Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
Adding wound and stamina system from ACE.
Helsing replied to Hollowpoint9mm's topic in DayZ Mod Suggestions
This system is great but more vehicles would go in hand. -
Have your sleeping patterns and/or social life changed since DayZ?
Xeno =tgt= replied to Detta (DayZ)'s topic in DayZ Mod General Discussion
I work, dayz/eat, sleep as well. My REM sleep is all messed up too. I often find myself having a lot of Dayz based dreams. Not so much the infected but other player situations; ie:vehicles stolen, firefights with others, aimless running around to hear a gunshot in the distance and begin to either panic or become overly curious. -
Let's play from beginning with every new big patch!
chickenfeed replied to Dedulka's topic in DayZ Mod Suggestions
As soon as better security is implemented (Anti-Hacking, combat logging, server hopping, duping), a full database reset should be used to clear up the broken vehicles and tents and the hundreds of top tier weapons that are currently on servers due to the dupers. Until then, there isn't any point in resetting because the exploiters will just create a mess again. -
I was banned from this server too. I found a camp with a heap of trucks and tents with hacked objects, weapons and vehicles like a tank this Str8Dumpn loser found me in his camp, he was going off on mic about how he runs the server and nobody fucks with his shit was ranting about some OG thing, killed me and banned me. He sounds like a 15 year old kid or a homosexual on voip. I would strongly advise against playing on us 913 it seems the admins are hacking, trying to blame it on others, typical socially insecure losers who never leave their mom's basement.
-
It's working on some servers where you can negotiate with merchants, like you can with the medics now. I didn't intend it to be a trade post for everyday items, but for rare ones, e.g. m24 ammo (or the rifle). Okay - you can make a forum post about it and hope someone reads it, but there should be a way to do it ingame. A simple blackboard and a code which works to chat between the two players who want to trade would suffice, but I thougth a working ingame trade union could actually add some interest to the game and draw bandits a bit away from looting single players. I also think this thread has always been about establishing means for trading that don't rely on external mechanisms but are native to Dayz, instead. We tried everything and it seems nobody has a solution. I agree I didn't have one either, but at least I provided a few means. Here's what I came up with: - different skin for players that want to trade, e.g. they wear a vest that s a visible cue they want to trade. They will not shoot you, neither will you shoot them. If you do, you will lose your vest and means of trading for a week. - flagpoles as visual cue for a trade in the vicinity. Meet at the (raised) white flag and hope people will accept the seize fire. Of course this won't work and the flag areas will be sought out by bandits and dm-ers. - isolated areas that are secure and can be protected (mountain tops, islands); one of my favorite ideas, but it would require a good organisation and will be difficult to communicate to other playeres where these spots are. - introducing new vehicles that can serve as a trade base, e.g. BMP-1, amphibious vehicle. You get the people for the trade and for your protection in the BMP and drive to a location where trade is realtively safe. Problem: these vehicles can easily be abused when they are stolen. -trading on the air carrier outside of Cherno. I only remembered later that it is impossible to board that ship from the sea, so this idea fails at the start. I am also unsure if the carrier is spawning on the DayZ map.
-
Permadeath in the post apocalypse (bit of an essay) *repost from newbie group*
JerFeelgood posted a topic in DayZ Mod General Discussion
I posted this in the Newbie discussion group when I meant to post it here so.... Yo yo, I recently discovered the world of DayZ and ArmA, but unfortunately do not have the sys req at the moment to actually play the game. I've watched a lot of videos online re the project and been reading the forum intensively... newayz.... I like what I think Rocket was aiming for when he started this project. To use existing tools (The ArmA engine with which he was familiar) to simulate a post apocalyptic world in which a social experiment regarding which direction humanity would take in such a situation. I believe when I get back to my PC to actually play the game, I would like to play keeping the ideal of the original concept in place. In looking at the way the game plays now, I believe that their are several problems outside of his control in a F2P open server environment (and that he will never be able to control with ANY update) that limit the viability of the experiment. Players will not give up ingrained tools and concepts to actively participate in the experiment. The biggest tool/exploit is communication. In a paranoid post apocalyptic world, communication should be extremely difficult. The existence of global chat, where you can assess someones intentions from miles away should be strictly curtailed. All communication should be restricted to within the game. With the existence of TeamSpeak and Ventrillo this will be impossible to enforce. Absolutely impossible. And without this restriction it makes it way too easy for clans and squads to dominate the combat environment. Imagine a group environment where you had to communicate with flashlight or visual codes to transmit outside of ingame audible distance. I think if players were willing to give up their communication tools, it would go a long way to making the game a lot more interesting from a survival point of view. It would be like reinventing the wheel in terms of gameplay. How would you assess someones intentions without these tools? would a community reinvent signals and tools to advertise their friendly intentions? Imagine your squad of four hunters trying to coordinate an attack without an independent comms tool? Imagine they had to make sounds audible to all in-game to actually communicate and coordinate, you're set up in your sniper position and one of your squad scouts 400m away to your west, and then wants to return, how does he identify himself when returning to the squad to prevent infiltration? After player death, how do you safely relocate your squad? I think this would MASSIVELY increase paranoia levels in the game... and go a long way to increase the seriousness of the permadeath experiment... How would you even relocate your friends after you wake up on the beach? how would you identify yourself to them to come within the security perimeter that would inevitably spring up? How could one enforce this in the current game environment? It could only be done voluntarily. Players would have to choose to give up the tools on which they rely. And that could be maintained with closed access subscriber based servers or a code of conduct signup in the installation of the mod/EULA. A server where one must sign up to a code of conduct before being allowed in, and being banned for breaches of the code of conduct. It should be fairly easy to determine from admin observer mode whether someone is using illegitimate modes of communication. This code of conduct would only relate to the use of tools external to game and the post apocalyptic world which the devs have not deliberately given you access. Anything in game would be fair game. PvP vs PvE seems to be a massive argument ongoing in these forums at the moment.... I would argue that it should be possible to make the PvP element part of the PvE so that there is no difference, but this would only be possible if you could limit access to the tools that make PvP play so easy i.e. ease of communication, the abiity to bring equipment from one server to another... I have no real problems with lone nuts on killing sprees, they may well be a reality of the post apocalyptic zombie world. I do have a major problem with players using tools not given (external comm programs) to them to clean up in the game... is the use of ANY external software not an exploit in itself? anyway, I also think the 3rd person look around corners exploit is a bit broken when a tool (mirror on a bayonnet anyone?) could do the same in a much more immersive and realistic way. I have no problems woth loads of guns lying about but surely in the post apocalypse ammo would get really rare really fast. Readily consummable items should have the highest rareity value (ammo, matches, food, fresh blood, meds, batteries etc) and making them extremely rare woud go a long way to absorbing the PvP element into the PvE one as camping cherno wouldn't allow you to survive. You'd have to get out into the woods to make your own food. Similar to how vehicles are restored with parts, a limited access to lead, saltpetre, fire and relevent casting tools would allow you to make your own ammo and make it a tradeable commodity, It's the ease of access to these resources that makes PvP style of play so easy. it would be so easy to make an ingame specific tool which is a container, into which you place the required elements, then use it at a relevent spot an out pops what you where aiming for. Mouldy fruit + mortar and pestle + distillation equipment + fire = penicillin. Blood extaction kit + container + well hydrated/well fed indiviaual = bloodbag. Thinking along the lines of potion making from oblivion or skyrim. An ability to perform certain tasks could be restricted to certain environments. Imagine a garage building in a couple of towns where you would have to push/tow vehicles to in order to perform certain sorts of repairs, a chemist where one could make meds, and so on for all of the in game essentials..... Why are people so absolutely willing to circumvent the dev inspired game concept of permadeath? With a player death, surely all previous knowledge and ties should be lost to you. This includes knowledge of your friends and the surroundings.... It has always been true that the two greatest tools to humanity are knowledge and information. An ability to store and transmit these. In the post apocalyptic world, so much of both should be lost as to make certain specialist equipment both unusable and unmaintainable. In game high end electronics would suffer quickly, and as a result should disappear relatively quickly, and thence their value should be huge. This would imply the game would have to have a skill acquisition system, and massive penalties for those individuals without access to certain skills i.e. PvP bandits. These simple couple of things would inspire communities to spring up around certain resources, become protective of those resources and thence make those resources tradeable as they would have value... And with restricted access to bullets, meds and beans, I would not see a player killer surviving very long. With no comms, coordinated raids on burgeoning communities would have a much lower chance of succeeding. And lastly, the threat element from the zombie apocalypse should be massively strenghtened. If it was bad enough to take out the world in the first place it should should still present a massive threat to all human life. Ideally adding extra senses in game would add to the realism, touch (think wind sense, heat sense), smell and taste via a pc odor plume (and other odour plumes) and wind directions for upwind/downwind combined with a colour code to identify the type of odour. A zombie awareness of these elements would lead to an increased threat factor, a group of people would generate more odour and thence would attract more zombies, staying in a place too long could massively increase risk and should prevent camping.... I really don't know how many of these game devices could realistically be added to the game engine without overwhelming the server and user hardware.... Anyway. Sorry about the essay. I'm all for some PvP play once it's made intrinsic to the game device. I apologise if some of these ideas have been discussed in other threads.... and big up to the devs for the concept. It seems clear that the PC gaming public are fairly homicidal... will that be the result of the DayZ experiment...? My closing thought... do players want a survival based community game or a modern-day PvP persistent world warfare game with a zombie threat... do zombies in modern culture not just replace the wolves and bears and dragons that represented the horror threat of the medieval and dark ages? whew. that was almost to much. hope i don't get flamed... Jer -
Biggest/best camp you've found so far?
osirish replied to mind_grenade's topic in DayZ Mod General Discussion
Saving the tents just saves the current inventory. Explosives and/or driving over them in vehicles destroys the tents and their contents .... at least until the next server restart :( -
The solution to murdering bandits and griefers
Golgo82 replied to JD_274's topic in DayZ Mod Suggestions
The problem i have with this system is that it is fueled by.... magic. First of all, you dont see the name of anyone (unless on regular/recruit servers/tags are enabled , which is stupid in its own way). If you get killed by someone chances are you never saw it coming, let alone identify who shot you. If you get killed, you are dead, there is no magical "put name in book so others can avenge me". The tendency to do magical things should be confined to the areas that would otherwise break the game for an ever growing gaming experience(respawning Zeds/loot/vehicles). Everything else should follow the plausible fiction route, this game is currently trying to go. If these notebooks where implemented, you should have to type whatever you want to be in there yourself - manually. This of course would mean, that everything written in there could be a lie. -
I Have added my other suggestion about vehicle spare parts and workshops required for vehicle repair: http://dayzmod.com/forum/index.php?/topic/46997-vehicles-change-the-limiting-factor-and-repair-mechanism-workshops/
-
Vehicles: Change the limiting Factor and Repair mechanism (Workshops)
Szap posted a topic in DayZ Mod Suggestions
The Goal: Repairing a vehicle should be limited by the availability of spare parts - not by the amount of vehicles. The thought behind it: The current Mechanism is as such: you can hoard vehicle parts quite easily - find a vehicle and repair it is the difficult part. I want to change it exactly the other way around. Plus: Vehicles exploding should not be the standard behavior. A Vehicle that drives against a wall should have around a 20% chance to catch fire. Otherwise its just unusable. Why is a Vehicle standing around, broken down: the reason will mostly be out fuel or broken wheels or completely destroyed. The completely destroyed vehicles cannot be repaired of course. I dont think repairing of vehicles engines should be possible at all. This Suggestion is to be combined with my other suggestion: http://dayzmod.com/forum/index.php?/topic/46729-jerrycans-and-fuel-consumption-revised/ What changes do i suggest: - Remove: Scrap Metal, Fueltank parts, Engine parts - Car wheels are weapon slot size (10 Slot backpack and go in primary Weapon Slot) - Spawned vehicles are either out of fuel or missing 1-3 Wheels. (with 10 to 50% Fuel left); Hull is random from 20 to 80% durability, Engine is random from 50 to 100% durability, Fuel tank is random 20 to 100% durability. - Introduce / revise the Workshop Buildings: When driving a vehicle in/near the building you have to option to apply repairs to the vehicle (because you have the needed tools in the workshop and there are spare parts. This will repair Fueltank und Hull to 100%. - Engine can never be repaired. Broken is broken. - increase Vehicle spawns drastically: 2 vehicles per Serverslot (50 slot server will have 100 Vehicle "slots" maximum. - Drastic decrease of car wheel spawn. The result of these changes are: Finding a vehicle that could be repaired is not so difficult as bringing the parts and/or fuel to it. Finding a "good" vehicle with a better engine is still a more difficult find but finding any vehicle will be "easy". This also encourages players to cooperate as transporting vehicle parts (fuel and wheels) will render you unable to use a primary Weapon. -
so you mean peeps organise and use the boats in game. not any armored vehicles as previously mentioned. thats because this suggestion forum. and seeing as its striving towards standalone, or at least being ported to Arma 3, i think the new map should always be considered. and im afraid thats where we disagree, go organise with peeps yourself, some of the problems i think you wanna be asking are better for general discussions or survivor camp forums. I do see what ye mean about meta gaming but the mechanics so familiar in other games guarenteeing in-game safe trade are not applicable in this game, because its simulating a apocalyptic environment where things are not safe and are not guaranteed. heres my "two cents" in game.. social/economic structure i guess ye could call it ( i think ive already posted the thread though) http://dayzmod.com/forum/index.php?/topic/45284-control-old-industry/#entry430568
-
I wasnt suggesting it, trying to figure out how this system of yours would work, given you still havnt said how vehicles and equipment are distrbuted!! Yes zombie and animals, lets keep them as the only NPCs and DEFININANTLY NOT PLAYABLE. but he is making a point, that being that you should organise with other players, not expect an area to be desginated, or equipment to be sourced, but do it yourself. the point of the police station is that its an area with an incentive, doesnt necessarily have to be for trade, but its an incentive given a metal detector for use in de-arming peeps.. ANYTHING added purely for the sake of easing the transaction of traders and trading is not going to happen. Players got to do it for themselves. Its whether a sandbox environment can be created in which incentives for deeply developing these type of organizations can be created.
-
Ghillie suits and helicopters are still in game?
nahaz replied to darkanima270's topic in DayZ Mod General Discussion
"Skins" (Ghillie, camo, military) can spawn in all residential buildings. They're not just spawning due to a bug that's resolved in 1.7.2.4. It's easy to find skins i Cherno. Chopper vehicles are disabled until they're bug free. They currently cause a shitload of desync on the server so they have to be "reconfigured" as I saw rocket explain it once. -
Ghillie suits and helicopters are still in game?
Tatakt replied to darkanima270's topic in DayZ Mod General Discussion
i dont see the patch out yet, so you must be wrong, ghillies and camo will spawn in 1.7.2.4, and we're still at 1.7.2.3 where they dont SPAWN but they are in the game, if someone already had them from previous patch, stored in tents/vehicles, or on them. -
Ghillie suits and helicopters are still in game?
darkanima270 posted a topic in DayZ Mod General Discussion
Since i started playing this game 2 month ago, i never found a single ghillie suit or at least a "working" helicopter, do they still respawn in the actual patch? or they will in the next one approaching? it would be a lot appriciated also if you could give me some tips finding them, because i really want one them, its my end game since i saw every item in this game, except vehicles and the leggendary ghillie suit :( -
Kicked/Banned from us 401- Abusive Admin "EXILE Gaming'
kwark posted a topic in Mod Servers & Private Hives
Hi guys, Pretty much made this account to report these idiots.... I've been playing for close to a month now with some mates, and because us401 had a day/night cycle that matched our playing times - and it has decent ping to all of us - we chose it to plant/save our tents and start building vehicles. US401 also had pretty active admins from the EXILE multi-gaming clan that play there, so hackers were often stopped before they could cause any major havok (a plus when you have decent gear). Anyway, after a weeks work establishing our tent city we were moving north from Cherno back to our tents to deposit items and we decided to stop at Zub castle and see if we could pick up any extra food/items. When we got to the castle, every single hole in the castle wall had been sandbagged and barb wired - but the main entrance driveway was open so we walked in. Inside the castle walls was about 20 full tents, a bicycle, motorcycle, two atv's and a GAZ...pretty much a jackpot for fledgling noobs. We figured it must be only clan on the server "EXILE", and where they keep their gear.We left two people guarding the entrance while the other two started looting tents and loading the GAZ. While we were holding the entrance 2-3 clan members came back so we shot them. Us 401 has never restarted (except for patches) while we've been playing on it, but once we shot that first clan member it restarted twice in about 10 minutes (dodgey?) . When we opened fire on one of the guys in the entrance - he aborted(which makes this ban even more ironic). We managed to log back in safely, the GAZ was jittering in a wall so we decided not to risk it and just take what we could carry.The guys i was with ran the new guns to the tent city, i logged out at the top of Zub castle because i had to go. Considering what we could've done to the base, i think what we did was pretty tame. The next day i logged back in, the main entrance was sandbagged, most tents were flattened and the vehicles were gone, they were in the process of moving their base. While i was looking around i saw one of the EXILE clan members at one of the tents and shot him. I left the castle, and halfway to our base i was banned/kicked for "Server Hopping". 1 How could you be stupid enough to put 100% of your tents and vehicles in Zub. 2 Why would you ban people for playing the game (even if it is exposing and profiting from your stupidity). If you want to build a cute sandbag base that isn't going to be potentially raided, make your server private (or just hide your shit properly like everyone else) 3 Maybe use a better pretext than server hopping for banning players like myself. Now you've lost probably the most active players on your server, as well as your super secret base. And while we're on the topic of super secrecy.... One of my mates who wasnt banned decided he'd try find wherever they moved their base too. These guys didn't seem to be interested in hiding their gear, and liked places that could be holed up instead of hidden - so someone suggested taking a look at Devil's castle. Yep. Sandbagged/wired off base with tents full of sandbags, wire, engine parts and a few big guns. Looks like they are migrating there from Zub. Its there at the moment if you guys are feeling picky, or maybe wait a day for them to populate it with guns and vehicles. There's also still plenty of guns and items in the tents at Zub castle. Consider this retribution against admin abusing duds. US 401 - Devils Castle. Have fun Cheers kwark -
Its not easy to enforce database bans with just screenshot proof, or video proof of someone killing someone else with a weapon that isnt in the mod. A hacker could easily have spawned that gun on an innocent person, or changed someones camo. In order to enforce a database ban, you need logs of that person enforcing a script, or video proof of someone (with nametags) spawning vehicles or items.
-
Globan ban for driving (unknown at the time) hacked vehicles
blackmane (DayZ) posted a topic in Mod Servers & Private Hives
nvm too quick you guys realise I edited this saying "nvm too quick" because i tried to join the server again and im not actually banned. Stop trying to act like cool kids. -
Permadeath in the post apocalypse (bit of an essay)
JerFeelgood posted a topic in New Player Discussion
Yo yo, I recently discovered the world of DayZ and ArmA, but unfortunately do not have the sys req at the moment to actually play the game. I;ve watched a lot of videos online re the project and been reading the forum intensively... newayz.... I like what I think Rocket was aiming for when he started this project. To use existing tools (The ArmA engine with which he was familiar) to simulate a post apocalyptic world in which a social experiment regarding which direction humanity would take in such a situation. I believe when I get back to my PC to actually play the game, I would like to play keeping the ideal of the original concept in place. In looking at the way the game plays now, I believe that their are several problems outside of his control in a F2P open server environment (and that he will never be able to control with ANY update) that limit the viability of the experiment. Players will not give up ingrained tools and concepts to actively participate in the experiment. The biggest tool is communication. In a paranoid post apocalyptic world, communication should be extremely difficult. The existence of global chat, where you can assess someones intentions from miles away should be strictly curtailed. All communication should be restricted to within the game. With the existence of TeamSpeak and Ventrillo this will be impossible to enforce. Absolutely impossible. And without this restriction it makes it way too easy for clans and squads to dominate the combat environment. Imagine a group environment where you had to communicate with flashlight or visual codes to transmit outside of ingame audible distance. I think if players were willing to give up their communication tools, it would go a long way to making the game a lot more interesting from a survival point of view. It would be like reinventing the wheel in terms of gameplay. How would you assess someones intentions without these tools? would a community reinvent signals and tools to advertise their friendly intentions? Imagine your squad of four hunters trying to coordinate an attack without an independent comms tool? Imagine they had to make sounds audible to all in-game to actually communicate and coordinate, you're set up in your sniper position and one of your squad scouts 400m away to your west, and then wants to return, how does he identify himself when returning to the squad to prevent infiltration? After player death, how do you safely relocate your squad? I think this would MASSIVELY increase paranoia levels in the game... and go a long way to increase the seriousness of the permadeath experiment... How would you even relocate your friends after you wake up on the beach? how would you identify yourself to them to come within the security perimeter that would inevitably spring up? How could one enforce this in the current game environment? It could only be done voluntarily. Players would have to choose to give up the tools on which they rely. And that could be maintained with closed access subscriber based servers or a code of conduct signup in the installation of the mod. A server where one must sign up to a code of conduct before being allowed in, and being banned for breaches of the code of conduct. It should be fairly easy to determine from admin observer mode whether someone is using illegitimate modes of communication. This code of conduct would only relate to the use of tools external to game and the post apocalyptic world which the devs have not deliberately given you access. Anything in game would be fair game. PvP vs PvE seems to be a massive argument ongoing in these forums at the moment.... I would argue that it should be possible to make the PvP element part of the PvE so that there is no difference, but this would only be possible if you could limit access to the tools that make PvP play so easy i.e. ease of communication, the abiity to bring equipment from one server to another... I have no real problems with lone nuts on killing sprees, they may well be a reality of the post apocalyptic zombie world. I do have a major problem with players using tools not given (external comm programs) to them to clean up in the game... is the use of ANY external software not an exploit in itself? anyway, I also think the 3rd person look around corners exploit is a bit broken when a tool (mirror on a bayonnet anyone?) could do the same in a much more immersive and realistic way. I have no problems woth loads of guns lying about but surely in the post apocalypse ammo would get really rare really fast. Readily consummable items should have the highest rareity value (ammo, matches, food, fresh blood, meds, batteries etc) and making them extremely rare woud go a long way to absorbing the PvP element into the PvE one as camping cherno wouldn't allow you to survive. You'd have to get out into the woods to make your own food. Similar to how vehicles are restored with parts, a limited access to lead, saltpetre, fire and relevent casting tools would allow you to make your own ammo and make it a tradeable commodity, It's the ease of access to these resources that makes PvP style of play so easy. it would be so easy to make an ingame specific tool which is a container, into which you place the required elements, then use it at a relevent spot an out pops what you where aiming for. Mouldy fruit + mortar and pestle + distillation equipment + fire = penicillin. Blood extaction kit + container + well hydrated/well fed indiviaual = bloodbag. Thinking along the lines of potion making from oblivion or skyrim. An ability to perform certain tasks could be restricted to certain environments. Imagine a garage building in a couple of towns where you would have to push/tow vehicles to in order to perform certain sorts of repairs, a chemist where one could make meds, and so on for all of the in game essentials..... Why are people so absolutely willing to circumvent the dev inspired game concept of permadeath? With a player death, surely all previous knowledge and ties should be lost to you. This includes knowledge of your friends and the surroundings.... It has always been true that the two greatest tools to humanity are knowledge and information. An ability to store and transmit these. In the post apocalyptic world, so much of both should be lost as to make certain specialist equipment both unusable and unmaintainable. In game high end electronics would suffer quickly, and as a result should disappear relatively quickly, and thence their value should be huge. This would imply the game would have to have a skill acquisition system, and massive penalties for those individuals without access to certain skills i.e. PvP bandits. These simple couple of things would inspire communities to spring up around certain resources, become protective of those resources and thence make those resources tradeable as they would have value... And with restricted access to bullets, meds and beans, I would not see a player killer surviving very long. With no comms, coordinated raids on burgeoning communities would have a much lower chance of succeeding. And lastly, the threat element from the zombie apocalypse should be massively strenghtened. If it was bad enough to take out the world in the first place it should should still present a massive threat to all human life. Ideally adding extra senses in game would add to the realism, touch (think wind sense, heat sense), smell and taste via a pc odor plume (and other odour plumes) and wind directions for upwind/downwind combined with a colour code to identify the type of odour. A zombie awareness of these elements would lead to an increased threat factor, a group of people would generate more odour and thence would attract more zombies, staying in a place too long could massively increase risk and should prevent camping.... I really don't know how many of these game devices could realistically be added to the game engine without overwhelming the server and user hardware.... Anyway. Sorry about the essay. I'm all for some PvP play once it's made intrinsic to the game device. I apologise if some of these ideas have been discussed in other threads.... and big up to the devs for the concept. It seems clear that the PC gaming public are fairly homicidal... will that be the result of the DayZ experiment...? My closing thought... do players want a survival based community game or a modern-day PvP persistent world warfare game with a zombie threat... do zombies in modern culture not just replace the wolves and bears and dragons that represented the horror threat of the medieval and dark ages? whew. that was almost to much. hope i don't get flamed... Jer *edit* whoops meant to post this in general discussion not newbie forum.... -
US 174 [3DP ON : CH/Tags OFF] Megan Fox - Official Thread
Bizmarhk replied to Bizmarhk's topic in Mod Servers & Private Hives
I don't honestly know how it crashed. I was playing, and then the connection was lost and the timer started happening. I've had a few instances where I woke up in the morning to find the server offline, not sure why but I just would start it back up. Could be completely different between my server and yours due to hosting. My server is a managed one, not it's own dedicated box. I have very limited control over it. As I said, the vehicle that they were in was lost several days ago. I don't randomly restart the server without a warning, and I especially would not do that in a case in order to disrupt game play. If people want to believe the above posters, then prepare to see legitimate servers hosts like myself no longer support this game. I pay $50 a month to have a place for my friends and I to call home. We don't care about the vehicles, we care about fair play, and having fun. Hell, the primary reason we got a server was so we could play during our timezone, with the settings that we like. Vehicles honestly are a pain in the ass. But as I've said, I will defend my server rules, and I will not allow people to abuse mechanics if I catch them in the act, and can prove it via the logs/watching the player menu. Anyways, I am done replying about this incident. I've reported this post now, which will hopefully get cleaned up, and offered to send DayZ staff my server logs. -
Should armed vehicles be added to Dayz?
Bobcomss replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod General Discussion
I think this should be expanded on, not with added weapons but more of a defensive style vehicle... What I mean is you have a bus, buses are bullet magnet's so add some 3-4" thick plating might help in the matter, but if you got a guy's shooting at you with a couple of ak's or m16's you would stand a better chance. Your could add plating over the wheel arches to protect tyres, block up the windows to protect passengers, creating slotted front view so can still see but with limited viewing like a long thing strip cut into the metal, a ram or *hunk of metal* bolted to the front to remove those pesky zeds from the roads or if your good get that player that's been shooting at you, this would also protect the engine from certain angles. Being heavier would also mean using more fuel as it would take more engine power to move it and obviously would go slower. These plates could be looted from only sheds (corrugated metal) or dismantling destroyed military vehicles, you could dismantle the tank traps into 2-4 iron/steel slabs, barbed wire to put around the outside, basically a mobile fortress but with no offensive capabilities. Like everything though you would have to keep it repaired or it could fall of mid drive due to rust or decaying parts? Thanks for the read :) AJ -
<GMSradio.net> Green Mountain Survivors - The Radio Station of the Apocalypse.
amiadush replied to a topic in DayZ Mod General Discussion
IRL Information Name:Jack Age:15 Location:UK Timezone:GMT Do you meet ALL the requirements? If not, which ones are you missing and why?:Yes In game name:Jelly Steam Id:Jelly Desired combat role (Medic, sniper, exc):Which ever is needed the most-I am new to the game but I can quickly learn. Why you would like to join (Going to need to do better than simply ‘lookin 4 group’) :I have played the game for a few days now and from my experience so far it seems that in this game it is had to find people I can trust not to kill me on sight and people to talk with and have fun so joining a clan/group/community seems to be a good thing to do but most of all i enjoy working as a team. What can you offer to the clan: I keep dieing -mostly from bandits so i don`t have equipment or vehicles I can give but I am good in a team, enjoy helping others, will listen to people and have experience working in a group from other games that require team work. -
Let's play from beginning with every new big patch!
derkb replied to Dedulka's topic in DayZ Mod Suggestions
Ok you say we should test new lootsystems? Heck when did that change the last time? When did something change about the way you gear up were you get your stuff? Rocket did play around in the past with the system, last interview i have seen with him he sayed he will not realy mess around with it, engine and other stuff needs to be sorted out first, so why do a wipe if nothing changes in the process of looting and gearing up? Next point, bugged vehicles? Too far away from loot? Heck, first there is no too far away ever, and if there are bugged vehicles, well then find a way to fix that now and forever, not by simple wiping stuff, no by finding a way to id broken stuff and write some code that this will be fixed, not semi fixed by wiping. We are here to test stuff, right but for me it realy makes no sence to test the same stuff over and over agian. So wiping every patch will not help, it will only slow down the testing over and over again. If there are major changes to the game, like a totel new lootsystem, a total new vehicle system or what not, i could maybe agree to do a wipe then, but not if only minor changes are made or stuff got fixed, i do not get the point why there should be a wipe every time a small part of the game gets changed. Even if DayZ goes standalone there will be changes in the game, would you ask for a full wipe then too? NO, cause that is not testing phase right? But what is testing all about? Get the stuff sorted out and make it work in the future, were a wipe is not the key to solve a problem, were you have to find a way to fix stuff without doing a wipe to not piss of your players. -
UK123 New Veteran server in UK [UTC-6]
Polator replied to [email protected]'s topic in Mod Servers & Private Hives
Stay in this server is good :( , is easy have all vehicles . EOL is the tag of me guild. And your base less than 4h if you dont move him Bah i think you are going to have for more time , the server is kicking me all the time -
NPCs definate no no. Its easier to defend because yeve given (and still how are these gear and vehicles distributed?) a set of peeps armored cars vehicles, a stock pile of the best weapons and a ready made shake-n-bake colony on an island OR carrier. In actuality it would be a logistical nightmare, possible, and certainly very cool, but a logistical nightmare to set up and maintain. Not saying the island isnt a good target to set up on, jsut that youve literally handed in the challenge every one else faces of getting the best weapons, items, location and vehicles.