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Showing results for 'Vehicles'.
Found 41870 results
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Hello Soldiers , First of all this is my first post but I don't think you even care so I'll get straight to the point I'm simply looking for average to intermediate DayZ players who are sick of playing alone and are looking for a small group of players to join. Goals: Collect Vehicles Setup Camp Raid Stary Sobor and NW Airfield Engage in PVP Want to join?: Add me on Skype: ialphav (skype name) I also have TeamSpeak and Ventrilo but I don't know any servers When adding me please leave/send a message about you wanting to join the group so I know who you are. Also if many/few people choose to join I will make a steam group. Once you message me il respond with the Server information and The Times we play.
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Seattle 102 Admin Abuse
LoadedBeerMan replied to ZeroGravityx92's topic in Mod Servers & Private Hives
LOL, admin abuse. Pfft. I personally found that red car. It was just north of the northwest airfield in the woods between the water source. Not very well hidden. If i remember right there was some civil clothing, cz ammo, food, and other random gear in the car. Sorry bud, u just got jacked. We have def raided many camps and vehicles in the server. Also crashed are fair share as well, lol. And for the record, none of us in our group are admins. From my experience playing on this server, the admins are mature, fair, and usually keep to themselves and let us play, which is how it should be. Don't get attached to your shit, kuz your prolly gonna lose it. Can't blame the server. -
Does DayZ ned more vheicles?
Captain Q replied to Gareth_Sims (DayZ)'s topic in DayZ Mod General Discussion
This is the zombie apocalypse... I feel like it hasn't been more than 3 months or so, so there *should* be a few more working order vehicles around than there are now. -
Looking for a squad/group/clan
Meegul replied to [email protected]'s topic in DayZ Mod General Discussion
There is a post about joining the Midnight Mercenaries elsewhere, but I would like to extend the invitation to you because I think we are the right clan for you! We are semi-serious, experienced group with a surge of new members, totaling around 8. The focus of the group will be on repairing vehicles and setting up a camp, but the main goal definitely is to have fun! Contact me on Steam at .:]MM[:. Meegster if you are interested. -
Does DayZ ned more vheicles?
ActionManZlt replied to Gareth_Sims (DayZ)'s topic in DayZ Mod General Discussion
Apparently there's a lot of vehicles, but they're all horded by other players --- if this is true, then spawning 10 more will do nothing for the average player, coz the same hoarders will just add those extra vehicles to their collection. The dev's are addressing this with tweaking of respawn timers, and the decision to disallow off-map hoarding. -
couldn't agree more with you. Having an item that is seen so seldom that it might take you months to find one, if ever, really makes things interesting. Things that are not "better" per se but just unique like perhaps a Humvee (most likely without a gun) or an ambulance as vehicles and for weapons maybe a katana, a pp-2000 and an AKM with the same sort of camouflage as the SVD. In terms of other loot I'd suggest a placeable sign that can have a message put on it by the one who placed it, and definitely a unique skin like a nice suit or a surgeon. Things like these (and whatever other ideas people provide) that even large clans would be lucky to find, provides you with something to hope for and keep the game interesting
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Does DayZ ned more vheicles?
Gareth_Sims (DayZ) replied to Gareth_Sims (DayZ)'s topic in DayZ Mod General Discussion
Oo, I have been out there, I have been to pretty much every known spawn point and spent countless hours scouring the forests for hidden repaired vehicles, and have only once found a bike... for 50 ish people running around on a 200km map i think a few more would be fine, maybe keep the parts spawns the same tho -
Rumor said its in military vehicles.
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Does DayZ ned more vheicles?
kcbanner replied to Gareth_Sims (DayZ)'s topic in DayZ Mod General Discussion
I've been playing for a while now and I have yet to see a single vehicle besides the bike. I have not seen any other vehicles in DayZ as of today. -
Does DayZ ned more vheicles?
ZedsDeadBaby replied to Gareth_Sims (DayZ)'s topic in DayZ Mod General Discussion
The map is small. There are already too many vehicles. Hike up your diaper and get out there. -
No I actually always plan on my camps being found, but I doubt it was a clan, no clans were on at the time. Hell I could care less about losing what was there, I've got gear stashed away in other places anyways but the fact is, ESP hackers are ruining the game and as far as them "spawning in vehicles" as far as I've read up yeah they can if they run scripts, but ESP hack and scripts are 2 different things. Oh well, seems like people are on the "lulz you think ur camp can't be found by anyone?" band wagon and ignoring the fact that ESP hackers DO use just the ESP hack to get gear from others camps as well as vehicles.
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Lol, dude, you realize if people are hacking they don't care about your low tier military gear because they can just spawn in hacked weapons at will, right? They can also spawn vehicles. Any camp can be found. People do grid searches of the map with their clans to find every camp/vehicle out there, as mine does, it's pathetically easy and will remain so until there is some better way to hide camps or underground bases can be made.
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New items, new item spawn ideas, and new item spawn areas.
bassist05 posted a topic in DayZ Mod Suggestions
This is going to be a long read, and some of the things I mention adding have been brought up before, but I have expanded on them in my own way, in most cases. 1. Add some more locations of interest. The barracks is unique to the NW airfield and spawns most of the best military loot. Well what about adding a huge super market somewhere on the map? Even adding some rare items unique to that location like the SVD is unique to the barracks. Maybe make it have a small chance for the coyote backpack and GPS, unlike other grocery stores. Now most of you will say, "Well then the server hoppers will pick it apart just like the barracks!" and while that's most likely true, Rocket is working on a fix for that. Another thing to think about is more helicopter crash style loot areas. I saw in another thread that someone suggest having wrecked ambulances and military trucks randomly spawn on the map with the crashes and I think that's a great idea. The ambulances having blood bags, antibiotics, etc. would make finding a huge boon, and rewarding exploration, since it cut down on the risk of acquiring those significantly (assuming a bandit isn't already there camping it. :p). The military truck I'm thinking more along the lines of pure ammo and supplies. Food, ammo boxes, backpacks, NVG chance, some of the rare ammo types having a chance to spawn and maybe a really low chance of military guns to spawn. Maybe a .48% chance for every gun to spawn there or even lower. Military patrols would be another addition but not living ones. I'm thinking occasionally finding those roadblocks outside of towns littered with dead soldiers, with a chance of finding a gun on them. You see broken and destroyed humvees everywhere but no bodies or weapons. Would make going to the currently useless smaller towns possibly worth it. I think adding these would increase the exploration aspect by making it more rewarding. As it is now, if you want the best loot, you either go to the NW airfield and hop servers (you know this is what most people do) till you find the loot you want, you murder everyone you see in hopes you are going to get what you want (which also means going to the NW Airfield or other high traffic areas to find players to murder.), or you search for heli crashes, which is the only one of those that promotes exploration and capitalizes on the sandbox style of the game. 2. More variety in weapons. I don't mean more weapons spawning, but I would like to see more weapons to be found, different types, different attachments, etc. Currently AK's are basically low tier military loot. Why is that? Because the American weapons are decked out with all the cool toys (besides the SVD, the only Russian gun with cool toys.) and the Ak's are basically all stuck with iron sights and barebone attachments. Where is my AK with a suppressor? A PSO sight? One with a grenade launcher? It frankly makes no sense that a Eastern European Russian speaking country has more American guns with fancy toys then it does Russian. Add in some more Russian guns so players have more of a choice on what weapon to use other than the 5 m4 variants. There is no reason to use an AK over an m4 except for preference. The AK will usually use irons unless you find a Kobra, so the M4 will almost always have a clearer sight. What I'd like to see is the player having an AK-74 with a PSO sight and Grenade Launcher having to choose whether he wants to dump his AK-74 for a M4a3 with a grenade launcher. Instead of it being a no brainer to drop the AK. Basically to sum this up, make it so there is a chance to spawn a "perfect" variant of each gun. A chance for a AK-74 grenade launcher Kobra Supressed, instead of how it is now where the AK's are almost always worse then an American weapon. I'd also like to see some new guns instead of the ones currently. Add in some SCAR-H's, a MP-443 Grach, RPK, SV98, maybe even an ACR. More variety is never a bad thing in a game, and I can't see how adding guns already in the base game would be hard, or detrimental to the mod. 3. Non-lethal weapons/attacks. Basically I'd like to see some way of allowing players to neutralize the threat of another player without killing them. I imagine there would be a lot less player killing (not saying there is too much currently, because there definitely isn't.) if there was a way to neutralize a threat without murdering him. Would probably have to be a melee attack unless they somehow wanted to work police style Tazers into the game. 4. Equipment and Items Couple of new equipment items. -*See padlock below* Bolt cutters, allows people to cut through your padlock, could probably be combined into toolbox honestly. - Camo Tarp, covers vehicles. - First Aid Kit, can be opened and used to store medical supplies ONLY. Very rare. Possibly only a super grocery store spawn. - *Possibly a dumb idea* Fuel hose, Very Rare Industrial spawn that allows you to fill your vehicle up straight from the fuel tank. Could also allow you to drain the gas from a vehicle, could be combined with an empty jerry can so you can steal some of the gas as well, a lot of bandit and survivor possibilities added with this. Couple of new pick ups. - Bat, High chance of knocking a player out, especially if hit from behind. (Dunno if that can work with the engine) - Tazer, either a ranged police style variant (10m tops) or a melee variant. Mentioned above. Would go in sidearm slot. - Camo Netting, can be used to cover you're backpack so it blends in better. If a way is added to save backpacks placed on the ground, would be used with those as well. - Helmet, 50% chance that a headshot will knock you out, or that you'll simply be shocked, instead of killing you. Does not work against 50 cals. Shows up on all character models except the ghillie. - Padlock, allows you to lock down your tent. - *Unsure if it can work with the engine* Inflatable Raft, super grocery store only spawn. Very Rare. Does exactly what you think. - Weapon sling, Rare Super Grocery Store spawn. Allows you to have one primary in your hand and another on your back as opposed to inside your backpack. Weapons should have a small chance to spawn with one already on. Model is exactly what you'd imagine a sling to look like. Well that's all I got. Hope I didn't make it too long. Enjoy. -
Restore Blood \ Health Over Time
Mikeloeven (DayZ) replied to Astral (DayZ)'s topic in DayZ Mod Suggestions
i totally agree with several of the above posts currently yes the game is hard and it is supposed to be hard however the ability to bleed out from the medical equivalent of a stubbed toe and the complete lack of regeneration. the human body contains about 10 pints of blood and you can loose up to 15% before any serious effects and than up to 40 % before you go into shock and require a transfusion. additionally minor injuries do heal themselves without bandages provided your not exerting your self and putting pressure on the wound. and blood loss will be self recovered over time naturally normally your volume of blood will return to normal within 24 hours however it will be diluted and take an additional week or so for the red blood cells to return to their normal numbers. and as for blood loss stopping on it's own that should be based on damage type and quantity. for example a zombie attack would be considered minor damage from blunt force and a single hit would have a maximum blood loss cap after which the bleeding stops naturally. these blood loss caps stack so if you are being curb stomped by a large group of zombies you will bleed out because the cap will increase with every hit. gunshot wounds and being hit by vehicles would be consider Severe damage and not have any blood loss caps at all. fall damage would be consider a minor damage with a blood loss cap based on distance fell an if a bone was broken the damage type changes to severe like a gunshot. basically you get the general idea i am not a programmer so i cant give you the actual numbers or severity of the different types of damage. so while yes the game is supposed to be hard and yes it is unrealistic to have fast regenerating health. there needs to be something to KEEP THE REALISM. otherwise the whole goal to keep the game authentic goes out the window along with the entire contents of your circulatory system from that bloody nose you just got. -
Alright everyone calm down. I can confirm me and my group have found several vehicles all over the map, as well as some well hidden in the woods. And we have also lost some of them as well. We've also come across several tent camps across the map, and have raided each one for most if not everything that was in them. If needed i can provide screen shots of some vehicles with the server name showing. But the admin def isnt taking them, or the ones we have at our camp would be gone.
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Also, saw one guy driving a bus, and another on an ATV, so vehicles are spawning now
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Just to be clear. The dev's have stated that they are removing tents / vehicles from the areas outside of the map borders (the barren areas beyond the map edge with no trees, grass or vegetation) which is considered to be an exploit. There has never never been any mention of removing the current tent system we have now.
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I love this delusion you have that personal insults do anything to help your side of the argument. If anything you're going to sway people to disagree with you since few people will jump-in to support a person who acts like a 2nd grader. So you admit that there's a way to meet and group-up with people, yet you stubbornly refuse to make use of it. Also, you claim that grouping up is a losing strategy, yet all these people complaining about bandits are soloists. Meanwhile people who group-up either get ignored by a solo bandit, or get attacked but are able to retaliate. Talk about losing. Gee, you mean that a person working alone is going to have a harder time than people who group-up? Maybe that's part of the idea of this game? If you want to survive better, find a group of people to play with. If you feel that grouping with other people is a "losing strategy", well, come back to me after you've been killed 5 or 6 more times with no support to kill the offending player (or prevent him from attacking in the first place) and let me know how well your "winning" strategy is working-out for you. Looking at the stats, what, 15% of deaths have been caused by other players? That number is pretty high, especially considering how many times people die when starting out. The point I'm making is that day z's emergent gameplay is currently really, really terrible. Most of the server is shoot on sight because they've been repeatedly shown that is the only safe strategy. A large part of this problem is due to the popularity. There's no sense of community, and removing global chat and bandit skins just made everyone you don't know personally a) a threat and b) faceless. I heard a story about a guy who was flying around in a helicopter, giving people transfusions. That is awesome, and wouldn't work anymore. Finding people would be harder, and most people would kill the pilot and joyride the helicopter into a ditch. Finding gear and surviving quickly becomes easy. You can't build anything of value in this game, and honestly it's a good simulation of the exact worst humanity is capable of. PvP is a great and exciting thing. But it has to be meaningful, and it currently just isn't. Gear is fun, but there really isn't anything to do besides amass gear and vehicles. There's nothing to capture, nothing to defend. Zombies are initially frustrating because of their terrible ai and continuous spawning, and their detection, attacks, and movement is bugged to hell. Did you ever play UO?
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I was playing on a server and my friend 'Hastefeet' and I joined another clan on the server that belonged to the admin and his group. We joined to act as a mole for our own rival clan. We successfully steal their loot and vehicles from their camp when suddenly without warning the admin Spoonfed resets the server claiming 'sorry for the hickup, gg guys, now we know to be more careful with the stream!' so he clearly had intention of resetting the server to get his equipment back. We lose the bus and atv, half of us die because we lost connection while driving vehicles, and lost the loot that we stole fair and square. When it comes to war, there are no rules and this admin abused his powers. Server: DayZ Zombie RPG - Atlanta 94 (v1.7.1.5) dayzmod.com - Hosted by CGUnited Time of incident: ~11:00pm (EST)
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I am tired of this disconnect exploit. Each player I kill disconnects when shot, making their body sink into the ground or just disappear when wounded. I don't even have to directly hit them, sometimes I scare them by troll shooting near them and they disappear INSTANTLY. The hell happened to the 5 second log out timer? I've played ARMA for a long time, ever since the start it is riddled with exploits, a recent patch finally fixed the desync, if anyone was around to not experience that, you could get killed from your stood still lagged out body and you'll just die when the desync finishes or watch people and vehicles teleport everywhere depending how bad it was. I stopped playing ARMA due to the desync it once had, the game became playable, but still not quite perfect, with its slow hit detection, normally resulting in both players killing each other before it registers the full clip of rounds pumped into each others bodys. However this disconnect exploit... ruins the fun completely, server hopping for loot is disgusting as it is, but being able to disappear instantly upon being shot is just pathetic. This should be a priority, way before anything else
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If you make Seattle 150 home I will donate gear, tents, and even a vehicle to your group. The bigger the group, the more I will donate to you. Vehicles are limited but we have more guns then we need. ADDED: Vehicles are not guaranteed, lot of pms already and I can't give them to everyone. PM me for info. Server runs on pst so gets dark about 9-10 pst. Server auto restarts at 8/11 est/pst am and pm. Reg. 3dp on, wp on , no xhair, no name tags. May change setting if enough people ask. UPDATE: Made my first gun dead drop for {FG} clan. If they are still playing come Monday night-ish they will be the first to receive a motor vehicle.
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Hackers on US 186 Desolation
Captain Q replied to cc//Wolfpack (DayZ)'s topic in Mod Servers & Private Hives
Seriously. Hax. Those are definitely non-legit vehicles; a PKP truck and an AH-6J? Those are not mod vehicles. They were spawned in. They are a threat to legit players. File a report on any players that you suspect are hackers so that this sort of issue can be avoided in the future... I'd hate to get wiped out by a hacker... -
Go read "What is DayZ?" Banditry' date=' and the slaying of bandits, is one of the three well-defined goals. It's actually #2. [b']Above survive. (A) I said "well-defined", and I meant it. (B) I assume you're referring to the "Step 1 ... Step 2 ... Step 3 ..." graphic on the main page? In that case, you should note that Step 2 refers to the slaying of zombies and bandits. It says nothing about banditry. You may argue that banditry falls under Step 1, scavenging, and I would be inclined to agree. However I maintain that the only goal is to survive, Step 3. The other steps listed are merely suggestions towards achieving that goal. It is not necessary to scavenge or slay. Okay' date=' then. Don't just say it. Discuss it. Tell me why rampant PvP is "unsportsmanlike" in a game specifically designed to permit and encourage it. [/quote'] Fair enough. Though I won't argue that "rampant PvP" is unsportsmanlike. For one, it's too broad a term (rampant PvP). Also, unsportsmanlike behavior is hard to define in black and white terms. It's easier to recognize when you see it. Killing a freshly-spawned, unarmed player is about the only act that I can think of that would nearly always be considered (at least by me) to be unsportsmanlike. I think that players should let their real-world sense of morality influence the decisions they make in DayZ. I think that players should be able to justify their actions without resorting to tired, easy excuses such as "Because I can", "It's just a game", "This is how people would act if this were real", etc. If the goal is to survive, then that should be at the heart of every decision made. Of course, there's no need to be super serious all the time. I understand that people are playing to have fun and to entertain themselves and others. But those playing for fun/entertainment need to at least recognize when their enjoyment bumps up against another person's experience in the game world and act appropriately according to their real-world sense of what is right and wrong. Regarding "a game specifically designed to permit and encourage (PvP)": It is my understanding that the "game" was designed to elicit emotional reactions from players. Player interaction is permitted. PvP conflict is permitted. Aside from the limited number of vehicles on each server, I have yet to find anything in the game world that encourages conflict. That is something that the individuals playing brought to the table. Just because the game gives you a gun, that doesn't mean that it's encouraging you to use it against another player. Hell the game doesn't even give you a gun anymore. You have to go find one and pick it up.
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Day Z is (basically) a sandbox mod. In a sandbox, you normally have a whole set of tools at your disposal--a shovel, a bucket, a plastic sand rake thing, your hands, feet, water... and anything else you can remember from when you were two years old. This variety allows you to create an almost infinite number of activities. You can build a castle, you can wreck someone else's castle, you can eat sand, throw it in someone else's eyes, etc. In Day Z, we really only have one tool: guns. When all you have is a hammer, every problem starts to look like a nail. That's why the current endgame basically boils down to finding things to shoot, and finding fun and creative ways to shoot them (from a helicopter, from a bus, from a bicycle, while doing the hokey-pokey, and so on). Don't get me wrong: it's fun, but it's a sandbox with such a narrow scope that the list of possible activities is fairly well-defined. Once these have been experienced, the replay value takes a hit. Now, that's not a new or novel concept. Once end-game content has been experienced, player involvement declines. The fun is mostly in the journey, so there should be two goals: 1. Lengthen the journey while making it a more varied experience so as to avoid tedium. 2. Expand the scope of end-game content. To that end, there are a number of things that I would suggest. I understand that there are barriers to implementation with some of these things currently, which is why I'm not suggesting that these enhancements go live tomorrow. 1. Tougher Zombies, But Not Everywhere. New players who spawn with no means of self-defense (for god's sake give us hatchets at least) can't take on hordes of damn-near-omniscient, super fast zombies. Established players with automatic weapons, loads of ammo and medical supplies, and attack helicopters can still basically ignore uncle zed. Solution: scale zombie difficulty to a greater degree with loot value, and have areas of the map that are more tailored to phases of the game. This is not a new concept for an online game, and it's one that has proven its worth time and time again. You wouldn't even have to tweak the zombie AI any if you simply adjusted for numbers. Example, Billy Bojangle's farm near the coast only has 2 zombies that spawn, while the NW airfield has anywhere from 200-300 zombies crawling around it (I understand that current server limitations might be a hurdle that has to be overcome in order to do this). If groups of players had to seriously evaluate their tactics and ammo supply before engaging a horde, it would add a layer of difficulty to the end-game. Alternatively, you could tweak the AI difficulty in different areas or create new types of zombies that are more difficult and only appear in certain regions. 2. Safe Zones, Firefall Style I know that this topic has already been hotly contested, so I want to be clear about how I approach this. Think Firefall. If anyone else has played in the Firefall Beta, they will know what I'm talking about. This is a big, game-changing concept. In Firefall, entire regions of the game world are restricted by an evil fog-like mist thing that envelops most of the world and is deadly to players. Through the combined efforts of players, entire sections of the map can be freed of the mist and become playable. Change mist to zombies, and you understand the gist of what I'm getting at. This would provide a timeline to the game, where each server's timeline is separate from the others and it has a definite beginning, middle, and end. The Beginning At the start, the map would basically be as it is now, but hopefully with graded areas of difficulty. Players get basic supplies, find squad-mates to roll with, and make a green zone somewhere in the low-difficulty area of the map. Establishing a green zone would be a difficult process, the end result of which would be a zone where zombie spawning is inhibited. Feel free to speculate on exactly how this is done. Maybe there's a craftable item that you place in an area which spawns a giant horde that you have to fight off while it activates. Maybe a certain concentration of sandbag emplacements, tank traps, player tents, and other defenses triggers a condition that stops zombie spawns in a given area. Loot spawns would also be significantly reduced in green zones. However it's done, there has to be a way to undo it, either through player sabotage or through periodic zombie raids that are allowed to happen at random intervals despite the regular spawning restrictions. The Middle Players form raiding parties and make regular trips out of the green zones in order to scavenge and get resources. These resources are used to fight off bandits and expand the green zone into the more hostile portions of the map. Groups of players will either band together to expand the green zones or eliminate opposing player groups and tear down their green zones (possibly despawning all vehicles/tents within them) during this phase. The End Eventually, with enough player cooperation, the green zone is expanded to cover the map and civilization has reclaimed Postapocalyptia. Victory is declared and players are ranked, with the stats recorded and displayed on the server in a "Hall of Fame"-styled system. Upon next server restart, the map is reverted and players start over from the beginning. 3. Crafting System I really don't think I should have to explain why a decent crafting system would add depth and value to the game, so I won't. I'm sure there are plenty of other posts that have already addressed that. A player-driven economy with trade hubs would be the natural consequence of having a rich crafting system, player cooperation, and green zones. "But player cooperation would ruin the game!" Player cooperation is really the only way to reach end-game content anyways, and ultimately it's the most realistic model. The Walking Dead scenario is a lot more common than I Am Legend. Lone wolves don't fare too well against the innumerable undead horde. Groups survive. Reestablishing civilization and society is going to be the ultimate goal among the majority of survivors. Will there be bandits, dissidents, even groups of bandits? Absolutely, but ultimately we all want to be able to wake up in our zombie-free home and enjoy our FranksN'Beans without fear of being eaten alive and consigned to a soulless roaming existence with an insatiable hunger for grey matter. The return of organised society is the eventual conclusion to any scenario that does not result in the complete eradication of human life. "But PvP will die!" Maybe. On some servers groups of cooperative players may unite and expand the green zone very quickly. On others, you may see a more fractured player base that engages very heavily in PvP to try and tear down opposing green zones. You might also see groups of hardcore bandits who establish themselves in more difficult areas with nothing more than a makeshift tent camp and actively try to prevent all green zones from being established. "But then it's not a sandbox!" This is the truest of all criticisms; however, I would argue that the game as it is now is not really a true sandbox. The scope of end-game activities is currently so narrow that you can write a list and check off those things as you've done them (yes, I understand that it is in alpha, but you cannot use that as a blanket argument against all criticism--especially when this phase exists specifically to encourage creative input and criticism). These changes would prolong the gameplay and provide more things to do without truly removing any of the content that is currently present. tl;dr: this is a zombie game, so let's focus more on the zombies as we move into end-game content. If the end-game is all PvP, you've basically made a CoD game where a third-party (zombies) helps to keep the established players on top by holding down the little guys.
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I know this is going to make some people angry and say things like "you are a bad man!" and I agree. But I have found great joy in riding my bike on the edges of the map and in the forests searching for tent camps, and vehicle camps. when I find camps I search them for supplies, then whatever I do not need I leave in the tents. I then nudge the tent very gently with the bike and Poof, it flattens. you loose everything. if you have vehicles I usually shoot out the tires and possibly the engines with guns from your tent before destroying them. I like to think I'm re-balancing the servers just a bit. people server hoping, storing all there high end gear its all reset into video game ether and I move along to the next camp. since im riding mostly along the edge of the tree line west and north, sometimes east. I get around very fast, and this has given me more joy then just sitting at electro and cherno sniping people.