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Showing results for 'Vehicles'.
Found 41868 results
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Hmm yeah but have you flown one in the mods? I was really excited about them, but they are terrible to fly in the mods and need almost the same runway as a small plane. I also got shot at during takeoff quite a lot, because it takes too long to start them. I think that might have been a problem of the mods though, because irl they are almost as good as helicopters, aren't they? (short landing and takeoff fairly quickly) I suggested in another thread to use parachutes (which you can find at airfields then) and a 2-stroke engine on the back. Whether this could all be constructed from, e.g. canoe paddles (rotor), rope (wiring) and a chainsaw (engine) is uncertain. But with this paraglider and backpack, you would be very mobile and could stash it away somewhere, instead of leaving it out in the open. In the mods you could also lock vehicles (I found tons of autogyros there, but usually locked), which I don't think will be a standalone feature.
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Well - this isn't the mod, it's the stand alone. It's still in early access alpha, so there's that - there's a lot of systems that are still being implemented, tweaked, broken, fixed, rolled back, etc. It's the nature of early access alpha, but it's totally playable and still lots of fun. I won't mention anything about hackers specifically, as that's sorta a taboo subject but what I will say is it's gotten much better, especially now that there's a lot more private servers to choose from along side BattleEye updates and a few other things that were put into place... it's definitely improved and they're still working on it - avoiding the largest population public servers also helps. A quick list: Vehicles - the V3S is in game now, there's a couple of variants, but they add to it. A lot more gun options are available. Zombies are a lot more interesting now - they got several updates, the latest maybe 2 weeks ago changed how they behave and attack (they're easier to avoid, but harder to predict, but just as easy to kill and seem to hit less hard?) Bear traps and land mines were just added. You can hunt, fish, cannibalize others, and cook & eat it all.StandAlone is way more complete now then it was a year and a half ago, but they've still got a ways to go. A few things that have been issues recently including having to roll the new loot system back to a version that sometimes creates a "Lootsplotion" in one area (say, the firestation may be so full of loot you won't be able to walk through it) causing other nearby areas to be completely void of loot. However those situations have a chance to change every Wednesday during patch day. It's hit or miss... but still totally playable and worth checking out again.
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Vehicles are not as developed, and not as big a gameplay element as it was in the mod. Don't listen to all the whiners about persistance. Food and supplies aren't as hard to fins as they say. Zombies are really good now, and hunting/cooking is better than mod at the moment in my opinion.
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We are the Misfits! [Mf] - GingerNinja's Misfits Apocalypse server
smokatoke replied to smokatoke's topic in Clan / Group Recruitment
Looking for some legit people to play with and have a good time roaming the hills of Chernarus? Tired of cruising solo only to be shot or tied up and forced to dance like a monkey by the first roving pack of players you encounter? Team up with us and stop by our teamspeak at: Misfits Teamspeak Dayz Clan 216.127.64.5:5247. We accept recruits that communicate well, act mature and treat others with respect. While we are an organized clan that prides itself on teamwork and communication, we are also laid back and just looking for adventure in the zombie wastelands. Also check out our website at http://www.MisfitsDayZ.com for more information about our clan. Our clan plays both Mod and Standalone, hosting servers on both games. We are currently setting up a custom server on Mod, GingerNinja's Misfit Apocalypse 198.24.170.179:2302, which will support daily survivalist game play including fresh spawn weaponized loadouts to keep you locked and loaded from cradle to grave. Loot will be abundant, and the gameplay always engaging with AI roaming the map on the ground and in the air. Events will also be hosted on a frequent basis where other clans and individuals will be organized and setup with their choice of loadouts and vehicles, then all out warfare will ensue. Some events will also have loot prizes like tanks or attack choppers to be used post-event during the normal use of the server! We are working hard to keep this server entertaining at all times, and ideas for improvement are welcome :) If Standalone is your game of choice, we excel all forms of gameplay from hunting and farming to PvP/E. The .55 update changed a lot, and weeded most of the hackers, gear dupers, and those who just server hopped to gear up and PvP. We enjoy the survivalist game play and the struggle to fight against the zombies and players prowling the infected wastelands. So swing by with your a$$ kicking boots on, and lets battle the undead and anyone that gets in the way of obtaining those sweet sweet can of peaches! -
Big military base doesn't have to mean lots of military loot. There is not much loot in northern (Kamensk) base. Maybe there will be vehicles
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I don't think having a Western-themed would actually be that bad an idea. Given the rarity of western items as well as the relatively ease of finding the crash sites as long as you have a truck directly after restart, as well as the relative safety of looting crash sites (Yes, we have all gotten jn gunfights in a crash site, but I personally have gotten in many more in an actual base), creating a base that spawned western loot would create another prison island-like hotspot. Also if the devs are looking to implement American vehicles then this would add a logcial reason for their presence, unlike the crashed helicopters, which I have no clue as to how they got shot down. The derelict hinds do make sense, however.
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(Numbers mine) 1) I agree, the foraging mechanic needs to be worked on. I think it should be a "do the animation, opens the "inventory" of the plant, then you take as much fruit as you want". BUT, you starving to death is on you. I picked apples in Berezino for 15 minutes. Got me from "orange hungry/thirsty" to "dark green hydrated/no hungry". Survival isn't fair. 2) I don't know why people expect to find loot in certain places, weeks/months after the collapse of society. In reality, the hospitals/clinics would be picked clean of medicine, grocery stores would have bare shelves (VERY quickly. Grocery stores only have about a weeks worth of stock), etc etc etc. It is very unrealistic/authentic that we can reliably find specific loot in specific buildings. Having things spawn randomly is much better, and adds to the feeling of desperation. The whole "broken vehicles/police stations/outhouses LOOTGASM" was a bug. 3) Guess what wilderness survival is in reality? A "scavenging simulator", and that is if you are doing it wrong. In actual wilderness survival, you are supposed to sleep as much as possible. Being "able" (AKA not worrying about food/water, as well as with "good" gear) to run around and PvP should be the end-game of Day Z, while the whole "foraging/hunting/farming simulator", as many put it, is the build-up to that end. Right now, basically the only reason people hunt/farm/fish/forage is for kicks, because there is enough canned food an ammunition to keep the PvP flowing without a hitch. The game should become much harder, and loot of all kinds should be much rarer. Have you seen anybody make the leather clothing, or a backpack? Why should they, when you can just sprint to the nearest junkyard to find a backpack? ETC
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Still like playing DayZ? Join us me at Roasty Gut Wrenchers Overpoch dayz! We have active admins, insanely hard AI missions, No roaming AI to piss you off and great lootable items from missions and buildings. All new players will be given a special starter kit with safes, locks and building supplies! Vehicle low on fuel and needs fixing? No problem! Head to your nearest petrol station with free auto refuel and auto vehicle fix for only 2 gold! Gems stones and ores around the maps and weapons crate with vehicle ammo & building supplies! Our bases are indestructible and no need to worry about keeping it up to date every week or so. We have extra buildings and vehicles. Private anti-hack device, self blood bag, build snap pro and more! Join in to see for yourself! If you want some vehicles that can't be found, check out our website and start shopping!! Don't forget to mention, Toasty brought you here! :) ------------------------------------------------------------------ SERVER RULES: PVP Allowed No cheating, hacking, duping and abuse glitches Respect all players and Admins No seeking help from admins (especially after you received your starter kit) No Air-To-Base Kamikaze No Camping at Traders No Theft at Traders No Voice in side chat No Destroying Locked Vehicles ++++++++++++++++++++++++++++++++++++++++++++++++++ Rotgut DayZ Overpoch - 24/7 Anti-Hack, Self BB, Build Snap Pro, More vehicles, insane hard AI missions, great lootable buildings, Safezones/Anti-theft, Auto Refuel, Auto vehicle repair, Gem stones, Active Admins, Indestructible Bases, Extra Buildings & much more!! Join @ Cheranus: 113.225.189.67:2402 Website: http://rgw.enjin.com/
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can someone walk me through on how to plant a landmine?
sachad replied to anarky321's topic in General Discussion
i've got one in my backpack. If I can remember which private hive it's on, I'll try it out. Damn thing takes up too much space anyway. edit: WOBO did the test already, apparently the mines are only triggered by survivors, and not by gunfire, zombies or vehicles. -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
boneboys replied to SonicSonedit's topic in General Discussion
I stopped at "vehicles and bicycles" ! And what does that video have to do with anything, why is it posted twice and player stamina relates to vehicles in what sense.... Has OP not been made aware that WIP is a thing and whats more, how did bone condition sneak in here... Someones confused. -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
tiadashi replied to SonicSonedit's topic in General Discussion
So dont drive vehicles maybe, sounds like you dont do well in them 8P Ya zombie apocalypse it dangerous, you can die easy who would have guessed -
Hey there, i'm 17, from portugal. I've been looking a clan to play with since i've started playing ( July 2014 ). I've got some experience on origins mod, know vehicles spawn, how to loot sector, some missions. Whatever, i'f u're interested to recruit me add steam. http://steamcommunity.com/profiles/76561198083470023/
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For those that don't have time to sit on Twitter and read every reply, I've compiled a list of Eugen's replies for those that are interested in getting the information. I'll try and sort it out in a logical manner, but I apologize in advance if it's confusing :P NOTE: I am not posting absolutely everything that was asked. I am posting what I felt was interesting and worth noting. Also, he continues to answer questions so I'll try and update this accordingly. NOTE 2: Due to limitations with the forum software, only the first few tweets have been "previewed" on the page. The rest you'll have to click through to see (it's important to see his answer with context, as sometimes it's a simple "yes" or "no"). Use the index to find what is relevant to you. UPDATE: Q&A is now over. List has been updated through the end of the Q&A. Enjoy! Index: Vehicles 1. Vehicle Repair 2. Vehicle Inventory 3. Additional Vehicles 4. Firing Guns from Vehicles 5. Helicopters Crafting & Base Building 1. Craft-able Tents and Shelter 2. Base Building 3. Crafting Tables & Advanced Crafting Food & Cooking 1. Picking Fruit 2. Recipes & Storing Food 3. Cooking Without a Cooking Pot Weapons 1. SVD Being Added 2. Additional Weapons 3. Winchester Model 70 Programming 1. Zombie/Animal AI #'s 2. NPCs/Enemy AI 3. Player Population #'s 4. Player-to-Player Item Trading 5. New Renderer ETA 6. Multithreading (CPUs) 7. Identifying Other Players 8. Bears & Foxes 9. Render Distance 10. Wounded Player Animations 11. Zombie Decapitation 12. Medical Tools & Medicine 13. AMD / ATI Optimization Servers & Administration 1. Restart Intervals 2. Admin Tools 3. "Hardcore" Mode 4. Player Queue Miscellaneous 1. Qhy Q&A is Important 2. 0.56 Experimental Release ETA 3. 0.56 Stable Release ETA 4. Game Controller Support 5. Expanding the Map 6. Electricity 7. Player Beards 8. Megaphones 9. Player Statistics (Leaderboards) 10. New Zombie Models 11. Character Customization 12. Military Tent Inventory Fix 13. Steam Workshop Integration Vehicles 1. Vehicle Repair (1 to 2 months away): 2. Vehicle Inventory: 3. Additional Vehicles (including the Ikarus): 4. Firing Guns from Vehicles: 5. Helicopters: Crafting & Base Building 1. Craft-able Tents and Shelter: 2. Base Building: 3. Crafting Tables & Advanced Crafting https://twitter.com/eugenharton/status/590187315508686849 Food & Cooking 1. Picking Fruit: 2. Recipes & Storing Food: 3. Cooking Without a Cooking Pot (0.56 maybe?) : Weapons 1. SVD Being Added (0.56 probably) : 2. Additional Weapons 3. Winchester Model 70: Programming 1. Zombie/Animal #'s: 2. NPCs/Enemy AI: 3. Player Population #'s: 4. Player-to-Player Item Trading: 5. New Renderer ETA (internal testing in late May) : 6. Multithreading (CPUs) : 7. Identifying Other Players: 8. Bears & Foxes: 9. Render Distance: 10. Wounded Player Animations: 11. Zombie Decapitation: 12. Medical Tools & Medicine: 13. AMD / ATI Optimization: Servers & Administration 1. Restart Intervals: 2. Admin Tools: 3. "Hardcore" Mode: 4. Player Queue: Miscellaneous 1. Why Q&A is Important: 2. 0.56 Experimental Release ETA: 3. 0.56 Stable Release ETA: 4. Game Controller Support: 5. Expanding the Map: 6. Electricity: 7. Player Beards: 8. Megaphones: 9. Player Statistics (Leaderboards) : 10. New Zombie Models (0.57 to 0.58) : 11. Character Customization 12. Military Tent Inventory Fix 13. Steam Workshop Integration
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About upcoming stamina system, player speed reduction, vehicles and other premature game changes
Evil Minion replied to SonicSonedit's topic in General Discussion
So basically you want: lots of vehicles that have a comparatively low impact (aka "unrewarding")fast Quake style point and twitch combat (aka "unauthentic" and "less tactical")zombies that reach you from a mile away within a few seconds* ("unauthentic" again and linked to the former)a small world where you can travel from one end to another without much effortas little player interaction as possible unless you are in specific areasIf this is true you should ask yourself a question: Are your expectation compatible with the basic concept of the game? I think you don't really want those things but you are rather afraid of having to walk for hours without anything happening. More depth helps here - if you want to travel far across the map you may and it may end up in a very long walk. But in terms of gameplay you should not have to. *I think zombies should be about as fast as players and should be affected by fatigue the same way while also being able to hit running players. You should be able to run away if you are unfatigued and see them before they reach you but not if you are either tired and let them get too close. -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
PlasticAssasin8 (DayZ) replied to SonicSonedit's topic in General Discussion
Geez its a game, who cares if you can run fast, just run. There are many more things to worry about first, like the bone condition. Don't need any vehicles either scrap them, let us run free. -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
Damnyourdeadman replied to SonicSonedit's topic in General Discussion
Yep,development is moving in very slow paces. Despite not having basic vehicles (some would argue V3S is that) we still miss the new Renderer and improved cooking. Even the met features are WIP or in very basic form. But in this case it would be a waste of time fixing the bugs of a system that is gonna be completely replaced. In the end,all their proggress would have gone to waste! -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
SonicSonedit replied to SonicSonedit's topic in General Discussion
Here is a reason for you None of these are positive effects: About cars - first post.And how movement speed is even related to combat? Combat feels awkward because it is awkward, not because we move too fast or too slow.I hope zombie speed will only be increased from now on.This is once again unrelated to movement speed*cough*too much KOS to be a good thing*cough* DamnyourdeadmanWell, on a roadmap we can see "advanced vehicles", yet we do not have a basic ones yet. That's the problem - rushed changes will simply make this game unplayable. -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
Evil Minion replied to SonicSonedit's topic in General Discussion
Vehicles are not meant as "compensation" for lower movement speed and fatigue. Or better: They are not meant as compensation for the majority of players. Vehicles are planned as "lategame" features for survivors who survived for a long time. Most players in earlier stages won't get any benefits out of them. Even if bikes were just spawning fully functional you are likely not to find one in the earlier stages of your game. The real compensations for lower average movement speed should be an increased number of loot (compared to speedy gonzales builds - currently we have far more than enough) and a greater amount of dangers/actions on the journey (to give players something to do other than running in a straight line to the nearest military base). Also server hopping/fresh spawn suicide should be addressed. Otherwise people would use those teleport exploits to get around the slower movement speed. And finally reduced average player movement has other positive effects: the usefulness of vehicles increases significantlycombat gets more authentic and enjoyable (especially guns vs. melee combat)zombie speed can be toned down as wellthe world gets biggeryou might meet more people traveling or looting small towns (needs server hopping fix as well) -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
Grimey Rick replied to SonicSonedit's topic in General Discussion
Who cares if we run a little slower? I generally jog everywhere as it is. If I spot someone, it takes less than half the time to catch my breath in case shit hits the fan. What's the hurry? Sprinting for miles at a time is retarded, with or without vehicles. -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
St. Jimmy replied to SonicSonedit's topic in General Discussion
I don't see any reason to get vehicle bugs fixed before stamina kicks in. The stamina could easily come even before any vehicles were introduced. To be honest not many people even use them or get to use them often. -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
SonicSonedit posted a topic in General Discussion
Before introducing features that screw players over, please fix and debug the features that compensate it.Lets talk about upcoming stamina and player movement speed reduction for a moment. Yes, I completely agree that players move way too fast and can run forever right now, which is both disbalanced and immersion-breaking, therefore player movement speed should be reduced later on. But what about current state of game? The vehicles and bicycles are nothing but a mess right now. They fall underground randomly when you ride uphill/downhill, they can easily break your legs or even kill you when you get out/off of them if someone (for example, zombie) will just lightly touch them, forcing them to move. They can easily stuck in textures, due to terrible collision detection. If you lightly touch someone's else vehicle with yours, you both will get legs broken and pants (with loot inside) ruined. And the most ridiculous thing about them - you die if you lag or disconnect inside a moving vehicle. Yep, just like that - "You are dead.". The best part? Your body will disappear, so your friends can't even recover your loot. The list with vehicle-related bugs which can randomly insta-kill you in a game with permadeath can go on. And in light of all this mess - reduce player movement speed!? I implore you to reconsider! Edit: Here is a reason for you -
Very true. Before introducing features that screw players over, they must fix and debug the features that compensate it. I mean, new zombies are cool, but they are very laggy, buggy and random. They should not ruin your gear and break your pants-boots-legs in 1 hit while fu**ing standing right inside of you so you can't even shoot them. Same goes about upcoming player movement speed reduction - yes, players move a bit too fast right now, but what gives? The vehicles are nothing but a mess right now. They fall underground randomly when you ride in uphill/downhill, they can easily kill you when you get out of them if someone (for example, zombies) will just lightly touch them, forcing them to move. They can easily stuck in textures, due to terrible collision detection. If you lightly touch someone's else vehicle with yours, you both will get legs broken and pants (with loot inside) ruined. And the most ridiculous thing about them - you die if you lag or disconnect inside a moving vehicle. Yep, just like that - "You are dead.". The best part? You body will disappear, you can't even recover your loot. And in light of all this - reduce player movement speed!?
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Recently I've realised that my approach towards playing 1st person view in DayZ has changed. Previously I used to play both modes even though I've spent most of my time in DayZ (SA and the mod) using 3pp. I think that it begun with recent release of GTA 5 on PC, where I mostly played using 1pp. In the past I've witnessed many threads about 1pp vs 3pp, and not a single one could convince me that 1pp is more fun. Usually 1pp enthusiasts would just brag that their setting requires more skill, 3pp is cheating etc. Then they would suggest removal of 3pp or something similar. Basically, those guys were massive d*cks. No wonder, I wasn't convinced. One more thing I want to mention before I start: Play whatever mode you want, it's YOUR choice. Why I think 1pp can be more fun: 1. Paranoia. You see what your character sees. Nothing more. You might meet your death behind the corner of the house, but you won't see it untill it stares right in your face. Hopefully, as the time passes, our character's lives will become more precious. Tougher survival, more rare items and guns and the paranoia will grow back to the mod's levels. Imagine running around military area. You've just found you favourite, rare gun in the barracks. About to run out but suddenly you hear unusuall noise. Footsteps? Was it a zombie? Nothing after that. Will you stay in the corner and wait? Will you peek out, knowing that someone might shoot you in the face? 2. Driving So far we have limited options for vehicles, but it should change in the future. Driving in 3pp is easy. You can easily stick to the road and look around in the same time. If someone shoots you, you can probably spot them while still driving. 1pp changes it drastically. If you're the driver, you better focus on the road or you'll risk crashing into debris. Is that a dude on my left? Hmm, lets see. *Boom* You crashed into a tree. Wanna know if someone's chasing you? Use the mirrors or risk looking back. Going offroad? Better watch CAREFULLY for rocks. One more thing. Lets say we can put some extra protection for the front windscreen (like in Origins). Big piece of scrap metal, with small hole to look through. Congrats. You're protected from the front, but suddenly you can't see shit. Fair trade. 3. Flying It might be comming, and if it is I wouldn't mind seeing it only on 1pp servers. You WILL need a lot of practice for your dedicated pilots. Average bambi might be able to slowly land with auto hover on, with a lot of space and on a flat ground. That's it. We don't need bullshit "flying manuals" to find and read before giving players flying vehicles. Just limit camera to 1pp in vehicles, spawn some Antonovs and enjoy the lulz when people try to land. No parachutes this time, force them to land if they want to fly somewhere. 4. Sneaking. Oh look, a guy camping in the bushes with a sniper rifle. If you can get behing him and he doesn't hear you, you can probably even empty his backpack. 3pp camera won't give away your position anymore. To sum up. Give 1pp a shot. Don't test it just for running around and looting, but try driving, fighting from that perspective. You can get back to 3pp servers any time you want, but maybe, just maybe there's a whole lot of excitement just waiting there for you. Feel free to share your thoughts but keep it civilized.
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905 Clan Recruiting Skilled Bandits (Currently recruiting for origins/overpoch)!
905Tristan replied to 905Tristan's topic in Clan / Group Recruitment
Bump! were looking for active members update: gg overpoch taviana - healthy amount of armed vehicles - base nearly fully constructed (must finish tower) -
I'm more concerned with working with the actual resource rather than acquiring it. Whether from trees and industrial sites it matters not. Boards to make plywood should become the base unit of just about everything. You could find boards at industrial sites and move them with vehicles or a wheelbarrow, or, if you have a chainsaw, you can mill your own from trees you fell.