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Found 41868 results

  1. The Fundamental Problem of DayZ's Survival Gameplay (Wow this post became LONGGGGG, so it is quite messy, but I hope you get my point and hopefully agrees that something needs doing. :o) Introduction When looking at DayZ and explaining what it is to other people, what is it that we typically say? How should DayZ be played, what is the goal of it all, and how does the game actually live up to the accomplishments of these goals. When talking about the game I reckon we typically use one of two descriptions: 1) The game is a survival Zombie sandbox game, where you walk around trying to survive from the zombie hordes. (Survivor) 2) The game is a huge sandbox world where you try to gain equipment to kill other players and zombies. (Bandit) What is the problem with these two descriptions? As I will argue, the game advocates a certain play-style, and therefore fails to live up to other play-style-focused expectations. The PvP play-style is the only real play-style which is really supported by the game - in this play-style people seek weapons to kill other players, the survival and zombie aspect of the game is partially ignored, functioning as background noise. People are generally unhappy with the trigger happy nature of the game, the fact that everyone kills everyone. This is inevitable, not because people don't trust each other (though that is a main reason), but because the game would be pointless without player killing, since there is literally nothing else to do - hence the play-style is often a result of boredom from the survival aspect of the game. I stress the notion of boredom, since the game's lack of difficulty leave no choice but to succumb to the PvP nature of the game, the only aspect which actually makes the game a little exciting. Hear me out before you send me death threats and messages about how you love Zombie killing and survival. The Problems Here's the description of the game on the official DayZ website: "You are one of the few who have survived and now you must search this new wasteland in order to fight for your life against what is left of the indigenous population, now infected with the disease. Go Solo, team up with friends or take on the world as you choose your path in this brutal and chilling landscape using whatever means you stumble upon to survive" Surely this description is focused on survival. The player is put into a world full of dangers (primarily Zombies), and is told to survive with the few scraps that he gathers in the huge sandbox world. The problem with this description is that the game's focus on survival is not really accomplished within the current design of the game, since survival is not the focus, but a temporary nuisance. In my first play-through, I died to Zombies as I attempted to find out how the stealth system worked - after having died once, I had ZERO problems surviving. To understand why survival is not an issue, we have to pick it apart and discuss each aspect in turn, namely: food, water, blood, heat, weapons, Zombies and players: 1) Food Finding Food: Food is scarce in DayZ, or is it? In a post-apocalyptic world, one would, rightly so, imagine that food would be scarce. However, in DayZ you can find food everywhere. The main problem when you start the game is finding food, and if you play anywhere near efficient, you will have zero troubles finding food in the first town (or even building) you enter. When you have certain other materials (hunting - read below) food will be even more plentiful. Food can be found in (almost?) all spawn points, with quite a high chance of spawning. This non-scarcity of food directly abolishes the main goals of the game - completely removing the food aspect from the survival one. How many dies of starvation? My guess is very few, and only non-experienced players: those who are playing on some of their very first play-throughs. Hunting: Hunting becomes one of the easiest ways to acquire food with very little risk - in a world as big as CH, you can easily walk around in woods for days without seeing a single soul. Hunting requires a knife (easily obtainable), an axe (easily obtainable), wood (easily obtainable), animals/meat (easily obtainable), and matches (difficult to acquire). Hence, the only thing stopping you from creating an infinite supply of food with almost no risks, are matches. That said, a single visit to any larger town and you should have a pack in your possession. When an animal is found, it is not uncommon for it to produce 4+ pieces of meat, which is an insane amount in a survival situation, lasting for quite some time. This is realistic though, but again directly cancels out the difficulty of survival. Seeing how people like to describe the game as 'realistic', realistic in the fictional sense of course, one could argue that the hunting mechanic is simply too simple. Animals would surely be extremely hard to come by in a post-apocalyptic world, and surely matches wouldn't be the most difficult thing to acquire. Instead, the axe and meat would surely take the price in that regard, since matches should be located in any living room. Once again, dying from starvation is simply not possible. 2) Water Water is another important part of the game, which can be acquired through soda cans and bottles/ponds/wells. Just like food cans, soda cans can be found almost anywhere, and has the same percentages of spawning. This means that you can fill up your inventory with both types of consumables by going through a couple of buildings. If one wishes to create an infinite source of water, one will have to find bottles. These are found almost anywhere, and Zombies will even drop them. By having 3-4 in your inventory, you can easily go from pond to pond or simply stay in the vicinity of a pond/well to create an infinite source of water. Honestly, the water-acquiring process is a little too simple, and therefore, the water aspect of the survival situation is completely negated, 3) Blood When addressing the issue of blood loss, people often use blood packs as the solution for restoring your health. However, blood bags are completely useless. Bandages are easy to come by, so you can easily patch things up, whereas you only have a single issue - the low blood count itself. To solve this, all you need is the hunting setup as mentioned above. Cans add something like 250 blood, whereas meat adds a staggering 1k or thereabout. This means that a single cow will be able to heal you up in the 10k range. This wouldn't be a problem if cows were hard to come by, but they are so extremely plentiful in the world that you can easily find them on almost any large field. Blood is therefore a very temporary issue, and will be a non-issue once you have the hunting kit. If survival is your main goal, you will have absolutely ZERO issues with blood or HP recovery, since the meat that keeps you alive, is also extremely efficient at healing you back up should you lose some health. Since Meat and Cans have different HP recovery rates, a player is inclined to hunt, which makes the game so much easier for him, hence taking something away from the survival aspect. By consuming meat as food, the player will also always have the best conditions for recovering lost blood - two birds with one stone. 4) Heat Heat/warmth is a relatively new aspect to the game, and is most likely flawed in its current form compared to the state it will be in at release, hopefully at least. Heat is an issue during rainy days. By staying in a house, you will recover your warmth. Living in the forests with no houses about, the fire will instead fulfill the function of warming your body. This takes a few seconds, meaning that you can gain your warmth as you cook your meat - thereby making heat another non-issue. Heat is one of the easiest aspects of the game, since there are so many ways to solve it (heatpacks which spawn EVERYWHERE for instance). 5) Weapons As a survivor, the weapon is useful in the beginning of the game, but loses all significance later. The axe can be used for killing animals, and a pistol allows you to loot choppers. This means that a single run through a town (where you also find matches and bottles + generic gear), will give you more than enough ammo to survive for an eternity. 6) Zombies The Zombie is a stupid creature and very easy creature to deal with. They only spawn near settlements, and as a result are easy to avoid. They are unable to be a threat against a player, since they can be outrun if a situation gets too hot. The thing about Zombies in this game is that they are infinite and therefore pointless. You are unable to really 'clear' a town, since they just keep respawning. What does this mean? well it means that people won't be inclined to shoot at Zombies, since you will just attract a, literally, endless horde of Zombies. They will continue to rush in until you just run away. As a survivor, you won't need to go into a town AT ALL, since you are 100% self-sustained by the forests. Going into a town will simply put you in danger with no reward at all. This is one of the situations where an incentive will be necessary, but no such incentive exists currently. For many, the Z aspect of the game is key to them playing at all, but we are constantly reminded of the fact that the Z's are just for show, that they aren't supposed to actually play a significant role in the game. The Z's will only come into play during your first town visit, where after you will not need to revisit them again if you so choose. Honestly, the Z's need something more to them, they need to be a threat once again, and not only to people who just spawned with 0 gear, but also later in the game - but currently, they are not. 7) Players Players are not a factor when surviving, since you can stay hidden in the woods forever - and with good observation skills you will never need to interact with anyone. As we can see from these points, out of 7 different survival aspects, none are hard to master or avoid. You can create an infinite source of resources by living OUTSIDE of town. This is an important aspect of the discussion. If you want to survive, you can easily do that. It requires just a few tools and ZERO interaction with towns, Zombies or players. Therefore, surviving is not really a problem, resulting in a very one-sided direction in the game. You can really only do one thing, which is killing other players. Some people will kill zombies, which will quickly become pointless and dull, quickly redirecting them to the PvP route - there is simply nothing to do for survivors. People can go into the woods, and survive on the following: Bottles (refillable water) Axe (wood + killing animals) Hunting Knife (gutting and as a result, healing) Matches (cooking and heat) Four pieces of equipment is all it takes for you to survive in the words for all eternity! This is really kinda pathetic in a survival game, especially since only ONE of these items can be moderately difficult to acquire. This is what completely kills the survival aspect, the lack of actual survival skills required to survive. Players and Zombies are the only dangers a survivor has. Even then, Zombies don't spawn in woods making them a non-issue, and players seldom meet each other in woods, since you are such a little person in such a large world. The game's endgame scenario for a survival-focused player is accomplished within a single hour of play, whereas a PvP'er will never really reach an endgame. A PvP'er has a huge collection of weapons which can be acquired + a kill score to increase. The survivor has his health and his luxurious lifestyle to focus on, a mechanic which is non-existent in its current form. The game's focus is on the PvP'ers: the bandits: the campers. The game is no longer a survival game, but a large PvP arena. Survival is a nuisance, and the real goal is to find weapons. Let's talk about weapons. In a post-apocalyptic world, one would imagine guns to be fairly limited. The remaining survivors would have taken the weapons and scattered them all over the world, instead, we have a few generic locations which always bolster the best weapons, creating smaller PvP arenas. Is this a problem? I don't know, that depends on the goal of the game. Once again, it seems that the game is confused on what it is trying to accomplish - is it about survival, Zombies, or PvP? The spawn locations make sure that only bandits have access to higher-tier weapons, since no survivor would enter the airfields or military bases. Anyways, since this is supposed to be constructive criticism, here's a few ways to balance out the game, trying to put 'survival' back into DayZ. Solutions Here's a quick rundown of solutions for all the different points. Generally, what has to happen is that surviving has to be harder and more punishing, whereas Zombies has to have a bigger role within the game. The changes that I will suggest are not too crazy, since it is mostly balance/%/scripting changes. Generally survival needs more difficulty and grinding to make it more interesting. Some of the changes are thrown in for good measure, without having much to do with the aspects I discussed earlier. The vehicle changes for instance, which are more centered around fun and 'things to do' generally. Let me know if I should remove these. Generally what we wanna do is to increase the risks and problems associated with SURVIVING - so people will have to focus more on that aspect of the game, so they aren't able to always camp the airfield/forests or for that matter a single position within the larger/smaller towns/towers. The hardships associated with surviving and the need for visiting certain facilities, will make sure boredom does not settle in as you sit silently in the woods forever. (I realize the list is a mess, sorry!) Food and associated loot: Food and Soda cans should be much rarer, this means tweaking the % and the spawn locations. By lowering the amount survival will be harder, ponds will be more valuable as well since they offer a secure means of acquiring water. The rate at which food and water are required should be increased. This + the other suggestion above will lead to a higher supply. Versus the lower demand, the survival situation will become harder. Matches should have a slightly higher spawn rate in residential areas. Matches should be limited to around 75 tries. Lighting a fire should take 1-5 matches. Wood should have increased spawn rate - suddenly people have an incentive to find wood in barns and so on until they find an axe (see weapon section for Axe spawn rate changes). Wood cutting should take longer and should make noise. Cooking meat should take longer while allowing you to do other things in the meantime (could it be possible to place them in the fireplace's gear menu and cook them that way?). This is to make the process itself riskier and more visible for other players. Animals should be much rarer, and the amount of meat should probably be lowered a bit. Bottles should give more 'fullness' than soda cans. Chlorine Pills should be added to the water acquiring process. These will be found in grocery stores and hospitals in rather large bundles, having like 10-20 uses per bottle. This will require the survivalist to enter larger towns to survive. If Chlorine Pills aren't used, you risk sickness and death. Requires antibiotics from the hospital. Running and fighting Zombies should increase consumable requirements significantly! Increase the spawn rate of bear traps - they should be used to catch animals - create an animal with a walking path across the trap if the trap is placed in the woods. This should not be a 100% thing however, but should have a higher percentage of producing results than simply meeting an animal out in the field every 5 minutes. Placing traps close to each other should diminish the percentage of finding anything to make the survivalist run greater distances. Add fishing maybe? to make the food acquisition process more interesting and varied - have fishing bait in the grocery stores and ports/huts by the sea/lake - once again make it percentage based, nothing should be certain. Animals should be scared of players - very scared. This would require the player to use rifle ammunition to kill animals, creating yet another incentive to visit towns and farms for the survivalist (to find ammo). The animals, when seeing the player, should run in the opposite direction as fast as possible until they despawn. When eating or drinking a can, add an empty can to the ground. This will work as a sign that a player has been there. Blood: Smaller blood packs should be added which are usable by an individual player - only healing something like 5k blood. Another incentive for the player to visit hospitals and military bases. Meat should only heal 250 blood, just like cans. Blood should regenerate over time, very very slowly, since it will now be difficult to restore health by exterior means. Heat: Warming at a fireplace should take much longer - making the process more risky. Fireplaces should produce more smoke. Heat packs should be rare and effective - a PvP'ers dream. Cold weather/wind/altitude degree changes should be added to increase the role of this mechanic. A thermometer should be added to the game. Weapons: All weapon spawn rates should be decreased by a bit, just to make them a bit rarer. Larger weapons should be less effective against players to facilitate firefight scenarios. Less high-tier weapons, more low-tier - this will allow players to be more open at the prospect of spending ammunition on Zombies. Axes should have a lower spawn rate, like matches now. Increase Crowbar spawn rate to take the Axe's place as a first weapon. Axe's should require a sharpener to restore their magazine. Obviously the magazine size should be limited to about 100, and chopping wood should remove 10 'bullets' from it. Increase 'shaking' during aiming to make shooting harder - will make firefights last longer (simulating lack of experience with the firearm - stabilize sight after a certain amount of shots to simulate experience gain?) - will deplete ammo quicker, making ammo more valuable. Zombies: Zombies should not respawn as frequently as they do. It should be allowed to clear an area almost completely - however, there should be more of them each time they spawn. Zombies should be travelling in packs at random places, especially travelling through woods. This is to increase the difficulty of living in the woods, so you can never let your guard down. Zombies should sometimes be walking along the road between towns. Vehicles: Increase the amount of vehicles, especially in the larger coastal towns, in an attempt to allow players to travel by car a bit more frequently. I never ever see a vehicle travelling on the roads. They should still be rare though. Increase the amount of bicycles, these shouldn't be too rare, if we go with realism that is - helps with the fun of the game. Sprinting: Sprinting should be a temporary boost - getting tired / stamina system should be implanted. This will make sure the player can't keep running FOREVER. These changes would mean that instead of requiring 4 relatively easily acquired items to survive, one now needs: Axe (rare) or wood (now easily found) Matches (obtainable, but limited) Bottles Chlorine Pills (dangerous to acquire - dangerous to ignore) Hunting Knife Traps (to catch animals) Rifle (to catch animals + defend against random packs of Zombies in the forests) Blood packs (unless a player can catch a ton of animals, which shouldn't be too easily done) These things together with the higher level of consumption needed, would make for quite a hectic survival experience. Yet you are still able to find safe ground if you have enough space in your inventory + can find all of the necessary components. Anything else I can add? feel free to post your 2 cents / changes to the list. Sorry for any misspellings, etc. English is not my first language. If you see a typo feel free to point it out so I can fix it. TL;DR: Survivors have absolutely no challenges in the game - we need more survivor-focused gameplay, while still retaining the possibility for hardcore PvP'ing.
  2. You talk about fair play and sharing and 'letting everyone have a piece of the cake'. But yet you hoard all the vehicles from the server to yourselves. They probably destroyed all the cars, so that they would respawn and someone else could find 'that piece of cake'.
  3. I am looking for a group of people/players/or a clan to join/comb/or make base on US 1967. It is a 80 Slot server ran off of a Dedicated Box in Central U.S. There are some carebears and Mr. Niceguys on the server hoarding vehicles and rolling in massive groups of like 10. Looking for some people to come rough the server up WITHOUT hacks, cheats, esp, exploits etc If this interests you, join the server, or visit Worldsendgaming.com to view the carebears! :D
  4. lol wait so you were able to track these people in your logs and then ban them for stealing your cars ? which sounds like you guys were vehicle hoarding. #1 sounds pretty fishy that you were able to figure out who stole your shit #2. you should ban your self for taking all the vehicles on the server for yourself douche bag,
  5. Not sure I agree with banning them for taking the vehicles or with what they did with them? Surely they can be blown up and set to re-spawn on server re-start? This is not one I agree with, this time.
  6. Hello, Myself and a group of friends recently started playing on SCO 27, and we were well aware that there was a clan on the server. However we decided to go ahead anyway and try to stay under the radar. The first week or so we had little to no contact with anyone on the server clan or otherwise. We read about the clan on the server (Om6) and found numerous reports of hacking and admin abuse, with their leader voraciously defending their innocence. with no proof we decided that they probably weren't hackers and carried on playing. But recent events have made us rethink. Event 1. One of our group had seen a car with 3 people in it driving around the north east edge of the map. He managed to kill 2 of them but got killed by the third however minutes after this occurred the server went down (Suspicious right?). Event 2. Whilst effectively corpse running from the south coast to our camp (Somewhat further north) we were constantly being head shotted in the middle of the woods along a gradient of the map. This would of been understandable but some of us ran up the west edge some up the middle and some from the east. Now unless they have snipers lined across a specific gradient (which is doubtful) there is something amiss. Event 3. Their leader just having killed my self and crippled my friend, starting talking to him and invited us to their teamspeak server. And for some reason ended up giving our friend a lift to elekro on his bike. Somewhere along their journey they came across an ATV. He decided to give it to our group on the condition that we defend their clan on the forums (Bribery?) if they had nothing to hide they wouldn't need defending. Additional. : They are in possession of a Hacked gun they got off a hacker (Confirmed) I believe its some sort of thermal anti-material rifle but don't know the name exactly. Their camp was raided and multiple vehicles taken. Upon a server restart the theives logged in dead and all their vehicles were back at base. Around elekro i saw a helicopter flying around, and later found out it was a stolen Om6 heli. another server restart to get it back. This along with the other posts had made us suspicious about their innocence. After all no smoke without fire. And regardless of whether or not they are hacking there is blatant server abuse and restarts to retrieve stolen items. You might aswell make a camp in the middle of Cherno if your going to restart every time somethings stolen. My warning to you is to avoid SCO 27 just incase there is hacking and all your work and effort are wasted. P.s. This isn't Flaming, this is what i've seen informing people.
  7. Hi All Today i have banned two players for 7 days for anti-social behavior. What has happend? First of all i know that banning people is not allowed in most cases. Also the way i´ve done today. But: As I logged in today at our camp i found... nothing. All our cars and stuff was away. First i thougt that was a server issue and I done a restart. Still away. So i decided to had a view in the logs. After hours of reading i found out that two guys had driven our cars into the docks of Berezino. We had a Ural, Bus, Pick up, UAZ, GAZ, Hatchback and two ATV´s. Also a Motorbike and a Bicycle. All those vehicles was dropped into the water as i seen it in the coords from the log. This was a great job from these both. And they have my full respect. But we would and had never destroyed vehicles and tents when we found them. Neither we steal all items and vehicles. We want a balance on our server and try to be fair to everyone. This server is not only our territory, it is for all, and every player can take a piece from the cake. Our Clan has 15 Members all those guys are great people with familys and friends and would never act like this. We often find camps from other players. But we have never destroyed anything. What we´ve done was stealing a car when there was many more than one. But we leaved the most items in place. I can understand there point in this act. They wan´t to play the good ones and a Sheriff for the betrayed. But you´re wrong guys. We never use cheats or exploits. We want enjoy the game inside the normal experience. I know there was tons of stuff in our vehicles. But the lost isn´t the bad. We will find new items. Thats one of the best points in this game. To start with nothing, and get more and better stuff as longer you play. Also we are not responsible for the duping bug. We have tryed to destroy as much as possible, but all those items coming back. You´ve done the only way we wan´t do. Drop it into the sea. We have packed all our stuff in the bus and destroyed it with a pipe bomb. After a server restart it was still back as happend nothing to it. I´m sorry about the ban, but this is the only way for me to show these guys that there behavior was not right. You are still welcome after the 7 days. But please play fair and think objectiv before you do a rage action. Comments welcome and sorry for my bad english. Polli
  8. harken (DayZ)

    Change the way Veichles are handled

    The problem right now is that vehicles are the only reliable way to store items, given tents are unstable. So until they fix the tents people won't want to risk moving all their precious loots around.
  9. suspense

    Change the way Veichles are handled

    If gas was rare, i would still hoard vehicles to edges of the map, i would just be less likely to use them
  10. Or time to start hunting for vehicles and creating your own tent base.
  11. The fact of the matter is, if you hacked in weapons/vehicles. You will eventually be caught and key banned. If you happen upon a hacked vehicle or weapons, you will not be banned. The server owner has the right under suspicion of you hacking to ban you from his or her server with proof... but you can just join another server. Have fun with the AS50 TWS, I found one on a body and it is an amazing scope... but just know you wont be perma banned for using it!
  12. Tweakie

    Change the way Veichles are handled

    We need all those vehicles...always have backups, and then have backups of your backups. Must be a Console kiddie. (J/K flame, relax champ) But the point is....why would you not take all the vehicles you can...your logic is flawed. If you walk by a motorbike, why on earth would you leave it behind. I am sorry, but I do not give one single fuck about you, I care about me and my group putting us in the best position I can. If you have a good gun, and you find a another good gun, would you leave behind the 2nd gun? or put it in your backpack....yes vehicles are alot more rare, but the same logic applies.
  13. A. When you are not in cover never stop moving. B. Always stay in hard cover if you can, if you can't concealment is the next best thing. C. If you're still in a coastal city an hour after you respawned you made a mistake, probably a lot of them. This is advice for people who aren't interested in the current Coastal Counterstrike fad, obviously. 1. Spawn in. Immediately find hard cover and/or concealment while you figure out exactly where you are on the coast. 2. Figure out the nearest grouping of spawns large enough to yield you 2-3 food, 2-3 soda, and some other basics. 3. Hit that grouping, when you stop to loot something make sure you're out of any long range sightlines. Make sure you're facing the most likely direction to get attacked from at short range. 4. Once you've looted that, figure out where the closest 2nd tier(off the coast, but not deep in the interior)village is with a super market. That is your next destination. 5. Find any basic tools in that market, in that town that you missed down on the coast. Pick up a basic weapon if you haven't already, snag a pack, etc. Now, you've got food, drink, hopefully you've got matches/hatchet/skinning knife/water bottles, you can live off the land, never approaching a village or town until you're comfortable that it is safe, or it is a moonlit night so you can see just fine and the zombies can't. Now you can address longer term priorities. The three most important are getting military grade weaponry, a supply of morphine, and a GPS. Good news, you don't have to go to town or a military base to get any of those, all of them can be had at remote deer stands and can be had without firing a shot, without exposing yourself until you are very sure there is nobody else around. Deerstands almost always have one forested approach. You want to come in that way. Come in just far enough for the zombies to spawn, then go prone in cover/concealment and wait and watch. The way zombies typically spawn is in a clump, on a point. Over time they'll usually radiate directly away from that point. In this case, that point is the deerstand. Once they're comfortably far away from the deerstand, approach it stealthily. Quite often you can use 3rd person camera to see what is in the deerstand without actually exposing yourself on the ladder, or up top. You don't want to risk that ladder unless you're fairly confident there is something up there worth grabbing. That ladder is the most exposed, most defenseless you've been since you spawned on the beach. Don't waste time in the stand, don't stand up, if you're going to loot, do it quickly and get out of there. Experienced players know that zombies mean players and if they see zombies around a deerstand they're going to know somebody is there. Voila, you survived the initial spawn and you've got everything you need to survive indefinitely in the boonies. Once you can do that without breaking much of a sweat it'll get boring, that'll be the time to switch over to using other players to get your gear when you respawn. You can also use either of these methods to fully gear up after using the above methods to get your basics. method #1: Once you know the map and are familiar with how many people play it, you'll realize that you can get everything you need just by finding somebodies stashed tents and/or vehicles. These are almost always hidden in the same areas of the map. Grab enough food/water in town so that you wont die and then hit the likely camp spots. method #2: You'll realize that the people who like to snipe freshly spawned players are actually fairly poor when it comes to skill level. These people are easy to flank, easy to sneak up behind and kill with basic weapons. They'll have tunnel-vision through the scope of their 1-hit I-Win rifle, making them easy meat. These people will usually be fully geared, all of which you take after killing them. Leave anything you don't need on them and hide their body. The really dangerous groups/players in this area are usually there to hunt the noob hill snipers and those players/groups will often leave you be if you don't pose a direct threat, some of them will even help you if they're feeling generous and despise the hill snipers as much as most players do. All of this ignores the largest threat to survival, at least on non-private servers, and that is the hacker who can kill you at any time, regardless of where you are, regardless of how smart you're playing. Kind of makes any long term strategies pointless, which is a major reason so much of the action has moved down to the coast.
  14. SumoS

    World's End Gaming

    Agreed, that discussion going on did not show us in the best light. As a community we are going for a place that many different types of people can call home and feel welcome in, from military role-players to casual beaners. We have had some disagreements, like many others, but we certainly worked to address the issues that were raised. One of the main points was the revelation that some members were actively targeting each other's bases and vehicles. Ultimately, this ended up being an argument between a few individuals (one of whom was already accepted but not promoted on the forums officially until recently). The situation could have been dealt with quickly had this been brought to the attention of a moderator/admin but instead it devolved into a slandering match on the forums. Since then a number of protocols have evolved, sanctions been handed out and the relevant parties have re-conciliated. This community has been around for a few months and certainly the last few weeks have been a trying time for many members, myself included, but I am confident that with the hard work our members have put in that we have come out stronger because of it. Ultimately, the negative comments have helped us organize ourselves more effectively which is better for members and guests alike. Feel free to ask whatever you wish.
  15. Lets say you are alone and someone kidnaps you. When you have nobody who will rescue you you are lost until the scrubs decide to let you go? Stupid idea (not just in the case mentioned below). Good idea to make almost every house/building enterable. This was mentioned hundred times before and i am optimistic that this will be the case in the stand alone version. Barricade a house should be possible too if your character and therefore all the buildings are bound to this specific server. But this wont happen i think because once you are offline ppl will rape your house and there cant be some locking mechanism since sooner or later all the buildings would be locked up because little bitches have fun blocking everything (like all these wire scrums which block all the entrances of towers/fire stations with their fucking wire). No need of money in a post apocalypse game. The only thing that counts is to survive. Goods can be food or weapons (trade system), but it will never be money. Zeds are fucked up with their behavior. There are countless things to do. Stupid idea. Hackers can appear at any time. 30 min of playing on a server doesnt count shit. Stupid idea since you would have to implement new weapons which are attachable to vehicles. It would be enough to make drive by shooting (shooting out of windows/from the back of the car) possible.
  16. actually e-rager, this is in fact an alpha and other peoples losses including my own are part of the game. Dare I say a LARGE part of the game. So you had vehicles and equipment and you got vicked son. Now you wanna cry about it and even say its Rockets fault? So what if tents dont work? Even if you drop a tent dont initially expect it wont be found or stumbled upon. The community is not the problem here, its you losing your e-inventory that is; don't get it twisted. Instead of raging go requip and steal some one elses vehiicle. Its all part of the game.
  17. frantix (DayZ)

    Vehicles - how to know if there are any?

    Yes, but not on a totally fresh server (I mean no server restart, but a new server just going online). On fresh servers usually the server hoster gathers the vehicles quickly.
  18. Lol. We don't hoard vehicles really, I play with a small group of friends and we raid camps. After we pillage the vehicles all we generally keep are the ATVs/motorbikes/bicycles. The others are too easy to find, so we destroy them eventually. If you ever have an ATV come up missing, I'm sure it wasn't us :)
  19. There are vehicles on every server. On many — if not most — servers they are being hoarded off the map, so that's why they are so hard to find.
  20. Those Germans.... This is common all over. It's considered a perq of being a server admin. We grubbies who don't host can still scavenge their hidden vehicles, though.
  21. You just have to know where to look. In addition to the supposedly hacked tan pickup I found (thread in general section), we took a total of 9 vehicles tonight and blew up 2 more.
  22. Herr Robert

    Mega Camp Location -- US 1555

    Good job :). Yeah ... Changing the server's name because of him posting coords to a camp and destroying vehicles (both of which are completely OK, by the way) would certainly be fair for everyone that has vehicles and camps on the server.
  23. No saved vehicles are spawning when i restart the server, why? Tents appear but no saved vehicle anywhere. I tried restarting again to make them spawn but nothing happens.. still no vehicles.
  24. As far as I know every server has vehicles, its not something that admins/owners can control fair warning tho, finding a vehicle involves a lot of luck and time, as most of them are stored off map and left there ive found 3 vehicles in my 2 months of playing
  25. Toggl3

    Full release - Map discussion

    I'd like to see a real-world location, be it in the US or UK or anywhere, hell China, mapped out in detail with the aid of a current map for topography, and something such as Google Maps for the building layout. Imagine an entire State in the US being recreated in the game. Now make it a single shard, instead of multiple ~50 person servers, as in an MMO. I want to see thousands of people on the same server on one giant megamap. Talk to CCP on how they manage tens-of-thousands of people running on a single-sharded game world and do it that way. Going into a much, MUCH, larger scope, build the entire world, and have people who sign up have to use their RL address. When you log in for the first time you will "spawn" at your RL address and will have to work from there. Makes playing with RL friends all the more special. Probably too big a scale to work, but I think something like this has the potential to be much more than just a game. *EDIT: Of course in the large scope of the world, vehicles would have to be plentiful, but with the amount of vehicles in urban areas today, shouldn't be an issue.
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