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Found 41870 results

  1. remkoe

    Am I the only one?

    Ok I now have 7 vehicles (Ural, 2x ATV, UAZ, Bus, Old Hatchback and a GAZ (Red), yes i know, i've been coming across camps lol) and they don't seem to "dissapear" anymore, it's just that after every server restart the vehicles dissapear from the map and I have to wait for another restart to get the vehicles back in it's position. I'm not sure if this ALWAYS happens but it surely happens after every restart for me and my group. Does anyone of you have any clue why?
  2. Who keeps getting his tents/vehicles dissapeared each fucking day? I know this game is in alpha and all, but... the server lags are fucking insane and make me and my group lose vehicles and tents. We save them a shitload of times and each time we set up a new camp, the server disconnects a few hours after. When it finally gets back up everything is just gone, it's not even empty, it's just completely gone. I got told that after another server restart the stuff should be back, but it isn't. Am I the only one having this problem or what? Edit: Yes, we did switch servers. We had about 3 camps on different servers and we only have 1 vehicle left. All the others are dissapeared and the tents are nowhere to be found either.
  3. ...A few words for an introduction: This particular thread has obviously become too long, probably a bit intimidating to read. For those wanting a quick idea of what I propose, it's basically: - Many players dislike the current state of shoot-on-sight PvP gameplay (see part 1) - Many players want a more in-depth exploration of both character and world story in Day Z (see part 1) - PvE against zombies, as they are now, would be easy and become boring fast.(see part 1 and 3) - The solution: to create a separate PvE campaign for DayZ. (see part 1) - PvP will be untouched and unchanged (see part 2) - Friendly fire will be possible, but bandits will be clearly marked and always in a risky position. (see part 4) - PvE characters will be locked to a server, will have story backgrounds and will be able to evolve in skills. (see part 5 and 6) - Campaigns will have three phases (survival, preparation, and finale), which will take place over a suggested seven real-time days, with evolving threats and a definite end. (see part 7) - Characters will always be in the world, regardless of whether the player is in. So find yourself a safe place to sleep when you log out, or your character may wake up dead. (see part 8) - Loot will not respawn (see part 8) . . . original thread below: Hello, guys. I'm adding a new suggestion to the list I've started a few days ago. I'll get back to those threads later, but I really want to write down this idea I'm gestating right now. The past threads are as follows: http://dayzmod.com/f...cter-evolution/ http://dayzmod.com/f...ners-and-locks/ In this edition I'd like to brainstorm the PvE (Player vs. Environment) gameplay a bit. 0. Disclaimer This is a thread for brainstorming possible additions to the Day Z gameplay. If you dislike the ideas, please criticize specific points and try to help by improving them. I'll debate and try to incorporate all ideas in the finalized proposal as my time allows. "GTFO, this is not WoW" Threads are not helpful, and will be solemnly ignored. 1. What is this idea and where does it come from? Currently, the main draws of Day Z are the "survival" gameplay, the character's evolution through loot, and finally the combat between players (PvP). The ability to roam in a lawless world and either just try to survive or to make other's lives miserable is a mainstay of the game, it's something unique and exciting. I wouldn't want the PvP to go away, and I wouldn't want restrictions attached to the bandit/survivor mechanic (tho some way to more easily differentiate both, and some incentives for following either path would be nice). It's worth noting that the initial "help-or-kill" dynamic of Day Z human interactions has been largely supplanted by the "stay away from others and survive until you can fight back" dynamic, which basically equals "shoot on sight" in almost all situations. We've grown used to it, and we've adapted. Many people, however, are uncomfortable with this dynamic. New players, especially, can't get very far in the game without receiving a severe beating from veteran bandits. Some people have demanded PvE-only servers to be allowed, which Rocket has very clearly refused (one, because it takes away from the DayZ concept, and two because they could be easily exploited to bring "easier" loot into the PvP arena. The more I thought about it, the stronger I felt this division between PvE and PvP could be used in our favor. The main conceptual example I'm following here is Guild Wars. It's a game that tried to please (and, by all accounts succeeded!) both crowds: PvE people in search of story and character advancement, and PvP in search of greater challenges and recognition of their skills. In many ways, PvE has served as a way for players to learn the workings of the game, and entice them into engaging in PvP. In many cases, PvE players have not made the transition to PvP, but that's just fine, it hasn't hurt the game in any way - it just gives people choices. At firt, Arenanet tried to mesh both games completely, applying the same rules to both, but they finally decided this attempt was hurting both sides and decided to have some slightly different skill rules for each. Guild wars 2 is expanding this concept and adding World vs World gameplay, a type of PvP that will allow even the less-skilled to engage in PvP and feel useful, maybe learn a thing or two in the way, and graduate to full-on PvPers. This is the type of action that broadens a game's appeal without at all compromising the high-level competitive PvP, and Arenanet has proved again and again that it can work. The second inspiration is the concept behind Epic's upcoming game Fortnight (http://kotaku.com/59...citing-in-years), itself clearly inspired by Minecraft, which has obviously also inspired DayZ. It's a game of cooperative defense against things that roam the night (well, if you don't know it, read the article I linked, really). The third inspiration, albeit loosely, is the campaign structure of Left 4 Dead. I like the way it tells a story and it always ends in a harrowing finale. The last consideration on this is that, of course, most of the stuff needed for this type of game campaign already exists in the Arma engine, and would only have to be directed accordingly so as to create this new game type. So, let's go for our concepts and guidelines 2. Prime directive: the PvP game will remain untouched This is very important. The idea here is to expand the game so people frustrated due to being harshly treated by bandits when first getting into the game can enjoy it, and finally move into the PvP. I've personally been through this myself, being constantly mad for being shot at while playing a newly-respawned character, and then constantly afraid of all human interaction in the game... until I finally had a character who managed to survive. I now know all the basic skills and I'm constantly itching for player battle. It also means if you're in a PvP game, you know you'll be target by bandits from the very start, and you agree to "man up" and survive in that harsh world... or go back to PvE. So, again. DayZ will still be DayZ. No changes, other than whatever new developments Rocket is planning (bug fixing, dog training, underground bases, and all that good stuff). If you're a seasoned PvP'er who dislikes PvE, you never have to touch it. If you feel you are losing something because you'll be out of green newbies to shoot at while sitting on a hill off the coast (since new players will probably be learning the ropes in PvE ), then you're a sad, cowardly, and shameful human being. 3. What's the objective? What will we be fighting for? What do I lose if I die? One of the main criticisms directed at PvE-only Day Z servers is that, without the threat of rampant banditry, the game will become too easy and will quickly become boring, once the player is fully kitted-out. The idea here is that, in a PvE game, rather than playing a freeform sandbox game with no definite ending, the player will be thrown into a battle against ever growing AI forces, and against the clock itself. I will describe the actual campaign further down the line. The first thing we have to deal with, in order to keep the game interesting, are the stakes involved. If I die, what do I lose? In the current PvP game, you lose your equipment, and if you can make it to your body again and it hasn't been looted, you're good to go. In this game mode, you would lose your equipment, but also any progress made in character skills (discussed in part 6) and your score would be reset to zero. you'd be a new character, starting out with no additional knowledge of the world around you. It's also important that the characters should be server-locked to allow persistence and coherence in the campaigns. Each player would be allowed to have one PvP character, as is current, and maybe three ongoing PvE characters (so he wouldn't be locked out of the game if one or two of his servers went down for a while). Then, there's the fact that some people will *want* competition, even in a PvE game. The success of each survivor will, then, be measured in a score board once the campaign ends, and all positive actions will be counted, whether it's zombie killing, healing other players, or fixing vehicles. This final score will not be a crucial part of the gameplay, and shouldn't, by principle, affect any persistent character or ingame stats, but would be recorded in a player's stats, and maybe shown in global leaderboards (eg. Player "Dude" has played 10 campaigns. He has 1000 points as a survivor, 500 points as a bandit. He has succeeded in 8 out of 10 campaigns played). This is just to create a way to record his progress and achievements, for those who like such things. 4. Tension is essential: Friendly fire and Banditry. This is an idea for a PvE game, separate and different from the base game's PvP. For some, this will make this mode "not what Day Z is about". For others, it'll be a different face of Day Z, a different way to be part of this world. Those are the people who will be interested in this game mode. How, then, do we turn this PvP game into a PvE game? The first, most obvious - and worst, imo - choice would be to turn off Friendly Fire. While it would solve the banditry problem for good (as in: there would be no bandits, since there's no player killing), it would greatly detract from the game's realism and tension. Anyone could run around with an axe in the line of fire of a friend who's shooting down a zombie horde, with no consideration to tactics or self-preservation. Everyone would be able to trust everyone, and never be on their toes at the sound of gunfire. This would not be good. There's a way out of this, however. We keep friendly-fire on. We give the victim (anyone wounded by friendly fire) an option to either forgive the shooter or punish him. If the shooter is forgiven, all is well. He loses some points so he'll be more careful next time, but he keeps on playing normally. If the wounded player feels the shooting was purposeful and decides, to punish, however, that player is labeled a bandit. In this game mode, bandits will be severely punished. First of all, they get identified clearly. Whether it's different clothing, blood on their hands, eyes shot with red or whatever, it should be easy to tell if someone's a newly-converted bandit. Notorious bandits (anyone with more than one player kill) would become even easier to identify, first by having their position revealed in the map to anyone when they fire a gun, and then by having their position permanently revealed in the map to everyone, if they kept on player-killing. (Maybe they would laugh out loud wildly after a kill, too). The only way a bandit could score points from now on, would be by killing players (and not zombies) or aiding other bandits. Killing a bandit would add a large amount of points to a survivor's score, rather than detract them. The most important part, however, is that bandits will not be able to respawn. There are two options after this: a ) The player is locked out of the server for the duration of the campaign. His character would be dead and gone until a new campaign opened in that server. This would create bands of roaming bandit-players, terrorizing different servers (up to 3, if 3 characters were to be allowed, as described before), but leaving the server clear of their nefarious presence once killed. b ) Any bandit killed will rise back as a random zombie in the map, and will be locked to that form until the end of the campaign. This player could still get his kicks as a roaming zombie trying to kill unaware survivors, but he would have reduced senses (blurry vision, muffled sound), and would be noisy and easy to kill. On the other hand, he would be able to move very fast and would feel no hunger or thirst. Maybe if he killed a player, he might be allowed to respawn as a bandit again, although with no equipment, and going against stronger survivors (since the survivors will have improved in skill and equipment by that time). I personally like this idea best. This mechanic would create several overarching dynamics in the PvE game: - Most players would want to cooperate. Being a bandit would be a tough life, as the more one killed, the easier he would be to spot, and the only way to push on in the score board would be to keep killing. If the choice was to lock the player out of the game, he would soon become completely unable to play PvE. If we adopter the zombie-bandit path, then he would be locked in zombie-mode, which could be exciting, but also disorienting and frustrating, especially against a group of organized survivors. - A strong, organized team of bandits could premeditate a coup and strike against a survivor group in the middle of a coop game. This could cause a game to melt down completely, causing a failed campaign - which would be a great emergent dyamic, in fact! Or, maybe the bandits could better survive the final event with the loot they took from survivors? So many possibilities. - Survivors would have an incentive to organize bandit hunting groups. Some players would keep on getting food and fixing vehicles, while others would strike out to destroy bandit encampments. Both would be making good scores, if successful. 5. PvE will be about story and growth first, competition second. I'm an avid consumer of stories. I love reading books, I love playing RPGs and adventure games. I love movies and series (zombie movies and series too!). Don't get me wrong, I love shooting people in the face in combat simulators, too, but there's a lot a game can achieve beyond that visceral pleasure of repetitively testing your skills to press buttons and slide a mouse around. That said, what are the stories we create and consume in Day Z? There's the basic story of getting yourself to learn to survive in the wasteland, learning to sneak around the zombies and run away from gunfire. The story of how you found your first hunting knife and how you camped yourself near that barn where you found your trusty winchester rifle. And then there are the other stories, the best ones, about how you defended your barn from a group of invaders, and how you gave a dying man morphine and a can of beans, and he became your friend (or shot you in the back, in return). All these stories, about interaction with the world and with other players, are derived from the emergent gameplay allowed by the amazing sandbox that is the Day Z mod. Many people, however, have questioned themselves about the rest of the story: Who is this character I'm playing as? Why did I wake up in this beach? What happened in Chernarus? What is the zombie infection? Is it a global pandemic? Has the world as we knew it ended for good? How the hell can my guy do all the stuff he can do? Of course some hints to the background of the infection could eventually be added to the PvP game, but the first questions would still be left unanswered. The character questions. Everybody knows the best zombie movies are not about the zombies or the plague, but about character interactions. If all characters in every movie or series were military-man #5467, the super-genius who's the lovechild of McGyver and Chuck Norris, able to fix cars, perform leg surgery, hunt like a pro, run a marathon without breaking a sweat, sneak like a ninja and shoot like a veteran, what fun would any of these stories be? So, the PvE campaign would be a way to answer exactly these questions. How would we do it? Keep reading. 6. Each character is a character of his own In my first suggestion thread, I created a set of rules for character advancement, and suggested some possible player kits for starting out. The idea was that characters should have individual personalities, strengths, and weaknesses; they would work best as a group, and would have a chance to advance in a path parallel to the loot-hoarding that is the current objective in the game. As the character survived and performed other tasks, he would be able to pick up other skills, or improve his own specialties a bit. Here is the thread link again: http://dayzmod.com/f...cter-evolution/ The main criticism the idea received is that the need to improve skills would create an imbalance between starting characters, leaving them even weaker against the environment and easy prey to ill-intentioned veteran players. Well, in the PvE game, everyone would start with different skills, and the environmental challenges would be initially smaller, as well, increasing exponentially as the players developed their skills and equipment. If a survivor died along the way, he would spawn again an untrained (or rather, specifically-trained) character, and would need extra help to survive, and a group of survivors who dies too much would easily face defeat in the campaign. 7. The campaign phases So, we finally arrive at the campaign itself. A bunch of survivors are thrown into the world, unaware of the existence of other survivors, or the nature of the threat ahead of them. The campaign would play itself over phases, more or less. The main objective would be, of course, to survive against the environment, the zeds, and the bandits. The secondary objective would be to learn more about the zombie plague. And the final objective would be to get the hell away from the game area before the final, cataclysmic event. All the time the city is quarantined, and any attempt to leave the city will be met with stiff military resistance (ie. "you are dead" screen) I'm thinking about splitting the campaign into three phases, which would play out over seven real-time days (the amount of days could vary from server to server). A player would be able to join the campaign at any time, but newly created characters would be unskilled, as described above. The phases would be the following: - Phase 1 (Day 0 to day 2): Characters are scattered around Chernarus. They are weak, cold, disoriented, and completely defenseless. At this point, players would have to go into town, attempt to gather basic survival resources (canned food, bottled water or soda) and gear. The city suburbs are sparsely occupied by zeds, making it slightly easier than what we're used to to sneak around and obtain these basic items. A few individual, scattered zombies roam the wilderness. The city is out of power, and all important loot-generating places are either firmly locked (skilled players could unlock or bust them, by finding the correct items) or impossibly crowded with zombies (I'm looking at you, supermarkets and airfields). Once the characters have the basic survival needs covered, they must focus on reaching each other and organizing themselves. The priority is to reach the power plant and get it working again. This could allow for street lights to be turned on, but more importantly, it could allow for the radio and cellphone towers to be activated. The radio and cellphones themselves would be found in the sparsely-zombified suburbs and small towns. Cellphones would allow for communication between any pair of survivors anywhere in the map, while radio towers would allow any survivor to broadcast to all others, but only within range of the radio antenna. Possible random events in this phase would be civilian helicopter crashes, cryptic radio transmissions, abandoned ships hitting the beaches with supplies loaded, a medium-sized band of zombies moving from place to place. - Phase 2 (Day 3 to day 5): The zombie threat increases. Bodies that were littering the towns have now risen up as zombies, making going to town more dangerous. Several medium-sized bands of zombies start to roam the wilderness. In this phase, players must concentrate on preparing to get out of the city and creating defensible bases to fend off zombie attacks. They should, by now, have enough numbers and firepower to invade industrial sites and military bases, in order to get military-grade guns and vehicle parts. A secondary objective will be to find out more about the zombie plague. Listening to scattered radio transmissions in strange frequencies, finding classified documents in the military bases or finding evidence in crashed helicopters will both reward the player points, and give hints on what the cataclysmic even of Day 6 is going to be, and how to prepare for it. Finding a character's own family house and picking up an object of sentimental value could be a personal objective awarding points to that one character. Possible random events in this phase would be military helicopter crashes, large roaming zombie hordes, and invasions from small teams of hostile human military AI. - Phase 3 (Day 6): This is when all hell breaks loose. Over the day, radio broadcasts will easily pick up hints on what is about to go on in Chernarus. At a certain time of the day or night, one of three cataclysmic events (with a duration of a couple hours) takes place in order to end the campaign. a ) A massive, never ending, zombie horde overcomes the military quarantine and invades from one of the roads. The only way to win is to manage to get a motorized vehicle through the one road through which the horde came from. Expect to face hundreds and thousands of zombies. Shooting them is fruitless, so the players have to either avoid or go through them with vehicles. Running over a zombie will damage a car, so players would have to prepare cars with fortified fenders or risk maneuvering through them with a motorcycle. b ) A large army team invades from one of the roads. They aim to exterminate all moving creatures, zombies or survivors. This scenario can be won by eliminating or avoiding the military AI and exiting through the one road from which they came from. Players would have to prioritize firepower and tactical positioning for this defense. c ) Chernarus is going to be nuked! The military blockade on the roads remain, but a radio transmission says a rescue boat/chopper is coming. Players have a few minutes to find out which port it'll land at, clear the area of all zombies, send a signal and get out. Players have to split between getting enough transports to get everyone to the right port or airstrip on time and having enough firepower to kill all zombies surrounding the area. In this phase, killed characters do not respawn. Their scores will be tallied, but they will be left out of the game, and can spectate through the eyes of live characters. 8. Other gameplay mechanics After the third phase, the campaign can end either with success or failure. Success happens if even one survivor is extracted off chernarus alive. Failure happens if all survivors die in phase 3 (either killed by zombies, or the military, or bandits, or the nuke). Scores will be counted by character, so if someone loses a character along the way, they go back to zero. There's another very important aspect: each character will be permanently present in the world, whether or not the player is connected. So, not only will ALT+F4ing to avoid death be useless, but the player will have to find a secure place to leave his character when he logs off, as the character goes to sleep. An asleep character has his items safely stored, but he can be killed by a bandit or have his face eaten by a zombie (at which point he becomes a lootable corpse), so he better find a safe, protected place to sleep in. Any character who hasn't been used for over two days will be considered to be "in a coma", marked in the map and anyone will be able to loot his items. This last part is important becase, in the PvE game, loot will not respawn. This is a zombie apocalypse, and as resources are used up, they will be gone. It is very possible for a team to have completely expended all the resources in chernarus by the time phase 3 comes, and will be unable to complete the campaign. This will also make it even more important to loot every single loot spot, even the smallest houses, for important goods. Since characters are server-locked, there won't be a risk that a player will strip one server clean in order to help the fight on another one. 9. Other maps This is simple: in order to stave off boredom by repetition of the campaign cycle, other maps could be converted from ArmA to PvE DayZ, or even made specifically for the campaign. They could have different objectives and finales, and different survival strategies. 10. Final words This post obviously became much larger than I originally thought it would be. From an idea, it grew into a design document. Maybe it's too much for Day Z, maybe it's too different. But maybe that will be enough to inspire some kind of PvE mod once standalone Day Z is out (after all, Day Z is a mod or ArmA2, there's nothing stopping anyone from making a mod for standalone Day Z). There are so many other ideas in my head right now. Maybe contrast the big noisy finale with a "bleak" version of the PvE in which there are no vehicles and no survivor respawn: you die, you turn zed. The threats to survivors grow, resources dwindle, and only death awaits all. Everyone is infected and ultimately dies after the third campaign day, if not gutted by a zombie sooner. The one with the highest score is the winner. Of course there are problems with this idea. Servers would have to be stable for the whole duration of the campaign, or at least have a way to periodically save all loot and character locations, in case of any problem. Maybe the players would be able to prepare too fast, being completely equipped in the first day, and then just wait bored for the finale? Who knows. These things would need testing. I'm tired now. My eyes hurt a bit. Thanks for reading.
  4. @Trowa Thanks for your help but I think the ATV is already taken. :D It seems you know much about DayZ so can I ask you and the Forum a Question? .. Why I'm asking.. nevermind... My question is: Do you know why the Server have just some cars? Because I found just a few cars like this ATV. But I never found another cars and the DayZ Map says there are much more vehicles. So if anyone know about that, please answer in this forum It has been a head scratcher for me since i play DayZ. :D Greets
  5. Okay so my group has had some ghille suits stored for a while and I decided to do some field tests to see exactly how they work in the current patch, this is what I found. I'm not sure if they even spawn in this patch but if you find one in someone's camp, read carefully. Ghille suits are usable, just follow my instructions. So I found that when you log off wearing a ghille suit, you will be rolled back to the EXACT point where you put it on. Your inventory will be the same, even your stats. The solution I found was to keep your civ clothing that you get when you put a ghille suit on. Then, before you log off, put on your civ clothing, and you can log back in right where you left off. Sorry if this was already posted, I just want to help. EDIT* Also, you cannot get in vehicles, or access the inventories of tents while ghilled -Jigsaw
  6. Will armored vehicles get included again?
  7. HalloweeNGT

    Ok so my guy became a cow... what now?

    Cheaters are bored of spawning vehicles,weapons,nuking servers.. Now they find people and turn them into animals, specially if they are streaming.
  8. Togasa

    Generators

    Rocket has mentioned that he has started or wants to develop generators in the near future to add in to the end game for things such as underground bases. (http://dayzmod.com/f..._360#entry70115) I wanted to make this thread and start a discussion about generators and a collaboration of ideas/uses for the generators. If the thread picks up I will list all reasonable ideas in the main post. The way I see generators is that there are two ways they could exist: A small portable generator which the player could say more in a vehicle, or a bigger generator with a static location. Possible uses for both types of generators: Powering a single house or block. Powering spotlights Charging battery dependent equipment (by Thestarling ). Possible uses for a portable generator: Jump starting vehicles that have required to be fixed if the battery is dead. Powering player made bases. (Rocket has discussed this as well) Powering elevators in building if power is not already on (by Quisari ). Possible uses for a static locational generator: Powering large areas of a city or town. Powering a whole city. Hopefully everyone else has some nice ideas to add to this list and please keep the thread civil.
  9. TerryChuffnuts

    The Pirates of Chernarus!

    Howdy! Just a quick note about being a pirate... First off, it's AWESOME! Fantastic group of people, from all walks of life from all over the world. There's nothing quite like running around with a group of 15 people, stealing some vehicles then convoying around the map. Running over cows. And goats. Fancy a small skirmish? No problem! There's always a few people up for raiding - whether this be hostile camps, military loot spawns, or even just a trek through the wilderness. The beauty of it all is that everyone plays slightly differently, so whatever your play style you can form up, create a sub channel in TS and go do your thing. The game changed for the better when I became a pirate, and I'll never go back to being a loner! Terry Chuffnuts signing out. Yaaaar!!
  10. raptorsangel

    Norway 8 needs a restart really!

    Yes there are a lot. I know it because we have our camp with like 7 vehicles :) But there are still some more
  11. Wentworth Miller

    Vehicle Towing and Extraction

    I am aware of another thread regarding boat towing but this is a little more specific than that and unrelated to boats. Vehicle towing would be a fantastic addition, particularly if you are in convoy and another car has a crash or runs out of fuel. Could also consider the possibility of towing cars that are not completely repaired away from a particular location provided it has at least three wheels unless of course anyone sees a benefit in dragging a wheel-less car around. Naturally some constraints other than requiring wheels would be necessary so perhaps the following: 1. Towing a vehicle would incur larger fuel costs to the tow-er; 2. The tow-er can only tow vehicles of an equal or lesser weight to the towing vehicle. 3. Certain items may be needed such as a tow-bar or maybe rope and chains. The other idea is vehicle extraction by chopper. Being able to pick up smaller vehicles and airlift them out. Again it would have the same constraints as the above most likely. I would be interested to hear other players thoughts on this :)
  12. tsam

    More Vehicle Spawns

    As a matter of fact i did i was playing like the whole day yesterday and i checked the whole top border with a bike i found in a hangar in the NW airstrip and i seen a bus surrounded by tents so i kept going untill i had searched the whole border and just this one bus so i went to go take a closer look and then get shot by 3 or 4 people, so i apologize for saying that they are all hid at the borders of the map because i only seen one. But i checked a lot of spots where the vehicles are ment to spawn according to this map http://dayzdb.com/map and nothing, so i came to the conclusion maybe everyone is now hiding them in land and you just have to be lucky to find them
  13. i currently play DayZ and over the course of a month i have had one bus, So i suggest that there would be more vehicle spawns or something to make it so you cant hold a vehicle at the edge of the map. I have heard that people hold the vehicles at the edge of the map so that no one can get them which is a bit of a shame, i admit i am a lucky player to have found a bus in Elektro which was missing three wheels. it seems like a bit of a waste to have cars, pickups and buses in the game if they just get horded to the edge of the map so only the selected people who know where they are can use them. Another thing i would like to suggest is more repairable vehicles there is a lot of demolished pickups and cars scattered around the place, it would be cool if you could repair them and use them, but you would have to find car jacks so that you could lift them off the ground or something along them lines so that they are not as easy to get fixed up but they can if you have the necessary equiptment. For instance i found a tent earlier today which held Engine Parts, Fuel Tank Parts, 4 wheels, Scrap Metal and 2 jerry cans (Full) so they could of easily fixed a vehicle that basically just had the shell. it is a bit annoying knowing that people have just hidden all the vehicles at the edge of the map so that other people cant have the experience of driving around in DayZ and are able to get around a lot faster than on foot. Let me know what you think Thank you
  14. I'm not sure anyone would be using keys because usually the vehicles have been fixed up and stolen anyway. Also if you drive a vehicle into Cherno, it's not coming back out regardless.
  15. PERFECTION

    DayZ Stories

    Things that happened this morning. (Yes another one all nighter.) So the three of us are pretty much heading up north from Novy Sobor where those deerstands are. Along the way we came across a tractor with low hull and engine on an open field and it was working so I took it and headed out as fast as I could towards the two other stands and looted them out and had my mates come along with me. And as I turn around and see my two mates approach I noticed a militairy truck hidden inside of a tree so we went up to it and we found more stuff underneath the other trees. - 1 Militairy truck - 1 Militairy Jeep (Contained one MK 48 Mod 0) - 1 Blue van - 1 Yellow sedan - 2 ATV's - 2 Bicycle's - 3 Tents underneath a tree bunched up inside of one other. (We could not loot these and one of those was flat.) Just because we know these guys are exploiting I'm sharing this information. You can find it a little west of Ghrisno or something. Along the road you can find 3 tanktraps and 2-3 Deerstands. It's near a pond of water and the road is like a "n" on the map. (LU166) So what we did was steal the Sedan and the Militairy truck and we rode it up towards Black Mountain just above the barn in the treeline. (You can find it there, rawr!) And so we took the Sedan back because our limited ability driver broke the truck somehow. And we stole the van and we took it aswell to the same location. However, before taking the blue van we heard a vehicle approaching and it turned out to be a motorcycle going downhill, driving by us as we were hidden. (We still aren't sure if he spotted us or not) and he went off before we could have gotten a clear shot on him. Then we moved the van to the truck and hid it nearby. We had one of our mates logging in in Novy Sobor so we took the sedan and went there and then went all the way back up to Devil's Mountain and had no luck on loot so we took the sedan towards the NW Airfield only to find about five players shooting eachother so we pretty much avoided that. (Mind you that by then the server was pitch black.) My mate was riding up the road and I told him to turn on the lights but he didn't hear me over the sound of the engine whilst turbo boosting. Turns out not twenty seconds later he managed to explode the car by driving into a random wreck along the road in one of the southern roads and killing us all. RAGEFIT ENSUES ON MUMBLE. G_G --- Later we reaquire some Lee enfields and an AK and we headed towards Starry Sobor. We stayed along the southeast hill and I dropped my backpack. Two of my mates covering me whilst I ran in and looted quickly and got the hell out. Ending up with Two Lee enfields and three AK's. We were very cautious and then headed east only to run along a hidden player in some bush that took all three of us out before we could find him. RAGEFIT ON MUMBLE ENSUES. G_G --- So later I was on mumble and my mate found a militairy Jeep by the high yield barn in Pris, northeast of Chernogorsk and as soon as he got to it, some player made it explode using a C4 charge. He respawned later and found himself a Winchester. More coming. Another mate went to that barn later on and actually found his first CZ Sniper, the weapon he had been looking for for a week by now. Both of them headed a little north of there where a small village because he wanted to practice with it and I happened to come across a rangefinder. Let me tell you how. I was in one of those bars in Chernogorsk and managed to get myself a revolver and a Lee Enfield thankfully and I heard a player chasing me. So I proned in one of the rooms and saw him cheating using third person to try and see me so I waited for him to peek out and he managed to shoot my arm with an AK and I shot him back in the shoulder with a revolver barrage and then backed up, bandaged while he did not. I switched to my Lee enfield and decided to beat him at his own game and went into third person aswell, with much reluctance. And he seemed to have switched to a M1040 Shotgun and I YOLO'd in Direct chat and sidestepped, leaned to my left and shot him without a crosshair and managed to kill him with a headshot and I saw him fall dead to the floor. I laughed and started to loot him. To much shock he had this on him: - 1 Raw Meat. - 1 Morphine - 1 Antibiotic - 1 Bloodpack - 1 Bandages - The mentioned shotgun. (The AK is forever missing by the way.) - M9 SD with loads of ammo. This was the suprising loot: - 1 Nightvision - 1 Rangefinder - 1 GPS - Coyote Backpack I looked everywhere for the AK he had on him but I never managed to find it anywhere. Regardless, I was on 5K Health and regrouped with my team up northeast of cherno and we started practicing with the rangefinder and the CZ. Along the way we found about 4-5 dead players but regardless we were safe. Shooting zombies and while my mate was luring them far away to practice on them we shot at a player and he instantly disconnected. (Noted he had a winchester.) We continued our thing and about ten minutes later it turned out that player spawned behind us and he shot me and my mate with just a winchester aswell as our backpack less mate with his own Winchester and while he shot the guy in the head and took 8 M9 Silenced Bullets to his body he did not die. And the three of us was gunned down. SCREAMING ON MUMBLE FOLLOWED. I respawned back in Cherno and legged it fast to where our corpses lay, picking up another Lee Enfield along the way from another player's corpse I find that our sniper's body had been hidden and the nightvision and the other items had been looted by the other player. I kept an eye out on Cherno to see if he was going to snipe noobs and our other friend went uphill to try and find the guy while the last guy ran to Mogilevka in attempt to hunt the player down and we gave up assuming the player left the server like a little bitch. Morale: Kill players. ALT+F4 if you get shot at. Join another server and relocate Rejoin server behind your opponent. It is the only way you can win. --- Sidenote question: If you kill a player and it counted as neither Murder or Bandit (Or Zombie) does that mean the player is cheating or disconnected whilst he died? I was on 0 zombies, 0 Murders, 0 Bandits but 1 headshot. Are C4's legal in the game? Can they be rigged to vehicles? Can you spawn inside of a rock like we have seen a couple players do? Can you place vehicles inside trees so they can't get stolen? Can you place 3 tents ontop of eachother inside of a tree that can only be looted in one specific way? Is disconnecting, relocating and rejoining part of the game and legal? ALT+F4 to surive allowed? Let me know please.
  16. brandon3443

    Vehicle Towing and Extraction

    i can see this been abused by those who already have vehicles... if they know the spawns, it could become a daily routine for some clans, "take the big truck out, load it with jerry cans and go check the spawns" I would love to see this implemented, dont get me wrong... my clan and i have camped un repaired vehicles waiting for the others to find pieces... but if we were able to just tow it away... once we have one vehicles, acquire smaller ones would be way too easy
  17. Flail

    Dayz - US194 Admin Abuse

    2 Days ago I joined this server when i saw it was "Briefing"... so "yeah restart, fresh crash sites". I joined with other 10-11 random people and I got one near Berezino.. aaaand my new L85A2 AWS. I stealthed through the woods and found a well parked UAZ with some guns I don't need. So i drove lil around, parket it in some woods again (I don't likle destroying "legit" parked vehicles) and found 2 tents with GPS (thanks). I'm from Germany and this server runs really good, nice pings oversea and it's stable; and I also saw some M4D people during my sessions. Can't tell any bad things about the server. It's on my fav-list.
  18. Haliber

    All (8) of our vehicles gone. How?

    Butthurt nobody who can't find a vehicle perhaps? Vehicles are status symbol.
  19. Aldy (DayZ)

    US 150

    Server: US 150 Time: 20:11 PST Hacks: Teleporting, invincible, spawned weapons. Video: Over a period of three hours 20:11 to 23:11 this hacker teleported to groups of people with vehicles, killed them and then destroyed their cars. Once all the vehicles were destroyed he then started teleporting to random players and killing them.
  20. Bearthug

    Hacker on Atlanta 119

    Hmm, you might have lagged and landed in debug plains, in which could have seen all the vehicles in the map or something, but meh... Anyways, the people doing twitch tv always get attacked by hackers, so I think the developers should be focusing on them more than the actual forum request because we have solid info there and they can go investigate it while the hacker is still in there.
  21. MarKeR (DayZ)

    admins are abuseing

    Ok I'll tell you what admins can see.. We can tell what you spawn in with and see what you pick up and what weapons you have, but only in my case after the logs have been generated after a restart.. Actually this has helped me ban a few hackers who had thermal weapons which weren't in the game, namely an AS50 thermal... I also helps us to see who dc'd and logged back in.. As for tents, vehicles etc.. We used to be able to see how many of each had spawned in.. But the way they get synced with the hive has changed and we cannot see that now.. To be honest with you mate, the logs are great for looking for issues with problems and catching the odd hacker out, at no point do they give info out about live in game actions, apart from inven stuff....
  22. Chimaera

    All (8) of our vehicles gone. How?

    Our group just has one vehicle, occasionally 2 but we don't need 8 because we drive them, were out trekking round the map doing stuff which is what they are meant for. Its quite fun when you get attacked and have to road rage to get away :P Vehicles definatly enhance the game
  23. It's logical, that one would attempt to conceal a small campsite as is the case now. Hunting for tents and harassing other players is also a common "endgame" activity, which also makes sense, and is fun. However the persistence of tents on a server encourages players to place these campsites farther afield than is either realistic, or fun. It also encourages players to spread out their stuff across many servers, creating an unnatural glut of tents everywhere. To address this I would suggest the following: 1. Base assets to be saved in the hive 2. However they would still be tied to only the server where they were placed. 3. Lastly that a player would have a small limit to the number of servers where deployed assets could be saved. For example a limit of two servers. Logically there would be a web or in game interface that would allow you to delete assets from the hive you placed on a server you can either no longer access/want allowing you to choose a new server. 4. The assets would not disappear for 10-15 mins after the owner disconnects (ideally this would apply to the player as well) preventing the lame logoffski issues currently present. Also, while small campsites are a great feature, for a group of players working together, it's less important that a base is hidden, than it is that its defensible. Thus I would suggest adding additional deployable structures such that a proper base could be built. Lastly on the topic of vehicles... Instead of making them a fixed limited quantity on a server, I think they should be rare spawns, or even built from rare part spawns. Stored in the hive, and disappear with their owner. Again encouraging players to attempt to hide vehicles in the far reaches of the map is not realistic, or fun. You should rage when you loose a vehicle, they should be rare and special, but the current mechanic I don't think works very well. Some will suggest that "oh you just want your stuff safe". No not really, I want player vs player base raids to be more meaningful. I want players to have incentive to be there and defend, and not feel the need to put their bases so far away.
  24. Massios

    admins are abuseing

    In regards to the inventory, you cannot check their current inventory or know locations of tents and vehicles. This is actually most often confused with people hacking. Unfortunley its a big issue with alot of servers in which people use malicious scripts to find vehicles/tents. The logs admins can view only provide limited information which is just hive logs and doesn't reveal realtime information. The post above is for reference of him disconnecting. Either way if a person knows your current location, current inventory and your vehicles/tent locations, you probably have a hacker in the server. :( I hope that clears things up a bit. -Massios
  25. jelly2m8

    All (8) of our vehicles gone. How?

    Lol idk why everyone is getting so bent on groups having multiple vehicles, they are more of a pain in the ass than enough, You have to first find and fix them, keep them gassed up, find a hiding spot for them, take them back to the hiding spot when your done with them. Just a huge waste of time and effort, my group was actually a bit relieved our collection got jacked, gave us mucho time to run around the map and do other things. plus then you get to go look for them for payback! the only vehicles lost we really miss is the bicycles, those are the best.
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