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Showing results for 'Vehicles'.
Found 41868 results
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looks like .56 will be a character wipe..saw msg in server earlier
SMoss replied to thewire's topic in General Discussion
But it does :) The status report states that exactly: "hive wide reset (public/private) - including local storage data (player camps, vehicles)" - hive wide reset (public/private): character data. - including local storage data (player camps, vehicles): local server persistence data. -
looks like .56 will be a character wipe..saw msg in server earlier
SMoss replied to thewire's topic in General Discussion
To be clear; it reads: "hive wide reset (public/private) - including local storage data (player camps, vehicles)". Character data is saved on the public/private hives. So, "hive wide reset, as in character data, (public/private) - including local storage data (player camps, vehicles)". -
I like to do a couple different variations. I like co-op. A couple of guys and I have a camp on a server. We have 3 vehicles and like 4 tents. We plan on breaking it up to different camps on the server eventually. I like to play wolf pvp too. It sucks to be on a server that is strictly for co-op and I wave to someone, and say hi and all they can do is attack like we are doing pvp. I really don't know how to respond to it, so even before I'm dead, I just get up and get a soda or something, waiting to respawn. The game just doesn't have a feature to enforce co-op...so I don't hold it against the loser. It's not what I'm there for and I'm just not doing to participate. Then again, I do like pvp. It's sometimes easier to relax and shoot first and know that person isn't a threat anymore. I don't do regular pvp where you shoot at me and I shoot at you. I like to try to be quiet, sneak around and see you first...taking my time, then pow, you're dead and you have no idea who did it. I bet that kinda takes the fun outta it for them. I get popped every now and then. Just found out about that spinal thing. Zombie hits me once and I died after about 3 weeks with a guy...sucked...so now I have to make sure I kill off my guy every few weeks just to be sure. The only way I don't like is when I'm playing lone wolf and I take out one member of a party of like 3 guys. That sucks. 2 guys, no problem...I only have 1 surprise guy I didn't know about...and he's going to be fearful when he sees I took out his buddy and make the wrong decision. 3, that's 2 extra dudes stepping up, and they can overwhelm you quick.
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looks like .56 will be a character wipe..saw msg in server earlier
boneboys replied to thewire's topic in General Discussion
"Tied with the 0.56 update to Stable branch, we'll see a hive wide reset (public/private) - including local storage data (player camps, vehicles)" http://forums.dayzgame.com/index.php?/topic/224782-status-report-06-may-15/#entry2260345 -
Why do you think that crossing the map is something that you should expect to be able to do in a short time? (though vehicles will make this possible for some) As persistence improves, stashes and bases become more of a thing and different areas begin to be differentiated in terms of the loot economy in addition to player speed reduction and stamina my anticipation is that many people will become significantly less transient than they are now. Generally, I imagine people will have a "camp" area around which they spend most of their time and will only venture to the further flung parts of the map for specific goods or perhaps to migrate and avoid aggressive players that are moving into their area.
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Making vehicles difficult to fix simply requires parts to be rare, you can do without an intricate and ultimately pointless system if the parts are rare enough. Hunting was like that due to basic/none existent animal AI. I'm all for making hunting more challenging, but we don't need a realistic skinning simulator. Cooking. We can really push the boat quite far with this one. What if you can't safely cook meat until you find a cook book or recipe (RPG style), should you have to watch the meat for the colour? Should you set a timer for how long the rice is set to boil? Those things are realistic, but again, unnescessary in this type of game - however, if you're desperate to experience all of these, then you're in luck. Cooking Mama might be just for you :)
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Vehicles should be a pain to fix in the SA because they are in real life. Hunting in the mod was walking up to a cow and shooting it, which was stupid, the animals should act 'wild' because they have not been around people for a long time. Cooking was easy because there was no way to make it complicated. I personally like cooking food by the fire and chatting with friends while the food cooks.
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Greetings Survivors, We're rapidly approaching the experimental push of 0.56, and we've discussed over the last few weeks some of the things you can expect from this update to the Steam branch. I'd like to recap a few key points though, as we're close to this push: - Rebalancing of Infected damage threshold - Redistribution of existing infected spawns to high population areas - Bugfixing on Per-Item-Quantity control (Central Economy) - Bugfixing on Infected Alert SFX - Bugfixing on Infected movement - Redesigned Inventory tech (engine side) - New firearms / long range optics attachment - Stary Sobor evacuation camp - Bugfixes on various known duplication vulnerabilities Tied with the 0.56 update to Stable branch, we'll see a hive wide reset (public/private) - including local storage data (player camps, vehicles) Development is ongoing with the hive side economy control, in addition to future bug fixing development continues on the functional side, with the next major goal being region control over item spawn types. (removing the restriction of structure types only in certain areas of the map). Internally, the programming and design teams are working hard on analyzing server side performance, player position desync, and other critical issues affecting Early Access gameplay. In some cases, resolutions to these issues are tied to the implementation of new technology to replace the legacy systems inherited from the start of the project - all of them however will be ongoing goals for the team over the coming months. The bulk of the workload over the last month was centered around the refactorization of the inventory system. It became clear that the existing tech behind the inventory wasn't going to be able to meet the needs of the project, and carried with it its own vulnerabilities. The redesign stripped large amounts of the system, and redesigned specifically to meet the needs of DayZ and upcoming changes to DayZ's core technology. - Support for AI and Vehicle Inventory - Removing limitation on "in hands" as a virtual slot (still occupying space in container) - Dynamic changing of cargo capacity - eg: lowering when damaged, raising when repaired - Manual item rotation - Support for redesign of Inventory UI - Support for EnScript (Enfusion Scripting Language) - And much, much more.. Looking at the Central Economy side of the fence, tracking the metrics on loot spawning provides some interesting details: - Chernarus + features 8,725 buildings (and wrecks combined) - 1,742,796 potential item spawn points are spread across the entirety of Chernarus + (Not counting dynamic events) - Of the 8,725 buildings/wrecks across Chernarus + 410 of them are greenhouses With the 0.56 iteration of the central economy we gain finer control over item spawn locations, but we still have a ways to go. As each update gets pushed to steam, we'll see finer and finer control over item spawn locations and types, as well as supporting dynamic random spawns - that will ensure unique spawns of valued items across the map. Who knows, maybe someday you'll get really lucky and find an M4A1 in that barn over the hill? As you all dive into the experimental push of 0.56 (not yet live) please keep in mind that like many things in the development of DayZ, the new systems and tech are works in progress (much like DayZ itself) and are incomplete, and more than likely contain their fair share of issues. Please make sure to report any issues found on the official feedback tracker at feedback.dayzgame.com See you out there, - Biran Hicks / Lead Producer (THIS ONE TIME)
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HARDCORE | FINALdayZ | Epoch Survival | The TOUGHEST Server in DayZ
[email protected] replied to Cartoonrboy's topic in Mod Servers & Private Hives
I was playing here last night and found the server incredibly immerse and well put together. There are a lot of (custom?) features I've never even seen before on the mod anywhere else. Makes such a nice change from all those overpoch servers with donator pay-to-win, thousands of vehicles and traders. Look forward to continue my adventure! Questions: (Apologies if I missed the answers) Are the zombies meant to be slow only? (no runners) Are there traders? Hope not.. -
Yes. And Scrap iron armor out of scrap metal gained from car wrecks and iron armor made from iron mined in mines. As far as crafting goes 7 Days is clearly more sophisticated and more detailed at the moment. Weather system coming next update to 7 days. Temperature - Character interaction planned feature. And yes you can hunt. Heck you even need to hunt and grow crops in order to get quality food that keeps your wellness up. Which is true for Don't Starve as well. 7 Days to die has a lot of PvP going on on the public online servers. It's just less of an occurance on some servers, because the game can't yet support as many players as some DayZ servers. On the flipside as I said before 7 Days to Die has actual working Zombies that are a threat that needs to be considered and depending on the setting is more dangerous than a player could be. And when it comes to your list: Next thing you'd mentioned would be vehicles? Coming to 7 Days next update. Illness? Infection from Zombies, Food poisoning in 7 Days, compared to what? Food poisoning and catching a cold in DayZ? You tell me if one of the games is more in depth there. I think they're both still lacking in that department. What else could be on your list? Hmm weapon modding. Granted 7 Days doesn't have that. Then again it features a varying quality of guns since the last update and will introduce skills in the update after the next, making guns only craftable if you invested time "learning" how to do it. Again differences there, one system being more detailed than the other? I wouldn't say that. See I am a huge fan of DayZ exactly for the points you mentioned about graphics and detail and realism. But I had my doubts from the beginning that the Arma Engine was the right basis for this kind of game with the feature plans outlined by Dean. And the problems the game keeps having since it's days as a mod simply has me worried that the decision for trying to repurpose an aged engine for things it was never intended to do might bite BI in the ass. And as I said there are some games out there that aren't just plain copies, doing some things better and adding things they are missing in comparison to DayZ. And in the past year I have seen them progress a lot faster than DayZ did. Plus judging games by their potential is a dangerous thing. You're out for dissapointment that way because it builds expectations that often are not met by the finished game. Some smart guy whose name I forgot said a while ago: Tell me about a games potential and all I see is a severe lack of features it should have to be complete. So as far as the Thread's question goes: Greatest game ever? Right here right now: NO! Potential to be? Sure. Then again that is true for a shitload of games I've played and a lot of them never lived up to it.
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.55 was pretty much dayZ 2017 with out the mad max looking vehicles
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SmokingAshGaming Server SmokingAsh offers unlimited hours of action, enjoyment, teamwork, and much more. Our dedicated Overpoch server has many features and resourceful admins that are always able to help in any situation. SmokingAsh's personal scriptors update the server with the latest plugins the Dayz community enjoys. Down below is a list of the features, server information, and many fun moments on the server. To join the overpoch server, use Dayz commander, or DayzLauncher and search for Smoking Ash Overpoch (162.248.89.229:2302). Feel free to connect to the teamspeak and ask about the server, the admins and players would love to explain more details! Our Features include: - Self Blood Bag - Vehicle Tow/ Lift - Auto Refuel - Mining, Gem trading, Drugs - Name Tags - Halo Spawn - Trade all from vehicle - Capital Lennon Custom city - Custom loot tables - Russian drones - Furniture system - Roaming Vehicle AI - AI Missions - Skullisty AI - Indestructible Bases - Indestructible Locked Vehicles - No Building Maintenance - And Much More! Servers Available: Chernarus Overpoch: 162.248.89.229:2302 Namalsk PVP: Teamspeak: smokingash.typefrag.com Website: http://www.smokingash.com/ Trader Cities Trader City Stary: God mode, however players can steal kill outside of the zone, and camp outside of the trader. Trader city Klen: God mode, however players can steal kill outside of the zone, and camp outside of the trader. Trader City Bash: God mode, however players can steal kill outside of the zone, and camp outside of the trader. Capitol Lennon: No god mode, AI present. Capitol Lennon: Capitol Lennon is located on the north eastern side of the map, every trader is present. However, Lennon does not have god mode and is guarded by 2-4 AI. Also, a new feature called "sell from vehicle" is located in capitol Lennon as well. Sell from vehicle lets any player sell all of their items in their vehicle in an instant. This saves hours of boring trading. But, is it worth the risk? Base Building: Bases are Indestructible, and there is not a maintenance fee. Base building rules are very lenient. However, players may not build bases one thousand meters from a trader, or in very high loot areas. Green mountain, Devils Castle and major towns are able to be built on. Humanity Rewards: SmokingAsh offers rewards for either being a hardcore bandit, or a friendly hero. Each reward requires a certain humanity, some of the rewards are lockboxes, russian heli drone, and a Ka-60. Teamspeak: Every dedicated player, or group can receive a personal teamspeak channel on the SmokingAsh teamspeak ( smokingash.typefrag.com) Admins are on our Teamspeak 24/7 to help out when needed. Fun Moments: https://www.youtube.com/watch?v=DnfCVlCq710
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Why is Dayz Mod considered "Alpha"
Uncle Zed replied to Uncle Zed's topic in DayZ Mod General Discussion
But the mod's been out for YEARS, well beyond what I'd think would be the average life of an Alpha. It just doesn't feel like there's all that much left to do. It just seems like they are tweaking it, adding little things and changing it, but it doesn't feel like an Alpha at all. What major changes do they have planned and what major bugs still exist? I can't imagine they are going to expand on the vehicles that are already in the game. I'm pretty sure all the vehicles they use are Arma 2 vehicles. Are there plans for non-A2 vehicles? Custom Dayz vehicles? -
Come and join us on the new 10th gaming overpoch origins Taviana server! Server Ip: 208.115.238.69:2302 Dayz Commander Ip: 208.115.238.69:2303 Teamspeak Ip: 10thgaming.teamspeak3.com (Clans get their own teamspeak channel) Launch Parameters: -mod=@DayzOrigins;@DayzOverwatch;@Dayz_Epoch;@Taviana; Mods Needed: DAYZ - V1.8.3 DAYZ EPOCH - V1.0.5.1 DAYZ OVERWATCH - V0.2.5 DAYZ ORIGINS - V1.7.9 TAVIANA (DAYZTAVIANA.COM) - V2.0 The map we have picked is Taviana. This is a massive map with everything from a prison to a power station and a Ski resort to a Zoo. The map has been adapted to really make you feel like your in the center of a zombie apocalypse with wrecked vehicles littering the roads and Run down buildings. What we offer Loadouts AI hero missions AI bandit missions Active admins Parachute spawn high loot cheap donator perks new map locations admin events 6 hour restarts suicide Trader safezones Trader anti theft Tons of unlocked vehicles private hive advanced snap building currency / banking system advanced trading system Auto refuel Auto repair base jumping! Blood regen Deploy Vehicles (Bikes and heli's) Evac chopper Plot protection self bloodbag Tow Vehicles Air lift vehicles Elevators (coming soon) Handcuff (Coming soon) And lots more... Donator Perks Tier 1 building supplies Tier 2 building supplies Tier 3 building supplies Prefab bases 1 time chainsaw 1 time 5x gold briefcases 1 time custom vehicles custom base furniture custom loadouts 10th Gaming VIP For more information join are teamspeak at 10thgaming.teamspeak3.com and contact one of are many staff members. http://10thgaming.enjin.com/home
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I want to be scared - A discussion on horror and Dayz
8bit_Survivor replied to hrdrok's topic in General Discussion
Great post and I agree with most. I think a lot of the visual atmosphere will be coming later. After all they are still adding building models and vehicles. Once they are all in I'm sure they will be dressing it all up. Audio is a big area that currently falls short. But have been seeing a lot of dev updates concerning sound, especially gunshots. Once the new engine is in we will hear the true apocalypse. P.S. Being eaten alive is clearly a terrible way to die. Saying you don't think it would be worse than a bullet in the head is ludicrous. .. -
Please inform the property that you are, at the invitation of the player's "TTaPaDox" Dayz Epoch TG Team server IP Server - 217.23.139.127 Port - 2302 The server has a heavy armored vehicles (tanks) - Snap Building - Vector Building - Spawn / Class select - Deploy bike - Saves the area around the market towns - Towing equipment by helicopter - Antidupe - Blood transfusion Statement - Remove the skins from the nailed bots / players - Hardcore Mission WAI - Hardcore Zombie
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At this time I'd say SA is now far enough along that it's just as fun as the mod. Yes some of the mods have way more guns and vehicles and also base building, but SA has come pretty far since the early days and there's tons more to do and explore than there used to be. Also it looks 100 times better.
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For the sake of hexplox, he's probably referring to all the mod variants becoming increasingly open as far getting your hands on items (vehicles and guns). The vanilla mod was restricted in this way to make the feeling of finding something more important. I would actually recommend getting a Arma game 2 or 3 or both, and finding what you like.
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Ideally it would be a well balanced system that rewarded careful use of appropriate footwear, and encouraged use of vehicles such as the truck, and later the bike (or the horse... but then you have issues of the horses' feet degrading, and you need to reshoe them...)
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Damaged Gaming is back! Damaged Gaming has revived from death, they are running an awesome overpoch server (thrust me, this server is not the same as the other ones, try it) with awesome people and groups playing on it that are very helpful especially with new people coming to the server, admins are gonna help you everytime you need help with something and if they are not in-game go to their TS and they will talk with you ;) Come check it out! "Server Name: Overpoch Chernarus [Damaged Gaming] Missions/Safe Zones/Anti Theft/Self Bloodbag/Auto Refuel+Repair+Rearm/Tow Lift (1.0.5.1/125548)(Veteran|3D:ON|CH:ON)(GMT) Server Address: 74.91.115.49:2302 Teamspeak Address: damagedgaming.com Website: damagedgaming.com Current Features: Single Currency Coin System Snap Building Pro + Build Vectors Advanced Trading: Trade From Backpack and Vehicles Config Traders (Better Performance Then DB Traders): All Overwatch Weapons and Vehicles Added Custom Map Additions: Marked on In-Game Map Custom Loot Spawns: All Overwatch Weapons Added Custom Dynamic Vehicle Spawns: Removed Worthless Vehicles + Added Some Overwatch Vehicles Custom AI Missions + Events Choose Land or Air Spawn (Random Location): Air Spawns Start Inside C130 and Automatic Paradrop + Pull Chute Deployables (Right-Click on Tools): Bikes, Mozzies, etc. JAEM: Right-Click on Radio to Call in Evac Chopper DZGM: Right-Click on Radio for Group Management Safe Zones: Speed Limits + No Zombie Spawns Care Packages: Right-Click Briefcase to Call in Random Care Package (Will Be Changed to Right-Click Radio) Refuel + Repair + Rearm at Gas Stations Vehicle Tow + Heli Lift Custom Dynamic Weather + Increased View Distance Vote for Day or Night With "/vote day" or "/vote night" Custom Credits Intro With Server Rules and Information Tons of Edits for Increased Performance + Stability Automatic Restarts Every 3 Hours With Warnings Automatic Database Backups Every 30 Minutes Features Currently in Development or Testing Plot Pole for Life: Build & Remove Building Materials + No Codes Needed for Owners (Persists Through Death and Restarts) Plot Pole Management: Choose Players That Can Build & Remove Building Materials on Your Plot (Persists Through Death and Restarts) Door Management: Choose Players That Can Access Your Doors Without Codes (Persists Through Death and Restarts) Scott, Damaged Gaming Owner"
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cool little device i thought we could use in dayz
BeefBacon replied to gannon46's topic in Suggestions
Punctuation. Oh God. I've got no problem with German Army uniforms or weapons like the MP40 or K98 - I'd actually quite like to see them as they're pretty neat. Same goes for WW2 Soviet weapons like the PPSH or whatever it's called. A Nazi belt buckle that shoots bullets, though? Come on. Anti-tank rifles has come up before, and I actually quite like it. It's a weapon that'd be cumbersome and ineffective against infantry, but which would be fairly effective against things like helicopters and lightly armoured vehicles. -
Cooperation is already encouraged, a team working together is much more safe and can accomplish every task much faster than a single person. In the future vehicles won't spawn in good condition and fueled to the brim, for a single person to get them up and running would require a lot of time to get the required pieces together, with no guarantee that the vehicle will still be there by the time he has all the needed parts. A team can also get you healed much faster (saline and blood transfusion) and make sure you won't bleed out while unconscious, we also have the zeds becomming a real threat. Dividing tasks between group members will be more rewarding too, base builders, farmers, hunters, raiders, you name it and it can be done. Lone wolfing may be a very hard playstyle to follow after release.
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yes i know the nazi's make it of course BI could get rid of that and make it cherno russian or something i'm looking at it from a tool standpoint it would be perfect for those times getting help up. of course it would be horribly inaccurate i suppose but if you were lucky you might get a good shot off or atleast have a few seconds of disorientation of your target to escape or get a weapon to really defend yourself or just ruin there gear before they take yours of your corpse. and i figure with the new inventory matrix maybe these kinds of gadgets would be neat to see. edited to add this since bi seems to not want the m107 or the as50 which i understand why but for you guys that want a ridiculous caliber and one that could take out a vehicle i think this or another boltaction or breach loading high caliber would be fair can still take out targets and vehicles but your gonna have to have skill to be effective and this folds up so once they add stamina etc you can still carry this in a effective way and have another main yet still be slower moving
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Hello fellow survivors! Today I'd like to make some suggestions regarding dynamic events in DayZ. I am sure that some of these concepts have been suggested elsewhere, but I have not been able to find an entire thread dedicated to it. By dynamic event I mean something that has a chance to happen/spawn and often occurs at different locations, such as the helicopter crashes and police cars currently in-game. Here are some of my suggestions for dynamic events, feel free to comment on my suggestions or add your own! Crashed Civilian Supply Transport Vehicles Several variants of this vehicle would exist. Each variant would have been bound for a specific store and would be carrying the appropriate items (Guns and ammo to a gun store, canned food to a supermarket, seeds to a farm, car parts to a mechanic, clothing to a clothing shop, gasoline to a gas station, etc.) They will spawn crashed in the parking lot of the destination store, or somewhe en route. These vehicles should have massive amounts of whatever valuables they carry. For example a food truck should carry hundreds of cans of various food. Three of each type will spawn across the map, but only one of each type will have a chance to spawn loot. As a possibility, there could be built-in alarms on the trucks. This would cause a loud noise, alerting any nearby survivors or zombies to your location and making collection of the goods much more risky. Hidden Rebel Cache As many of you know, the back story of DayZ involves a rebellion movement in Chernarus (from ArmA 2). So wouldn't it make sense that there would be some caches of rebel supplies left over? These caches would consist mostly of guns and anmunition, and take the form of a camp in the woods or a small stash in an urban home. Only a few of these would spawn per server reset, and they will be very well-hidden and difficult to find. As a possibility, maybe some maps or notes found within homes could give clues or directions as to where a stash might be hidden. These could lead the player on a (sometimes fruitless) sort of scavenger hunt. For example they might find a letter in a house that says some supplies are stashed at Josef Vukov's home. They will then have to find a census record at the town hall or capital to locate Josef's address. But there may have been multiple people of this name living in the country, so the player will have to determine which one it is. The player eventually tracks Josef to an apartment building far from the first house where the note was found. They will now have to loot through the apartment building in search of Josef's former room to retrieve their prize. Destroyed Military Convoy This would operate similarly to helicopter crash sites. It consists of several broken-down vehicles previously belonging to the national military or UN forces stationed in Chernarus. These vehicles imclude mostly patrol vehicles (like an HMMWV), military transport trucks, and the rare APC. Large amounts of weapons and supplies can be found inside. Western weapons and equipment (M4, etc.) will spawn at UN convoys, and Eastern equipment (SMERSH Vest, etc.) will spawn at Chernarussian/Russian convoys. They will usually be found in the middle of the road, sometimes in a city or town. Most of the vehicles will be damaged beyond repair, but there is a (very low) chance that one vehicle will be operational, albeit with large amounts of repairs. This would give a group a very valuable vehicle if they can successfully repair it. There would be very large amounts of zombies in and around the convoy, making looting the site a riskier task, and not something some random lucky freshspawn can easily get fully geared from. This means that spawning a convoy near the coast would not disrupt the current loot patterns (i.e. have to move West to get geared) because you would already need to be geared to loot it safely. Zombie Infestation This event would consist of huge amounts of zombies - I'm thinking about 200-300 - packed into a relatively small area. This could occur in places out on the road or in the wilderness, or in cities and towns. If they are in a city they will be hidden inside a few close-by buildings. This will prove to be a very dangerous, maybe impossible situation for all but the largest and most well-equipped groups. Thus in most cases, flight will be the best option. Of course there will be no major reward for clearing these out (unless loot is added to zombies), so it will mostly just be a risk while looting or traveling, or a challenging combat situation to overcome if you are brave. Just to add more spontaneity and dynamism. There should be a few of these spawning per server restart. Five would be a good amount, as this would keep it rare occurrence as you would not usually go out searching for an infestation. Military Anti-Disease Efforts This event could take a few different shapes. The military in question could be Chernarussian, UN, or both. The loot found at each site would be based on which faction controlled it (for example, the M4 can be found at UN sites). The sites will be based on actions that the government would have logically taken in an attempt to stop the spread of the zombie disease outbreak, such as a refugee camp, an attempt to organize evacuation at the coast, a quarantine of a small town or part of a city, or a massive pile of dead bodies intended for burial or burning. There should be large amounts of zombies present at each of these. The loot present will vary between site types. For example a refugee camp will spawn large amounts of food. These sites can be useful for their loot, but their primary purpose will be as a set-piece. Again, the zombies present at each site will prevent the ruining of the current loot path system. Only a few of these (2-3) should spawn per server reset.
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everything is saved on a database, player items and locations will save across all public hive servers (tents and vehicles only save per server though)