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Showing results for 'Vehicles'.
Found 41870 results
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green=done red = incomplete cant see the stuff that was planned earlier quarters that wasnt done and the stuff for last quarter being done in time for end of this year somehow Q1 2015 Basic vehiclesCentral economy (advanced loot distribution)New rendererNew Zombie AIBasic stealth system (zombies, animals, ...)DiseasesQ2 2015 Advanced vehicles (repair, modifications, ...)Advanced animals - life cycle, group behaviorPlayer statisticsNew UI Stamina / fatigueDynamic eventsQ3 2015 TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeQ4 2015 BETA versionAnimal companions (dog, horse)Steam community integration (Achievements, Steamworks modding, etc)Construction (building shelters / walls / ...)rather it took longer and got it right than anything else so dont worry about version number it will be ready when its ready
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Spawned afresh in Cherno, after being repeatedly kicked by admins on clan servers (often bad this, at the start of a new post-wipe patch), and then starving as cans disappeared when I opened them (thanks to Basher for clarifying that it's the same in exp - you just have to log) . Ran to Nadezhdino, my favourite place to stabilise me char, get some basic stuff. And thence to the glorious northwest. Feeling fairly well geared now with an AK74 and all the trimmings, as well as a Mosin with a PU scope and a decent amount of ammo. Found some pristine USMC pants at a crash site. Some observations on .58 stable so far: I can't tear up clothes for rags (this is a potential killer, but I'm finding enough bandanas to make do)Haven't seen a single bandageCanteen filling seems very buggy on some serversIf double carrying, you can't swipe-swap as you could in .57No Zs anywhere (obv.)Military tents spawn loot as they used toNo loot at all on any non-interactive vehicles - BMPs, tanks, trucks, etc.The ammo box now occupies eight slots, as opposed to its previous four. Haven't seen a protector case or first aid kit to compare yet.Some of these niggles notwithstanding, it is really good to have persistence back, alongside random spawn crash sites that (seem to) work properly.
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Is there a list of the new spawn locations? I understand vehicles may not spawn on next restart like before but I don't know of any new spawn spots.
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Insta-killed by environment
Jabberwock00606 replied to Jabberwock00606's topic in General Discussion
No vehicles other than the V3S -
https://youtu.be/vKcfVqqATx0 Yeah I know it's alpha. No I don't think that absolves development for not having created a more stable platform by now. As far as I'm concerned if there is this level of gameplay issues -- they might as well crank up the loot tables to max because I can't say I'll be willing to suffer for hours looting up only to have a garbage engine kill me. This is why so many left and settled for H1z1. I wanted nothing more than for standalone to succeed but this long into alpha, these kind of issues, no vehicles or building going yet...kind of disappointing. 1000 hours on ARMA dayz mod and 400 on standalone.
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Unless the server admin has changed the database functions then this will not happen. Players might just be confused because starting with 1.8.6.1 there are a lot more possible spawn locations and the spawn logic itself has changed. Vehicles won't necessarily spawn in the old spots right after a restart.
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3 Days Looking for Pistol Suppressor Spawn
stinkenheim replied to Jabberwock00606's topic in General Discussion
I'll actually answer this question. Yes there is a full hive wipe- everything public and private will be wiped so after Wednesday you'll be a fresh spawn. Loot will be changing, jails (camo buildings), little guardhouses, humvees and vehicles that you can't interact with (military trucks, pick up trucks, tanks etc) won't be spawning loot. There's a cap on the number of items a building will spawn so no more loot bombs. There's a limit on the number of each type of weapons- I'd heard 8 winchesters on the ground at one time (obviously doesn't count when in a players inventory). Loot is respawning but it spawns slowly so you have to move around the map. -
Global Chat Debate. Green Mountain, and radio's.
97ADU Doug replied to 97ADU Doug's topic in General Discussion
Everyone's entitled to their opinion, but the problem I have with many games currently is that they all try to cater to every possible customer. When Dayz mod first came out it broke this cycle and stood on its own as an enjoyable and grueling experience. Adding global chat would in my opinion be taking another step towards making dayz a more easy and user friendly experience, where its easy to pick up and easy to survive. My problem is that that's what every game tries to do. I bought dayz because its hard, messy intense and yes sometimes frustrating. But that's what makes it unique. When all these mods came out for dayz I completely stopped playing. 100+ vehicles, 24/7 daylight, global chat, safe zones, self blood bag, I could go all day. All these things made the game far too easy and took away from the hardcore and grueling experience I enjoyed. The standalone promised to deliver on these fronts, and its what I hoped for when I invested my money into testing the game. So far the way development is going I'm happy to say its taking steps in all the right directions for me. But I disagree with you on global chat. Its just another step towards all those "make the game easy" mods that I detested so much. Besides as you mentioned in your post, if your friends want to communicate that badly, just download ts3? -
Player running speed. Dev response appreciated.
97ADU Doug replied to 97ADU Doug's topic in General Discussion
5 Minutes to run a kilometer in dayz? No it doesn't. At that speed you would be moving at 12km per hour, which is a perfectly normal speed. The devs (i believe) have stated the current running speed is set at 30km per hour (due to the lack of vehicles). Which is almost triple the speed you seem to think it is. Although I don't doubt your capable of sprinting a mile in 9 mins or a bit less, I doubt you could do it carrying gear that weighs as much as an SAS commando's kit. I further doubt that you could maintain that speed permanently. Our Avatars can do all these things iv just mentioned, and its broken. -
Player running speed. Dev response appreciated.
shadowranger333 replied to 97ADU Doug's topic in General Discussion
Yeah with sprinting around so fast melee is rediculous. It just looks buggy when people run like that. Dayz is supposed to be hard. Of course I agree vehicles need to have more spawns and require less repairs. -
Let me save you a headache and tell you where to NOT setup camp
billyangstadt replied to billyangstadt's topic in General Discussion
Everything in the debug fields gets wiped. I remember back in the mod days, people would park their vehicles 10km into the debug so no one would find it. -
AngryZ|DayZChernarus|1.8.6.1|UTC-11|Spawn w/Gear|Veteran+
ŦЄЖ replied to jbraddock's topic in Mod Servers & Private Hives
Zedland is a great server, basically vanilla but with a few more vehicles; I think its like 7 choppers and 48 cars/bikes/atvs. It has a good crowd of regular players, and daylight until 3:00 am US central time; which makes it great for late night gaming when most other servers get dark at 11:00. -
Variety is costly in computer games. Dayz is already a RAM-eater par excellence. Each of the new meshes requires to be loaded at the start of the game and whenever you enter an area. Whereas all the same meshes are actually instances of one mesh and have to only be loaded once and then confirmed when the area is streamed into RAM as you pass through. In other words - you don't want too many original meshes, because it slows down performance and has no value for gameplay as such. Each of the games system eats up resources and most of the resources are taken up by AI, because AI is really fucking difficult to write for a sandbox game. I imagine tens of thousands of lines of code go into the infected. What the devs are doing by offering only limited variation, is giving us just enough difference to be entertained, while holding back enough resources to invest into the other systems (like collison information, vehicles physics, weather, item spawns/CLE, etc). In a game about horticulure you might plan things entirely different, but everything Dayz can do at this point is already pretty impressive. Especially when it works ^^
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Ah wow, I go to bed and so many people read + liked this in the morning. Thanks, I know it's a lot to read! Zombies are gonna wear survivor clothes anyway, right? So it would be not much effort to spawn a military zombie with a black briefcase around his wrist, every now and then. Or we could find hints about where some piece of information can be found in the locker rooms, e.g. in police stations/milbases, like xCapx suggested. These solutions aren't completely alien to the game or new mechanics; maybe the pieces of intel you gather shouldn't degrade though, or only when shot at; they will be valuable trade items by themselves. I wouldn't say that there is only one fuel truck, or even only one chopper, but here you can find them all in one place. There should probably be more fuel trucks then one, but they can spawn in damaged states elsewhere, while they need only battery and sparkplugs in this base. And you find some materials here that are rare and useful for advanced base-building. ------ I've been thinking about player progression trying to figure out the ways we would take to walk around this place. Most likely this area requires you to drink a lot. The only radiation free source inside the base is the freshwater reservoir, next to waste disposal. That's one place to gather your troops and "freshen" up, before going in. The other is in the south/southeast of "vehicles", where there is a relatively large radiation-free zone with only few zombies. I imagine, there could be target practice/shooting stands around there. People would gather there again, before getting a truck from the vehicle lot. They would also park their trucks there, before going into the main buildings. The long road, from southwest to central should have a roadblock; one of those that rise out of the street and look like a ramp. Without electricity it is stuck. So from the south you cannot drive up on that road, but you can drive down on it and jump over the roadblock. Both entrances south and north have their advantages, but the northern entrance gives you more loot, while the southern lets you get to vehicles faster. You can't just enter south, walk up straight and turn left to go to the chopper. There would be flocks of zombies there, blocking the way + gates. So you need to either get to the Radio Tower to use the PA (lure them away from gates+fences) or use shitloads of silenced ammo or sheer force to chop through them, at this location. That small long road in the center can become a death-trap easily! It is much better to use the areas I mentioned before to recuperate and then take the objectives one by one. Megaphones might also proof useful in this base, provided you can activate, e.g. signal sounds and throw them somewhere as zombie bait.
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Ultima-Weapon's Universe - 2x NEW SERVERS - 50+ Addons | Lingor & Napf | Overwatch | Origins | Epoch
andrew_ts replied to andrew_ts's topic in Mod Servers & Private Hives
ADDED: Paint Vehicles -
Hello, I want to share my suggestions for the final blank spot on the map, often called the NATO base. I tried to come up with something that will integrate with Dayz's regular gameplay, yet pose a special challenge for advanced groups and completely suicidal players. This was inspired by the thread about EVRs (known from Namalsk) and if they should have a comeback in Dayz. Even without EVR this is a doable scenario. What do you think? Add your own ideas to the map, if you like. I know it is a long read, but I hope it's an interesting one. Thanks in advance for coming through! https://dl.dropboxusercontent.com/u/10191409/dayz_NATO_bionuclear_facility.jpg I always found that the last major area that needs dressing, the NATO base, should pose some unique challenges. I think it should contain an experimental nuclear device/reactor of some kind that oozes radiation and slowly drains your health and lifeforce, but somehow works like candy to the infected. This first idea is to prevent anyone from camping there, but also to impose a time lock on going to the area and escaping alive again. The second idea is that it should be the only place to find a live helicopter, e.g. parked inside one of the old cooling towers. BUT the area needs to be big enough to force the player into a decision: hunt for the helicopter (and some okay loot on the way), or go for the reactor and find some unique parts needed for basebuilding. Of course, bigger groups might decide to split up there and go both ways, so the heli crew could pick up the ones that go looting hardware. There could still be a few more unique places, e.g. for special vehicles over there, e.g. a tank truck, which allows you to refuel the chopper. Adding yet another objective. No matter how large the group, they would have to prioritize one over the other at some point. Another idea is that the area is actually highly dangerous without a map, keycard or dossier that tells you about lock codes and remote disarming of boobie traps and locations of claymores. These could vary from day to day/restart to restart. So, in order to obtain this information you have to kill and search a certain type of zombie first. Ideally, these "information" zombies don't all spawn there, but also at helicopter crash sites or military bases. They should be recognizable, e.g. by wearing a General's Stars (and hat) or similar insignia; they might have a black briefcase chained to their wrist ^^. Players, who find this information could try and contact others over radio or PA (or leave a message pinned to a wall), in order to work together on this problem. You could, of course, just try to wing it with one piece of information and hope your luck holds up - but you would have limited access. Going into the origin zone without proper preparation will very likely get you killed. Likewise, the information sheets should degrade over time (per server restart) or decay when a player is shot at. So anything but a headshot, any damage to gear or equipment which has the information sheet inside it would make it unreadable/badly damaged; this is again to encourage cooperation, at least until the point where conflict becomes unavoidable. IT also means you need to protect your guy who carries the information on the way in. Sure, a protective case will help there, but he's still a VIP + acts as your guide through the zone. Add to this the occasional ERV storms, which could be announced by pulsating waves of sound and light from the reactor and you have a really fucking scary situation. I guess you can only survive these ERV storms in special led compartments/isolation chambers that are scattered across the area. Once you enter, you would have limited actions available, i.e. can't pull a weapon or shoot inside. This is, so if you enter a room and there is already somebody in it (perhaps 4-6 seats/iso chamber) you would have to talk about what to do with them when the storm subsides. Perhaps some people would be reasonable enough to cooperate. I think this adds some kind of endgame feature to the game, without feeling like a level-up mechanic. Only highly organised and well prepared groups should be able to get a chopper at all. Or to build things at their camp nobody else can. It would also add a huge scare factor to the game, as there are several unique threats apart from massive amounts of zombies in that area. So yeah, I'm all in for those Namalsk like storms, as long as they are tied into a greater (non-intrusive/non-verbal) narrative. Wanna know how shit started falling apart? Go to Nukeland and see for yourself ;) Bigger image: https://dl.dropboxusercontent.com/u/10191409/dayz_NATO_bionuclear_facility.jpg I would not say the cause of infection was the meltdown of an experimental reactor. It just happens that this reactor melted down and the infected seem to be attracted to it. Within the radius' marked (+)(+) they are all drawn towards it. But they are also attracted to light, sound, etc. Whatever the cause of the infection was, it could have developed after the nuclear accident, as an accelerated mutation of a simple virus or of a potential biological weapon that was set free during the accident. I just basically want a badass zone with crazy shit going on ;) The explanations should not go deep, just be very visually visceral; leave it to everybody to make up their own story about what happened exactly. This is the stuff for sitting around campfires and telling ghoststories. I would not like Hazmat suits in the game, nor would I like any protection against the radiation, except in the form of maybe Potassium Iodide (pills/solution) to be ingested after the raid to help return you to normal health. Whichever way you do it, this zone should get you almost killed, even if you succeed in everything and fly out with the chopper. It would be delicate to balance. It has to be hard as fuck to come out of there alive - and very rewarding. I think the only place where I can imagine a hazmat suit, would be near the reactors inner containment. There could be some kind of air lock that needs someone to walk through in Hazmat and another person to activate it and run the control room. Perhaps it is possible to gather depleted uranium to be used for more effective/deadly machinegun bullets, e.g. for the chopper or base defenses. Why I don't like the suits is, because you will need to hurry up in that area and inside those suits you would get too hot and have limited options to use your gear. Also you would need pressurized air tanks. At least when they are done realistically.
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Kitted playes will have bases close to the coast with multiple backpacks, vehicles and storage. They will die in Electro, commit suicide until they spawn close to camp. Once they get to camp, they gear up and pilfer their loot pile a little more and then they will be back in action in a matter of minutes. They will have better gear than they can get at the admin buildings currenlty. Then, the next day, they make their loot run with one of their vehicles and server hop until they get their base restocked. Then they will jump from server to server looking for a fight, because they can get their stuff easier with that system than they currently can. It will just be a vicious cycle... a fun one though (espeically if you find their base and only take enough to keep you going to.) The coast will not be clear.
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I always found that the last major area that needs dressing, the NATO base, should pose some unique challenges. I think it should contain an experimental nuclear device/reactor of some kind that oozes radiation and slowly drains your health and lifeforce, but somehow works like candy to the infected. This first idea is to prevent anyone from camping there, but also to impose a time lock on going to the area and escaping alive again. The second idea is that it should be the only place to find a live helicopter, e.g. parked inside one of the old cooling towers. BUT the area needs to be big enough to force the player into a decision: hunt for the helicopter (and some okay loot on the way), or go for the reactor and find some unique parts needed for basebuilding. Of course, bigger groups might decide to split up there and go both ways, so the heli crew could pick up the ones that go looting hardware. There could still be a few more unique places, e.g. for special vehicles over there, e.g. a tank truck, which allows you to refuel the chopper. Adding yet another objective. No matter how large the group, they would have to prioritize one over the other at some point. Another idea is that the area is actually highly dangerous without a map, keycard or dossier that tells you about lock codes and remote disarming of boobie traps and locations of claymores. These could vary from day to day/restart to restart. So, in order to obtain this information you have to kill and search a certain type of zombie first. Ideally, these "information" zombies don't all spawn there, but also at helicopter crash sites or military bases. They should be recognizable, e.g. by wearing a General's Stars (and hat) or similar insignia; they might have a black briefcase chained to their wrist ^^. Players, who find this information could try and contact others over radio or PA (or leave a message pinned to a wall), in order to work together on this problem. You could, of course, just try to wing it with one piece of information and hope your luck holds up - but you would have limited access. Going into the origin zone without proper preparation will very likely get you killed. Likewise, the information sheets should degrade over time (per server restart) or decay when a player is shot at. So anything but a headshot, any damage to gear or equipment which has the information sheet inside it would make it unreadable/badly damaged; this is again to encourage cooperation, at least until the point where conflict becomes unavoidable. IT also means you need to protect your guy who carries the information on the way in. Sure, a protective case will help there, but he's still a VIP. Add to this the occasional ERV storms, which could be announced by pulsating waves of sound and light from the reactor and you have a really fucking scary situation. I guess you can only survive these ERV storms in special led compartments/isolation chambers that are scattered across the area. Once you enter, you would have limited actions available, i.e. can't pull a weapon or shoot inside. This is, so if you enter a room and there is already somebody in it (perhaps 4-6 seats/iso chamber) you would have to talk about what to do with them when the storm subsides. Perhaps some people would be reasonable enough to cooperate. I think this adds some kind of endgame feature to the game, without feeling like a level-up mechanic. Only highly organised and well prepared groups should be able to get a chopper at all. Or to build things at their camp nobody else can. It would also add a huge scare factor to the game, as there are several unique threats apart from massive amounts of zombies in that area. So yeah, I'm all in for those Namalsk like storms, as long as they are tied into a greater (non-intrusive/non-verbal) narrative. Wanna know how shit started falling apart? Go to Nukeland and see for yourself ;) Yes - I am thinking about this game a lot, because I care a lot about it. Imagine awesomeness! It could be really cool.
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Rock beats scissors, scissors beats paper, paper beats rock?
d.walker43 replied to Coheed_IV's topic in General Discussion
What your saying makes perfect sense, yes. However, your example is not really whats going on. Mechanics and Upholstery are both important features, such as, say, vehicles and base building, among many others. Using your car restore example, I think RPS emotes would be like adding a spoiler. Its not important to the use or function of the car, just like RPS is not necessarily important. You would add a spoiler or other accessory after getting the car running and looking good, just like they should add RPS after most or all core functions are in. What we're saying isn't neccesarily right or wrong, its more of our opinions on the matter. I just think it makes sense to finish a game before adding extra little things. -
The Psychology of Understanding Alpha
odin_lowe replied to Weyland Yutani (DayZ)'s topic in General Discussion
Yep. About 3 weeks ago Stranded Deep went from unity 4 to unity 5. Same with Survive the Nights. The build that was shown for the kickstarter was completely scrapped, and they're redoing everything. I participated in the first and second stress tests that just happened a week ago, and almost everything you saw in the videos was absent in the stress test builds. There's currently no vehicles, no zombies, almost no items, no crafting, no animals. It's only to test online features and gradually redo all of the game. Quick google search on both subjects will give you the exact dates, reasons and details on both game's engine switch. Edit: -
StandAloneGaming 50 Slots Survival - Day/Night Features Deluxe V2 Scripts + More! Hello, And thank you for viewing our Thread, we have lots to offer for our players including a free heli and a builder pack upon joining the server! StandAloneGaming has been around for over 2 years before disbanding and now we are desperately trying to get our old community back on the Scene and to join us once again, We offer all out Carnage on our servers including BaseRaids, PVP, And Lots More. We are at that stage where we are starting up again and we are looking for active scripters & Active Admins, If you are interested in any of these roles please join the server or catch me on our Teamspeak Server. This is what our Server offer's So Far Self Blood Snap Build Pro Deploy Custom Bases Trader City Advanced AI Missions/Drops Custom Loot Tables Random Vehicles Spawns (Lots of Vehicles) & Lots More ! Game Server IP Address : 81.19.212.71:2400 Teamspeak Server IP: KS01.TRINITYGAMES.NET:9994
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AngryZ|DayZChernarus|1.8.6.1|UTC-11|Spawn w/Gear|Veteran+
jbraddock replied to jbraddock's topic in Mod Servers & Private Hives
We're looking for some players. Come check us out and make our server your home. As a DayZ veteran since the mod first came out, I would say the settings on our server are not easy, but certainly not hard. No, you aren't going to have a chopper and a full, military-grade loadout five minutes after you log in. If you put in the time though there's plenty of loot to be had. We've made a few modifications, enough to where we can't be called 'Vanilla'. Vehicles and new spawn loadout are examples. These are concessions we've made with newer DayZ players in mind. But, the majority of our server runs 'out-of-the-box'. So, no, we aren't Vanilla, but we're not far off either. -
Rock beats scissors, scissors beats paper, paper beats rock?
d.walker43 replied to Coheed_IV's topic in General Discussion
Do I have a specific example or inside track, no. But what I do have is a basic understanding of how a early access game is supposed to operate. Core features go in in pre-alpha, then extra stuff comes in beta/after release. I think rock/paper/scissors emotes counts as being "extra". They need to be working on their core features and polishing the existing items, not wasting their time with extras, otherwise the game will never be done. I guess I think they should be working on base building, or more vehicles, or something that needs to be done before beta. The other stuff can wait. Otherwise we will be in early access until 2020. -
|AES| OVERPOCH TAVIANA |Coins|SectorB|VectorBuilding|SlowZ| and more..
GoldEagleTheFirst posted a topic in Mod Servers & Private Hives
Server Name: |AES| OVERPOCH TAVIANA |Coins|SectorB|VectorBuilding|SlowZ| Server IP: 212.129.54.161:2302 [NEW] Forums: http://aesservers.boards.net/ We are AES, our great players and staff are what has made us one of the fastest growing communities out there!We always try our best to give the best possible gaming experience to our players. We stand for the gamers, and are built by the gamers. We hope you enjoy your stay and maybe you will even become part of this amazing community! Our Promises To Our Gamers.. 1. To keep our services on the highest standard possible 2. Active and friendly support 3. Your gaming experience to be our top priority 4. A reliable and stable gaming enviornment 5. Fun and fairplay for all members NOTICE: You need Taviana, Overwatch and Epoch Installed. If you need help connecting or anything else feel free to check by this Ts3: 81.169.254.16:2302 --------- If you cant find it click on 'check server' at the bottom left and insert this ip on the website; 62.210.52.23:2303 then restart dayz launcher and search for the server again --------- Search for AES on DayZ Launcher We got Epoch on Taviana to offer, and ofcourse all the scripts you need as well :) King of the hill (TON OF FUN!) Vector Building Door Management Coin and Banking system Plant and Grow Weed! Change View Distance client side! Suicide! GROUP MANAGEMENT! SECTOR B! No PlotPole Walking Dead Advanced Select Spawn NEW VERSION Base Jumping Blood Regen Vehicle Deploy Plot Protection Self BB Tow Lift Vehicle Service Points Suicide script Base Jumping One step building No Overburdend Snap Build Pro Advanced trading out of vehicles/gear Mission system 1 Hero mission and 2 bandit missions usually always on map and much more :) -
Let me save you a headache and tell you where to NOT setup camp
billyangstadt posted a topic in General Discussion
This may seem obvious for the seasoned DayZ player, but this is for those new players who are excited for persistence to come back. Please, stop setting up your camp and storing your vehicles along debug (the edge of the map North and West) It's the first place most people go to look for camps or vehicles. I found a VS3 almost immediately above Svetlo near debug (about 3 feet from it in the open) After driving the border of the map, I found 2 more VS3's and probably 10 or 12 barrels and tents, most with good gear. A lot of people that setup camp think they're safe in the far North or far West, but dating back to the mod, it's one of the first places (obviously preferences apply) survivors will look for camps. So, do yourself a favor and find a dense area not right at debug, and spread your camp out. Putting 3 tents and 2 barrels within 10 meters of each other is just asking to be cleaned out.