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Found 41868 results

  1. Checkout our official FrAg-RaTe Community Server! We welcome anyone to our server with helpful administrators, moderators and our friendly community. Our server includes the latest infistar commands for anyone who is looking to be recruited. We also have custom buildings, halo jump spawns and customized safe zone areas. We also have custom scripts and soon to include a new and improved smart AI system which will allow AI to interact with different vehicles and even attempt to steal them. Interested? Here's our IP: 188.165.223.138:2331
  2. BrainlessGaming Overpoch Chernarus! Website: www.BrainlessGaming.com Teamspeak: TS.BrainlessGaming.com Server IP: 216.244.79.106:2312 Server Name: BRAND NEW!!! BrainlessGaming Server, Extremely Custom Launch Paramaters: -mod=@DayZOverwatch;@DayZ_Epoch; 3 ANTIHACKS Snap Build Pro Build Vectors Accurate Base Building Door management Plot Management Single Currency (Unique Version) Towing/Lifting Refuel/Repair/Rearm Custom Spawning System Paint Vehicles AI Missions/Bases Cargo Drops Custom Loot Deploy Bike Vehicle Pointer Dynamic Traders Advanced Trading Earplugs Changeable View Distance Partial Safezones CrashLoot Random Speed Zombies Indestructible Bases Earplugs Group management + Tons More! Custom Dynamic Trade System The way our custom trade system works is, on every restart it spawns 0-2 of each trader on restart, it always spawns 1 bandit and hero trader. They are in random locations and they ARE NOT safezones. There is also 2 static trade cities which have the basics and are in 2 completely new locations on the map. Each trade city will be in a safezone. (IT TAKES AT LEAST 5-10 MINUTES FOR THE DYNAMIC TRADERS TO SPAWN) New Community Our community had a very popular server in the past, this brought us ton's of players that stuck arround until this current day, we took a break a while back and never really had a community. This time we are releasing at a full launch with a new server, new website, and new teamspeak completely finished. This will be the start of something great. And we are always looking for people to help us grow. What we are about Our community is all about the players, we have 2 owners that are always listening to the players. This is not like a normal community where the owners and staff don't actually listen to the players. In this community everyone has the ability to speak and everyone has equal say into what goes on in our community. We are all fun and enjoying people who want to make the best servers to match our players unique interests. Why should you join us You should join us because we are an amazing community and are always looking to expand, wether it be new games, new players, or even new servers. We can open any horizon that your mind will want you to go to. We want to make our community the best and we have the tools and knowledge to do so. We are always looking for staff because the more staff we have the bigger we can grow and the more people we can trust. I personally will be on teamspeak to talk to any players that have any questions. If you don't think you will like our server, please just even hop on teamspeak to let us know why and we might even change! We are just trying to get as much input as possible. PLEASE GIVE US A CHANCE! YOU WONT REGRET IT! JOIN US ON TEAMSPEAK! Teamspeak: TS.BrainlessGaming.com Or check out our website! Website: www.BrainlessGaming.com
  3. Dancing.Russian.Man

    Vehicle engine mechanics

    Amusingly enough, the blood system for players could be almost copypasted for vehicles. Blood types, bleeding, etc. just slightly changed to fit the concept.
  4. cash81

    Vehicle engine mechanics

    If going for ultra realism then we need to make fuel economy more realistic. A half of a jerry can in a giant truck shouldnt get you anywhere. Not to mention certain vehicles could be deisel or gas. Also, old gas is pretty useless with all the ethenol in it. Plus we will have to get in to changing fuel filters and brakes. Plus power steering fluid. Maybe alternators and distriubtors. We could eventually turn this in to a mechanic sim and have to collect entire tool sets to do these types of repairs. Socket sets, jacks, multimeters, timing lights, feeler gauges for doing your valve clearances and what not. Plus heavy duty hydraulic hoists since many jobs like doing a suspension would require the massive truck to be up in the air. Seems like the game would never get finished if it keeps evolving to different life aspect sims. Just my two cents though lol
  5. In standard Vanilla, vehicle component damage is not random, unless the server has a custom pMain script. pMain (the sql routine responsible for spawning new vehicles) does have a random component for hull damage which is easily enabled/disabled, but this is NOT applied to component/part damage - the default pMain gives all newly spawned vehicles specific component damage according to the default hitpoints in the "object_spawn" table. Basically if a server is running the standard pMain, vehicle component damage is not random. However it's super easy to set low-tier vehicles to 50% default component damage across the board and low fuel, so they will be driveable but their components can't be salvaged, meaning the low level vehicles can't be farmed for easy access to parts. They also won't be able to suffer much damage before requiring repair. This is what I do on AU36 for almost all ground vehicles.
  6. Bororm

    World containers?

    I'm hoping world containers play a major role in base building/barricading. I'd like to see base building become basically taking over a building, barricading it to make it "secure" with the containers (cabinets/fridge/whatever) being the major loot storage places for players. Potentially with some form of locks (breakable/counter-able) for added security. Then expanding said building into the heart of your compound/camp by constructing basic fencing/walls with an area for farming/tents/vehicles etc. That's the direction I'd like to see it go any ways, since I think there's a lot of potential already there and it gives more meaning to the millions of buildings they've added.
  7. HaseDesTodes

    Persistance

    as far as i can say, its disabled tents and droped items dont save and loot arrangements in small villages change to quickly, than players would loot although im not sure about it, but i think vehicles might not be saving either well see what the devs say when they come back next week
  8. GamersRoost

    NEW community - Fully Private cloud servers

    Added Single currency (Zupa's build) with Advanced trading menus. Instantly buy upto 12 items at once. Mission AI have coins on them as well. Mission vehicles are locked, the keys are on a random AI. NON militarized restarts are 6 hours We offer a small welcome kit on the non mil epoch 192.187.97.124:2320 Gamers Roost is a startup gaming community that seeks to create a more relaxed environment. A place to game in a carefree manner where whining, and drama, is highly discouraged. www.GamersRoost.com Gamers Roost is not you average DayZ experience. 173.208.207.251:2302 Our Cherno Server is fully militarized and PVP heavy. 173.208.207.251:2320 Our NapF is OverPoch 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 out servers have: Details: Fully optimized Mission files Dual Processor dedicated enterprise level datacenter blade. 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 Day/Night cycle EST USA (-5 UTC) God mode bases (all materials) Indestructible locked vehicles Low ping to our datacenter in Kansas City Mo. (USA) Average ping to UK 85ms Regular server events with awesome rewards Custom Shoot house to train in. 50 player slots Wicked AI 2.2.0 (BETA) with modified loot tables Insane loot in all buildings - OverPoch weapons and items Plot Pole For Life with Plot management Eye-scan Doors Deploy Old Moto from Toolbox (No Repack) DZGM Right Click Radio Enhanced Spawns HALO from Aircraft Pick your spawn Pick your Spawn Class 100 Meter Plot poles 800 item build limit 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 Safe zone traders No generator needed for fuel pumps Right click binoculars to change view (up to 10K) Lift Tow selected vehicles (For realism) Refuel and rearm NO DZE vehicles (Vehicles spawn with Ammo and rearm on Restart) Change skins with right click on skin item (Stalker skins included) Active admins Open Team Speak TS3.GamersRoost.com __________________________________________________________________________________________________________________________________________________________________
  9. The entire system of distribution seems to be broken - 90% of the valuable loot is strewn on the porches of guard posts and around broken vehicles. Most buildings are empty.
  10. DayZOverpoch - (UTC+10) - Roasty Gut Wrenchers We are a new overpoch server!! We have some of the best addons and the best admins there is in the dayz community!! Server is located in Sydney Australia, but all are welcome! Map is Napf, and there is no need to download extra mods for it. Just make sure you are up to date with your mods and battleye. If you have trouble getting on the server, contact an admin through our tweeter page or forum. Here are a list of some of our features! ⦁ Map Location: Napf ⦁ Roaming AI - just to spice things up a little bit. Not to worry, they're easy target. ⦁ Door management / plotpole management - notepads? Ha! Too old school! ⦁ Fully Militarised - All tanks, attack heli and even jets are allowed! ⦁ Coin and Bank system - We got coins and bank system too! ⦁ Advanced Trading - Trading directly from your vehicle or bag! ⦁ Select Spawn - spawn whereever you like!! ⦁ Select loadout - no need to spawn empty handed anymore!! ⦁ Group Management - no need to shoot your friends by accident anymore!! ⦁ Plotpole for life - don't matter if I die. Base is still mine. ⦁ Take Clothes - just incase you find something sexy ;p ⦁ Weapon mods - tweak your weapons with different scopes! ⦁ Deploy Bike / motorbike / mozzie - traveling has never been easier ⦁ Snap Pro - building has never been easier. Thank god! ⦁ Service Point - Phew! Thought my car will dry up soon. ⦁ Safezones - feeling a lot safer when trading now :D ⦁ Tow & Lift - feeling a bit greedy? Bring more vehicles to sell!! ⦁ Self BB - no need to beg for someone to save you now! ⦁ Safezones with anti-theft - stealing is bad. Mmkay? ⦁ Active and friendly admins! - we are always there. ⦁ Base elevator - for those who hate stairs. ⦁ Air Drops / care package- nothing better than a nice carepackage from mommy ⦁ Evac heli - got my own chauffeur now! ⦁ AI recruitment - start your army today! ⦁ No Weight - don't need to think you're a fatty now We have plenty more!! Inclduing custom missions, casinos, ect... Oh, and a brothel too. So now, you got to come on and check it out yourself! We have an amazing group of players and we can't wait to add you to that group ! To join the server you can search the name of the server which is: DayZOverpoch - (UTC+10) - Roasty Gut Wrenchers Or you can join by ip which is - 119.252.189.67:2402 Mind you this is a full on PVP server, PVE is welcome though. But don't get mad or beg for admins to replace your lost item if you are a PVE player. Which means all tanks, jets, attack helicopter, thermal weapons and heavy caliber guns are in the game. Including things that goes boom. (RPG and stuff). I'll see you on the battlefield! :-) Admins: Tallyho (owner & main admin) Donut (main admin) moony (support admin) Toasty (support admin & PR) For more information, visit rgw.enjin.com Or tweet us @RGW_dayZ
  11. My Rig: Intel i5-4690K @ 4.5ghz w/ Corsair H60 Gigabyte GTX 970 Asus H97i-Plus 2x8GB DDR3 @ 1600mhz Crucial MX100 256GB SSD I spent two weeks running Rivatuner OSD while playing the game and watching load change in real time on my GPU and my CPU. I absolutely positively cannot stay above 30FPS at all times unless I change a couple of settings in the cfg file which makes any buildings and vehicles render in low res and flip flop back and forth for a second as I move forward between low res and high res. My In-Game Settings: Objects: Very Low (Any higher and I lose 5-15 FPS, depending on how much higher) Terrain: Very High Clouds: Very High Shadows: Very High Video Memory: Auto Texture Detail: Very High Texture Filtering: Very High Antialiasing: Very High Alpha to Coverage: All Trees + Grass Edge Smoothing: FXAA High HDR Quality: Low Ambient Occlusion: Enabled Post Process Quality: Very High No matter what combination of settings I use, if Objects are set higher than Very Low, I lose frames in large cities to the point of unplayability. I'm talking like 18 FPS in Novo. However, I can crank up all other settings and my FPS seems to hardly be affected. If I set everything to the Lowest settings, CPU 0 sits around 40-60% usage, the others much less. If I set everything to the Highest settings, I see the same thing. My GPU seems literally incapable of affecting my minimum framerate. The only thing that does affect my minimum framerate is messing with Object settings, View Distance, and Shadow Distance in the cfg file. With the new renderer will come DirectX 11 and eventually DirectX 12 support. DX 12 should make AMD an excellent choice for this game as it helps to spread the load out among all cores. Until then, Intel is the only way I'd even bother.
  12. Oddy-B

    Cars spawning 100% damaged/broken.

    Only problem I can see from this suggestion (which is a good one), is that the vehicles spawning with wheels etc.. would become farming sources for parts by the groups, then you would be back to how it is now, except those with the vehicles will be gaining easy parts without having to go hunting for them. Salavage the parts, destroy the vehicle wait for respawn, rinse and repeat.
  13. FlimFlamm

    Multi-Person Mechanics to discourage KOS

    If the blocked access thing were to be implemented, I think that there should be pretty much no way of getting in on your own short of going through some construction/deconstruction process with the required tools in order to boost yourself up to a balcony or to remove the obstruction. I'm a big fan of tools in DayZ. Not just wrenches and screw drivers but also things like torches and propane tanks and generators and power drills, even things like arc welders, which would require a generator. These tools can become intimately involved in the process of repairing, maintaining, or constructing your own vehicles, constructing bases of all kinds, barricading, removing barricades, and crafting with wood and metal which opens the door to limitless possibility down the road. Even if they don't have very many uses in vanilla, modders can use them as a foundation to realistically implement any kind of tool requiring objective they desire. Coastal players will need to spread out and gather the necessary tools that they might need to disassemble a barricaded building. Mainland groups will be required to meticulously gather and store their tools for use in base-building and vehicle repair/maintenance/construction. By having a big group players can easily gather all the tools that they immediately desire and share them out amongst the entire group, which will give them benefits while also making them more committed to cooperating. "Hey you, dude... Oh my god, is that a sledge hammer? I can see a pile of rice and a swagnum through the crack of the wooden barricades in the brick building... Let's bust that shit open!"
  14. FlimFlamm

    Multi-Person Mechanics to discourage KOS

    I think these are all very good ideas! +1 beans Pushing broken vehicles is a really good idea and is exactly the kind of thing DayZ needs! Cooperation! I think helping someone (shoulder support) who has a broken leg to hobble to safety is incredibly realistic and absolutely perfect! Players giving boosts to one another is also a really potent idea. The devs could implement buildings which are barricaded from below and can only be entered by getting a boost! If you think of more, share them, cause you're good at this :)
  15. Early in development rocket talked about introducing multi person interaction mechanics that supposedly would help to reduce KoS'ing. As it stands there is only a single multi-person mechanic, and that would be administering blood and saline bags. Please share any ideas you might have for interesting multi person mechanics that would be easy to-implement and would help deal with the constant KoSing. One idea I had would be relevant along the coast: Shaking apple trees with two people. Coastal players mainly desire food to carry them into the mainland. When they meet a player they think that they can either rob or eat them and get off the coast sooner. If two strangers could meet and do something productive together like shake an apple tree to make a dozen or so apples fall into the ground/vicinity rather than having to search for apples individually, then this could be a great way to break the ice between players, establish trust, and potentially lead to long lasting friendships and alliances. With this addition when players are fresh and on the coast fresh, they will look at another survivor not as a piece of meat or a mark to extort, but instead as a valuable resource (alive) whose cooperation can lead to good things. Even though this mechanic would only make a difference for coastal players (inland players care about gear over food), I think it would drastically improve the coastal experience, and it should be exceedingly easy to implement as a feature (placeholder animations for now with motion capture down the road, apples spawning in a circular pattern around the shaken tree). Another potential mechanic that was talked about but never implemented would be a trading vicinity menu option. If players had a formal way to trade with one another then there would be incentive to actually introduce yourself to people instead of shooting them for their gear. This would help coastal players get along and would also create interesting encounters for mainland survivors. The other mechanic I came up with is a general one that can be used in many potential features. Objects that are so big they require two people to move them. A dynamic event could be that some normally enterable houses have had the doors barricaded with refrigerators or something, which could require two or more people to push out of the way. For that server restart only, there could be special loot inside the barricaded house, given that since it had been barricaded, nobody will have scavenged it. The reward for opening a barricaded house could be basic clothing, backpacks, and food, possibly with rudimentary guns like shottys and magnums as well. Every restart some random houses across the coast or the entire map could become barricaded as a part of a dynamic event just like heli crashes. It would be easy to implement because they simply need to have the fridge be moved to a doorway in a house (thereby blocking it, and also ensuring that other entrances are blocked), and add a mechanic that with two players this fridge can be pushed aside or knocked over to allow access to the house. It doesn't have to be a fridge, but it certainly could be. Whether or not you're moving a large object out of your way, or moving some large object or piece of equipment into place for some specific use, having a requirement for two people to move an object it something that can mesh well with vehicles and with basebuilding. What would be perfect for DayZ as it is currently is some sort of two person chore that coastal players can do in order to get the advantage required to make a safe trip inland. I think there should as many multi-person mechanics as possible so that when two strangers meet, they instantly begin thinking about all the nearby stuff they can do if they would agree to work together. I've been trying to think of more two person mechanics that would be easy to implement and also productive so that players are encouraged to cooperate instead of murder, but it's hard to think of good ideas, so this is where you all come in. Please share your ideas for multi person mechanics that can encourage cooperation instead of competition. Mechanics that can be done by freshly spawned strangers as a way to get off the coast and meet each other would be most ideal for the current state of the game. ADDENDUM: Does having a DayZ "meaning of life" reduce KOSing? The Dayz meaning of life... A bit of a conundrum... The meaning of life, and the value of life can be two separate things.The meaning of life is a very subjective thing; unless god is around to provide objectivity, we each discover what life means to us. The DayZ meaning of life would be no different. In the mod the DayZ meaning of life for me was the joy of flying and the sense of pride that comes from comradery and successful long term survival. For some players it will be about getting the most long range head-shots, or racking up the most kills. Since DayZ is unscripted the meaning of the DayZ lives that we live are up to us to discover. Value of life however can be additional can(s) of worms. Often times the meaning we assign to our own lives makes life worth living; It makes us value our own life. The reasons why we value the lives of others can be something completely unrelated to why we value our own life. Almost ironically in regards to the dilemma of trying to reduce the occurrence of KOSing, the meaning of DayZ life for some players is the KOS'ing of all other life at all times. Players who value their own lives but not the lives of others tend to be the ones to KOS out of fear, or boredom, or sadism. Getting players to value their own lives isn't necessarily the issue, but rather getting people to value the lives of others. Value for ones own life can lead to conflict avoidance out of self preservation, but it can also lead to aggression, depending on the strategy of the individual who greatly values their own life. Increasing the value to ones own life in this case can be a double edged sword. A notable exception to to the strategy of offence as a viable form of defence (resulting from valuing ones own life) can be destroyed through a greater penchant for mutual destruction. Imagine if the only weapon in the game of DayZ was a knife: players would pretty much be guaranteed to get their pretty faces sliced up real bad regardless of whether or not the emerge victorious. The likely result of that system would be that players engage in group based knife warfare where players form phalanxes of swinging knives in order to dominate individuals and other groups. The game would be terrible (or would it?) but at least KOSing would be almost totally addressed :D. Mutually assured destruction as a source of stability is unlikely to be much of an incentive to reduce KOSing between individuals but once group play becomes common place it is certainly important to try and preserve relations with other groups because war between them will mean overall net losses on both sides. There is a natural spectrum of deviance between the way humans feel about and behave towards one another in the real world, and as a result the motivations which can cause or prevent murder can be numerous and likewise varied. This is I think what makes the issue of KOSing hard to understand and as a result such a heated and controversial topic. There are numerous reason why people KOS: Boredom, Fear, Paranoia, Greed, and Sadism to name a few. Boredom is something that only additional features can really address, and luckily this happens to be a significant cause of current KOSing. Fear and Paranoia and Greed (which stem from the fact that generally people do value their own lives) seem quite difficult causes for KOS to address. When players look through the eyes of their character and see a stranger, what do they see? A potential friend? A potential ally? A likely annoying nincompoop? A walking meat kebab? A walking loot cache? A potential enemy who must be killed at any cost? The next victim in your endless series of senseless murders and short lived characters? Different players with different personalities are naturally diverse and some of them KOS. As I have tried to argue, addressing the "problem" of KOSing as a whole involves dealing with each and very possible cause for it. Now that I feel I've rambled enough about the complexity of the issue, here is my attempt at a useful conclusion: Boredom - Fear/paranoia - Greed Sadism Results of source poll, the specificity of the questions could use some improvement but it got the job done. TL;DR: read what is bold and in red
  16. r4z0r49

    DayZ Mod 1.8.6.1

    Looks like a missing weapon in the config list is this during a player connecting or is it from the vehicles loading.
  17. Actually, Vanilla Epoch was not all that easy. The problem is that Epoch(due to the construction) can't be connected to a hive so all the servers were private servers and all those owners tended to mod Epoch into easy mode. "Safe Zones" do not exist in Epoch, nor do traders with unlimited inventory, or 10 million vehicles you can sell. Basically to get NVGs someone had to loot and sell them to a trader for it to go into the Trader DB, but people didn't like that so the owners would run a script to refill trader inventory every restart.
  18. To elaborate, in case you missed .53 since that was like maybe 3 months ago. That to me and my group felt like basically the best the SA had been since the alpha started. It seemed closest to the mod, in that vehicles (the single truck currently implemented) were pretty abundant, gear seemed about right and encounters were plentiful and interesting. On our private hive at least. Then they hit us with .54 which messed up some performance and stuff, and then .55 was just awful. So .57 feels like things are potentially getting back on track. There's still issues for sure, but I think the potential is back to have a good time. I suppose it depends on what you want out of the game too though, to me I want the mod experience with better mechanics and so I enjoy pvp and prefer lots of loot over no loot, and don't care about a lack of zombies. For others they want basically the opposite though. Hopefully a happy middle ground will be the eventual outcome.
  19. Karakoz

    Pay To Win

    I found some good vehicles on a server, but the server disappeared in the afternoon. It came back online so I joined in, and there was this guy with me. The server resetted 6 or 7 times, and everytime I came back. He was online too, so I believe that this guy: http://steamcommunity.com/profiles/76561198066603541/ bought a server (DayZ (public/veteran) 128177 - hosted by Gameservers.com) just to organize his ridiculous own private hopping-dedicated server. I thought that I would talk to him, but what could I say? That I would report his server? Why would he care? I mean, if he bought a server just for that, he probably doesn't really care if the server is closed. What can we do? (btw if you want to get some good stuff, find a spot, join this server, it's actually restarting every 1 minute with the guy still on. I guess it's the 30th reset at least. He really wants his stuff).
  20. ruax

    Persistence Questions

    Did they not mention that at .57 stable persistence would be turned off? Though vehicles were supose to be persistent.. So maybe stolen after all.
  21. UkZ - A Unique UK Based Overpoch Server! IP: 62.210.48.48:2302 TeamSpeak: ts3.freets3.ovh:2554 Recently my friends and I have struggled to find a DayZ server that suits us. Most servers nowadays have ridiculous custom maps or too many addons. We decided to start UkZ, a basic Overpoch server - with features players WANT. Features: - A Vast Range Of Missions - Spawn Bike And Other Vehicles (Parts Required!) - Self Bloodbag - More Common Ikea Crates - No SafeZones! - Normal DayZ Vehicle Spawns DayZ Overpoch Third person on Nameplates off Crosshairs on Death Messages On Normal DayZ Vehicle Spawns Side Chat on We Hope To See You Soon! The UkZ Team
  22. schause

    Status Report - 09 Jun 2015

    Just a question regarding vehicles: How will respawning be handled? Currently, the vehicles spawn, get taken and hidden in the forest until the next wipe. Do you guys have any plans for that problem?
  23. wesmacker

    DayZ 2012 VS DayZ 2015 Mod

    The game is much better now. Anyone saying otherwise is not looking at the options now, just the nostalgia then. For instance I just made a M4A1 CCO SD w/Flashlight. That wasn't possible then. I like the struggle now, it half reminds me of the days when I had no map and no clue where I was at. When you used the stars as your guide, you asked your friends which way shadows were casting, when you found your first car(van), when you couldn't pitch a tent in a forest, had to be in an open field. My group and I have just recently went back to Vanilla. It felt great not knowing everything again, not having a map/flashlight/pistol upon spawning in. I am also in the boat that believes Helicopters ruined the maps, and that vehicles should be rare and broken when found. And let's not mention the hacking that was going on in 2012 compared to now....
  24. kichilron

    Maintenance Topic

    If you have not seen it yet regarding persistence: http://forums.dayzgame.com/index.php?/topic/225863-eugen-harton-on-twitter-for-those-that-are-asking-yes-zombies-are-in-stable-yes-animals-are-in-stable-yes-persistence-for-vehicles/
  25. mercules

    The new 3pp camera and FOV Slider

    No contradiction. The backpack you LIKE doesn't let you see over your shoulder, but you want to see over your shoulder... maybe you shouldn't "like" that one so much. See, that is part of the point. In 3rd person I use the biggest backpack because it is the biggest backpack and holds more crap. In 1st I NEVER use that backpack if I have any other choice because the trade-off of more spaces isn't worth the loss of awareness. See, right there you helped me demonstrate how 1st helps bring more depth to the game. Mountain Backpack is the "best" for space but horrible for view. Drybag and Tortilla have great space but can block a small amount of your view. The Hunting and Improvised don't block your view at all but don't hold as much as some and are not waterproof. See how the one difference gives different items different qualities and makes more than one backpack a solid choice? It's give and take. Ghillie Wrap on your gun can help hide it and you, but can also block LoS in 1st person. Many of my friends no longer craft one because of that. Vehicles are HARD to drive in 1st they really limit your view so you can be ambushed very easily... but in 3rd they actually give you a BETTER view of what is around you than when on foot. No trade-off in 3rd, in first it is a trade-off of armor and speed versus awareness.
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