward gear, not off the top of my head. 3) Suppressors are very rare as it is - the issue is with known duplication methods being exploited. 4) We'll see - I'm hoping that functionality will be supported when we get the new audio module. 5) I'm going to sideline this question, as we're currently working on both new mechanics for loading/chamber/reloading - AND the move for actions to Enscript. 6) VMC (as the players call it) - No we have no plans for adjusting per building maximums right now. That said, as I've mentioned before - I'm definitely interested in trying weapons being more common, and ammunition being the rare commodity. 7) Likely no - the answer to the rest really depends on what issues are still present in the build when it hits experimental. 8) This would be pretty cool, and blood shouldn't be too much of an issue - but we'll have to see if this falls within the scope of 1.0, or comes as a title update/patch post 1.0.
  7. J4G

    Status Report - 15 Oct 2015

    Are ever able to climb over obstacles? Can we ever paint vehicles? What feature you wait most to get in to the game?
  8. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    1) Yes, infected will be spawning in stronger numbers with the first 0.59 exp. The infected AI was completely replaced ages ago, the old AI and Sensors do not exist anymore. 2) As I said in the Status Report - the design team has a big pile of actions to completely rewrite in Enscript, so we'll see as they get to some of those actions how we'll handle them. 3) I hate to sound like a broken record, but just like the Status Report mentions - the behavior in the video is for demonstration and testing purposes. Obviously balancing on the "hit points" for each of these parts will have to occur. 4) We have no soldier AI to pilot vehicles, and no plans for it. I firmly believe if you see a vehicle being operated, or a survivor moving - it needs to be a *real person* - not a predictable AI.
  9. igor-vk

    Status Report - 15 Oct 2015

    Q:Is shooting from vehicles still in plans? Will there be more commercial vehicles like pick-up or vans (like ones in mod). Last night I played latest Origins mod update and new thing is that you need different tools for repairs of different parts. Since we have all those already in game, will it be like that in dayz? Can't change tire without tireiron,or battery without small wrench and screwdriver.
  10. Mustaine

    Status Report - 15 Oct 2015

    Q: Brian could you please clarify a bit this statement: "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). "? as it seems it created some confusion in people's mind (myself included). :) New renderer will ultimately look better than the current one, correct? Q: Will bodies ever be movable/transportable (like dragging them or putting them in body bags that can be put inside vehicles)? Thanks a lot and keep up the good work!!
  11. Baker.

    Vehicles not spawning 1.8.6.1

    check your instance, and ensure you have the proper functions such as pmain scheduled to run at restart also are there any vehicles spawned in object_data?
  12. I'm running latest dayz mod server vanilla, no vehicles are spawning I'm guessing it's turned off by default as I have not made any changes anywhere, can someone point to where I can set vehicle spawn to true so they can be spawned and saved by players?
  13. Kirov (DayZ)

    pre .59 hype

    Word. I really, really understand that it's alpha and never frothed about the glitches, but the truth is: 1) devs' own deadlines are not kept and by a wide margin to that. As much as I get that programming is hard, it's Q4 2015 already, guys. We're supposed to be pushing to beta soon. How close is 0.58 to beta? I'm no engineer, but I guess not much. 2) unless I want to play 'loot-die-repeat', which I don't, there is absolutely no reason for me to launch DayZ now. What I love is exploring new content and there wasn't that much of that in the past half a year. I understand that everyone is excited about vehicles and helis, but what I've been waiting for the freakin' bear since February/March and still didn't get it. By December I should be thrilling about befriending animal companions. Now I can only hope they'll get fixed animal wandering by then. Base building? Please. Just tell us we've got a half-year delay, guys. With at least some apologies it'll be easier to digest. "Sorry guys, it turned out to be much more work than we expected, now we're hoping to give you beta in mid 2016." Here, just sign it and we're more or less good, I mean I'm not going to other survival games anyway, I love Chernarus too much.
  14. iConnorN

    Status Report - 15 Oct 2015

    Hmm speaking of vehicles something I always wondered but never heard an answer to is on helicopters, would it be extremely easy to implement helicopters due to the fact that the base engine was take on helicopters?
  15. xCAPx

    Status Report - 15 Oct 2015

    Great report! That's the way to go :) Thank you very much devs! :thumbsup: Infected, new vehicles (+damage?)...NICE! Any chance we see the new controls in 0.59, or is this too early? btw: New Cherno - Houseboats confirmed? :D
  16. Evening Survivors, In this week's Status Report, Lead Producer Brian Hicks will be addressing topics such as audio, design, and will be revealing a bit of upcoming map/world changes. Also, there'll be a bit of insight on what the status is on the road going towards 0.59 on Experimental branch. Contents This WeekDev Update/HicksCommunity Spotlight: GamingRoachEntertainment Dev Update/HicksGreetings Survivors! We're going to be trying a few new things with the Status Reports from now on (from here till release). First off we're going to go ahead and move Status Reports to a two week schedule. The reason behind this is mostly due to the nature of the major tasks at hand, we're all working on larger scale tasks that impact the game as a whole. The other change I'd like to make to the Status Reports is to change the tone to a more casual and informal tone - rather than typing up the report as if we're discussing a press release, I'd like to try discussing DayZ and the ongoing changes from the perspective of one DayZ player to another. Before we get into the cool things we'd like to share with you this week, I'll get a few of the areas that are still in progress and not ready to be shown. - Renderer: 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. - Infected: We're going to be spawning infected again at strong quantities in 0.59 as the gameplay programming team has been working hard on making sure we can have a smooth 75 player experience (which is looking really good guys, I'm pumped!). However! Internally we're going over some strong suggestions and ideas on how to maximize the concentration and spawning of infected across Chernarus. I don't want to speak too much on this until we have a concrete plan on how we want to handle this. Hopefully next Status Report we'll be able to cover exactly what the plan is in more detail. Needless to say, if everything works out - I'm pretty pumped about it. - Nasty 0.58 Bugs: Things like "ground swimming" - known duplication methods, farming of the quonset hut barracks, and such are ear marked as critical gameplay fixes for 0.59. They might not all be resolved in the first 0.59 experimental push - but they are top priority for the move to stable. First up this Status Report I thought you guys would like a brief peek at some of the audio changes coming up. Now while I mentioned a few Status Reports back that the ambience is being reworked entirely (and will be significantly quieter than the originals) I don't have anything ready to show you on that -right now-. One of the things I'm excited about gameplay wise related to that is the volume balance changes, with different shoe/boot types hopefully soon having different sound profiles, gunshots themselves will also inherently be much louder in comparison with the rest of the world. In the video up above we've put together some of the changes to weapon sounds. Sure, its not the new ambience - BUT I'm personally excited about any movements towards making each weapon have a unique audio signature so when we're all sneaking through a dense urban environment or sprinting across the wilds of Chernarus we can identify what weapon is being fired by audio alone. Some tweaks will more than likely happen before these sounds are finalized, but we wanted you guys to hear how they are sounding right now. Now lets talk about something that *really* got me excited. The other week I sat down with Peter our Lead Designer, and Honza one of our Senior Designers to check out some of the things they were working on as they get access to the larger changes we've been waiting for quite awhile on. I spoke with Break71 the other week about how we thought how silly the whole idea of being locked into an animation when performing an action was. Besides the myriad of bugs that are associated with how this works and has worked throughout the Early Access - it just felt like such an immersion and fun killer. Just to be clear - the video is above is rough! However it shows what I'm talking about. The design team has significant work ahead of them rewriting every action to match with this behavior. What we're looking at is a change from an action triggering an animation and success/failure being dependent on the completion of the animation. In the example we see Senior Designer Honza (Jan) eating a test bag of rice. As he triggers the action (eating) he is holding down the assigned test key (I believe his left mouse button) his character begins eating the rice. As soon as he releases the key, the character stops eating and is free to move or perform another action. The amount of rice consumed is calculated based upon the duration of time he was eating the rice - and voila. We see a massive change in how the user interacts with the world, and performs the majority of actions and tasks within DayZ. I know I've said this a lot - but I'm excited and you should be too. Next up we have a work in progress view at how we're working on vehicle and vehicle parts damage being assigned - and the visual representation of it. I'll put a video down below. The behavior in the video is purely for test purposes. While we're happy with how each part has its own "hit point" value - and can be damaged/destroyed - the behavior of the part "falling off" of the vehicle works for some, but not necessarily for all. We spent some time discussing how he behavior should operate today - personally while I love each part being able to be damaged individually from the parent vehicle, and that change being visual to players as they attack the vehicle I'd much rather have the part be "non usable" when destroyed. Such as a door that is destroyed being "jammed" and not openable without an action, or a tool being used to force it open. This however could easily lead to a situation where a character is "stuck" inside a damaged vehicle without a method of escape that looks visually acceptable (like smashing the window and being teleported out of the vehicle when climbing out of it). The design team will be going over the best method for handling the functionality of the damaged vehicle components over the course of the next week or so. I'd like to talk about that some more in the next Status Report. On the World Design side, Senchi has been working pretty tirelessly on the long awaited renovation and update to Chernogorsk. The major coastal cities for quite some time hadn't really been touched that much since we hit Early Access - and their age compared to the outstanding work the World team had done up north was really, really visible. Now, these are still moderately early. Senchi and his team still need to replace the original Chernogorsk ground textures, and finish up the the structures - but we thought you guys would like to see how it was going.Chernogorsk is a key city for Chernarus - and its very critical we keep the stylized skyline and key points of interest intact. That said, there is a lot of room for improvement and I'm confident Senchi and his team will knock it out of the park when Chernogorsk is done. 0.59 Experimental hasn't hit yet as you all know, and I get a good deal of questions about when it is coming. As I hate to give solid dates in case something comes up in test, I'll give you guys a quick insight on what the blockers are from it hitting experimental. - Vehicle Sync: This is huge for 0.59, as we're introducing new vehicles and increasing the vehicle quantity it just flat out has to work better than previous builds. We have had some nasty bugs come up while working on this and its held back the experimental push. That said, the programming team is making some commits tomorrow and our fingers are crossed that QA signs off on the improvement. - Dynamic Events: As the gameplay programming team works on randomization of vehicle/parts state while spawning, as well as potentially randomizing potential weapon attachments on spawning, we've run into a few bugs that caused issues spawning dynamic events (as the tech behind them is shared). Obviously we need to have this resolved - but its not a major blocker for experimental at least, but definitely stable. - Memory Consumption: We've isolated a memory/handle leak issue that has caused some crashes we want to get resolved before hitting experimental, I'm sure you all can understand the motivation there. The gameplay programming team is hard at work knocking this one out. - Ground Swimming & Duplication: More gameplay blockers than anything, we're all as frustrated with these issues on 0.58 as you are. So obviously we've ear marked these as absolute must fixes. They aren't necessarily preventing an experimental push, but as we're working on the other blockers - these are top priority as well. Lastly for this Status Report - I know a lot of you have been wanting to see the Q3 2015 Roadmap Analysis, and we'll be covering that as well as some changes to devhub.dayz.com in the future that will give you guys more insight on exactly where we are with the required features and content for 1.0 at PAX Australia at the end of the month. The talk -should- be live streamed by the PAX folks, and in case any issues come up we'll be recording the audio off board and will present it post-event just like the RTX Q1 & Q2 Roadmap Analysis was done. I hope I didn't ramble too much in this Status Report, but as we're getting closer to our goal of Beta (End of this year, beginning of next year) there are a lot of large changes coming to the tech behind DayZ, and these tasks take more time than modifications to the old tech and systems. Questions? Suggestions? Make sure to head over to the official DayZ Forums and join the Status Report discussion thread for this week. - Brian Hicks / Lead Producer Community Spotlight: GamingRoachEntertainment So, we have a returning content creator for this week: GamingRoachEntertainment. Yep, he was featured once before with his excellent story depicting Quinn Bauer's quest to find his family. Considering the massive amounts of time and effort it must have taken to create a new 13 episode storyline, with each episode lasting between approximately 15 - 30+ minutes, it seemed like a shame not to present GRE's newest series to you all. This time around, we're presented with Eddy Beck's Story. Without spoiling any of Quinn Bauer's story, which is also still available on GRE's Youtube channel, I'll just leave it at mentioning that the connection between the two characters is that Eddy used to manage Quinn's career as a music producer. The first three episodes will be linked below, and I hope that you'll take the time to have a look at the full series by using the following link to GRE's Youtube account: GamingRoachEntertainment Also, in case you enjoy the RP content, GamingRoachEntertainment is streaming DayZ via his Twitch account. If you have some nice footage of you and your friends fooling around in DayZ, just send it through to the Gallery section of our DayZ forums, and we'll be looking forward to see what you're up to! Until next time, take care of yourselves! Header image credit: Hauptmann Speirs - Michael aka SMoss / Community Manager
  17. Hey all - Was feeling nostalgic and fired up a DayZ server out of NYC with some great hardware. Server Name : [DCW] OP Chernarus IP Info : 208.115.201.140 : 2302 Map : Chernarus Mods : Overpoch (Epoch 1.0.5.1 + Overwatch 0.2.5) Restarts : 8 Hour Cycles (Day - Night) Features : Single Currency Advanced Trading Single Step Building AI City (much like Sector B... but bigger and way harder) AI Missions (Hero / Bandit - Includes AI Bases) Self Blood-Bag Military Vehicles (No tanks / Jets but almost anything else) Trade Cities (All safe with God Mode / Vehicle Protection / Backpack Protection) Active Admins (No admin power abusing at all) Parachute Spawning Vehicle Claiming (You can craft a key for a vehicle spawned by the server) Best of all, it's a new server! We only have myself, 2 close friends, and 1 random currently. The whole map is still available for bases and getting setup. I'm hoping to see you all in game! Teamspeak : 66.135.59.124:10397 I hope to see you all on there! -BeeF
  18. So vehicles, persistence, storage items, animals, illnesses etc don't improve the game? While I agree the survival aspect is limited at the moment there are elements there. I'm hoping the new tech paves the way for updated aspects that have been developed in house to be quickly implemented. I will point out though, your original comment included nothing to do with improving the game, merely that you would have noticed no changes from the first release of it. :)
  19. Apart from the different items, changed town layouts, different status ailments, changed sounds, new locations, vehicles, tents, heli crashes etc then yeah... basically the same game.
  20. OnionOfShame

    More vegetation in city's, warning announcement, roads

    All of the pieces of evidence regarding the game's timeline seem to contradict each other. Many of the buildings look like they're well maintained (except the occasional bloodstain) which indicates that it hasn't been very long, and the NATO heli crashes are still smoking so they must be fairly recent. But then there's all the vehicles, every single looks like it was shot with a grenade launcher or two and left to decay for a few years. I've heard that the intended timeline is only a few weeks/months after day zero though.
  21. igor-vk

    pre .59 hype

    If you ever played any of those mods you would see that they are way more dynamic. And they have better performance, based on finished engine. People want action, they want cool weapons, they want vehicles, helicopters. They want to build bases and raid other people bases. Even I enjoy Arma3 mods way more than dayz. Sory to say that, but dayz doesnt offer anything at this moment. EDIT: Arma3 now has very good zombie mod. Anyway, I would like that they give us more experimental updates with new content and features no mather how buggy they are.
  22. Some of the cars and crashed helicopters and such look much too old to have been abandoned for only a few weeks or months. Vehicles don't degrade that quickly if left unattended. If they did, people who don't have a garage or constantly do maintenance on their cars would have cars that look 60 years old after a few years.
  23. Zaltor

    pre .59 hype

    My hope has already failed,I mean 2 years game is buggy as hell still have hacking issues, still so much lag when trying to do anything eat drink switch weapons. I'm currently playing Arma 3 breaking point mod, which is basically Dayz mod on steroids, it seems sad that this arma 3 mod runs way smoother(60fps constant with 75 players) then Dayz standalone and has more features, it has zombies, dynamic helo crashes classes, levels, housing,vehicles, blue prints to make various cool items
  24. Greetings! We over at The Nameless Gaming are a new community of players who are trying to build a name for ourselves and grow. Our goal is to have a community that is a good place to play and make new friends, as well as bring in some old ones. If this sounds like something you're interested in we would love to see you around! IP 193.3.53.26 Port: 2502 Website: www.thenameless.net Teamspeak: thenameless.ts.nfoservers.com We also have an event scheduled this weekend with huge game prizes for the winners! No registration required, just show up and have a chance to win! Note: The event date has changed This event will be held on Saturday, October 17th at 9pm EST time. This event will be a foot race across Chernarus, and will have 2 checkpoints along the way. Everyone will start the race at the same time/placeand will need to go to the next checkpoint in order to figure out where they will be going next. In order to win you must get to the 2 differenttowns/checkpoints and give your name to each admin in each town to learn where the finish line is! First, second, and third places win prizes! Prizes: 1st Place - Fallout 4 ($60 value on Steam)2nd Place - Dying Light ($60 value on Steam)3rd Place - L.A Noire: Complete Edition ($33 value on Steam) Event Rules: 1. No killing. We will be checking the damage logs to see if anyone is shooting or killing. You will be disqualified and removed from the event.2. No using vehicles. This is a foot race.3. Any cheating will result in you being removed from the event. Questions? Ask in the comments or come see us on our teamspeak!
  25. pilgrim*

    Day Z as it should be : The Earth Abides

    Yes - sorry Schlake, I was kidding around a bit. Also I was a bit obscure and ironic, sorry. I should have been more clear. The real trick for DayZ to work, is to keep a balance between PvP tournaments and "hard" survivalist gaming, with some players interested in one end, some players interested in the other end. ATM If you want PvP you have to "survive" = bandage wounds, eat and drink, find ammo, etc, just to be able to play the military PvP clan battle game Also if you want to hunt, fish, make stuff with a flint and cowguts, you still have to protect yourself with weapons and ammo, go into town sometimes, and be ready for any bandits or PvP geared-up players turning up in a truckload or two. So the ideal would be: - At one end you could live out in the woods, make everything from scratch, and never see another player the whole game (but you might get sniped by a KoS anyway, or meet a PvP pro squad) - At the other end you could PvP as much as you like, live your whole game-life in your fave deathmatch area (but you still have to find gear and weapons and food.. and not get too wet) - AND you could if you want play your game anywhere in between those two extremes. And change your playstyle to any balance between those two, whenever you feel. The map's big enough for both, but there are a couple of problems coming up (IMO): - IMO there is too much urbanization now - all through the Mod and at the start of SA, you knew where you could find miles of wild lonely woods, and also you knew exactly where to go if you wanted a fight. It's a pity there are no longer whole BIG areas of wilderness, because if there were, then players who wanted a hard-to-find base would put it out in the real sticks and also have to move distances overland to get their dose of PvP - Players who are in the game for PvP want military weapons and clothes - this is their expectation when they joined and they get pissed off when they can't get those easily - its a "player expectation", not "a fault in the game" - this is proved by games like - well, any fantasy PvP game you care to choose - you do not NEED an M4 to PvP, you can use spears, shotguns, sledgehammers, whatever.. but players who arrive from standard CoD and deathmatch games come to DayZ with that expectation (modern military hardcore). Perhaps they've been encouraged too much (maybe?) but those players are an important voice in DayZ, there are many of them. - Players who want "survival" find it too easy to survive ATM.. so I guess they want more 'hardcore' survival. But ya know, IRL "hardcore survival" there really ain't no such thing. IRL either you can make it and stay alive where there is food, protection, and the stuff you need (IF you are smart enough and know how the locality works) or there is not what you need... if it's minus 30 degrees at night and there is no game, no plants, then you're screwed, however well trained you are as a Real Life Survivalist.(sure you can survive a night or even a week, but you cant LIVE there, no way, you will 100% die). But if you can find seeds, make shelter and scavenge in towns for food and old blankets and bits of metal to make knives etc, then you can survive ("easily") - But that is post apocalypse survival, NOT "out on the tundra alone" survival. So the survival aspects of DayZ are a little too much "nature trail" = roughing it in a pretty, non-extreme, nice environment .. and not nearly enough "post apocalypse". eg no "survivalist" in their right minds would use flints for arrowheads if they could find an old hacksaw and fix a section of sharpened factory gate iron on the end of their wooden spear. So at present for the PvP players, scarce ammo is just making them nuts and they complain, it's not the game they signed up for. And for the survivalists, woodsmen, it's not a challenge it's just a habit once you've understood the parameters of the game and how each object works... the country is not going to dustbowl on you, it's never going to be minus 12 at night, there are no forest fires, the hunting season lasts 12 months, the apple trees always have apples all year round, and the major danger to your crops is a server restart - if you can't "survive" in this sweet temperate nature-trail country it's because you haven't noticed it's all laid on for you. Where the interest comes in - is in the spread of players and how they interact - the PvP dudes and the backwoods farmers, the total-fun players and the serious "I want to stay alive" players, the TS3 ARMA-style teams and the solo hillbillies, and the "I never speak" hawkeye hunters.. The moral of all this is - the more that is provided for the whole spread the more the game will work.. "the survivors" will have to fight more and the "fighters" will have to survive more. First thing to do - obvious - is Bring in the Zombies in a BIG way... that will even out the spread across all kinds of player. It was a basis of the game. Zombies were FIRST and PvP was Second in the original concept. Everybody had to survive, and surviving meant - first off - dealing with the zombies. Ya had to deal with other players too, but everyone had to deal with the zombs all the time. Second thing is - find a way to calm down the PvP players who expect 100% a PvP modern military game, and are convinced that collecting gear is a pain. Make adjustments to move hardcore PvP towards a multi-weapon event and not just an ARMA/deathmatch faceoff in one or two small well-known areas (and do it without loosing half the player-base). Third thing is - put a whole large area of wilderness into the game (or back into the game) . This will benefit both types of players, specially with tents, bases, vehicles - and maybe helicopters - coming in. [ - just to put it on record, because I doubt this will happen: if some players wanted real "hardcore" survival, have highlands up in one corner where terrain is difficult to travel and it is always below zero at night... so it's "really" hard to survive there, but with the advantage that fewer players would turn up in that area..] Fourth thing is - move the "survival aspects" from the already good 'wilderness' survival more towards "post apocalypse" survival. Add in the hundred things a real-life survivalist would do with recovered items from the ruins of society. Just examples - you can cook up a good meal on a trashcan lid, in an old can, or on any square of metal cut from a car bonnet/roof (also you can make a stash from a buried trashcan - I've seen this IRL) - you can make knives and gutting tools out of bits of recovered metal, you can cut with broken window-glass, find grinding wheels in wrecked factories, you can use an old blanket for 50 different things from backpack to bag to stash to tent to personal cape or hideout camo - [so strange there are no blankets in Chernarus after the end of civilization, that must be the only thing you can guarantee every house on the map must have 2 or 3 or more... but there ain't any] * OK - We know that all this stuff together can only be "realistic" inside the gameplay - you can't wait in the game for 3 whole game-time months for your crop to grow, and you can't in the game take a M4 round that incapacitates you - so you can stop the bleeding but you can't fight (for a day or a month), you can only crawl maybe, because you have a fractured scull, fractured pelvis or 4 broke ribs, So realism can only be inside the terms of the game, it has to be limited to 'game realism'. Surviving in the real wild can be shit-difficult and hard work, surviving in the ruins of a civilization can be easier than that, but still not "fun". Game PvP can be real exciting, but a real life assault on an enemy position ain't nowhere near that feeling. There are truly very few people who love the sensation of engaging an armed enemy, and not many who like living on the bare ground in a forest and eating grubs either. So "game-fun" has to be a limit at both ends of the game - the PvP end and the Survival end. For game "realism" things such as having to eat every game-hour, and getting "cold", "shaking" "starving" after 15 minutes, and being able to change a magazine directly from your backpack into your gun while under fire, and ... huh.. all those things (everyone can think of plenty) those are all acceptable as game-imitations of "reality" in a game-limited way.. because ... it's a game. Many can be improved but it's always got to be a game (for fun). If people like to wear raincoats to stop themselves dying from hypothermia, and people like to have gun-sights that are always zeroed, and everyone likes to run as fast as a sprinter in shorts, with a full backpack and a weapon and a pickaxe on their back ... then ok... ATM that's acceptable.. * As for Earth Abides (a good book back in it's time) - If you look at DayZ SA you see the real breakdown of society has already happened. I dont mean "the apocalypse" I mean that most everyone exploits game weaknesses, half the public servers are kick servers - (I got a "real" Battleye notice onscreen today from a public server saying Kicked from the game because "Not on Whitelist") - hey, public server? Seems like the general attitude is 'Me first and screw the Game". That can only end one way IMO. So the society has broken down, I mean the DayZ society, not even the in-game society, where there was never any idea of "cooperation to rebuild civilisation". The players of DayZ are already moving themselves into the Last Chapter. xx pilgrim
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