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Showing results for 'Vehicles'.
Found 41868 results
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In a 225km2 island you would think there would be way more things to drive or ride. I think that the cars are maybe just a BIT too rare, the clans/ groups of people are usually the ones who have their hands on them and leave the newer players and smaller groups with nothing. Considering this map is gigantic, why not increase the spawns of some of the crappier (slower) cars maybe and bicycles too, and whatever else, so you could travel around the map much easier. This will ALSO result in people being more spread out in larger servers, and add to the realism of finding one or two people out and about somewhere in the wild or in a small town. :)
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I cant see the problem with this unless ... All your bothered about is getting to the tent to get all your good stuff back again, so either your m8s have grabbed your stuff and kept it for you or you have been duping and have copies of all the good stuff ( and im giving you the benefit of the doubt that its the first one). Its got nothing to do with your m8s at all, when i get killed ill spawn and die a few times till i get a foothold and then ill kit up on the way back to our camp. Often Ill arrive there and not really need anything other than a gun from a helicopter if i get the chance. Imho the holding stuff etc doesn't do it for me anymore as i can get anything from the game as i go. I still say we should have and immediate with no warning wipe of all tents vehicles and guns and start again. My that would cause some fun on the forums :P
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I would really like to see this in game, but I think it should simply be added to the scroll wheel for all operational doors, if you are on the inside of a door you should be able to lock that door while players on the outside can not. When door takes X amount of damage it is auto unlocked, that way players and zombies can unlock the door and players aren't forced to use a specific item they are free to do what they want. I'm not sure if this would be easier to implement, but it does not include as much new content and I'm all for that, the bare minimum is usually best. The above wouldn't work for cars and including any type of lock for cars isn't really authentic IMO as they should be so easily overcome that it would be a waste to add. If the was ever hotwired you couldn't lock the steering, locked sterring can be overcome anyway, locking doors is pointless as there are windows. I thought that boobie traps for use on a car, or other security features like wheel locks or tire locks would be cool. But after trying to shoot out a tire on my car always before logging out I discovered that people will just blow up your vehicle if they can't take it. The only defense for vehicles as I see it is to provide options for hiding them better, ie cammo net or some type of tent a player can setup big enough to hide the vehicle. The other option would be to allow players to store vehicles in their bases this would be down the road but I think its something that should be looked into and would allow players a way to store vehicles with less threat.
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Hello there, would just like to point out a HUGE stash of tents I just found on dayz - us 104. There are literally about 20 tents with almost any weapon you could think of. NVG's RF's as50's m14's etc etc. The location is around 003109. Why am I doing this you might ask? Well, after having a conversation with the owner of the camp via group chat while the server was having trouble and everyone was waiitng for char to load he informed me his group has multiple huge camps such as this one, even some with vehicles. Seeing as I already gave the cords to my camp to that one guy whos handing out all the free loot and I also gave him this one but neither have been touched yet. Have fun and enjoy the loot!! EDIT:if enough people want, we can have a meeting in kamenka pretty soon and I can bring a bunch of you to the camp. If you think that is a good idea just leave a comment saying so. Would feel a lot safer if you don't bring guns before the trip. EDIT: My camp seems to have been utterly destroyed by pipe bombs... 104 is still intact though... hmm.
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I have been hoping for this to be implemented for awhile now, but from what I understood there was nothing in Arma 2 that would allow it to work. If this is something that can be modded and added into the game, it should happen right away. It never made any sense to me that people would find vehicles, spend the time to fix them up, but whenever they left, they would always leave the keys in it. Keys not only should be able to be found, but a machine used to make keys should be added in as well, giving people the ability to make keys for larger groups of people. Make it so the key cannot be made until the master key is found. I'd like to see keys made for some sort of metal fencing too, giving people the ability to lock up their camps while they are away. Right now it is too easy to just romp through the woods and stumble upon a camp site that has all the best gear in the game. There needs to be some difficulty added into actually acquiring that gear.
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Vehicles do not respawn after reassigning
CyberDemon (DayZ) replied to CyberDemon (DayZ)'s topic in Mod Servers & Private Hives
As I know, vehicels and tents were linked & saved on the server, not as players (on hive). Are you 100% sure? ;) I did this operation about month ago and vehicles were "teleported" back to their spawn positions. -
CHEATERS ON GB 00 Bandit Diaries........... Me and our freinds lost all our gear and our vehicles, seen loads of cheaters on servers last few days, starting to ruin this game now.
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So what is this game basicly?
Daddy'o (DayZ) replied to Punk Panther's topic in New Player Discussion
After you've played for a week you'l be surviving weeks. One of my buds is going on 2 months now. My longest has been 16 days. It's not hard, but you need to learn first. The life expectancy is so short because of so many new players and they're all still learning. Also there are many many many hackers around killing everyone on the servers every now and then, and then there are the people who die and hit respawn button until they get to a spawn location they like. So every time a player dies and respawns, he'll kill himself a at least a 3-10 times to get to a good location. So don't expect much from the average survival timer. Also, the progress elements you are looking for don't exists. Sure you can hit a camp together with bunch of tents, but anyone can come and steal everything from them, run them over and destroy them etc.. same goes for vehicles. When you die, you lose everything. All your gear, camo clothes, bag, weapons, food, tools.. everything. Back to the shore with nothing but a flash light and a bandage. The key mind set in DayZ is NOT TO GET ATTACHED TO YOUR POSSESSIONS. Every camp you set up, no matter how well you hide it, will be found eventually and raided. Every vehicle you will ever find and repair will be stolen sooner or later. Every gun and item you get will be lost, be it bugs, hacks, pvp or pve. That's why this mods full name is "Test of DayZ". The point is to survive as long as possible with everything you got. Not infinitely. If you like a more forgiving play style, that records progress and doesn't so brutally reset back you to zero, you probably won't have much fun with this mod, and I mean this as a good advice. People call this a slow paced death match for a reason, and the only reason this mod is so popular, is because it's so different from everything else. No forgiveness here, only pure, brutal, cruel survival from zombies, and above everything else, your fellow man. -
Server admins do not have the power to spawn gear or teleport. Server resets appear needed to help with performance (I usualy give survivors 5 min warning before I manually restart) Hackers are going to come. My server coped a few today, After the 3rd one, We stopped server for an hour. No problem since. Server admins have been accused of cheating since the dawn of gaming, Regardless of the game. I've experienced it in BF2/BF3. Thankfully not here tho. The problem is the server admins that restart servers after loosing their gear, Or vehicles or tents. They give the rest of us who are simply renting a server for a stable place to play every day a bad name. I get killed daily I kid you not. Alot of them are my fault, I can't stay away from the airfield, Or I run into open ground with out checking. Do i reset the server to stop the guy who popped me with a lee enfield from a good distance? No, If i could I'd say to him "Bloody good shot mate, You earnt my coyote backpack with that shot" Sure i'm pissed off I made the rookie mistake and run into the open with out a care, But that's my fault not his. Basically, Ignore the haters mate. Your not going to please everyone as is always with any position of power. Run your server clean and fair and those who like it will hang around. Frankie US 632 Admin
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So what is this game basicly?
Chandler (DayZ) replied to Punk Panther's topic in New Player Discussion
1. if it´s a fps, with zombies in the mix? It's a survival sim with zombies. 2. Cause apperantly (sp?) there is perma death in game There is perma-death. After death, you respawn with your starting gear. 3. So what can you actually do during this time? Obtain key learnings that you apply to your next survivor pushing your survival time upwards and accomplishing more. 4. If you collect part for vehicles etc they are all lost, and you start from scratch? Yes, since you're dead. Could always try to find your body and get the stuff if it hasn't been looted. ;) 5. So what draws you guys back into the game time after time when you´ve died? I accomplish more after each death. The feeling of improvement is palpable. I become increasingly able to formulate plans and execute them successfully. 6. And is there anything like "guild" ingame, and how does that work if the leaders etc die? There are clans, yes, as well as "lone wolfs." If a leader dies, they respawn with a starter pack and work to link up with their mates. Larger clans may have obtained transportation to speed that process. 7. And I do need both Arma II and Arma II: Operation Arrowhead right? Yes 8. Also, can I join in at once if I get it Yes -
and yeah he is right. I have a 15 day old character survived so many gunfights (like ambush vid at my signature), stole lots of vehicles, ambushed many times. me and my friend learned how to survive and not get killed easily I guess. I used to hide or try to avoid being shot but most of the heart pumping stuff is encountering with other players. friend or foe. lifetime goes up with the experience
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DE10 - Server Thread <(^-^<) <(^-^)> (>^-^)>
caspar replied to caspar's topic in Mod Servers & Private Hives
Finally, i've recieved a Answer for one of my Tickets: ... That said, it is a known issue that tents and vehicles currently duplicate items and generally behave erratically. The team is working on fixing these issues. ...Means, it's not a fault of DE 10, its a behavior which is known and will be solved in further releases. -
I´ve read some about this game on MMORPG, and I like the concept with a post apocalyptic world with zombies. I just wonder if there is any actuall MMO in this game, or if it´s a fps, with zombies in the mix? Cause apperantly there is perma death in game, and average life is 49 minutes. So what can you actually do during this time? If you collect part for vehicles etc they are all lost, and you start from scratch? So what draws you guys back into the game time after time when you´ve died? I´m thinking about trying it, but I want some kind of progression, but if I read this right, that progression stops once you die. And is there anything like "guild" ingame, and how does that work if the leaders etc die? And I do need both Arma II and Arma II: Operation Arrowhead right? Also, can I join in at once if I get it, or do you have to get a invite to test the alpha? Sry for all the question, just eager to find out more about this game from peeps that tried it hands on.
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Vehicles do not respawn after reassigning
ebianbluefox replied to CyberDemon (DayZ)'s topic in Mod Servers & Private Hives
Probably shouldn't do that as vehicles and tents are saved on the HIVE, it's not possible to delete everything and restart from scratch. -
PvP feedback/suggestions & allowing/adding reasons for trust
Leo (DayZ) posted a topic in DayZ Mod Suggestions
FIRSTLY: A MESSAGE TO EVERYONE WHO IS NOT ROCKET. I made this thread to provide feedback for Rocket. He is the one supposed to read it and I hope he will. You are all free to read it as well and reply but I don't really care what you have to say. The person who do might have interest tho is Rocket. So if you want to reply aim it towards Rocket. No discussions please. In DayZ people choose themselves if they want to be a friendly guy or a bandit. I understand we need to keep this ability to choose intact. Bandit players are no problem. But what I feel like is that currently in DayZ most players want to be friendly and team up(with random players) but can't or see no reason to because of how the game works. This is something we can change. Make it "easier/safer" for friendly players to find each other and add more reasons to play in a group, while keeping the ability to play as a bandit intact. Changes like when people no longer spawned with a gun. That was one of the best changes I've seen happen in all the DayZ patches. So lets get started. I'll begin with how it also begins in DayZ. Spotting another player and deciding what to do next. Currently the decision what to do next is usually shoot the guy. You do this for self defense. The distance you can get killed at is huge and you will die really fast. You simply don't have time to try to communicate because you will be dead before you can say "friendly!" Whats going on here and what should happen can be showed quite easy with some graphs. There is the Range Graph and the Time Graph. Lets start with the Range Graph. Range Graph HOW IT CURRENTLY IS Range Graph HOW IT SHOULD BE If players get the chance to communicate before they have to fear for their life they won't have to kill everyone they see on sight simply because they don't know. They will have quite a bit of information about the other player after all. What did he say? Does he keep moving closer to me even though he can already communicate? Even if he won't communicate that will tell you a lot. Weapons won't have to be completely useless at longer ranges. they just need to be less lethal giving a player the chance to run away to safety if a player he spotted starts shooting at him. How do we achieve this result of reduced killing range? (or increasing communication range, but I won't go into that) One way of doing it would be to nerf all the guns accuracy and damage. But this might hurt the games realism and authenticity. I think weapons will need a slight nerf but we can't go too far. Do remove one shot kills like the lee enfield and make the weapons that are two shot kills now possibly three shots. Possibly a better way of doing it tho would be to significantly increase the rarity of primary weapons and their ammo. Also make carrying the ammo for primary weapons take more inventory space. What kind of weapons you can currently find is ridiculous. The AS50 sniper rifle is more common than a CZ550. The best example of a balanced primary gun in dayz would be the double barreled shotgun or even the crossbow(crossbow needs a buff tho). All weapons will need to be rebalanced and some removed. Lets use the lee enfield as an example on what should happen: -Lee enfield spawn rates (slightly) reduced. -Lee enfield bullet damage reduced from one shot kill to two shot kill. -Lee enfield clip size reduced from 10 to 1. Altho the weapons that need the biggest nerf are all the military weapons. They need to be EXTREMELY rare. reduce the spawnrates of these weapons in firestations, deerstands and crashed helicopters. Deerstands can spawn CZ550s instead. that rifle completely disappeared from the game and its sad because it was one of the better balanced guns. ammo quite rare, only 5 rounds per mag and doesn't one shot kill, especially at range. What we are aiming for is that everyone will be running around with pistols. They are the perfect standard go to gun since they can't hurt so badly at range. Note that players can still carry a primary weapon as well. Its just really stupid to do so because it will be an ineffective weapon against infected, and if infected start attacking you while you still have your primary out you can get screwed before you switched to your side arm. Making primary weapons and their ammo so rare will also tell players who see others carrying a primary a lot of information. Using a primary against infected will be almost out of the question after all. You don't have enough ammo for that. and chanses are if a player has a primary he must have a pistol too. Primary weapons will be quite rare after all. Why does he have his primary out? Chances are if he does he is a bandit. Or while you are trying to communicate with a person you just spotted he switches to his primary weapon. Chances are he's hostile. I suppose its kinda like recreating the bandit skin. But in some indirect way and nothing is certain. Sure, some people might cry that they can't get cool guns anymore. But honestly a double barreled shotgun is just as cool to kill a person with as an AK. and a CZ550 will be just as shiny as an AS50 if the CZ550 is rare enough. Altho that doesn't even matter. DayZ isn't about shiny weapons. It's about interaction getting an experience with other players. The second graph is actually really simple. Its "time to communicate" VS "time to kill" I kind of started talking about this already with the lee enfield being a one shot kill. This stuff mostly applies to short range engagements tho since you are already communicating. Again, pistols would be the perfect balance. If player A decides he wants to kill player B it will be a bit risky now, because player B will have time to respond and return fire. The next thing I want to talk about is adding more reasons for players to play in a group. One of the obvious things that would be a great addition would be more things to do other than finding loot & repairing vehicles. But I'd imagine these things will take a lot of time to implement and I don't know much else to say about it other then "They should be there!". So lets move on to things I can say something about. These are hopefully a bit easier to implement since its just gonna be about tweaking what we already have. kinda the same as what I suggested with the weapons actually. Make certain areas of the map almost unaccessable for players who are alone. Have the infected deal more damage and have certain areas have more infected activity than others. For example a small town could be accessible, or sometimes accessible to single players. But a large town like Cherno or Electro would be too dangerous to enter alone. What I mean with sometimes accessible is randomize the amount of infected that spawn. If you're lucky there will be hardly any infected in a small town, but Cherno and Electro are so big there will always be infected. One of the most important things that need to happen for infected to be more dangerous is that they will be able to hit players that are running at full speed. Perhaps the infected will break the chase if a player ran so much meter away from the infected spawn building. This will give players without a weapon that got spotted at the border of a town a survival chance. The next suggestion which would support group play is the following: Remove the ability of a player to bandage himself, or make self bandaging less effective than when another player does it for you. Like, after bandaging yourself you will lose another 2000 blood until you finally stop bleeding. This change will also have an effect on infected difficulty and not being able to enter certain areas alone. Exactly what we wanted. My final suggestion is more about the PvP aspect of group play. It will add reason to play in a group and at the same time make players a bit more survivable, something I was aiming for as well back at the start this post. The suggestion is: Every time a player is about to die, rather than dieing he will enter the unconscious state with the hourglass timer and bleed. If no one helps him he will bleed out before the hourglass timer is over, if someone bandages him he lives. This mechanic is already in the game but not common enough. It needs to happen almost, if not all the time. Whats important tho is that it will happen INSTEAD of dieing. Don't make all players go unconscious at half their normal HP. That will just reduce survivability again. The suggestions made at the start of my post about weapon killing power had this final suggestion in mind. What makes everything work is the balance between the two. Survivability is increased enough, while hopefully keeping authenticity intact. Rocket, I hope you found my feedback helpful. Some of my suggestions might not work too well but I hope I did bring over the general direction I think you should be going. Regards, Leo EDIT: I've got some updated thoughts about the primary weapon balance. Basically I've had some pvp action again in the last few days and I realized how hard it is to hit moving targets in DayZ. This is just the way the arma 2 engine is so we will have to work with it, so what I suggest is to have a good amount of high clip size, low bullet damage weapons in the game because these will be the most balanced weapons when comparing battle vs moving and stationary targets. Example weapons: MP5, winchester, remington, m1040, all the pistols. These weapons, plus some lee enfields, double barreled shotguns and CZ550s should become the standard weapons in DayZ. any of the other weapons should be really rare and possibly not even spawn in fire stations or deer stands. -
So, Im 30years old ive been playing online games since Quake I in 1996 and a gamer all my life. Studied Computer Security and Ethical Hacking at University. I hate hackers, script kiddies etc. I do however run a DayZ server and several times would the entire server get nuked, people teleported. A-10s spawning, Invisible people, emptying entire clips into people and grenading them and they still dont die. So i decided to take matters into my own hands and Police the server from hackers. The only way to do this effectivly was to write some scripts and BE bypass. So there I am I have two working BE bypasses and several scripts at my dissposal. Now i never use them against innocent people and have strict policies that i uphold. But it is the only way to combat against these people who pay for there scripts and call themselves hackers. Is what i am doing wrong? should i just leave the kids to there scripts? I observe people and what there doing. Im invisible and cant be killed. If i find someone who spawns themself vehicles or weapons or running around with hacked weapons, i normaly watch them to fully understand what there doing. Then either break there legs a few times, see how they react etc. If they are using scripts i will turn them into a goat/cow/boar - if somehow they get out of that and dont DC i will kill them. Then most likely they spawn at the beach and equip themselves with all the best items and at that point i will add there ip and guid and ban them from the server and continue to kill them / break there legs / turn them in to a sheep untill they dissconnect. And most of the time they dont change there game name so i will put there name into dayZ commander and follow them doing the same thing. Griefing the Griefers - its what gives me satisfaction in this game at the minute. But is what i am doing moraly wrong? I have been doing this for around 3weeks - ive been playing dayz since 1.6. Hacking got out of control and i wanted to police my own server and allow people to play the game there without hacking idiots.
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I played dayZ a lot before it became so famous (I even remember helping out Rocket figuring out a problem/bug that led to a lot of players getting stuck at the char loading screen), and back then I really tried not to remember much of the map of Chernarus like some hardcore ArmA2 players do. I'm just playing a survivor who is looking for stuff to scavenge, and if there's a town in sight, I go there, check for stuff, then I head off into a direction I feel like going. If I walk through wilderness for half an hour, that's how it is. If I see a building in the distance, I will go there and check it out. If I see a flare at night or another survivor in the distance, I get into cover and observe them for a bit before deciding how to react. I'm playing "me" in a landscape I don't want to memorize by playing it over and over or - in my opinion even worse - with that map of "DayZ-Chernarus" that shows you where you get little or big loot and vehicles or choppers. I take this mod like an adventure for a virtual me and try to play it like that over and over again. Though I have to admit, since I came back to DayZ a few days ago, A LOT has changed since the beginning. No water bottle, no can of food, and now even no weapon at start. It's crazy! ^^
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Will 'Rockets' proposal resolve the disconnect exploits?
S1ippery Jim replied to Dempsey (DayZ)'s topic in DayZ Mod General Discussion
Interesting how strongly Rocket seems to feel about having underground bases...just wondering how we are supposed to store vehicles underground...not much point having a base otherwise except for tents/equipment -
You have to think that someone would just hot wire it if they didn't have the key. It could introduce a level of delay into stealing vehicles. If you have the key the vehicle starts straight away, if you don't you get the option to hot wire, which could take a random amount of time, say 2-6 minutes.
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First I'd like to thank you for not voicing your opinion in a douchebag way, I greatly appreciate it. Moving on I see where you could think locks are obsolete, you could say the same for barbed wire, tank traps, and many other blocks. The point is it would allow for less ugly map clutter and a simply way to keeps doors, gates, vehicles somewhat safe. Not to mention that the playing it safe idea is how you survive in a horror, you don't see Scooby Doo running around trying slap the bad guy. or the smart people in the walking dead unlocking their paths and allowing everything to free roam into their space. As for your hatchet idea, the thought crossed my mind but I think it would be better fit for the crowbar as it makes a little more sense and would give a use to a useless item instead of adding yet another feature to a multi-featured item.
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NY #6962 - RQA Server Official Thread
pastyfarian replied to vonlinchen's topic in Mod Servers & Private Hives
Please do a server restart. Tents and vehicles are missing. :D -
You have to think a bit more engine wise, Arma2 does not have keys required to enter a vehicle so neither does DayZ. I think the idea isn't bad per se but finding rare keys AND finding super rare vehicles is a bit overkill. With my luck i would find the keys then die repeatedly and losing them again every time, then finding a vehicle but no keys... No ill stick with finding rare vehicles and then the parts to fix them which take a lot of work and are pretty rare themselves. Good try though!
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This has probably already been suggested, but I couldn't find a post for it, anyway here it goes. If you've ever had a vehicle you know the frustration of only keeping it for one day after losing it to someone aimlessly wandering the woods, a helicopter with a radar, or a hacker with an esp that shows all vehicles in the server. So, why not add keys? No one in a zombie post-apocalyptic world would leave the main supply of food, water, medicine, ammo, guns, and transport ripe for the taking. Now like most ideas, mine can be expanded and changed from the specifics that I'm about to mention, but here's what I started out thinking with. Keys that spawn in grocery stores, houses, bars, hotels, factories, and sheds. Any residential areas or any place where cars in real life would have been taken, so just about everywhere. But, these keys should not be easily found, they should be extremely rare and difficult to find if all cars use the same type of keys. Another possibility is keys made specifically for each car, it really depends what the community thinks would be better. Also, a set of keys I believe should come with the car, and a possibility is that you need a toolbox to get in a newly repaired car for the first time, as if you hot wired it or something. You should be able to keep the keys on your tool belt safe from the taking and they should go into the cars inventory while you drive. I also think that you should be able to lock your trunk, maybe some cars you wouldn't be able to like the V3S truck, just because the bed is completely exposed. So there we go, keys, give me any thoughts or ideas to expand this one, or even if you think this is a good suggestion, thanks!
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Yes, but there is always a chance of griefing as we are seeing with barbedwire,sandbags if you were to be able to put locks on doors or objects you've placed yourself. But locking vehicles and add lock picking would be cool!
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armor on/off? and other server settings
Hakultair replied to davidecibel's topic in New Player Discussion
1) Armor makes you and vehicles take more damage before dead/destroyed 2) Allow people to go into 3rd person view 3) Guns that aren't supposed to show tracers (bulletpath), like small handguns, do anywayz 4) Enable crosshairs ingame 5) Show when a players dies in chat 6) Locking your server doesn't allow other to join it, this is not allowed and could get you blacklisted.