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Found 41868 results

  1. L0G!N (DayZ)

    The PvP Discussion Thread

    Bit of an old thread, but i was reading through the rocket said thread and stumbled upon this post to which i just want to respond, mostly in regards to the part i made italic...The easiest and best way to achieve a balanced progess system, and avoid the horror of dieing, is to not start at 0 and move to 100%. But to start everybody at say 40%, to then have a relatively fast progress to about 60%, and to then make progress to 80% about half as fast, and smear out 80-100% over a very long time. Sure it still sucks to loose a 100% character, but seeing the progress to 60% is fast, and to 80% is decent, the loss feels still reasonably recoverable. The above also means you don't have to specialize in something in order to do it, everybody starts at a 40% skill level, meaning that a player can already do 'everything', though with a certain success ratio (a bit more on this below), so they don't need to specialize in everything just to play the game and deal with things as they come along. So how do you prevent players from specializing in everything? Well i think you shouldn't! I think you should limit the things people can do, by limiting the availability of their tools. And make sure there is a lot of 'presure' on the rest of their inventory space to further limit the amount of tools they can switch between. http://dayzmod.com/f...sions-teamwork/ this thread basically gives a fairly decent system to accomplish specialisation by limiting the use of tools, while at the same time provide players with 'extras' that make them feel like they actually have a certain profession. While giving them complete freedom to change at will. Character Progression: 40-100% succes ratio, what should does that even mean/say? I think that you guys (dev-team) should try to make the systems you apply progression to as multidimensional as possible. So (off the top of my head) not just a fail/success ratio of a certain action, but also chances on negative effects (breaking something), and the durability of the action. This gives you guys atleast 3 ways to tweak the system, and make progress less about a mere hit/miss... There is somewhat of a suggestion thread here: http://dayzmod.com/forum/index.php?/topic/32582-learning-by-doing-the-alternative-to-classes-professions/ ... In an example: Say fixing a car, a player could progress actually fitting a part (where fail & miss just mean that, do the action again), a chance to break the part (tough luck, get another part to progress), and the durability of the fix (how long does it last). The progress from 40-60% could be the fitting chance increased from 60-100%, the 60-80 progress could mean reducing the chance of breaking from 30 to 5%, and the 80-100% progress say the durability increasing from 100 to 200miles (obviously in the game these would all increase slightly as you get better, but some may warrent an earlier non-fail level than another, and chances to break should always be there, as well as breaking down). To fit in some human skill to this as well, you could give each component 3 states within the game: 100% a fully metal part, 60% partially rusty, 40% fully rusted. This state could then be integrated into the equations for calculating a part breaking and the durability of the fix. aka. The more elaborate you make the actual progression, the easier it is to give people their basic needs from the start (everybody can fix a car given they have the tools), while you give them room to notice progression (as they fix the car more often they have less failure and breaking of parts), while there is still room for progress both from the player perspective (identifying good/decent/bad parts) aswell as within the system, by increase the durability of the fix. And in case of engineering you could either put each of the vehicles of a 'progression path' of their own, or link progression from one to the other, with this i mean that you could have a basic engineering level counter next to this and start off more elaborate vehicles on harsher conditions, but with the general engineering level taken into account. So fixing a bicycle would be fairly easy, fixing a motorbike would be harder, fixing an quad would be even harder, then fixing a car would be in line, then an 4wheel drive, then a truck, then a small plain, then a helicopter. But how hard each next vehicle level is (for the first time) would also depend on the general engineering level. Some of this would have to depend on numbers as well, if there are a lot of choppers flying around and nobody is in a car, you may want to use this to 'postpone' the use of choppers ... *!* Why i ressurect this issue? Well i think these kind of progression systems are detrimental to the success of the game, this early/midgame progression makes it so there actually is a game. See in Eve you also start mining the easy stuff in your little ship, and progress in all sorts of skills to finally mine the big stuff, same whether you fight in Eve, or trade, or explore. There be no game if the cake is already there to be eaten!
  2. I'm pretty sure hacked vehicles are despawned when servers restart. My heli stays every time a server restarts.
  3. We can do a quarter mile for endurance races (fixing the car/refueling at the right time is key I know at least some of you follow F1) we can also do rally for the offroad vehicles and even a race throughout the whole of Chernarus! We can put people at certain points of the map to log lap/section times! Mountain Dew and steaks for the winners!!!
  4. Total Punishment Gaming www.totalpunishmentgaming.com ]TPG[ or Total Punishment Gaming is a collective of individuals who thrive only with tactics, teamplay, and work. We work toward acquiring vehicles, keeping each other alive, as well as expanding our reach. We've a teamspeak and a fairly full server, currently running: DayZ - US 106 (NJ3) (v1.7.1.5/94209) [REGULAR][3dp:on ch:on] [GMT -8] dayzmod.com - TotalPunishmentGaming.com At this time we are recruiting regulars and members, details as to our process can be found here: http://totalpunishme...ome/2-important While we are not bandits, there are certain locations where we do not ask as to if someone is friendly. These include the airfields, as well as most locations on the coast if you are armed. Being in teamspeak easily avoids this case and any who play in our server are welcome to use it for communication and declarations of 'friendly.'
  5. pxxl

    All tents are gone...

    That would suck, cause we found a full Ural on the same server this morning. I'll report it if the tents don't show up and vehicles are reset.
  6. Ped

    All tents are gone...

    It could be that the Admin restarted the DayZ mission. Doing so will delete all tents...but this also resets vehicles, which may have been the goal.
  7. Just started an account on the forums to reply to this. This has been my main home server. Just minutes after reading this we logged on to check on our bus, and it's been damaged heavily. It's hidden decently, but it's still very possible that someone just came across it and shot it up. I thought I would post this anyway, because if there are people cheating and they can see where vehicles are, this is another possible explanation. The bus was fine, then 3 - 4 hours later when checking on it, it's as good as junk. Definitely no proof of cheating, but thought I would toss that out there.
  8. haviv[3rdid]

    Running Speed calculations?

    It's supposed to be depressing. That way people will want to work harder to get vehicles.
  9. dvnt (DayZ)

    Get rid of tents and storage

    I kind of agree partially. I think the risk factor becomes too low if you have a tent full of kit from people you have been killing. The risk factor should grow in the game else its no longer a survival game. I don't think you should take storage away, I think storage is fine. (I personally have never used storage, so I may be talking through a hole in my head). But I do think there should be a HUGE penalty for dying. If you you die you should loose all your stuff, and start fresh on a beach with a bandage, torch and painkillers like everyone else. Not have a warehouse full of kit to gear up with straight after you were killed. On the home page of DayZMod.com shows the 3 steps to this game... 1. Scavenge 2. Slay 3. Survive If you fail you should go back to step one, and start scavenging. If you are in a group or Clan then they can help gear you up with some of there stuff, but if you keep doing that then your group clan are going to see you are more of a burden. I think storage should last for a very short time (few minutes) after your death to allow anyone close to get stuff from it before it disappears. If its a vehicle and you group are in it at the time, the maybe the fuel drains real fast giving the driver time to park up and take what ever they need from it before it...?... disappears...catches fire? If you have tents and vehicles the your life becomes more valuable, so you should treat it as such and work harder to "SURVIVE"
  10. jwiechers

    Kicking of Players for Clan members

    You are getting the benefit of hosting a server for a mod. Exactly what it says when you sign up. You decide to pay for that privilege, knowing full well the restrictions imposed. It is not anyone's problem if you feel entitled to more. Hosting of DayZ servers currently costs my company around $700 a month -- and I haven't played the game in weeks, I don't have any vehicles on any of my twelve servers, all I have on one of them is a small camp with some stuff that is probably long gone -- and I don't really care. Why am I doing this? Because I *like* this game, because I want to *support* this game and its development and that's worth that money to me. At the moment, this game does not offer features like "clan only servers", "passworded" servers or in any other way private servers. That may change in the future, but right now that's the way things are. It is completely okay to state your views on the matter, to say that you'd like to see private hives, but the thing is, you're not doing that. You and a lot of other people are aggressively calling for that, some people are insulting, claiming they are entitled when they're clearly not; other people use private hives that violate the express wishes of the mod's creator and the terms of use of the mod.
  11. He was on DE144 at 11:45 AM MEZ/CET and teleport himself to other players and kills them. after this he teleports all vehicles and players to the most northwest point of the map (25km away from Skalka) the player Arvid was suspected too, cause he has not legit weapons like atschy aswell
  12. Pheenix89

    US1955 - Tents/Vehicles GONE

    Not true about newest patches, i have the same issue on my server, i didnt patch my server and i didnt patch my client. See: http://dayzmod.com/forum/index.php?/topic/63514-critical-vehicles-doesnt-spawn/
  13. ixtillion: I carry an AS50 in my pack and an m4cco sd in my hands until i am in my sniping spot. this means i have almost no room in my pack after you consider that: 1. i need to carry enough food/water to stay in a spot for a few hours w/o leaving. 2. I need to carry two types of primary ammo and enough to be effective w/o switching them(you can't switch under fire unless you want to die) 3. my hides usually mean that my own ability to spot people around me is obscured significantly. 4. if i do find anything large of use I must return to a camp in order to drop off my gun first if you are constantly getting killed by snipers you are doing something wrong. I watch helo crashes, especially ones with nice gear that can be spotted from a distance (ammo cans for examples). If you approach a helo with out camping out and looking for snipers you are doing it wrong. I watch gas stations that i would use to gas up vehicles. if you drive straight into a gas station with out dismounting and checking out the area first, youre doing it wrong. I rarely camp the most obvious one of the NWAF..why? too obvious, people who go to the AF because too often there the people are doing it right. the biggest mistake people make when they are shot by a sniper is they stand still too long, a sniper shot in arma unlike in most FPS is not instant you have to correct for movement, distance, even wind(which right now in dayz isn't a huge deal but at distances of 3-400 can still make a difference) the more variables you can remove the better, so any sniper will wait for a stationary target. the only exception this would be a target moving either straight to or away from you, but this is where the zig zag pattern comes in. one thing people who often complain about sniper rifles forget is that, like i said before, snipers have to get food and water too, this requires us to move out of our blinds and down into towns and watering holes. Add this that most snipers have two primary weapons and our ability to store large amounts of food/water is non-existent making these trips more frequent. When we make these trips we are then vulnerable to other snipers and players. like other people have said it's not like snipers are some magic class who has omfgwtf powers, we have to play the game too, it just seems like theyre omfgwtf powers because you are playing the game with out patience or forethought.
  14. feathand

    Mega Camp Location -- US 1555

    yeah, going to pick me up, and filling up our 40 jerry cans, unschedueled server restart and we log back in and le car is gone from last saved spot. whoever finds it has enough gas to fuel a chopper almost :P RIP your other vehicles, and it's stuff
  15. IMF2000 (DayZ)

    UK 172 - DayZ Veterans - Free Vehicles

    Vehicles will be abandoned in Cherno within the next 60mins.
  16. Fishing: We should be able to fish in small bodies of water, and even on the ocean on a dock or boat. Vehicle Diagrams: Vehicles as they are should be kept rare, but as long as duping is addressed there should be a very very rare diagram spawn for vehicles in a few key spots. This would require players to go out and get the necessary pieces and pile them together. Make a few "workshop" buildings in major cities and require a group of at least 3 to put the parts together, and say for every extra person it goes a little bit faster. This encourages group play and more casual civilian vehicles to be put in play. More wearable gear: Extra large military vest like we have that would make the player slightly larger but add another few slots. A flak helmet to make non-front-face headshots leave the player with like +-2k health [this would also mean that the altf4 issue would need to be resolved]. A bullet proof vest is pretty self explanatory. Maybe even some military boots that "reduce fatigue" and make it so you don't need to eat or drink as much, maybe 8-12% longer survivability time. Make 3 different colored arm-ties. Red, Blue, and Yellow arm ties can be found in grocery stores, schools, and bars and can be worn on the player for squad identification, but make it so you have to find one or have one to use it and make it very difficult to see over long distances, mainly for closer quarters identification. If I find all three and see a squad moving in, I can potentionally match the color they are wearing and infiltrate to gain supplies or intel or whatever. More gun customization: Make the non-basic models of the M4 and whatnot even rarer than they are but add in gun customization slots to enable players to hold weapons they feel more tied to. Things like flashlight, foregrip, extended magazine, laser, red dot, acog, and silencer are all acceptable, however the silencer should be very very rare, with others being rare enough to reflect the advantage they possibly hold. Make us perform regular upkeep on our weapons: I liked the idea of a fillable toolbox. When you find it it merely comes with maybe a screw driver which can be used to mount weapon add-ons, but make it so we can find a lenscleaner to regularly clean our sights and scopes or after 2-3 days they get dimmer or slightly less clear. Make us hunt for maybe an oil can to use on cars, and some kind of gun oil as well or there becomes a stastical chance of the gun jamming. If upkeep isn't maintained the gun can lose accuracy, rate of fire, and after an extended period of time even decay to an unusable state. Certain weapons have certain coefficients for how often they need to be maintained based on the make and durability of said weapons. I like the idea of a buildable medkit too: Make us need to fill it with certain supplies, and the end payoff? A one time use of 7k blood gain. The med kit should have items that are expendable like pills, antibiotics, morphine, and blood bags but then have permanent things as well like a set of stitches needles that allow you to not only bandage yourself but negate the effect of the bloodloss during bleeding [not heal you past that point]. Once you have all the items you have a one time use to heal 7k blood but it takes all of the expendable items in the kit and depletes it.
  17. Not working today, so I stayed up very late last night and found 4 vehicles. Bicycle, UAZ, Tractor, ATV. They were all in their spawn points and required fixing up. I hid them all, far from each other and logged off to sleep. When I logged off, there were only 3 people on the server. 5 hours later, I log on to 40 people on the server and ALL VEHICLES GONE. I check their spawn points and they're not there. I can understand someone finding 1 vehicle, but 4? And they were very well hidden in bushes. The ATV, UAZ and bicycle would be impossible to see unless you literally ran into them. I'm wondering if there's a hack that shows current locations of vehicles or if admins have a way to see also. It's just way too fishy to have all 4 gone in just 5 hours. The server also restarted 1-2 times when I was gone. The server has the option to see yourself and anything near you on map. yourself and vehicles (if you're within about 40m) show up blue dots, and zeds/players show up yellow dots. I'm thinking someone had a hack that allows all dots on the map to be shown.
  18. teamRAVEGREEN

    The Golden Tent - Most Epic Loot Finds

    I've almost found everything during my playtime, mostly in tents and vehicles (we are scavengers :o ) and a few goodies on people we have killed. However, I have never even seen an m249, m4a1 sd or an L85 yet.
  19. It's emergent gameplay. Each player or group creates their own way to 'survive'. Perhaps the players who destroyed your camp and vehicles figured by crippling your base of operations they would increase their own chance at survival by slowing your movements around the map and reducing your immediate supply of gear which is perfectly in line with the single goal of the game, survive.
  20. What he said. Hide all you want, I will find it sooner or later. Most players walk across hidden stuff, even when they hide them near the rim of the map! I play so I find camps and I also come across vehicle's which I use to speed up my searching patterns. I have found 6 vehicles in 2 days on 2 different servers (Boom) Admin abuse is becoming more common also (Look at the forums), though I doubt they have a "Marauders" map. Tell me, how long did it take to fix 3 vehicles up and hide them? You knew the spawn points, did you save them? Did the server restart?
  21. penalty system for killing innocents; reward system for killing bandits (higher his kill count, the bigger the reward). different types of servers: regular = no perma death (respawn) ; crosshairs, etc. - weaker item spawns hardcore = perma death, no crosshairs, etc - stronger item spawns character saved on server, keeps HC people from mowing down the newbies in regular, and prevents server hopping/farming/ghosting. you know he's stuck in the tower, plant a claymore in it for later. make sniping incredibly complicated, as it should be: bullet drop, wind, etc. scope glint maybe, like battlefield3. dont get me wrong, i love sniping. but i despise the average noob being able to. accessories: suppressors by calibre and grade. example: high grade sniper suppressor.... doesnt overheat too fast, vs cheapy suppressor. types of optics (nightvision, thermal, etc), with respective rock/pape/scissors handicaps to keep it balanced (range and quality limitations) ; booby traps, claymores, landmines, IED's; more populated cities... why would supermarket and store inventories be completely empty? getting past the 100's of Z's is the challenge in the first place. very few people would manage, to stores should be pretty much stocked, in shambles though. like raiding a police office, hospital, armories, etc. the prize should be there. different types/classes of zombies. like JR Bourne's books.... the average zombie is shambling and can even jog a bit... pick up momentum en masse, but irradiated/nuked zombies have slight intelligence... a leader of sorts. can actually engage you, run and flank. both... ONLY HEADSHOTS KILL! keep to the proper mythos of zombies. hit legs will make it crawl; chest will knock it over; head will kill. bite = infection, lose blood even faster. abundance of vehicles. why would 99% of vehicles be broken?! out of fuel, yes. dead battery, yes. why broken/scarce? just find the nearest car park (full of zombies), have your team secure the entrances, and your mechanic repair/refuel one of the dozens of vehicles there. anybody must be able to find a cessna or helo, they should be easy to FIND .... at airports or military camps, duhh. GETTING them must be difficult and require teamwork. equip/carry TWO primary weapons. one for each shoulder. for example: MP5SD and proper rifle. none of that backpack switching BS. making the game too technical regarding medical/toolbox stuff..... will make it exactly that. too technical and complicated, all these features will have to be coded additionally.... more dev time, more money. K.I.S.S. rather specialize.... medic OR technical, with individual tech trees / modules. carrying around a hatchet + toolbox + spade + + + + is silly, imho. have people specialize instead.
  22. Basically a bunch of my thoughts after quite a lot of playtime. Some of these suggestions are more for the future when the game moves beyond being a mod, but I'm including them anyway. Weapon Customization Allow the player to customise their weapons using rare parts such as various optical sights, IR lasers, supressors. under-barrel grenade launchers. Certain types of optical sight would be reliant on batteries (Holographic, Red dot, Night sights, Thermal sights), others such as telescopic or ACOG would not. If weapon magazines are modelled properly then the player could find higher capacity magazines and manually reload them with ammo, either from pickup crates of separated ammo, from partially depleted magazines, or other weapons firing the same calibre of bullet. But by themselves, high capacity mags should not be a weapon attachment (though the magazine type limits what weapon can accept it). Weapon conditions Have weapons that have received extensive exposure to the elements (i.e. lying around out in a field or the open) be unusable on pickup due to a rusted barrel or other damaged components. As you use weapons, and depending on what environments you go through, gradually the barrel will become fouled, increasing the risk of a weapon jam and decreasing the accuracy. Regular cleaning of the barrel will prevent this. Certain weapons are more prone/resistant to this than others. An AK which is rugged will be quite reliable, whereas a sniper rifle will require a lot of maintinence to remain in good condition and ensure accuracy. Potentially this could be quite complex, and include other types of malfunction such as misfires, but I don't think it needs to be particularly complex myself. Thirst In my opinion this needs one of the bigger overhauls. As one gets progressively thirstier, their character's ability to perform actions decreases. The amount of water consumed is proportional to the character's thirst. So under this you could drink regularly and often to remain fully hydrated. However, there would be a small minimum water consumption so that if you drink too often you will waste water. Not excessive, but so you can't just drink every 5 minutes and never have to worry about thirst. Thirst would be modelled in the game according to the following stages: Stage 1: Thirst. Slight decrease in running speed, and indicated by slightly louder gasps when performing physical activities. Colour saturation is slightly decreased. Stage 2: Loss of appetite. The player loses the ability to consume food. Stage 3: Blurred vision, vision is very desaturated. Aiming becomes inefficient. Stage 4: Player is reduced to walking speed. Stage 5: Severe dehydration. Player will randomly faint and be reduced to crawling speed. Stage 6: Death Factors affecting thirst: Time of day, weather, ambient temperature, humidity Eating food The level of weight the player is carrying Whether the player is in shade or in sunlight The level of physical activity being undertaken by the player. Sitting in the shade or a vehicle will do little, but sprinting or running up hills will make you very thirsty. Water is more thirst-quenching than other canned beverages. Additional ways of collecting water: Boiling dirty water using a fire. Collecting rainwater using a canteen (somewhat efficient) or using hands as a cup (slow). Melting snow or ice using a fire (fast), in a canteen using body heat (slow, reduces temperature), or by consuming it directly (rapidly decreases temperature). New equipment: Water Purification Bottle: A very rare spawn that can purify most water automatically without distillation Solar Still: Somewhat rare. Allows salt water or dirty water to be distilled in sunlight. Slow. The higher the temperature, the faster the process. Distilation Kit: Rare. Allows salt water or dirty water to be distilled using a fire. Takes a few minutes, but much faster than a Solar Still. Water Purification Tablets: Rare consumable. Allows dirty water to be converted to fresh water. Types of water: Fresh water: Fresh water can be drunk directly with no further action needed Sources: Rainwater, Wells, Streams, Snow, Ice Dirty water: Requires purification of some kind before it can be drunk: Sources: Ponds, Rivers, Lakes Salt water: Water with significant salt content, it must be distilled before it can be drunk Sources: Oceans, Salt lakes, Sea ice Blood Blood regenerates slowly over time. Regeneration is at its most rapid when the player is in good health, and fully hydrated and sated. Hunger, thirst, and diseases can cause regeneration to slow or halt. This is meant to mimick the body's natural healing process The mechanics of blood loss are reasonably well-modeled by the game at present and I don't think this requries significant change, other than reducing how much physical activity the player can carry out. If a player has low blood then they should not be able to move as quickly and will tire more rapidly due to the diminished oxygen capacity of their blood. Food will no longer heal a player, but a player can continue to use blood packs to replenish blood. Players can perform transfusions on themselves but due to the fiddly nature of the process this wastes some blood from the pack and will not replenish as much as someone else helping with the transfusion. It also takes longer for the player who is transfusing themselves, increasing the risk. Diseases do not cause the player to lose blood, but reduce stamina, cause a fever, and have other negative effects such as coughing or sneezing. Temperature At present the game models hypothermia but does not have hyperthermia implemented. As a result temperature is not something most have to worry about, and with heatpacks so readily available, even extreme cold would not be a serious hazard at present. If the player continues to ignore the warning signs of high temperatures such as panting, gasping, and dramatically increased thirst, and does not take steps to reduce the temperature then they will collapse and die. Temperature can be reduced by: Reducing the level of physical activity Entering a vehicle with air conditioning Swimming Drinking Using water as a coolant Getting out of the sun and into the shade. Consuming snow or ice (though not likely to be applicable to hyperthermia) Temperature increases are fairly well modeled at the moment and I don't feel this requires much change, other than allowing for hyperthermia as well as hypothermia, and tying thirst into body temperature. Stamina The ability of the player to perform physical activity without rest, and is tied to hunger, blood levels, how much weight the player is carrying, and whether the player has any diseases. Hunger and weight increase how fast your stamina reduces. Low blood and diseases reduce your maximum stamina and how fast it regenerates. Assuming the player is in good health, they can maintain a light jog indefinitely and sprint briefly. Sugary foods, energy drinks and canned beverages provide quick bursts of energy but do not significantly reduce hunger. Stamina is reduced at high altitudes due to the reduced oxygen content of the air. Weight Each item should have its own weight and this should be the main influence on how much the player can carry. Small backpacks would also limit this, but with a very large backpack the player should be able to carry large amounts of gear, but this would have serious drawbacks. Very large amounts of the weight, uh, weigh the player down and decrease how fast you can move and tire the player quickly. It should be very difficult to over-encumber the player, but carrying very large levels of weight should be very risky due to the dramatically diminished mobility. Large items such as certain spare parts for vehicles would be so heavy that two or more players would be involved in carrying them, requiring more cooperation. Any thoughts and feedback?
  23. So they ruin the gameplay, but you hoarding all of the vehicles doesn't ruin it for anyone else?
  24. Most of the time the vehicles will only be at the spawn point marked on the map if the server is still kinda new, if its been up for a while someone might have hoarded all the vehicles.
  25. I'm looking for reliable information on Vehicle spawns and other information on where where to look for vehicles. My friends and I have spent countless hours searching the spawns on http://dayzdb.com/map across many different servers and have yet to see a vehicle in one of the spawns, we're starting to wonder if we're looking in the wrong place. We've found some other sites that have vehicle information, but they all have different lists and tend to conflict with each other. Does anyone have any experience in finding vehicles or tips on where to look for vehicles? Maybe a site with reliable, accurate information?
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