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Found 41868 results

  1. Overdriven

    UK 14 and UK 5

    Out of curiosity on UK 14 did vehicles reset or something? We picked up 3 vehicles last night and they were gone following the server restarting.
  2. Implying jets would be armed. I believe he's talking about a situation where DayZ has expanded in size to the point where ground vehicles, especially foot, would take ages to get from one side of the map to the other. Rocket has expressed interest in greatly expanding the size of the map in the future, probably sometime after the game goes standalone. At this point I feel an unarmed, incredibly difficult to fix and operate aircraft would be necessary and a good addition to the mod. That point is far off, though.
  3. A guy with this info: 26.07.2012 04:10:14: The Chosen One (78.60.227.141:2314) e34832f59a6d586a3b14444790022aad was spawning various stuff, vehicles backpacks etc. I won't put any more details here but can send details from the server log to an admin here if necessary. A friend is going through the server log and there may be others to add.
  4. It really wouldnt fit the feel of DayZ. There is another Zombie mod based on ARMA2 that is more of an "action fps" that has all of the vehicles like jets, tanks, ect in it. DayZ is less action oriented and more survival oriented.
  5. HeLLo, I am noticing that the ATVs are bugged out and its really easy to flip them and I had this idea and it just may work. Basically you can unflip and ATV if its on it side but it will require two people to do the work. I really don't know if you want to carry it out as far as being able to unflip trucks and cars and stuff but if you do so it will require a-lot more people in the area to unflip those heavy vehicles. But for now I just think being able to unflip the ATV is only necessary.
  6. rippertm

    Motorcycles are FUN

    Some of the most fun I've had in DayZ thus far. We make it to the North and not only stay alive but acquire multiple vehicles, tents and a camping spot! We also have a new server if anyone is interested in joining, it's US 1374. Best, Ripper X http://www.youtube.com/TMRipper
  7. So yesterday as I was looking around for some vehicles I noticed my hunger meter was flashing so I went into some trees to chop some wood, to my surprise my hatchet was gone. I don't know how I could've lost it but that's beside the point right now, I'm rather close to a town with a supermarket right now and instead of waiting for my friend to get online I'm thinking of just booking it into town and grabbing a can of food. What I need to know is how long before I start to lose blood? I heard it's 15 mins after the meter starts flashing but I'm not completely sure and this is the life of my most well geared character we're talking about here. All I'd like is some clarification. Thanks!
  8. Icus

    AI guarded camps

    Set up camp in cherno. Crack shot AI NPC pwns fresh spawned players. Bathe in noob tears. In all seriousness, it would be nice to have a crack shot elite NPC guarding your loot while you are away. But how is that realistic? How many discarded tents come with a spare human being armed to the teeth ready to fight and die to protect your loot? The vulnerability of tents/camps/vehicles left behind is one of the most realistic, and rewarding, elements of Day Z. Have you ever seen a hard to reach area and thought "maybe there's a tent up there" and figured out how to get there then found a treasure trove of silenced guns? Because it's awesome. Have you ever had a spare set of NVGs looted off your tent? That sucks. But you just set up camp elsewhere.
  9. Hello everyone, After playing DayZ for a couple of months, I would like to share suggestions I accumulated as well as my thoughts on what’s going on right now and overall community spirits and enthusiasm downfall. One thing to clarify from the beginning – I was encouraged to write this mostly by standalone DayZ project announcing, and I totally don’t rush/expect my suggestions will make it into current mod any time soon. Just knowing that this has been read and taking into consideration while working on standalone by someone from dev team would make me happy. I will post this both on suggestion and general discussion forums, because this thread will have both suggestions and discussible objects in it). So, let us begin. I’m expecting this to be quite a wall of text, so in order to keep my thoughts/ideas logically connected, I find it necessary to take a look in 2 major questions: 1) What kind of gamers does DayZ attract? As for myself, I put game audience in these major categories: I) Zombie fans – expect zombies to be main feature of this mod and, while downloading it, prepare themselves for thrilling survival in cities and wilderness, infested with undead. Just like in the movies. IMO, forms biggest part of newcomers and community. II) Sandbox game fans – people with rich imagination, expecting to create their own stories using whatever game has to offer. Mostly oriented towards PvE gameplay. III) Challenge fans – people sick of modern game industry, yearly producing games with health regeneration and HUD, warning about all possible threats. Expect hard, exhausting gameplay with little to no mercy to mistakes. ( I put all vanilla ARMA/ OFP fans here too, lol) IV) Survival game fans – those who enjoy scrapping the bottom of a barrel and who get adrenaline rush just from counting humble resources left. ( I put here those who love any postapocalyptic setting (not certainly zombie – related) too) NB! I didn’t sort players by game genre, coz ARMA 2 is an action game, and, obviously, its mod will attract action game fans mostly. NB! Please don’t forget that mixed categories are also possible (and, as I see it, form nucleus of DayZ community), and are kept in mind. Zombie fans, looking for challenge, you are not forgotten! Before I continue, that me and rest of our 5-men group fit mixed category of I), II) and IV) with different points of view about challenge. Please keep that in mind as it explains that personal emotion I might put in this text. Now let us continue to second major question: 2) What kind of gamers might get frustrated by DayZ and why? While there are godzillions rage threads all over the forums, I didn’t see much effort to investigate rage reasons and run analysis. So this thread is also written in memory and help of those, who got eaten by hungry trollsZ. So, : I) Zombie fans – because this mod is not about zombies. It may have letter Z in its name, but it doesn’t mean much, coz, sadly, current zombies are more of an annoying obstacle, than key feature. Open “What is DayZ?” tab from front page of DayZ website and you will see, that zombies are mentioned before other features, what automatically places them into core of this mod in eyes of newcomer. And now listen to an average skype/ teamspeak dialogue I have with my group: Friend: Oh man, did you see that video on youtube (blablabla) Me: Yeah, it’s… Crap, gimme a moment, I got a zed after me - (blam) – you were saying? And I’m pretty sure our group is not the only one who has talks like that. Our group are hardcore zombie fans, jumping into DayZ from other zombie games (even after owning Zombie Panic: Source server) for some better zed experience, and all we currently have are weak NPC’s, guarding a can of beans. While it’s true that “The greatest threat comes from the breakdown of society and from other people, not zombies – Rocket”, It doesn’t have to mean that zombies should be as laughable as they are now and that threat they pose should come from their bugs, not mechanics. And while bugs are actively fixed and zed overall polished (which is, no doubt, great), I still wasn’t able to find any new mechanics announced. II) Sandbox game fans – because this sandbox currently has little sand to play with. Over time you will inevitably find out, that it’s much easier and enjoyable to ruin sand castles of other players – because after building a dozen yourself, you will find out that there is nothing left to do, but PvP. Doesn’t matter, how long your road to understanding be – once you start playing DayZ, you’re already a bandit. Beach - > Makarov -> PvP Beach -> Weapon and tools -> Tent camp -> More weapons and tools -> Vehicles -> Helicopters -> PvP Doesn’t matter which road will you take – it’s always PvP at the end. *Why do you need weapons? – to PvP *Why do you need map and compass? – to get to better looting places at North – What for? – to PvP *Why do you need tent camp? – to stock my gear and supplies – What for? – for PvP/in case of death in PvP *Why do you need vehicles/ helicopters? – see “*” number 1 or 2 As long as there is not much to do, this group of gamers cannot be satisfied and will rage/quit quietly. III) Challenge fans – because, to be honest, this game isn’t really challenging. Let’s look into main aspects of this mod: * Survival – the only challenge here is finding matches, hatchet, hunting knife and canteen. In theory, after that, you can survive for infinite amount of time, considering you keep out from main player/zombie populated areas. But this is, ofc, incredibly boring. * Gathering loot – has barely any challenge in it, after you figure out how zombie agro mechanics work and get basic idea about residential/industrial/farm/military grade loot spots. Not only gathering process itself is easy – amount of loot is enormous. Literally after looting only one store you can get enough supplies/weapons to cross entire map on foot. * PvE – incredibly easy if you get any weapon (well, crowbar and crossbow can be tricky) and have basic idea about zombie patterns indoor/outdoor. * PvP – is a two-sided blade. Look at it like “Hah, I can 1 shot kill/knock out with most of weapons” – and it seems easy. Think of it as “OMG, I can be killed by 1 bullet” – and it seems very hard. IMO, only balanced thing in DayZ. All in all, after a couple of days in-game, only aspect that is still challenging is PvP. IV) Survival game fans – just look at “*” 1 and 2 for previous gamer category to find out, why these ppl might get pissed off pretty quickly. So, after we classified most often rage problems, let’s look into mentioned (and not mentioned) problems closely. 1) HACKING. Not much I can say or suggest on this one other than notice the tremendous hacking issues count increase through last couple of days. Before last update only hacking/exploit issues I experienced were invisible players, who didn’t install beta patches correctly or didn’t update those accordingly. Through past few days I witnessed totally ruined villages/town parts, fought and retreated from hacked vehicles, ambushed ppl with hacked equipment at their camps, etc, etc. + saw youtube vids of parachute cow attacks and artillery strike on Stary Sobor. Needless to say I (and, obviously, whole community) would like to see this solved, coz it’s getting quite ridiculous in a game, that can be rage-indulcing itself. 2) ENORMOUS PvP. Is it an issue at all? I think it is a MAJOR issue, even though Rocket doesn’t seem to care much. Of course, PvP is a massive part of gameplay, and its mechanics should stay as untouched as possible, but current scale is just a joke. Personally, I feel strange about Rockets posts about DayZ being “social experiment” and offering COMMUNITY to do something about it ( “This IS stupid. So do something about it. Posting "aw everyone kills everyone" on the forums is what people have been doing for ages. Has it worked? NO. So try something else.” – Rocket). I’m sorry, but we are not developers and don’t have the tools to change it. Let’s take a look into gamer categories, who get attracted by DayZ. I felt right not to include “Brainless PvP Deathmatch fans” category, because, seriously, you don’t get into something that claims to be Zombie Survival Simulator just to KoS any player you meet, and actually look forward to this. You have vanilla ArmA 2 for that. You don’t even need to loot your weapons there. Personally, I didn’t buy ArmA2 for DayZ and had it ages ago, but some ppl ( let’s face the truth - majority of mod population did), and I don’t think it’s a right thing to roflstomp on their expectations and troll their posts. If there’s so much rage posts it doesn’t mean community is sick and whiny. It only means that more and more people are getting disappointed in DayZ, coz it doesn’t meet their expectations. I believe that discovering that DayZ is about PvP 24/7 rather than zombie survival horror feels like biting into chocolate covered piece of shit ( AVGN ). If you, Rocket, find current situation OK, then please change description/advertisement to show the new truth about DayZ. So that people don’t get tricked into it. It could save their time and your precious forum space. Even if we, as you suggest, “organize” and clear all of Chernogorsks snipers (which, btw, we with my group have already done so many times) and crazy murderers, we WILL get shot after we get down from our positions to meet grateful crowd. Just because people got used to current state of things and don’t expect anything good from people with weapons (they probably shouldn’t, but right now it’s CERTAIN death). And even if we don’t get down we still can get killed by people spawning behind us. So right now there is no sense in solving PvP problem by the means of PvP. It’s a chain reaction that can be broken only by changing PvP circumstances and, well, philosophy, while preserving its mechanics. How? Let’s take a look into current PvP under microscope: Why do people sooner or later get into PvP? I) BECAUSE IT’S SO EASY TO TAKE LIFE. Why? Because firearms and ammunition are plentiful, they are deadly, there is no danger firing them and all of them can be easily operated. Before I start, let’s remember one simple truth – in zombie apocalypse your gun is used to get you out of trouble, not into it. What could be done about it? * On quantity of weapons and ammo – I think everyone would agree that currently Chernarus is actually a barrel of gunpowder, oversaturated with firearms, especially high-tier military grade equipment. And average survivor looks like this (watches, lol) : If we hope to see current PvP madness gone, it has to be changed. It might be unpopular decision, but spawn rates for ammo and firearms must be decreased, while new melee and improvised ( smth like crossbow) weapons are introduced. Some loot position rebalancing would be great (make it so spawned loot fits the location – eg. Deer Stands : who the hell hunts deer with AK, UZI, M4 and frag grenades? Make them spawn civil weapons instead, as well as some of tools like matches and knives) For both military and civil firearms – ammo/clip interaction would be nice to have implemented, also seeing random ammo amount in freshly spawned clips would be good ( right now it’s always full clips, unless somebody dropped some used – makes little sense to me, as I look into those like somebody was defending using them, and failed horribly, rather than like they were shipped directly from factory). Would require correct ammo tracking system, which, AFAIK, is being worked on (and it’s great). Military grade firearms, IMO, should be treated a little different than civil. I strongly believe that these weapons should be spread out more randomly through “events” like crashed helicopter sites. Obviously, crashed helicopters might be quite rare to find (and considering what I’m about to suggest they should become even more rare), so I suggest implementing new types of “random loot spawns” like Destroyed military column (would appear randomly on roads of Chernarus and consist of destroyed military vehicles and dead soldiers, scattered around. Would encourage travelling more and give not off-road vehicles a meaning), Abandoned military camps ( 2-3-4 military tents, ruined vehicles and dead soldiers, placed in the woods mostly ), Overrun firing position ( some dead bodies, maybe ruined APC, should appear in cities randomly and be the only military objects in them, make fire stations become industrial/residential buildings, as they should be). By doing this, you will solve “I go – I win” problem, and, as a sideway bonus, reduce sniping problem sharpness (with no fixed high-end loot spawn positions camping would be pointless, forcing snipers to move around, as well as their prey). Military buildings could keep spawning military loot, but % should make adventuring a viable (if not more attractive) choice as well. About demands of cutting out some weapons (like .50 Cal and rocket launchers) – they might be useful and fit into DayZ, as you will read soon enough. *On firearms being deadly – not much to add here. It’s ArmA, after all. No changes needed, IMO. Just one thing has to be mentioned – re-logging and spawning behind the opponent’s back. Like other people have suggested numerous times, 1 character per server would totally fix this madness. *On consequences of firing a gun – while scarce ammo might make most players think twice before firing a gun already, I find that it would be not enough. Of course I’m talking about zombie agro mechanics, but it is being worked on just as I type, and it’s really good to hear that. My suggestions: - Larger hearing radius : speaks for itself. Fire a gun only for a good reason, not for fun. - Zombies don’t lock on you aggroed, but slowly bunch up and investigate the sound source, just like they do with tincans; aggro only after visual confirmation of player - Make more zombies spawn. If server can’t handle much zombies at once, make zed spawn and proceed towards gunman from next block after shots were fired (so that zombies don’t spawn on top of player). Might screw other players, who didn’t shoot, but that’s how it should work, IMO. Dead Frontier has this feature, and it feels legit, even when zombies re-aggro on you on their way to gunman. Needs to be discussed. - Dynamic zombie agro : right now zombies get stuck after arriving at point of their interest, without re-aggroing on players just in front of them. Also zombies could re-aggro on other players, if they see them before gunman. - Fixing zombies disappearing after re-logging + 1 character per server rule could keep players from buggy escape. Logging off would only help if you stop playing that character for some amount of time, needed for those zombies to disappear/reaggro. * On operating guns : please see next part. II) BECAUSE IT’S SO UNPUNISHING TO LOSE LIFE. Why? Because all you lose is your gear. While new players might feel really bad about losing ALICE pack and Winchester and fear it, experienced players, with camp set up and vehicles parked laugh at this. Because: 1) They can re-loot most of gear in 1 – 2 hours 2) They can get picked up by their buddies on vehicle and re-equip in a camp in 10 – 15 minutes 3) They can keep respawning until close to their corpse and try looting it (will get fixed soon) Things I’m about to suggest might make you spit right in my face/forum avatar, but I believe they must be implemented one way or another. Skills. Now let me explain what I mean. Rocket has some deep words posted on these forums : “YOUR CHARACTER SHOULD REFLECT YOU”. I would like to take understanding of this to a next level. While I don’t know if Rocket really meant it, I think that this reflection of yourself can be something more than answer to questions “would I shoot on sight or not” or “would I share a can of beans with a stranger”. I would like to reflect myself as much as I can, and bring my RL skills into DayZ to find out how would I do through a zombie apocalypse and society breakdown. IMO, it can be done by: * Implementation of slowly developing skills – as I see it, you don’t get any skill panels like in classic RPGs. You just… become better at what you do throughout day. Without even knowing you “current skill level”. To explain this let’s get back to operating guns. I myself have almost never fired a serious gun (had some fun with hunting rifle a long time ago), and didn’t even see many IRL. Pistols I usually see are holstered at policemen waist. And I would like to carry this lack of firearms experience into my DayZ story. I think it should be possible to reflect it there by: 1) Gun is shaking in inexperienced arms ( smth like shock, but a little less ). 2) Gun is reloading longer in inexperienced arms. 3) Rate of fire is slower in inexperienced arms (especially if weapon is bolt action rifle). 4) You can’t keep your breath for as long as experienced shooter can. 5) It takes longer to steady your gun and recoil is harder in inexperienced arms. Now what happens at the end of the day. Depending on how much you used your gun, some (or all) of those negative effects are softer on survival day 2. And it only gets better and better if you have enough practice/ survive for long enough. Which you probably won’t get much considering ammo rarity. Not sure if “getting better” should affect only specific gun you were using or whole gun class (pistols/ shotguns/ rifles, etc). I heard that guns, belonging to the same class can be quite different to feel and handle. Needs more discussion. Especially about operating heavy weapons like AS50 and rocket launcher. I’m sure as hell I’d never come close to rocket launcher IRL without any training at all, and would totally kill myself with a recoil of .50 cal . Skills I described could affect not guns only : there currently are quite some other activities, that usually take practice in order to be effective at them : - Sprinting and running: Implemented stamina and endurance (which lvls from day to day) would give meaning to sitting animation, which currently is only used to take nifty screenshots on top of victims/around campfire. Backpack/inventory weight implementation and affection would be nice. - Medicine : Bandaging could take longer, bloodbag restore less blood (some of it is spilled due to inexperienced medic being clumsy while preparing a transfusion system – I know it from my own experience). You could even need more than one bandage to completely stop bleeding, if you’re new to bandaging wounds. - Cooking : You might burn some meat if you’re new to it - Gutting animals : might miss/spoil some parts of meat. - Repairing a car and driving it : slower repairing and less soft driving if inexperienced. - Something else I forgot to mention. * Implementation of pre-set biography – now after I explained my point of view on skills, let’s think about a way we can bring skills that we actually have IRL into DayZ. I could only think of 2 ways: - Let players choose their specialization themselves, allowing to create custom characters (feels too gamey to me) - Let us choose from a list of occupations (after we choose sex). It should be pretty obvious that police officer would be better with guns, while medic – with meds, etc. To make people rely on each other, there should be a set of actions, open only to “professionals” : complex medical treatment (see below), operating heavy weapons, flying a chopper, etc. Well now, with some sort of REAL (not just finding basic gear) progress, I believe most people would think twice before starting a gunfight. Because now you actually have a life to lose, not just set of equipment. III) BECAUSE THERE IS NOTHING ELSE TO DO WITH YOUR LIFE While there are plenty activities that might take hours and hours to complete/achieve, currently you will sooner or later end up going PvP. While suggestions under I) and II) would make mindless PvP less likely, we still need something for those, who don’t enjoy killing other players very much, but have to do it because everything else is boring. We need some kind of goal. Shhhh, I’m not talking about quests and missions – this is a sandbox game, and you create and complete your own quests/missions/goals. What I meant was adding set of… well, circumstances, which would impact sandbox gameplay on a server. I’m talking about Cycles. What is a Cycle? It’s an amount of time (different, has to be discussed), during which whole server experiences some kind of Event. Let’s see some examples: EVENT – Military raid TIME – 3 days DESCRIPTION : during 3 days military units are roaming Chernarus, completing unknown mission, during which they shoot zombies and survivors alike. Can be combated and looted (probably only way to acquire full, unused clips) . Heavy weapons (AS50, rocket launcher) actually have another meaning – fighting possible APC’s and helicopters. Just imagine yourself in a store in Chernogorsk, minding your own business, when suddenly you hear working engine, turn your head and see an APC and 4- 6 soldiers, entering the city. I think it would be thrilling. EVENT – Cold season TIME – 7 days DESCRIPTION : for a week, it’s colder than usual, resulting in more infections. Keep in mind Zombie buff, firearms rebalanced and life experience thingy. Now try finding words to explain your infected mate, why you don’t wanna go to the hospital and try getting meds for him. EVENT – Hungry Times TIME – 7 days DESCRIPTION : for a week, all food loot spawns are ½ or even 1/3 of normal, animals are much more rare. Hold on you beans, bro. That’s the most beautiful word now. EVENT – Zombie Infestation TIME – 3 days Description – Zombie count is doubled (tripled?) in cities; they can form packs and roam wilderness at random paths. And so on. As you can see, those really aren’t so hated on these forums “missions” and “quests”, just set of slightly different rules, changing over time. You still make your own decisions and craft your owns story. Just little something to keep you on your toes and prepare for. I would really like to hear your scenarios/events, and play them at least in my head. I would suggest some more things in this part of post, but Rocket pretty much covered everything, announcing that base building might be possible in standalone, as much as other activities. Well, If I), II) and III) get implemented at some point, I believe that PvP scale will be much more reasonable than now. Now those, who PvP because they don’t care do die will have their lives to care about, those, who PvP, because they have nothing more to do will have something to stay occupied, and those who want just grief will still be able to do that, but now it won’t be stupidly easy. It’s funny, but it turned out that while I was explaining my point of view about how enormous PvP issue could be solved, I actually managed to tell everything I wanted about other major rage problems: 3) ZOMBIES NOT POSING REAL THREAT Just look into “*consequences of firing a gun” part to see my point of view on solving this. In addition, I would like to answer one single question – what makes zombie (undead ones) theme so different in whole horror sector of movies/videogames? Possible answers: * The fact them being dead bodies is horrifying itself. The way they move, sound, act gives me creeps – imported into a videogame by idle animations/textures/ models/sounds. All those could use more work in DayZ, and, afaik, are being worked on pretty much right now. Good to know. I just would like to see “gorier” textures – blue faces with bruises remind me more of a bums and alcoholics I deal in hospital with, than zombies. * The way they deal with survivors, all that gore of being eaten alive – imported into a videogame by attack/aggro animations/sounds. These could use more work too; it would be really cool to have a separate gore model/texture for survivors, eaten by zombies, rather than they share the same one with those who got shot. Seems logical to me. If fixing aggro mechanics won’t make zombies much more deadly (even though I believe it would), and raising their quantity is not an option due to server lag, than at least buff their HP ( like somebody from the forums suggested recently). If animations are more smooth, then we could think about good old “damage the brain” rule (not gonna happen, most probably) 4) NOT MUCH TO DO OTHER THAN PvP Just look into III) part of PvP text to find out how I see the solution and wait for Rocket to implement what he has planned. 5) BUGS Might be the only part when I totally share opinion of forum’s majority – it’s an ALPHA, those things are annoying, but are constantly reported and eventually get fixed (sometimes introducing new bugs, but oh well). I just hope that by my wall of text I contributed something that can be used for everyone’s good. Last, but not least – I searched the forums for some suggestions\thoughts I posted here, and, of course, found some of those. What I was surprised about, is how fresh most of those posts are. Here, have a look yourself : Argus - skills - http://dayzmod.com/f...age__hl__skills smokeshadows - skills and prior occupation - http://dayzmod.com/f...dea/#entry91653 SolarClipz – not a zombie game - http://dayzmod.com/f..._20#entry443029 mora4al - classes and profession - http://dayzmod.com/f..._hl__profession Hulahuga – guns and ammo rebalanced - http://dayzmod.com/f...ommon-than-aks/ This can only mean that people are understanding current situation, hate it and are trying to generate some kind of solution. What I also tried to achieve, is not only posting a bunch of suggestions, but also try to explain/imagine how they would work together, in case of implementation. I hope I succeeded on that one. P.S I have been writing this for 2 days (with breaks / DayZ playing sessions of course, lol), and English is not my first language, so I apologize for possible mistakes. Thank you for your attention. May the beans be with you. Always. P.P.S I posted this in General Discussion forum part, because this wall of text, apart from suggestions, also has my point of view on many questions. So, If you have something to say about suggestions - do so on the suggestion forum part please If you have something to say about other, more philosophical part of my parts of my posts, or think that I'm wrong in my way of thinking - please let me know here. Thank you again.
  10. Rallige

    DayZ Massive overhaul

    Hello everyone, After playing DayZ for a couple of months, I would like to share suggestions I accumulated as well as my thoughts on what’s going on right now and overall community spirits and enthusiasm downfall. One thing to clarify from the beginning – I was encouraged to write this mostly by standalone DayZ project announcing, and I totally don’t rush/expect my suggestions will make it into current mod any time soon. Just knowing that this has been read and taking into consideration while working on standalone by someone from dev team would make me happy. I will post this both on suggestion and general discussion forums, because this thread will have both suggestions and discussible objects in it). So, let us begin. I’m expecting this to be quite a wall of text, so in order to keep my thoughts/ideas logically connected, I find it necessary to take a look in 2 major questions: 1) What kind of gamers does DayZ attract? As for myself, I put game audience in these major categories: I) Zombie fans – expect zombies to be main feature of this mod and, while downloading it, prepare themselves for thrilling survival in cities and wilderness, infested with undead. Just like in the movies. IMO, forms biggest part of newcomers and community. II) Sandbox game fans – people with rich imagination, expecting to create their own stories using whatever game has to offer. Mostly oriented towards PvE gameplay. III) Challenge fans – people sick of modern game industry, yearly producing games with health regeneration and HUD, warning about all possible threats. Expect hard, exhausting gameplay with little to no mercy to mistakes. ( I put all vanilla ARMA/ OFP fans here too, lol) IV) Survival game fans – those who enjoy scrapping the bottom of a barrel and who get adrenaline rush just from counting humble resources left. ( I put here those who love any postapocalyptic setting (not certainly zombie – related) too) NB! I didn’t sort players by game genre, coz ARMA 2 is an action game, and, obviously, its mod will attract action game fans mostly. NB! Please don’t forget that mixed categories are also possible (and, as I see it, form nucleus of DayZ community), and are kept in mind. Zombie fans, looking for challenge, you are not forgotten! Before I continue, that me and rest of our 5-men group fit mixed category of I), II) and IV) with different points of view about challenge. Please keep that in mind as it explains that personal emotion I might put in this text. Now let us continue to second major question: 2) What kind of gamers might get frustrated by DayZ and why? While there are godzillions rage threads all over the forums, I didn’t see much effort to investigate rage reasons and run analysis. So this thread is also written in memory and help of those, who got eaten by hungry trollsZ. So, : I) Zombie fans – because this mod is not about zombies. It may have letter Z in its name, but it doesn’t mean much, coz, sadly, current zombies are more of an annoying obstacle, than key feature. Open “What is DayZ?” tab from front page of DayZ website and you will see, that zombies are mentioned before other features, what automatically places them into core of this mod in eyes of newcomer. And now listen to an average skype/ teamspeak dialogue I have with my group: Friend: Oh man, did you see that video on youtube (blablabla) Me: Yeah, it’s… Crap, gimme a moment, I got a zed after me - (blam) – you were saying? And I’m pretty sure our group is not the only one who has talks like that. Our group are hardcore zombie fans, jumping into DayZ from other zombie games (even after owning Zombie Panic: Source server) for some better zed experience, and all we currently have are weak NPC’s, guarding a can of beans. While it’s true that “The greatest threat comes from the breakdown of society and from other people, not zombies – Rocket”, It doesn’t have to mean that zombies should be as laughable as they are now and that threat they pose should come from their bugs, not mechanics. And while bugs are actively fixed and zed overall polished (which is, no doubt, great), I still wasn’t able to find any new mechanics announced. II) Sandbox game fans – because this sandbox currently has little sand to play with. Over time you will inevitably find out, that it’s much easier and enjoyable to ruin sand castles of other players – because after building a dozen yourself, you will find out that there is nothing left to do, but PvP. Doesn’t matter, how long your road to understanding be – once you start playing DayZ, you’re already a bandit. Beach - > Makarov -> PvP Beach -> Weapon and tools -> Tent camp -> More weapons and tools -> Vehicles -> Helicopters -> PvP Doesn’t matter which road will you take – it’s always PvP at the end. *Why do you need weapons? – to PvP *Why do you need map and compass? – to get to better looting places at North – What for? – to PvP *Why do you need tent camp? – to stock my gear and supplies – What for? – for PvP/in case of death in PvP *Why do you need vehicles/ helicopters? – see “*” number 1 or 2 As long as there is not much to do, this group of gamers cannot be satisfied and will rage/quit quietly. III) Challenge fans – because, to be honest, this game isn’t really challenging. Let’s look into main aspects of this mod: * Survival – the only challenge here is finding matches, hatchet, hunting knife and canteen. In theory, after that, you can survive for infinite amount of time, considering you keep out from main player/zombie populated areas. But this is, ofc, incredibly boring. * Gathering loot – has barely any challenge in it, after you figure out how zombie agro mechanics work and get basic idea about residential/industrial/farm/military grade loot spots. Not only gathering process itself is easy – amount of loot is enormous. Literally after looting only one store you can get enough supplies/weapons to cross entire map on foot. * PvE – incredibly easy if you get any weapon (well, crowbar and crossbow can be tricky) and have basic idea about zombie patterns indoor/outdoor. * PvP – is a two-sided blade. Look at it like “Hah, I can 1 shot kill/knock out with most of weapons” – and it seems easy. Think of it as “OMG, I can be killed by 1 bullet” – and it seems very hard. IMO, only balanced thing in DayZ. All in all, after a couple of days in-game, only aspect that is still challenging is PvP. IV) Survival game fans – just look at “*” 1 and 2 for previous gamer category to find out, why these ppl might get pissed off pretty quickly. So, after we classified most often rage problems, let’s look into mentioned (and not mentioned) problems closely. 1) HACKING. Not much I can say or suggest on this one other than notice the tremendous hacking issues count increase through last couple of days. Before last update only hacking/exploit issues I experienced were invisible players, who didn’t install beta patches correctly or didn’t update those accordingly. Through past few days I witnessed totally ruined villages/town parts, fought and retreated from hacked vehicles, ambushed ppl with hacked equipment at their camps, etc, etc. + saw youtube vids of parachute cow attacks and artillery strike on Stary Sobor. Needless to say I (and, obviously, whole community) would like to see this solved, coz it’s getting quite ridiculous in a game, that can be rage-indulcing itself. 2) ENORMOUS PvP. Is it an issue at all? I think it is a MAJOR issue, even though Rocket doesn’t seem to care much. Of course, PvP is a massive part of gameplay, and its mechanics should stay as untouched as possible, but current scale is just a joke. Personally, I feel strange about Rockets posts about DayZ being “social experiment” and offering COMMUNITY to do something about it ( “This IS stupid. So do something about it. Posting "aw everyone kills everyone" on the forums is what people have been doing for ages. Has it worked? NO. So try something else.” – Rocket). I’m sorry, but we are not developers and don’t have the tools to change it. Let’s take a look into gamer categories, who get attracted by DayZ. I felt right not to include “Brainless PvP Deathmatch fans” category, because, seriously, you don’t get into something that claims to be Zombie Survival Simulator just to KoS any player you meet, and actually look forward to this. You have vanilla ArmA 2 for that. You don’t even need to loot your weapons there. Personally, I didn’t buy ArmA2 for DayZ and had it ages ago, but some ppl ( let’s face the truth - majority of mod population did), and I don’t think it’s a right thing to roflstomp on their expectations and troll their posts. If there’s so much rage posts it doesn’t mean community is sick and whiny. It only means that more and more people are getting disappointed in DayZ, coz it doesn’t meet their expectations. I believe that discovering that DayZ is about PvP 24/7 rather than zombie survival horror feels like biting into chocolate covered piece of shit ( AVGN ). If you, Rocket, find current situation OK, then please change description/advertisement to show the new truth about DayZ. So that people don’t get tricked into it. It could save their time and your precious forum space. Even if we, as you suggest, “organize” and clear all of Chernogorsks snipers (which, btw, we with my group have already done so many times) and crazy murderers, we WILL get shot after we get down from our positions to meet grateful crowd. Just because people got used to current state of things and don’t expect anything good from people with weapons (they probably shouldn’t, but right now it’s CERTAIN death). And even if we don’t get down we still can get killed by people spawning behind us. So right now there is no sense in solving PvP problem by the means of PvP. It’s a chain reaction that can be broken only by changing PvP circumstances and, well, philosophy, while preserving its mechanics. How? Let’s take a look into current PvP under microscope: Why do people sooner or later get into PvP? I) BECAUSE IT’S SO EASY TO TAKE LIFE. Why? Because firearms and ammunition are plentiful, they are deadly, there is no danger firing them and all of them can be easily operated. Before I start, let’s remember one simple truth – in zombie apocalypse your gun is used to get you out of trouble, not into it. What could be done about it? * On quantity of weapons and ammo – I think everyone would agree that currently Chernarus is actually a barrel of gunpowder, oversaturated with firearms, especially high-tier military grade equipment. And average survivor looks like this (notice the watches lol) : If we hope to see current PvP madness gone, it has to be changed. It might be unpopular decision, but spawn rates for ammo and firearms must be decreased, while new melee and improvised ( smth like crossbow) weapons are introduced. Some loot position rebalancing would be great (make it so spawned loot fits the location – eg. Deer Stands : who the hell hunts deer with AK, UZI, M4 and frag grenades? Make them spawn civil weapons instead, as well as some of tools like matches and knives) For both military and civil firearms – ammo/clip interaction would be nice to have implemented, also seeing random ammo amount in freshly spawned clips would be good ( right now it’s always full clips, unless somebody dropped some used – makes little sense to me, as I look into those like somebody was defending using them, and failed horribly, rather than like they were shipped directly from factory). Would require correct ammo tracking system, which, AFAIK, is being worked on (and it’s great). Military grade firearms, IMO, should be treated a little different than civil. I strongly believe that these weapons should be spread out more randomly through “events” like crashed helicopter sites. Obviously, crashed helicopters might be quite rare to find (and considering what I’m about to suggest they should become even more rare), so I suggest implementing new types of “random loot spawns” like Destroyed military column (would appear randomly on roads of Chernarus and consist of destroyed military vehicles and dead soldiers, scattered around. Would encourage travelling more and give not off-road vehicles a meaning), Abandoned military camps ( 2-3-4 military tents, ruined vehicles and dead soldiers, placed in the woods mostly ), Overrun firing position ( some dead bodies, maybe ruined APC, should appear in cities randomly and be the only military objects in them, make fire stations become industrial/residential buildings, as they should be). By doing this, you will solve “I go – I win” problem, and, as a sideway bonus, reduce sniping problem sharpness (with no fixed high-end loot spawn positions camping would be pointless, forcing snipers to move around, as well as their prey). Military buildings could keep spawning military loot, but % should make adventuring a viable (if not more attractive) choice as well. About demands of cutting out some weapons (like .50 Cal and rocket launchers) – they might be useful and fit into DayZ, as you will read soon enough. *On firearms being deadly – not much to add here. It’s ArmA, after all. No changes needed, IMO. Just one thing has to be mentioned – re-logging and spawning behind the opponent’s back. Like other people have suggested numerous times, 1 character per server would totally fix this madness. *On consequences of firing a gun – while scarce ammo might make most players think twice before firing a gun already, I find that it would be not enough. Of course I’m talking about zombie agro mechanics, but it is being worked on just as I type, and it’s really good to hear that. My suggestions: - Larger hearing radius : speaks for itself. Fire a gun only for a good reason, not for fun. - Zombies don’t lock on you aggroed, but slowly bunch up and investigate the sound source, just like they do with tincans; aggro only after visual confirmation of player - Make more zombies spawn. If server can’t handle much zombies at once, make zed spawn and proceed towards gunman from next block after shots were fired (so that zombies don’t spawn on top of player). Might screw other players, who didn’t shoot, but that’s how it should work, IMO. Dead Frontier has this feature, and it feels legit, even when zombies re-aggro on you on their way to gunman. Needs to be discussed. - Dynamic zombie agro : right now zombies get stuck after arriving at point of their interest, without re-aggroing on players just in front of them. Also zombies could re-aggro on other players, if they see them before gunman. - Fixing zombies disappearing after re-logging + 1 character per server rule could keep players from buggy escape. Logging off would only help if you stop playing that character for some amount of time, needed for those zombies to disappear/reaggro. * On operating guns : please see next part. II) BECAUSE IT’S SO UNPUNISHING TO LOSE LIFE. Why? Because all you lose is your gear. While new players might feel really bad about losing ALICE pack and Winchester and fear it, experienced players, with camp set up and vehicles parked laugh at this. Because: 1) They can re-loot most of gear in 1 – 2 hours 2) They can get picked up by their buddies on vehicle and re-equip in a camp in 10 – 15 minutes 3) They can keep respawning until close to their corpse and try looting it (will get fixed soon) Things I’m about to suggest might make you spit right in my face/forum avatar, but I believe they must be implemented one way or another. Skills. Now let me explain what I mean. Rocket has some deep words posted on these forums : “YOUR CHARACTER SHOULD REFLECT YOU”. I would like to take understanding of this to a next level. While I don’t know if Rocket really meant it, I think that this reflection of yourself can be something more than answer to questions “would I shoot on sight or not” or “would I share a can of beans with a stranger”. I would like to reflect myself as much as I can, and bring my RL skills into DayZ to find out how would I do through a zombie apocalypse and society breakdown. IMO, it can be done by: * Implementation of slowly developing skills – as I see it, you don’t get any skill panels like in classic RPGs. You just… become better at what you do throughout day. Without even knowing you “current skill level”. To explain this let’s get back to operating guns. I myself have almost never fired a serious gun (had some fun with hunting rifle a long time ago), and didn’t even see many IRL. Pistols I usually see are holstered and policemen waist. All in all, I think it should be possible to reflect it in DayZ by: 1) Gun is shaking in inexperienced arms ( smth like shock, but a little less ). 2) Gun is reloading longer in inexperienced arms. 3) Rate of fire is slower in inexperienced arms (especially if weapon is bolt action rifle). 4) You can’t keep your breath for as long as experienced shooter can. 5) It takes longer to steady your gun and recoil is harder in inexperienced arms. Now what happens at the end of the day. Depending on how much you used your gun, some (or all) of those negative effects are softer on survival day 2. And it only gets better and better if you have enough practice/ survive for long enough. Which you probably won’t get much considering ammo rarity. Not sure if “getting better” should affect only specific gun you were using or whole gun class (pistols/ shotguns/ rifles, etc). I heard that guns, belonging to the same class can be quite different to feel and handle. Needs more discussion. Especially about operating heavy weapons like AS50 and rocket launcher. I’m sure as hell I’d never come close to rocket launcher IRL without any training at all, and would totally kill myself with a recoil of .50 cal . Skills I described could affect not guns only : there currently are quite some other activities, that usually take practice in order to be effective at them : - Sprinting and running: Implemented stamina and endurance (which lvls from day to day) would give meaning to sitting animation, which currently is only used to take nifty screenshots on top of victims/around campfire. Backpack/inventory weight implementation and affection would be nice. - Medicine : Bandaging could take longer, bloodbag restore less blood (some of it is spilled due to inexperienced medic being clumsy while preparing a transfusion system – I know it from my own experience). You could even need more than one bandage to completely stop bleeding, if you’re new to bandaging wounds. - Cooking : You might burn some meat if you’re new to it - Gutting animals : might miss/spoil some parts of meat. - Repairing a car and driving it : slower repairing and less soft driving if inexperienced. - Something else I forgot to mention. * Implementation of pre-set biography – now after I explained my point of view on skills, let’s think about a way we can bring skills that we actually have IRL into DayZ. I could only think of 2 ways: - Let players choose their specialization themselves, allowing to create custom characters (feels too gamey to me) - Let us choose from a list of occupations (after we choose sex). It should be pretty obvious that police officer would be better with guns, while medic – with meds, etc. To make people rely on each other, there should be a set of actions, open only to “professionals” : complex medical treatment (see below), operating heavy weapons, flying a chopper, etc. Well now, with some sort of REAL (not just finding basic gear) progress, I believe most people would think twice before starting a gunfight. Because now you actually have a life to lose, not just set of equipment. III) BECAUSE THERE IS NOTHING ELSE TO DO WITH YOUR LIFE While there are plenty activities that might take hours and hours to complete/achieve, currently you will sooner or later end up going PvP. While suggestions under I) and II) would make mindless PvP less likely, we still need something for those, who don’t enjoy killing other players very much, but have to do it because everything else is boring. We need some kind of goal. Shhhh, I’m not talking about quests and missions – this is a sandbox game, and you create and complete your own quests/missions/goals. What I meant was adding set of… well, circumstances, which would impact sandbox gameplay on a server. I’m talking about Cycles. What is a Cycle? It’s an amount of time (different, has to be discussed), during which whole server experiences some kind of Event. Let’s see some examples: EVENT – Military raid TIME – 3 days DESCRIPTION : during 3 days military units are roaming Chernarus, completing unknown mission, during which they shoot zombies and survivors alike. Can be combated and looted (probably only way to acquire full, unused clips) . Heavy weapons (AS50, rocket launcher) actually have another meaning – fighting possible APC’s and helicopters. Just imagine yourself in a store in Chernogorsk, minding your own business, when suddenly you hear working engine, turn your head and see an APC and 4- 6 soldiers, entering the city. I think it would be thrilling. EVENT – Cold season TIME – 7 days DESCRIPTION : for a week, it’s colder than usual, resulting in more infections. Keep in mind Zombie buff, firearms rebalanced and life experience thingy. Now try finding words to explain your infected mate, why you don’t wanna go to the hospital and try getting meds for him. EVENT – Hungry Times TIME – 7 days DESCRIPTION : for a week, all food loot spawns are 1/2; or even 1/3 of normal, animals are much more rare. Hold on you beans, bro. That’s the most beautiful word now. EVENT – Zombie Infestation TIME – 3 days Description – Zombie count is doubled (tripled?) in cities; they can form packs and roam wilderness at random paths. And so on. As you can see, those really aren’t so hated on these forums “missions” and “quests”, just set of slightly different rules, changing over time. You still make your own decisions and craft your owns story. Just little something to keep you on your toes and prepare for. I would really like to hear your scenarios/events, and play them at least in my head. I would suggest some more things in this part of post, but Rocket pretty much covered everything, announcing that base building might be possible in standalone, as much as other activities. Well, If I), II) and III) get implemented at some point, I believe that PvP scale will be much more reasonable than now. Now those, who PvP because they don’t care do die will have their lives to care about, those, who PvP, because they have nothing more to do will have something to stay occupied, and those who want just grief will still be able to do that, but now it won’t be stupidly easy. It’s funny, but it turned out that while I was explaining my point of view about how enormous PvP issue could be solved, I actually managed to tell almost everything I wanted about other major rage problems: 3) ZOMBIES NOT POSING REAL THREAT Just look into “*consequences of firing a gun” part to see my point of view on solving this. In addition, I would only to answer one single question – what makes zombie (undead ones) theme so different in whole horror sector of movies/videogames? Possible answers: * The fact them being dead bodies is horrifying itself. The way they move, sound, act gives me creeps – imported into a videogame by idle animations/textures/ models/sounds. All those could use more work in DayZ, and, afaik, are being worked on pretty much right now. Good to know. I just would like to see “gorier” textures – blue faces with bruises remind me more of a bums and alcoholics I deal in hospital with, than zombies. * The way they deal with survivors, all that gore of being eaten alive – imported into a videogame by attack/aggro animations/sounds. These could use more work too; it would be really cool to have a separate gore model/texture for survivors, eaten by zombies, rather than they share the same one with those who got shot. Seems logical to me. If fixing aggro mechanics won’t make zombies much more deadly (even though I believe it would), and raising their quantity is not an option due to server lag, than at least buff their HP ( like somebody from the forums suggested recently). If animations are more smooth, then we could think about good old “damage the brain” rule (not gonna happen, most probably) 4) NOT MUCH TO DO OTHER THAN PvP Just look into III) part of PvP text to find out how I see the solution and wait for Rocket to implement what he has planned. 5) BUGS Might be the only part when I totally share opinion of forum’s majority – it’s an ALPHA, those things are annoying, but are constantly reported and eventually get fixed (sometimes introducing new bugs, but oh well). I just hope that by my wall of text I contributed something that can be used for everyone’s good. Last, but not least – I searched the forums for some suggestions\thoughts I posted here, and, of course, found some of those. What I was surprised about, is how fresh most of those posts are. Here, have a look yourself : Argus - skills - http://dayzmod.com/f...age__hl__skills smokeshadows - skills and prior occupation - http://dayzmod.com/f...dea/#entry91653 SolarClipz – not a zombie game - http://dayzmod.com/f..._20#entry443029 mora4al - classes and profession - http://dayzmod.com/f..._hl__profession Hulahuga – guns and ammo rebalanced - http://dayzmod.com/f...ommon-than-aks/ This can only mean that people are understanding current situation, hate it and are trying to generate some kind of solution. What I also tried to achieve, is not only posting a bunch of suggestions, but also try to explain/imagine how they would work together, in case of implementation. I hope I succeeded on that one. P.S I have been writing this for 2 days (with breaks / DayZ playing sessions of course, lol), and English is not my first language, so I apologize for possible mistakes. Thank you for your attention. May the beans be with you. Always.
  11. Womb Raider

    Air Drops, a way to mix-up the PvP and camping

    Yeah, something like this would be nice and would certainly add to Day Z. I'd like to see them really spread out though as people do just grab vehicles and drive to all the spots where the helicopters have crashed, but I suppose you could still do it with something like this.
  12. You've got it pretty much bang on. Clans/server owners usually take all the vehicles when the restart the server by locking it for a while. Only advise I could give would be to study your map, think if you had a vehicle you didn't want anyone to find where would you put it? That's how I raid camps and blow up their vehicles frequently.
  13. How about additing camo net to hide your vehicles and tents? There is few of them in ARMA 2, how about adding them to Dayz?
  14. AnonDayZ (DayZ)

    Diary of a serial killer

    To kill or not be killed? Three instances that changed my DayZ life… 1) The first time I found an AK74 I was in the apartments near the supermarket in Electro. At the time I didn’t know it was Electro, I didn’t know much of anything. I knew zombies ate people. I knew people killed people. The most I’d ever had in ten hours of playing was a Makarov. This was before the time of hatchets, before even the time Six Launcher was “there”. I didn’t know the game had vehicles, well, not until I got run over by a Skoda. I met two other survivors in that apartment building in the dead of night. They too were new to the game and marvelled at my assault rifle. We decided to go to the supermarket for supplies before heading out to the wilderness. We thought we were invincible, with my leading the trio with the “big” gun, the other two providing light with chemlights. We never even made it to the supermarket. Three sniper shots later and the night seemed so much darker… 2) The first time I killed someone was in a cattle pen. I think it was one of the satellite villages around Stary Sobor. I didn’t know it was PVP land there at the time. All I knew was I’d progressed after a few dozen deaths. I knew what buildings I could enter, how to avoid Zs and most importantly, to avoid Cherno and Electro, those hulking deadwoods on the coast. I crept into the cattle pen slowly, avoiding the masses of zombies outside. Now I know those zombies signified player activity before I arrived. Back then – I didn’t know about spawn rates, loot drops, all I knew was buildings you could enter meant better gear. I picked through the meagre supplies slowly, deliberately. Anything is good when your back is empty. I moved through a doorway into a small side room and there he was. Full camo with a silenced M4 pointed in my face. I still don’t know why I fired my Winchester point blank into his face. Maybe I wanted his gun. Maybe I was scared. Maybe, I just wanted to kill him. The sound of flies filled the room as he died in front of me. Suddenly the direct communications went crazy. “BANDIT!” someone screamed. “FRIENDLY?” a second shouted down his mic. “BANDIT! HE FUCKING KILLED xxxx!” the first said. “FUCK WHERE IS HE?” the second asked. “I see him!” said the last and third voice said as I turned around to see a woman dressed in civilian clothing enter the room. I don’t know if they knew I could hear them – perhaps they were newbies too. Whatever the reason, their chatter saved me. The third speaker fell on the floor dead, a Winchester bullet in her head. Then the zombies began to flood the cow pens. Without thinking I decided to run, sprinting through the throng, blindly firing at any who got too close to me. I figured if I could hit the woods I’d be out and away. Two figures appeared in front of me bearing assault weapons. I fired, they fired, we all went down. They had sprayed. I shot twice. The zombies began to eat them. For some reason, they ignored me. My character unsteadily rose to his feet with just 1000 blood. By the time I bandaged, I had barely 200. I watched the zombies lumber away after eating my two assailants. I felt no guilt. I felt nothing but victory. After looting the four heavily armed bodies of gear I had never seen before I made my way out of the barn to the woods. Their fifth killed me ten seconds later. A sniper shot from purgatory I never saw. 3) I am not a bandit. Bandits rob people. They steal from people. I am more than that. I am less. I am a murderer. I am a hunter. The thrill of the hunt is what spurs me. I stalk people through the city with NVG and silenced weaponry. I camp atop hills and factories with guns made to shoot through tank armour. I shoot people in the leg to watch them eaten by zombies. I am a monster and I enjoy it. Balota Airfield… I’m perusing the gear in the comms tower. A server hopper lies dead by my feet and I rifle through his belongings. He has a DMR, a gun I’ve never had. I think about dropping my trusty M24 for it. Beside me is a freshly spawned AKM. I hear movement coming up the stairs. I switch my sniper to my PDW and aim it full auto at the top of the stairs. 30 bullets of murderous intent await the poor man or woman approaching me. A head pokes up and I fire. As I do I hear a voice. It’s a child. “Please mister don’t kill me! Please!” I swing my gun to the side spraying a good ten bullets into the wall. I’m not good at guessing ages but I think he’s probably not even a teenager. “There’s an AKM on the floor,” I type to him in direct. “You’re gonna kill me?” “Take it and go.” He looks at me and then looks at the gun. “Please don’t kill me.” “Take it and go.” He slowly moves to the gun past me. He picks it up and slowly backs away from me. He notes the dead body by us. “Did you kill him?” he asks. For a moment I feel shameful. The first time in the game. I lie to him. “Be careful kid, there’s bandits out here.” I watch him leave and run into the woods north of the airfield. I toy with shooting him but decide not to. A server hopper spawns somewhere below me as I hear them go prone. Always more to hunt.
  15. vacalouca

    Pending Update: Build 1.7.2.4

    Please add the amount of vehicles on the server.
  16. A few facts that strengthen my belief that cooperation will increase over time: All the forum threads from players trying to create law and order, safe havens, camps, anti-bandit groups and clans. (everyone seems to be a lawmaker here) The short-lived fun of griefing (boring people like short-lived thrills, but scriptkiddies and griefers will die down when player growth slows down) The increased stats tracking and increased player pride in managing to survive. (players will value their progress more) The increased focus on vehicles and camp building (vehicles don't desync like crazy any more) And one fact that keeps me thinking there will always be bandits to some degree: Pvp is fun because tension is fun, and Day Z does tension like no other game. Strategos: I agree. The lack of long-time accountability needs more options for info-sharing. Notes, journals, bandit skins, sheriff badges, what have you.
  17. I like this idea; makes people test every phase of the game (new, ok gear, good gear, great gear) so all the bugs can be found. I don't see how sitting at your base with a dozen tents and vehicles just so you can go out and snipe people is "testing" the game.
  18. Been playing for about a week with a buddy of mine. After surviving multiple days and getting armed to the teeth we decided we needed a vehicle. We searched nearly every spawn point and didn't find a single vehicle, some nights we'd end up talking on skype while mindlessly running from spawn to spawn (boring) until it simply got too late. We eventually became too bored of our search/lack of action and have since been camping out on rooftops murdering people for fun (incredibly fun) . After reading some threads it appears players/clans tend to hoard the damn things in the middle of nowhere... Is this true? Will those vehicles never de/respawn for those of us searching for them? We're under the impression we'd need to run to the NW for 2 hours if we even hoped to find one.
  19. I only administer bans in relation to information I pull out of scripts.txt. If this actually occurred I was not online at the time that it did. That video was recorded and uploaded July 22nd, you, yourself, have confirmed that you waited 3 days because it took you awhile to log in and find out you were banned. There were tents and vehicles on the western side of the tower on the 22nd of July. We don't have any hacked weapons, everything we have is legitimate in DayZ, that AS50 TSW was the first TSW I've seen in DayZ, G36C's are more common hacked load outs. And let me ask you a question....why do you think we set up that base? Do you really think thats our base? We set that base up for the express purpose of fighting people. If you were banned without cause it was because you were operating in the middle of a bunch of other hack related bullshit that we were dealing with at the exact same time. We put that base there with the express purpose to fight for it. We would not take down the server simply to save the crap we had there, cause, as I said, that wasn't even our main base. It was a forward operating position which we were using for quick access for coastal spawns when we DIED. You're acting like we shut down the server and banned you cause you "found our stuff", dude you found a bunch of stuff we didn't give a shit about, we didn't even empty the tents when we flattened them. And the only reason we abandoned that FOB was because it had been teleported to, marked on the map by people using ESP and just been a general hacker magnet for the entire weekend, as the video shows. We've lost plenty of people on our own server and everyone knows the rules. The server only goes down for major bugs, daily restart, or major hack attacks. If the server was shut down after you killed Rayce and Daedalus, neither of which have RCon or admin access, its because they communicated that they were dealing with hackers to someone who does. And if thats the case I will definitely look into that. But seriously, think about it, why would any clan set up an obviously fortified base without the intent to fight for it? Hey if you got some cool guns while we happened to be sleeping (rare, but it does occasionally happen) good for you man, hell even if you got out with our vechs, thats the rules of DayZ. I think if your situation is as you state it, you ended up on the raw end of a ban stick after our three admins spent a whole weekend dealing with the crap you see from the July 22nd video. As stated, I didn't place that ban. I will find out who did and investigate the situation on our end. But simple facts are, no one assaulted the FOB's front gate the entire time I was running that FOB, you must have done this during a short period where I was actually asleep at 3am - 4am PST, which is rare indeed cause I usually play in the way early AM. And if I didn't want visitors from the front gate, why do you think I left it open? We built that base to fight people from. Sounds to me like if your story is accurate, you just ended up dealing with one of our admins after we'd had a pretty rough couple days in regards to hackers...but it definitely wasn't me.
  20. Scripters got you down? Ruining your gameplay?? Not for me! Get spawned into the sky and drop to my death? FRIGGIN HURRICANE CAME OUTTA NO WHERE BRO!! Kill a guy and he gets back up instantly and kills me?? OH CRAP he musta been infected already and turned into a gun weilding zombie! My fault for not making sure he was completely dead! See a vehicle spawn out of no where?? OH GEEZ BRO! I am halucinating and going crazy from seeing the things I have witnessed and thirst and starvation?! See an unstoppable group loaded down with Ghillie suits,best vehicles,Sniper rifles,NV, Automatic weapons that shoot everyone on sight?? Must be the military sending in their special forces to kill all survivors to stop the spread of this deadly virus bro! Someone teleports in front of me and kills me?? Was I dreaming? I just woke up on the shore, Must have passed out while I was floating to this weird zombie infested land! Just have some fun playing the game people...There are still actual survivors out there. I run into 2-3 people a day that we awakwardly stare at eachother then go about our own business/ trade small loot (food/drink/bandage/blood transfusion) then seperate, Even met a guy that still runs with me and my group of actual friends and hasnt shot us in the back (yet) hah
  21. there is no need for flying vehicles in this game. Arma has them, but this is a zom(bandit)bie apocalypse.
  22. There are 2 of us at the moment, just looking for vehicles and good loot. We have pretty good gear and are looking for a couple more people, preferably from the uk and half decent gear. Just leave your skype. Must have mic. Also we are near the top north east corner of the map, so the closer you are the better.
  23. Eldo (DayZ)

    Saving Vehicles and Tents

    No, this is a good idea, has everyone on here that dislikes this idea ever had a car and hidden it? I say had, for you certainly no longer possess it. So many cheaters use scripts to simply find your vehicle that you spent hours on, it's not fair and if they aren't going to fix the cheaters then they should at least give us a way to keep vehicles from them. Vehicles have come to a point for my group where it's no longer logical to obtain them for they aren't worth the time spent on them, because someone steals them within seconds.
  24. As much as I like your suggestion I dont think that Engines should be non repairable. Having worked on a few in my life there is always something you can do even if it comes to fabrication. Granted if these workshops have not been raided for arc weilds and selephane tanks and the such then removing parts just to use as patches from old vehicles would be even more viable. Not to mention stripping cars to just a frame to build Mad Max style cars. Wheels I agree with that for realisitic state any 15 inch tire/rim takes a bit of effort to move because of its cumbersom size. The frequency of car spawns I am split on. You can have a good fabricator take nothing and turn it into something. I mean some go carts run off lawnmower motors. So more improvised vehicles seems legit however finding a non tampered with car would be something of a rarity. On the con side of that you would have people camp these workshops for easy vehicles and greifing just as NW airfield and Stary and hospitials are now.
  25. As for hopping to get past defences. We walked in the main gate? :S lol Why would you sandbag your own vehicles inside. Edit: All that video proves is that when things get gnarly for you guys, you make the deliberate decision to bring the server down. Exactly what happened when we were stealing your stuff and you found out.
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