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Found 41870 results

  1. r0flc0pter

    Car gear gone

    More or less the same here. After our favorite server was restarted and edited (normally at this time it would be night, now it is day) 2 vehicles and 4 totally full tents disappeared. Playing on a 1.7.1.5 server due to issues with 1.7.2 servers.
  2. ZedsDeadBaby

    Having to eat every hour....eh..what?.

    I'll try. Authentic: You have to eat and drink. Realistic: You also have to shit and piss. Authentic: You move at believable human speeds. Realistic: After a 15km run with 225 lbs. of gear on your back' date=' you would pass out and die of cardiac failure. [b']Authentic: Guns exhibit realistic ballistics behavior, effective ranges, recoil and noise levels. Realistic: Guns constantly jam because they fill with dirt, water & sand, are old & rusted and generally fall apart. Occasionally they explode and blow your ugly face off. Authentic: You can sustain injuries, some of which are life threatening. Realistic: In a world without medical care, antibiotics, and soap w/ clean water, 25%+ of wounds would become infected resulting in fever, sepsis and eventual death in bed while you hallucinate fevered dreams. Authentic: Vehicles require repair before they are operational. Realistic: You seriously think you could fix a broken down vehicle on the side of the road with spare parts you find in a nearby lumber mill? It is the difference between something that resembles reality, and something that attempts to accurately recreate it. It's a subtle difference, but hopefully my examples have helped illustrate that there is, in fact, a difference.
  3. lo4th

    Seattle 91 Admin Abuse

    Yea thats kool, keep hacking you worthless human. Funny we catch you wait for you to leave take our vehicles back, move them over 10,000 meters away. Withing a few hours you find our new camp yea I am gonna kick you. Funny you hit us again today. I am going to report you for using ESP and perma ban you from my server Good day sir.
  4. I was looking around and cant find the answer. How do i report someone that is cheating? Im not just talking about someone disconnecting after i shoot them. I was killed in one server by both a tank and an apache helicopter. Both of which i heard are not supposed to be in DayZ. If those vehicles are allowed in DayZ then i am sorry for making this thread and looking stupid.
  5. i find that that is one of the fun things about the vehicles in the game' date=' if they came all premade and couldn't be broken... the vehicles wouldn't be interesting. sorry if i read you comment wrong [hr']
  6. earacorn

    Build 1.7.2 Rolling Update

    Thanks for the patch guys, I know you worked real hard on it. I'm going to go ahead and roll back until you guys have a chance to get all the problems looked at.. my entire clan lost everything. Night vision goggles, rangefinders an svd camo. all of our ghillies/camo's are gone. vehicles storage was wiped as well.. Shit happens and its no big deal. Good luck Dayz team.
  7. Fraguido

    Vehicle Protection

    I see your point Scutticus but in the few seconds it takes to blow up (grenade) and run away from said explosion wouldn't really compromise my position and Its not about wasting somebody else's time its about capping someone that may have an advantage over me. A lot of this would be solved if people put a little more thought into camp placement. Another solution to this would be double the map size, when I first started the game I was like omg wtf this map is HUGE now I'm like damn this isn't enough space for 50 people. Also, I totally agree hiding vehicles off the map is pretty lame and its something my group never does we are on the map for anyone to find if they look hard enough.
  8. COLLOSSUS (DayZ)

    Build 1.7.2 Rolling Update

    Just thought I would share the worst of the bugs I have been encountering in DayZ. The first one is random teleporting of my character to an area I was in roughly 20 minutes ago (usually a building). Has happened 4-5 times over the last 4 days, about 15hrs game time. Last time this happed I was on my dirtbike and I just randomly spawn in the zeleno supermarket where I was earlier. All my inventory gear is the same, except I am here and my bike is on the ground wherever I was before. I can't even use vehicles now because of this. And next is the delay in picking up certain items, car parts and tools mainly. I will look at the item on the ground and scroll to go to gear, but the 'gear' option is not there. The only option I have is to pickup whatever it is, but upon doing this nothing happens, so naturally I spam the shit out of it. 5-10 min later I do the actions of picking something up and it pops into my inventory, and then when I go to put it down it duplicates however many times I spammed the pickup command. It's a pain in the ass more than anything and I think having some duped wheels in a vehicle got the entire stash of loot wiped, including all my legit non-duped stuff. Anyone else have problems like this?. Mainly the teleporting because with all the fortifications around I suspect people have been doing the duping with that gear.
  9. Scutticus

    Vehicle Protection

    The point is to discourage the hording of vehicles off map which is just very selvish and anouying. Plus a gun would not disable the locks of a real car, it would just put a bullet hole in the car. If a car had been a wreck, how would the battery of it have depleted? Plus whos to say you couldn't also implement a car battery which could be used to fix the HUD of the vehicle, headlights and now car alarm. And to Fraguido: you would really waste a load of ammunition, time and possibly compromise your location just to ruin someones elses time?
  10. FlashHawk4

    Military base

    I think eventually Rocket will need to modify the vehicle spawns to match the weapons, because obviously no one wants him to do vice-versa. If he makes RPGS a little more common, then I would have no problem with incorporating military grade vehicles. It seems like a Humvee with an M2, while it sounds absurdly unbalancing, is actually less so than an M-107. Think about it. If bandits want to careen around the roads, mowing down everything in front of, to the sides of, behind, above, and sometimes below them, they're going to make an awful lot of noise. Enough so that new players (smart people know to avoid walking down the middle of the highway anywh, by the way) wil be able to dive into cover before they get in range. Unlike a sniper rifle, of course.
  11. Double_Back

    I've become attached to my gear.

    Yep, it's the Loot Paradox. Scratch and claw your way to top tier loot and then become too paranoid to actually risk using it. (As a loner that is). Group members can die and scamper right back to their tents, vehicles, and/or buddies holding some gear for them; maybe even their old gear they salvaged from their bodies. On my last life, I was almost geared up to everything I wanted: NVGs, ghillie, etc. I'd become so paranoid and fixed into a routine, it started to become almost a chore to scavange since the odds of me finding any gear I could use outside of crashed heli's was extremely remote. I finally died in what I thought was a 1 v 2 at the NW Airfield. It was, in actuality, a 1 v 3. I got two of them... Anyway, it was the most liberating experience so far in DayZ for me and I was suddenly having fun again desperately looking for a Winny or a can of beans instead of being disappointed to find "yet another" M4 or 1017. Definitely made me not care anymore (too much!) about getting killed. All your gear is on loan from the DayZ gods. Eventually, they'll get it back. Accept that and you'll have a lot more fun.
  12. hello, when playing day z i fell that there is nowhere near enough vehicles considering there hefty respawn time and the time it takes to travel in the game so i thought of some vehicles that could work well. the main idea for this post is a combine harvester the reason i believe this would work well in dayz is because there is already a vehicle in the game that is for farming ( Tractor ) so why no add more? it could use the hopper on the front to mow zombies down as there isn't really any vehicles that you can run over zombies with, without damaging the vehicle. it would have to have a slow speed of 20 mph ofroad and 30-40 mph onroad as it would be somewhat very large and heavy, yet it would need to be fast enough to run zombies down if you agree and think this would be a good vehicle to add to the game please comment and vote this thread up thanks for looking
  13. Redshift

    Why was this thread locked?

    Just wanted to respond to this comment. So many people shout on the forums that "this is an Alpha stop complaining", but still forget what an Alpha is actually for that it makes me sick. In an Alpha everything is being tested, and overhauled completely, and worked on. You should be fully prepared to have all of your gear taken away from you on a moments notice, not by other players or zombies killing you, but instead by the Dev. Characters should be getting wiped, saved vehicles and tents removed all over the place. Not because there is something wrong with them being in the game, but because you can't have an effective Alpha test if everything is treated as sacred and untouchable. The fact that these types of wipes happen is not surprising, it's the fact that they don't happen more often that is a surprise.
  14. brady0630

    why does gear disappear from vehicles?

    thank you kindly. also if you could answer... what is limit on storing gear in vehicles? we found an "ammo drop" and stored 20 m16 clips, but the clips slowly started to disperse onto the ground around the atv. another instance, friend saved the m107 in bag the night before log, so we lost all gear but we still had m107. decided to put all gear in atv and run to a close town to loot, come back 10 minutes later all gear there but m107. once again, feedback is much appreciated and I am grateful for your time. thanks
  15. I am looking for a medium to large group that can set up camp and survive in the north, and possible get vehicles. By the way i have been playing arma for a year and am familiar with the controls and inventory system, and i have been playing dayz for 4-5 weeks now. Also i am 15 and live in the US. (Pacific time zone)
  16. Hello, This post is my personal take on the most impostant problems that ARMA 2 and dayz has. There are some problems that come from ARMA2 itself. They are important and should get on the TODO list no matter wether or not dayz will become a standalone game or stay as a mod. Let's start with the most annoying bugs of ARMA2. Terriblest mouse input of all games. Whoever designed this has no clue how a game input should be made. You should take him behind a barn and shoot him with a tactical nuke, just to make sure he learns his lesson. Many of my friends who come from competive/casual shooters outright refuse to try dayz. This because of how shitty the mouse input is in this game. A good mouse input is the most important aspect in every first person shooter. (I found this bug report that is related to what I'm talking about https://dev-heaven.net/issues/27127 looks like it's assigned, how is the fix coming?) So what's actually wrong with the mouse input? Mouse acceleration is what is wrong with it. It totally screws up your aim. If I move my mouse too slowly, my aim ain't moving at all. If I move my mouse faster, the aim goes way too fast. If I do a quick flick on my mouse. BOOM! My aim moves nowhere. I mean, WTF?! And don't give me that realism BS as an answer. I know how to move my arms in real life. Don't try to limit it artificially in a GAME. My arms move exactly how I wish them to move. My mouse movement should go one-to-one with my ingame aim. The current way it is... It's just terrible no matter how you look at it. So how do you fix it? You make the acceleration flat so the use case is following. If I move (the speed/time at what I do this movement does not matter) my mouse 5cm to right in real life, my aim moves 45 degrees to right in game(Actual numerical values should be based on mouse speed configuration value, commonly known as "sensitivity" value). Now if I move my mouse 10cm to right, my aim moves 90 degrees to right in game. If I flick my mouse 40cm in 10 milliseconds. my ingame aim moves 360 degrees in 10 milliseconds. Simple as fuck and perfect. Like it should be in any FPS. Now another problem with the mouse is the smoo... I mean LAG. Smoothness really means pure lag for your mouse input! There should be no lag in mouse input, ever. When you combine the terrible mouse acceleration and mouse lag. You get something so terrible that it makes you want to cut your own balls off. It's 2012. How the fuck can this be a problem? Games didn't have laggy input in the 80's. There is no excuse to have a laggy input. Now I don't know how bad this really is as it's impossible to test or observe the mouse movement in any sane way without getting brain damage. Nonetheless this mouse lag should also be fixed alongside the acceleration. Okay, that's for ARMA2 mouse input. There's a graphical feature that causes problems in multiplayer. Grass makes no sense as it is now for mp. You can't use it as cover, yet it is there in your face. It might make sense in singleplayer or coop when you don't have other players as your enemy. But it's an unfair gimmick in dayz when trying to hide from others. You think you are safe in the long grass but the grass is not drawn for the guy who's looking at you from 200 meters. He sees you as a bright spot on smudged background. This while you are having problem seeing through the grass yourself. I have had cases where I'm in a spot on top of a hill watching to a lower ground. I can't be in a spot right behind the grassy hill, where only a small amount of my head would be shown. Grass would be in my way so you have to go more forward over the hill. This makes me highly visible from longer range. Grass only seems to be a graphical gimmick that gets in the way of gameplay and tactics. Get rid of it or make it actually work as a gameplay element. The way it works now is just "unfair" for multiplayer game. (Don't tell me about 3rd person as a fix for this. Its even more unfair as you can see over fences and houses without being spotted.) Random toughts on the way items are used, stored, and looted. Enough about arma2 gimmicks. Let's roll to the other Dayz input/usability problems. The following feedback is made with the fact in mind that perhaps dayz would become its own game and we could ignore arma2 engine limitations. So ignore the obvious technical difficulties of bringing some of these suggestions to current ARMA2+Dayz platform. Take these as some "if we can make things better, how should it be done?" points. The mousewheel based interface. Ugh. It's both slow and hard to use. On top of that it's hard as hell to find the right spots to use something. Why can't I just press 6 on my keyboard to choose morphine or bandage to my hand from some sort of a quickslot. I'd have a visible bandage on my own hand and I could use it by simply pressing my mouse1, either looking down to myself or my buddy to get the target. Same with any item. You should just be able to take any item to your own hand as a visible object, and use it with your m1. Fixing a car? Pick up some engine parts to your hands and aim at the car then press m1. Need to fill a water bottle? Take the water bottle to your hand, aim at well/water, press m1 to fill. etc. Everything should happen by pressing a button while aiming at something. Not by going through GUI elements. Toolbelt+Inventory items could be even shown 247 on the hud with 1-9 or function keys as hotkeys to every slot, want to take hatchet to your hands? Fiddling with the backback should be slower. But even then there needs to be more sane gui or system to do it. More reasons to make Dayz as a standalone game with new systems. Those who are able to fiddle fast with items should not be punished by a slow invetory system. So what about looting stuff? Current way is painful and slow. Fuck dem stacks of items. Every item should be its own entity or object in the game which you could directly interact with. Just like in other engines. Aim at something and press key to loot it like you can do in Skyrim. So we get to stacks of items. I hate them. Why every lootable item has be on the ground on some silly stack of things? (yeah yeah arma2 engine and whatnot..) They should be in bookshelfs and chests. Again, like stuff is in Skyrim. More on loot. I hate how random the loot is in dayz. It shouldn't be that random. And it should be more plentiful. An army barrack should have racks full of weapons. A market should be full of food and drinks. Perhaps some general goods as maps or compasses. Hunting weapons on some hunter cabins. So much loot that you really have to make choices what to take! Master server or standalone servers? Finally, I'll give my take on the whole "servers with their own player states or shared player state between servers" discussion. I have played this game, a lot. During my time playing. I haven't had a single moment when I thought that having a shared player state for all servers is a good thing or beneficial to me. However, I can safely say that I have had many moments when I have thought that the sustained state between servers made the game worse. I'll give you some examples. There was an instance when me and my buddy found a boat on the coast of berezino. We had seen the same boat earlier near the coastal factory with three people. They were getting some gas in a nearby gas station. We decided to camp the boat and wait for the guys to come back to light them up and steal their boat. Time passed, we started to hear gunshots. Finally we saw two guys crouching far away. A bit later we no longer see anyone. There were some buildings so they might have been behind them. Anyway, I take my binoculars and take a closer look. I see something that might have resembled a cap behind of a small hill. First thing I think is "Fuck, did they spot us and is that a guy looking just behind that hill at me?" I can't see the other guys anywhere. There was plenty of zombies that way so it was odd that there was no more shots fired. Then I realized "What if two of them swapped servers to get behind us, if they actually spotted us waiting!?". We didn't want to lose our stuff so we had to leave that situation before getting owned from behind. That fear of server hopping would have never crossed my mind if every server had their own game state. Just the fact that something like that could happen, thanks to the shared master hive, makes me feel uncomfortable. You can't do shit if someone server hops behind you. It breaks gameplay and you can't really fix this with a timer based solution, as these tense flanking/camping situations can sometimes take tens of minutes or hours. Add to the fact that, the most valuable items, vehicles, are specific to servers. Same with tents. Shared state has had very little purpose to me and my buddy as we stick to the same server. It gives us nothing yet it causes problems. (Okay, it will make server swap easier as our HC server suddenly had 3rd person with nametags on. Those settings just ruin servers. Too bad we can't take the vehicles with.) Today we were driving towards cherno when we saw a message telling the server will be restarted in 5 mins. We had to stop and save the vehicle and start camping it to do things the safe way. Server restarts. We get back to the game. Our UAZ(Thanks Slyder!) was nowhere to be seen. We were a long distance away from our base, on foot. Basicly our whole cherno looting mission got disturbed. Because something bullshit happened with the server+hive?! And we couldn't even secure the vehicle unless we were willing to wait for the server to reboot. Keeping the game state locally would make technical problems like this more rare. (My friend was persistent and kept playing, server restarted again and our vehicle was in the spot we left it, yay!) Also, I'd love the possibility to play with more than two groups of friends on different servers without the actions I do on the other server screwing up the stuff I'd do with my other group of friends. I can't do that with the shared state system. Short version of my feedback: -Fix mouse acceleration in arma2. -Fix mouse lag in arma2. -Grass creates unfair situations, Either get rid of it or make it as a proper gameplay element. -ARMA2 sucks and limits DAYZ in way too many ways. Start making standalone Dayz. -Mousewheel action system sucks. -Inventory system sucks. -"Aim and press a button" styled usage of items. -Loot stacks sucks. -Random loot sucks. Make it less random. -More loot, more hard decisions what to keep. -More cars(I think i deleted this part from above text, cba to write reasonings) -Screw master hive and shared player state between servers. Too many problems, no gains. -Fuck 3rd person, nametags and crosshairs. None of them support dayz gameplay. Why EU is full of these servers is beyong me (the server we played today suddenly turned all this shit on today, looks like we need to find a new home with my buddy so I'm raging). In conclusion I have come up with an amazing revolution. Start working on a standalone game for dayz. Don't keep this as a mod. Its playable, but it could be much more amazing with it's own engine without all the arma stuff. Make it more like a game, less like a simulator with shitty usability. Screw the shared state stuff. As it stands right now there's not a single reason for me, as a player to keep it. At least for the way I myself play Dayz. Thanks for reading this way too long post. I hope this feedback is useful. btw. Goofy pls. PS. i hope this text survived copy-paste from my text editor!
  17. Can you clarify this for me? This is how I see the current situation, and please correct me if I'm wrong: - BattlEye handles global bans - You have no control over what BattlEye bans - You have no control over what BattlEye unbans - BattlEye itself offers no support regarding bans - New copies of Arma2 aren't free Now, you seem pretty certain that BattlEye is infallible. But let's say that, as everything that's ever been programmed ever, it's not. Don't you see a problem here? The resulting wrongfully globally banned players have nobody to appeal their ban to. People who bought a $25 copy of Arma2 JUST TO PLAY YOUR BUGGY ALPHA (And have probably endured dying half a couple times trying to prone over a rock or climb a ladder, or losing vehicles that took 2 days to repair 5 minutes later while trying to cross a bridge) have no recourse when they log in to an unwarranted BattlEye global ban message. Personally, I've been playing for a couple weeks. I've endured lots of bugs, I've also had lots of fun. I've streamed my adventures in your mod for the majority of the time. This morning I woke up, ate breakfast, logged in to continue my adventure with my buddies and was greeted with a Global Ban message from BattlEye. Obviously, you have repeatedly said you have no control over this. So I'm not expecting you to be able to unban me. But I do expect you to figure out how to fix your process. You can't have an entity you don't control and have no influence over governing your game, or it's going to turn out horribly. Personally, I don't currently have any plans to re-purchase Arma2. It's not worth risking another hit to the wallet. Edit: You can check out my stream / VODs here if you're so inclined: http://www.twitch.tv/rrowland . Been streaming for a couple months, picked up DayZ a couple weeks ago. No cheating involved, ever.
  18. oifriendlyfire

    Server Restart Mandate???

    What is the server restart mandate? More of a quastion, less a suggetion, nevertheless, I seem to be playing on servers with minimal amounts of people 10-20 or so, and I can go days without seeing new loot in places like Berinzino (sp), to which I watch very carefully, as this has become my home of sorts, for other players, and raiders. Essentially, If one chose to go the difficult route and make camp up north east. Afar from average spawn (which is way more fun...try it) You'll run out of supplies trying to loot places like Berinzino, Krasnostav, and the airfield near there. Some may argue; well, realistically, loot just doesnt spawn up...well, realistically, people dont just disappear and jump onto a parellel universe track (new server) either, therefore allowing people to jump in and grab loot and leave. Othewise known as general douchebaggery. Is there a way to see what intervals different servers refresh loot/vehicles/weapons, and whatnot?
  19. It's probably being hit or miss due to the strain on the hive. Tents/Vehicles are loaded from the hive (before or during i don't know) at mission start-up, hence why if you force start the mission you'll be missing tents/vehicles. I'd say lock the server once you start/restart it and wait for it's status to get into 'playing' then let people in.
  20. Won't let me download it right now... Pardon my ignorance but is the beta patch something to do specifically with DayZ or is it an update related to ARMA 2? I thought 1.60 was the most current update? If not I apologize for not verifying this and applying the update prior to posting. Thank you again, and I'll keep trying to dl the beta patch. I will update this thread if the status of the error changes. It's installed. Same problem. ::Update:: I tried running the Launch Arma2 OA Beta Patch shortcut from my main Arma 2 folder in program files. It allowed the game to launch, however when I went into single player, editor and tried to add a person to the map to test it out it would not allow me to add people, just aircraft and vehicles. It loaded but the aircraft was not present and it was just a first person image of the scenery. When launching ARMA 2 it works fine, just not ARMA 2 CO.
  21. TyRobot

    L85A2 disabled? Reaaaly? DICE?

    Whoever was asking about the M107, I don't know, but my friend still has his AS50 if that helps at all. I think there should be at least one anti-material sniper in the game for sure. Otherwise, taking out certain vehicles and helicopters is quite impossible.
  22. Rocket has done something I didn't think any dev would have the guts to do. But being a mod I guess it's OK, as he mentioned in an interview. Hats off for doing it. I never understood why devs stayed away from this type of moral experiment. The buzz surrounding the mod and the huge increase in sales for Arma2 should prove the idea alone. Let your bosses know your idea can be developed as a stand alone with some additions that should deaden the backlash from those who will be turned-off from the inhumanity. I have a few ideas that I believe almost all would agree on, if there could be a stand alone version. Many of my ideas below I have read that there are versions of them that will be implemented in some form. I had no input in to their minds, but it was nice to see that the devs have similar ideas. So most of what you read below may be coming soon. Almost feel I’m a little late in posting this, but what the hey. I played City of Heroes for a time.... Not because I wanted to, I was talked into it by some friends. I do not like 3rd person only games, but it was a nicely done concept. Besides who hasn't wanted to be a superhero. What could be taken from that game are several things. Another game Stalker comes to mind, which is in my top 10 list of all time best games, and one at the top for immersion. Several ideas from Stalker could be used. DayZ reminds me a lot of Stalker, and the only other game that has made me jump in my chair. DayZ and Stalker are all about immersion. Rocket mentions this emotional catch that he likes, and that comes through the immersion. That immersion can be lost in so many ways. From friendly-fire being off, to forced 3rd person perspective, to cut-scenes, to scripted events, all rips you out of the immersion of the game. Some devs have tried to keep this idea alive in their games but have failed miserably by some exec who thinks that certain elements are a necessity to make this genre of game. I still go back and play Farcry 2 from time to time, but never did complete the game. The open world and immersion is what grabbed me, the linear story, and limited freedom is what astounded me. For once let the player follow the story their own way if they want to, and just give him the tools and game elements to do it. Remember when BF1942 came out. You jumped in the single player solo mode to get a feel for the game and were amazed that it was so open and you had no clue as to what to do. You saw AI running around jumping in vehicles and planes, heading out to fight. Then BF2 came out and the SP was the same, but now with the commander screen, and a few other options. The MP maps were larger and spread out creating huge area battles. Then BF3 came out, and you lost your chubbie completely when finding out that it was nothing more than a CoD clone, and one of the worst SP experiences ever. Don’t get me wrong…. There’s nothing wrong with CoD. It is without a doubt at the top of its genre. I purchased 2 versions of it. Both did a good job at the SP element even though it was a scripted movie roll experience. The addition of the SP and COOP modes helped them tremendously. The character animation and player movement in CoD and BF3 are both top notch and Arma falls short in that area. But I’ve been playing the CoD type of games since the introduction of that genre when the PC was still around 70Mhz…the old Pentium. Now what we call a CoD clone once was a Quake clone. But I’ve grown out of those… not completely… but I’m always looking for the next step in game evolution. Devs have seemed to stagnate… Don’t know if it’s because of the console/PC limitations or the fear of doing something different. What the gaming industry has lost they didn’t even know they had captured or were afraid of it, and many players had no idea why they liked the game that brought the emotions out. Sure emotion is part of it, which comes from the immersion. When you have passionate people yelling about PKing, and the bandits calling them babies on the forums and people complaining something needs to be done about it… why would you continue to play unless you didn’t love the game in some way. That passion comes from the fact that the only person able to do something about it is the players.. Find a group of players and take the bandits out. In the end the game works…. Even if you’ve survived for 6 days then got shot accidentally by Rocket as you were retreating up the hill from the group he was training. I’m sure it was like, f-ing ahole why’d he do that…..Now I have to start over. That’s were the turn-off for most will be, but for me the fun just starts over again. But a good reason to change a few things to avoid the hassle of having to do all that over again, and lesson the complaining about it with some ideas below. I thought about a single player aspect to this game, but soon discarded the idea, then thought of a way to do it. Same system, just add bandit and survivor AI. The player controls the amount of both. Simple AI, both that loot, one that shoots. One that follows, one that hunts. With maybe a way to save your MP character to the SP side of the game if your MP character is killed. At the death screen you could have an option that basically takes the last MP save and puts it in the SP mode of the game automatically renaming it to something that identifies what it is. About the only difference is that I don’t think they could allow AI groups roaming the SP map taking control points. Would be very cool, but probably too much. Only group you would need for single player is the group that you acquire from the AI survivors. Control points would still be able to be taken. No need for the bunker, just a group marker for the camp. Then have to tweek the SP aspect for the kiosk usage. 1. The character creation system. Nothing as extravagant as CoH, but something that would allow personal touches for identification. Imagine pants and shirt style and color for the basic survivor, along with the standard race and gender choice. Some head gear options. Maybe some tattoo selections. You would only be allowed to change your clothing if you find other clothing (guile/camo), or join a group. When you die and respawn you would not have to go through the character creation again. A Group/Clan/Team, or what ever they should be called, would have their own uniform creation set or have the ability to import a custom one upon creating the Group through access on the main menu. You would only be allow to create a group if your MP character has survived so many days, but you could still join one at any time. 2. The supergroup idea in CoH was actually pretty cool, but they never got several aspects of it working correctly. Something like this could be done. Which gives the player access to a group hangout that could be customized. Could be called a Group Bunker. The access point would be chosen upon creating the group, and can be anywhere on the map. A marker only seen by that group would appear that would be used to enter the bunker. The marker would be a banner that would also hang for all to see below the road name signs of the cities and at the center control point within the city. So if you are entering a city as a lone survivor you can tell who is in control of that city for the moment. Whether or not any of the group is there protecting it is something you’ll need to find out. Once a group has cleared certain cities they could acquire storage units for loot, and garages for vehicles. Something like, if your group controls a city center control point for 2 hours you earn a credit for the group, which could then be spent on storage. Actually scratch this idea. Groups would just have to maintain there stuff in the open somewhere. I don't think there would be a way to maintain the bunker across so many different servers..... Unless several servers are devoted just for group bunkers..... Problem there is having to leave the server to go to your bunker.... Unless there is a smooth way around that. CoH did it somehow. Another option would be limited bunkers and Group markers for camps. Camps would be completely server based as they are now, and open for looting by others if not protected. So if your clan/group plays on several servers they could create more camps at those bunker entrance points. The bunkers would be for only storing medical supplies, water, and food. When the Group has gained, let’s say 50 credits for controlling control points they can purchase a garage for storing a transport vehicle. Personal vehicles would be up to the Group or individual to protect outside the garage. The stored vehicle isn’t invulnerable though, and can be destroyed or stolen if not in the garage, or not maintained. I don’t want the bunker becoming a permanent stash point, or a safe haven. The purpose would solely be for camp locations, a way to acquire the necessities if stored, a planning location, and a way to view the Group map. A map that looks like it would in the editor, with limited marking ability to provide group movement and actions so the new group member who just arrived can know what is going on if they do not have communication yet. 3. Radios/walkie-talkies and personal maps…… Radios: you find one you can use it for the world channel, which would allow you to talk to or hear anyone in range. Or switch it to your Group channel if you are in one, again can only be used if in range. Only those with radios will be able to hear you. Otherwise you only have direct channel for anyone in earshot. A map when found, if the group has a Laptop, generator, a dish, and you have a radio, will provide your group locations as markers, along with notes anyone of your group members have left about locations and other info. Radios could also be used for triangulation. Repeaters could be found and setup on top of hills to further the range of radios. Repeaters, radios, and laptops would all require batteries, but a laptop and repeater could also use a generator. 4. The control points would be located inside central unmarked buildings. The group would gain control only after eliminating the zed threat in the city, and having enough members close to the center to capture it. Once captured their banner is displayed as mentioned outside the building, and hung below the road city entrance name signs. Zeds spawns inside the city would then be eliminated until the control point becomes lost. There would also be an increase in spawns outside the city and the Zeds in that area would instinctively want to travel to the center to regain control. Once regained the Zeds would then go back to their normal behavior and spawn locations. At each control point will be a kiosk that can be powered using a gas can to fill the generator that operates it. These kiosks can not be looted. They will show the map and what current cities are controlled by groups and which groups control them. There could also be a “Most Wanted List” for bandits on that server. Let’s you know who to look out for, and with the character creation their identification should be relatively simple when spotted, if you can remember what they look like. The kiosk would also allow access to group lists and membership submissions. Additionally when you are listed as wanted on the kiosk, the kiosk user can if they have a radio and map, and the bandit has a radio, they can get the bandits current location. Next to the mug shot of the bandit will be a triangulate location option, and a bounty option. If you have the equipment to triangulate their location you can. If you want to add a bounty you can. The bounty will be additive. So if other players, or groups have also put in a bounty on the bandit, you could receive a large amount of loot. Bounty should be limited to loot. If you have a weapon you put up for bounty it will be removed from your pack, and once the bandit is dead the person responsible will have an option to claim the bounty, or as much of it as they can take. The bounty will be additive. So if you have killed 3 bandits all with bounties on their heads, but were only able to take a few of the items from the kiosk they will be stored/saved with your character, but only available if you make it to a kiosk. Being a bandit will then have some repercussions, not to the extent that it will completely stop them, but have an effect on their thought process. Now not only do you get the loot off the dead bandit, but also the loot from the bounties. If you are in a group, and you collect a bounty, you will have an option to turn the bounty into credits for you group at the kiosk. The bounty turned to credits and bandit kills would be noted next to your rank on the group roster, giving your commander reason to promote. 5. For tracking your Groups control points several items could be found to do this. A generator, a Laptop, and satellite dish. Gas would be needed for the generator. This would be server side, and could be set up at the camps outside the bunker entrances. Anyone who came across your running Laptop could use it to see who is in control of what on the server. And how about cameras you could find and setup, that could also be viewed from your laptop. (nah… that’s a bit too much but kinda cool) The original Duke3D had camera access, and that was a long time ago before 3D graphics cards. Or if they cold find a way, allow camera access from the bunker where you could select which server to view the cameras on. Hmmm. How about when you join a group you have the option to immediately enter the group bunker from the main menu. When you enter you can access the main group map, view servers your group is playing on, take on tasks, or view cameras. Also, depending on your group rank, you could have access to more bunker features. Features such as setting tasks. Tasks for maintenance. Your cameras need batteries and replacement if destroyed. Defenses need installed and maintained. Vehicles acquired, supplies to gather, or control points to capture. The numbered ideas are ideas I think they are talking about doing in some fashion. The rest are just off the top of the head crap. Off the top of the head creap…… How about a cemetery for the players. Somewhere on the map a cemetery exists where your longest surviving character can be buried when it finally ceases to be. The cememtary would only need to be 50 plots for the players on the server. If you player has lasted 2 weeks, and you died. At the death screen would be an option for burial services. If the server is not full of players the other plots would be empty. Along with the 50 plots for the players on the server would be tomb at the top that houses the 10 longest living characters of all time. The gravestones would give their existence and death date, along with total time survived (the 2 will probably be different.), the group they were in if any, their group rank, and total bandit and zed kills. Hmmm… a form of money…. Thought about credits just for Group use to purchase bunker storage and other upgrades, but why not allow the sole survivor access also. If I don’t want to join a group I still want to have access to some of the same functionality they have. You will be able to do anything a group does, but you will not have a group marker, uniform, or Bunker. The marker for your camp can be put on your map when ever you find one. Somewhere in here (the sim story at the bottom) I talk about having the ability to join a server through the group bunker…….. Scatch that. Can’t make it easy to get out of a hairy situation. You will have to find a way back each time. No little time warp tricks to get you there. Bunkers will only be accessed while playing. Once in a group at the main screen you will have the option to wear the group uniform or remove it. I don’t want to turn the game into anything that is forced to do. But rather open the environment up for practical use as a sandbox game should be, but not sure if it ever has. Maybe a free Download....but a monthly subscription fee…. If it becomes a stand alone game. I would see no need for game modes. The groups could plan their own styles of play between them... Fight for control over cities. Acquire special in game group awards for maintaining those control points, or for clearing the infected. Another idea for the bunker, a trophy room. The group could also be ranked by morality. Of course 3rd party sites should be able to acquire the stats that are there. The idea being that groups would be known entities in the area; information would be know about them. As well as the infamous ones. The guy off the street who is just looking to survive would have no info about him on the kiosk, other than maybe that he is there on the server. DayZ needs to be kept pretty much as is, in the way of gameplay. After reading the interview with Rocket I think he is on to something here that he probably wishes he could create as a stand alone game. The great thing about this mod and Rockets idea as he commented about in his interview is that the story is created by the players.... Nothing is forced, and your decisions and moral compass is tested and questioned. A non-hostile location is a thought, but does not fit into the setting of the game. Non-hostile areas should be maintained by non-hostile groups, thus creating the non-hostile area, where ever it may be on the map. The devs are working on a comfort system. If it’s cold out you’ll need warmth, If it’s hot you need more liquid. Not sure how they will do it. Maybe some military and civ down coats, if you can’t come across some matches for a fire. Who knows. Now lets say all this happened. The game comes out now complete with everything above. You are just starting out. You personalize your character for the first time. Choose your race, gender, and clothing. Select a hat, maybe a few tattoos and you arrive just as you did before in DayZ somewhere on the coast with no weapon and only a few items. I decide to head into town just as a truck rolls by carrying several guys in their group uniforms. The uniforms look non-hostile so I feel safe for the moment. The truck speeds on down the road, as I approach the town on foot. When the truck gets to the edge of the city it stops, the group dismounts and I start hearing gun fire. I head over and see from a distance that another uniformed group who look like bandits are fighting the group who got out of the truck. Once the fire fight is over the remaining uniformed group loots the bodies, gets back in the truck, and heads to the control point of the city. Meanwhile I continue to loot for goods. I head into the center of the city looting and avoiding the zeds, and as I get closer to the center I hear more gun fire. Knowing that the bandits are fighting with the other group I feel pretty safe. But wonder who is going to gain control. I may have to leave quickly if the bandits win. Luckily the good guys won and now I just need to worry about the random survivors and the zeds for the moment. As I am rummaging through a building I see one of the uniformed survivors who now appear to be on patrol. I ask him what cities they currently control. He rattles off a few, but explains that they just lost control of one about 2 hours ago, and are getting an assault plan ready to take it back. He asks if I want to join them. I refuse saying I would rather just look for supplies at the moment. The guy tells me if I want to eventually join look them up on the group list at one of the kiosks and file for membership if I want. I find the kiosk in one of the buildings, and access the screen. Luckily the generator is running and the kiosk is working. Perhaps the group that just captured the city filled it with gas. I select the map icon from the kiosk screen and see several of the cities control points that are in control by groups, but most are still not cleared. I select the “Most Wanted List” and about 10 of the 40 total players on the server are listed. I scroll through the list making a mental note of each. Several have bounties out for them. I then select the “Group” icon and see the listing of all the currently created groups. I scroll through and identify the group who just took this control point, and select the “Request to Join” option. A group leader can now respond, and ask for a meeting, or accept the request. I’ll have the choice to change into the uniform when entering their group bunker, or changing back into my civ clothes once in the group. I finally find enough supplies in the coastal city to head out across the map and explore the area. About 2 hours later after having many of the usual Dayz events I see in the distance on the road entering a city three uniformed players along with two players who are wearing the standard survivor attire as you. The group is standing next to a vehicle with their weapons aimed at the two survivors who are standing in the road. It appears that the uniformed group members are non-hostile but they are charging a fee to enter this small city. They are gathering meds, and apparently if you don’t have any they make you drop your weapons and leave the area. Using the binoculars I found, I watch this from a good distance as one of the survivors drops his morphine and the other one has nothing to drop, they both drop their weapons and start to leave. I wait long enough for them to leave into the tree line and then make my approach. As I get close I announce my intentions on the direct channel and I’m asked to donate to the cause or leave without my weapons. I ask why the hostile greeting. They explain they have had been shot at from snipers around the area, but are not sure if it is another group attempting to attack, or just some pissed off survivors taking pots shots at them. Either way they need meds and are not taking chances when it comes to any survivors at the moment. One of the group members tells another to get the cameras out of the vehicle and start setting them up on the marked locations on his map. He also mentions to put a repeater up in the middle of the city, and one on top of the hill to the East. I tell them I have 3 bandages, and some painkillers to spare. They tell me if I want to loot the city I’ll need to leave all my weapons except the axe with them. I can have them back when I return, if I return. They still haven’t had time to clear the zeds out of the city yet, but mention that if I want to help just go in running and swinging. I told them I’d pass on that plan. They also mention their group and ask me to apply if I want. I told them that another group just asked in Cherno after they had captured it, so I’ll have to think about it. He asked which one, but I told him I didn’t have a chance to check the kiosk and find out. Yeah I lied, but I’m not selling anyone out yet. These guys have already robbed me, why would I give them info like that for free. I head into town. It only looks like it has a few open homes and a barn or two. The loot is quick and sparse, but I found a few other bandages, a couple cans of soda, and a mag. I start to head out of the last house when I hear a zed getting closer. I wait for it to pass then head back to the guys with my stuff. The third guy they sent out to set equipment up is now running past me. I turn to see the crowd of zed following. Not wanting to take a chance that they all follow me instead of him into the building I just walked out, I run after him as he runs toward the vehicle where the other two of his group are. Just as he gets to the vehicle he goes prone. I hit the ground also, and watch as the gunfire commences upon the herd of zed. It took about 10 seconds, and they were all dead. I grab my gear. Say my goodbyes and head out Northeast. Somewhere I find a small village and from a distance as I recon the area I see and recognize a bandit. He has no idea I’m here, and he just walked into a house about 200 yards away. I decide to play a little game. I have a tin-can. I get close to the front door and throw the can close to it as several zeds are patrolling by. They hear it, but not the bandit. 4 zeds show up while the bandit is inside looting. I disappear behind a short fence, go prone, and watch the only entrance. I see the bandit inside the house as he’s pondering how he’s going to get out of this situation. He should be aware that someone had to throw the can to get the zeds to do what they are doing, but does he think it’s a trap. Then I suddenly realize that If the zeds kill him I get no bounty if there is any. At that moment he opens fire on the zeds just outside the front door, killing 3 of them, the last one gets makes it inside before he kills it. As he’s firing I here the click, click of an empty weapon. Tada……Time to go. After proudly taking the life of the bandit, I head to the center of the city to find the kiosk to collect my bounty, if any. I arrive at the kiosk. Darn… no gas. After about 10 min of looking for a can I fill the generator and turn on the kiosk. Click on the “Most Wanted List” and at the top shows my current collection status. There was an AK, and about 4 rounds of ammo to go with it as bounty. I take the bounty and scroll through the list again. I see the same bandit listed, but now there is no bounty and his current murder status is 0. If he keeps it that way for a while he’ll loose his wanted rating. I and head out. Several more Dayz moments later and I find another city larger than the last with a store, and gas station. I see a group I recognize as the first group I ran into in Cherno. They are at the gas station filling up several cans. I also see their banner hanging under the city sign beside the road leading into it. Looks like I shouldn’t have too many problems here. Upon entering the city I notice about four large groups of zeds coming out of the tree line all along the North. I think they want their city back. I better get in and out before the shit hits the fan. I see one of the group members running down the street, and hear him yelling about the zeds coming. About 2 more guys run past shortly after. Nahhh…. Think I’ll just continue…. Think I’m full of supplies. I finally found a tent, compass, matches and a map. Thinks it’s about time to set up camp, or join a group. Surprised I haven’t died yet. They demo/mod was good training. I decide to head out the opposite side from where I saw the zeds approaching. They are probably already inside the North part of the city by now fighting with the group, I can hear the gun fire in the distance. I see the building with the kiosk in it. I decide to check for response about the group application I filed. That was a quick response. Someone must have remembered one of my encounters with them. I decide to join and click “accept”. They even think I’m worthy of a slightly higher rank than a generic noob off the streets of Cherno. I can have access to their group locker…. Yeah! I shut down the kiosk and check my map. I see their camp/bunker marker about 2 kilometers Southeast of the North airstrip. Yeah I could exit the server and rejoin through the bunker, but hitching a ride might be more fun. (Problem arises. A reason not to allow bunker access through the main menu. Allowing it causes players to leave and rejoin just to return to the bunker. Which means that there should be no joining servers from the bunker, and server listings for group members will be a filter on the server browser.) About 1 hour later with the group camp/bunker location now on my map I arrive at their camp. Since I didn’t leave the server I have yet to change into the uniform. I enter the bunker, just a static screen with a list of other members who are inside. I can use the direct channel to talk with anyone in the bunker, but most seem to be just chilling out or doing something else. Maybe assigning tasks. I see the option to put on my uniform, and click it, and I’m now wearing it. There seems to be a group locker and a personal locker. The group locker I have access to so I click on it and see what they store. All the basic stuff and several hard to find items that I have yet to discover myself. I don't take anything out, I prefer to ask first. So I put a few extra items in my personal locker, such as an extra pack of matches, some ammo, and a hatchet. Many DayZ events later, I finally get killed. My character had survived for 1 full week. I decide to have him buried. When you select this option, upon respawning you will spawn at the cemetery just that one time, or until you bury another longer surviving character. The cemetery rows are aligned by length of survival. A week is a long time, so my tombstone appears about halfway up the aisle. I take a stroll up the hill to the main tomb, and see the player who holds the current survival record. He’s at the top of the pyramid, then 9 other players below him. I see a couple of my group members who I didn’t know had characters that survived that long. Damn and I thought a week was good. That was long...... I'd sit down after playing for a while and start typing. A couple of days later, do the same. Should have stopped last week. Now I'm confused by my own ideas. LOL. edit: Just saw this.... Very Cool. And welcome to your the start of your dream and new career Rocket, or Mr. Hall. http://www.eurogamer.net/articles/2012-07-09-watch-dean-rocket-halls-huge-rezzed-q-and-a-for-dayz
  23. tickle_me_jesus

    All tents and vehicles despawned on server restart

    These messages are popping up all over the forum, quite frequently the last two days. There might be something going wrong with vehicles/tents on another level? I don't know, maybe just my impression. p.s. have had the same thing happen on my server (host vilayer)
  24. phisher34

    L85 needs to be changed

    Looks like it might have been removed in this patch. Lots of people saying it has disappeared out of inventory, tents, and vehicles.
  25. Freckelz

    Still some good left in this community...

    My team tries to do good on occasion, but as an experiment (one we tried several times in several locations) we threw "military" tags on and went to the coast with our vehicles and extra supplies. (meds, cans of food, drinks, hunting knife, matches... you get the jist) We then proceeded to set up tents and put those extra supplies into them. Once we'd set up defenses (knowing bandits would come as well as newbs) we posted a message that the military had come and were handing out supplies, if you were friendly, low your weapons and you'd be allowed in to loot to your fill and leave when you please. It was meant to be a safe zone for coastal players to get a bit of experience. We even had one of our teams mates explaining how things worked in direct chat off in a corner of the camp. With in 5 minutes we were swarmed with survivors. Much faster then we expected. After another 5 minutes, the bandits came and began firing. Chaos began... People we helped turned on us by taking our second primaries out of our bags and firing on us. Thankfully we'd only taken expendable gear to the coast. lol. We'll try again and again to see what happens each time. It's a fun experiment that never fails to amuse.
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