Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Search the Community

Showing results for 'Vehicles'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Author

Content Type


Forums

  • Official
    • News & Announcements
    • DayZ Badlands Expansion
    • DayZ Frostline Expansion
    • PC Updates
    • Console Updates
  • General
    • General Discussion
    • Gallery
    • Suggestions
    • Servers
  • DAYZ - GAME
    • PC
    • PS4
    • Xbox
  • DayZ Modding
    • General Discussion
    • Scripting
    • Terrain
    • Modelling
    • Misc
    • Official Tools
    • Community Made Tools
  • The Original DayZ Mod (Arma 2)
    • Mod Announcements & Info
    • New Player Discussion
    • DayZ Mod General Discussion
    • DayZ Mod Gallery
    • Mod Servers & Private Hives
    • DayZ Mod Suggestions
    • DayZ Mod Troubleshooting
  • MiniDayZ
    • MiniDayZ
  • DayZ Mod

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Steam


Twitter


Twitch


YouTube


Discord


Location


Interests


Bio

Found 41868 results

  1. Pretty good suggestion, and given the apparent shitty economy of pre-apocalypse Chernarus a cheap but effective car like this would likely be common. And the engine being in back could bring a bit of diversity to the vehicles in-game.
  2. blackberrygoo

    So is DayZ 58% done?

    I think you're way off with your 15% factor and what are you comparing It to ? The mod ? Arma 2 OA? You do realize the ONLY difference between that and this is base building and advanced vehicles ? Why are people so fucking in love with such a crap mod (sorry mod fans, only 2 mods ever caught my attention like sa did ) and letting the nostalgia of it blind you to what's really the perfect image of zombie survival (dayz sa) . This game already has 2X more content than the mod , arma2 or arma 3 has .... Oh yayyy I get to drive 2,000,000 different types of vehicles/guns when I play that definitely means it's a great game ... Lol some people just want everything at once I can't wait to see when this game is fully released (and I would say it's just about 65% complete ) cuz people have been complaining about sa since it released yet it's potential is already soaring past the mods and arma 3s , not to mention the content is just about to surpass the content level in arma games and old dayz mods when advanced vehicles and base building is in. Literally that's the only damn thing people ever care about , take some time to realize the uniquities of standalone itself and you will realize it's building a base that's far larger than the content and immersion base set by the mods and arma 3 ... They just won't compare in terms of content when dayz is finished and they already DONT compare with realism / immersion (sure the mod has a soundtrack and more gored up environments but standalone is working on that and already has a much better feel for a survival game ).
  3. star-lord252

    I have not played in 6 months Is it time to start again?

    6 months has been a while I can say these things about how its gone though I don't recommend playing until the central loot economy is finished so you don't have get mad and it was broken Veryyy broken in the last couple patches. So far stuff that I've notice significantly improved or added are..... 1-zombies don't glitch the hell through walls(they still do but not as much) 2-if you played before heli crashes m4s no longer spawn in barracks and stuff now its replaced by akms,ak 74/ak 74su, and some pistol I forget which ones. 3-you can find guns in any house and magazines no more police hopping trying to get a 1911 mag or cr 527 mag. 4-9mm spawns in civilian locations now and 12 guage amd mosin ammo(aka 7.62×54mmR) rarity has increased drastically(how can you confirm log into a low pop loot all of electro you might get a 20 boxes of .308 and probably 80 rounds of extra ammo but get maybe 2-7 boxes of 12 gauge and maybe 1-9 boxes of mosin ammo this is from my experiences I literally looted of Electro and came out whith my backpack almost filled with .308 for my model 70 and 3 boxes of 12 gauge for my sawn off and 4 boxes of mosin ammo) 5- bunch of new guns like the Winchester model 70, SVD, mp 133 shotgun(currently In .57 there are three guns not spawning due to some issues in .58 exp one of the guns is spawning the ump be careful looking for it though you might get blown up by my landmine don't server hop). 6- vehicles have been added and spawn in static locations for now(check msta and staroye and dolina for a quick one and in .58 exp you will need a sparkplug and a truck battery to get it running but it has an invenTory finally and in .59 and beyond expect 3 new vehicles). 7-fixed some fps issues so you might get a fps boost soon you'll get a major one when the new engine is used hopefully. 8-bunch of reworked and new areas like a prison island and some villages in the north. 9-balota barracks and tents have been removed tents have been moved near mysykino. 10- stary so or tents back in great place to get good loot. 11-no more mosin lrs now its hunting scope and SVD and vss vintorez(the mosin LRS can come back but I think they need to have some type of attachable rail to mount it for now its pu only but its still really good) 12-recoil is still unrealistic as well as sway except maybe for those heavy guns like mosin other than that unrealistic. 13-shoes degrade over time 14- no more zombies ruining your stuff anymore(finally my riders jacket can stay beautiful) 15-tactical bacon is the new king or canned good (there should still be more types of canned goods) 16-kos is still out there so be carefull 17-some new building now enter able like the guard house which spawns mega loot in. 57 but nothing in .58 18-diseases are now in cholera is easy to get if your drinking from ponds with low blood and hard to get with normal blood. 19- many duping methods have been removed 20-zombies have been reworked and now have new sounds and attacks and more realistic soon they will have random cloths from what I believed. 21-hunting,fishing,cooking, and crafting is in and have been improved drasticly. 22-spawns are still annoying as hell but easy to get used to. 23- hackers have been almost fully eradicated don't expect to many anymore on high pops or getting killing by 80 grenades from a flying guy. 24-persistence is in but isn't working in .57 wait for .58 for it to fully function. 25-pso1 now only spawns on SVD and vss so you'll have to get an SVD or vss for a pso1 to mount on tour akm for now but there's a new kashtan scope to help out. That's about as much as I know but I know I forgot stuff but its best you find out more stuff. Expect bugs,issues and glitches overall the game has improved well.
  4. Umm, no. Fps is usually around 50-60 in the wilderness and around 30 in large cities. You have a decent computer with a fast cpu adn the game runs mostly on cpu so I would do soem tweaking if you get that bad fps. I get framedrops sometimes thoug but thats only for a second. Vehicles aren't rare at all, I find a truck almost every time I play. They usually spawn in the same places all the time. It will be worse in 0.58 when you will need to find all the pieces for it. Tents dont malfunction, persistance is turned off so they have no use right now. This seems to be fixed for 0.58 Bases will probably be a while. Simple barricading seems to be on the menu soon.
  5. Gamers Roost is not your average DayZ mod experience. A place to game in a carefree manner where whining, and drama, is highly discouraged. www.GamersRoost.com Open Team Speak TS3.GamersRoost.com 173.208.207.251:2302 Our Cherno Server is fully militarized and PVP heavy. 100% custom trader city stary Custom Super hero and Super Bandit traders, Gem currency and an ore mine to the north west. 192.187.97.124:2330 Our Taviana 2.0 is OverPoch with an AI island that takes effort, not a run and gun experience. The server is without the military crap to discourage players who want the "real Dayz Experience" but with a base (And a few 350z's tossed in. :) We build our servers around the community, we take all suggestions (even if briefly) into consideration and discuss them among the leaders of Gamers Roost. So read below and see what we have to offer. BIG NOTE: We DO NOT SUPPORT Abusive Admins, Grieving players and or general Douchebaggery. REPORT ALL ISSUES TO [email protected] Here is what all of our servers have: Fully optimized Mission files HARDWARE: Dual Processor dedicated enterprise level datacenter blade running 4 servers total on VMware ESXi 5.5. Custom Server 2008 R2 configuration by Enterprise level IT Tech Multiple SSD's for database and game OS. Platter drives for storage. 1 GB data stream 32 GB of RAM High FPS no regular Desync / broken chains Dedicated SSD for Database (no lag buying selling) 15 minute incremental backups as a “just in case” Low ping to our datacenter in Kansas City Mo. (USA) Average ping to UK 85ms Insane loot in all buildings - OverPoch weapons and items MODS: Day/Night cycle EST USA (-5 UTC) 3 hours day, 3 hours night. 6 Hour restart cycle God mode bases (all materials) on Military servers Indestructible locked vehicles on Military servers Plot Pole For Life Plot management Eye-scan Doors Deploy Old Moto from Toolbox (No Repack) DZGM Right Click Radio Enhanced Spawns HALO from Aircraft Pick your spawn Wicked AI 2.2.0 with all new missions and modified loot tables Pick your Spawn Class 100 Meter Plot poles 800 item build limit Single Coins with no global banking Advanced Trading with instant sell and buying of multiple items 1 Step Building Snap Pro with Vectors and precise placement (saves items exactly where placed) Self-blood bag with timer Custom Player UI Debug monitor Death messages Walking Zeds Remote start of cars with chirp and lights Safe zone traders Fuel pumps as loot Right click binoculars to change view (up to 5K) Lift Tow selected vehicles (For realism) Refuel and repair with coins, refuel for free NO DZE vehicles (Vehicles spawn with Ammo and rearm on Restart) Change skins with right click on skin item (Stalker skins included)
  6. Zak_Prestor

    I have not played in 6 months Is it time to start again?

    Not yet, dude! Not yet: after around 6-8 month of break I've logged into DayZ and found: HORRIBLE FPS, it's like a slideshow with 5-10 FPS near town and ~10-15 FPS in wilderness.Lots of new shiny DINGI (fancy stuff like weapons, clothes), but... FPS...Lots of balance changes.And still vehicles are super raretents seem to be malfunctioning at their willno bases, no building Soyou get tour gear, find a worthy gun and what? KoD: Electrozavodsk or CS: NWAF?
  7. Thing is, most cars in-game are completely wrecked and even if they had an alarm, it would not likely be functional. It could be implemented for some of the drivable vehicles though.
  8. thefriendlydutchman

    Do not make DayZ SA Moddable.

    Well no but, if you look at the mod now most vanilla servers are empty, and those that are still online have all been modded with 100 of OP weapons and the ability to choose your spawn 3000+ vehicles, so what the author means is you kinda are forced to play the game modded (because not many vanilla servers are gonna stay the same)
  9. FlimFlamm

    Do not make DayZ SA Moddable.

    Basically what you're saying is that you want to restrict people from playing what they want to play and force them to play what you want to play so that you have a bigger player population to entertain you... Is that fair to the other people who have their own desires about what they want to play? Can we even sit here and speculate about what's better when we have no clue exactly what the vanilla SA will be like, and even less of a clue what the mods will be like? I don't know why you say things like "modding in general isn't fun". The only things I can think of that might make me think this is general buggyness or unappealing content, but buggy or unappealing content won't be popular among DayZ mods. Finally, you keep telling players to go play the DayZ mod as if it has everything to offer that the standalone does not or should not. The standalone is aiming to have indepth vehicles and basebuilding, just like the main features of the mods. DayZ standalone is essentially trying to improve upon the original DayZ and it's mods. Saying "if you want modding then play the DayZ mod" is not fair because the DayZ mod is a different game with an older engine, worse performance, less potential, and we've already played it out. DayZ standalone is a remake; an improvement. We want mods for the standalone just as we wanted mods for the original, and as always, the modding community will drag us kicking and screaming, and in the end, we'll thank them. Just remember that the DayZ SA vanilla is simply going to be a remake inspired heavily by modded versions of the original DayZ mod. Telling us to go play DayZ mod is like telling us to play DayZ SA Vanilla.
  10. FlimFlamm

    Do not make DayZ SA Moddable.

    I understand where you are coming from but you seem to have misconceptions about the way mods will function. Mods will compete with one another and whichever mod provides the best content/features will become the most popular. Nobody will be forced to play a given mod and there will always be vanilla servers for people to play on. If you think about it, there is no good reason why modding will make SA "exactly the same as the DayZ mod". The only thing it can possibly do is add content ontop of what DayZ SA is already becoming. If servers with tanks and jets become the most popular (they never were the most popular, in fact mega militarized servers were rare) then so be it, but you and I don't have to play on those. Do you remember on the mod when servers started to crank up their vehicle spawn numbers to the thousands and they became quite popular? Modding was the only thing that squashed that trend by adding constructable and purchasable vehicles with in game currency. Mods can only be successful if they improve upon the oiriginal; what is there to fear?
  11. FlimFlamm

    Do not make DayZ SA Moddable.

    Some of the ideas in this thread are so backward it's hard to imagine... By definition modding can have zero impact on the vanilla standalone experience. Unless a mod comes along that is jsut so eprfect that the devs decide to implement it into the vnailla, what is there to worry about? People played DayZ mods because of more vehicles and basebuilding and variety, something that the DayZ standalone is trying to shoot for with the vanilla. That said there is no telling what awesome content the modding community will produce. Anyone who purchased minecraft back in the early days (I have an alpha minecraft account) will thoroughly understand the incredible and vast impact that mods can have on the playability of the game. My only hope is that the vanilla mod has enough vehicle variety/access and basebuilding mechanics that the main focus of the mods will be on other things and not on fleshing out these two main mechanics. Put simply I'm worried that I'm going to need to rely on the modding community to get what I feel is a full set of features. The idea of disallowing modding is literally horrific...
  12. REDLINE EPOCH Chernarus AU/NZ #1 Server IP: 119.252.190.243:2422 Teamspeak: 27.50.70.178:10069 As a part of our server opening, for a limited time new players can contact an admin to receive a FREE safe! Our staff members have worked tirelessly to provide players with the best Epoch experience possible! After much work and tweaking, we believe we have found a good balance between player friendliness and server difficulty. We believe that when it comes to PvP all players should be on a level playing field. For this reason our server does not support donator loadouts or the purchasing of items such as weapons and vehicles with real-world currency. Our Administration team consists of Arma and DayZ veterans that are very helpful and knowledgeable about the game.If you have any questions or suggestions please feel free to contact an admin in game or on our teamspeak. Server Features Include: AntihackAi MissionsTowing & LiftingSafezones & Anti Grief/TheftCustom Map Additions (clean and have purpose)BuildSnap PRORepair & RefuelPlot for LifeNo Base decayTake clothes400+ VehiclesSelf BBCraft and pack bike via toolboxNo overburdenNo Spawning in as a zombie after infectionMature Admins
  13. gannon46

    Do not make DayZ SA Moddable.

    modding is how we will be able to play on different maps like namalsk and possibly NAPF or some other map someone thinks up. I understand the concern a little about the modding but we don't even know the extent they are even going to allow yet. I for one hope they don't allow modding of the loot like 10X loot or adjusting the spawns like 10x M4 spawns in barns or 100X vehicles with super speed i'm sure it will happen folks like easy mode but if thats what folks want i guess thats what will exist we'll just have to wait and see what the limitations are but i for one can't wait to play on namalsk updated with the new tech.
  14. If you are willing to try EPOCH you might try FINALdayZ. It's the Epoch base building system (fairly simplified), but there is an advanced crafting system for most other things, including lockboxes, knives, shovels, meds, water bottles, etc. There are no traders. Don't expect high grade military loot. Don't expect to find vehicles everywhere. The only thing there are a lot of is Infected. The Zed walk, but have really high health, often perform one-hit knock outs, and have 3-5x the spawn rate (really easy to get stuck in buildings surrounded by angry Zed). AI roam the island seeking new unarmed players, cold weather will kill you within an hour or two if you don't find other ways to keep warm, and there are missions galore, with almost no vehicles anywhere except on the AI. It's based in Namalsk, so there's that. But the community is great, and even though it is Epoch (DayZ mod seems to have a much more rigorous--that is, hard/complicated/thought-out/in-depth--building system), I think it's worth a shot at least. Spend an hour there and see if it doesn't offer a similar feel to a new spawn on Chernarus with only flares and a bandage. FWIW, the server owner ARTyom will be opening a harder server (again Epoch) based in Chernarus within the next two weeks (hopefully) in case Namalsk isn't your cuppa. I know this was a shameless promotion (I mean, you were asking about DayZ mod), but I'm not the owner, or an admin (to be fair, I was made server forum mod just recently). I joined the server two weeks after getting ArmA II DayZ and have never had so much fun dying, and I want to at least give everyone that asks a chance to enjoy the Epoch mod at it's best. Maybe give it a shot? and thanks for reading/listening even though I was slightly off-topic. On a more related note I am excited that base building is slowly making it's way into DayZmod, as that was really the number 1 thing it was missing to make it a true "survival" experience, and I'm glad the devs have managed to make that a reality. I just wish information on it was more readily available (and that there were more explorable buildings in the vanilla mod, but that's another topic).
  15. Here at The Cure we strive to bring players a challenging yet fun gaming environment. The server is fresh so theirs not to many bases on the map yet, and there will never be any skybases. We are always making improvements to the server with many many scripts. We strive for many revolutionary things are the server. Bugs are always a issue in arma and overpoch so please be patient if you come across one. The server is only a 4 man team and we work as hard as we can every day to keep the server running, so become a member today and have some fun. The Cure Overpoch Chernarus Server IP: 64.237.45.126:2302 TeamSpeak3: ts79.light-speed.com:4481 FEATURES INCLUDE: Deploy Bike Self Blood Bag Elevators* *You can make elevators out of metal floors to take you to parts of your base without doors! Custom Loot Tables (Overpoch friendly!) Trader Safe Zones Weed Farms Custom Missions DZMS Paint Vehicles DZGM (Group Management) DZAI Roaming AI Indestructible Cinder* *(DOORS CAN STILL BE DESTROYED! IT'S A PART OF BASE RAIDING!) WAI (Wicked AI) Locate Vehicle* *(if you have a key and a map, you can locate a vehicle [this is very good for PvPers]) IKEA Missons Select Spawn Plot Management Plot for Life* *(when you die, you don't have to rebuild your plot pole!) Plot Ownership* *(if you take someone's plot pole down and put yours down, you can take ownership of all items in the plot radius and gain access to all locked doors! Door Management* *(no more remembering door codes!) Single Currency Coins (Shekels - Store in Safes, Vehicles, Sheds, etc) Advanced Trading 1 Step Trading 1 Step Building No Weight Limit Custom Spawn Loadout Tow/Lift Vehicle Service Points Skalsity Island Skin Selection (if you have a skin in your inventory, you can change into several different ones) And so much more coming soon! New addons are being deployed DAILY so check back often for an updated list! Also, let us know what you want and we'll do our best to edit/implement things (within reason).
  16. Greetings Survivors, Work continues on Experimental Branch where the team is working on reaching a suitable build candidate for the next Stable update. In this week's Status Report we'll see Lead Producer Brian Hicks commenting on upcoming changes to stable as well as a bit on the future plans for 0.59 on Experimental Branch. We'll also see Lead Designer Peter Nespesny commenting on both the current and upcoming state of the scheduler in charge of character updates. Contents This Week Development Board SpotlightDev Update/HicksDev Update/PeterRTX 2015Community Spotlight: AUS vs UK - Round 1 Development Board Spotlight Back to Contents Dev Update/Hicks Greetings Survivors, This week I'd like to recap some of the upcoming changes to stable (when 0.58 goes live) for those that are not up to date with Experimental Branch. Once 0.58 goes live, we can start discussing 0.59 plans and intent. Guardhouse Buildings: As work is underway on regional control over the central loot economy, in the interim the guardhouse structures spread across the entirety of the map will not be spawning any loot. This is done to preserve the restriction of high end military loot to the military bases and camps inland in Chernarus. The structures themselves remain enter-able, but until regional control is implemented on stable branch - they will remain without spawning loot. Land_Mil_House The structure some folks have referred to as the "Camo Building" or the "Jail House" has been problematic for some time. We've issued hotfixes, and addressed several bugs related to it - but the core issue that needs to be addressed is on the player controller. Rather than continue to issue small hotfixes (otherwise known as bandages on a broken leg) the issue needs to be resolved at the cause. To that end, the loot that would normally be spawning within these structures will be redistributed to other military buildings (tents, camps, barracks, etc) "Ghost Sounds" Those who have played DayZ throughout its Early Access development are probably no stranger to the notorious "ghost sounds" bug. Splitting ammo, bandaging, opening soda cans, etc being partially played, and well outside of the range of the actual sound effect. Fortunately, during 0.58 development we were able to get some of the gameplay programmers time to look into this issue, and we are now confident that on 0.58 the issue has been finally slain. So be very aware after the next stable update, if you *hear* a sound effect playing - it IS near you. Be careful out there! Wrecks (Non interactive) With work on the central loot economy continuing, and the functionality of how it operates being iterated upon - Non interactive wrecks (tanks, destroyed UAZ's, etc) have been removed from the loot spawning tables, and the environment team will begin using them in their "devastation passes" across Chernarus. As with other structures, items that would normally spawn there will be redistributed across Chernarus. Note: This does NOT include interactive wrecks, such as vehicles you can open the trunks/doors/etc on. Animation Glitching The gameplay programming team is currently investigating the cause and symptom behind the notorious animation glitching bug. (Weapon swapping constantly) As well as the issues with dropping your weapon when vaulting. The weapon vaulting fix should be coming to experimental soon, and it is the aim of the team internally to also include a fix toward the weapon swapping animation bug. Photo Credit: DayZTV.com Loot Respawning / Persistence Enabling Persistence itself has been functioning for some time, the cause behind it being manually disabled on 0.57 stable servers is tied to an issue with loot respawning. We're aiming to have this issue resolved before we push 0.58 to stable branch, once we've tested this on experimental and are confident in the fix - players will be able to resume making camps, storing gear, and so on. Similar issues with dynamic event cleanup and respawn were the cause of static dynamic events - and these issues are currently being investigated, and are marked critical for the 0.58 launch. In addition to these issues, bugs related to severe player position desyncronization are currently being investigated, and flagged as a must fix for 0.59. I hope this brief list of information pertaining to 0.58 helps update those who may have not kept a close eye on the experimental branch updates. - Brian Hicks / Lead Producer Dev Update/Peter With the 0.57 stable version of DayZ many of you experienced weird behaviour on the character side such as freezing core updates for hunger, thirst, bleeding and others which in many cases rendered character temporarily immortal or in worse case killed him instantly after login back to server. Unsurprisingly the root of all these issues was in the scheduler which is handling character updates recently. During our in house testing we didn't catch some circumstances leading to not clearing character properly from scheduler's array of active characters. This issue was especially triggered by respawning and in some cases by disconnecting from the server. After some time the scheduler array become partially populated by ghosts and newly connected or respawned players were forced to live outside of it. As scheduler wasn't aware of their existence it didn't processed core updates for them. Fortunately now it's fixed, tested and ready to go so I hope you'll don't experience such issues soon. With proper updates... see you in Chernarus folks! - Peter Nespesny / Lead Designer RTX 2015 Lead Producer Brian Hicks will be speaking at RTX 2015 - discussing the plans for apocalyptic Chernarus moving into the end of the year. From expanded base building options, new vehicles, modding support, character soft skills, and upcoming engine changes Brian will discuss and demo some of the upcoming changes to the post apocalyptic survival simulator DayZ. Q&A to follow! Back to Contents Community Video: "AUS vs UK - Round 1" This week we have a bit of a team based rumble. Via the Youtube channel TeamLiveAction, I was served a short video depicting the showdown between the "AUS" and "UK" teams. Even though the video only shows a fraction of the event, seeing two large teams like that arranging to have a go at each others was awesome! Now, unfortunately I missed the event, but the reason for highlighting these guys this week is due to initially finding the following video: Yep, it does look like the guys are going at it again for a second round on July 25th 2015 at 10:00 (UTC + 1). I'm definitely looking forward to the event, and if you have the time as well, I'm sure you would enjoy swinging by to see the two teams duking it out in Chernarus. Youtube: TeamLiveAction Twitter: http://twitter.com/TLa_HQ Twitch: There are several streams linked in the descriptions for the YT videos, but this one seems to catch a bunch of them: http://www.multitwitch.tv/ashimprezatv/bwaf_wiidevil/slothuk/ukalliancecallum/gotshadow/boydy73/locosutra/m4loo 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
  17. mercules

    Should guns spawn loaded?

    There are multiple philosophies that study different areas of Game Theory. It's an actual thing. The more limited version of it is, "If we change this in DayZ what will be the likely outcome and how will players act based on that change." THAT is what I am talking about. It's a field of study that people use to explain economics, biologic influences on behaviour in animals, and obviously GAMES. It's okay to be ignorant and not understand that game theory is a real thing. I'm not heavy into the serious side of it because frankly I consider many of the more practical applications of it boring as hell but it does use formal logics and I have studied a bit of that. On top of that I have worked with friends on alteration of game rules and helped with playtesting new rules for board games and RPGs for game designers. Game Theory is not imaginary. DayZ existed prior to DayZ SA. My past experience as to what happens in the DayZ game is from playing DAYZ. The DayZ Mod that DayZ SA is directly based off of had the systems that people are asking for. I can look at the past experiences in that mod and make well educated predictions on what player behavior will be if that system is brought forward into DayZ SA based on what the behavior was in the Mod. In fact the reason it no longer works the way it did in the mod was to alter the behaviour in the game, so we would literally be going backwards to a behavior set the Devs tried to eliminate when they changed the way the game works. Mags used to spawn with guns in the Mod, they don't in the SA. Logical assumption since it isn't a coding issue preventing them from doing so is that they changed that to change the gameply experience. This assumption is backed up by the devs stating that as the reasoning behind doing so on several occasions in past interviews. Game Theory applies to EVERY game. The game is a partial simulation, but in the end it is a game and thus subject to certain tweeks to make it playable as a game and enjoyable. Because of that they look at the flow of a particular character's life when someone plays them. The see how the flow works from spawning all the way through to dying and try to make it a fun experience. That requires game theory which is used to decide things like how easily certain resources/assets are acquired. Game theory is what is making them work with vehicles to break them into parts so that time and effort needs to be put into getting one running. At the same time that have to be certain that that effort is worth doing while balancing the rewards of having a running vehicle. If it took you on average 8 hours of playtime possible spread over multiple days to fix up a vehicle that was wrecked by a person with an ax while you were still driving it in one encounter it wouldn't be worth the effort so no one would attempt to gain that asset. This is the basics of Game Theory as it applies to games. At the same time if a vehicle was indestructible once fixed up it would be a huge asset to whomever could put in the time as they could then travel the map in relative safety. Game Theory shows there has to be a balance between the two. The asset has to be worth achieving without giving an undue advantage for the time invested in achieving it. Of course I look arrogant, people explaining concepts to the ignorant usually look a bit arrogant to the resistant ignorant. BTW, this ISN'T what I think a realistic situation should be. In my actual opinion as to if guns would be found with ammunition in a zombie apocalypse I believe it very likely that a rifle/pistol found in a closet in a house would probably have ammo stored somewhere within that house. However, this would not be a good thing for the game as it would not create the progression or scarcity of resources(bullets) the developers appear to want in their game by separating them from spawning with their assets(guns). See, I am actually subsuming my personal opinion of a more realistic situation for an improved gameplay experience. I base this idea off of experiences in the DayZ Mod where guns spawned with multiple mags in the same location. It lead to gameplay that was less than satisfying(see that right there is an opinion, but one supported by the devs since they changed the mechanics to do away with that). Those delusional concepts are WHAT the developers are using to make sure DayZ turns out to be a fun and rewarding experience. Trust me, they think about them every day and you see the results when they do things like explain their ideas in posts like this: http://forums.dayzgame.com/index.php?/topic/225839-status-report-09-jun-2015/?hl=%2Bcentral+%2Bloot+%2Beconomy An excerpt from the post outlines them utilizing Game Theory and discussing player pathing and progression(all part of game theory): Game Theory at work ladies and gentlemen.
  18. Jex

    The new 3pp camera and FOV Slider

    LOL there's nothing wrong with the character, it's the buildings and vehicles that need fixing! They also need to fix the issue with the leveling of the horizon which induces nausea - this is where you run and look forward and see a level horizon then look left and the horizon is tilted 45 degrees. Look around enough and you'll be feeling sick soon. I can't play the game as it is right now.
  19. mercules

    whats the plan for optimization?

    Single player game plays better than online multiplayer game? Should I skip the sarcastic reply? (damn it I think that was it) Which doesn't have nearly as many interiors or rendered loot inside said building. The online version? That would be a fairly good measure although again it isn't rendering a bunch of interiors and items although the AI and vehicles might be a challenge. Then again GTA V had 5 years of development before releasing to consoles and 6 until released for PC while DayZ has had 2 years. Yep, it's going down and I think they really don't care because why optimize RIGHT before they put in a new renderer. Yeah, this alpha game isn't performing excellently, but that is to be expected. It's going to take a potent computer to deal with the unoptimized mess till they get around to working it out.
  20. stielhandgranate

    increase Map size

    The "Crazy running speeds" have been standard in ArmA 2 and ArmA 3 and other Bohemia games. The current settings aren't built for Alpha unless you can back that with a source. 140 on a map of this size will make player encounters too common unless you are looking for some Altis life or Team death match game. Its a survival game, you shouldn't be bumping into others every 5 minutes. Like I stated before retarding the walk speed won't address the fact that ground vehicles can cover anywhere on the map in less than 8 minutes. There is literately nothing bad about extending the current map size.
  21. Unity_Delta

    HeroeZGaming Epoch Napf (Militarized)

    This is a great server with active admins committed to making the game better and more fun for everyone. There is an update to the server almost every week with new vehicles to obtain or missions to complete. This is a very good server that is in need of new players to come enjoy it with us.
  22. mercules

    Helicrashes in .57

    Blatantly wrong. Dayz, as a concept, according to the creator of DayZ, Dean Hall, was a SURVIVAL GAME that included other players adding an element of not knowing what they might do. They might trade with you or they might try and rob you. It was based off of survival training he went through being dropped in the woods with a small amount of supplies and tools and needing to survive in that area while there were others going through the same program in the the same area. He talks about the paranoia of not knowing if someone else might steal your limited supplies while you slept or what might happen. Again I point at Dean Hall's experiences and concept behind the game which is the opposite of what you just suggested it was. DayZ was an experiment in player interactions created by putting us into a survival situation together. Maybe before you start explaining to others what the concept of the game is you should actually investigate as to what the concept was. There is no way they took all the stones from the beach which is probably your most important survival tool in DayZ. WHAT? So you could pick up a shotgun or Enfield in multiple places and you might even find a pistol or two, but all the "good guns" spawned in a few locations which were easily camped, the few firestations and the few barracks. Loot was concentrated. What happened then is a large group of players could lock down the airfield from any challengers other than another large group and cycle the loot over and over and over again until they were stockpiled on guns and ammo they wanted. They could do this with armed helicopters and vehicles that a shotgun and Enfield had next to no chance to hurt. Don't let nostalgia kid you into thinking the loot spawns in the Mod were better. On top of that Server Hopping was a norm in the Mod which is why your supposition that server hopping is prevalent in the SA because of the different loot system is ridiculous. Same thing happened in the Mod.
  23. Vehicles are not game changing? Hunting scope and SVD are not game changing? Disease system and a use for Water Purification Tablets and Antibiotics is not game changing? New CLE is not game changing? NPC AI is not game changing? Summer of 2013 Like I said, quit including the, "We are going to port the Mod" year. The scope changed completely and they didn't start development of the Standalone until summer of 2013.
  24. stielhandgranate

    increase Map size

    Making players walk slower is a piss poor way to try to make the map "feel" bigger and won't help the issue when people operate vehicles to zip to all the points of interests. They can expand the north and west boundaries by cutting off the south and east water logged boundaries and reallocating the space. Its a shame we'll never see dayz in Altis, that map can feel large and empty with 120 players and had more than enough space for base building if anyone played the first build of breaking point before they ruined it trying to earn the make arma not war contest.
  25. Congrats on your children. I've had one child born since the zombies overran Chernarus. I dream of a day when perhaps their children will see a finished product. I know the fanboys will continue to scream "it's ALPHA!". But IMHO DayZ not only has a long way to go, it has taken a number of steps backwards: -Zombies are still a buggy, glitchy non-entity. I literally forgot the Mod where firing a "dinner bell" Enfield in the middle of town would attract more zombies than you had bullets. - Loot spawning is very much WIP. I don't think it's a problem that certain buildings will be player magnets because of the loot they spawn - military loot at the military bases, guns, body armor and other police gear at the police stations, axes and rescue equipment at the firehouse, food and goods at the market. That's logical intuitive. But trying to match up guns with ammo with magazines sucks. And sometimes all you find are little girl dresses and hockey sticks. -Does the weather and other environmental stuff even work anymore? Every server I go on is sunny and balmy high noon 24/7, I don't know if the devs turned it off or people only want to play on sunny servers with no weather so all they have to do is run around killing each other. But if the later is the case, then that doesn't bode well for the community IMHO. I like the idea of persistent containers, vehicles and fortifications. But honestly, I don't know how that would work from a gameplay perspective. Does your stuff follow you from server to server? Is it protected when you're offline? or is it like the mod where it's fair game for anyone to come along and take?
×