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Found 41868 results

  1. A few facts that strengthen my belief that cooperation will increase over time: All the forum threads from players trying to create law and order, safe havens, camps, anti-bandit groups and clans. (everyone seems to be a lawmaker here) The short-lived fun of griefing (boring people like short-lived thrills, but scriptkiddies and griefers will die down when player growth slows down) The increased stats tracking and increased player pride in managing to survive. (players will value their progress more) The increased focus on vehicles and camp building (vehicles don't desync like crazy any more) And one fact that keeps me thinking there will always be bandits to some degree: Pvp is fun because tension is fun, and Day Z does tension like no other game. Strategos: I agree. The lack of long-time accountability needs more options for info-sharing. Notes, journals, bandit skins, sheriff badges, what have you.
  2. I like this idea; makes people test every phase of the game (new, ok gear, good gear, great gear) so all the bugs can be found. I don't see how sitting at your base with a dozen tents and vehicles just so you can go out and snipe people is "testing" the game.
  3. I only administer bans in relation to information I pull out of scripts.txt. If this actually occurred I was not online at the time that it did. That video was recorded and uploaded July 22nd, you, yourself, have confirmed that you waited 3 days because it took you awhile to log in and find out you were banned. There were tents and vehicles on the western side of the tower on the 22nd of July. We don't have any hacked weapons, everything we have is legitimate in DayZ, that AS50 TSW was the first TSW I've seen in DayZ, G36C's are more common hacked load outs. And let me ask you a question....why do you think we set up that base? Do you really think thats our base? We set that base up for the express purpose of fighting people. If you were banned without cause it was because you were operating in the middle of a bunch of other hack related bullshit that we were dealing with at the exact same time. We put that base there with the express purpose to fight for it. We would not take down the server simply to save the crap we had there, cause, as I said, that wasn't even our main base. It was a forward operating position which we were using for quick access for coastal spawns when we DIED. You're acting like we shut down the server and banned you cause you "found our stuff", dude you found a bunch of stuff we didn't give a shit about, we didn't even empty the tents when we flattened them. And the only reason we abandoned that FOB was because it had been teleported to, marked on the map by people using ESP and just been a general hacker magnet for the entire weekend, as the video shows. We've lost plenty of people on our own server and everyone knows the rules. The server only goes down for major bugs, daily restart, or major hack attacks. If the server was shut down after you killed Rayce and Daedalus, neither of which have RCon or admin access, its because they communicated that they were dealing with hackers to someone who does. And if thats the case I will definitely look into that. But seriously, think about it, why would any clan set up an obviously fortified base without the intent to fight for it? Hey if you got some cool guns while we happened to be sleeping (rare, but it does occasionally happen) good for you man, hell even if you got out with our vechs, thats the rules of DayZ. I think if your situation is as you state it, you ended up on the raw end of a ban stick after our three admins spent a whole weekend dealing with the crap you see from the July 22nd video. As stated, I didn't place that ban. I will find out who did and investigate the situation on our end. But simple facts are, no one assaulted the FOB's front gate the entire time I was running that FOB, you must have done this during a short period where I was actually asleep at 3am - 4am PST, which is rare indeed cause I usually play in the way early AM. And if I didn't want visitors from the front gate, why do you think I left it open? We built that base to fight people from. Sounds to me like if your story is accurate, you just ended up dealing with one of our admins after we'd had a pretty rough couple days in regards to hackers...but it definitely wasn't me.
  4. First, it's going to be a long post, if you're looking for a fight and can't read more than 5 sentences in a row, go to one of the whine threads. Second, I am well aware this is an alpha. But giving feedback is what testers do during alphas. Third, this is about gameplay, I'm going to ignore all the bugs, hax, disconnects and whatnot. The gameplay looks sort of like this. (stage1) You start the game, you don't know really what to do (especially if you haven't played arma2, you might have a problem with controls), you aggro a lot of zombies, you spray bullets at them, you can't really find anything good and you constantly get either eaten by zeds cause sooner or later they break your legs or you get shot. Probably by snipers in cherno/electro. Then you figure out how to sneak and where to look for the things you need. After a quick snoop you stay away from the coast, you get some decent guns and know how to survive. (stage2) You get a handle of things and are pretty comfortable with the game although paranoid of getting sniped. Your last attempts at being friendly resulted in getting shot in the face so now you just shoot first . You visit stary and maybe even NW airfield. You set up a tent(s) and start bringing things there. (stage3) You and your group has been hauling military loot to your camps so much that there is no point looking for more. (I have a frigging list of servers with coords of camps and vehicles noted.) Now a question arises. Since you don't need anything else what do you do? Fight zombies? What zombies? Those skippy trifling things that pose no challenge? Why? They don't have any loot and killing them is just annoying. It's like fighting moskitos. And most of the time you treat them just like that, if they are following you, you just keep going and loose them. Once you get a hold of how they work, you don't ever have to shoot them (the only thing they are good at is indicating if there are players in a town you're approaching). If that's not a challenge then what? I know, PvP. Lets raid stary or cherno or electro. And that's the final stage of the game, PvPing without caring about dieing since you have a ton of weapons stacked in camps. But it gets dull. I mean the firefights might be more intense because you're actually penalized for death but, you could be just playing arma2 or some other shooter. The gameplay in the endgame is like taking quake, making a very large map, putting weapons, health and armor here and there with some really weak bots guarding them, and that's it. Is it really that different gameplay-wise? Just deathmatching in hotspots. It can be so much more (and I hope it will). Right now there is no social interactions in this game. The only way we're communicating with strangers is by sending them bullets. And that's because there is just no reason not to kill everyone on sight. Not only you get their loot but they can't kill you if you kill them first. If you don't want quake on a large map there has to be an encouragement to group up or/and discouragement to kill everyone you see. Wouldn't it be much more interesting if the game would mostly be about survivors grouping up against bandits who are constantly hunting and infiltrating them? And I know it's a sandbox. But "sandbox" implies you can do what you want, you have multiple choices and all of them viable. I know we should be making our own story. But here aren't many things to do here. People do what benefits them the most. And right now it's killing. Not only it's challenging but it gives you better gear. The point is: there needs to be something to do other than mindless pvping once you no longer need to look for loot. The game feels empty in the end game. I've heard there are going to be camps? How's that going to work with being able to change servers? The standalone is looking promising, but in order for camps to work the characters would have to bound to the server and the server would have to be much larger. I just feel that the gameplay is boring and not really satisfying after you get good at the game. Is it me? Is PvPing on a large map with scarce weapons and supplies really good and I'm just expecting too much? You know, I signed up for a zombie apocalypse survival, not Free For All Deathmatch on a large map where zombies are barely affecting the gameplay.
  5. there is no need for flying vehicles in this game. Arma has them, but this is a zom(bandit)bie apocalypse.
  6. Eldo (DayZ)

    Saving Vehicles and Tents

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

    Adding wound and stamina system from ACE.

    This system is great but more vehicles would go in hand.
  10. 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.
  11. 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.
  12. ArtV

    banned from us 913

    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.
  13. S3V3N

    Trade Zones

    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.
  14. osirish

    Biggest/best camp you've found so far?

    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 :(
  15. 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.
  16. 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/
  17. 3rdparty

    Trade Zones

    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
  18. 3rdparty

    Trade Zones

    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.
  19. "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.
  20. 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.
  21. 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....
  22. suspense

    Hacked Gun and Red beret camo.

    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.
  23. 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.
  24. Bobcomss

    Should armed vehicles be added to Dayz?

    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
  25. 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.
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