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Found 41868 results

  1. DerJay

    We found so many vehicles today!!!!

    I just came across all those vehicles while running from Zelenogorsk to NWAirfield. Must have been hard work to collect all those
  2. MuchHigher

    Mega Camp Location -- US 1555

    Greedy server owners can't play fair. I found a servers camp the other day around the same location, they found out I located it. I noticed shortly the server was no longer displayed on the server list and was locked temporarliy. I came back on later and they relocated all of it. God forbid I lose a couple vehicles or my gear!
  3. Today a player on our server DE 1116 ported all players to the famous THUNDERDOME. The shoutbox of our forums shortly before the accident: [Heute, 21:54] yoshipwnz.: You are not permitted to ban for suspected cheats or exploits of a non-server-disruptive nature, including but not limited to ghosting, unverified cheating, duping and similar... [Heute, 21:53] yoshipwnz.: http://dayzmod.com/f...-hosting-rules/ [Heute, 21:53] yoshipwnz.: That's the shitty side about the official guidelines :/ [Heute, 21:53] VeriRipuli: we have his Military Offroad but that is probably not enough? [Heute, 21:49] demian: anyone having a screenshot of him or something? we need proof to ban him [Heute, 21:48] demian: yes there was [Heute, 21:48] Gh0zt: Yah... [Heute, 21:45] stroggu: probably everyone noticed now that there was a hacker [Heute, 21:36] yoshipwnz.: What?! Can you post some screenshots? Please do so then I may ban him and post a report in the forums... [Heute, 21:34] VeriRipuli: he was spawning weapons and vehicles and he was bulletproof. [Heute, 21:28] VeriRipuli: If there is some admins here, there is cheater in de 1116, nick |!||||||||| or something [Heute, 21:28] stroggu: Some hacker spawning stuff east from polana The logs on the player: 13:01:39 "LOGIN ATTEMPT: "42237510" I!IIlIIllIlIIlIII" 13:01:46 "LOGIN LOADED: B 1-1-A:89 (I!IIlIIllIlIIlIII) REMOTE Type: Survivor1_DZ" 13:01:46 "SETUP: attempted with ["24687550",B 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,"42237510"]" 13:01:48 "LOGIN PUBLISHING: B 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE Type: Sniper1_DZ" 13:01:48 "player42237510 = myObj" 13:02:08 "HIVE: WRITE: "CHILD:103:42237510:24687550:0:"" 13:12:17 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:13:37 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:14:56 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:16:25 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,["ItemPainkiller","ItemMorphine","ItemMorphine","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","PipeBomb","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","ItemBandage"],false]" 13:16:47 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],true]" 13:18:14 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,["ItemPainkiller","ItemMorphine","ItemMorphine","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","PipeBomb","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","ItemBandage"],false]" 13:18:29 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],true]" 13:18:30 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],true]" 13:19:59 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:21:40 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:23:07 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:24:36 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:26:05 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],true]" 13:27:28 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:28:51 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,["100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240",["100Rnd_762x51_M240",96]],false]" 13:30:18 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:31:51 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,["100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240",["100Rnd_762x51_M240",96]],false]" 13:33:14 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:34:42 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:35:55 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:36:29 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],true]" 13:37:55 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:39:11 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:40:27 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:41:40 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:43:02 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,[],false]" 13:44:16 "UPDATE: [b 1-1-C:1 (I!IIlIIllIlIIlIII) REMOTE,["100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240",["100Rnd_762x51_M240",96]],false]"
  4. Hello DayZ Community! I have rented my first DayZ server with Vilayer, and it runs great. The only thing is I am currently doing manual restarts every few hours to keep it lag-free. Once I saw a server had an Admin who was entering a global red message before restarting so everyone could read it and notice it so people could save their vehicles/tents and not lose their items. How can I send one of those server global red messages? I would like to warn the players few minutes before I restart the server. Thank you all!
  5. Talrune

    Repairing vehicles

    So i am curious as of latest patch do we need a toolbox to repair vehicles or just certain ones? Also when i worked on a atv I noticed that unless i had scrap metal or a tire on me the atv did not even show up as repairable...is that how it works for all vehicles because i thought on cars etc you could get in them and you would get a breakdown in uypper left of HUD showing what needed repair? And as of yet even using the day z map at http://dayzdb.com/map I can never find any vehicles that are repairable so I assume unless i have a tire or a toolbox on me they wont even show up as repairable? or am I just htat unlucky there are never any to find
  6. lol, monthyl payments...are you out of your mind?^^ im not going to pay for it monthly at all. except its like 50 cent per month..:) i think i would buy dayz for about 5 bucks, as it is right now. when finished and without bugs it might be worth 25... however, i think that warz will be the big deal. they got an entire engine, just for this game, and nothing else. since they dont release many informations, i can only imagine how epic it probably will be. switchable scopes, "homemade" weapons like in dead island, a overall better map, with severs, and more enterable buildings (which require keys, or a crowbar to open), a better vehicle system (hoarding of vehicles is ruining the game) better anti cheat... anyways...we will see, which one is the better game. hall should quickly come up with new ideas, and most importantly the new patch...almost a week delay..wouldnt be that bad right? well it is cause its unplayable right now with the fucking graphic bugs.
  7. Someonerandom

    Stand-alone Dayz ideas

    These are my ideas for dayz when it is its own game. - Different types of clothes/gear that reduce damage done to you from zombies mainly but also reduce maybe some or a little bullet damage Examples - football helmet and shoulderpads, bulletproof vest, other sports protective equipment, etc. The reason for the sports equipment is because in a real apocalypse there would be plenty of sports gear for survivors while military gear would be rarer. Each day in dayz should be shorter so that it doesnt take literally 3 months to grow food or a year to build a good base or something. I personally think a day should be 4 hours or maybe 6 (a day is an 24 hour day not just when sun is up) how long do u think days should be? Fortifications - Trenches - Palisades (a tree trunk wall) - Spider hole Zombies should be realistic. - Zombies run slower by 20% each half of a week that they don't eat (from humans or animals) so basically the zombies would become crawlers due to starvation after a couple weeks. - Zombies should be able to hit u while running but at reduced damage maybe 25% less? - Zombies run at a normal humans speed. (unless they are hungry as stated above) - Zombies are everywhere including forests. - Some zombies should roam around going long distances. - Some zombies stay at cities until cities food sources are depleted. - Zombies are attracted to eat animals just the same as with humans. - Zombies spawn from outside map boundaries and wander long distances at random. The ability to make bread from wheat crops or corn crops. - Start by finding seeds for wheat or corn and then growing it. - Turn the wheat into flour when grown by using a mill created out of wood. - Add water to flour and bake it by creating a wood fire oven by collecting stone to make the oven and then just add wood and light it with matches. - The reason it is a good addition is because u could store the flour u have made to be able to bake it whenever u want. The ability to farm for food. - Examples: corn takes 2 to 3 months to grow to the point of harvest, has to be watered often, can't be grown in cold temp. (winter) - Would be shorter than in real life. Either option A: 1 day equals 4 or 6 hours or B: simply reduce growth time or C: both A and B - With a 4 hour day there would be 6 days in 1 real day while growing corn would take 10 to 15 "game" days. Dehydration - Not drinking water causes vision to dim at first then unconsciousness. - Speed and endurance decreased gradually to max of 30%. - Shade slows dehydration. - More water required as physical activity increases. Weight of items decreases run speed and endurance. Survivors should be realistic and start as an "average" person. - Able to increase accuracy with weapons after shooting for a period of time. - Start with a person who has not shot guns at all or very little and therefore would be less accurate than it is currently in the game. - Able to decrease reload times of weapons by practicing. - Start with a person with average fitness. - Fitness can be increased by running and maybe finding weights as items in-game - Using weights for your arms would increase melee weapon damage. (after sleeping) - Running for 10 minutes increases run speed and endurance slightly each time. (after sleeping) - After running for too long or using weights u have to sleep to receive the benefits. - After running a while or working out run speed and melee damage is lowered until you sleep. - Sleeping somewhere comfortable decreases time needed to sleep. (tents, beds) - Eating food after the work out or run is also required to receive benefits. (only one meal) Food - More variety of food with different stats. - Food with more carbs give more energy and so increase speed and endurance. - Food with protein gives you more of a benefit after working out/ running. - Food should replenish a small amount of water. (some foods replenish more water) - Not eating enough protein causes muscles to degenerate slowly and make u run slower and hit with melee for less. - More food required as physical activity increases. Clothing and accessories should be added - ear plugs - ear muffs - gas masks - warm clothing (usually heavier) - light clothing for running fast - shoes: light shoes, heavy durable boots, cleats - ghillie suits and camouflaged clothing (reduces your visibility to zombies) - Bulletproof vests - Ballistic shields - battering ram - Pistol holsters - Gun slings - balaclavas - riot shields - Ballistic face masks Non-lethal weapons - Pepper spray -Tasers - Tear gas - Flash bang grenades - Paintball markers loaded with pepper spray - Stinger grenades - Handcuffs - Flare guns Fireworks could be added for people to shoot at zombies and humans or to use for long range signaling or just for fun. (would attract zombies similar to gunshot) Lethal weapons - Guns should have a small chance to jam. - Jam chances increase the more shots are fired. - Cleaning your gun reverts the jam chance back to minimum. - Some guns have less of a chance to jam. Vehicles - Trains could be added to give players a way to move items/food in large quantities. - Would have 1 repairable train per server. - Railroad tracks to be placed by players. Please tell me what you think of the ideas and if u have something to add.
  8. I am going to tell you all the location of a clans camp on US 1555 which includes 5 vehicles( we stole 4) and 20 or so tents fully stocked. The coordinates are 094 on the left of your map, 002 top. Slightly north, and far west of Zelenogorsk. The camp is completely stocked with around 70 assorted military weapons, 5 vehicles and hundreds of ammo clips. Everything you can think of is in their tents. To the admin. Next time someone steals your stuff don't get butthurt and ban them. Enjoy trying to keep track of all your loot now, asshole.
  9. "Apocalyptic wasteland" makes it sound like this is Fallout, while it's not. It's quite plausible that there is military-equipment around, actually. All those dead soldiers and broken down military-vehicles... Those were army-men fighting the zombies in the initial hours of the apocalypse is my thought. I doubt they had Lee Enfields to kill said zombies.
  10. snagglefox

    SVD CAMO

    What do you want for it? I have everything except rangefinders, as50 and LMGs. Vehicles aren't an option either.
  11. gizm0

    Why destroy tents?

    Yep they will claim anything as fair game till it gets removed... just like putting tents and vehicles out of map
  12. sp86

    Buildable Bikes

    So, I had an idea the other day that was fucking goofy, but I think it has merit. I haven't played in a server yet where the vehicles weren't hoarded in one godforsaken corner or another, and looking for them seems totally pointless unless you intend to invest a lot of time on a server. So my idea was to add a lootable bike kit to the game, find them in Residential or Industrial High values and right click use generates a bike. If you limited it to one spawn per player you would at most be adding 50 objects to the game, and it would solve the critical lack of transportation. You could balance this any way you wanted, either by make it a rare spawn on par with GPS's or similar top tier equipment, or if you want to be almost gamebreaking, allowing fresh spawns to have one in their immediate inventory.
  13. It seems at least once approxiately every 72 hours we are treated to another thread calling for the excision of sniper rifles, .50 caliber rifles or both from DayZ. I have engaged in many of these threads in an attempt to argue for the tactical significance of sniper rifles in the game, suggest ways in which players can deal with the existence of these weapons, support the fact that they enhance rather than detract from the overall experience, and systemtically rebut each of the common arguments put forth for their removal. In the interest of sparing my fingertips and your eyes, I am going to post a single response to which I can link in the future any time the Suggestions or General Discussion forum plays host to another one of these exciting exchanges. As new arguments take shape or old ones morph into new forms, I will update this thread with new rebuttals. I fully expect discussion to take place within this thread as well, but my main purpose here is to have a repository of my feelings on the subject as it seems to come up so often. So, here are the arguments I have seen for their removal, and rebuttals: It is unrealistic for these rifles to exist given the game's setting. This is a common argument against the presence of sniper rifles. That it just "doesn't make sense" for them to be lying around Chernarus given the setting. The problem is, this is an incredibly slippery slope upon which a single step would result in the removal of approximately all of the game's weapons save perhaps the hatchet. None of the weapons in DayZ accurately recreate reality in their frequency or location. You would not be finding Winchesters and Lee Enfields lying behind haystacks in barns, nor Makarovs under the dining room table of the neighbor's house nor Revolvers in the grocery store nor M1911s in the church nor really any of the weapons in almost any of the locations you find them in DayZ. If you did find them, they certainly wouldn't come conveniently pre-packaged with ammunition. Following this argument to its logical conclusion, we would end up with a version of DayZ in which on any given 50 player server approximately 5 players have firearms and of those only 1 has ammunition. The rest would be swinging hatchets or poking each other with pointed sticks which I think we can agree as a community would not be a very compelling experience for anyone involved. Which is why DayZ does not seek to accurately recreate reality in this regard. It makes weapons and ammunition more common and distributed more widely than they would be in reality precisely to facilitate game play. If you can suspend disbelief long enough to accept that barns infinitely generate shotguns and crossbows, then you can easily extend that suspension of disbelief to the fact that the military was dispersed across Chernarus in an attempt to combat the early infection and quell uprisings in many areas. Why do deer stands have military equipment? Because they were no longer being used as deer stands - the military started using them to keep tabs on the spread of the infection and the roaming bandits that began wandering the countryside in the early days after the infection. Why do firestations have guns? Because they were set up as temoprary strong holds. Military presence in the grocery stores because they had to defend what little provisions remained from rioting civilians. Have you noticed all the HMMV's around? How about the piles of dead bodies indicating that the military were involved in early cleanup efforts? Why do you think there are crashed helicopters carrying high-value military equipment and sometimes medication? The military were transporting new supplies into the airfields for dispersion among forces throughout Chernarus. As bandits became more common and began to take over abandoned military equipment, armor and helicopters - it would have become necessary for the military to employ more powerful equipment including .50 caliber rifles to counter their presence. These weapons are too common. A common argument, but the most easily rebutted. Once rocket fixes item and ammunition duplication issues, certainly in DayZ stand-alone but perhaps earlier, all questions of frequency and commonality will be washed clean. Right now hundreds of rifles and thousands of rounds of ammunition, maybe thousands of rifles and tens of thousands of rounds are being magically created from nothing each and every day. If we can stem the tide of duplication, we can have a discussion about how common these items really are. It takes "no skill" to sit in one spot and snipe. There are three rather short and sweet problems with this argument. The first is that it requires "no skill" in the same way to fire any weapon from a prone position at a stationary target. I can sit prone in a church aisle and point my gun at the door and pull the trigger any time anyone's face shows up in the door way and I'm employing a "no skill" strategy. This does not imply the necessary removal of the weapon in question. The second is that a great deal of skill involved in sniper combat comes long before combat initiates. Choosing an ideal vantage point - one which both provides a sight picture of the target in question while simultaneously providing sufficient cover for the sniper himself can be a chore and to do so on short notice requires extensive knowledge of the map, terrain, and common enemy movement behaviors. This is especially true when seeking to cover dynamic targets such as the randomly occurring helicopter crash sites which can present a huge issue for a sniper since they have two sides and can provide natural cover and concealment for any enemy near or approaching the target area. Lastly, it actually does require a fair amount of skill to effectively snipe targets using these rifles. Unless the target presents at a fixed distance and remains stationary, effective firing is as challenging as it is with any other weapon in the game, if not moreso. There are no effective counter-measures against snipers. This is one of the most baffling arguments I have seen levied against sniper rifles as they themselves are their own counter measure. If you suspect a sniper might be in the area, or you just want to double check to be sure - assign a counter sniping team to scout the area using appropriate optics and engage any targets using sniper rifles. If a sniper can see you to fire, you can see him to fire back. It's all a matter of who is more aware and who has the better sight picture (see above re: skill involved in sniping). New players are helpless and victimzed en masse. A common argument which is usually followed immediately by a story starting with "So I was in Cherno..." The fact is new players are not helpless to avoid snipers. There are countless counter measures even unarmed players can take to make themselves more difficult targets: Avoid Cherno and Elektro at all costs. Do not remain stationary any longer than necessary. If you must be stationary, go prone first. Travel near cover whenever possible - walls, buildings, steeply sloped terrain, trees etc. can all stop sniper sight lines and bullets. You can almost always cover at least one direction with an object. Do not stand on rooftops. Travel through forests whenever possible, even if it means going a little further or round-about. If you must travel through open fields, do so at their most narrow point and run full speed in a zig-zag fashion towards the next nearest cover source. Never stop under any circumstances, even to check your map. Wait until you're under cover to do that. Very few snipers in the game are good enough to hit a target at full-sprint moving serpentinely, even at a modest distance. Occasionally you may encounter a crack shot, but most of these jackasses will just shoot around your feet while you run unharmed to the next stand of trees. etc., etc. the list goes on. Don't be a victim. Plan ahead and think about what you would do if you were a sniper, and then avoid doing things that would make you vulnerable to those same strategies. When you are sniped, think about the mistakes you made and what you might do differently next time around. Snipers are only used to murder other players. There are no "legitimate" uses. This is such a vacuous argument that I'm surprised how often it appears in these discussions. I have had my life saved on countless occasions by my sniper team because they spot threats before I do and open fire, either scaring off an approaching bandit or eliminating them before they have a chance to engage me. From your point of view it looks like "senseless murder" but from our point of view it is well-planned, specifically-intentioned tactical combat. We are eliminating threats before they become dangerous. Exactly what sniper rifles were designed to do, and they do the job in DayZ beautifully. You may think medium or short range combat is "more exciting" but I'm not here for your excitement. I planned ahead and have a team so you don't get to get close to me to shoot your AK or your M16 at me. Maybe that makes you sad, but it makes me very happy and it gives me more reason to make friends and have a squad and communicate and cooperate and work together which are all things people on this forum seem to claim this game lacks an incentive to do... well, here's your incentive: if you're tired of snipers, then cooperate with some other survivors and come up with a plan to neutralize or counter their effect on your strategy and game play experience. Sniper rifles aren't used against zombies, therefore they don't belong in DayZ. This argument ignores the fact that rocket himself has declared and intends for players to be the greatest threat in the game. Tactical sniper rifles are not used for zombies generally, true. But, so what? I'm more concerned with the threat of players than zombies and that's not a flaw in the game design. That's precisely what rocket intended and precisely why sniper rifles remain an important tactical element of the game. The weapons are too deadly. One-shot-one-kill should not be in the game. This is an attractive argument for a lot of people because it appeals to a sense of "balance" which has been a ubiquitous hot topic since the first online games. We are conditioned to expect game designers to strive to ensure that every choice has a trade-off, every benefit a downside and any strength a weakness. It's also a difficult argument to directly rebut, since it rests heavily upon player preference, expectation and a long-standing cultural design tradition. My rebuttal is two-fold: to indicate two ways in which these rifles are balanced, and to support rocket's general philosophy on balance as a focus of game design. The first way in which these rifles are balanced is that they are absolutely outclassed in medium- and short-range combat on uneven terrain, heavy foliage or urban settings. Unless a sniper is able to pre-select a vantage point and know when and where his target will appear, he is faced with the choice of firing "from the hip" or attempting to acquire a sight picture through a shakey, wandering reticule. By the time the sniper is able to steady the sight and come to rest on a target, any assault rifle would have fired a full clip. Even a Winchester can outclass a .50 caliber at ~200m and shorter distances, such as you would find in many towns, cities and building interiors. Second, a natural balance exists in that these rifles are available to everyone in the game in equal measure. You don't have to be a certain class or level or faction or nationality or skin color in order to acquire any of these weapons and use them yourself. If you find them so absolutely overpowering as to make their user some kind of immortal killing machine, then you would do well to find one yourself and assign a member of your team to immortal killing duties. To the contrary I think you, like I did, will find that they are not actually the boon that they first appear to be and often the player with the sniper rifle ends up prone behind a wall while players with more effective medium-range weapons and optics engage in PvP combat. And when you're out exploring the world, looting helicopter crashes and trying to farm car parts to repair vehicles, most combat takes place at these medium and short ranges. Sure, a sniper can just stay away from the action and lay in the trees, but that in itself is a balance tradeoff. You spend hours doing "nothing" on the off chance that you will be able to use your concealed position and vantage point to your advantage. Carrying a second weapon in your pack is possible but incredibly limiting in terms of inventory space, and swapping weapons takes time that is usually unavailable in urban combat scenarios. Maybe you disagree with these assessments and still consider the rifles "imbalanced." Fine. Let us discuss the greater issue of "balance" in general; we know rocket's opinion on the subject. He's not interested in balance and has no intention of providing it. So we are left to ask ourselves, can we play and enjoy a game we perceive as imbalanced? Can a game that sometimes feels "unfair" be fun not simply in spite of but sometimes because of the presence of that unfairness? Is it unacceptable for a game to make us feel frustrated or even victimized? Will the challenge of adapting to these perceived imbalances make us take a different perspective on the game, one we might not have otherwise considered? I think these are all questions rocket is toying with. I personally don't believe .50 caliber rifles are particularly "imbalanced" but many do and neither opinion is probably right. But if rocket remains true to his vision, the imbalance will remain true or otherwise - so you should look to how you can adapt to it rather than asking for it to be removed from the game. (New 8-Aug) The inventory requirements, encumbrance and handling difficulties are not accurately represented by the game. Though I do not necessarily consider this an argument for the removal of the weapons, I will include and discuss it for two reasons: first, it is a very commonly sited problem with these weapons in DayZ, and second because I actually completely agree. Eureka! We've struck oil. But, right. Okay. We need to talk about how to solve that problem, not simply take the weapons out of the game because of it. "Cutting off the nose to spite the face," and all that, right? Taking these weapons out because we don't want to put our heads together and come up with a way to make their management and maintenance a more compelling trade-off is kind of like giving up. We can probably do better. Decent ideas have already been proposed in this thread, and I'll add a few: Reticule wander when firing from standing and crouched positions is too subtle. Increase it to more accurately represent the importance of firing these weapons from a prone, supported position. Increase the number of inventory slots necessary to store these weapons in a backpack. 12 or 15 may do them more justice. Players using these weapons may run more slowly, or tire more easily Should any kind of stamina or exhaustion system be implemented, carrying these weapons might contribute to said. Weapons could be assembled and disassembled using a toolbox, but with a realistic time requirement. So, perhaps a disassembled AS50 might only occupy 8 slots in your backpack, but re-assembling it would require both a toolbox, and 60-90 seconds prone on the ground while performing the task. A very compelling trade-off between inventory space and speed/efficiency. However, filed under "be careful what you wish for:" all of these same issues and restrictions would probably apply to LMGs which are similarly bulky and difficult to operate from any position save prone and supported, right? Military experts can correct me if I'm wrong here but I highly doubt shoulder-fired SAWs are as accurate as they seem to be in game. Cheers to those who raised this issue, though. It's a good topic to discuss w/ respect to these weapon systems.
  14. Ideas (sorry if it's messy but I wrote this to my friend on Steam.) (i'm also sorry because my friend was asking what type of game i'd make - so it looks like less of a suggestion) it should get harder when you start going out into the wilderness until you go about 30 miles and get to this safe house and there's loads of good weapons and tanks and stuff but you can't stay there or they're deploy the military or something. Single Player is free build survival meaning that you build your base and never-ending swarms of zombie come - waves of zombies like left 4 dead. You can build your own house to keep the zombies away. What I mean by building is like the barricade builder mod in left for dead. But you have to find the parts like discarded iron and wood and the zombies can still break it and if the house is good then other players are going to want to have it so the people who made it would have a bounty on them. That's all... Thanks :)
  15. SockpuppetSamurai

    Lingor Island Chit Chat.

    I'm on the fence about Lingor over Chernarus. I've really come to enjoy the vast wilderness of Chernarus and missed it while exploring Lingor there seems to be a lot of large towns and cities, which may prove to be the better in the long run if people spread out on the map instead of congesting into two cities. Most of the buildings that I have come across have been enterable which is great, I don't bypass small villages and towns like I do in Chernarus where only one out of a dozen buildings might be lootable and the large amount of water may make boats a viable option for transportation once they are fixed. There seems to be more bugs on LIngor, though this may not be the map but server related. I would still like to see a 500km or even a 1000km map complete with rivers and and interstate highways loaded with abandoned but unusable vehicles, maybe a snow-capped mountain or two.
  16. I'v been playing this mod for a while and I place a tent down, place some items in it for the night, scroll and select save camping tent over 3 times and log out...when I log back in its gone. Same goes for vehicles. Does it usually do that with everything? Keep in mind I log back inthe same server, and I'm in the outskirts of everything and doubt it was anyone who took my things. Could be, just highly doubt it.
  17. Derpy_Hooves (DayZ)

    dayzmod.com - Aug 2012 - Q&A with Rocket

    Q. any chance of more working vehicles, for such a large area transport is awfully scarce!
  18. Server this happened on: SE #500 Multiplay Norway. Inshadow (IP 95.143.206.137:3502 ) Time that it happened, including your timezone: 20:00 - 20:30 (timezone GMT+2 (Stockholm) What happened during the incident: Me and my friend were refueling our V35 when suddenly someone opened fire upon us. We took cover and from out of nowhere someone entered our vehicle and drove away from us. We chased him and tried to puncture the tires, but he strangly disappeared and left the truck. We quickly ran into the truck and fled from him. We drove quite far and he kept firing upon us even though we were traveling at 75 km/h. Then we thought he lost us, but then he emerged from out of nowhere with a UAZ... (He was visible in the driver's seat, but not outside the vehicles) He also sat in the backseat of the truck and we tried to kill the bastard but he vas immortal. 15 minutes later everyone on the server dies. I got teleported 300m up in the sky and right before i started to fall i received this message: ''One of these days Alice... Boom! POW! Straight to the moon'' - Ralph Kramden, The Honeymooners, i know. (I logged back to the lobby once i started to fall) Screenshots: https://dl.dropbox.c...474/Capture.bmp https://dl.dropbox.c...74/Capture2.bmp
  19. Haven't read the whole thread (don't have time to), but just a few stats to think about: 3856 servers out there, I've been lead to believe there are 3 Heli crashes per server (correct me if I'm wrong), so 11568 Heli crashes. Your 0.87% = ~100 AS50's in total, then most servers restart at least 3 times daily so thats 300 AS50's a day. Now given the fact they don't magically disappear (scripters and bugs excepted), if a player dies with one, chances are another player will pick it up, plus people hoarding them in tents/vehicles. Not disputing duping (it is a problem) but do wanna point out that not every tent/vehicle that has high end gear in it, is duped.
  20. blaaarg

    Take out .50 cals

    You're missing the point. M107 = 12.7x99 ammo = anti material rifle AS50 = 12.7x99 ammo = anti material rifle M242 =25x137 = anti light armored vehicles cannon Still there? M107 with M107 ammo = 37k dmg AS50 with AS50 ammo = 174k dmg M242 = not in dayZ since there is no tank in dayz. I like data and basic math. 12.7x99 : ~14-20kj of muzzle energy (40-50g bullet / ~900m/s) => M107 & AS50 ammo 25x137 APDS-T : ~121kj of muzzle energy (134g projectile / 1,345m/s) => M242 bushmaster (not the biggest cannon ever, but pierce 16 inch / 40cm of einforced concrete) (ofc, muzzle energy is only a small part of a projectile damage but it's solid data) Again : why do we have in dayZ (and OA but Dwarden think it's trivial) a rifle (AS50 with AS50 mag) able to deal damage close to a small tank cannon? There is no logic here. ArmA2 is a military simulation, and there is nothing irl able to justify this amount of damage. 37k is fine since 5.56 deal ~3500dmg and 7.62 nato 8000dmg, 174k dmg is broken as hell. P.S 2 : oui Yes & no, shotgun slugs are underpowered in DayZ (it is made to kill wild boar... should one-shot a human) but pellets are... fine and maybe op since each pellet deal 2000dmg and don't loose damage over distance (it's a bug). In OA, each pellet deal *more* damage than a single 9mm bullet (pre-nerf) and the gun shoot 11 pellets... All pellet hit a standing soldier at 30m, half at 50m and 1-3 if your target is 100m away.
  21. batflaps

    Interacting with vehicles

    Cheers chaps, You know the Skoda or whatever its called up at Stary Sober Mil base? Thats one Ive had trouble with before and it never seems to want me in it? Never want to hang around to much myself either! Just got to the part where I know the game its just I need vehicles now. :\
  22. The chopper was destroyed by my friends. But we did not find any other vehicles. The chopper was found in a field...
  23. MasterBlaster (DayZ)

    DayZ on Easy Mode

    Of course, by avoiding high populated servers your chance of running into an hacker is minimized, but it doesn't remove all the stuff they spawn into the game by using scripts. A few days ago i witnessed someone spawning vehicles and some sort of supply boxes. Damn that's crazy. All that stuff being picked up and saved in tents and vehicles destroys gamebalance even when you are playing at low frequented daytime.
  24. jetao2008@hotmail.com

    DayZ on Easy Mode

    Even by looking at the loot on the players you kill you can see the amount of hackers in the game. Maybe you never saw one in person, but i can assure you their stuff is everywhere, like gears and vehicles that they create (not just the hackers, but dupers/exploiters included). I lost count of how many players i killed with NVGs, GPSs, rare assault rifles/snipers, range finders, etc.
  25. My question is, to interact with vehicles do you have to have something for the vehicle in inventory? Seen 2 now and couldnt...
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