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Found 41868 results

  1. ForsakenLandsOfLivonia | PvE | +PVPzones | MatureGamers | Traders+Helis+Vehicles+Events IP: 213.166.86.9 Slots: 60 Map: Livonia/Enoch Looking for a server Look no further if you're looking for a fun, great supporting community, scavenging from house to shed looking for gear, food, water. Sick of running into Toxic players? We offer 24/7 admins to prevent toxic players, cheating and duping. We pride ourselves in having a great supportive and growing community with always someone to interact with, trade with or even end up in a war with! Offering Custom Areas & Traders, Helis, Modded Vehicle, Airdrops, BBP, Hunting, EVENTS, + More Check out our discord. I look forward to meeting you!! Peace [F.L] SmoggyGaz - Server owner. https://discord.gg/fWPzheu
  2. Hello survivors! We kicked off the summer by entering into the experimental phase with Update 1.13. As mentioned in a previous article at the start of the year, Update 1.13 will come with fresh Loot spawns on Official. That means we’ll be conducting wipes of both character and server persistence files (bases, vehicles, etc.). Read the full article here.
  3. This is just a new list of +45 QoL (Quality of Life) improvements and/or small tweaks for the game that I think could provide an overall better experience in the next updates. The idea is to come up with achievable and easy to implement suggestions that involve small changes and tweaks within the current content of the game. Yes, these are not massive changes to the gamelpay and that is precisely the idea. At this stage of the DayZ development, suggesting extremely elaborate ideas or new features conspire against the possibility that they can be ever implemented. Keep it small, keep it simple and aim for an impact on the daily gameplay because no one is going to reinvent the wheel at this stage. In the past, many of these suggestions have been considered and incorporated into the game so I decided to try again. At the end of this thread you will find a list of those suggestions that were later incorporated into the game (which is not to say that it happened because I suggested it of course). OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/259915-dayz-30-qol-suggestions-part-6/ HERE ARE MY QOL SUGGESTIONS 1) Gasoline Canisters | Make them explode when fired Self-explanatory. It is an element that would add a lot of fun to the gameplay without meaning a significant change or even a new technology. Simply by adding the attributes of the grenades could be achieved perfectly. No fire effect involved, just an explosion like a grenade or a gasoline station. If one wants a more realistic approach we could limit it to the impact with tracer bullets, although I understand that there are certain limitations of realism to this, would still be an attractive element for the gameplay while being quite simple to implement. 2) Glasses/Masks and god rays | Realistic functioning, color tints We can all check its implementation in several community servers thanks to Mandibull (DayOne). Would give the glasses a real use beyond the merely aesthetic element and could also be applied to different helmets and masks with different degrees of protection (reduction) of the god rays. For example: Sunglasses reduces 90% of the glare. Motorbike 100%. Gasmask 50%, Combat Helmet with visor 80%, and so. 3) Catch water from rain | Being able to catch it with canteens and pots Another feature that was once part of the game and is now present in several community servers thanks to modding, the possibility of collecting rainwater by using a canteen or cooking pot and looking at the sky is something we need to have back into the game. The main concept is even already there (we look at the ground when we want to empty a bottle), so it shouldn’t be difficult to implement in Vanilla. Im aware that DUG (DayZ Underground) and other servers have already implemented this idea as a mod with perfect performance. 4) Police cars wrecks in PD´s | Re-signifying Police Stations Almost every police station on the map (Chernarus) has a completely empty parking lot and the absence of any kind of interesting loot within them means that they only serve as a "point of reference" within a city. By incorporating several destroyed police cars with loot in their parking lot, this would give more life to PD´s and its surroundings. This element is one of the most attractive in community maps such as Esseker, giving more dynamism and interest to the PDs. 5) Grenades attached to vests | Chance of explosion Allowing grenades to explode if they get shot while having them on your vest would be a very fun element to the gameplay. Even the infected could eventually spawn with grenades on their vests, and you could get rid of an infected horde by shooting the one carrying the explosive. Why would anyone wear grenades in their vest if they are at risk of exploding then? First, maybe that's their objective when rushing a camo building full of people. Second, the impact area would be extremely limited anyway. Third, remember that in vests like the plate carrier the grenade position is to the side. 6) More camouflages for items | Barrels, Vehicles, Wooden crates Hidden bases in the forest was an amazing thing back in the day. Your travels through remote locations were more enjoyable because you always knew that something could be hidden around. Now, since tents can´t be carry anymore in your back anymore and vehicles are not really a safe option, people just limit themselves to use the (IMO) extremely OP underground stashes as their main storage alternative. This is unbalanced and uninteresting for hidden loot dynamics. By allowing players to use camo net as an attachment for barrels and vehicles - just like it happens with the tents - you can provide with a more balanced method to hide stuff in remote locations, incentivizing other players to search for them. 7) Leaning | Allow to keep the position with a double tap Quite simple idea, by double tap Q or E (PC), the player keeps the tilt position until he/she presses any other key or moves. It is something that is quite required in pvp scenarios and that has taken place in the past. Should not be difficult to implement. 8 ) Backpacks in vehicles | Disable them from the player model There is currently an issue when multiple players get inside a vehicle: if the player in the front seat have a backpack, that clips through the back of the seat and prevents the player to enter the seat behind (The contextual menu just won´t show up because of the backpack obstruction). While the clipping issue it’s also something that need to be fixed, the bigger problem here is the impossibility of accessing the back seat. Maybe by removing the backpacks from the players just like the game does with the items in hands you can prevent both issues at the same time. In older versions of the game the model (and its equipment) was adapted when entering the car, I don't see why this cannot be repeated nowadays. 9) Down Jacket | Add it to Chernarus, vanilla. Along with the old Tactical Vest, the Dawn Jacket is one of the most memorable pieces of clothing for veteran players of DayZ. It was already incorporated by Sumrak in Namalsk so I think it would be appropriate to incorporate it now in Chernarus too. It is an aesthetic change but it definitely going to be worth it. Its insulation value would have to be considered, but in any case, it would be a good item for northern Chernarus as a high tier civilian item that protects from the cold and offers a large amount of inventory slots. Either way, I'm one of those who thinks we need more civilian high tier clothing and less militarized survivors everywhere. 10) Wet items/weapons | Possibility of malfunction The number of "submarine bases" in the current build of the game is incredible. They are hard to find and there are almost no consequences for hidden items inside. it would be nice to implement an extra impairment to the wetting feature to balance this. In the case of weapons, for example, the possibility of malfunction with the same reasoning when it comes to rain. 11) Weapons Fire Mode | Sound effect and/or weapon representation Speaking about guns, by adding a simple “click” sound as a reference you could know that you are actually changing the fire mode without the need of any type of HUD. It would definitely be a great alternative if you could actually see this change reflected in the gun model (you can “inspect” your rifle by entering in the throwing stance with a SMG, a rifle or a AR) but, in the meanwhile, a simple sound effect should do the trick. 12) Remove the crosshair | Or replace it with a simple dot One of the most anticlimactic and inaccurate aspects of the game is the crosshair. I honestly don't know what it's for. Its design is invasive and looks like a placeholder, yet it has been there for years. Yes, I am aware that it can be disabled, but the idea is to go back to the old, classic point the default experience of the game. Yes, I am aware that the game allows you to disable crosshair any time and that hardcore servers do not have it at all (I never play with the crosshair on, even non-hardcore servers). But I'm talking about a design idea (as in EFT) where it is the developer who sets the tone - hardcore in this case - and not the discressionality of the end user. 13) Military Tents | Carry as a backpack Since this was removed from the game, the "nomadic" bases in the middle of the forest that kept players alert and roaming the entire map have been replaced by mega-bases in the middle of cities full of walls and barbed wire. Bring back the possibility of carrying a tent on your back (replacing the backpack slot) to increase the chances of bases in remote locations and stop centralizing the dispersion of players on the map. 14) Flash Grenades | More range, more “blindness” time. This will probably be a reason for adjustments in the future, but in the current version (1.12) flash grenades have an extremely small range and their effect lasts quite short. Increasing their range to at least 4 meters and extending their effect to 12 seconds would give real utility to an item that is very interesting for gameplay. 15) Attached Radios | Key binds for using them Just like with the Head Torch or the NV googles, you should be able to turn on/off and change the frequency of the radios when those are attached to your backpack by using a default key. Radios are one of the most interesting items in the game but its implementation conspires against the idea of enhancing their use. They need to be practical and handy. I even think Ammo (Modder, part of the DayZ Underground team) has implemented the possibility of interacting with the radio attached to your backpack/vest by moving your head down and looking at it without items in your hands. 16) Bleeding | Severity according to origin and not just to quantity Nowadays you can bleed to death in a very short time if you have two cuts from slipping down a flight of stairs. The game does not discriminate whether the wound was caused by a fireman's axe or a scrape on your foot against the concrete. The idea is to divide the bleeding into three types (mild, moderate, severe) and not simply by quantity. In this sense, 3 light wounds will cause you to lose a tiny percentage of blood while a severe wound will cause you to lose a lot of blood. The distinction could be given in: Minor wound = Infected, cuts. Moderate wound = Low calibers, one-handed melee. Severe wound = Shots, two-handed melee, predators. 17) Diseases Indicator | Different diseases symbols (Alternative Blood Test Kit) We definitely need to have different icons for the multiple kind of diseases, especially for new players. The global bacteria icon it’s just not intuitive enough and not very helpful for the learning curve of the game. It would be also a good idea being able to use the test kits on you not only to identify your blood type but also to assign a new symbol to properly represent the disease you have (Example: you have cholera with the global bacteria icon, after you use a blood test kit, the bacteria icon changes to a more representative icon). A new medical item could even be added to the game for this purpose. While I love that a game has a difficult and challenging learning curve, in the case of DayZ and diseases, I think the difficulty in diagnosing for new players comes from a poor design and not from a real intention of complexity. There is almost no way - for a new player - to differentiate Salmonella from Cholera or Poisoning without using elements outside the game (guides/charts), and this is a huge mistake. The learning curve has to be complex, but progressive and possible, never frustrating or almost impossible. 18) ADS transition | Make it slower / smoother The current transition from hip fire (Raised weapon) to ADS is extremely fast. You get to your sight view almost immediately and there is also an exploit to make it even faster. This not only makes the game feel casual and arcade-like, but also conspires against the original idea of "warning" the other player about your future intentions through your movement (thus enhancing interaction). This need to change. I think this movement/transition should be much slower, as many other games have applied. Just check EFT (a pvp focused game) transition from hip fire to ADS. It’s even slower than DayZ but it feels so much realistic and smooth. Please remember, I am talking about the transition between the raised gun (hipfire) and ADS, not the gun at rest and hipfire. Those are very different things. I insist on the example of EFT where it is a clearly focused on pvp kind of game and where the implementation of weapon handling is smoother and softer than in DayZ SA without lossing any combat speed at all. 19) 3d Map item | Check the map without a full interface This is already a thing is most community servers and its completely amazing. The fact that you can check a map outside the “full screen map” it’s one of the most immersive approach that can be made with them. I would love to see that in the vanilla game as well, both for the map and notes. I know that, in the case of the map, it’s a unique 3d model so it may be impossible to make with notes but maybe there is a way around. I’m not saying to replace the “full screen map”, but to provide a hit/hold option to choose between both alternatives. 20) Longer beards | Synonymous with survival Suggestions #26 and #27 are purely aesthetic I know, however, I sincerely believe they would add a lot to the game. Especially considering that DayZ currently lacks one of the most important elements for a survival game IMO: The possibility of appreciating/keeping your character and their survival by something more than just his gear. There is no evolution, no passive skills, no expertise, no progress… just gear. So until any of this stuff became a thing, aesthetics is probably the only thing that individualizes us and makes us value our character. Longer beards (even longer than image four), white hair or even particular features after having survived for a long time would be an interesting element. 21) Shave head | Alternative aesthetics, individuality And if we consider longer hair, we must also consider the opposite alternative: to be able to have a bald character. Since we can shave our beard, it should also be possible to shave our head, even in female characters. It would be a hygienic guideline, it would complement better avoiding clipping with some objects and it would look completely badass. 22) Binoculars | Faster use and One Click action Every time we use this item the character takes too long until we can see through them. Its use is unresponsive and anticlimactic. The movement has to be more agile and, at the same time, offer the possibility to make a simple click to keep the binoculars in use (as it happens with the Scopes) instead of having to hold LMB all the time. There is currently no incentive to use binoculars over any other item that allows us to see at a distance (Scope in hand, rangefinder, scope on weapon). Its size is too big (3x3), you can't attach to any slot to save that space and the speed of use is still incredibly slow. 23) Inventory Sounds | Add sounds and fix soundless exploit Adding a very subtle noise to each item (or category of items) when managing our inventory would be very welcome to players. But more importantly, correcting - adding a sound - to when we drop an item, mainly weapons, on the ground and then pick them up to make no sound at all. This "exploit" is one of the most used in PVP situations where one can pull out a weapon without warning the enemy of its presence. I think Inclement Dab (modder) has even developed a good concept of this as a mod. 24) Gas Canisters | Explode when shot with smal flashbang and/or smoke effect The simple fact of being able to use this item as a sort of small flashbang / smoke effect when shooting it would open the door to very good in-game sequences. A player could throw it and then shoot it to blind the enemy for a few seconds. The technology is already there, so I think it would be simple to implement. Just as an example, this was already implemented as a mod in several servers. Example. 25) Underground stashes | Bigger dirt pile and multiple stashes restriction Nowadays you can bury multiple objects in an extremely small and limited space of land. While this already has its penalty (since you can't choose which one to dig up first), as a matter of balance, it would be good to find a way to limit this from becoming possible by restricting the possibility of creating an underground stash on top of an existing stash. Im not talking about a global undergroun stashes restriction or limit, just avoid putting 10 underground stashes in the same pile of dirt. In addition to this, the remaining dirt pile after you hide something underground should be bigger in size to prevent multiple exploits and again, turn this hidden method into a more balanced and less overpowered one. The reasoning is always the same: for every asset, there must be a liability and this improves the balance within the game. I insist that underground stashes are completely unbalanced storage methods with their current implementation and in some cases - mostly exploits - they become literally impossible to find. 26) Precise positioning | Long torches and other items Quite simple suggestion, it simply allows to place the long torches on the ground with the precise positioning. The same could apply to sharpened sticks with food at their ends. 27) Russian Roulette | A way to implement it Completely unnecessary but very interesting for the gameplay, a good way to implement it would be to hold right click and then hold the R key (default reload) to spin the drum. This can obviously be a lot more complicated according to the current implementation of the Revolver, but I'm sure they will find a way to incorporate it again. 28) Skin and quarter chickens | Increase the interaction area Quite frustrating during the gameplay and I think with a fairly simple solution, every time we want to butcher a chicken, when we use the knives to look for worms or even when we do it in the middle of the asphalt, the interaction area is so small that, even with the crosshair activated, it becomes complex to find the exact pixel where we get the action. The idea is to increase the interaction area for this action in the case of chickens and small animals in the future. Another way to correct this is with the possibility of transporting the chicken as an item and then being able to combine it in your hands with a knife or any other tool you wish to butcher it. It would even be a good alternative for when, in hardcore servers, you find a chicken and kill it with your fists but you don't have any melee to cut it. You could carry it (as you do with fish) until you "prepare" it. 29) Bleeding | HUD-free screen representation You can see this all the time in almost every Dayz stream/gameplay while playing on hardcore servers. People trying to play without the HUD but, after they got shoot/attacked, they need to open their inventory – or enabling the HUD - just to check if they are bleeding or not. This is extremely anticlimactic! I know that your screen will eventually became black and white over time and that there is a “cut sound” when you recieve a wound, but it’s just impossible to hear it in the rush of a battle and for the time your screen goes black and white by multiple cuts it’s probably already too late. By adding a more representative/noticeable sound effect (like some hearbeat for example, being even realistic since your heart will beat stronger when you lose blood to compensate) or a screen effect (like a continuous red coloring on the edges of the screen or just a red “flash” when you receive the cut) you can provide with enough non-invasive information to the player to avoid having to always rely on the HUD. Alterantive 1: Heartbeat Alterantive 2: Screen Effect 30) Epinephrine | Avoid fainting in flashing red blood One of the most characteristic features of a survival game is the possibility of overcoming death or near death. But when we are blinking blood this becomes almost impossible. The fact that the infected don't attack us when we are unconscious is a step forward but I think we need the epinephrine also to avoid regular blackouts when our blood is flickering. This would at least give us the possibility of hiding until we recover normal levels or receive a blood transfusion. 31) North East Airfield | Bring it back to life Nobody can deny the huge amount of work and improvement of Chernarus (map) in general, but there are at least two locations that I think have resulted in changes for the worse: Myshikino tents and the Krasnostav airfield (also known as NEAF). I don't know if there are any future plans for this particular location, but I think that by adding an ATC, hangars and some barracks you could re-signify this airfield and enhance players to go through it. Nowadays it’s a completely empty space and a waste of what it was one of the greatest points of interest in Chernarus. 32) Apartment buildings | Is there a good reason why those are empty? Back in the “DayZ”, you went to those apartments to find civilian tents and clothing, but since some years ago, the apartments buildings in Chernarus are completely empty. People tend to camp and snipe from those creating some of the best PVP sequences but now it’s became just another dead space in the map. The fences positioning does not work properly inside there so it’s also quite hard to build bases or lock rooms in there. We already have the Namalsk experience where you can find supplies in those buildings bringing them back to life. Chernarus should copy this by adding civilian loot and tents in them. 33) Stealth | Add a slower stance/speed while crouching Stealth is an element that will gradually take more place in the game with the new modifications to the infected and the possibility of one tap them by attacking them from behind. However, in the crouched position, one cannot switch between a light step and a slow step by pressing the walk key. It would be very useful to be able to add an even slower step in this position by completing the three speeds in each of the stances (Standing, crouching, prone). 34) Burying Dry bags | Make them take damage with every bury/unbury Similar reasoning than with the wet items, Dry bags are quite easy to find along all the coast (Docks/containers) and people use them as a big storage method as a hidden underground stash. You can prevent this OP storage method by making them take some damage/worn every time you bury/unbury them. 35) Handcuffs | Make them unique/useful In my opinion, handcuffs are not getting the relevance that they should in a game that uses their features/items as the main source of stories and interactions. The fact that you can break them in a matter of seconds and without any tool involved absolutely kills their purpose. You shouldn’t be able to break free from handcuffs just by struggling. You would need the key or any other melee item (to avoid frustrating scenarios) to set you free. This will open a huge window for really cool interactions. In addition to this, the suggestion #20 (jogging while tied up) is key to make this feature not frustrating. 36) Communication Devices | Range, Multi-frequency concept and persistence We really need a change for radio concept to make these items useful again. Having 7 different frequencies and only a 5km range turns what could be a huge element of interaction into an absolutely dead item. I have suggested quite some time ago to increase their general range, around 10km for the personal radios (I remember an EXP build though where they were worldwide and people use them a lot), and that all communication devices should be multi-frequency, with a higher "sound gain" or lower “noise” when you are on the same frequency than the broadcaster. In the case of the Field transceiver and Zenith studio, there shouldn’t be such distinction so it can be heard perfectly along all frequencies. The argument against the multiple frequency idea could be a possible "loss of privacy". But let's be honest, almost no clan/squad uses in-game communications to talk to each other, not even on RP servers. Radios have been and always will be devices for meeting strangers, not regulars. The other part of the suggestion is about persistence. Just like with the construction lights, you should be able to place and power the Field transceiver with a power generator, making them persistence and enable for longer periods of time. I imagine a natural increase of the usage of this communication items at nighttime where people return to their shelters and turn on their radios while waiting for the sunlight. 37) Animal source items | We need more crafting recipies Animal-based items not only encourage hunting but also broaden the interest in animals for more than just food. There are several mods that have implemented very easy and logical items related to animals. From different backpacks using the different animal skins (as you can currently do with the Boar skin) in DayZ Underground, or clothes and helmets made from animal heads (DUG, DayOne, among others). I think it would be very interesting to have them or at least some similar complement. (Image from DUG). 38) Prone/Crouch F5 | Allow captors to access hostage inventory Currently you can only access a hostage's inventory after tying him up. Allowing access to their inventory by proximity when they press F5 and are crouched (where there is no possibility of movement for the hostage) would improve interaction and expand the number of possible scenarios. 39) Clothing status | Wet Textures representation It will probably involve a lot of work, but I think it is perfectly feasible and adds a lot to the idea of immersion and dispensability of the HUD. The idea that wet clothes have their representation in our character to be able to know their state without having to inspect them (as happens when they are damaged or worn). It is something that is present in different mods (WindstridesClothingPack by Windstride for example) and it really works perfectly being IMO the best clothing mod ever created so far. I think it's an element that would definitely have to have its place in vanilla at some point. 40) Melee combat | Blocking consistency The melee and mainly the block feature is probably one of the features in DayZ that has less consistency right now. You can "block" attacks from a fire axe with just your fists but you cannot block infected attacks with a shovel or any two-handed melee. And this also does not work as a pattern because sometimes it works and sometimes it does not. This needs a clear revision to make the system more consistent, dividing items into two categories (one-handed and two-handed) where one-handed melee attacks (e.g. a knife, and including fist to this category) can be defended by one-handed and two-handed melee, while two-handed melee attacks can only be defended by the latter. At the same time, it would be good to complement these categories with an exception: a heavy attack with a one-handed item can never be defended by a one-handed melee. There are many other considerations regarding the melee system but I think they deserve a separate thread. Likewise with the feature of dodging to the side. Since its implementation, I don't remember any situation where its use was justified. It is something worth rethinking. 41) Petrol lighter | Allows it to be used to illuminate Present in many mods (such as the Munghards Item pack for example), the possibility of lighting with the lighter by making it consume its uses would offer an excellent ambiance. Perhaps a little more difficult to implement and somewhat unnecessary but it is worth mentioning: something similar could be done with matches for a matter of seconds. I repeat, quite unnecessary. 42) Animal Meat | Initial heat value It would be interesting that human or animal meat has an initial temperature value (e.g. 30 degrees) that can be used for initial heating as we do with food or hot containers. Obviously with progressive heat dissipation. I think this would be excellent to incorporate. I recognize that this is perhaps a suggestion more for the Namalsk discord than for Chernarus, considering the impact of weather on the Namalsk Survival mod. 43) Helicopter Crash Sites | Radio Signal The idea is not new but with the incorporation of APSI and muon technology in Namalsk Survival, it has become much more feasible. In a nutshell: helicrash events should generate a radio signal (which could consist of a simple "beep" by proximity) that can be heard and tracked through the use of radios. This would not only give a new attraction to the event but would also encourage the use of this item which is an excellent element for survivor encounters. (Image from DayZ Wiki). 44) Weapon inspection | Pop-up menu when holding down key Once again, the idea is to avoid as much as possible the intrusion of the HUD inside the game for those of us who are looking for an immersive, agile and hardcore experience. Without adding too much (no new animations or new features), one could simply assign a key (or combination of keys) to the inspection of our weapon so that, when pressed, in the center of the screen we get the basic information of the weapon that is found below left when we play with the HUD activated (weapon status, ammo, fire mode, etc.). I think it would even be very easy to implement. 45) Grenades | Audio clue when they hit the ground Currently the only reference we have that someone has thrown a grenade is the warning offered by the removal of the security pin. But that also doesn't give us much reference as to whether or not he finally threw it. I think it would be very good and simple to add a "plonk" sound effect to the grenades (Example of what I'm talking about) to make things much more exciting and give an auditory cue to balance things and avoid unrealistic exploits. Even landmines have an "audio clue", even though in my opinion they should not have it. 46) Bandaging | Possibility of prone bandaging I understand that maybe there is a design intention to give more vulnerability when you bandage yourself for a matter of gameplay. First of all because you need to expose yourself to a crouch position to do so and, unlike other actions, you cannot move while performing the bandage animation. While I think that limiting movement during bending is a good idea to prevent the game from being too arcade (like in Rust, where you can bandage yourself running), I don't find many arguments to avoid being able to do it in the prone position. 47) Salmonella and Cholera | Full stomach symbol Many may not realize it, but until you acquire the knowledge that you have to take small bites and sips during Cholera or Salmonella, new players usually have a very frustrating experience. While I don't question the mechanics and I definitely want the game to be hard, one thing is to be a difficult experience and another thing is to be so unintuitive that forces players to resort to external sources (which should not happen in a game with a progressive learning curve). How could a fair middle ground be reached with this? If you noticed, when you eat/drink too much (without having Salmonella/Cholera) the “full stomach” symbol pops up alerting you to the possibility of vomiting. This does NOT happen before vomiting as a result of illness and eating/drinking. Thus, it would be good to add the “full stomach” notification also when one is close to vomiting from Salmonella and/or Cholera, giving a sufficient clue to the survivors how to survive the disease but without being completely explicit. 48) Fishing | Quick slot for changing bait It may be a minor suggestion (it is the idea after all), but the fact that one has to craft – with an animation included - each one of the improvised baits and you cannot just combine them quickly as it happens with batteries and scopes, grenades and vests, radios and backpacks, visor and combat helmet, among dozens of other items... it really unnecessary and tedious. That’s why I suggest to allow a quick slot to the bone hooks to be able to attach the worm to it just by a drag/drop action (like in many other recipes) without the need to perform a whole animation every time. THANKS FOR YOUR TIME
  4. THEGordonFreeman

    The Awesome Vehicle Thread

    While the mod was much more reliable vehicle-wise, you could still get airborne on the rare occasion. here's comparison of vehicles from 2012 to 2021, and if you close your eyes, it feels like nothing has changed!
  5. Parazight

    3 Kp/h shunt destroys Ada

    I'm not sure how much the console type affects stability. Vehicles are controlled by the server you connect to. Sometimes, the internet doesn't behave and the commands you input aren't received in time. When client-server communication resumes, you see the aftermath of when you had no control; the car is sideways, the front tires, radiator, and sparkplug are all ruined. The car probably hit that hay bale at 40+ km/h but what you saw isn't what really happened on the server.
  6. THEGordonFreeman

    The Awesome Vehicle Thread

    The slow motion crash... a new way to lose all your progression and gear through no fault of your own. Fortunately, this guys rode it out and survived. Not the normal experience with vehicles at all. BONUS CLIP! Here's a car actually flying at the airfield.... natural habitat for all DayZ vehicles...
  7. Guest

    The Awesome Vehicle Thread

    Vehicles are powered by the very same framework so models, textures and names doesn't really matter. Even horse mod can be a very rough experience with current settings.
  8. THEGordonFreeman

    The Awesome Vehicle Thread

    So this just about sums up my experience with vehicles and why I don't use them. This is the default way to die in a vehicle....
  9. seawolfy

    Server Side Mod? How?

    I know i'm a bit late to the party, but at the moment you can do something similar with CF Tools Cloud. You can make a free account and add your DayZ SA server. You have to use it with a Server-Side mod called GameLabs in order to work fully. It has features like server monitor(fps, active ai, animals, vehicles), logs, whitelists,queue priority, filters, automatic messages and restarts etc.. In the admin part you have some additional features compared to the vanilla: -Real time map (players,vehicles,crash sites) -Teleport players by dragging the dot from map to desired location including yourself. -Item spawner -Heal/Kick/Ban (ip/steam account) player Hope it helps a little if anyone didn't know already about this.
  10. ForsakenLandsOfLivonia | PvE | +PVPzones | MatureGamers | Traders+Helis+Vehicles+Events IP: 213.166.86.9 Slots: 60 Map: Livonia/Enoch Looking for a server Look no further if you're looking for a fun, great supporting community, scavenging from house to shed looking for gear, food, water. Sick of running into Toxic players? We offer 24/7 admins to prevent toxic players, cheating and duping. We pride ourselves in having a great supportive and growing community with always someone to interact with, trade with or even end up in a war with! Offering Custom Areas & Traders, Helis, Modded Vehicle, Airdrops, BBP, Hunting, EVENTS, + More Check out our discord. I look forward to meeting you!! Peace [F.L] SmoggyGaz - Server owner. https://discord.gg/fWPzheu
  11. THEGordonFreeman

    The Awesome Vehicle Thread

    Right on. It's a possible workaround. It's a damn shame players have to figure out ways around problems left by developers. BI is notoriously famous for this since Arma 2. And DayZ likely won't be the last game they leave Mac Truck sized bugs in as game features. I mean, this would be embarrassing for most companies but this has become BI's calling card at this point. What makes it different is that, vehicles are a major feature to the game and while I'm sure the current team would love to have it fixed, it's not a priority, and THAT is what has so many perplexed. It's a major feature of the game and it sits here broken FOR YEARS and even the developers don't know when or if it can be fixed. That's like a doctor ripping out a bone in your leg, and putting a replacement in saying it will be better than the original bone, but every 10 steps or so, your leg flies out from under you and you fall to the ground. Every couple of months the doctor takes an XRay and can't figure out how to fix it but keeps telling you he's working on it. Sure, you can live without the leg, but he said it would be better from the beginning, although your leg was perfectly fine from the start. It makes no sense and now it's basically ignored and they tell you well, at least you can make 9 steps.... in other words... working as intended, at this point, deal with it, you'll get used to it.
  12. Girth Brooks

    DayZ Wipe Announcement 1.13

    This game will probably not be supported much past next year, so modders and server owners will make the game the best they can with the limited resources. Wipes are inevitable with how the database is set up. It's like your cell phone. If you don't restart the phone periodically it starts acting up. And when there are millions of items/players/bases/vehicles getting moved around etc etc the simulation gets wonky due to a myriad of reasons. Rust wipes once a month. Rust also has a Dayz mod. Let that sink in a bit.
  13. THEGordonFreeman

    The Awesome Vehicle Thread

    In Arma 3, vehicles were client authority, in DayZ, they made them server authority to keep hackers from messing with them. Basically, they took a sledgehammer to the problem and now here we are, vehicles that barely and rarely work. But hey! No hacking cars! They just use ESP and kill everyone on the server with a bullet to the brain.
  14. Caatalyst

    The Awesome Vehicle Thread

    I'm really glad to see this thread was created and is getting attention and discussion going. I've got 1.6k hours in Dayz and I have over 2k hours in Arma 3. I used to love Exile mod and vehicles were a huge part of the game. It's disappointing to see the dev post early on down play how bad vehicles are in the game. They run terribly and this can occur even when servers are low pop. I've played on plenty of community servers, different maps and vehicles suffer the same issues everywhere. This is an incredibly common issue and for this reason I rarely drive them, especially during high pop times. In a game that is so brutal to start with it is incredibly infuriating to die and lose hours or even days worth of progress due to bug that has been present in the game since vehicles were first introduced. I for the most part play on servers that use QOL mods like no vehicle damage. If I was playing vanilla I would never use vehicles because of how frequently they glitch out. One thing I cannot wrap my head around is how they had them working so well in Arma 3 and Dayz they are completely broken.
  15. new server Dayz RetroVirus | Mostly Vanilla | Survival Hardcore |Heli | IP: 51.222.11.30:2302 Discord: https://discord.gg/9GG3wFGZUP Platform: PC Playstyle / Rule : Organic RP , Faction raiding. Raid alert mod Region: NA Map: ChernarusPlusGloom Mods/Settings: - Jeep Cherokee 1984 - Jeep Wnagler - RaidAlert - LessSkinningMeat - Craftable Bone Knives - SurrenderInventory - GameLabs - Breachingcharge Codelock Compatibility - Inventory Move Sounds - LightingConfigOverride - KorBayonetFix - Unofficial Expansion Fixes - Ear plugs (P) - DayZ-Expansion - Dogtags - WindstridesClothingPack - Breachingcharge - Code Lock - DayZ-Expansion-Vehicles - DayZ-Expansion-Core - DayZ-Expansion-Licensed - Community-Online-Tools - CF
  16. COME CHECK US OUT!!! ForsakenLandsOfLivonia | PvE | +PVPzones | MatureGamers | Traders+Helis+Vehicles+Events IP: 213.166.86.9 Slots: 60 Map: Livonia/Enoch Looking for a server Look no further if you're looking for a fun, great supporting community, scavenging from house to shed looking for gear, food, water. Sick of running into Toxic players? We offer 24/7 admins to prevent toxic players, cheating and duping. We pride ourselves in having a great supportive and growing community with always someone to interact with, trade with or even end up in a war with! Offering Custom Areas & Traders, Helis, Modded Vehicle, Airdrops, BBP, Hunting, EVENTS, + More Check out our discord. I look forward to meeting you!! Peace [F.L] SmoggyGaz - Server owner. https://discord.gg/fWPzheu
  17. Chernarus You wake with a jolt to the sound of a huge crash. The noise keeps resounding and you realise... The zombie horde has found you. You thought you were safe in your little hideout, but no, they are here and you must run. Why did you store ALL your gear near the main entrance? Why did you not prepare a survival kit at the back door? Damn they are through already, it's too dangerous to go for your stuff, just grab what you can reach between here and the ladder. Thank god there was at least some food and a pair of shoes, but you are going to be cold in these thin pyjamas. You run and run until you can run no more and you think to yourself: I need to find new gear, especially food and I need a weapon, damn, I REALLY need a weapon out here! How the hell am I going to survive with so little in this world picked clean? I'm not sure I can go through it all again, I'm not sure I'll make it this time... Rip off traders - low stock, high prices and will give you very little for your loot. Raiding only by breaching charge and hacking tablet. Airdrops and lots of crashes/wrecks, extra vehicles & repairs, extra crafting, corpse/vending searching plus much more. Read more here: discord.gg/asXAWu7zAN Server Name: [TME]PVEVP VHardZ LowLoot discord.gg/asXAWu7zAN 216.119.155.33:2303 Search on DZSA for easy mod download or use this collection: https://steamcommunity.com/sharedfiles/filedetails/?id=2474325496
  18. THEGordonFreeman

    The Awesome Vehicle Thread

    I definitely care about this game. I really don't understand how console players do, though. They are in a horrible hell when it comes to vehicles... prime example.....
  19. Guest

    The Awesome Vehicle Thread

    And yet there are people who care about this program. And yet it's a game with unique environment and solutions. It's a game worth investing into. With history and potential - unlike failures such as "Ylands" or "Vigor". Money isn't everything - many AAA productions proved that, by dying on a market. ps. oh, vehicles... Oh well.
  20. Reehnegie

    We need new sounds in the game

    I think the sound of vehicles could be improved. Chernarus is a big dead world. The sound of a car would travel a long way across an open field or stretch of road. Could you make vehicle sounds travel farther?
  21. StackOrStarve┇100k┇ATM┇Trader┇BM┇DRUGS┇BBP┇+MORE!┇ DZSA Launcher or Normal Launcher {Both Work} We are a newly developed server and hope to bring you the best dayz gaming experience possible. We'll be doing regular events such as Chunks Camp Raid etc. There's tons of custom vehicles that are all useable. Currently working on a Heli trader however they can still be purchased. Buy or find cannabis or coca seeds and grow them to sell bricks to the trader for £££. Server is being optimised and updated daily so you'll always be up to date with the latest content/Mods. Upon joining the server you will receive 100k in your bank and a building starter pack. For info on what this will contain join our discord (Link at the bottom) There will be admins active 24/7 so anything you need assistance with will be attended to asap. We are also looking for one or two experienced staff members to help run the server with us so if your interested drop me a message on Discord for a quicker reply. Full details on our server will be updated into the discord shortly we've been trying to put all of our time into the server at the minute. First 10 people to join the discord will receive a free car up to 150k of value (includes rolls royce wraiths etc) Thanks for reading! Our discord - https://discord.gg/uruMRWxR
  22. THEGordonFreeman

    The Awesome Vehicle Thread

    Impulz told us effectively they work on it when they can but due to it's complexity, no ETA can be given. Changing the player controller was difficult as well, caused a massive stir within the community, but they accomplished it and it has worked out well. They threw tons of resources at it and got the job done. Why in the hell would they release a game without so doing the same for vehicles? They released this game with a seriously broken system, and now that the dev team is small it seems BI is signalling we just don't give a damn. Like I said, I'm sure it's frustrating to the devs, but I believe new players should know what they are getting into. Vehicles suck, no if's, no and's, and no but's about it. We have to stay vocal about it, something needs to change at BI.
  23. THEGordonFreeman

    The Awesome Vehicle Thread

    ANd this is a very sad thing to have to explain publicly. Cars are indeed a necessary tool for the long game in DayZ. You can technically play without cars but most players will not choose them because they are screwed up so horribly bad. And again, all of this was due to the decision to make them server sided so hackers would not be an issue. So with their current state, hackers don't mess with them and neither do most players. And BI puts more effort into adding hats and brooms instead of having resources to fix what is essentially a broken feature in the game. Everyone was skeptical of the new player controller, myself included And it took a few patches to get it dialed in right. I'm OK with it now, it has indeed enhanced many combat situations I have found myself in. It ended up being a great decision by the dev team. Why can't they put that kind of effort and thought into fixing vehicle physics. I'm certain it's complicated as hell, but NOT IMPOSSIBLE. I would rather hear that vehicles will never be fixed than stringing everyone along with we'll get to it eventually or we're working on it. New players should again, note, vehicles have been a huge pain in the butt since the game was in Alpha and it's one month Beta. BI never fixed them, see the videos posted in this thread. You will lose progress in the game due to them, likely die because of them and sometimes, even if you are not using them actively and are jsut in the general vicinity, you could die through no fault of your own. That is the reality of vehicles at this moment and since at least 2019. We are actively keeping this discussion open and alive in hopes that BI will eventaully listen to it'ss customers and fix these damn things.
  24. Riddick_2K

    The Awesome Vehicle Thread

    I'm sorry if I dismantled a myth, but I believe that the reality of things is without a doubt the "right way". However, it is also true, the network code greatly worsens the already present defects of the vehicles... it is just that it does not depend ONLY on that. I can undoubtedly advise you to download (free), install and try your "personal server" too... Find it here: "https://steamdb.info/app/223350/" It is a "must" to practice and try various things... and, if you also have a bit of a "computer mind" and are able to edit XML configuration files (it's not difficult 😉), it allows you to understand much of the essence and functioning of the game, at least in its general lines (you have a server to use, not "the game code" 😁). So you will personally see how the vehicles work directly in the game without network interactions / problems, both internet and lan, because if you have at least 14-16 GB of ram you can load servers and clients directly on the same machine (PC). Then, while you're at it, you can also have fun changing the settings, day and night duration, weather, all spawns (items, Z, beasts), try various mods, etc ... In my opinion it's something that all DayZ fans should try at least once 😉
  25. Riddick_2K

    The Awesome Vehicle Thread

    And while we are (still, unfortunately) on the subject, I report a text that I wrote some updates ago (1.10) and that, unfortunately, not much has changed. ==================================================================== Just for the record. I'm not a programmer, so I don't know what or who to blame for car defects, but I've seen one thing many times. I have my personal server (the one downloadable from Steam) started to better understand the game and now I enjoy it a lot anyway without struggling with various marauders and assassins: just pure survival as if I were the last survivor. Well, obviously I have a decent base (built by passing the scripts from "DayZ Community Offline Mode" masonry with H2O and gasoline) and adapting the server files to what I believe is "more realism" (what the game allows me, of course). I haven't tried any MODs yet, but I already have some pending. Obviously I have been using the cars since the first time I found one (a Skoda). Now I have 2 Skoda, 2 Niva, 1 Golf and 1 Olga. Having made this long introduction (necessary to frame my experience a little. The hours of play you can get from my profile, but ± 40% on official servers & ± 60% on my private server) I use the cars exclusively on my private server, on the public ones I consider it too high a risk to simply become a target for the a**hole on duty ... and I don't want to work for others and die too easily. And I get to the point (finally :-D) The private server is maintained by the same PC I play with, so PING is very low (it should be nearly zero, but I don't think it is). The machine is an FX8300 @ 8x4200MHz, 20GB 1600 cl11, a GTX1060 6GB and S.O., drivers, programs and game are on one SSD; nothing exceptional, I defend myself with FPS oscillating between 30/40 & 75 (of the monitor). With DayZ & DayZ Server (plus some PC management software, temperatures and fans) no core is ever used over 80/85% and the RAM is never occupied over about 70/80% Here, with this PC, with no other player ... ONLY ME in the game ... the cars are always thrilling. Generally they work (with their classic flaws, they don't go uphill, wheels often slip, gears too long, engine too weak, speed indication unrealistic, etc ...) but the worst is stoppages and wince in certain situations, especially when from a "deserted" area (uninhabited coastal road), you enter a city ... always a few blocks of variable time. When I return to the base, with various tents, I always have to brake and stop first or risk a disaster ... and, then, advance very very slowly, especially between the tents (now I also have a gate and stop anyway). Sometimes I have seen cars shake when stationary ... 2 times the GOLF has literally disappeared, physically still present, because if I approached I found a "physical block", even if I did not see anything and I could not even see the inventory. Only when the server was restarted did the GOLF reappear as I had parked it (luckily). A couple of times the car stopped completely for a few seconds and then I found myself: 1st time on a wall (2 wheels and radiator broken), 2nd time on a pole (always 2 wheels and the radiator broken plus damaged battery). For these last defects, however, there were "signs": even the infected were blocked. The first time not always, the second practically every time. As soon as they saw me, the usual "scene" began, but when they had to shoot towards me they were stuck in the "pissed" position. I could easily reach them and beat them up. Very rarely they unlocked and reacted. Then I rebooted and things settled down. But the "micro blocks" remain a bit random everywhere. More accentuated where there are more things around. In fact, given also the poor and unreal performances of the cars, I never use the 4th or 5th ... already very rarely the 3rd. I never go beyond 70/80 Km / H, I am always afraid of the lightning disaster, and only after I have verified, with a stretch of road, that the server has no particular defects or problems of blocks or other. I have never seen a car fly, maybe this is really a problem due to the net-code or the ping of the players, but I can assure you that it is NOT ONLY for the net-code or the ping of the players that the vehicles are bad... even alone in a server on the same PC these cars are literally "thrilling" ... you never know if you will arrive with the healthy car or you will have to leave it broken somewhere and return on foot considering that it went well for you, seen that you are not dead. I think it is the game that has something wrong with it, and that maybe the net-code or the ping of the players makes it work much worse ... but it's NOT JUST that, it already works very badly anyway. I'm sorry to have made it long, but I wanted to write it for a while and I took the opportunity... and it was also necessary to explain the conditions in which I had my experiences that I have told. P.S. I hope you will be able to understand what I meant despite the Google translations ==================================================================== Lately I am no longer so assiduous, I have other problems of mine... and the personal server I use little, but not much has changed... only the infected, I have seen, it is more difficult to see them blocked. For the rest, cars always behave (more or less) in the same way. I want to underline: DO NOT think that the problems are ONLY due to the "net code". This WORSE the defects, but even when you have the server and the client in the SAME PC, the vehicles go bad anyway and are always at risk of freeze and unexpected accident. I just have never seen them fly: this, until now, is the only difference I have noticed between my personal server and the YouTube videos of the Official vanilla servers P.S. For a while have also one M3S
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