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Me and my friends have been playing the game for a while now, and started talking about possible ideas like dynamic events to add small goals into the game for you if you decide to do it. The best of these ideas was the idea to have a radio tower, in which you could record a message to play over all radio devices in Chernarus. With this it adds a goal for server regulars and groups to control the radio tower, so that their message can be heard in certain buildings, or even on a radio item. This could be used to broadcast a location in which people looking to join a group could go to, and possibly join your group What does everyone think of this? I personally feel Dayz needs more things like this to get people moving about the map, not just to acquire loot and vehicles, But also other things; like a petrol station for a steady supply of food or Lighting the lighthouse. Small events like this would give bigger groups daily routines and a goal after they have gotten a full set of loot. TL : DR Think of that scene in "28 Days Later" with the radio, now imagine you could do the same in Dayz
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20 words or less: Spawning without a weapon
ZedsDeadBaby replied to rocket's topic in DayZ Mod General Discussion
So what you're saying is that spawning without a gun forced you to slow down, familiarize yourself with the mechanics and controls, and then slowly learn how to behave around zombies in order to remain safe? This, as opposed to simply charging headlong into wherever it is you wanted to go with no question or concern for anything because you know you have a trusty gun at your side with plenty of ammo should things go sour? Forgive me, but it sounds like the system is working perfectly. Spawning without a gun is telling you something about the game. It's saying "Hey, Francis, this is not a traditional shooter. This game isn't all about running-and-gunning, killstreaks and headshots. Part of the game is about patience, stealth, careful planning and tactical considerations such as using cover to move from place to place unseen. As a new player you are far better off learning how to safely move around zombies than you are learning how to shoot straight. All this on top of the fact that coastal murder rates between hungry newbies have gone from epidemic proportions to practically non-existent. I can't remember the last time I died on the beach compared to before when the constant din of Makarov fire sounded like rolling thunder on the coast. Remember, if you're new, you're supposed to die. This game is all about killing you. You will find that you learn the most about survival by failing to do so. Even dying to some of the annoying bugs and odd behaviors teaches you something (don't get out of vehicles near walls, don't stand too close to doors when opening/closing, etc.). Anyway, hope this helps. -
What do you think about non-hive servers?
bami replied to DeadManDan's topic in DayZ Mod General Discussion
I run my own non-hive server. It's for colleagues and friends who I can trust to not disconnect or hack stuff. I usually go play on that when I get killed again for no appearent reason from a sniper half the map away. I also made some tweaks to the zombies so that they don't glitch around all the place and actually post a challenge instead of just being obnoxious, and some other stuff like morphine being part of farm loot instead of just spawning at the coast, vehicles require less things to repair (although they need a refuel so gas cans are in high demand), and some other things that rocket just refuses to do (like giving everyone a weapon, hatchet in this case at spawn). I know this doesn't help development directly but I think I'm personally responsible for around 20-25 sold copies of ArmA2:AO, as people from work joined the server, told other people who bought it etc. That is 20 copies extra sold for Bohemia, money they can use to invest in ArmA3 and DayZ. It's just a far friendlier place (although PvP still happens, just not as random as on public servers), and I ofcourse play on the regular servers and encourage the other players on the server to do the same. Essentially, my main motivation is to get rid of all the dicks, and a private hiveless server does just that. -
DMR is more common than M24?
InsXicht replied to [email protected]'s topic in DayZ Mod General Discussion
btw, chernarus is a eastern european country, or not? ... so why are there everywhere US military vehicles and weapons? -
Retention and expansion
evolution (DayZ) replied to [email protected]'s topic in DayZ Mod Suggestions
I like your ideas and these are very relevant. Now it seems as though players who have acheived everything are finding the game less enjoyable. I think that Dayz should also impliment something to keep players going on even after they have all vehicles/weapons/clothing etc. Im not sure what, no ideas at the moment or I would have posted them xD +1 -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
ZombieShawn replied to Denuth's topic in DayZ Mod General Discussion
So far I have had a some what good experience. It sucked gearing up and looting a heli-crash site only to put on camo clothing and have my inventory cleared. I do agree with others who mention that zombies pull from a far distance. I will be across a field and if I dont lay on my belly some will just start running at me... Good side is I have gotten really good at losing the zombies but just getting out of their line of sight for 5-10seconds. Are vehicles rare or are some servers still empty with out them? Crowbars are very weak! Some spawns on the coast give me instant zombie aggro. -thats is all... for now :P In all i love this mod and I will play with the issues listed above all day lol. -
Rocket's overall plan.
Mourek replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod General Discussion
I gotta disagree on the fact that 1.7.1.5 was more stable. Most of the servers I've been playing on have been running great, no lag at all and almost no desync, now it's the other way around, tons of lag and terrible desync in vehicles etc... The only good thing is that zombies are back ingame with their increased spotting radius. -
I'm sure it's been mentioned before, but here is the problem with DayZ as far as deathmatch goes. There is no benefit, only risk and extra hassle, to stay friendly with random players. 1. Using ingame voice is a poor solution since everyone in vicinity can hear you while you try to communicate with your newfound friend. 2. There is no option to Group up and thus have a Group-only communication with people you meet. 3. There is no friend lists so you can keep in touch with the people you meet, meaning you probably won't meet them again after you log out for the day. 4. The added risk of being shot in the back outweighs the usefulness of having another player around. Shooting someone and taking their loot is safer, easier, less hassle, has no consequences and generally just leaves you with more/improved loot, and consequently find yourself in a better position to survive. That is where the game is today. So what needs to change ? Do we need to limit the PvP? Add penalties? First thing they need to do is remove the kill score. It has a purpose in a deathmatch game, but no purpose in a survival game. Bad Company 2 and Battlefield 3 learned as well that making the #1 player the one that had highest SCORE and not K/D was the one worthy of placing at top of the list. DayZ need to do the same. Put player with longest gametime on current character at the top of the list, and not the SniperGER sitting in a bush 17 hours a day shooting unarmed newbies on the outskirts of Cherno. However, I believe the game needs more incentives that encourage teaming up rather than penalizing PvP. The only reason to team up right now is if you have the intention of creating a base camp and try to fix up vehicles and other things that require a team effort. Doing that usually means you are part of a premade team which is coordinating through mumble/TS3/Vent. So lets come up with some sensible ideas of what would make you decide NOT to shoot another player. First off, a proper ingame friend list, grouping and group-communication feature must be added. Without this in place then teaming with random players will never work. Here are some ideas (and yes, some of these would require further itemization): Each player spawns as a random profession. E.g. you might spawn as a doctor, which means you can heal someone's broken leg so they are able to walk (not run) without needing Morphine. Or a doctor could stop bleeding using trash items such as cloth, handkerchiefs and so on. Or you could spawn as an electrician, being able to repair stuff like flashlights, electrical heating elements and other stuff. Or mechanics that are able to fix certain things on vehicles without the need to have a toolbox, or scrap metals. Or a therapist/psychiatrist being able to reduce or remove shock and shaking from players, or reduce the black/white screen when low on health as a result of encouragement and whatnot. Pretty sure there are loads of other type professions people could randomely spawns as that would provide a benefit to a group or team. Large tents that can hold several players and provide shelter like houses do, but requires more than 1 player in order to set them up (in same way bloodbags work). Team-owned items, i.e. when someone deploys a tent they can decide to deploy it for themselves (so noone else can take it) or deploy it for team (provided a grouping feature is added) and everyone who is part of the team can take or move the tent (and other team-flagged items). In general, for people to bother teaming up there needs to be items, features and benefits that are worth the risk of having a random person tagging along. The whole reason the game is so deathmatch oriented is because there is EVERY advantage in shooting someone and just taking their loot and ZERO advantage (besides bloodbags and vehicle repair) in teaming up.
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Could do something like, make it as rare as NVGs, make so zombies can set it off, and let players disable it without the need of tools. And now the kicker, 1 claymore per player. And they disappear after reset (make it like vehicles, so they reset unless you save them, and don't give the option to save them). So on server restart, the claymores go away. So due to the rarity, they aren't that great (lets even make them take two inventory slots instead of one) and can net you either 1 player kill or 1 zombie kill. No real griefing unless you have a clan or large group set them all up, and then they are wasted the next time the server is restarted unless you go back to retrieve them.
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Current Gameplay (Not what you're thinking)
Somepants replied to KWilt's topic in DayZ Mod General Discussion
Yeah, the zombies sometimes glitch and manage to spot you from unreasonable distances. Had a friend spawn in, and while we were chatting about something a zombie ran some 200m down a road and over a hill to kill him on the beach. As for time, I didn't notice a major speed change. If anything, I felt that my ability to crawl at max speed let me progress faster than stop-and-go crouch walking. By bottlenecking I was referring to the equipment/tier bottlenecking. I don't think it's a bad thing in general, but I think the current noob-tier bottleneck is really hampering the social growth. It spurs noobs to fight against bandits, but disables the ability of the noobs to participate in the conflict so they get frustrated and quit. Mostly I worry that new content will only end up serving to fortify such barriers. Stabilizing this situation is currently within our means, but let's say we get together 12 people to obsessively clear Cherno, Elektro and Balota of bandits and use this as a recruiting method to bolster their ranks (because, shit, they don't wanna do this themselves all day. they got vehicles to hunt.) Say they get ten more people doing this. That's already half the server, and I think getting ten noobs on your side would, as you train them, inevitably pay off in terms of actual manpower. So suddenly there's a half-server superpower which everyone else on the server needs to either unify against or most likely crumple under. I think half the server could pretty easily hold the Balota/Komarovo area and have most all the equipment they could ever need. But then that's it. There's no real depth to this, it's a pretty binary situation. It's more or less Red vs Blu: DayZ. They'd be able to take and hold territory, but it's not like resources are limited enough to make territory a real consideration. It would inevitably get old and leaves no room for growth, only splintering and reformation. Perhaps that example is a little extreme, but scaling it back much further ends up leaving us with the current situation: disparate factions of four to eight people who have no particular reason to interact outside of boredom. 10 people don't have the manpower to hold more than one city very securely against any organized force. And having the sort of complicated socio-political interactions that breed a true complexity of conflict would, I argue, require no less than five separate factions. If it were three, one would just become a kingmaker. Were it four, it's probably just a 2v2 (which lets be honest is just a 1v1). Five, though, feels like about the right point for groups of 10 to start backstabbing eachother habitually. But even then, it's what? Ten dudes attempting to obsessively hold on to one single city? It lacks a sense of grandeur, not to mention that two groups deciding to pair up pretty quickly turns it into a 2v2 kingmaker situation. I suppose my point is that even if the situation were stabilized, we don't have much room to work with anyway. I think I'm getting lost in the sweet dreams of the distant future though. Anyway, wilderness zombies would probably go a long way towards forcing bands into competition with eachother right now. -
Why is Barbwire Infront Of All the Big Places?
rickenbacker replied to cowdung's topic in DayZ Mod General Discussion
It might be a 'valid tactic' for protecting your camp, or covering approaches while fueling vehicles, but it's not a 'valid tactic' for blocking off random buildings so you can farm loot. That's just exploiting and griefing in an unholy combination. -
Sometimes it happens that after the server restart all vehicles/tents are not spawned. So if you can't see your vehicle where you left it, try to check again after the server restart. You can say for sure that it's the case if you can't see your tent as well.
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Choose your new name carefully. Practice signing with it. Have a few people close to you call you by that name, and see how you like it. You can change your first name, middle name, last name, or all of the above. Just make sure your new name doesn't imply "fraudulent intent" or is not in the public interest by: avoiding bankruptcy by pretending to be someone else violating a trademark using numbers or symbols (except Roman numerals) using obscene words Contact the appropriate local government office to determine the rules and paperwork you'll need to change your name officially. Get the forms to fill out, which typically include: a petition (sometimes called a 'deed poll') for change of name an order granting change of name a legal backer form a notice of petition to the public an affidavit of consent (if applicable) an affidavit of service of notification to authorities (only if you're an alien, ex-convict or attorney) Get the forms notarized, or signed by court clerk.[*]Make copies for your own records. [*]Take this with you to the Department of Motor Vehicles, the Social Security Administration, and the Bureau of Records or Vital Statistics in the state you were born so that you can get a new driver's license, social security card, and birth certificate, respectively. You will have to go to the Social Security office before you go to the DMV If your SSN doesn't match your new name when you apply for a new driver's license, they won't issue it. [*]Submit your paperwork to the appropriate office. [*]Wait for approval. If your name change is not immediately approved, you may need to go to court and defend your reasons. [*]Put an ad in the newspaper announcing your name change. This gives the public a chance to object to your name change if, say, you owe debt under your current name. Some states allow you to simply post in a public place such as a designated bulletin board at the courthouse. [*]Fill out the affidavit and return it to the court clerk. [*]Wait for your Order Granting Change of Name, which will be your new I.D.
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1. As stated, suggested before. 2. Big cities are more dangerous due to both comfined spaces and more aggressive players. What cities have you been in? 3. Forcing players to learn 225km squared maps is a major tax. Also, this has been suggested. But I like spawning with the knowledge of where I am, where I can go and what I will do. 4. Suggested before, and I have agreed to some of these from one extent to another in the past. 5. Crash Helicopters, ingame already. A treasure chest with a different skin if you want to look at it that way. Who uses treasure chests anymore? 6. I want roaming hordes as well. In the forest, possible hunting players or vehicles. I'd even like to see crazier zombies that actively stalk players. Answered. Next time, use the search function and support the ideas you like instead of creating threads on it, even if it is one.
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Current Gameplay (Not what you're thinking)
KWilt replied to KWilt's topic in DayZ Mod General Discussion
I've heard of the horrendous instances where you'll be spotted from 100m for no apparent reason. Hopefully this can get fixed. And I'd really like to roll back to 1.7.1.5. The game is tedious as is, and we don't need to artificially lengthen gameplay time by making the only safe way to even look at a city is while proned. Addressing the bottlenecking further into the continent, I don't think that's much of a problem. As the days wear on in DayZ, I actually think bottlenecking is something we should look forward to. However, the big problem, at current, is that there is not reason to let anybody live through your bottleneck right now. Of course, that's also something I'd like to see rocket work on (group dynamics, specifically, where it's better to have that random survivor you've come across alive, rather than dead), but for now, I think the separation of levels is a necessity that would be fairly beneficial. Granted, those bottlenecks would exist, and hopefully as we reach the end of the development cycle, that's where communes and small settlements start to pop up, but they're also quite easy to bypass. Granted, the bypasses aren't the most convenient, nor safest, routes, but banditos can't exactly cover every square inch of a latitude line. So survivors looking to gamble can still take a shot at cracking the NW airfield or Stary. Focusing on the idea of 'small tribes' as well, I would love to see that evolve more as the game goes on. As mentioned above, group dynamics are something I look forward to in the future, but right now, as we establish our 'clans', I think we have a very good opportunity looking ahead. As these tribes, whether nomadic or stationary, evolve further through conquest and claimants, we'll eventually be able to set up those settlements, and all the pieces still fall into place. Lone wolves can still come and go as they please among these tribes and eventual-communities, and these tribes and communities can either clash or ally themselves with each other. Again, this all relies on group dynamics, as well as the advanced communication I'm hoping rocket will supply us with in the next few coming updates. But for now, as it is, I'd like to drive the small groups and tribes with 'ze phat lewt' to move more northward and prepare everything for the next coming updates. In short, as it is right now, I'd like to see those low/mid resource survivors to either hang near the coast (not exactly on the coast, but pretty much the southern-most two or three klicks) or to travel northward to try their hand at getting themselves military-tier weapons. This allows this group of players to team up fairly easily with the common bond of low-survivability, and move more northward with safety and precaution. Meanwhile, those who have established themselves with the military-tier weapons can be busy in the north, looting the larger towns, collecting up the vehicles, and setting up their camps. As I've said, none of this is currently possible with the total lack of trust and willingness among most survivors, due to a lack of easy communication and mixed bag of paranoia and lack of knowledge, but as soon as rocket gives us radios, we might actually be able to pull this off. (In hindsight, if half of this doesn't make sense, don't worry. I'm kinda half as confused as you. Little tired. I'll try and clarify what I can later. Right now, though, there's no way I can even be asked to try.) -
So ive seen a lot of videos of players who claim to be bandits, and most of them are idiots. Being a bandit isnt just about getting a high murder count, its also about stealing guns, equipment, and vehicles so you can get ahead in DayZ. Here is a simple little guide that may help some newer players improve. 1.) get target practice in Cherno. if you are just starting out you should really get some target practice in before you head north. you really dont have much to gain by sticking around in the south but it is the best place to work on your accuracy. I personally suggest the Lee Enfield as your go to weapon. its basically a sniper rifle with iron sights, it will 1 shot anyone and its super common. get on top of one of the tallest industrial buildings and snipe for a while with that lee. I would also check the barns that can spawn CZs and if you find one get some time in with a scoped rifle as well... learn how to zero and lead shots. 2.) once you are comfortable with your aim head north. there is no point to sticking around in the south. sometimes some idiot comes down there with a good gun to snipe noobs spawning in, but for the most part its just those noobs spawning in, and you are wasting your time with them. Starry, Vybor, NWAF, NEAF are obviously the player hotspots so thats where you want to head. 3.) let your victims do the work for you! say you get to the airfield and you have a good spot to snipe from (dont sit in the firehouse or control tower unless you want to die), and you see zombies around. you know someone is in the area. dont shoot at the first player you see. watch them move around. are they laggy? can you hit the shot if they are? how many are there? do they have a sniper covering them? these are all things to consider. Observe for a while before you take the shot. Also, letting them live makes your life easier. they are going to hit all the key buildings in the area and pick up all the good gear, so let them do all the looting while you observe, then kill them and you only need to loot their body for all the good gear they found. 4.) be patient! you just headshot someone and they are dead. you want to run in there to loot your victim... DO NOT MOVE. If your victim has friends (which you should be aware of if you took the time to observe before shooting) they are now aware that you are in the area, and they are looking for you. If their friend had any good gear on him they are going to try to get it, so just watch the body for a while and pick off anyone who tries to loot it. then you have even more gear in one place... its less work for you. just be patient. sometimes i will sit and watch a body for 15-20 minutes after a kill if im alone, by that time anyone who was with my victim usually starts to think "well that sniper is prolly gone now" and then they make a mistake. 5.) dont raid every camp you find (at least not right away). if you come across tents make sure nobody is in the area and move in to check the gear. if they have the goods (NVG, GPS, ghillies, super rare guns) then yeah, raid it and get out, come back and loot the rest asap. If you come across a camp that has a lot of stuff, but nothing amazing, DONT TAKE ANYTHING. Taking stuff from a tent will let players know someone else has been there, and they will move. This goes back to #3... let your victims do the work for you. Write down the server the tents are on, and the location along with some of the gear in those tents. come back in a day or two and see if they put anythign in there worth taking. as long as they keep adding gear to their camp you may as well let them do it until there is something worth taking. this same rule applies to vehicles. unless you find a great vehicle stashed somewhere, dont take it right away unless you have NO vehicles of your own. If you have transportation there is no reason to jack some guys hatchback or anything. check the gear, and leave it. let them use it to bring more gear to you. 6.) camp vehicle areas. not spawn areas, but areas people go with vehicles. Skalka in the north west has an isolated barn that you can refuel at. Lots of people with vehicles like to base up there because its "safe" post up on that main road and watch for people coming and going. dont take the shots right away, see what they have, try to find out WHERE they are parking that vehicle, since they most likely have tents with them. Gas stations are another place to camp. the gas station near Polana, and the high yeild factory just down the road from there are places lots of people go with their vehicles. Since there is nowhere good to hide vehicles/tents in those areas you should just take the shot when you have it, and steal the vehicle. 7.) work with a spotter. playing with a friend who you can trust makes life much easier. If you get a kill they can move in to loot while you cover them. and they can cover you while you snipe. 8.) travel light. Make you you have at least an Alice pack. if you are sniping and you have a spotter, just carry your rifle, a couple mags and food/drink/medical because you want to have room to pickup your victims loot without having to drop something. 9.) night sniping is the most rewarding. people use their NVGs at night. dumb people with NVGs think thats the best time to hit the airfields and stary since nobody can see them. crank your brightness, gamma, and set HDR to very high, you will usually be able to see very well at night like this. go to stary and NWAF at night and kill the idiots who show up with their NVGs =) I hope these tips come in handy for someone. Happy hunting.
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The story is already, more or less, set, ya derps :P (no offense). I quote from the page: "A 225 km2 open world post-soviet state and one of the areas hit by a new and presently unknown infection which has wiped out most of the world's population. You are one of the few who have survived and now you must search this new wasteland in order to fight for your life against what is left of the indigenous population, now infected with the disease." So, basically forget about NATO / UN / RUSSIA coming in to help IF that story won't be changed or so. Then again, factions like the Chernarus Quarantine Force have their own backstory where Russia is safe, for example. I guess it's up to the players to come up with something, though we can assume that it spread BEYOND Chernarus. Heck, it'll likely won't even be the source, just another state that was hit. I for one would like to know how long it has been since day X there though. I mean, there's no populace left, military left the area, too. Most cars are, apparently, destroyed or gone, too. Yet, loot is kicking of course (gameplay reason I guess). I personally wish the story would get more "interactive" or expand, in addition to gameplay. Heck, imagine attacks by government / military remnants on towns, another threat to players. No, not via ground units (so people COULD, in theory, get easy loot or even vehicles), but perhaps bombing runs on places via planes. This would add a more chaotic atmosphere (apocalypse still going on) to all of it, instead of a "Fallout-like" scenario (already happened [long] ago).
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Light in Citys / shovel and more
[email protected] replied to mdevch's topic in DayZ Mod Suggestions
City Lights? There is no power in chernarus. No electricity. Shovel to bury your backpack? So everyone can dig up the world ? you havent thought this thru. Try a Tent. Theres alot of bicycles, about as many as the amount of other vehicles. Other people can see your marks on the map, so you mark a car or where you stashed your backpack on the map someone else will find it with ease.... no offence. -
I assume the new vehicle spawn script takes some time to generate the vehicles
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A buddy of mine recently bought a server, and for some reason, we can not figure how to get vehicles to spawn. I've been researching it for a while and I can not find a solution for the problem. Can anyone here please offer a solution to fix it so the vehicles will spawn? Thanks.
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Depends on what the server owner has setup, most servers state their restart times. Its a fifty fifty chance that they either restart twice daily or 4 times daily. You cant lose vehicles even if you dont save them, the only thing you save is the stuff you put into it. If its gone when you login then someone took it. Last patch made a lot of vehicles disappear for no reason though.
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Me and some friends have been talking about this subject. We came to the conclusion that it wouldnt work. Bandits would simply camp the place or mug anyone coming out of it. We were talking about a special server where the map was just restricted to one town and noone could fire. But then we almost simultaneously said, what are we going to trade... You can find anything in the game with a bit of effort and you cant take vehicles with you so... Unless some changes are made to the game, bartering towns are useless for now.
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I'm glad you are pretty sure the devs are aware. Are you really that narrow minded that you think i'm the first one to achieve this? There's countless people doing it and duping items. Keeping it a secret is the exploit ya tool. This is exactly the way to STOP said invisible snipers killing you randomly. Stir the hornets nest in order for a very simple fix. You can use this blue in the face comment, until your blue in the face. I will KEEP posting the exploit until the exploit is acknowledged by someone with a bit of credibility. Why? because there's no Alpha, Testing, Bug finding. When you can't go 40 meters to test stuff without getting plotted by some invisible character. You people are moaning about missing guns, while there's people not losing anything on death, running around with no chance of zombies noticing them and killing you. And it's been happening since the second patch by the looks of a few videos. I used to just think oh its script kiddies. but, nah, its not. It's easily exploited non-updates. If there wasn't page after page of i've lost *this*. I think the zombies are broken etc etc. Then i wouldn't have to keep posting this. I'll also spam the shite out of it until it is KNOWN by the devs. You do realize this, right? It's simple. Until Rocket / Anders says "cool story bro!" and i know they've seen it i'll keep posting it. Stop derailing the thread with your tin god comments about how if you were a mod you'd edit the post. And warn me. Get over yourself. You're the exact reason people shut up and screw the hell out of a bug (making it an exploit) and keep it hush hush for as long as possible. You thought the game was turning into a deathmatch before? Think about it now, when there's literally NO WAY of losing gear, and it's respawning at your selected waypoint with your same kit set up. Welcome to call of duty. with broken bones. This isn't an exploit, if they deal with it. This isn't a fully fleshed out game, it's a mod. In alpha. We are Alpha testers. This is the feedback page for the 1.7.2 patch. This is said feedback. Contribute, or don't post. But to be constructive about it. I have two methods to fix the exploit for the devs. who may or may not see this after Cyn edits my post and warns me :P 1) Force a patch server wide. If they're not running the latest version. No one connects to the server. I've never understood for the life of me why we have servers versions back in 1.7.0 etc when we're so far forward. This is Alpha, surely we have to unify the server files and not have multiple versions running. Which just creates false bug reports because someone is running on a server with slightly different setup files compared to the one they played on 20 minutes ago. The feedback is useless when they're running outdated versions. Most of them do it for personal gain as it's either easier because zombies haven't been tweaked, the loot spawns are more consistent, It's quieter so they can server hop and yum the loot up themselves. Only to then jump in the up to date version and be jackasses. There is NO legit reason for having an out dated version running on your server. Face it. It's an alpha mod that we are supposed to test at its current build. Who gives a rats arse if it's stable? It shouldn't be! If Dayz has such a huge player base all on one version, it moves forward a lot quicker. Vital bugs, ideas that are clearly not working are spotted so much faster and dealt with. (before someone mentions armax users - the ones that could fix it. the fix was in the form of a ARMA BETA patch. The others. were just SOL. It happens) Or 2) Force clients to be running the same files for the server. (This seems to be a fairly easy task. You show us when we're out of date with the watermarked you are running version 1.7.x, server is running 1.7.X) If you MUST keep the spectrum of versions across servers. Force people to pick. Seems to me like the code is already in place to know if you are running compatible versions or not. The checks are being done. And they're working. There's just no real action stopping you carrying on. I've tried to play on a 1.7.2 server with the experimental 1.7.2.1 files. and it's almost impossible. Due to the very simple fact that the watermark is a solid black screen. which hangs there for 5-10 seconds, leaves for a split second and is back. This is heading in the right direction and is already doable. It would almost fix everything in the exploit i've mentioned. You simply can not play the mod when trying to run on 1.7.2 with 1.7.2.1 files because of it. You have the ability, the coding is done. Just incorporate this screen into all incorrect versions. Instead of the watermark. and you've almost fixed the issue. I'd much rather see some ones character data wiped when they move from one major patch to the other. This stops them owning a 1.6 server with all their fancy gear and then jumping over to a 1.7.2 to kill someone with little fear of losing their other stuff a server across. This however may be a bigger task. I'm not sure if you can add code for the hive to check last played version. If the version its connected to doesn't correspond they get the male / female char choice and it's "OLA BEACH!" Course this would result in liquid gold. AKA Tears. But it's a mod in development and forcing a new spawn, on a new patch ensures everyone gets to thoroughly test it. From the start. It would also mean loot wipes, bye tents, vehicles etc. But the + side of it. You wouldn't have people saying "WHENS THE PATCH!?!?!" because they'd want to keep the cars / tents / piles of NVG's for longer. It'd be more like "ROCKET, ADD MORE. GIVE IT A WEEK OR 3. TEST IT MORE!"
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daylight / nighttime after restart
digital0 replied to sudden2k's topic in Mod Servers & Private Hives
Will try that today Levias. Hopefully it helps sudden2k stuff wont despawn. It isn't saved on your server, it's saved at the dayz hive. As long as you save vehicles and tents ingame ofcourse. -
daylight / nighttime after restart
sudden2k replied to sudden2k's topic in Mod Servers & Private Hives
well hmm thats not good because i wont be there all the time and i want to rely on the automated restart. and hey, arent the vehicles and stuff despawn from saved locations when i "stop" the server ? thx 4 the quick answers btw