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Brand new DayZ Overpoch Chernarus server! We're looking for respectable players and groups alike! Check us out at: www.thecrazylounge.com Our Features Infistar Anti-Cheat System Walking Zombies Self Bloodbag Heli/Vehicle Tow Selective Spawning with Ground or Halo spawn Anti-Duping Scripts Action menu (Flip Vehicle, Deploy/Pack Bike, View Distance) Take Clothes Radio Group System with Icons over teammates AI Missions No Carryweight Indestructible Cinder Walls/Floors (Doors are Destructible) Plot Manager Snap Building Advanced Trading (Better Trading Menu, Trade from Backpack, trade while in vehicle, etc) Locked Cars are Indestructible single currency 3.0 with realistic post apocalyptic banking +Our banking system is a implementation of Coin Storage, store your coins in vehicles, safes, lockboxes, buildable shacks, tents. There are NO global banks. We feel this gives base raiding a purpose, and also brings back that dangerous suspenseful epoch feel! *We're a group of laid back experienced admins, we also have an ARK server if you're interested! Check out the website! We've just polished up the server and are looking forward to the first players/groups to come and enjoy DayZ the way it -should- be played. Join us now! 192.186.133.198:2302
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The player population will get a boost when their are functional vehicles. Base building features will also likely increase the active player base.
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Evening survivors, For this week's Status Report, Lead Producer Brian Hicks will be informing us on the upcoming plans for the CLE as the team moves closer towards BETA. Additionally, he'll tell us a bit about what will be in focus for 0.59 Experimental once we progress past 0.58 release on Stable branch. Contents This Week Development Board SpotlightDev Update/HicksCommunity Video: "The Chronicles of 0.58" Development Board Spotlight Dev Update/Hicks Greetings Survivors! Much like the last Status Report - we've still got the gameplay programming team working on the blocking issues preventing 0.58 to hit stable branch. The primary issues of which were a result of some tests on resolving animation looping, and related problems we are still aiming for 0.59 to address. We've been working hard to resolve these issues so we can provide as compelling a gameplay experience w/ 0.58 as possible while still in development. Once 0.58 leaves incubation on experimental branch, survivors will notice a sharp difference in how loot is distributed across Chernarus. We're still pretty early on in where we want to be with the central economy by release from Early Access, however we do now have much more precise control over the distribution. The system allows us to dynamically modify quantities, spawning frequencies, spawning priority, and so on without having to push an update to stable branch. We'll be closely monitoring active item concentration across official servers, and adjusting based upon this. Those more stalwart survivors might notice higher quantities of canned food goods than are specifically required - we've found that the best method to acclimate players to having to scavenge for supplies versus the placeholder prototype systems distribution is to slowly dial the quantities incrementally down - until the balance reaches a playable state. Above you can see the current top 10 distributed items on an example experimental branch server. Non persishable food currently has the highest priority / quantity for entry level items in the respawn system. Primarily to allow folks to acclimate themselves to the need to move *around* Chernarus to continue to find the supplies they need. Ideally, we'll dial these quantities back in increments of 10 until we find a comfortable balance. Past non perishable goods, basic tools have the highest quantity of items spread across Chernarus. Wood Axes, Matches, Burlap Sacks, Water Purification, and so on. Again, once 0.58 stable hits and has time to settle - with a larger player base than experimental roaming across the environment we'll make changes according to how the distribution looks and performs. Moving past 0.58 and looking at 0.59 experimental - in addition to the new features, content, and so forth - We'll be looking into more QoL improvements for the stable player base. Vehicle position sync optimization (no fun riding around in new vehicles if your passengers want to vomit from desync!), animation state sync between clients, animal herd behaviour, position & projectile synchronization bugfixing, and much more. As well, with 0.59 experimental we'll be testing the potential effect of players spawning with radios and how it may or may not impact player interaction. The range of the radios should be temporarily (for the duration of the test on Exp 0.59) increased to cover the whole of Chernarus. Once this hits experimental, I encourage you to head over to the official DayZ forums (forums.dayzgame.com) and share your experiences (be it good, or bad) with how this impacts your gameplay! As mentioned during our RTX panel presentation, longer incubation times on Experimental and dedicating more time to QoL issues on the primary branch may end up costing us some time here or there, but we firmly believe it will present a higher quality player experience during DayZ's development. Of course, there will still be plenty of bugs - but we'll do our best to make sure the experience is still enjoyable. - Brian Hicks / Lead Producer Community Video: "The Chronicles of 0.58" This time around we present you with a series of videos called "The Chronicles of 0.58" created by: The 5 episode series chronicles a 10 hour session Mr. Blackout completed together with Brian Hicks. During the session, the duo showcase playability in version 0.58 which is available on our Experimental branch servers. While the guys embark on their trek through Chernarus, the guys show their looting, friendly encounters, hostile encounters (where Hicks assists Blackout by soaking bullets like a sponge, hardcore MLG style), and all that good stuff. http://youtu.be/3t2FrrQmTFc http://youtu.be/hR4ZNUEMSxQ http://youtu.be/nrxJmagIexM http://youtu.be/-zYNKcdqpbc http://youtu.be/zi15CCaF5Fw At the end of the series, some 1,5+ hours had passed by without me really noticing, so if you have the time I'd definitely recommend you having a go at the episodes. Quite impressive that Mr. Blackout managed to go through a 10 hour session that included hostile encounters without even dying once. If you find yourselves hungry for more from Mr. Blackout, you can find tons more content via his Youtube account, you can watch his streams via his Twitch account, and you can contact him via Twitter and Facebook. As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look. Header image credit: Jack Smith Michael aka SMoss / Community Manager
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this^ if you opt into exp.58 its turned on and works. right now on stable when a restart happens they get deleted and vehicles go back to spawn locations.
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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
Our server is run by admins who have been playing DayZ since the beginning. We've been playing the 'ArmA' series since way back in the OFP days. Our server can't be called 'Vanilla' because we have made a few modifications. We think it's tough without being unfair (in terms of a new player's opportunity to survive, find loot, evade/kill zombies, and get vehicles). Don't expect to show up and have full, hardcore gear and an attack helicopter within five minutes of your first sign-on. It isn't going to happen. If you want good stuff, your going to have to put in some time to get it. Believe us, the stuff is there if you can survive long enough to find it. Looking for a new server? Check us out. -
A shame you missed the big Bohemia Sale earlier this year. It had both Arma II and Dayz in it, basically for the price of one game. I would not want to have missed my Arma II-Mod experience and there really is a lot different stuff to do in the mods. Also, in the current Dayz SA build there are no zombies or very few. The mod is much more feature complete and you have cool vehicles and different versions of the mod with focus on different playstyles. I particularly liked Namalsk where you could really feel the cold. There are lots of different maps for the mod(s), so you will have much more to explore there. However, having said that. I played the mods for years and had a great time, but since I have the Standalone I never played the mod again. The standalone drives everyone crazy with its bugs and work-in-progress systems. But if you can have patience, it will come out the better game. If I were you, I'd buy either one of them now and wait for a sale to get the other, if possible. Can't go wrong that way ;)
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Until some desync issues are fixed, or I get better internet, I will never feel comfortable driving a truck. I'm a very good driver, and when driving solo in a more empty server, I can make it almost anywhere without flipping my truck. However, especially with the V3S cargo, I've been running into the problem of not even being in control of the vehicle during bad desync, and flipping the car without even realizing what's going on. Obviously if we were able to do more while riding in a vehicle (e.g. accessing inventory, shooting from windows, hiding in "boot"), the issues with passengers seeing the vehicle doing flips and rolling all of the time, despite the fact that the driver is actually perfectly on track, will have to be addressed. As for flipping vehicles, it would be cool to have some way to get a group of people, and use materials to upright a vehicle. Maybe some sort of jack for adding tires. Can't wait for exp 0.59 which should have the 3 new vehicles.
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The assumption of putting advanced base building in game because it is "popular" or because "that's what human do" is ridiculous. The Devs aren't just throwing things in game and hoping for the best. Breaking this down to understand benefits must be done to understand how to improve upon. So I will try to answer my own question. What are the benefits of advanced base building? Each storage should have an advantage and disadvantage: Ammo box keeps ammo from breaking down. The underground stash can hide something with little chance of being stolen, but it's small and damp I assume. The barrel can house liquid, can craft colored items, also is easy to hide. Tents should keep things dry, hold large numbers, but hard to hide. So the advanced base is for large size items, helicopters, vehicles, large vehicle parts, tires. Theses things cant be hidden easily. So even though its not hidden, it will be safer in a base. Bases will work better with a larger group of players working cooperatively. So I think to improve this (coop & large item storage). What the base will need more of, is a reason for players to be at the base for longer time frames, which will lead to more interactions and emergence. Right now it would be just "building it" or "repairing it", and most of that task is away from the base finding materials. Something like running a generator for a long period gets you something that cant be made or found in any other way. That is a task that keeps you there. Attracts others (interactions). And could potentially make something you need.
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www.GetWastedGaming.com Teamspeak: TS.gwgaming.com.au 119.252.191.39 Overpoch : = DayZ Epoch1.0.5.1 Overwatch0.2.5 GWG Militarized Overpoch Chernarus @ 119.252.191.39:2302 GWG server Guide ! Quick Join Guide Steam Parameters: -nosplash -world=empty -skipintro -noPause -@DayZ_Epoch1051; mod=@DayzOverwatch; -connect=119.252.191.39 -port=2302 Just place this in your steam----> right click on game----> settings ----> start parameters---->Copy Pasted Above----> now when you launch operation arrow head your game will instantly join the server. Server Features: 24/7 Day Fast Coin, Fast paced Militarized Combat! Single currency Enhanced Spawn Selection Plot Pole Spawn Group Management Custom Load outs. New militarized Loot - Tables Get Armed Fast! Ear Plugs Improved Skin Selection Take Clothes Elevators Nitro Car Upgrade. Oil runs & Hemp Runs! Custom Missions. Custom Military Camps Custom Militarized Traders Bandit & Hero Perks – spawns, cannibal, bury, & more. Tier Humanity System 3levels with different access items & more Custom South Side Trader located between Balota & Cherno Safe Banks – more risk more glory Advanced / Fast Trading Safe Zone -God Mode, Anti BP, Zombie Shield, disabled guns Self Blood Bag Fast Rope from Choppers 20m Deploy/Repack Bike, ATV/LittleBird Refuel/Rearm/Repair @ trader pumps & Stations Tow & Lift Walking Zeds Right click Binocular/Rangefinder view distance. Door Management – no more codes Plot Management Snap Build Pro Build Vector Indestructible Cinder and Metal (except on base raid weekends) 1 Step Build No Weight Locked vehicles have God Mode inside 50m plot pole radius Custom AI WIA –Wicked AI DZMS Hotspots DZMS – DayZ Missions System DZAI- Patrols & AI stations Custom Tailored missions with a militarized flair Risk/Difficulty Mission design –Clear “Easy” Cross Hatch “Medium”, Dark named – “Hard” Custom loot rewards. High Risk High Gain Donator Trader Donator Base and spawn Kits – reasonable price not overpowered What Our Server Can Offer ! A server made by players for players ! = Ongoing player base directed development. We have dedicated scripters and admin that will assist players based on a case by case basis. Different levels of admin can perform different duties & must adhere to strict rules and a code of conduct when performing their administration duties. We will run occasional base raid weekends and other small and large scale events! We like to keep things fun and fresh. We will endeavor to cater to the player bases needs and wants within the scope and reach of the server as a whole. We do not tolerate cheating of any kind and this includes unnecessary use of admin tools. Even a few of our staff don’t use tools in game save for testing and some even have second accounts to ensure no temptations will get the better of them! Our pledge to you! Ongoing server population driven development ! Respectful administration, fair and fun gaming. Transparency in the servers ongoing administration and development. We will to the best of our ability provide a fun and fair Overpoch experience with unbiased professional admin assistance. We will listen to any greivence and judge on a case by case basis. However we do require sufficient proof of any incident or hackuszation. Most of all we promise that so long as you play and support this server we will provide the best possible experience for our players! Your responsibility We ask five things from our player base.HAVE FUN HELP OTHERS HAVE FUNUnder no circumstances Cheat, Glitch, Hack or attempts any of these. Read the Rules and if you do not understand anything ASK players if still in doubt as a admin!If you like the server and find a home hear, please support the server, its not cheap to run a dedicated! ---= IGNORANCE IS NOT AN EXCUSE=--- • When joining the server you have agreed to our rules and terms of service located at www.gwgaming.com.au Our dedicated box specs can be found at www.gwgaming.com.au
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vehicles are coming. but definitely needs a higher ratio of bikes vs vehicles, and even higher amount of cars vs the military trucks
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Recently, r/Games had a Q&A session with Lead Producer, Brian Hicks. Below is a recap of that conversation straight from the source. Disclaimer: I'm posting this as-is from Reddit, typos and all. I have only edited the formatting a tiny bit to make it easier to read. ----------------- /u/Tmoney34: Last time we talked, you announced that you're moving to the Infusion engine, which was going to be modularly added into the existing game. How much progress would you say you've made on that with development? Brian Hicks: A lot of that stuff, obviously, the consumers aren't going to see, because anything that's not called player-ready is kept in its own branch so it's not to interrupt the gameplay. At this point, we started with Real Virtuality as a tech, and then when we started to look at doing our own engine, Infusion, it was a matter of looking at tech we needed for Real Virtuality, tech we needed for Enforce, which is the Take on Mars engine, and then stuff that we would need ourselves that just didn't exist yet. Bringing all this technology together, and then at the end of development, we would have Infusion, our engine designed for the type of game DayZ is. I don't want to give a rough percentage, we're millions of lines of code different from RV at this point. We couldn't be called Real Virtuality anymore. Sure, we still have some of the tech debt, with some major issues that we haven't replaced, player controller, animation system, original physics system, stuff that's all either actively being developed to be replaced or soon to be replaced either way. I say we still got probably got a year until, I think, right about our release from early access, about a year until I think I can safely say we're starting to see Infusion instead of hybrid bits of Infusion and Real Virtuality. It's got to be probably the most challenging part of our early access is trying to do this engine development while allowing people to have access to the builds coming out. It means, a lot of times, the programmer's got to sit on their own branch and wait for us to release the build before they can merge in, and then the second they merge into the main trunk, it just breaks everything. We've got to spend weeks upon weeks making sure everything works properly, fixing the bugs until we can, again, get to a build in which we can hand to consumers. A good example of this would be looking at .57 when we merged in the new inventory tech. Once .55 went out, the programer working on that, merged this stuff over, and just everything broke. It was just a mess. This is a brand-new inventory tech coming. We looked at the original system that we had coming from RV and said, "Some of this works for us but a lot of it needs to be changed in order to meet what we need from the tech of the future." ----------------- /u/cbit: Has the vision the game has changed in any way since development began and if so, could you explain a bit? Brian Hicks: From the point that we entered active development is about early September, 2013. I'd say, obviously, the most noticeable scope change was when Dean first started talking about we've decided we're actually going to, instead of just keep modifying Real Virtuality, we're going to go and make Infusion. Scope changes such as the new renderer, and then we look at the new animation system, the new player controls, the new physics system, the vehicle simulation plugged into this new physics system. Most of that scope change occurred very early in the project. We're talking early 2014, very early on scope changes. I wouldn't necessarily define it as a scope change, but a lot of systems are adapted based upon how we see people react to them in an early access on stable and experimental branches. Initially, I think since none of us, both consumer and developers, really knew exactly what to expect from this concept of going into early access three months into a principal development what that meant. It was untouched territory. ----------------- /u/Tmoney34: Especially when you compare the game to other early access titles like Mincecraft, there is just so much more going on. Brian Hicks: Again, it's not just scope of their titles, but how they approached early success, how we approach early access. In my experience, sure, there's similar milestones in game development that can be shared across those projects, but no one project is the same as the next. The issues you'll run into one game are going to be completely different from the next. Our challenges, technology-wise, are going to be different from theirs, obviously, but I think all developers that deal with early access share both the burden and the blessing from it. Burden being that our cycle and how you push builds out, and how much time you spend pseudo-mastering development builds. That's definitely something that takes time getting used to. Then again, early access, you look and you pair early access development with this new connected social Twitter, Reddit, Facebook, and so on and so forth. It is an unparalleled blessing that we can interact with our consumers so quickly. Look, I was talking to Dallas over at Portalarium a couple of days ago, stopped by to have lunch and check out their studios. I'm big fan of Shroud of the Avatar and he mentioned to me how amazed and passionate he is about the fact that you look at development now, early access and all this connected stuff versus how it was when he first got into the industry back in the early year, the beginning of Origin. They'd spend years working on a project and then ship it to the retailer. They really never get a chance to interact with their fans except for maybe if they did a signing or something. That was about it. Maybe fan letters. We get instant feedback on what does and does not work, and we've adapted, it's taken us time getting used to this, but we started more and more to adapt to rapidly responding to what the consumer wants. Obviously, we do have to maintain the focus of what the game is, but I think there's room in there to adapt the mechanics and how they are based upon how players either use them or don't. ----------------- /u/danj503: What kind of "situational awareness" features are going to be added in the future? Brian Hicks: I think there might be an opportunity for some forester/hunter skills based upon tracking, but when it comes to raw situational awareness, we should never start to stick our noses in where a player's eyes and personal skill and situation comes into play. I think it's one of those things you see some of the more PvP-oriented players, they really know how to move in, in between the bushes. They know what areas to watch, their eyes are really attuned to the tactical scenario. We should never mess with that. Nothing a designer can do can really ever supplant the feeling those players get from their own personal skill winning out. We should never mess with that. ----------------- /u/capri_stylee: Are there any plans to flesh out the melee combat? Brian Hicks: Obviously, we need to expand upon the melee system. Right now, the way it works is fine for early access, but we want to see a lot of polish come into it. It would be nice to see if we can do blocking. At a base level, we should be able to, should be able to, but it's going to require some tech analysis, and we'll probably want to look at fleshing out melee. We'll probably talk about this more in status reports, like evaluating how it operates right now, what we think we can do within the system. I guess the short answer to it is we'd like to but we're going to have to see exactly how much time it would take on development side and what the risks might be going into it. ----------------- /u/ace402: What will the limitations of modding be? Brian Hicks: There's a lot of this we haven't talked about yet, and that's specifically because we haven't finalized exactly how we want it to work. Eugene, my associate producer, brought this up to me the other day, and it didn't even cross my min. Once we release the server binaries for people to host their own servers, which, of course, will come into play for people who's into mods, unless we want to manage a significant amount of time in how people access the back end and what kind of access they get, we should probably really look into in addition to push out server package, pushing out some form of our back end for people who want to run their own stuff. I don't think it's feasible for us to try and manage all this stuff in the long run, so when it comes to looking into, I feel like this is more of a server-specific question, but when it comes into looking at how server hosting is handled and releasing the server package, we have to look at it from a perspective of longevity. It might seem like a good idea and easier for us right now to manage all this stuff and keep it controlled, but in the long term, I personally want to see DayZ have legs of five to ten years. Maybe ten is a little lofty but five years at least. In order to do that, you need to be realistic about the resources on a personal level that we would have to dedicate to it. We need to look at opening up as much as we can while still protecting, of course, the base game and the technology behind it. More than likely, and this isn't finalized, more than likely look at a hive package, as well, for people to go out and set up their own database. People want to do that. There are people that don't, they want to be on our tech, then we'll look at, for the private charge, look at opening up access to their own control over their economies, and for the public, obviously, we'll have to keep that further restricted to the public hive is always to be the vision that the developers have. That will probably end up being that as modding goes out, more people will host modding servers. It means we'll have to pay to host more official servers, but I think it's very important that we do that, that there will always be the first thing people experience when they get in game, when they hit play in DayZ is the first thing they see is a list of official servers, the ones that the developers have full control over and match DayZ exactly. If they want to dive in to that custom stuff, there should be a tab or a couple of tabs with community and mod servers so they can go over there. For those that don't know what they're diving into, should be really easy to get into the official DayZ experience. ----------------- /u/Solocov: Do you plan on creating a little backstory for the virus, like newspapers, movies, articles, grave yards, evacuation zones etc? Brian Hicks: We're very reluctant to define what the Chernarus experience is on a narrative side. We'll tell small stories with scenes, like in the woods, you come up to the car that's wrecked in a ditch and maybe we'll put some corpses around that. We'll set up these military bases that seem to look like there was an impromptu evacuation set up. We don't really want to take it much further than that. We think the narrative of what DayZ is, is up to the player, honestly. ----------------- /u/Neemz1844: What future feature do you think the community will be the most impressed with? Brian Hicks: Honestly, if we're going to be straight up honest, I think the community will be most impressed when we get server performance operating well above the redline with 100 players and a couple thousand infected, and desync is significantly less of a problem. That's what people will be impressed by. ----------------- /u/Tmoney34: I skipped over the question because I think you touched on it with having thousands of zombies. I take it that means hordes at some point will at least be attempted? Brian Hicks: They will definitely be attempted. I'm pretty confident we have the tech to do it. Right now, it's just a matter of, A, finalizing the bugs on herd mentality, and, B, optimizing the performance cost of the infected. Then we can start screwing around and spawning hordes. ----------------- /u/horrorview: Do you still think the game will be "feature complete" by the end of this calendar year? Brian Hicks: When you say feature complete, it means the implementation of these features, the first, the basic flesh out, as we say, that's the first iteration of vehicles. I still think we have a good chance of by the end of this year, being in what we consider beta, which is where we stop focusing so much on core features and switching to bug fixing and small content. I still think there's a good chance, and there's also a chance that end up pushed out a couple of months, but I don't think we're looking at any severe delays. I think, all in all, when you look at the scope of the project, we were looking at originally a 2.5 to 3-year development cycle. I think if we don't hit that 3-year, we're going to be damn close, I honestly believe so. ----------------- /u/tmoney34: The final release is coming 1.0 at some point. Do you see yourself adopting more of the Minecraft model of 1.0 happens and then we just keep going on? Or do you see it more as we hit 1.0, the game is done, we're going to continue to support it with patches and bug fixes, but do you see the content continuing to trickle out after that? Brian Hicks: What the company does is not specifically up to me, but I and I believe Mark, the CEO, both agree on this, is the development continues on DayZ long past 1.0. I'm not talking just bug fixes. We'll flesh out more types of vehicles, we'll implement things that we might not have been able to get to in the early access development. We will continue, but hear me, we'll continue developing DayZ past 1.0. How far past 1.0? I don't know, but I know when I've spoken to Mark, he was passionate about at least two to five years.
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Yeah, it's been asked many times. It's ridiculous you need a truck to free another truck, but at least it works. I remember, in Arma II OA when I flipped a quad the only way to get it back up was also to patiently drive it forward + back, until you finally hit something the thing could lift itself up on. It could take 15 minutes of that shit to get going again. Other games simply have a "flip vehicle" option, I actually thought ARMA had it too, but I remember sitting and turning it manually; so I guess, no. Trucks should simply not be able to glitch onto those things, but changing the collision mesh (it is invisible) to be taller would probably also prevent the players from jumping over fences. The only thing I can really think of to solve this is to actually make four wheel drive work on the vehicles. Because if I can get grip at the back, I'd probably be able to pull myself out of a situation like this. It wouldn't be much different from the old quad problems, but at least you could struggle and get yourself out of a ditch then. UPDATE >>The truck has been claimed by someone, so don't go looking for it, unless you want to be in that area anyway. thx!<<
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the new vehicles are really cool cant wait to drive one.
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Video Taken From 1hr Of DayZ Talk At RTX, Also Added The 2 Images Of Bases For DayZ At End Of Clip. Thanks To OP @Hicks_206
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INFECTED HORDES AS DYNAMIC EVENTS! That sounds too awesome for words. I cannot wait for 0.59 Experimental. The new vehicles look great.
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As I see, in this year DayZ team works well and again DayZ engine has big changes again :D From RTX 2015 presentation to the all things inside are all awesome. Too much new things presented, some are long time goals that means still we gonna wait more and more :( But first we still need basics of the game were been fixed as fast as possible. Please Please Please release 0.59 as fast as possible ( not 0.58 ) and lets all test then make it 0.60 in a week with some bug fixes. Who needs experimentals . If this is still alfa so we need much faster patches. As I see my son's game named 'unturned' they patch the game some like daily. Since the first DayZ mod one of the biggest mistake is developers (i mean coders) try to do insert a lot of things in one patch and without fixing "the one thing" e.g. zombie movements they insert another a lot of things. This is the point where the DayZ is. Still same issues and a lot of new things. Please insert one thing or innovation or whatever you call then fix it then move to the another thing. And patch it in dayz not in monthz. Character movements and animation bugs, Zombies, Animals, Loots, Vehicles etc. All things are not working correctly. While those were not not fixed you start new things again e.g. car repairs, new animal behaviors etc. I mean, as i understand from the presentation, at the end of this year we will have much more things but all things will be bugged as in started and then next year we gonna see again same new changes on the same things. e.g. "new loot system" .... Please check development strategy again if you want to speed up and want to make people happy from the game behaviors who paid before and who didn't expect this alpha and beta will take more and more decades . Life is short man and we grow up fast , c'mon ! I am sure there will be too much things and too much bugs again. Please focus on one thing and release the patch then move to the another thing and please release 0.59 asap. Thank you for the detailed presentation
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Yeah, I find it hard to believe they didn't think of that eventuality and mitigate it. I have two accounts and a fancy keyboard so aside from the new vehicles I look forward to finding and reporting as many exploitable grinding techniques for the soft skills as possible.
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Gawsh I can't wait for soft skills and more detailed vehicle maintenance, and of course the new vehicles!
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This game takes place in rural Eastern Europe. Most of the population likely took their food and other useful belongings with them when they evacuated. If this game took place in the US or some other highly industrialized part of the world, I would agree with you assessment. But it does not. Most people in rural communities, especially farmers or others that make their living off the land, have trucks or other utility vehicles that can haul a lot of cargo. They wouldn't leave behind excessive canned food and weaponry, they would take it with them. Furthermore, if food is made to be plentiful, as might be the case in a real life scenario, why include it in the game at all? So we can watch our avatars eat for the sake of immersion? Food, drink and the whole nutrition system is relevant because sustinence is scarce. If it wasn't, why bother including it?
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Good topic! It doesn't have to be "sudden", tho. Let's look the following scenario: 1) An airborne virus is spreading real fast. 1 week of incubation time. Scientists realize too late what is happening. 2) 1 week of worldwide severe illness, only 1 out of 10K is immune. Infrastructre can't be maintained, food chain is breaking down, people are running out of food. 3) "Zombification" or death. In this scenario, most food would be gone. But you're right - everything else would still be there in abundance. There's thousands of cars / survivor now. No matter how much stuff some survivors may hoard, there's still shittons of stuff left for everyone. Having only a dozen or so vehicles on a server is imo way too unrealistic.
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Nice addition, maybe you could start a small team to mod DayZ when modding resources and tools will be released, i personally like the "starvation survival" aspects, simply because atm the only threats are the environment and the players, zombies are really easy to deal with because of their limited number (i would offer my free time once this makes it into the community,i am a software developer trainee, but have no experience with the arma map editor) However i think a little different on the matter: DayZ afaik plays a few months after the apocalypse, and regarding the supplies and canned foods in Chernarus, the supermarkets seem unproportionally small for the population who was there, and apartments are to a big part raided and have no TVs, beds or other furniture, which may indicate that Chernarus has been going "downhill" way before the actual apocalypse happened, and without a steady supply of trucks re-stocking supermarkets, food will become scarce fast Also, once the apocalypse hit, i bet there was a major military effort to evacuate Chernarus, looking at how military vehicles and police cars are scattered all around the Region, and these clearly would have taken a LOT of the stashed supplies with them, god knows where they headed, which is also indicated by the lack of military vehicles and equipment at the actual military sites in Chernarus however, this is all just specualation, nothing with a real base to work with, which is also why i am thrilled they will introduce modding the game later on^^ Nice read :) this map is not picturing a real life place, the real place where chernarus was taken from is "usti nad labem, which is also why the first iteration of the chernarus map had no ocean to the south Usti nad Labem For comparing the two: just look at the town Povrly, which very clearly shows the Elektro Sniping Hill Also i guess we would see a lot of wolves and bears, since these wouldn't be kept in check anymore by local hunters, though wolves rarely attack humans, bears are extremely dangerous
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Resistance Gaming International Overpoch chernarus [Militarized] AUS
my_name_sucks posted a topic in Mod Servers & Private Hives
Resistance Gaming International Server IP: 69.162.122.162:4302 Teamspeak 3: 192.240.115.5:10003 Max Players: 40 Map: Chernarus Server Location: Australia Server Addons: Fully Militarization Weed Farms / Smoke Weed Hire Thugs Walking Zeds (Zombies) Enhanced Spawn Selection Service Points Refuel / Rearm / Repair Deploy Bikes / Mozzie Plot Management Vehicle Paint Custom Loot Table Custom GUI Coin Currency / Banks Dayz Group Management Door Management / Eye Scan Take / Remove Clothes Tow / Lift Weight System Removed Ear Plugs Snap Pro Vector Build Customized Traders Safe Zones Customized Map / Safe Zones / Added Barracks / Added Industrial Area's / Roaming AI Custom AI Mission System Right Click Binoculars / Rangefinder To Change View Distance Normal Hero / Bandit trader -/+ 5,000 Humanity Super Hero / Bandit trader -/+ 25,000 Humanity Building supply Hero/Bandit trader -/+ 75,000 Humanity Anti Hack Rules: Bases need to be maintained every 2 weeks / 14 days. Stealing of vehicles within the traders is strictly forbidden. Stealing of vehicles withn the trader area is stricly forbidden. Attempting to steal from a players backpack is strictly fobidden. Loitering is not permitted within the Safezone/Trader. Camping a traders is strictly forbidden. Deliberate ramming of platers/vehicles in traders is forbidden. Vehicles left in traders will be unlocked after restarts. Loot farming from buildings in safe zones is forbidden. Kamikaze... no... Refunding: You need evidence of items / currency lost, without this you can not and will not be refunded. Owners: Haddzy menZies TickleMyWifi Vermadrag Admins: Tommaynez Theacehamaster -
Hi, this is my first post. I apologize in advance for the length, and if I have in my ignorance misapprehended some aspect of DayZ, as I have not played the original mod, or the standalone alpha. If the goal is a "realistic" Zombie Apocalypse game, the reality is that abundance would follow in the wake of a ZA, or any other ELE scenario where a lot of people die in an event that causes relatively little property damage (supervirus, biological or chemical attack, etc.). In a Zombie Apocalypse, the population suddenly drops to one ten-thousandth (or so) of its previous size. Yes, all the dead are replaced with zeds, but zeds don't eat human food. They eat humans. So, there are now enough durable goods and non-perishable food in settled areas to support the survivor population for a long time. Take a small city of 100k inhabitants before ZA; a 1:10k survival ratio means the town has 10 people left. Together they now effectively own what previously belonged to 100k people. They are 10k times as wealthy as they were before. If there was previously a week's worth of non-perishable food in the city, it becomes 10,000 weeks worth of food. Dialing up the survival ratio won't "fix" this, because the more one does, the less severe the Zombie Apocalypse becomes. Protip: canned goods generally last far beyond their stated expiration dates, which are very conservative to persuade uninformed customers to throw away their old stock and waste money on new. Gasoline and other fossil fuels do spoil quickly - in a matter of months - but their shelf life can be greatly extended with various additives on the market. From what I understand, most internal combustion engines can be converted to run on pure ethanol with very little modification. People have been making ethanol in simple stills for centuries. So it wouldn't take much to get a new, if limited, fuel supply going for vehicles. Then there's the game population, which would explode and run rampant without humans to keep their numbers in check. Zeds might depopulate a few of the dopier species (Possums?), assuming they find them tasty, but no way are your standard zed mopes going to catch any squirrel not on its last legs. So, there would be an abundance of game to support the much smaller survivor population. Protip: small game hunting is where it's at. Not as proud an enterprise in civilized times, but it provides a better return on investment; it's easy to fill a backpack with squirrels in a short time if you're proficient with a 22. Small game is much more abundant, and easier to snare. Snares also avoid gunfire, which draws zeds and bad guys. In short, humanity would not be facing starvation en masse. The biggest problem would be security, and restoring power for all those wonderful labor-saving modern conveniences. Same goes for a lot of stuff, not just canned and freeze-dried food. Ammo? If you actively search for ammo and conserve what you find, you should be able to get enough ammo to last a long time. Especially once you get lucky and stumble across an ammo hoard. Modern lithium batteries have shelf lives around 10 years. Speaking of hoarding, that would be the real problem. Over time, survivors would pick surrounding areas clean of all the most valuable stuff and stockpile it. I could definitely see people starving each other into conflict over hoarding, but it would take a lot of time and effort to hoard so completely that everything is out of sight and protected. Rather pointless effort, at that. The economics of abundance heavily favor labor. Everyone is rich, so labor comes at a premium (see the Black Death for details). Cooperation is more valuable than food or water, and far more valuable than durable goods or real estate. A frontier society seems like a good historical analog for a Zombie Apocalypse scenario. Men of action, harsh and quick justice, vigilantism, feudalistic distribution of power. There'd be some violence as people sorted out a new order, sure, but generally speaking, they'd fall into line quickly and work out arrangements with their neighbors, not wander solo through the wilderness stealth-killing everyone they meet. Humans would be far more cooperative than they are now, because the stakes would be very high with hordes of hungry zeds roaming the world. It's also important to remember that if the survivors hit the zeds hard, they will rapidly reduce the zed population. I have no idea what DayZ zeds are like, but going by the mope zombies they have in TWD, I can easily see a dedicated, competent, able-bodied male killing 10,000 zeds a year. 30 zeds a day? The way they herd, you could kill hundreds, even thousands in one sitting given a decent .22, a secure position to shoot from, and sufficient ammo (.22lr weighs like 7.5 lbs per 1k rounds, IIRC). I'm not saying all of this should be in the game. I'm not saying any of it should be in the game. I'm just pointing out the real-world consequences of a sudden die-off. What I have outlined above is far more realistic than starvation scenarios. Stephen King's "The Stand" is a good example a novel that deals realistically with the consequences of widespread depopulation. King made the post-apocalyptic standoff between good and evil the centerpiece of the story. DayZ could certainly benefit from this more realistic treatment of a massive die-off, and the sage decision to focus on the human (and supernatural) factors. I don't think DayZ should be a Survival Game. I think it should be a simulationist game with survival elements. I have no problem with those elements being realistic, but I prefer they not be biased toward an unrealistic scarcity scenario simply for dramatic purposes. If scarcity emerges due to hoarding, that's fine. But why force that scenario, if we can find more interesting things to do in our post-apocalyptic landscape? On the other hand, I wouldn't mind seeing the scarcity survival scenario available as an optional play style, or used in particular scenarios (obviously I don't mind people preferring that play style, they're welcome to it). I would like this sort of thing to be story-driven. Good stories sometimes feature starvation, but they more often do not. Starvation can drive a story, but it needn't. I see no good reason for DayZ to be any different in this regard. At the very least, I think there should be a compelling explanation in DayZ's plot for why scarcity obtains, instead of the more plausible scenario of abundance. And at the very least, "realism" should not be the reason for scarcity. P.S., this comment is a great example of elevating the survival aspect over the realism aspect (out of all proportion, IMO): http://forums.dayzgame.com/index.php?/topic/227645-survey-worst-part-of-dayz/#entry2292995 His preferences are his business, but I prefer realism. Fresh water is really easy to come by. All you need is a typical water source, a filter, and something to remove contaminants. Portable water filters range from $15 to a couple hundred bucks. Water purification drops are cheap. This is all standard survival and outdoor gear. Hikers all carry this stuff. Or you can just boil it. I hate to break it to you, but the availability of water is pretty high in settled areas. Which is where the Zombie Apocalypse happens. Antibiotics have a shelf life of several (if not many) years (as with canned goods, manufacturers' interests are in persuading people to throw them out long before they spoil). Also, antibiotics for pets and livestock are fundamentally no different from antibiotics for humans. It's not a "miracle" that there are good drug stocks everywhere, it's realism.
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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
Addon: Preview Vehicles and Skins prior to purchase. NEW RANK SYSTEM (CUSTOM DESIGNED) --> HUMANITY(RANK) BONUSES <--- Rank 0 +/- 0 Humanity Recruitable AI Skill level 5% Evac Chopper Setup Cost 300000 Chance to drink clean water from ocean 0% Arrest - Break Free (10% Chance) Recruit Bodyguard (Cost 5k) Garage Max Storage = 1 Base Loadouts & Skins Evac Chopper Setup Cost 300000 Chance to drink clean water from ocean 0% Rank 1 +/- 5k Humanity Recruitable AI Skill level (Hero 10%, Bandit 10%) Evac Chopper Setup Cost (Hero 270000, Bandit 320000) Base PVP Damage Taken (Hero -5%, Bandit +5%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 10%, Bandit 1%) Anti-Zombie Emitter Sound (Hero -10%, Bandit +2%) Anti-Zombie Emitter Duration (Hero +20%, Bandit -5%) Increase Money found in AI Wallets (Hero 5%, Bandit 1%) Trader Discount (Hero 5%, Bandit 1%) Build Origins Building 1 & Origins Garage Small Arrest - Break Free (Hero 15%, Bandit 10% Chance) Build Bike w/Toolbox Recruit Rebel Gunner (Cost 10k) Rank 1 Loadouts & Skins Evac Chopper Setup Cost (Hero 270000, Bandit 320000) Base PVP Damage Taken (Hero -5%, Bandit +5%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 10%, Bandit 1%) Anti-Zombie Emitter Sound (Hero -10%, Bandit +2%) Anti-Zombie Emitter Duration (Hero +20%, Bandit -5%) Increase Money found in AI Wallets (Hero 5%, Bandit 1%) Trader Discount (Hero 5%, Bandit 1%) Rank 2 +/- 10k Humanity Recruitable AI Skill level (Hero 20%, Bandit 15%) Evac Chopper Setup Cost (Hero 240000, Bandit 340000) Base PVP Damage Taken (Hero -10%, Bandit +10%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 20%, Bandit 2%) Anti-Zombie Emitter Sound (Hero -20%, Bandit +4%) Anti-Zombie Emitter Duration (Hero +40%, Bandit -10%) Increase Money found in AI Wallets (Hero 10%, Bandit 2%) Trader Discount (Hero 10%, Bandit 2%) Arrest - Break Free (Hero 20%, Bandit 9% Chance) Recruit Rebel (Jungle Camo) (Cost 15k) Garage Max Storage (Hero 2, Bandit 1) Rank 2 Loadouts & Skins Evac Chopper Setup Cost (Hero 240000, Bandit 340000) Base PVP Damage Taken (Hero -10%, Bandit +10%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 20%, Bandit 2%) Anti-Zombie Emitter Sound (Hero -20%, Bandit +4%) Anti-Zombie Emitter Duration (Hero +40%, Bandit -10%) Increase Money found in AI Wallets (Hero 10%, Bandit 2%) Trader Discount (Hero 10%, Bandit 2%) Rank 3 +/- 15k Humanity Recruitable AI Skill level (Hero 30%, Bandit 20%) Evac Chopper Setup Cost (Hero 210000, Bandit 360000) Base PVP Damage Taken (Hero -15%, Bandit +15%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 30%, Bandit 3%) Anti-Zombie Emitter Sound (Hero -30%, Bandit +6%) Anti-Zombie Emitter Duration (Hero +60%, Bandit -15%) Increase Money found in AI Wallets (Hero 15%, Bandit 3%) Trader Discount (Hero 15%, Bandit 3%) Arrest - Break Free (Hero 25%, Bandit 8% Chance) Build ATV w/Toolbox Recruit Marksman (15k) Garage Max Storage (Hero 3, Bandit 2) Rank 3 Loadouts & Skins Evac Chopper Setup Cost (Hero 210000, Bandit 360000) Base PVP Damage Taken (Hero -15%, Bandit +15%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 30%, Bandit 3%) Anti-Zombie Emitter Sound (Hero -30%, Bandit +6%) Anti-Zombie Emitter Duration (Hero +60%, Bandit -15%) Increase Money found in AI Wallets (Hero 15%, Bandit 3%) Trader Discount (Hero 15%, Bandit 3%) Rank 4 +/- 25k Humanity Recruitable AI Skill level (Hero 40%, Bandit 25%) Evac Chopper Setup Cost (Hero 180000, Bandit 380000) Base PVP Damage Taken (Hero -20%, Bandit +20%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 40%, Bandit 4%) Anti-Zombie Emitter Sound (Hero -40%, Bandit +8%) Anti-Zombie Emitter Duration (Hero +80%, Bandit -20%) Increase Money found in AI Wallets (Hero 20%, Bandit 4%) Trader Discount (Hero 20%, Bandit 4%) Arrest - Break Free (Hero 30%, Bandit 7% Chance) Recruit Mercenary (20k) Garage Max Storage (Hero 4, Bandit 2) Rank 4 Loadouts & Skins Evac Chopper Setup Cost (Hero 180000, Bandit 380000) Base PVP Damage Taken (Hero -20%, Bandit +20%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 40%, Bandit 4%) Anti-Zombie Emitter Sound (Hero -40%, Bandit +8%) Anti-Zombie Emitter Duration (Hero +80%, Bandit -20%) Increase Money found in AI Wallets (Hero 20%, Bandit 4%) Trader Discount (Hero 20%, Bandit 4%) Rank 5 +/- 40k Humanity Recruitable AI Skill level (Hero 50%, Bandit 30%) Evac Chopper Setup Cost (Hero 150000, Bandit 400000) Base PVP Damage Taken (Hero -25%, Bandit +25%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 50%, Bandit 5%) Anti-Zombie Emitter Sound (Hero -50%, Bandit +10%) Anti-Zombie Emitter Duration (Hero +100%, Bandit -25%) Increase Money found in AI Wallets (Hero 25%, Bandit 5%) Trader Discount (Hero 25%, Bandit 5%) Build Origins Building 2 Arrest - Break Free (Hero 35%, Bandit 6% Chance) Build Mozzie w/Tootlbox Recruit Soldier (Urban Camo) (Cost 25k) Garage Max Storage (Hero 5, Bandit 3) Rank 5 Loadouts & Skins Evac Chopper Setup Cost (Hero 150000, Bandit 400000) Base PVP Damage Taken (Hero -25%, Bandit +25%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 50%, Bandit 5%) Anti-Zombie Emitter Sound (Hero -50%, Bandit +10%) Anti-Zombie Emitter Duration (Hero +100%, Bandit -25%) Increase Money found in AI Wallets (Hero 25%, Bandit 5%) Trader Discount (Hero 25%, Bandit 5%) Rank 6 +/- 60k Humanity Recruitable AI Skill level (Hero 60%, Bandit 35%) Evac Chopper Setup Cost (Hero 120000, Bandit 420000) Base PVP Damage Taken (Hero -30%, Bandit +30%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 60%, Bandit 6%) Anti-Zombie Emitter Sound (Hero -60%, Bandit +12%) Anti-Zombie Emitter Duration (Hero +120%, Bandit -30%) Increase Money found in AI Wallets (Hero 30%, Bandit 6%) Trader Discount (Hero 30%, Bandit 6%) Arrest - Break Free (Hero 40%, Bandit 5% Chance) Recruit Soldier (Cost 25k) Garage Max Storage (Hero 6, Bandit 3) Rank 6 Loadouts & Skins Evac Chopper Setup Cost (Hero 120000, Bandit 420000) Base PVP Damage Taken (Hero -30%, Bandit +30%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 60%, Bandit 6%) Anti-Zombie Emitter Sound (Hero -60%, Bandit +12%) Anti-Zombie Emitter Duration (Hero +120%, Bandit -30%) Increase Money found in AI Wallets (Hero 30%, Bandit 6%) Trader Discount (Hero 30%, Bandit 6%) Rank 7 +/- 90k Humanity Recruitable AI Skill level (Hero 70%, Bandit 40%) Evac Chopper Setup Cost (Hero 90000, Bandit 440000) Base PVP Damage Taken (Hero -35%, Bandit +35%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 70%, Bandit 7%) Anti-Zombie Emitter Sound (Hero -70%, Bandit +14%) Anti-Zombie Emitter Duration (Hero +140%, Bandit -35%) Increase Money found in AI Wallets (Hero 35%, Bandit 7%) Trader Discount (Hero 35%, Bandit 7%) Arrest - Break Free (Hero 45%, Bandit 4% Chance) Recruit Officer (Cost 50k) Garage Max Storage (Hero 7, Bandit 4) Rank 7 Loadouts & Skins Evac Chopper Setup Cost (Hero 90000, Bandit 440000) Base PVP Damage Taken (Hero -35%, Bandit +35%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 70%, Bandit 7%) Anti-Zombie Emitter Sound (Hero -70%, Bandit +14%) Anti-Zombie Emitter Duration (Hero +140%, Bandit -35%) Increase Money found in AI Wallets (Hero 35%, Bandit 7%) Trader Discount (Hero 35%, Bandit 7%) Rank 8 +/- 130k Humanity Recruitable AI Skill level (Hero 80%, Bandit 45%) Evac Chopper Setup Cost (Hero 60000, Bandit 460000) Base PVP Damage Taken (Hero -40%, Bandit +40%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 80%, Bandit 8%) Anti-Zombie Emitter Sound (Hero -80%, Bandit +16%) Anti-Zombie Emitter Duration (Hero +160%, Bandit -40%) Increase Money found in AI Wallets (Hero 40%, Bandit 8%) Trader Discount (Hero 40%, Bandit 8%) Arrest - Break Free (Hero 50%, Bandit 3% Chance) Recruit Sniper (Forest Gillie) (Cost 75k) Garage Max Storage (Hero 8, Bandit 4) Rank 8 Loadouts & Skins Evac Chopper Setup Cost (Hero 60000, Bandit 460000) Base PVP Damage Taken (Hero -40%, Bandit +40%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 80%, Bandit 8%) Anti-Zombie Emitter Sound (Hero -80%, Bandit +16%) Anti-Zombie Emitter Duration (Hero +160%, Bandit -40%) Increase Money found in AI Wallets (Hero 40%, Bandit 8%) Trader Discount (Hero 40%, Bandit 8%) Rank 9 +/- 185k Humanity Recruitable AI Skill level (Hero 90%, Bandit 50%) Evac Chopper Setup Cost (Hero 30000, Bandit 480000) Base PVP Damage Taken (Hero -45%, Bandit +45%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 90%, Bandit 9%) Anti-Zombie Emitter Sound (Hero -90%, Bandit +18%) Anti-Zombie Emitter Duration (Hero +180%, Bandit -45%) Increase Money found in AI Wallets (Hero 45%, Bandit 9%) Trader Discount (Hero 45%, Bandit 9%) Arrest - Break Free (Hero 55%, Bandit 2% Chance) Recruit Sniper (Desert Gillie) (Cost 75k) Garage Max Storage (Hero 9, Bandit 5) Rank 9 Loadouts & Skins Evac Chopper Setup Cost (Hero 30000, Bandit 480000) Base PVP Damage Taken (Hero -45%, Bandit +45%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 90%, Bandit 9%) Anti-Zombie Emitter Sound (Hero -90%, Bandit +18%) Anti-Zombie Emitter Duration (Hero +180%, Bandit -45%) Increase Money found in AI Wallets (Hero 45%, Bandit 9%) Trader Discount (Hero 45%, Bandit 9%) Rank 10 +/- 250k Humanity Recruitable AI Skill level (Hero 100%, Bandit 55%) Evac Chopper Setup Cost (Hero 0, Bandit 500000) Base PVP Damage Taken (Hero -50%, Bandit +50%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 100%, Bandit 10%) Anti-Zombie Emitter Sound (Hero -100%, Bandit +20%) Anti-Zombie Emitter Duration (Hero +200%, Bandit -50%) Increase Money found in AI Wallets (Hero 50%, Bandit 10%) Trader Discount (Hero 50%, Bandit 10%) Build Origins Building 3 & Origins Garage Large Arrest - Break Free (Hero 60%, Bandit 1% Chance) Recruit Special Forces (Cost 75k) Garage Max Storage (Hero 10, Bandit 5) Nuke Computer Accessible Rank 10 Loadouts & Skins Evac Chopper Setup Cost (Hero 0, Bandit 500000) Base PVP Damage Taken (Hero -50%, Bandit +50%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 100%, Bandit 10%) Anti-Zombie Emitter Sound (Hero -100%, Bandit +20%) Anti-Zombie Emitter Duration (Hero +200%, Bandit -50%) Increase Money found in AI Wallets (Hero 50%, Bandit 10%) Trader Discount (Hero 50%, Bandit 10%) New Origins Buidling Requirements: Origins Construction Box - 0 Humanity 1xScrapMetal Hero/Bandit Building 1 - +/-5k Humanity (Rank1) 20xWoodPile 10xCinderBlocks 2xMortarBucket 2xScrapMetal 1xComboLock Hero/Bandit Building 2 - +/-40k Humanity (Rank5) 40xWoodPile 30xCinderBlocks 6xMortarBucket 6xScrapMetal 1xComboLock Hero/Bandit Building 3 - +/-250k Humanity (Rank10) 50xWoodPile 40xCinderBlocks 8xMortarBucket 8xScrapMetal 1xComboLock Hero/Bandit Small Garage - +/- 5k Humanity (Rank1) Must have built Building 1 somewhere on the map Must NOT have a Small Garage anywhere on the map 40xWoodPile 40xCinderBlocks 8xMortarBucket 8xScrapMetal 1xComboLock Hero/Bandit Large Garage - +/- 250k Humanity (Rank10) Must NOT have a Large Garage anywhere on the map 50xWoodPile 50xCinderBlocks 10xMortarBucket 10xScrapMetal 1xComboLock Hero/Bandit Pyramid - +/- 250k Humanity (Rank10) Must have built Building 3 somewhere on the map Must have built Large Garage somewhere on the map Must NOT have a Pyramid anywhere on the map 60xCinderBlocks 12xMortarBucket 12xScrapMetal 1xComboLock Hero/Bandit Stronghold - +/- 250k Humanity (Rank10) Must have built Building 1 somewhere on the map Must have built Building 2 somewhere on the map Must have built Building 3 somewhere on the map Must NOT have a Stronghold anywhere on the map 70xWoodPile 60xCinderBlocks 12xMortarBucket 12xScrapMetal 1xComboLock -
Do vehicles have locks like Epoch. In Vanilla?
cash81 replied to victusmortuus's topic in DayZ Mod General Discussion
For sure. That would be a good incentive to drop zombies and loot them in hopes of finding things like keys to vehicles.