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Found 41870 results

  1. Haven't played much since 0.55, but I'm again into it now and have few questions. Prisons I've checked have basically no loot at all. I haven't yet fully comprehended how the current loot economy works, so is this because prison item spawns are not working how they are supposed to, or is the just stuff looted and won't respawn there? Would prisons be empty in such places as Balota or International airfield too? Does fishing work again? This one I could figure out myself but being a lazy bugger I am, thought to ask it here first. Third thing is more a comment than a question. I'm reading that there will be 75 player servers in near future, and already 0.59 will introduce several new vehicles. Big changes, feels like civilization is making it's way to the post apocalyptic borderland, and while I definitely want to drive Sedan in a 75 player server ... I'm still happy I started to play early enough to have experiences in more "primitive" Chernarus.
  2. Yuval

    Vest with weapon sling attachment.

    I support this only because double gunning is currently poorly developed as you can't even go into vehicles while double gunning.
  3. Yuval

    Release singleplayer as soon as possible

    Okay I absolutely understand you guys don't exactly know how modding for ArmA works generally. I am not trying to be arrogant or anything but what you guys are saying is completely out of context. First of all as I said. First of all, as I said - I asked for Singleplayer. I don't know why did you come up with the very very old and infamous excuse of "Extra vehicles, extra loot, spawn loadout" because I have only stated one thing - Singleplayer. Treat this suggestion as singleplayer and don't come up with these very unrelated opinions that regards server files I haven't requested. Second of all, I haven't said anything about the Editor. The editor is a module to create missions and randomly go chaos with objects and units on the map. That has not much to do with singleplayer. Sure you could spawn shitload of building in the editor if we had it (which by the way exists) but is doesn't have to do with anything related to DayZ Singleplayer. Now let me make a simple explanation regarding how things work, because I'm pretty sick and tired of repeating myself 4 times. Singleplayer is indeed singleplayer. Brian stated in one of his interviews that he wants to release it too so models could test up their stuff properly. All I said was to give the community and especially the modders some kind of a playground to test out their models and even terrains. It isn't hard to do, if it doesn't exist already but is private. There are stuff you guys think BI needs to "create" in order to let people mod the game. That's absolutely wrong. All the tools DayZ modding needs are existing and they are used by the devteam. Including the buldozer which plays and important role at model creations. It lets modellers test out their model without loading the game again and in our case it is the only way to test out models since we have no way of running it in game. Singleplayer literally does not harm to anyone. The playerbase won't drop and infact it will make more people come back to play DayZ. Even if hundreds of players will play on singleplayer it doesn't mean any DayZ servers will suddenly become empty and no one will be online. Infact you won't even feel it and as a player I feel that you'll even get bored pretty quickly. But hey. as a modder this is the only way for me to test my creations unless server files releases which I'm sure some of you'll think of it as the end of DayZ or something ridiculous like that. Thanks for understanding P.s One of you said something about paid mods over workshop. Mods are since always free for use. And again, the only "tool" I requested was a singleplayer mode to test our models and maybe a buldozer for those who can't afford TKOH. By the way, the buldozer exists but it's simply not released for the public yet. Here is something I did about a week ago, should be fully functioning ingame. It's an L11 that takes a box of 200 5.56 rounds. Similiar to the M249 from A2. It uses all the M4A1 optics and an atlas bipod. All configs are ready to go for a test although I do expect them to have some typos since I'm still a human ^^ Also, there are some reaaaally cool stuff you could do such as creating cool improvised gear... I have just finished working on an improvised scope and improvised wellie stock that can be fit to the Sawed off Mosin With a bit of config work these attachments should be fully functioning. The stock should improve the CQB action a bit (taken from values of the magpul stock) and the scope is... a binocular scope with a pipsi can lol
  4. Funkmaster Rick

    Release singleplayer as soon as possible

    If they release singleplayer, a small but noticeable chunk of the community will drop off the map and stop playing multiplayer. There are a lot of people who are either fed-up with the KoS dynamic or simply have no desire for player interaction - these people would stop providing input, feedback, and data to the developers, who are working on a multiplayer game. Given that they require such data to make informed development decisions, releasing a singleplayer would, logically, delay progress on the game itself. There's also some real concern about the modding scene getting too big before the game is released - I'm sure we all remember what it was like in the mod days, when for vast swathes of time the only populated servers were those that promised extra, extra loot, hundreds of vehicles, and spawn loadouts; there's a lot of temptation to mod out the annoying bits, which someone will do, which could critically collapse or segment DayZ's playerbase before the game has even been finished.
  5. S3V3N

    Release singleplayer as soon as possible

    I doubt they can release the singleplayer, because it needs dialog, cutscenes, triggered events and a bunch more. We've also seen with Source Mods, how the code was broken each time Valve released an update every single mod was broken for weeks to months. I anticipate modding tools too, but I'd rather have some decent documentation or at least a bit of info on the tools, first. I have no idea what TKOH is, bu if you just wanna test models you might as well look at some of Arma's models and up the polycount slightly. I don't know if Dayz SA models use a proprietary format, but as long as you save as *.obj for now it should work easily with a model importer. They might even use *.fbx, but if they don't even wanna license Physx for vehicles, I doubt they will want to license anything from Autodesk. What I would like is some more info on modding in general. It'll probably be very similar to Arma modding. Yet, the main modding thread here is closed and the others are not really active, either. I would like to work on an American Style map, like in State of Decay, but smaller and with an suburban area to try out a few things. I can concept, model, texture and am looking for like-minded people. Most necessary would be a coder, who knows their way around Dayz modding. However, I think the modding train hasn't started yet. I'm sure there will be more info when it becomes important. For now the people above me said the right things. It's not really making much point introducing modding tools at this point. It would just be annoying if an update broke most of the work we do on a mod. I rather wait a little while longer.
  6. BCBasher

    Trucks - ideas and observations

    The mirrors kind of work in Arma 2, and do work in Arma 3, I think they're waiting on the new renderer for implementation. I think I read something about reflections but I can't recall where, I doubt this new engine would be a regression on their part. I read the post about loading a shipping container with a winch and like the idea in principle but that's a little easier said than done without one of these. It can be done but it takes an earthen, metal, or wood ramp but then getting it off is another can of bullshit without a crane. I've never been allowed to try it but have a feeling the trick with chaining it to an immovable object and driving away would have some serious consequences for the container and truck. Securing it on the a cab and chassis would also be a bit of a big deal, the steel on steel of the container and frame rails would seem secure on flat ground but any acceleration, turning, side hill, etc. would cause it to move, loose the load and possibly flip the truck. How about a V3S or Ural with one of these decks? **edit** @ S3V3N About the sound diference between first and third person, whichever dev was showing off the new .59 vehicles in a video mentioned it was on the list and how annoying it was.
  7. KandyCid

    Ridiculous rain effects?

    Dresses are laying all over the place guys..rock one with pants and feel beautiful, There's down pours Days with showers Days with a few minutes of rain every hour and all out rainy days It could be changed but it seems balanced to me, I think if the server restarts could be moved to just once aweek in the end and make it where we can fix cars/vehicles to a larger extent instead of them sitting broken down until a restart on the side of the road or until the 45 days is up would be great...we do have wrenches and the loot system seems to be getting into check doing its on thing with out restarts..
  8. OrLoK

    increase Map size

    Hello there You can probably expect Avatars and vehicles to be able to travel so quickly overland. At the moment its far too fast. also, theres a new interview coming up where Hicks will describe "No go zones" (radiation?) etc. Keep an eye open for that. Rgds LoK
  9. How long can you survive? If the zombies don't get you the bandits might. We're wide open this weekend and looking for more players to join us. Our server has no rules about base raiding. If you find a base and can break into it, or just decide to trash it ... have at it!!! Anything goes. You won't get a ban for emptying someone's base and/or trashing it. The only thing you'll have to worry about is dealing with whoever the base belonged to if they find out it was you who took / trashed their stuff. Same thing with vehicles. No one truly 'owns' anything on our server. If you find it it's yours if you want it. The question is are you good enough to keep it? If you take a vehicle someone else was using, it's that player you have to worry about, not the admins... Jump on in this weekend if you're looking for a new place to play DayZ Mod.
  10. In my opinion only, DayZ SA is finally at the minimum point I needed. Ive played a bit through the time its been in Alpha but finally the two big things I needed to play are: WORKING persistence. What we had before did not count. Now for the most part, persistence is working the way it should. And the second thing: Vehicles. The ability to traverse the map at higher speeds (even if at great risk) was needed. Mind you, vehicles right now are too easy (basically spawn 100% minus battery and glow plug which I just carry around with me) but I finally am getting "invested" in DayZ again. Zombies would be nice though but I understand the reason. Also... I did run across 2 zombies yesterday on the road leading to the east of Novo. Scared the beans outta me.
  11. madmaxm

    increase Map size

    Ok. Some solutions to the problem. Via config in your server you could (once programed in): - Spawn animals and ponds in debug area, around the vicinity of the player. Despawn once player leaves the area. Same system as it is in loot atm but configured for ponds and animals. - Restrict items, vehicles as per config setup for debug area. - Via config timers could be set for duration of tents in debug area or none at all. // This improvement "could" introduce 200-500 player servers in future. This would introduce fixes, which are players talking in this topic. Some players are seriusly short sighted and cannot find the fix for the problem. They instantly crush it with 10 ton hammer. This would eliminate some of the problems. I fully support nomad's gameplay.
  12. Hunters Cove DayZ Overpoch Survival Server aims to bring you a fun yet challenging DayZ environment to play within. We welcome players of all abilities be it new comers or DayZ Vets, the idea behind the server was to bring back that old school DayZ Survival experience with modern updated features. New Players: All new players will receive 1 Briefcase worth 100k coins & ATV & Small Building package. New Groups of players/clans joining with 4+ players will receive 1 Briefcase each & 1 Extra Briefcase per every 2 players & 1 x SUV per 4 players & Large Building package Scripts/Mods: DayZ Overpoch (Epoch & Overwatch, -mod=@DayZOverwatch;@DayZ_Epoch) Custom Buildings (Imgur Album of NWAF, NEAF, Balota: http://imgur.com/a/bCB5x Plent more to be added ! ) Single Currency Coin System With Banking Advanced Trading Door Management & Plot Management Group Management Snap Build Pro & Vector Building Self Bloodbag Suicide Towing & Lifting Wicked AI Missions Dayz Mission System Epoch Mission Events Sector FNG With 50 roaming AI and 6 M2 Gunners Service Points Rearm Repair Refuel Monthly PvP Events 80 Meter Plot Pole ! Destroyed Vehicles Drop Loot Salvage Vehicle Parts & Siphon Fuel Server Info: IP: hunterscove.duckdns.org Name: Hunters Cove Overpoch (Search DayZ Launcher !) Max Players: 40 (can be upped if server gets full and players want to join) Vehicles: 80 Physical Server Location: United Kingdom Restart timer: 3 hours GMT+0 Battleye: Enabled 3rd Person: On Crosshairs: On Veteran: On Persistance: On Private/Public: Private Hive [Chernarus],[Overwatch],[Epoch]
  13. blacktwin0

    Status Report - 15 Sept 15

    What is the scrum schedule again? What will the next group be focusing on? Could make it a podcast. In regards to the weapon sway, seems like they are eluding to some kind of UI or queue to tell us when we would experience sway. But isn't having and seeing the sway an indication enough that you have sway? Do we need an UI icon to tell us this, similar to the old sound icon of the mod? Even if toggle-able would it create a grind to find the sweet spot in stamina, running, aiming? Like most additions, we'll have to see it first. Can't wait for more experimental branches to come out. After the long stretch of exp. for .58, I got addicted to them. Can't wait to see all those vehicles driving around carrying kill teams or saviors. Every time I see a video of NWAF I always think that I'll see my own death at some point. NWAF is definitely the place to go when you want action and to test yourself. Especially when you get bored and want a valiant way to go out before starting again. :)
  14. There needs to be the ability to pull unconscious or dead players out of vehicles. Currently there is no way to help an unconscious friend who in a vehicle, you can't bandage them or administer aid. Getting in a vehicle and occupying the same seat kicks dead players out (have not tested on unconscious) but that is more of a glitch than a feature. It is also not useful if you don't have the required amount of players to fill the available seats (for instance the back of a truck, the upcoming bus etc). The ability to administer aid/interact with a player who is in a vehicle without them needing to get out (provided you have direct access to them) would be nice as well.
  15. RagedDrew

    No Server Hopping?

    From what I remember, super rare items will only spawn on certain servers at certain times (CLE and all that) so you'll need to be able to jump servers to get this super rare item, such as things to fix high end vehicles like choppers and shit when they get implemented.
  16. byrgesen

    Char Skills / Player Skills

    Always loved servers like that, but they are few and far between ;) Might check it out, not sure if my BP/Exile days are over though. True, persistence will make a big difference, especially when barricading comes into play. Tbh tents, vehicles and barrels arent enough, for me at least. I guess im gonna have to see it before i believe it :) And i am of course talking about playing on your everyday average DayZ public server, when i say stuff like i did in the previous posts here, just in case it wasnt obvious hehe. Its a difficult topic.... I truly love the perma death aspect of the game and the fact that you can loose everything in the blink of an eye, but at the same time, it would be really nice to not loose all your stuff everytime you try to trust people or help out another player :) I dont know the "perfect solution", dont even know if it excists, but many other games have tried before DayZ and not quite hit it right. I hope the devs look at the other games and take notes, to try and make DayZ different. It feels like they do exactly that tbh.
  17. Evening Survivors, This week's Status Report contains good info from Lead Producer Brian Hicks regarding the Central Loot Economy, engine work, and the newly introduced Combat Scrum held over the weekend. Development Board Spotlight New Ambient SFX Dev Update/Hicks Greetings Survivors, As the team prepares work on 0.59 experimental release (v1) we'll recap this week any applicable changes to 0.58 stable, and talk a bit about what to expect with 0.59 experimental. Those of you who closely follow dev's personal twitter accounts might already know some of this information, but not everyone does - so we need to recap this. With the hotfix deployed to stable branch servers, it is important that everyone understands how the item cleanup system works - both right now, and how it should be operating with 0.59 stable. Items have a 30 minute lifetime which can be refreshed by picking up the item, or directly interacting with it.Base Objects (Tents, Ammo Canisters, Protector Cases, Barrels, Vehicles) have a 45 day lifetime. This will eventually move to 7 days once systems are in place for intuitive lifetime refreshBackpacks (not including the improvised and crafted types) have a lifetime of 4 hoursCrafted backpacks have a lifetime of 1 hourWhen the first 0.59 experimental build hits, you'll notice a few things we'll be trying. 10 Offroad Hatchbacks will spawn10 Civilian Sedans will spawn5 Transit Buses will spawn5 V3S Chassis will spawn3 V3S Cargo will spawnThese numbers may not carry over to stable, as the intent is to test how both the server handles the amount, and the player-player vehicle position is handled. In addition, we'll be operating most servers at 75 players on 0.59 experimental. If we're able to get server side performance above the red line at 75 players prior 0.59 hitting stable, it will carry over. If not, we'll continue to work towards it with 0.60 experimental. For 0.59, and 0.60 both - we're looking at a good amount of engine work being merged into the main branch. Part of this work includes the beginning of basic QA passes against portions of the new renderer. This is internally only, but requires some DLL changes to be present in the main distribution, so don't get to worked up if you see some DLL's referencing Enfusion, or Direct X 11. Past the programmers merging these engine changes in, they still need to be properly configured within the areas of the title that use them by the design team, tested by QA, bugfixed, regression testing, and so on. So don't expect massive changes all at once (a general good approach to the whole of Early Access, in general) - and please, if you're participating in the Experimental Branch, make sure to file bugs at feedback.dayzgame.com Last Saturday we had the first Combat Scrum w/ PvP Evangelists - and we've compiled the rough notes of what was covered in this below: Attending: Brian Hicks xSmak Respawnonme iwinuloselol DeadlySlob M1NDR Break71 This initial combat scrum ran a whopping two hours, and bounced over a myriad of topics. We're looking into the possibility of moving to releasing these as audio MP3s in the future. For this scrum we'll cover the top four questions and their responses. 1) Player Desync / Gunshots not being heard / Breaking your legs while climbing upstairs? A) While server side performance gains were made, this exponentially grew the amount of successful network traffic being handled by the server. No optimizations have been done on this across 2015, and thus obviously has to be a priority moving forward. This is a well known issue internally, and will be a focus moving forward. Network traffic behavior is just not acceptable right now, and must be improved. 2) Improvised Bow - Balancing? Changing the aiming style? Improving usability? A) Obviously, the current method of using the improvised bow in combat is not ideal. It is -functional- but we have a good ways to go with it until we're happy. Most of that is either A) Going to be affected by upcoming changes to the animation system, and player controller and B) Going to come in beta, when our focus shifts from primarily feature development, to bug fixing. In short, in the end - we most definitely want bow combat to be both viable, and rewarding. 3) Weapon Sway / Realism vs Fun / Using the effect of hold breath to mitigate the cost of weapon sway & stamina? A) This is a good point. Obviously DayZ is known for, and associated with a "hardcore unforgiving survival simulator" - and we want to maintain this moving forward. However, when it comes to systems such as weapon sway, hold breath, and stamina - and how they all play into each other, we need to communicate more clearly to the user exactly what is going on. Part of this can be communicated properly via the upcoming new (togglable) UI, and even more can be communicated by -properly- displaying a (more) visible change in sway via the hold breath mechanic. As we're currently using placeholder tech from RV in this area, we're not able to do what we want to do with this. As we move closer to beta, we're all excited to move weapon sway, and associated hold breath functionality and the new UI towards a more approachable and understandable system. Much like learning to control your sound in DayZ Mod, we hope to see players learning through UI and visual cues how to control their weapon sway, and use hold breath the most effectively. 4) Are there any plans to reduce player speed / Address some sort of inertia system to mitigate players being able to make high speed 180 turns without consequence? A) Firstly with player speed, anyone who played DayZ Mod can tell you how ridiculously fast the DayZ player speed is in comparison. Initially this was done to help mitigate the limited available methods of transportation in DayZ, as Chernarus is a very, very large play area - and the decentralization of points of interest by expanding and redesigning Chernarus into Chernarus Plus meant much more travel was needed. As we look forwards towards 0.59 and beyond, increasing the methods and availability of transportation we'll be scaling back player movement speed (iteratively, not all at once). When it comes to inertia, dexterity, and all of the potential gameplay areas that can have an impact on the player movement, there is most certainly room for improvement. Keep in mind however, we can't start effectively implementing and changing how this works in game until both the new player controller, and animation system are merged in and configured for use by the design team. That said, we are most definitely interested in improving how the player handles, and expanding the simulation of weight, and dexterity upon the momentum of player characters in motion. The next three months or so should see some marked improvement, and changes to how this is handled. - Brian Hicks / Lead Producer Community Spotlight: NWAF is the place to be in .58! Hey everyone, While well underway towards 0.59, it's been great to see all the material pumped out by players while they have a go at 0.58 on Stable branch. As a small treat for this week, we have a bit of PvP action at the NWAF to show you: The video was posted by WookieG0420 via the Gallery on our DayZ forums (3 to 1, not bad indeed). As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look. Also, for the month of August, we'd like to extend a big thanks to all of you who took the time to help file bugs via our Feedback Tracker! On the Tracker, joe_mcentire, mamersmann, Darcion(!), lagrange, HaseDesTodes, K-2, did outstanding work in filing a good chunk of bugs each throughout August and the entire team is really grateful for the effort you put into it guys! Header image credit: Raptorz - Michael aka SMoss / Community Manager
  18. scriptfactory

    DayZ Item Economy \ Value

    What kind of economy are you referring to? IRL, an economy is based around the production, trade and consumption of goods. It has nothing to do with "personal circumstances". Here are a couple examples: Finite resource: There is a specific resource (e.g. gold) that will only spawn a fixed number of times. Players must trade or kill each other to get it. This is the easiest system to balance since inflation/deflation only needs to be taken into account based on player activity (i.e. players logging out with gold in inventory). Player-driven resource: There is a specific resource (e.g. bullets/fuel) that players can create and consume. This system is harder to balance since the economic resource cannot be finite. Players will have no reason to trade with other players unless the creation process is time consuming/boring or based on a finite item in some way (e.g. bullets can only be created in a workshop and do not spawn).Players can also provide creation/repair services as the basis for an economy. Player-driven resource generation example: Bullet press only spawns a fixed number of times. Players that owns the press can exchange finished bullets for the raw material necessary to create them. Vehicle repair: Make advanced vehicle repair (i.e. anything but fixing a broken tire) require a workshop building. Only players that control the workshops can repair their vehicles. A tow truck would be necessary for this to work. Since there are a fixed number of workshops around the map this creates value for this service. Item repair: Make workshop be able to repair all items to Pristine status. See above. Job class item creation: If players are spawned with a fixed skill that allows the creation of a specific item this could provide the entire basis for an economy. Some players can create vehicles from a specific finite resource (e.g. vehicle components, weapons components, etc.) Trade would be based around these raw components.
  19. UltraPrime

    Dayz Real Life

    Okay this came in my head. Im not sure how much money dayz has. But here is my idea. If the creators of dayz has so much money this is what they should do. The creators should buy "abandoned" town or make a town lets say about 1 mile long up and down. If they can figure out that ^^^^^^^^^^^. Lets Continue After they do that setup a large fence or barrier around the town. "Make sure no one can get in without going throw an entry point." Make sure you leave air soft guns or laser guns with suits , backpacks, clothes, food, water, tents, bikes, maby cars around the town. For the guns. They do just like they do in airsoft they say they got hit, also you could try to make suits to indicate that they got hit. If there is a suit that can indicate what part the body got shot on. If you get shot in the arm or leg you have to lay on the ground for three minuets. If other players come up to you they can take your gun search you and go through your backpack. If you get shot in the chest or head. You have to drop everything on your body where you get shot. Every player gets a pair of shorts and a tshirt so if they get shot they can wear those when they die. Monitoring: Of course you will have cameras around the town to keep an eye on things. and the players. If you want all players are requried to wear a chest plate with a camera so we know if they got shot or not. "Cheating" If players do cheat or lie they dont get to come back to the arena for 1 month. players start off with a pair of pants and a tshirt or a pair of shorts. There choice. Also players can find clothes in the town. Costing: Im not sure how much they would pay to get in but i was thinking about 100$ a day but if you die and want to drop all your stuff and restart it would be like 25$ after that.. You could also pay about 25 extra to bring a go pro in the game to record. If you have to leave during the game. You have turn on a green light that you start with and if its on you must goto the entry and they put all the gear that you had into a tube and whenever you come out they bring the tube out and you can put all the gear you had back on. and continue. Over time you could make multiple entrie areas and make a bigger map. About the vehicles you leave a few vehicles around with just a enough gas to drive but you cant not hit any player. 4wheelers are a option too and bikes and other things. You can find gas cans laying around to fill up the vehicle but the keys must be glue in the car or watever so no once can take them. Of course some players are going to team and there are going to bandits. I would leave handcuffs and keys laying around but for the handcuffs have the keys on a chain with the handcuffs so u cant just handcuff someone and leave them there. This would be a great way to earn money and have fun. Over time also make multiple places around the world. I have other ideas but i cant type them all. If you have questions about this ill come up with the sultion and let you know.
  20. eno

    How was your Day(Z)?

    Just to let you know- we made some modifications to our own camp areas and have virtually eliminated the desync around the camps. I think it was containers in containers and containers in vehicles that was causing it. Suffice to say we have two very large camps going and I haven't heard a complaint about it since we saw the fixes discussed. That's definitely the higher road than I would have gone and I'm usually a pretty nice guy already. I mean, if he decides to work together than his lost barrel becomes his (also) again anyway so it's win win for him if he chooses the equally high road. Seeing your play style does help keep me grounded since I'll always have a reason to reflect on the fact that the lone guy I'm shooting while we're hopper hunting could just be a dude running around rummaging looking for food for someone ELSE's barrels. Talk about a class act!
  21. Thumper1999

    DYNAMIC CAR WRECKS FOR A BETTER SURVIVAL ENVIRONMENT

    what about taking car parts from wrecked vehicles all over the map.
  22. Yes here I am again jorn818, posting suggestions because I have no life. Now the realization is finished lets get to the suggestion. So this suggestion isn't really a suggestion as I thought the developers were going to do this yet it seems they are taking a different road with vehicles anyway lets get started. Everywhere around Chernarus there are broken down vehicles and that is fine however around 40% of these vehicles should become dynamic spawns Dynamic car wreck = a fixable car wreck So you have these vehicles laying around the map and some of these vehicles are still usable! If fixed... So how would you know if one of these wrecks is a static or dynamic wreck or in other words fixable or not fixable You open up the car hood, if there is an engine in the car it is fixable but if there is a broken engine in there it is unfixable. Then you need to find parts which are pretty rare to fix the cars, you can get these from either other dynamic cars (although again very rare to spawn in a dynamic car) or in industrial areas, most cars have flat or missing tires, missing doors (which you can get from other cars) missing lights, and no gasoline. Repairing one car is a big job, ofcourse getting the doors would be easy however getting the parts would be very hard. It would almost be impossible for one person to repair a car anthus it will lead to more Interaction between players, either hostile or friendly interaction. Pros: - Easily intergrated with the already existing car system - Devs don't need to model extra cars but can use the already existing ones and only need to add a hood function and wheels that can turn - Would create more interaction and give more goals to the game - Essential for the overall feeling of DayZ Survival - Rusty cars would look better in a survival environment then a brand new Lada - People would pay more interest to the wrecks for more than just food. - In roleplay servers people could start a garage for other players Cons: - Devs need to take (almost) every model type of a car and add wheels that can be animated and a hood - Devs need to take the time to change the loot economy to make car items more rare - Might have a slight effect on FPS However..... Helicopters should go different. they should go with the system the V3s has at the moment where they spawn at for example 25 different locations and need to be repaired with tools and such. as the helicopter crashes are unable to ever be repaired to working helicopters and is quite unrealistic. Bonus suggestion: be able to drag a second dynamic car behind your working car with a rope (the second car needs to have all wheels however) to drag to your garage (the car would lose 10-15 Km/h depending on the type of car) Thank you for reading here is a glowplug:
  23. Whyherro123

    Don't fix waterpumps

    Really, in my (wilderness survival-trained) opinion, having water wells in literally every fucking town makes survival trivial. The "real" limitation on long-term survival, even in a temperate deciduous forest, where water liquid water is readily available, is "potable" water, that is, water that is safe to drink. Water taken straight from a stream, a pond, or some ditch alongside a road is not safe to drink, not "as is". You have to treat it before you drink it, through boiling, filtration, chemical treatment, etc. So, what does this mean for the wells in Chernarus? Firstly, there are a fuckton of "natural" water sources all across Chernarus; streams, small ponds, even ditches alongside roads. I am willing to bet that 99% of the time in-game, you are within 5 minutes of a water source. There is plenty of water "available", so all of the water pumps are really just extraneous. Relatedly, almost every settlement in the game is less than 5 minutes away from another one. Not just big cites/towns, but the tiny little hamlets on a side road. And, 99% of them will have at least one hand-pump. Many have more. For, really, no reason. So, what do the above points mean? That the number of wells in-game need to be cut back, significantly in my opinion, if the devs want to take "survival" in any way seriously. Chernarus isn't some Third-World country. War-torn, rural, yes, but not objectively poor. The houses are well built, and people have personal vehicles, TVs, electricity, etc. Now, does this mean every town is hooked up to municipal water? Probably not, considering Chernarus doesn't have a Water/Wastewater treatment plant, but it does probably mean that most houses are hooked up to private wells. Wells that require electricity to function. Electricity that, after the apocalypse, is no longer available. Therefore, immediate access to potable water is cut off. So, what does the removal of 95% of the wells mean for the game? 1) Players will move more "slowly" across the map, as they can't just sprint from well to well any more. They have to stick near water sources, and when weight gets implemented, will find out that water is heavy. 1 gallon of water weighs about 8 lbs. 2) Safe drinking water becomes more of a priority. Now, instead of gulping down some water at every town, you would have to plan ahead, look at a map, and think "now, there is a valley between those hills, there could be a stream there....". You would also have to treat this water, either from boiling, filtering, or chemically-treating the water. This makes fire-building + water-boiling / filter building / the supply of chemical tabs an actual important thing to think about. You would have to carry around an empty pot for boiling, or save some charcoal from a fire to fill a bottle with to serve as a filter, etc 3) The remaining wells would become valuable. Anyone play the first Fallout game? It had a faction of "water merchants", that traveled across the Wasteland trading water for things. SO, if there is only a couple of wells across the map, clans would actually have something worth fighting each other over, and would serve as something to build a base around. They control the water, and "charge" (in various forms of loot for barter" for use. Freshspawns could trade for water, or go fuck off and boil pondwater. Other clans would attack in order to take control of the well, in order for that golden teat, and the controlling clan could sponsor "water merchants" that travel between settlements, in return for a cut of the profits. Hell, the devs don't even have to actually remove the wells. Just make them "broken" and missing necessary parts, like the trucks/vehicles. That way, they could include "parts for a hand-pump well" as part of industrial loot. Some enterprising loner or unaligned clan could find these parts, "fix" a well, and compete for the "water trade". Or, you know, hoard the parts in their base, and use them when they want water at a broken well... TL;DR: removing/"breaking" the overwhelming majority of the hand-pumps across Chernarus would be of great benefit to the game. It would make the game harder, for one, and prompt various forms of interaction.
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