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Found 41870 results

  1. 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/
  2. 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.
  3. VahidkinG

    Status Report - 09 Jun 2015

    i honestly don't like the zones idea. this will be like go to NWAF to get loots again. why not instead of one big red zone, we have two small ones ? i think that would spread players. any way your choice and i can live with that but honestly don't like it. i love where the vehicles design are going thought, it's awesome, i'm gonna name my vehicle and possibly paint it blue and pink, why not (if possible in future) why not ?:D i don't like how you don't spread a word about new renderer, this is suck... Q1 goal is being a Q3 i think :(
  4. Greetings Survivors, Work continues on experimental branch as the team keeps hammering away at the next Stable build candidate. It's been a tough wait, we understand, but major issues encountered during development required fixing before the push to Stable branch. This week, Lead Producer Brian Hicks will be dishing out some handy information regarding the Central Loot Economy - what it is, how it's supposed to work, as well as the thought process behind the design choices for the CLE. Also, Lead Designer Peter Nespesny will be telling us about future updates to the vehicles found throughout Chernarus. Peter will go over subjects such as operation, maintenance, as well as the design choices behind these upcoming updates. Lastly, we have a couple of links to the DayZ Trello board and DayZ forums discussion thread related to the new bus animations, and at the end of our Status Report, we have a small feature on one of DayZ's content creators - Barely Infected. Contents This Week Development Board SpotlightDev Update/HicksDev Update/PeterCommunity Video: Barely Infected Development Board Spotlight Back to Contents Dev Update/Hicks With 0.57 on the horizon, this week I'd like to take time to talk a bit about player progression across Chernarus, the Central Loot Economy (and its impact on this), and the challenges DayZ faces compared to the Arma 2 Mod experience. First lets go over exactly what the Central Loot Economy is, and what it offers DayZ. - Migration of control over what items spawn from legacy method (script) into a more easily and rapidly updated system - This means the dev team can rapidly (and without requiring an update to the game) completely change / update the amount of items that spawn - This is done on both a global, and a per server level - in the future allowing custom server operators fine control over their server and its item spawn quantities without requiring any base modification to the game - Control over item lifetimes (speed of decay / time to item cleanup) - Control over how many of each item time is supposed to be present in the world (Min / Max / Nominal) - Control over item cost (rarity vs spawning methods) Why is the Central Loot Economy critical to DayZ's design - versus the original prototype placeholder loot spawning script? Simply put - the original method was a very rough prototype, designed to start populating the initial memory points for each structure. In order for the design and environment teams to be fully free to create a comprehensive, living breathing world - we first needed to begin to have fine and robust control that can be rapidly pushed to all servers. The original prototype method was very time resource heavy for updating, limited our options to traditional DayZ Mod style building definitions only, and in short pidgeon-holed the team into very limited control. Photo Credit: Arma2Base.De (DayZ Mod Player Movement / Heatmap) One of the images that has been circulating the DayZ Community over the last week is a map covering player progression across Arma 2's original Chernarus map. The layout of the original Chernarus, as well as the very limited amount of enterable structures, and thus very limited amount of potential spawn points for items meant an inherent flow of player movement across the map. It required very little work on the design side - High end military loot spawned mostly entirely at Barracks structures, Basic Supplies / Weapons at Firestations, Grocery Stores, Barns, and so on, and Medical supplies at Hospitals. The structure of *how* items spawned within the original Chernarus just -fit- the limited scope of that map perfectly. Moving into DayZ as a standalone project, one of the first tasks undertaken was the decentralization of core resource (points of interest) buildings - and the expansion of Chernarus into a more robust and living world. Nearly every structure was made enter-able, and thus nearly every single building on the map was a potential (or group of potential) points for items to spawn. At first this might not seem like it should have a major impact on the design, and flow of player progression across the map - but when you look at the statistics, it is rather telling. - In DayZ Mod, with vanilla Chernarus - Potential item spawn points number in the thousands (Sub 10k) - In DayZ Chernarus + the potential locations for items to spawn exceeds 1 Million. While the intent with DayZ as a finalized product is a higher player count (100+) than originally supported in DayZ Mod, the original spawning prototype system has several major glaring flaws compared against this intent. With basic control, we cannot effectively lay out a path of player progression across the world (without limiting the environment team to the placement of certain structure models *only* in certain regions). This is where the Central Economy Control comes into play - and will enable us to begin moving towards a path of progression that more resembles DayZ Mod - while still embracing the fleshing out of the world, and decentralization of points of interest. While this system right now only controls the details listed above - the future iterations are aimed at allowing us the "next step" in the Central Loot Economy: - Per building quantity controls (Min / Max / Nominal) allowing us to ensure an event spread across Chernarus, as well as to prioritize point-of-interest structures such as the Grocery Store, Medical Center, and so on - Region control (Restricting item rarity levels to certain regions of the map) Previsualization of intended initial region support - NOT FINAL Breaking Chernarus + into defined regions based upon item rarity and classification type is the first and most critical step into allowing us to layout a natural path of progression for players across the map - and begin to move us closer to that familiar and well known flow across DayZ Mod. Lastly - as development with 0.57 wraps up, the current iteration of the Central Loot Economy will have loot persistence (the saving of spawned and dropped loot, as well as tents) disabled - while the programming team resolves the blocking issues with item cleanup, and rolls out support for per-building quantity controls to ensure an even spread of loot across the world (slaying those pesky loot splosions). This means that when servers restart, fresh loot will be respawned to ensure an enjoyable experience on stable branch. That said - the following persistence options are unaffected and will remain enabled: - Vehicle Persistence - Server Time Persistence (The saving of server time on restart) I hope this helps you all understand the intent of the Central Loot Economy, where it is now - and where we want it to be in the coming months. Curious about this report? Want to discuss anything contained in it with the developers? Head over to the Developer Discussion Forums and let your voice be heard! See you all in Chernarus! - Brian Hicks / Lead Producer Back to Contents Dev Update/Peter Let me talk a bit about vehicles and their functionality. Of course any functional vehicle by itself is an amazing piece for the gameplay but what will they be without their parts? They will become just an instant object used by survivors to traverse the long distances and that's about it. I believe that without any depth to the maintenance of vehicles, nobody will create any kind of relationship with exactly that truck they are driving for a few days across the land of Chernarus. On the other side, with plenty of different vehicle parts your approach to a vehicle will be different every time you encounter one. I want to see many vehicles across the map in different states, so you can run into a vehicle which just needs the spark plugs to be added in or a nearly completely stripped one but with a last wheel you need to put on yours. I favor such possibilities which offer strong emergent gameplay based on player choices and consequences they bring. One can try to find missing parts alone or group up with friends or strangers to get all the remaining parts for that fabulous bus and run a bus line together. It will spruce up the planning, imagination and strengthen interactions with both players and environment. Implementation of such advanced mechanics of vehicles that use different vital and optional parts has been ongoing for some time now. In the current state we have some of the vital parts functional already; without spark plugs or a battery you simply can't start the engine at all. However more interesting are wheels themselves. Wheels can be detached or destroyed while on the vehicle and physics simulation is responding properly in such situations by inclination of the given vehicle to the side of the missing wheel and adaptively changing the simulated wheel radius and friction. Such dramatic changes, of course, have direct impact on the handling of the vehicle. But, nothing is lost in such case as the spare wheels can be mounted back on the wheel hub and get controlling of the vehicle back on track. From the optional parts there is detachable/interchangeable hood and doors now that while obviously don't affect the vehicle behavior at all add variety to its visual representation. I'm looking forward to see such advance features finally in game providing more unique perception of vehicles and their involvement in the gameplay. Keep some spare parts at hand... see you in Chernarus folks! - Peter Nespesny / Lead Designer Back to Contents Community Spotlight: Barely Infected Hey folks, Another week is upon us and the lurking around on Youtube and Twitch continues. In that regard; the focus on content creators keeps chugging along. This time around we'll have a look at the creations made by: Barely Infected seems to take more to the Hero style of gameplay and most often prefers to speak to and help players that he meets. However, when running into armed and hostile players, he definitely isn't shy of picking up a good fight. When not running around on his own, Barely Infected tends to hang out with other content creators such as TheRunningManZ and Superftlol for example. For a bit of team based play footage; here's a couple of good examples of the guys hanging out around Chernarus. It's nice to see the way that those guys don't get affected when encountering hostile players. In Barely Infected's solo videos, the same calmness shines through as well, as he encounters players no matter if they are friendly or hostile. His way of conducting himself seems to rarely change much regardless of the situation: All in all, I enjoy watching his videos, and it's nice to see that he is not afraid to also show those odd instances when things go pear shaped: As always, if interested in more, please feel free to follow Barely Infected via the following social media accounts: http://twitter.com/barelyinfected http://www.youtube.com/user/BarelyInfected http://www.twitch.tv/barelyinfected http://www.facebook.com/barelyinfected Header image credit: TamDaSwede - Michael aka SMoss / Community Manager Back to Contents
  5. Cool, i only raised the issue because it might not be as transparent in a LAN environment, which i assume is where a lot of the in-house playtesting gets done... It's not so much a 'game breaking issue' for me, but its just one of those things that makes the game 'feel' bad. and it used to be much more noticeable on 'laggy' servers... It was also not present in the mod and it seems to me, to be very much a product of client-server architecture. Also, since the loot spawns have been turned down (off completely?), and there are no zombies that I've noticed... That in itself would surely contribute to there being less 'positional lag' -- So I'd be interested to see whether there is still this 'big improvement' when the loot and zombies and vehicles are all turned back on in full force... ...Because basic player movement should really be quite a high priority when playing a first person shooter [captain obvious much?] .... It certainly shouldn't be nauseating trying to move about the world, the server should never 'take control' of my character and move it around without my input. I hope I'm being clear enough, since it worries me when this is described as a 'connection issue'
  6. It is very possible it is not the server_monitor.sqf at all, though you say you are running completely vanilla... There are some mpmission files depending on what you have running client side that can update vehicles in the database. Also, you may be experiencing the update that occurs when a player gets near a vehicle. These vehicles, which can include buildings on the map, will be updated whenever a player gets near them. This function ensures that the client is updated with any changes to the status of the vehicles and buildings. It appears to also update the records in the database whenever they are accessed. This is also likely happening to anything else in the database that a player gets near as well. It should also explain why there doesn't seem to be a pattern to which vehicles are being updated. Of course, I could also be very wrong about this, but suspect it is the case.
  7. FlimFlamm

    The End Game

    Part of the reason why I made this thread was to help people see the light at the developmental tunnel, and to perhaps contribute some ideas about what the destination should be. Some things I really want personally in terms of end game play styles are indepth archery which requires careful practice to master. Difficult to master aircraft, and even more difficult to upgrade/construct vehicles. I'm also keen on indepth primitive living, primitive medicines, and primitive camp making.
  8. FlimFlamm, Oh yea, I definitely think there should be a learning curve for flying. As long as I don't have to buy a special controller to fly with reasonable control. I'm being overly cautious about it because I've played games where the controls were extremely sensitive and hard to gauge. Considering that vehicles, ground or flying, will be difficult to find anyway. I'm hoping that when I do find one I'll be able to learn to control it over a couple months of use. After all, I'm trying to play a game, not take flying lessons.
  9. Bororm

    Status Report - 02 Jun 2015

    I know you're not saying this but I just think the team should keep in mind that they shouldn't push player progression too hard. The mod had great map flow (player progression) of starting on the coast and heading north for military grade weapons/gear, a clear incentive, and then returning to the coast to make "use" of said weapons. It's fine if the new focus isn't on that type of item solely, there's plenty of other useful gear/vehicles/things to motivate people off the coast besides guns, but I think the team should refrain from essentially forcing people off the coast. In another post of yours, perhaps it was a status report, you said that you wanted to get people off the coast so they could begin the "real dayz experience." I think that's a dangerous train of thought when trying to create a sandbox experience. What we saw with recent patches was the coast becoming barren of loot in a lot of cases. That's a result of an incomplete system of course, and I expect it will improve once the regional control over the CLE that you mention becomes developed. But it did seem like you were advocating it as a good thing, to get people off the coast. It seems like a really artificial way to get people to move by simply putting less essential loot (food/clothing/basic weaponry) on the coast and driving people inland. People should be capable of playing on any part of the map, and there should be incentives ("better" gear) to travel. Don't try to force an experience. Keep up the good work, I'm looking forward to seeing the CLE fleshed out!
  10. I look forward to the inclusion of aircraft in DayZ. I think they should mostly be small helicopters and small planes. Because you would want to be able to fly, but not burn a lot of fuel doing it. Being able to fly at all is a boost in mobility in and of itself. I don't think flying should be difficult. This is a game after all. Not a pissing contest. We are dealing with a mouse and keyboard, not actual flight controls. I think it's safe to say that most of us want to have fun playing DayZ. As it is now, it's already difficult to find vehicles in DayZ. And I know for the most part it's because the game is still in early development. What bothers me about threads that focus on specific features is that more often then not the OP almost always has an idea of how to limit the feature in a way that just so happens to suit their play style. Which is fine if they're the only ones on planet earth playing DayZ. But, since they're not. More views have to be taken into account. We're all here to share our ideas and experiences. But, please don't whine if the feature you're hoping for isn't implemented the way you want it to be. DayZ should be entertaining for everyone who plays. Just saying.
  11. Chaingunfighter

    The End Game

    The end-game will just be achieving what's most difficult but still possible to achieve when you've gotten to the maximum potential of your character and other characters alongside them. Whether that's building a large headquarters at a former military base, chock full of vehicles and aircraft and a big perimeter wall with machine guns and traps, or finding a CR-527 (that would be the rarest gun in the game), and three 7.62x39 bullets to kill some animal that might allow you to live another day if you can avoid the zombies, predators, players, and stave off disease, weather, and the cold, it's still the 'end-game' of survival. People here seem to be assuming that "end-game" means it'll be to the point where everyone is operating a full combined-arms force and engaging in ArmA-style mass clan wars, but it's not. Though personally I think the end-game should lean more towards the "Big base and aircraft" side rather than the "You found the one gun in the entire game" side.
  12. vfxtodd

    The End Game

    I like the idea of joining different servers where the owners have modded it to be a different experience. As long as it's not modded to give them the upper hand, such as allowing hackers to intervene in their favor. Believe me, this would happen if it doesn't already. The mere use of the phrase "end game" suggests limitations. You can't deny that. By suggesting there are only three end games you're implying DayZ is limited. And this it what bothers me about many of the posts I read regarding what people want in DayZ. For one, vehicles are already hard to find. Really hard to find. I've played DayZ for 130+ hours and I've found TWO vehicles in that time. Despite my visiting towns designated to having vehicles at least once a day over those 130+ hours. At this point, vehicles need to be more accessible. Interestingly enough, I'm coming across more fuel cans these days. Which is good. But hardly ever finding a vehicle. Which is bad. There needs to be a better balance between fuel availability and vehicle accessibility. But this is an alpha - as SO many people keep forgetting. So I'm more then happy to wait for this aspect to improve before DayZ is released. Patience is rare in these forums. 1. Modding will help increase the variety of possible experiences in DayZ AFTER it's released. 2. Asking for the ability to mod DayZ before it's release, is like placing your cart before the horse. And it's just plain selfish. This isn't YOUR game to mod when you please. Remember, you're not the only one DayZ is being designed for. Hello? 3. If you don't like the current state of DayZ then take a break from playing it. 4. If you really care about the development of DayZ then please share your ideas. 5. Stop whining about DayZ being in alpha. That's its current state. Live with it or stfu. 6. Stop telling everyone what a REAL apocalypse would be like. None of us have lived through one. 7. Despite what your head tells you, your ideas may seem better then mine but they're just ideas. I have suggestions. But don't worry, I won't ask you to join a religious cult. We're just here to share our ideas. Not convert the masses. 8. In the meantime, I will play DayZ while I'm enjoying it. Or stop if I'm not. Happy looting.
  13. darkrider400

    The End Game

    Theres a limit, I agree on that. But heres the thing. Vehicles with think metal plates, and their maneuverability, that depends on the vehicle and the metal. We could be talking Urals with multiple-spaced aluminum plates. Lets say 2 plates, 1 welded directly onto the chassis of the car (lets say a door), and another plate spaced 1 inch from the attached aluminum plate. The average weight of the Ural wouldnt increase that much, and its suspension would definitely be capable of taking the load, while still keeping much of its mobility. However, the 1st plate of spaced armor would slow the bullet substantially, not to mention if it hit at an angle (we'll assume that the bullet is hitting perpendicular though) the space between the armor means the slowed bullet has to travel further, lessening its speed and energy even more, and then, it has to pierce the welded plate, and the door itself. The bullet would likely not make it through at this point, due to its energy not being sufficient to pierce. Let me make another point though, the bullets we have in DayZ are not specific AP nor HP, so penetration amount is lower. So heres the thing, not only will the armor be facing non-AP rounds, chances are it'll be facing 9mm pistol, .45 or .380 auto, maybe a shotgun or .22. None of those should be able to pierce a 1/2 inch aluminum plate (the plates aren't that heavy, I work with them all the time) All this is assumed that at some point we can modify vehicles. All of this is also based on current items, not future. Also assuming that the vehicle is a Ural, and that we managed to find one. Again assuming that people will attack on sight. In that case, we'll assume that we haven't already run them over. And we'll assume that they're jealous. And that they're dicks for shooting anyway.
  14. ZomboWTF

    The End Game

    the makers of the origin mod did it way to far, vehicles with thick metal plates everywhere won't be able to move as well anymore and would have a terrible gas consumption do you really want flying fortresses in DayZ standalone? i guess you have to wait for modability then, the origin team sure will do its part on that then you need a LOT of metal to stop a 7.62 round, or a 5.56 round, these are very high velocity and can punch a hole through a few centimeters of steel plate, and how likely is it to find a steel plate 1x1 meters that is thick enough to stop a bullet?
  15. darkrider400

    The End Game

    Agreed. Thing is, End Games, whether people like it or not, are impossible to NOT have, no matter how much you try, there will always be an End Game. But like the OP said, MODDING VEHICLES. That needs to be a priority. I would find a Ural or something, and then take doors, hoods, trunk panels, quarter panels, every metal sheet I could find, and slap it on the Ural as armor, and make a plow in the front, wheel guards on the sides, windshield guards, fuel tank armor, etc. The people who made the Origins mod for the DayZ mod had the right idea, Bohemia should take a look at that and see if they can get some ideas.
  16. darkrider400

    the problem with dayz: not dank enough

    Yeah, if anyones ever read the Apocalypse Z series by Manel Loureiro, he takes science and realism and slaps them together. Since zombies are ROTTING flesh, they decay and insects (flies, maggots, decomposers), and animals will eat it, and it took maybe 3-4 years before zombies were basically wiped out by mold and didnt have enough muscle to move and got baked if they were in the sun, frozen if they were in the cold, decayed till nothing if they were in moist areas. It really wouldnt take zombies an awful long time to die. But with DayZ being set only weeks, maybe months after infection, I think there should be more destroyed stuff. Obviously as the outbreak would spread, military and government forces would be fighting to contain it everywhere, so why dont we see tanks and other such vehicles in the cities where they would be most common? And assuming that people couldnt really escape the infection, and assuming that the infection spread super-quick, why isnt there so much more loot? People wouldnt have had the chance to pack up all of their items and leave.
  17. Evil Minion

    The End Game

    "End game" as a phase doesn't really imply an end as in "you won". It simply implies there is no phase after it which mean no matter how well you do and many resources you amass you will still stay in this phase. Keeping this in the current "now what?"/"yolo lets fight to the death" state does not make for a good and diverse survival sandbox. There should always be a reason to not die. And at some point "satisfying your basic needs" and "improve your gear" does not cut it anymore. Then you should have the tools to get creative. It's about providing reasons to cooperate and things to do/goals beyond basic survival. It's not about causing a global power creep. That's why the "loss", "effort" and "maintenance" parts are so important. Playing with a bunch of buddies should by no means give you a ticket and basically free power. Average groups/clans (and especially those mainly focussing on PvP) should still be "stuck" in what I would call "mid game". Now the public hive/server switch part is twofold. There are positive effects in having a greater loot economy and in being able to "change your island" and even groups popping up togther can be a good thing as it prevents one group from dominating one server without having to fear competition. There is always the risk the resident clan might be victim of some kind of "viking raid" if they are doing too well. And the "vikings" won't have the same impact if they aren't allowed to bring their base/vehicles/farms etc. (as those things are server-bound). Now the issue with server switching is how fast and easy it is right now (and meeting up on a low pop/empty server and then jumping to your "target server" is actually quite close to ghosting). This can be solved by simply adding a significant cost to "changing your island" - something like "wait for X hours or start anew". This would significantly nerf hopping for loot and add some more required effort to starting a raid as it's no longer "meet up and go" but more "meet today, raid tomorrow, return the day after".
  18. in your OBJECT_DATA table, do the vehicles have the same INSTANCE number as your server?
  19. Evil Minion

    The End Game

    I think in order to provide a complete sandbox experience end game elements are necessary. Otherwise you would reduce the game to easily accessible early/mid game features - which is actually pretty far from a "complete sandbox". There should be features only really available if you have the time, resources or manpower needed and that might actually change the environment. Base building/barricading is definitely a thing especially if it actually takes time and effort to pull off in contrast to magically spawning walls or buildings on the map.Vehicles and other machines you need to get your ands on, get going and maintain. This shouldn't be easy and for some machines/vehicles extremely hard or almost impossible for lone survivors.Horticulture should also be more of a endgame feature with crops growing over extended periods of time and needing regular care as opposed to the "quickly generate some food" we got right now.Companion animals were discussed as well. Taming and maybe even training dogs/horses might be interesting.Improved character/player identification features could make it possible to form communities and incorporate improved social elements like renting or bounty hunting.In the same vein advanced player communication options could open up social options: drawing on paper, spraying walls on pinning notes on them, in game photography where you can give the pictures to other survivors or leave them behind.The crafting system could be expanded on so you can create specific valuable items from rare resources (like some types of medicine). The difficulty might be in getting the right resources, the right tools in the right condition or doing it just right.Applying a significant cost to server switching while keeping the connections and introducing items/parts of extreme rarity might allow for trade to evolve where some players loot through servers in search for rare items while others try to get specific parts together. Would also fix the current server hopping issue.A greater variety in environmental hazards and PvE threats might expand on the survival part and allow for a diverse and challenging experience even if you decide to go full hermit.In any way going beyond the early/mid game elements should be an option and require significant effort all while being vulnerable to loss (destruction, takeover, decay from lack of maintenace). However they should persits enough to be worth putting effort in. Example: Basebuilding - Actually building a base should require quite some investment in time and resources. Otherwise bases would just pop up all over the place and in the end Chernarus would look like it was subject to trench warfare. Now this significant effort should somehow pay off which means base destruction/takeover should require quite some effort as well. Now we basically got two end game elements: Building and raiding where the latter might be closer to burglary unless the owers put in the additional effort of having guards around. A lone wolf who just happens to stumble across a completed base somewhere should usually not be able to get anything off it unless there is a significant weakness. He might come back later though bringing friends and dedicated equipment...
  20. FlimFlamm

    The End Game

    I wasn't able to find a good thread on this topic so I decided to make one. Basically the questions is broad. What, if any, should there be in terms of "end games" in DayZ? 'End game' is the final or highest activity that a player engages in. Once a game is completely mastered by a player, all that is left to do is more of the 'end game'. The end game of DayZ is rather unique because every life can potentially be considered a new game, but the end game still exists in the context of that life. The current end games (yes, there are, can, and should be more than one kind of end game) in the standalone are limited because we still lack features, but as it stands the current end games are: Survival. The first game for all players is simple survival. The game is quite hard at first and we all strive simply to make it inland in our Bambi dayz. This end game has recently got a buff in the form of primitive survival/ hermit style living. (loving it) Running and Gunning. This is what I call players who constantly move around on foot perfecting the perfect and ultimate load-out while looking for pvp action. This has always been a mainstay end game in the DayZ mod and will continue to be popular in the standalone. This is your bandit, this is your hero.The real militant guys who have often wrecked your day. :) Camping/Loot stashing. These are the people who prefer to get the loot and then like to sit on it for as long as possible and amass as much as possible. Hide tents and build small camps, often moving them along with their precious loot stores. Vehicles are highly prized by these players because they can move a lot of loot very quickly. This is basically all that exists so far when it comes to end games in the standalone. Some large groups can do great things with their camps and vehicles, but it feels like there lacks something more worthwhile or interesting to invest time into. Here are the end games I would like to see: Base building: I would like to see base building but not exactly in the same way as in the epoch mod (Sky fortresses). With some very basic modular construction elements like fortified doors and boarded windows almost all of the buildings in chernarus can become potential player bases. If we are given something mroe substantial like the ability to construct palisades from trees then players could have the basic requirement for a place of their own construction. I'm not exactly sure what sort of things they should be able to construct, or how, beyond wooden palisades, but I'm sure there is something viable, realistic, and dynamic we can come up with. Actual base-building sets itself apart from the current end games in a big way. the building of a base is something more long term and more permanent feeling than anything else we have so far. It is at this point that when players die, they don't just try to live a new life, they try to recover the shambles of their old one because they have much more invested than just a load-out of gear or a vehicle. It gives players something to constantly play with in creative and functional ways. It's simply essential. Vehicle Modding/construction. If we can get wooden palisades, then we can protect vehicles from the average riffraff. It would be a wonderful end game if there were 101 ways that we could customize, modify, and improve our vehicles. If we could construct our own makeshift vehicles, constantly be upgrading their engines, their armor, their fuel capacity, painting them and finding better tires, we would have a very long lasting way to explore the game and invest our time in functional ways. I envision some players opting to not build a base at all, and instead living out of their vehicle which they constantly move around and improve. Groups of players who decide to live this way would travel the roads, whether benevolent or malevolent, and likely terrify all before them. (Road warrior/mad max anyone?). And yes, before you ask, they would worship guzzoline, Server Domination. Forming alliances and making enemies between groups is when DayZ brings a real feeling of community to individual servers. I would like to see things like CB radio networks being established, and any other possible realistic way that groups could begin to interact and network with one another without bullets being the primary language. A global chat is a start but it's unrealistic and is immersion breaking, some sort of middle ground must be found. Perhaps if players were given a longer range walkie talkie as a part of their standard loadout? This along with more vehicles and base building will be the basic tools required to really see that so called 'emergent gameplay that the devs have previously alleged they desire What kind of end games do you envision for DayZ?
  21. I was able to spawn more vehicles, but now i can't find them in game, i go to them thru DB and they are not there. This is the RPT if help. Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/Offroad_SPG9_Gue/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/HMMWV_Ambulance/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/HMMWV_Avenger/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/USMC_Soldier/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/MTVR/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/M119/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/DSHkM_Mini_TriPod/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/SearchLight/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/Igla_AA_pod_East/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/Metis/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/2b14_82mm/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/M252/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/M2HD_mini_TriPod/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/MK19_TriPod/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/A10/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/C130J/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/T34/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/M1A1/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/MLRS/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseWeakYellow/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseMediumOrange/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseMediumPale/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseStrongPale/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Cable_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_decor_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/ 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:05 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl/ 14:23:06 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_PowLines_WoodL/ 14:23:07 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_ind/ 14:23:07 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_PowLines_ConcL/ 14:23:10 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/ 14:23:10 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/ 14:23:13 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/ 14:23:22 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon 14:23:23 "PRELOAD_ Functions\init [[<No group>:0 (FunctionsManager)],any]" 14:23:23 "MPframework inited" 14:23:23 "dayz_preloadFinished reset" 14:23:25 "Res3tting B!S effects..." 14:23:26 "z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..." 14:23:26 "HIVE: Starting" 14:23:26 ["TIME SYNC: Local Time set to:",[2012,8,2,8,23],"Fullmoon:",true,"Date given by HiveExt.dll:",[2015,6,7,8,23]] 14:23:26 "DEBUG FPS : 32.9218" 14:23:26 "HIVE: Request sent" 14:23:26 "HIVE: Commence Object Streaming..." 14:23:26 "HIVE: Streamed 0 objects" 14:23:26 "STARTING LOGIN: ["76561198006395951",B 1-1-A:1 (Cap_Nemesis) REMOTE]" 14:23:26 "LOGIN ATTEMPT: "76561198006395951" Cap_Nemesis" 14:23:26 "LOGIN LOADED: B 1-1-A:1 (Cap_Nemesis) REMOTE Type: Survivor1_DZ" 14:23:26 "1, [[],[["HandRoadFlare",9],"ItemBandage","ItemBandage"],""], ["",[[],[]],[[],[]]], [15,20,20], false, DayZMod V1.8.6.1, Survivor2_DZ, true, false" 14:23:26 "CLEANUP: INITIALIZING CLEANUP SCRIPT" 14:23:26 "CRASHSPAWNER: Starting spawn logic for Crash Spawner" 14:23:26 "z\addons\dayz_server\compile\server_playerSetup.sqf DEBUG ["1",B 1-1-B:1 (Cap_Nemesis) REMOTE,"76561198006395951",9]" 14:23:26 ["Character data: blood_type,rh_factor,testdone=","A",true,false] 14:23:26 "LOGIN PUBLISHING: UID#76561198006395951 CID#1 PID#3(Cap_Nemesis) as Survivor2_DZ should spawn at Elektrozavodsk [104:131]" 14:23:27 ["z\addons\dayz_server\system\scheduler\sched_sync.sqf","TIME SYNC: Local Time set to:",[2012,8,2,8,23],"Fullmoon:",true,"Date given by HiveExt.dll:",[2015,6,7,8,23]] 14:23:28 "z\addons\dayz_server\compile\fn_bases.sqf found a nice spot at Wilderness [100:30] (9)" 14:23:28 "CRASHSPAWNER: Spawning 'Mi-8 Wreck' with loot table 'HeliCrashEAST' at [9032.42,10735.5,0]" 14:23:31 "Infected Camps: Loot spawned at 'Camp2_Small' with total loot '16'" 14:23:32 "Infected Camps: Wrecks spawned at 'Camp2_Small' with total Bodys '9'" 14:23:33 UH1Wreck_DZ: MainTurret - unknown animation source MainTurret 14:23:33 UH1Wreck_DZ: MainGun - unknown animation source mainGun 14:23:33 UH1Wreck_DZ: Gatling - unknown animation source Gatling 14:23:34 "CRASHSPAWNER: Spawning 'Crashed UH-1Y' with loot table 'HeliCrashWEST' at [4054.96,12314.9,0.0694733]" 14:23:35 "z\addons\dayz_server\compile\fn_bases.sqf found a nice spot at Guglovo [83:81] (9)" 14:23:35 "Infected Camps: Loot spawned at 'Camp3_Small' with total loot '15'" 14:23:36 "CRASHSPAWNER: Spawning 'Crashed UH-1Y' with loot table 'HeliCrashWEST' at [3955.77,7834.42,0.00115967]" 14:23:36 "Infected Camps: Wrecks spawned at 'Camp3_Small' with total Bodys '6'" 14:23:36 "z\addons\dayz_server\compile\fn_bases.sqf found a nice spot at Dubrovka [108:48] (9)" 14:23:38 "Infected Camps: Loot spawned at 'Camp2_Small' with total loot '13'" 14:23:38 "Infected Camps: Wrecks spawned at 'Camp2_Small' with total Bodys '6'" 14:23:38 "z\addons\dayz_server\compile\fn_bases.sqf: found 3 camps spots in 12 sec." 14:23:39 "DEBUG: Spawning a "Misc_cargo_cont_net1" at [6427.32,7669.42,0] with loot type "Hospital" With total loot drops = 6" 14:23:40 "DEBUG: Spawning a "Misc_cargo_cont_net1" at [7246.64,5164.97,0] with loot type "CarePackages" With total loot drops = 3" 14:23:47 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl 14:24:00 Server: Object 3:53 not found (message 94) 14:24:00 Server: Object 3:55 not found (message 91) 14:24:00 Server: Object 3:54 not found (message 99) 14:24:00 Server: Object 3:56 not found (message 98) 14:24:00 Server: Object 3:57 not found (message 91) 14:24:00 Server: Object 3:58 not found (message 98) 14:24:00 Server: Object 3:59 not found (message 91) 14:24:00 Server: Object 3:60 not found (message 70) 14:24:00 Server: Object 3:61 not found (message 94) 14:24:00 Server: Object 3:62 not found (message 99) 14:24:00 Server: Object 3:63 not found (message 91) 14:24:00 Server: Object 3:64 not found (message 99) 14:24:00 Server: Object 3:65 not found (message 91) 14:24:00 Server: Object 3:66 not found (message 70) 14:24:00 Server: Object 3:67 not found (message 70) 14:24:00 Server: Object 3:68 not found (message 70) 14:24:00 Server: Object 3:69 not found (message 70) 14:24:00 Server: Object 3:70 not found (message 94) 14:24:00 Server: Object 3:71 not found (message 70) 14:24:00 Server: Object 3:72 not found (message 70) 14:24:00 Server: Object 3:73 not found (message 70) 14:24:00 Server: Object 3:74 not found (message 70) 14:24:00 Server: Object 3:75 not found (message 70) 14:24:00 Server: Object 3:76 not found (message 70) 14:24:00 Server: Object 3:77 not found (message 94) 14:24:00 Server: Object 3:78 not found (message 94) 14:24:00 Server: Object 3:79 not found (message 70) 14:24:00 Server: Object 3:80 not found (message 94) 14:24:00 Server: Object 3:81 not found (message 94) 14:24:00 Server: Object 3:82 not found (message 70) 14:24:00 Server: Object 3:83 not found (message 70) 14:24:00 Server: Object 3:84 not found (message 70) 14:24:00 Server: Object 3:85 not found (message 70) 14:24:03 ["sched_lootpiles_5mn: reset lootpiles check, total visited:",95,"listed:",0] 14:24:12 "get: STRING (76561198006395951), sent: STRING (76561198006395951)" 14:24:12 "Player UID#76561198006395951 CID#1 PID#1(Cap_Nemesis) as Survivor2_DZ, logged off at Elektrozavodsk [104:131]" 14:24:12 Client: Remote object 3:9 not found 14:24:12 Warning: Cleanup player - person 3:8 not found
  22. It only spawns a maximum amount of vehicles based on group.
  23. Take a peek at the table VEHICLE_GROUPS also..it appears to be like a global max vehicle count by vehicle ID... on a side note, I also had to delete out the info in VEHICLE_SPAWNS_GROUPS in order to get all the vehicles spawned that I wanted. Though I did this because I added/rearranged/etc the Vehicle ID's to my liking and didn't even understand what this table was actually doing other than stopping some of my vehicles counts from spawning.
  24. alanbr00

    How to Increase Max Vehicles

    Yeah i know, i do several starts. the object_data stops around 55 vehicles. It stop around 55 vehicles It stop around 55 vehicles
  25. P90 as heli crash only SMG and Five-Seven as military semi auto pistol? Basically the P90 would be ultimate end game SMG, with the best range, largest magazine capacity (only 50 round mags though,) high firing rate and moderate damage, with good penetrations on vehicles and armour. Not sure on attachments for it though, besides pistol suppressor and some reflex sight.
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