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Found 41868 results

  1. Ok you say we should test new lootsystems? Heck when did that change the last time? When did something change about the way you gear up were you get your stuff? Rocket did play around in the past with the system, last interview i have seen with him he sayed he will not realy mess around with it, engine and other stuff needs to be sorted out first, so why do a wipe if nothing changes in the process of looting and gearing up? Next point, bugged vehicles? Too far away from loot? Heck, first there is no too far away ever, and if there are bugged vehicles, well then find a way to fix that now and forever, not by simple wiping stuff, no by finding a way to id broken stuff and write some code that this will be fixed, not semi fixed by wiping. We are here to test stuff, right but for me it realy makes no sence to test the same stuff over and over agian. So wiping every patch will not help, it will only slow down the testing over and over again. If there are major changes to the game, like a totel new lootsystem, a total new vehicle system or what not, i could maybe agree to do a wipe then, but not if only minor changes are made or stuff got fixed, i do not get the point why there should be a wipe every time a small part of the game gets changed. Even if DayZ goes standalone there will be changes in the game, would you ask for a full wipe then too? NO, cause that is not testing phase right? But what is testing all about? Get the stuff sorted out and make it work in the future, were a wipe is not the key to solve a problem, were you have to find a way to fix stuff without doing a wipe to not piss of your players.
  2. Stay in this server is good :( , is easy have all vehicles . EOL is the tag of me guild. And your base less than 4h if you dont move him Bah i think you are going to have for more time , the server is kicking me all the time
  3. 3rdparty

    Trade Zones

    NPCs definate no no. Its easier to defend because yeve given (and still how are these gear and vehicles distributed?) a set of peeps armored cars vehicles, a stock pile of the best weapons and a ready made shake-n-bake colony on an island OR carrier. In actuality it would be a logistical nightmare, possible, and certainly very cool, but a logistical nightmare to set up and maintain. Not saying the island isnt a good target to set up on, jsut that youve literally handed in the challenge every one else faces of getting the best weapons, items, location and vehicles.
  4. Montival (DayZ)

    Saving Vehicles and Tents

    I think you are simply being paranoid. For someone who has never played around with tents before, claiming server instability as a reason against server persistant tents is weak, in my opinion. I've never had issues with a server messing up a tent. You are also not tied to a server because you pitched a tent in one server and stashed gear there. You can still roam about other servers. If you need to revisit your tent, all you need to do is travel to the spot your tent's at and relog into the server that has it. I find it highly unlikely this mechanic will change, so you'll have to compromise like I suggested or not even bother with tents and vehicles.
  5. Azrail (DayZ)

    Guillie suits

    we found a camp, its duping them upon every restart because the tents won't save. i slowly begin to think a complete wipe, inventory, tents, vehicles, might be a good choice at some point in time. could be linked with the return of helicopters, that would very well fit in <3 i find it funny coincidence, that the last patch, introducing more fixes to battle duping, introduced bugs which make duping even easier xD coding is a bitch.
  6. 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.
  7. Anduril

    Should armed vehicles be added to Dayz?

    Absolutely! I simply don't understand this lust everyone has for more military gear! There's too much of it already! If anything i wish it was the opposite, where even finding a handgun and enough ammo for it was a challenge in itself. Let alone having to deal with food, thirst, health, shelter, etc. and of course the infected and other players. If you all crave this unrealistic hi-tech military shit then surely this isn't the right kind of game for you??? Personally i'd like to see more 'normal' vehicles such as cars, bikes, bicycles, even boats (seeing as there are several docks). I've no problem with that at all. And of course being able to establish a proper camp or 'base' would be great - but not some ludicrously inpenetrable army-esque underground fortress like some people want! I'd prefer something more modest, or realistic based on your environment and what's available to you... and old shack, an underground sewer, abandoned houses, barns or warehouses, etc). There's so much potential here for a truly awesome game, but it's vital, absolutely VITAL, that it retains some 'realism'! For example, i know if my town went to hell, top of my list of would be finding some place safe for me and my loved ones (which could include any kind of vehicle to get us the hell out of here), getting food, water and medicines, and finding a means of defending myself from the horrors outside!! I wouldn't be thinking about getting ghille suits, thermal scoped sniper rifles and armed helicopters ffs!!! :)
  8. So, me and my clan headed towards Zelenogorsk yesterday and checked all of the vehicle spawns, we even checked in Myshkino (we are headed for NWAF) but nothing was there. I know that maybe they were all taken but was wondering if the vehicles don't always spawn there? With there only being a certain chance of them spawning in that position. Is this correct?
  9. When the map is fresh all the vehicles will be at their spawn position, they get taken very fast so you just need to be faster!
  10. 3rdparty

    Player Base Building: The MCV

    I kndna like the idea of taking vehicles back and incorporating them into a customized base. Would give a nice refreshing cycle of respawning vehicles. Not some transformer holiday home, but find a bus, take it back to base, split it in half and have it serve as two walls. (obviously missing many details on mechanics and other items/vehicles)
  11. S3V3N

    Trade Zones

    I am more looking for an immediate solution. Not trying to improve the future retail game. In a retail game a lot can be done diffferently though you also need to keep in mind that the engine has limitations. Caves, for example aren't possible with the current Arma Engine. I doubt something like sewers would work without being instanced/loading times. What troubles me a bit is where those vehicles would go with the trade items that weren't sold. There isn't a single safe square meter on the map, and the only thing I can think of that's halfway safe is far out, on the sea (carrier). The carrier would be another good option for a trade spot, since it is secure and well within reach of boats and out of snipers. There would have to be a boat taxi service though. So instead of a convoy, lets have an armada and it takes players to the carrier, which is a trade only zone and heavily protected. Btw, I really like all the ideas that this thread has provoked. That's the real beauty of this game - imagine there was more like that ingame. People trying to figure out how to make a better living and game, instead of shooting and looting, only. That will never be lost (and is okay too), but I feel we could add a lot with our own ideas.
  12. ScottyTheEngineer

    Let's play from beginning with every new big patch!

    Agreed. From a testing point of view it would be better to start clean every time. Changes to the game are made to alter the game experience. But if the game is not cleaned of all the stuff from the previous versions, the consequences of these changes might be quite different or the causes of certain effects might be misinterpreted. Let's assume the loot spawns would be rebalanced and weapon spawns would be reduced. This change would not have the desired effect since there are 100000 hoarders with military grade weapons in their tents/vehicles. It is obvious in this example, but there might be situations where certain newly implemented game mechanics fail due to the burdens from previous versions and the connection is not obvious at all. There are also buggy tents that cannot be used anymore and half-broken vehicles in the outskirts of the map that do not despawn, but are too far away from loot spawns to be repaired and thus do not contribute to the game anymore. So, yes: let's start clean everytime!
  13. xwhitemousex

    Saving Vehicles and Tents

    Tents and vehicles provide you with a camp that all your friends can use to stock up on supplies as well as being a key point where you can run back if you are killed to arm yourself as well as quickly get some food and drink, and most likely some basic tools. At least if your team is actually thinking ahead while using the camps. Also, if you want to keep those camps, you need to defend them. Which means you should make regular stops by the camp, or even have people around to watch it during peak hours to avoid scavengers or teams that raid camps. It provides you with a point of relative safety as well as quick way to re-equip yourself or simply switch weapons based on what your intentions are for the day... i.e. overwatch and sniping, solo runs into towns and so on. With all the benefits having a camp site gives you, there definitely should be drawbacks as well. And right now, those drawbacks are the simple fact that you need to defend your camp. No, you can't protect your camp at all times, or all hours of the day. Once you place a tent, or obtain vehicles you can be 100% certain that they will eventually be raided or stolen... just as you can be 100% certain that you will at some point end up dead and have to restart (yet again). If you could simply log off your tent and entire camp, then it would be too simple for people to keep their stash safe. If you suspect someone found your campsite on a server, you could just log off and go to another server... and they would never be able to figure out where you went... thus won't be able to find your camp again. However, as it stands now... if you engaged someone by your camp you have 2 choices... either defend it and fight it out... or break up the camp to relocate it elsewhere. This is a good thing since it more or less forces you to actually fight for your stuff. With your suggestion about logging off your entire camp... you could just Alt-F4 your whole campsite the minute you knew someone came across it. Game needs less logoffski, not more. Persistant tents and vehicles = good thing.
  14. CarloNord

    Player Base Building: The MCV

    Play any Command and Conquer lately? And personally, I prefer the idea of loading up bits and pieces for base contruction in your vehicles or inventory, as opposed to the all in one vehicle. That way it's far game, not whoever finds it wins.
  15. For starters; I'm just throwing my feedback on the pile. Not trying to whinge, complain, what-have-you. Just adding my honest feedback after 100 hours on this mod. Most people jump on after 2 hours and give a review. It started out great, what with all the hype (I started around 1.5.8, mid-May) on the gaming sites. Was great fun, a refreshing experience. Hard to learn (new to the engine), but slightly rewarding. It wasn't long before I was able to gear up quite consistently. Once you get the infected behaviour down, it's pretty straight forward. I stuck to barns and deer stands off the beaten path to NWAF, then geared there and kept exploring. My average lifetime was around 10-15 hours for the first half or so. I then had my stint of hanging around Cherno, which began as exhilarating, given all the tension and unknown of player interaction. A lot of new players came in, and it removed a lot of the mystery as most people would shoot even if you posed no threat (as we all know verrrrry well if you ever read anything on these forums). This made high-pop areas quite boring, especially coastal towns, given the zero-fucks-given mentality of freshspawns. In the last 50 or so hours I died maybe 3-4 times. Mostly just due to impatience in high-risk spots like NWAF, Stary etc. After I die I lose interest for a few days. This is partially due to my personality, but I think it also gives way to why I believe this mod may be lacking in replayability in the grand scheme. Once you get good at gearing, and you die, the punishment for me was not losing my stuff (I honestly have the most fun with just a Winny or a crossbow over AS50's and NVG's etc), but the inevitable boredom of getting off the coast. It takes a good 1 1/2 hours just to get back off there. And once you've done it a good few times, it just gets old. The last few times I died was not "oh no my gear" it was "oh no my time". I like to play games for hours but life does not always allow. And having to do a running simulator for 2 hours after you do avoiding bugs to get back to having decent gear again is just boring. Don't get me wrong, I loved playing this game, but respawns just get old, really fast. I like the punishment of losing my character and all my gear and perma-death, because fuck yeah, I got attached to that shit and losing it made shit real... but I don't like the inevitable boredom of running. I'm just glad I have a Logitech G510 so I can put a macro set to autorun and go make some tea or get my giblets wet while Pvt. Dickface runs his tits off to Stary. The other flaw is the playerbase, which you can't really flaw the dev's for, but they really need to add more incentive to do something other than PvP/murder. People often say "make your own game", and I have, I've been the medic, Robin Hood (some HAPPY players that receive Urals and GAZ's for just being kind, haha), raiding camps up north, given random people vehicles, tons of stuff. I can't really think of many things I haven't done in this game, and it doesn't matter who you are because this game simply revolves around PvP in it's current state, and nothing an individual does will change that. Again, PvP is a beautiful and very fun dynamic in this game, but when it's just about the only thing to do the whole mod just suffers. My suggestion with the game in its current state would be to make non-military "endgame" loot (such as cars) much more accessible to newbies and coast-dwellers... and everyone, and make guns rarer. Cars are so rare (why, I'm not sure. It does add value, but could you imagine Pokemon if you only got a bicycle right near the end?). I didn't see my first one for about 17 hours. They should be sooo much more accessible, and common. Especially for new coast-dwellers. Take away the boredom of Running Simulator 2012. I think much more common vehicles and less guns would change the dynamic up quite a bit. It's alpha, TRY different things, not this odd tweaky business. In my time as the Robin Hood, we followed and watched what some of the clueless nubs we gave vehicles to, and it was so much more interesting than the current state. People that get cars currently are usually vets, and then they drive them an hour up into the hills and do... nothing with them. Cars are currently so rare no one wants to do anything with them for fear of loss and they just get stashed, which is insanely boring. At least make the smaller vehicles with little storage space and purely for transport more common. So yeah, gratz if you actually read it. It was a fun game, but there is really just nothing to do in it any more. I've had a great time, and won't be uninstalling in case there's a big update with generators and floodlights and player-controlled areas, or something that would spice the dynamic up (not bear traps. That's probably the dumbest addition there could be... no offense haha), but yeah. It's out for me for now (this isn't one of those weird threats, again, I'm just adding my honest feedback). Thanks for your time. P.S I have seen *****1***** hacker in 100 hours. In my 98th hour the whole server was teleported to debug plains and turned into a dog. Meh. Must've been lucky.
  16. Azrail (DayZ)

    Generated tent sites?

    if the tent isn't saved after you take something out/in, the contents will reset after restart. working as intended? yes and no i guess. tents and vehicles need to be saved automatic.
  17. Zike

    Should armed vehicles be added to Dayz?

    They need to add vehicles like of the show storm chasers. Basically add vehicles that appear to have been modified to protect you from Zombies and bandits. Maybe some old school Thunder Dome type stuff.
  18. Silushun

    Should armed vehicles be added to Dayz?

    What I think would be cool to have is Modified Vehicles. You ever seen Dawn of the Dead? When they ramp up those Mini-Buses? Yeah thats what I'm talking.. You find like Scrap metal and all this, like.. you need 15 pieces of Scrap metal to make like a Metal Side panel.. Something hard to acheive but worth it at the end. Non of this Already enhanced vehicles though.
  19. Rek Seven

    Saving Vehicles and Tents

    No whitemouse you are wrong. I don't what to horde my stuff. Infact i have never even pitched a tent. It's just that with the current instabillity of the game and the servers, i don't like the idea of being tied to a server. Plus, lets say the items were tied to the player, they would still be at risk of being stolen while you are online. By your rationel, your character should just lie down and sleep when you log off instead of disapearing from the server. WavezZ, i see your point on the vehicle thing but it could potential work if the spawn mechanics were tweaked or the game simply informed you that the maximum number of vehicles for that server had been reached and as a result, your vehicle could not be loaded this time... But yeah, tents would work.
  20. xwhitemousex

    Should armed vehicles be added to Dayz?

    TL;dr - If you want more weapons and armed vehicles, then stop playing the DayZ mod and go play multiplayer in vanilla Arma2. Yeah, why not. We already have AS50's and L85s with thermal scopes, as well as other military equipment such as G17's, AK47's, M16's and assorted machineguns. Lets add technical vehicles, but lets not stop there. Lets also add APC's, BMP's, T90's and Abrahms tanks... also, A-10's as rare spawns right? /sarcasm This is a bloody survival game. If you want vehicles with firepower, here's a thought... play Arma2 and not the DayZ mod. You do realize that Arma2 also has multiplayer and includes all these "great ideas" about armed vehicles that people seem to come up with as if it was a brand new concept ??? If anything, the amount of military grade weapons in DayZ needs to be REDUCED and made alot more rare... or at the very least, the ammunition needs to be a rare commodity. Much more so than it is today. It's a survival game (or at least supposed to be), where Rocket really wants to have you face challenges such as hunger, thirst, sickness, weather ... pretty much everything you can think of that would affect your chances of survival. He's even stated he wanted to add things like malaria and other conditions that are real threats and affect your chances of surviving on your own. Adding more guns and armed vehicles isn't going to be a step in that direction. Adding more guns and vehicles is a step towards making DayZ more like the vanilla Arma2 again.
  21. Ardelainen

    Vehicle Spawns

    I agree with the OP. In my opinion, the different vehicles have always been one of the most fun parts in OFP and ArmA, and after playing some tens of hours on different servers, i have only once been able to find a single bicycle. Furthermore, I think that building your own vehicle would add an interesting alternative to simply going bandit as soon as you have your gear collected. Having an APC, or even the armored car, would also provide a purpose for the in-game AT-weapon, which currently is little more than a curiosity.
  22. xwhitemousex

    Saving Vehicles and Tents

    Sounds like your way of protecting your hoarded items. This isn't minecraft. The game isn't about hoarding 50 chests full of diamond pickaxes and resources. The tents and vehicles are saved on the server, and free game for anyone who comes across them, because Rocket wants you to never feel safe and always have that sense of paranoia with you whereever you go in the game. If you really want to safeguard your items, then either play on low population servers or be smart about where you attempt to hide your tents and vehicles. You need to learn not to get too attached to the gear, cause the gear certainly isn't attached to you.
  23. Bravo-Two-Zero

    Should armed vehicles be added to Dayz?

    Nobody remembers the Huey? It had two M240 HMG's, besides being very fast and air mobile. A pick-up truck with rpk or pkm won't be more dangerous anyway, as long as it doesn't get a cal.50 which is much too powerful against buildings, vehicles and players.
  24. uScared

    [VIDEO] Close Quarters Cherno PvP | Bizon PP-19 SD

    I dont think that were hackers, they played to bad to be. Also, hackers usually spawn choppers and other vehicles, so if there weren't any around afterwards its even less likely they were hackers. And, at the point you yelled out that they were hackers, you couldn't be able to tell if both had the same equipment cheers though for the vid
  25. Okay. Camp gets raided, we decided to pick up and move. The usual. Well until the fact that any new tents we have, won't save items inside. Tons of tents, tons of tries, different conditions, manners, and usual work arounds that will get them to stick. From time to time, the first time you set a tent down, items may not save inside after the first restart, but afterwards they usually do. Usually. Its Alpha, and nothing is ever for certain. I hundred and ten percent get that, however this bug just started popping up, and I've looked and looked for this particular situation and can't find anyone but my friends and I who are having this issue. Like I said, any new tent, and even a few old ones, won't save. They'll always revert back to a previous inventory. For example, have a new tent or a tent with current items, replace current items for DMR Mags, save it, go about your business, server restart, and bam, back to the original empty tent, original items, or even the DMR mags. However if you land with the DMR mags, there will be a catch. You will no longer be able too add anything else, or take away anythign else permanently, as it will be reset again after a server restart. The first items to save successfully in the tent will be the last items to save in the tent after a server restart. Our group is going insane trying to find out what could be wrong. Is the location on the map problematic maybe? Its not out of bounds if thats the case. Too many tents on the server perhaps? Tents, barbed wire, tank traps, and sand bags, don't disappear even if taken down or destroyed currently. They pop right back up after a restart. So perhaps the server is overlaoded with them? And its the only method or storage affected right now. Vehicles and their sotrage is currently the only persistant place we cna store anything as of right now. Its the only thing that saves. Couple of other non-issues. Server is fully up-to-date. It IS connected to the HIVE, so no worries of playing on some form of private server, everythign else we do persists just fine across other servers. Its just tents doing this. I'm wanting to point fingers at a possible HFB problem, as it is a very recent problem that poped up over the weekend. Or perhaps I suggested. some form of "overload." Perhaps I missed something, another thread that ran into this *exact* problem. I'm used to tents messing up, losing items, not saving. But I'm not used to them permanently, and completely breaking. As I already said, I understand its Alpha, but trying to work this out and understand why such an unusual form of a usual problem has appeared. Any suggestions, ideas, or help would be appreciated. If mroe details are needed to nail down a possible cause I'm glad to help. I didn't submit a bug report yet as, well sicne I can't find this issue elsewhere, yet can't be the first ever to hit it, I wanted to ask around first, as looking around failed. Also sorry for making this so long winded, just tired and wanted to get as much info out as possible, as well as at wits end trying to solve this. EDIT: Just remembered, and wanted to clarify. We don't care about losing items, what is lost can nearly always be regained, we just care about the ability to store items, period. We technically could use vehicles to store everything, but we'd prefer not to hog vehicles, for sucha purpose. We're a rather large group so lack of places to stick stuff is a real killer.
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