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Found 41868 results

  1. BlazeN'Chronic

    Hoarders and Bandits Beware

    thx for the headsup, now deploying decoy vehicles... happy pickings ;)
  2. Maik (DayZ)

    FI 1 - disgraceful admins

    The server FI1 is using the new feature for making sure people are not leaving from pvp activity since the server is considered as "hardcore" and disconnecting from pvp activity is very noobish. It says when you connect to the server on the message of the day the following: "Server is using auto locking feature for test to slow down server hoppers (5 min unlock-time now and then)." I can confirm that yesterday the helicopter was shot by one of our "crew" members and the helicopter was spawned on the server by random people. Yesterday the fight you had in Solnichniy was not by any of the "admin" crew team so you were faced by a totally random team. The 60 second restart for the server was because the helicopter was shot down and the admin team was hoping that the helicopter would despawn (the remains of it) by the restart so there would be no hacked items/vehicles on the server that the helicopter users were apparently using. The admin (1) on this server is using a lot of his freetime for trying to keep the server clean from hackers and any people who abuse any exploits/duplicating of items. So next time you have any problems with the server, contact me here on the forums and i will direct you to the admin of the server if your problem consists of hackers and you have any proof about it.
  3. jacobpalmer05

    Banned from UK 25 for server hopping??

    Jesus guys, I can understand your frustration, you run your own server, which we all appreciate, but you cannot go around making wild accusations regarding items and vehicles, you already got the vehicle part wrong, Slaney was in a legit vehicle, the UAZ not the military off road, what else did you see incorrectly? I would be mad too if I were you guys, unable to defend yourselves, unorganised... but banning, kicking and making things up is just wrong.
  4. Day 4, vehicles still haven't despawned. Items are still inside of them. I forgot to mention I put down a tent on one server as well, which is still out there - though I believe those have to be manually purged by the dev team, so I wasn't expecting it to go away quickly.
  5. It's exactly what people would do in real life, hoard the vehicles and rare items.. Out of bounds is ghetto though, I've never done that, however, even as a server admin, I wonder how many are outside of my map boundaries... This is why my interest is perked at this experiment, keep it updated!
  6. Hiding vehicles out of bounds is just wrong. If people are so paranoid at losing their vehicle and just want to horde it for no other reason then just storing guns and crap where nobody can get it then you are an exploiter. Exploiting a game flaw for ones own selfish needs is just wrong. Personally I think a vehicle needs to explode the moment it is driven out of bounds taking the driver and whoever is in it back to the beach.
  7. East Clintwood

    Admin Abuse for Vehicles?

    Pretty sure you posted this in the wrong section, however, I suggest you read this before you continue as you should learn a few things about what admins can and cannot do. Sometimes a after a server crash tents/vehicles dont load in, and you need to restart it a time or two, instead of madposting on the forums, I would try getting in touch with the admin and seeing if they can restart the server so your things will load back in.
  8. This is a continuation of the other thread I posted. http://dayzmod.com/f...cter-evolution/ Since it touches on different aspects and the first post was already long enough, I decided to post it separately. I'm suggesting some new features to be added, and changes to the current systems in the game. Ideas here are less developed than in the other thread, so they're even more open to improvement and brainstorming. 2. STAMINA (and running, and zombie pursuit) As it stands, characters can run forever and swing their weapons until the sun stops shining, with no ill effects. I believe being tired should be a concern in a world this vast, especially when being chased by the restless dead. The answer would be simple: add a stamina stat. You run, you get tired. You swing a melee weapon, you get tired. You get tired, you must stop doing whatever you're doing, or you'll start doing it worse (running slower, meleeing weaker), and you'll eventually pass out. You'll also get thirsty quicker when exerting yourself (and much much slower than currently, if not tired) Stamina would be represented by an icon, much as the other icons already in the game, and would be hinted at with other visual/auditory cues: huffing and puffing by the character, double vision, increased body temperature. Regaining stamina would depend on simply resting (walking or standing at ease; being seated would be best). A short rest (30 seconds or so) would regain all stamina up to about half, and a longer rest (10 minutes or so) would regain the rest. The main effect this would have in the game would be to stop people from running all over chernarus with a tail of zombies on their back. At some point, if they hadn't been lost, the player would have to face them and fight, or pass out and be devoured. No attribute in the game would add to the pool of stamina, but increasing endurance (see my other post) would make it deplete slower. The heavier one's load, the faster it would be decreased as well. It's a simple system, implemented in several other games, and would work wonderfully. It would also make vehicles and bycicles more important for cross-country trips (meanwhile, overall slower thirst/hunger would allow one to hoof it without dying of hunger in two hours, but he would have to take breaks to rest, if running) 3. PLAYER LOAD (and its effects on stealth) Another simple suggestion here. We all hear the sound effects made by the character when carrying lots of water bottles, weapons, and other stuff. Quite simply, the more items a player is carrying, the louder he should be while moving (and the more he would tire - related to the previous suggestion). Carrying large bags would also make the player more visually conspicuous, thus making it harder to sneak around. This way, a player might want to find somewhere to his his bag before going into a town infiltration, or a team might prefer to select a lighter-loaded "scout" to go into a town and retrieve items. Large bags would be used in longer trips, while the smaller bags would be more silent, and useful even later in the game. 4. LOCKED CONTAINERS So, even though this is a "perma-death" game, everybody who's playing is striving to build something. To learn more about the world is a fun journey in itself, but acquiring better equipment is an integral part of the game. Right now, the only way we have to stash items which are not currently being held (which we do because we're either too full to carry them, or they are not useful at the moment, or because we want a safe place to store them in case our character dies and later retrieve them) is by putting them in a tent. Even forgetting about the numerous bugs related to tents at the moment, they are a nice, basic stash, but very vulnerable to looting, and being exploded, and run over. Likewise, some people have been fortifying buildings, either to stay safe from other players or deny them the loot in said buildings. The only way to do so at the moment is to use barbed wire. It looks and feels awkward, since barbed wire -can-, in real life, be bypassed if one moves carefully, and because locking a door with a padlock and a chain would be a much easier way to achieve the same objective That said, I propose a system that would allow for locking of tents and other containers, as well as doors. First, we'd need a series of different containers, and different locks, as well as the means to open them. 4.1. LOCK/UNLOCK MECHANICS Any container or door in the game should be able to be LOCKED or UNLOCKED. Once LOCKED, in order to save the hassle of having individual keys, each item would only be openable by the same characted who locked it. Once set down, containers could only be moved by the setting player (same as tents are today) Containers can be broken open with appropriate instruments. This is described below as the item's "integrity" level. A weak container could be forced open with just a toolbox. An average container must be broken open with a heavy melee weapon (crowbar or axe). A strong container can only be busted open with explosives. If opened this way, there's a chance some or all of the items inside might be damaged, depending on the force required. (Explosives have 60% of chance of destroying each item, melee weapons 30%, and a toolbox 10%). Also in the game would be lock systems - simple, average, and complex. These locks could be picked by someone, and a lockpick item would be used (and possibly expended) for the action. The decision of whether a lockpick attempt suceeds would be based on a random chance, modified by the complexity of the lock and the engineering skill of the person who locked it, against the engineering skill of the lockpicker. Think of it as someone locking a container or door and reinforcing that lock with chains and other deterrents. Locks would also have an integrity meter and could be forced open in the same way as containers. A destroyed lock, however, could not be transported and reused, whereas a picked lock could be looted and used elsewhere. Most containers would have integrated locks, which could be upgraded with a lock item. It would also be possible to add a lock (both destroyable and bypassable) to any openable door in the game. 4.2. CONTAINERS Containers could be obtained as normal items in loot spots. With the exception of the tent (3 slots, as usual), they each occupy as much space in a bag as their own storage space, plus two. - Tent >Storage space: fifty slots. >Integrity: weak >Lock: none - Crate >Storage space: twenty slots. >Integrity: average >Lock: none - Small locked box >Storage space: four slots. >Integrity: weak >Lock: simple - Large locked box >Storage space: twelve slots. >Integrity: average >Lock: simple - Small safe box >Storage space: six slots >Integrity: strong >Lock: average - Large safe box >Storage space: twelve slots >Integrity: strong >Lock: average 4.3. LOCKS - Simple padlock >Integrity: weak >Lock: simple - Strong padlock >Integrity: average >Lock: average - Large lock kit >Integrity: strong >Lock: complex So yea, that's what I had in mind for today. Suggestions? Problems? Please sound in.
  9. everystone

    IF this was an actual game...

    Game purchase only Community servers! Beside the hackers-part, its win-win. Will keep the game alive forever + make LAN parties so much better. Imagine hosting a lan party with friends, start a fresh Dayz server, split into 2 teams and go crazy hoarding vehicles and what not. Currently only people with expensive rented dayz servers can do that. split community and studio servers, like battleNet does. Play around on your own server with friends and a seperate character, or play "online" on the official studio servers.
  10. chaveezy

    Admin Abuse for Vehicles?

    What are you talking about rolling back the servers? This is not possible to my understanding, and today all our vehicles/tents were gone to. I'm pretty sure it's a hive problem at this point, you might want to research a little before calling admin abuse, sick of you cry babies whining because you lost your cars, I lose cars/weapons daily because this glitchy ass game, spawned on the top of a tree the other day and fell to my death, crawled between a bush and a rock one time and died, vehicles just disappear, tents disappear/reappear, it's just a glitchy game. Be patient, you will find other vehicles and gear, if you play a lot you should already know all this.
  11. Yeah, and because it's white, I was trying to find something less obvious. It's nearly impossible to keep a car when playing solo. I found an ATV (someone tried to cross the bridge S of Vybor.. :) I bumped it back on its wheels with the truck and spend over an hour hoarding parts to repair it. When I just needed two more wheels I drove it to Pustoshka, tried to park it near the warehouse, clipped a road light thingy and it stuck. Then it exploded. With my DMR and everything I was gonna take back to camp for the day. FML. It was after that I took the truck to go look for more vehicles and the server crashed and stayed down and I had to go to sleep. There went my AS50. Shitty day. EDIT: Oh yeah, did I mention my tent was wiped with the server crash? -.-
  12. fuzzy4ever

    One DayZ?

    It needs to be stable before it goes stand alone. Disappearing items, duplicated tents (and items), hackers scripting and creating vehicles not in DayZ, general instability of servers and so on.
  13. Momiji

    Thoughts on complaints.

    People make the difference. I was playing a a session today with a few people we found some vehicles and i got picked up on an ATV to go pick one up, little did i know i was on returning the old bike a guy rode out to take a car while following the ATV cause i had no idea where the base was (Had no map). In the span of ride across the map on a damn bike behind an ATV we had plenty of laughs like me almost flipping down a hill, him running into a fountain and getting stuck between debris and reversing out. Then we come to a bridge, the ATV flips and we freak out trying to get it back up. I ram the wheels with the old bike to flip it and flip it i did, 50m's down the road in a pile of trees and it soon exploded, so now we trek it on foot, me on the bike trying to not run over my partner trying to figure out what the hell happened and laughing all the way.
  14. unclegus

    Simple Solution to Banditry

    I think the main "problem" with banditry is that there is no common incentive for the survivors. It's not like there is an objective to meet, like in L4D/Zombie Panic! etc., but this is the nature of the game; it's open-ended. If there was some kind of objective, one which necessitated working in a team to achieve, it would result in at least some co-operation between small teams. It would mean that when you're roaming around on your own and you encounter another dude on his own, you might just offer to team up to achieve X instead of just opening up. Maybe even if this is just to get hold of some of the better loot. Having said that, I haven't been playing that long, so maybe this is already how it is for things like vehicles? But then, once you have them, what next? I guess survival itself is a common objective, but not one that necessitates co-operation.
  15. faded

    Spike Strips

    Ok so recently bear traps were added to the game and I thought that was a really cool idea however I think that Rocket should add spike strips. These would be very helpful to help stop bandit parties who just drive around in their cars and kill people and would give other people a chance to defend themselves. It would also make players more cautious and careful when driving around instead of them just going crazy. How would spike strips be implemented into the game? - These could be very rare respawns that have a %10 chance of finding and can be found in police stations or at army facilities or in apartments. - This would also take up 3 slots in a bag. - A player can only put down 1 at a time. If he/she tries to put down a 2nd then the first one they put down with be deleted off the map. - Only the player that laid down the spike strip can pick it up. (Like a tent.) Pros? - Other players can defend themselves against groups of bandits with vehicles. - It would slow down the rate of people using cars often and driving around as if they are untouchable. - More players would drive around carefully. Cons? - Large groups of survivors might obtain many spike strips and put them down across the map. - Could be buggy when they first get released. (If they do get released. :rolleyes:)
  16. LumberBack

    War on banditry!!! Join the fight!!!

    not really, i just stoped playing a survival game and started to search for camps and vehicles to blow up... havent killed anyone...
  17. It certanly is possible to keep a good vehicle stash for long.. we had 6(2xATV, 1x military truck, 1xbus, 1x motorcycle, 1x tractor) saved for 3 weeks but that was on another server aswell, we are currently holding up on another server instead of de10 and our vehicles are staying there just fine. Hoping to go back on DE10 soon when its fixed
  18. So me an my group ran into the server admin of LU15 aka nigel quite a few times already.... resulting in our camps getting looted and a few vehicles stolen. They seem to have their camp in that general area as they use the town nearby to fuel their vehicles... Well today we went there to get some fuel with our atv, when me we ran into another group of three, they managed to kill one of our guys and stole the atv... since it had almost no fuel left we followed them to the next gas tank and surounded them... we killed one of them driving the atv and injured another one when suddenly... everybody gets kicked from the server. One of our guys said that he saw nigel the server admin with them (the server has names enabled when you mouse-scroll over the person) We tried to logg in but got stuck in the loading screen.. so after we finally got back in we heard the atv drive away, but werent able to follow it on foot... this is all a little too convenient in my opinion, getting kicked off the server when we were engaging them (and winning the fight), then not being able to reconnect while they were able to take all the time they needed to refuel the atv and drive away.... did anyone else have similar experiences on this server?
  19. L0G!N (DayZ)

    Why make a suggestion at this point?

    Well, if I watched that interview its fairly clear (to me) that after the 'release' almost all work has gone into scaling up the project to deal with the influx. Rocket basically said that now most of the upscaling is done (and dealing with press etc) he is finally getting some time to reflect on his work a lil bit. Sure we seen some tweaks here and there, and a simple item added (melee weapon, beartrap), but those are just lil additions mainly to see if these things actually work (melee basically being an ultra short range gun with a huge magazine) ... so, i am personally hoping that now the build is somewhat stable, we will see more items added, and i personally hope he can figure out a way to put a 'stamina/endurance/fatigue' of some kind in DayZ (even if this means going to BI and have them put it into Arma2 with a patch). While it may seem a simple thing as just a stand alone feature, it can be the backbone of somany other physical systems he has in there right now, and if weight/strength can be added to items the options grow even more. That would also change the whole zombie situation, i mean, we all know these zombies can run this darned fast because we can (and we can do so for miles and miles on end), this whole situation basically means these zombies 'have to run so darned fast' but their animation isn't tuned for it, which makes them look glitchy and what not. So, if you can only run so fast with 25kilo or so strapped to your back, and you can only run a 100m at top speed, to then get tired. Then the whole situation changes, these zombies all of a sudden won't have to run so damned fast, and if you run for 100m and get tired they may well catch up with you, and if weight plays a part as well, making you run slower (and/or for a shorter distance at top speed), those zombies can be a tad slower (looking better) just because you are likely slower, aslong as they are fairly persistant and keep comming, you are going to shit beans eventually... And this whole physical system (endurance/strength) can also introduce some hidden +1 systems that let a character grow in these aspects while the player plays, loosing more on death and adding to the growth of a character and thus introduce some more 'mid-game' aspects... (aka. get stronger, get more endurance, based upon what you do in the game.) Another thing is group play, now the whole building bases thing sounds cool and all, but there are already tons of games around that let you do this to some extend, and as rocket prettymuch implied, they won't be able to do anything realy extensive untill they truely go stand alone (w/e that means in regards to the engine, does stand alone mean build DayZ into the Arma2 engine, or even Arma3, or whole other (or even new) engine). But as i see it, there are a great deal of other 'group building' suggestions that could be as easy as adding a few special bags and cutting down inventory and toolbelt slots. That's such an easy fix, and it may or may not work, I don't know, you don't know, neither does Rocket... Nobody realy knows untill the Dev's cut down the space on the inventory and toolbelt, adds some specialized bags, and test it, while it may suck a bit more starting out, perhaps it works wonders for all those people that do have a team going, in that they feel they now need eachother to do all the things they want to do... Another thing that i am worried about is 'mid-game' gameplay. See the first week or so is all about dieing, and learning where to find your stuff and how to actually get to it. After about 2-3 weeks you know where to go and how to get those items, so then it starts to be about getting some bigger stuff, cars, atv, etc. and if you are with a small group it's likely going to be about staching up so you can totally avoid the whole 'get stuff' bit (just teaming up ONCE with 2 mates, made this very apparent, we were attacked by a lone idiot that saw somebody with an Alicepack and just started shooting that person, sure my mate died, but I killed that dumbo, the two left looted both bodies, my mate just ran back to where we were (by passing the whole get things part), we dispersed what we had amoungst ourselves and moved on. So once we get cracking on some tents and big backpacks (and have 2 more guildies come in), we likely get cracking on getting something bigger... then what? well knowing us we will likely all die in a horrible accident where we try to chace bandit snipers with our car and overrun them, but thats only fun while it lasts... So, there has to be some medium term goal in the game, and i think the easiest way to accomplish this is by 'learning by doing'. Realy going through all the things you can do in the game, determain if it's a thing a player does himself as a person controlling he character (aiming, driving, etc) and the things you should get better at over the course of gameplay, but can not be directly learned by the player behind the keyboard (like f/e reading your heading based upon the shadows on the trees, based somewhat on the time of day) ... and then for these things you can't get better at just by doing them as a player, introduce a hidden +1 system that lets you get better at these things while you play. Which stretches out the 'mid-game' aspect of vehicles a bit, but it also creates a bit of a hurdle to get there, meaning that if you die it takes longer to be realy good at it (medice, hunting, engineering), and if Rocket experiments with these learning by doing methods now, with the systems that are in the game now, it will become easier to implement the same sort of things with things yet to come... these kinds of systems also introduce character growth, and may well foster 'specialisation' within groups and learning by doing is realy the best way to do this without introducing real classes that nobody realy wants... Another thing is 'item spawns', it's fairly clear that something needs to be done about this, and while i don't know if Rocket meant 'tiers' the way i envision them, but if buildings grow in tier (a tier being a loottable with certain items and certain chances for them to drop) based upon a certain time these buildings are NOT looted. To then have these buildings drop in tier ONCE they are looted. That alone will create a whole different gaming experience, the NWA will be stripped of items and first come first serve, but that also means (as tiers drop) there is less reason to stay there and camp it, unless you want to wait for it to build up again, if done smart though you will HAVE TO MOVE from a spot to survive, because you looted the place dry and you will DIE if you DON'T move... Which will give others atleast the option to hang around the NWA and fight over scraps or camp it out with light weapons untill something better drops. And yes that will mean people will NOT find that AK where they though it would be (as it's there now every single time, and if there is no AK there is another big rifle instead). Something like that would be great to just experiment with in the Mod, before deciding what to do in the actual game... A new map and more enterable buildings, well this is a bit of a catch22, but it doesn't have to be. Assets (aka buildings) take a LONG time to make, test and optimize. These are likely the most timeconsuming things to do when making a game (model, scale, textures, normalmaps, lighting maps, pathing and making sure a player can actually get in them (without being stuck on a door or fall out somewhere unexpected). This is where i think Rocket and the Dev team need to start looking at the community more! I posted a very workable suggestion for a forum competition that would give players the incentive to create possible content for the game, with Rocket being entirely free to decide what he uses. This can make it actually viable that more 'items'/'assets' get added to the game at a short notice, with little to no investment from current other development targets. Now if DayZ goes stand alone these Assets will eat up most time for sure, (side track: thats why i think a stand alone will likely be on Arma3 so the dev team can work with what there is now -> which will make that competition worth its 'non effort' in gold, while realy give a chance for the whole community to shine, and create a bond with the game even more). Another good source for assets would be for BI to ask all modders that made assets to just 'pluck' them from the mods and add them to the development tools. Same with a map realy, while this takes a bit less time if you have the assets, but DayZ realy needs a new map, more sooner than later, there is quite some 'false' data on things being 'easy' right now because people know their way around so well. While a new loot system (tiers) may change some of that, a new map & new loot system would set everybody back to zero. Giving much better opinions and data! Medical system, this can and should be extended upon, there are some realy 'unauthentic' systems in there now, that are also realy binairy (broken bones/morphine), as well as certain short commings in 'conditions' (mainly sickness, foodpoisoning, flue, etc) as well as reducing the 'binairy aspect' of some of the work arounds. In a perfect situation there would be atleast 2 ways to deal with something, a quick and easy but hard to attain fix, and a quick and 'medium' but medium to attain fix that in somecases just prolonges your situation but atleast give you the opportunity to keep playing and reach a place where you can get the true fix. I've got about 2 A4 of medical stuff in my head, that i must still write down, some of it has already been suggested or come across in conversation, so it will be more of a compilation of all things medical that COULD be in DayZ. So yeah, there are reasons to discuss suggestions on multiple topics, and seeing i like suggesting things and talking about them to improve them i will continue to do so. What does strike me though, DayZ as stand alone game worth to pay for in september ?!?!!! sure if the mod is taken ofline and the source code burned so people that want to play 'where it's @ now' will have no other choice but to buy it...
  20. Thank you for your input Zso, but I don't appreciate the name-calling. And to clarify things for all of you who seem to have trouble reading my post; he's guilty by association in the terms that he HELPED a proven hacker move vehicles that were located out in the middle of nowhere on the server to their camp. That is why all of his group is banned from US 275, and neither me, nor any of the other admins of US 275 are trying to police anything. We don't ask for donations from anyone who comes to our server to play, so I really don't think we should have to answer to any of you unless this is a case of admin abuse, which it is not, as I've clearly stated. You're more than welcome on the server unless you hack, period. But since you all have problems with authority, here's a great link that you should read before you start quoting the "rules." http://dayzmod.com/f...u-need-to-know/ Enjoy!
  21. Cinc

    Simple Solution to Banditry

    a few things id like to point out here 1. you mentioned this in the main post, but stopped from drawing the final conclusion. bandits are practically NON-EXISTENT. theres 2 types of people in this game, surviviors and sycopaths. the sycopaths kill for fun. the survivors kill due to lack of trust. many survivors might kill a well armed man for loot, if they have practically none themselves, but very few people walk around thinking "if i see another guy, im killing him for his loot". thats almost always a last minute decision, due to lack of trust or a horrible supply situation on your side. 2. the bandit skin was actully taken out because its unrealistic. "hey, i just killed 5 guys, know i have the random urge to wear this suit i conveniently found". ya... no. my idea for fixing the trust problem is 2 fold. 1, increase the zombie difficulty. people are right when they say this is COD with zombies in between. make zombies harder, and that guy you just found could help more then hurt you. "NO, dont go that way. there's a MASSIVE horde over there" if you'd killed him, you wouldnt have his loot for long. make it hard to the point were sneaking in to grab loot (any actully good loot) is near impossible "hey, ive got another friend on his way over here. want to team up with us and assault that town over there? we can split the loot." the third of the loot from that town would be much better then the loot from that one corpse. and 2, give groups something to do. after you and your new found friends kill all of the zombies in that town, another group comes by. after a short but tense stand off, you 2 decide to combine your resources and make a small base in a nearby warehouse. you use barbed wire to create a kill zone entrance, add all your best weapons to form an epic armory, and drag in a forge and other stuff from nearby buildings, and you've got a mini base. as time goes on, you all form a small topic on the forums to communicate, find a few new survivors, and raid nearby towns. eventually getting cars and other vehicles, in the end you get so much more from grouping up then killing that 1 guy for his loot. adding in stuff like this will eventually find us fixing the banditry/trust problem ourselves, rather then being forced to.
  22. cm. (DayZ)

    BattleEye Script Detection

    Your scripts.txt is massively bloated. You do not need 10 mi17 lines, nor EVERY addweaponcargo/addbackpackcargo line either... You also have lots of other double-ups. e.g.: 5 TT650C 5 TT650_Base 5 TT650_Civ 5 TT650_Gue 5 TT650_Ins Instead, just use 5 TT650 5 mi17 5 addweaponcargo [ 5 addweaponcargo[ 5 addbackpackcargo [ 5 addbackpackcargo[ 5 bmp2 etc saves a lot of wasted lines.... Also, do not put "5 hmmwv" in there either as it it used in a death animation from vehicles. People will be getting kicked for this. Please test your scripts.txt before you go distributing it to people with even less knowledge of how it works...
  23. I would pay a retail price and/or a subscription. It all depends on the content. If it's F2P as long as it's not pay-to-win I don't care. Sell anything purely visual that doesn't give an advantage in the game for all I care. Sell anything out-of-game that doesn't give an advantage, clan sites with clan and player statistics driven by the database. Give yourself exclusive rights to connect servers to the HIVE and sell server instances yourself. The second someone buys a weapon, ghillie suit, GPS, NVG, super food, a potion that makes better loot spawn more often, vehicles, etc. it will destroy the fun for me.
  24. superpig555

    You should add SUV's

    I wouldn't mind the introduction of SUV's especially if we can have the one with the 50. cal mounted on top :D. I think that if more vehicles are added then the map size in general needs to increase. At the moment it feels that Chenarus is far too small. Especially when they are planning to have even more people per server and the introduction of consruction of underground bases. Damn, I have gone off on a tangent again haven't I?
  25. GambitNz

    Hacker on nz 10

    Hacker on Nz 10 server, name is joey_424. spawning weapons that arn't in DayZ and also vehicles
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