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Showing results for 'Vehicles'.
Found 41868 results
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A real bandit is someone looking for camps, vehicles, and high level gear players. I spend most of my time North of Stary looting the NWAF, killing NWAF looters, and looking for clans to mess with (who usually put bases on the edge of the map in the North, come on guys you would have better luck putting it somewhere in the middle of the map). If I see somebody running around with a pistol and no primary on their back I might just leave them alone as long as they do not see me. If someone actually makes it up north rocking a hatchet I will kill them just to teach them a lesson not to mess around that far up with such pathetic gear. Killed a guy in the NWAF barracks the other day who had only a M1911 on him, but he might have been on a loot run and made that choice on purpose.
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Bit of an old thread, but i was reading through the rocket said thread and stumbled upon this post to which i just want to respond, mostly in regards to the part i made italic...The easiest and best way to achieve a balanced progess system, and avoid the horror of dieing, is to not start at 0 and move to 100%. But to start everybody at say 40%, to then have a relatively fast progress to about 60%, and to then make progress to 80% about half as fast, and smear out 80-100% over a very long time. Sure it still sucks to loose a 100% character, but seeing the progress to 60% is fast, and to 80% is decent, the loss feels still reasonably recoverable. The above also means you don't have to specialize in something in order to do it, everybody starts at a 40% skill level, meaning that a player can already do 'everything', though with a certain success ratio (a bit more on this below), so they don't need to specialize in everything just to play the game and deal with things as they come along. So how do you prevent players from specializing in everything? Well i think you shouldn't! I think you should limit the things people can do, by limiting the availability of their tools. And make sure there is a lot of 'presure' on the rest of their inventory space to further limit the amount of tools they can switch between. http://dayzmod.com/f...sions-teamwork/ this thread basically gives a fairly decent system to accomplish specialisation by limiting the use of tools, while at the same time provide players with 'extras' that make them feel like they actually have a certain profession. While giving them complete freedom to change at will. Character Progression: 40-100% succes ratio, what should does that even mean/say? I think that you guys (dev-team) should try to make the systems you apply progression to as multidimensional as possible. So (off the top of my head) not just a fail/success ratio of a certain action, but also chances on negative effects (breaking something), and the durability of the action. This gives you guys atleast 3 ways to tweak the system, and make progress less about a mere hit/miss... There is somewhat of a suggestion thread here: http://dayzmod.com/forum/index.php?/topic/32582-learning-by-doing-the-alternative-to-classes-professions/ ... In an example: Say fixing a car, a player could progress actually fitting a part (where fail & miss just mean that, do the action again), a chance to break the part (tough luck, get another part to progress), and the durability of the fix (how long does it last). The progress from 40-60% could be the fitting chance increased from 60-100%, the 60-80 progress could mean reducing the chance of breaking from 30 to 5%, and the 80-100% progress say the durability increasing from 100 to 200miles (obviously in the game these would all increase slightly as you get better, but some may warrent an earlier non-fail level than another, and chances to break should always be there, as well as breaking down). To fit in some human skill to this as well, you could give each component 3 states within the game: 100% a fully metal part, 60% partially rusty, 40% fully rusted. This state could then be integrated into the equations for calculating a part breaking and the durability of the fix. aka. The more elaborate you make the actual progression, the easier it is to give people their basic needs from the start (everybody can fix a car given they have the tools), while you give them room to notice progression (as they fix the car more often they have less failure and breaking of parts), while there is still room for progress both from the player perspective (identifying good/decent/bad parts) aswell as within the system, by increase the durability of the fix. And in case of engineering you could either put each of the vehicles of a 'progression path' of their own, or link progression from one to the other, with this i mean that you could have a basic engineering level counter next to this and start off more elaborate vehicles on harsher conditions, but with the general engineering level taken into account. So fixing a bicycle would be fairly easy, fixing a motorbike would be harder, fixing an quad would be even harder, then fixing a car would be in line, then an 4wheel drive, then a truck, then a small plain, then a helicopter. But how hard each next vehicle level is (for the first time) would also depend on the general engineering level. Some of this would have to depend on numbers as well, if there are a lot of choppers flying around and nobody is in a car, you may want to use this to 'postpone' the use of choppers ... *!* Why i ressurect this issue? Well i think these kind of progression systems are detrimental to the success of the game, this early/midgame progression makes it so there actually is a game. See in Eve you also start mining the easy stuff in your little ship, and progress in all sorts of skills to finally mine the big stuff, same whether you fight in Eve, or trade, or explore. There be no game if the cake is already there to be eaten!
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Sandbox, Team Based, Empire Building In Standalone
fish911503 posted a topic in DayZ Mod Suggestions
If you like this Idea don't just give beans...comment or bump it so it doesn't get buried please. So you start playing DayZ. You run around collect some gear, "survive", shoot some shit...then what? You join up with or form a group, run around collect gear shoot shit...then what? Well hopefully (soon) you build an underground base with security systems and agriculture systems. You defend it, collect gear, shoot shit, attack other guys fort....then what? First Thing...A clan\friend\family system will need to be integrated into the game. This data can be collected and used to implement the following sort of thing. 1. Put a structure or object into the world that when captured (and while held) grants advanced fort\city\resource management mechanics to the clan controlling it. I think an object would work better because it can be held by a specific player so it can't be taken while clan is offline..(like a structure could). This would be like a giant, persistent game of King OF The Hill going on within DayZ a. The normal underground fort building mechanics would still be there for ALL players. But to the clan holding the "flag" (maybe a government building or something like that) To the clan holding the "flag" more advanced RTS City management option become available. Things like....smelting and forging for ammo & vehicle parts manufacturing infrastructure for electricity and plumbing Advanced agriculture options. Advanced skins and vehicles to establish emergency services The possibilities are great I think. Take the bits that can fit into this context from games like Sim City, Age Of Empires, Civilization or any other cool RTS games. b. The World Is Theirs...If the clan is capable they are free to expand their area of control as far as they can. Of course other players\clans are free to attack, resist infiltrate, subvert or use any means to wrest control away and into their own clans hands. Or Alliances can be made (and betrayed :) woohoo). So much possible fun. c. Ruling clan or clans (maybe there's more than one "flag" to be captured) can still do what They want. Terrorize with death squads, oppress and horde or... attempt to maintain a "safe area" for social interactions and trading, medical services, ect... Ruling clan or clans need to manage resources and defend. While the rest of us can plan revolts, form alliances, and build secret underground base camps and scavenge to survive... Until we can seize power ourselves Blood feuds will form, hatred and Jealousy's fester. Dynasty's may come to power. Uprisings, rebellions, sabotage & espionage, betrayal..... All Out War!!! All unscripted and created dynamically on the fly by US!! Oh yeah, and lets not forget on top of it all Zombies & and infections that are an actual threat. The only tricky issue is not having another clan seize power while ruling clan is offline. One possibility is advanced security systems...electrified fences...mines ext. Another is that the ruling clan could "hire" gaurds. There is a chance that resources can be stolen or property could be damaged but power couldn't change hands if clan is offline. I guess I'm suggesting some government building capability. 1. The implementation is pretty simple 2. It gives players MORE control over creating the world and game play. 3. Provides an infinite "endgame". Always a reason to play. 4. Provide us with an EXCELLENT reason to work together (oust current government) Or be loyal to it. 5. It doesn't dictate the way we play. But it does reward teamwork and or skill. -
Who wants to see a bus fly and knock down a tree?
{N3RD2} HazardousJJ posted a topic in DayZ Mod General Discussion
Me and a friend were snooping around Chernogorsk when we stumbled upon a bus. He left to find the supplies needed to fix it and he did. As we were heading North along the coast, we found a gas station with a S1203 van at the gas station. So we fix that after a bit of more scavenging and head even more North to hide the vehicles so nobody can find them and we can log off. Well, as we approached a forest, the unthinkable happens... the front of his bus slingshots upward and falls on its side, taking out a tree. This, is the footage of it happening. If you happened to read this all... you deserve some beans. Please go to youtube to see in 1080p ↑ http://s13.postimage...8p3/The_Bus.jpg -
The.. Im going to stop playing because i have everything, besides what i want.
izodn replied to theneonirvana's topic in DayZ Mod General Discussion
I'm pretty sure hacked vehicles are despawned when servers restart. My heli stays every time a server restarts. -
We can do a quarter mile for endurance races (fixing the car/refueling at the right time is key I know at least some of you follow F1) we can also do rally for the offroad vehicles and even a race throughout the whole of Chernarus! We can put people at certain points of the map to log lap/section times! Mountain Dew and steaks for the winners!!!
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With the recent increase in hackers and dupers, how about starting weekly or even monthly 100% wipes (tents, player equipment, vehicles)? This is an alpha after all and everyone here is a tester, how can we test a product after it has drifted so far from it's intention. Until the hacking and item duping can be taken care of something needs to be done, there is way too much equipment in circulation now that shouldn't be. It's not going to stop the hacking and duping but at least it will keep things under control, and would also keep players along the coast longer, allowing for more player interaction and from what I can take of this, it seems that this is one of the key points of this game/experiment.
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That would suck, cause we found a full Ural on the same server this morning. I'll report it if the tents don't show up and vehicles are reset.
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It could be that the Admin restarted the DayZ mission. Doing so will delete all tents...but this also resets vehicles, which may have been the goal.
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Hackers on US 1075. Duping and map hacking.
Cube7 replied to AllYoYens's topic in Mod Servers & Private Hives
Just started an account on the forums to reply to this. This has been my main home server. Just minutes after reading this we logged on to check on our bus, and it's been damaged heavily. It's hidden decently, but it's still very possible that someone just came across it and shot it up. I thought I would post this anyway, because if there are people cheating and they can see where vehicles are, this is another possible explanation. The bus was fine, then 3 - 4 hours later when checking on it, it's as good as junk. Definitely no proof of cheating, but thought I would toss that out there. -
It's supposed to be depressing. That way people will want to work harder to get vehicles.
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I kind of agree partially. I think the risk factor becomes too low if you have a tent full of kit from people you have been killing. The risk factor should grow in the game else its no longer a survival game. I don't think you should take storage away, I think storage is fine. (I personally have never used storage, so I may be talking through a hole in my head). But I do think there should be a HUGE penalty for dying. If you you die you should loose all your stuff, and start fresh on a beach with a bandage, torch and painkillers like everyone else. Not have a warehouse full of kit to gear up with straight after you were killed. On the home page of DayZMod.com shows the 3 steps to this game... 1. Scavenge 2. Slay 3. Survive If you fail you should go back to step one, and start scavenging. If you are in a group or Clan then they can help gear you up with some of there stuff, but if you keep doing that then your group clan are going to see you are more of a burden. I think storage should last for a very short time (few minutes) after your death to allow anyone close to get stuff from it before it disappears. If its a vehicle and you group are in it at the time, the maybe the fuel drains real fast giving the driver time to park up and take what ever they need from it before it...?... disappears...catches fire? If you have tents and vehicles the your life becomes more valuable, so you should treat it as such and work harder to "SURVIVE"
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You are getting the benefit of hosting a server for a mod. Exactly what it says when you sign up. You decide to pay for that privilege, knowing full well the restrictions imposed. It is not anyone's problem if you feel entitled to more. Hosting of DayZ servers currently costs my company around $700 a month -- and I haven't played the game in weeks, I don't have any vehicles on any of my twelve servers, all I have on one of them is a small camp with some stuff that is probably long gone -- and I don't really care. Why am I doing this? Because I *like* this game, because I want to *support* this game and its development and that's worth that money to me. At the moment, this game does not offer features like "clan only servers", "passworded" servers or in any other way private servers. That may change in the future, but right now that's the way things are. It is completely okay to state your views on the matter, to say that you'd like to see private hives, but the thing is, you're not doing that. You and a lot of other people are aggressively calling for that, some people are insulting, claiming they are entitled when they're clearly not; other people use private hives that violate the express wishes of the mod's creator and the terms of use of the mod.
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Rocket Skin? Unkillable player. Hacker or rocket?
[email protected] replied to lockpwnage's topic in Mod Servers & Private Hives
He was on DE144 at 11:45 AM MEZ/CET and teleport himself to other players and kills them. after this he teleports all vehicles and players to the most northwest point of the map (25km away from Skalka) the player Arvid was suspected too, cause he has not legit weapons like atschy aswell -
Not true about newest patches, i have the same issue on my server, i didnt patch my server and i didnt patch my client. See: http://dayzmod.com/forum/index.php?/topic/63514-critical-vehicles-doesnt-spawn/
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The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
Charles Darwin (DayZ) replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
ixtillion: I carry an AS50 in my pack and an m4cco sd in my hands until i am in my sniping spot. this means i have almost no room in my pack after you consider that: 1. i need to carry enough food/water to stay in a spot for a few hours w/o leaving. 2. I need to carry two types of primary ammo and enough to be effective w/o switching them(you can't switch under fire unless you want to die) 3. my hides usually mean that my own ability to spot people around me is obscured significantly. 4. if i do find anything large of use I must return to a camp in order to drop off my gun first if you are constantly getting killed by snipers you are doing something wrong. I watch helo crashes, especially ones with nice gear that can be spotted from a distance (ammo cans for examples). If you approach a helo with out camping out and looking for snipers you are doing it wrong. I watch gas stations that i would use to gas up vehicles. if you drive straight into a gas station with out dismounting and checking out the area first, youre doing it wrong. I rarely camp the most obvious one of the NWAF..why? too obvious, people who go to the AF because too often there the people are doing it right. the biggest mistake people make when they are shot by a sniper is they stand still too long, a sniper shot in arma unlike in most FPS is not instant you have to correct for movement, distance, even wind(which right now in dayz isn't a huge deal but at distances of 3-400 can still make a difference) the more variables you can remove the better, so any sniper will wait for a stationary target. the only exception this would be a target moving either straight to or away from you, but this is where the zig zag pattern comes in. one thing people who often complain about sniper rifles forget is that, like i said before, snipers have to get food and water too, this requires us to move out of our blinds and down into towns and watering holes. Add this that most snipers have two primary weapons and our ability to store large amounts of food/water is non-existent making these trips more frequent. When we make these trips we are then vulnerable to other snipers and players. like other people have said it's not like snipers are some magic class who has omfgwtf powers, we have to play the game too, it just seems like theyre omfgwtf powers because you are playing the game with out patience or forethought. -
yeah, going to pick me up, and filling up our 40 jerry cans, unschedueled server restart and we log back in and le car is gone from last saved spot. whoever finds it has enough gas to fuel a chopper almost :P RIP your other vehicles, and it's stuff
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UK 172 - DayZ Veterans - Free Vehicles
IMF2000 (DayZ) replied to IMF2000 (DayZ)'s topic in DayZ Mod General Discussion
Vehicles will be abandoned in Cherno within the next 60mins. -
What would you like to see in the stand alone?
Daldrath replied to NovaDose's topic in DayZ Mod General Discussion
Fishing: We should be able to fish in small bodies of water, and even on the ocean on a dock or boat. Vehicle Diagrams: Vehicles as they are should be kept rare, but as long as duping is addressed there should be a very very rare diagram spawn for vehicles in a few key spots. This would require players to go out and get the necessary pieces and pile them together. Make a few "workshop" buildings in major cities and require a group of at least 3 to put the parts together, and say for every extra person it goes a little bit faster. This encourages group play and more casual civilian vehicles to be put in play. More wearable gear: Extra large military vest like we have that would make the player slightly larger but add another few slots. A flak helmet to make non-front-face headshots leave the player with like +-2k health [this would also mean that the altf4 issue would need to be resolved]. A bullet proof vest is pretty self explanatory. Maybe even some military boots that "reduce fatigue" and make it so you don't need to eat or drink as much, maybe 8-12% longer survivability time. Make 3 different colored arm-ties. Red, Blue, and Yellow arm ties can be found in grocery stores, schools, and bars and can be worn on the player for squad identification, but make it so you have to find one or have one to use it and make it very difficult to see over long distances, mainly for closer quarters identification. If I find all three and see a squad moving in, I can potentionally match the color they are wearing and infiltrate to gain supplies or intel or whatever. More gun customization: Make the non-basic models of the M4 and whatnot even rarer than they are but add in gun customization slots to enable players to hold weapons they feel more tied to. Things like flashlight, foregrip, extended magazine, laser, red dot, acog, and silencer are all acceptable, however the silencer should be very very rare, with others being rare enough to reflect the advantage they possibly hold. Make us perform regular upkeep on our weapons: I liked the idea of a fillable toolbox. When you find it it merely comes with maybe a screw driver which can be used to mount weapon add-ons, but make it so we can find a lenscleaner to regularly clean our sights and scopes or after 2-3 days they get dimmer or slightly less clear. Make us hunt for maybe an oil can to use on cars, and some kind of gun oil as well or there becomes a stastical chance of the gun jamming. If upkeep isn't maintained the gun can lose accuracy, rate of fire, and after an extended period of time even decay to an unusable state. Certain weapons have certain coefficients for how often they need to be maintained based on the make and durability of said weapons. I like the idea of a buildable medkit too: Make us need to fill it with certain supplies, and the end payoff? A one time use of 7k blood gain. The med kit should have items that are expendable like pills, antibiotics, morphine, and blood bags but then have permanent things as well like a set of stitches needles that allow you to not only bandage yourself but negate the effect of the bloodloss during bleeding [not heal you past that point]. Once you have all the items you have a one time use to heal 7k blood but it takes all of the expendable items in the kit and depletes it. -
The Golden Tent - Most Epic Loot Finds
teamRAVEGREEN replied to BiGoDeViN (DayZ)'s topic in DayZ Mod General Discussion
I've almost found everything during my playtime, mostly in tents and vehicles (we are scavengers :o ) and a few goodies on people we have killed. However, I have never even seen an m249, m4a1 sd or an L85 yet. -
A friend of mine and I are setting up a new clan as to make advanced progress in DayZ. (Vehicles, base) We are looking for relaxed gamers (Reasonably mature people whom will not simply quit when they die, can't find supplies, etc...). We would prefer to have people aged 16 or older. Once a small group of people is developed, a clan name and servers will be discussed and established. We will most likely be a clan that will shoot to kill anyone overtly hostile,(Or if we're desprate for supplies, as unlikely as that may be,) and not be established bandits. The banditry issue may develop later and will include further discussion. Typically we play in the late morning, early afternoon hours (10AM- 2PM) and later in the evening (10 PM +) in the mountain timezone. If interested please reply to the thread or contact 'dizzycurl' over Skype or via Steam, username: 'Sallathius'. Happy hunting :)
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I´ve short banned two players for anti-social behavior DE 397
omniomi replied to polli's topic in Mod Servers & Private Hives
It's emergent gameplay. Each player or group creates their own way to 'survive'. Perhaps the players who destroyed your camp and vehicles figured by crippling your base of operations they would increase their own chance at survival by slowing your movements around the map and reducing your immediate supply of gear which is perfectly in line with the single goal of the game, survive. -
Are there vehicle location hacks? or admin abuse here?
Michaelvoodoo25 replied to lnfighter's topic in DayZ Mod General Discussion
What he said. Hide all you want, I will find it sooner or later. Most players walk across hidden stuff, even when they hide them near the rim of the map! I play so I find camps and I also come across vehicle's which I use to speed up my searching patterns. I have found 6 vehicles in 2 days on 2 different servers (Boom) Admin abuse is becoming more common also (Look at the forums), though I doubt they have a "Marauders" map. Tell me, how long did it take to fix 3 vehicles up and hide them? You knew the spawn points, did you save them? Did the server restart? -
What would you like to see in the stand alone?
RuneFire replied to NovaDose's topic in DayZ Mod General Discussion
penalty system for killing innocents; reward system for killing bandits (higher his kill count, the bigger the reward). different types of servers: regular = no perma death (respawn) ; crosshairs, etc. - weaker item spawns hardcore = perma death, no crosshairs, etc - stronger item spawns character saved on server, keeps HC people from mowing down the newbies in regular, and prevents server hopping/farming/ghosting. you know he's stuck in the tower, plant a claymore in it for later. make sniping incredibly complicated, as it should be: bullet drop, wind, etc. scope glint maybe, like battlefield3. dont get me wrong, i love sniping. but i despise the average noob being able to. accessories: suppressors by calibre and grade. example: high grade sniper suppressor.... doesnt overheat too fast, vs cheapy suppressor. types of optics (nightvision, thermal, etc), with respective rock/pape/scissors handicaps to keep it balanced (range and quality limitations) ; booby traps, claymores, landmines, IED's; more populated cities... why would supermarket and store inventories be completely empty? getting past the 100's of Z's is the challenge in the first place. very few people would manage, to stores should be pretty much stocked, in shambles though. like raiding a police office, hospital, armories, etc. the prize should be there. different types/classes of zombies. like JR Bourne's books.... the average zombie is shambling and can even jog a bit... pick up momentum en masse, but irradiated/nuked zombies have slight intelligence... a leader of sorts. can actually engage you, run and flank. both... ONLY HEADSHOTS KILL! keep to the proper mythos of zombies. hit legs will make it crawl; chest will knock it over; head will kill. bite = infection, lose blood even faster. abundance of vehicles. why would 99% of vehicles be broken?! out of fuel, yes. dead battery, yes. why broken/scarce? just find the nearest car park (full of zombies), have your team secure the entrances, and your mechanic repair/refuel one of the dozens of vehicles there. anybody must be able to find a cessna or helo, they should be easy to FIND .... at airports or military camps, duhh. GETTING them must be difficult and require teamwork. equip/carry TWO primary weapons. one for each shoulder. for example: MP5SD and proper rifle. none of that backpack switching BS. making the game too technical regarding medical/toolbox stuff..... will make it exactly that. too technical and complicated, all these features will have to be coded additionally.... more dev time, more money. K.I.S.S. rather specialize.... medic OR technical, with individual tech trees / modules. carrying around a hatchet + toolbox + spade + + + + is silly, imho. have people specialize instead. -
A hacker called Damon Grant visited the Server DE282 around 22:35 today. When me and a clanmate drove our vehicles around countryside we saw a guy shooting at us. We then drove away a bit and layed an ambush in case he run after us. He soon came in side and took quite a few hits from my mate. However instead of dying he teleported behind and instantly shot me. I got into a strange mode where I didn't die but could still look around me without losing any blood or having a brocken bone. A bit like being wounded in ARMA 2, just without the vision getting red. I then saw him running to one of our vehicle (taking to shots to the stomach from an M4A1) and trying to run my mate over with a truck while taking at least 5 shots around the chest/ neck area and three headshots. As my buddy didn't manage to abort the game fast enoug hafter we decided that our oponent was a hacker he respawned in order to get his gear. 10 mins after however he and most of the other guys on the server got ported to a debug area and died due to everyone shooting at each other. Soon after he respawned he found the corpses of approximately ten guys very close to each other. When the server was full at 40 players at the time the hacker joined it had around ten afterwards. EDIT: Sorry, forgot timezone: GMT+1