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Showing results for 'Vehicles'.
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MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
Mos1ey replied to FlimFlamm's topic in Suggestions
Somewhat inauthentic IMO. Realistically someone with mechnical knowledge would be more likely to repair one of the many wrecked cars that are lying around Chernarus than build something from scratch. Would love the ability to "upgrade" vehicles by way of reinforcement to make them more apocalypse friendly though. -
Does DayZ need aeiral transport?
XallZall (DayZ) replied to Sike (DayZ)'s topic in General Discussion
I was unable to vote on the poll for whatever reason, might be already closed. I picked all types of aerial vehicles. Make allot of them damaged with missing parts, such as no weapons or rockets etc, and make them rare. Maybe even have only improvised weapons on them, or weapons from land vehicles etc. -
There are several ways to have construactable modular vehicle and prevent server hopping from becoming a major issue. Engines could be something that you cannot put in your backpack, in your hands, or on your back (so they cannot be brought to another server). In order to move them you could require some sort of push cart that can also be constructable. That is one solution, but also parts can become a part of the central economy, (per server, or globally) with only a certain number of engines existing and hence a limited number of powered vehicles. There are many other ways to curtail outright failure of a system and limit player abuse. The difficulty of actually acquiring the parts and tools to build a vehicle in real life isn't an easy chore, and in a zombie apocalypse, while not having to pay for anything, it would be more difficult for sure. That said, in order to build a makeshift buggy in a zombie apocalypse you are going to need a secure place of residence where you can begin storing the parts you have accumulated (or else hide them in a remote location and pray nobody finds them). While you are investing time and evergy into gathering parts, your place of residence will require possible defense and maintenance, and you will require food, guns, ammunition, and medicine in case of emergency. The hunt for parts will be long and tiresome, you wont always be able to find the parts you need (fuel tank, engine, metal for chassis, wheels, etc...). Once you finally get all the parts and tools to put one together, then you need fuel. The completion of a modular vehicle will represent the culmination of potentially weeks of time and effort and risk spent completing all the necessary tasks. The reward, much like the holy grail V3S Hicks wants to see, would be a very dear piece of equipment that in DayZ logic, players will gladly die for (regardless of how much roleplay dictates they want to live). The thought of losing something you have worked for weeks toward (while maintaining everything else) would make you paranoid, and tending toward unwillingness to put the vehicle at risk for any reason. Eventually it will be stolen or destroyed, and the resulting pain and feeling of loss that will be induced will far exceed the pain that any luck based V3S has ever caused. It's not necessarily just the joy of lucking out and finding a vehicle that makes them fun, it's the pain of losing one, or the feeling of taking one away from someone, for me anyway, that creates suspense and high stakes. Constructable vehicles can be ridiculously diffiuclt to complete (as difficult or more difficult to find and repair one), while simultaneously co-existing with traditionally spawned in vehicles. The model you are suggesting is that you find a V3S via luck, and then put some work into it to get it up and running. (luck +work =vehicle) The model I am suggesting merely replaces the luck of finding a broken down vehicle with a bunch of work. (work + work + work + work + work = vehicle). That said, the work of putting together a car from raw resources and parts you must also find via luck is still a system that incporporates luck, it just spreads out the vehicle lottery into more numerous smaller and more winnable lotteries. In the end, modular vehicles that players can themselves construct can end up being more difficult to acquire than spawned ones could ever be, regardless of them spawning in a broken condition. The main appeal here is that me and my grandma can sit down and invest a bunch of time and have something to show for it rather than just playing the 'will i find a vehicle, be able to repair it with nearby parts, and not get shot' lottery. My grandmother is religious, and she hates the slots. She believes in the value of hard work! You want vehicles to be rare and awe inspiring right? You want them however to be accessible so players can experience them without having to fight over a few rare ones right? This is the perfect way of supplementing existing vehicles and achiving that. (while also delivering on the customization promise) "there is a distinct and unique feeling that you get from something like a vehicle, that requires people to come together to maintain it, to protect it versus popping say a Tavianna server or modded DayZ mod server and finding a vehicle in a couple minutes, it just doesn't have the same importance. It's almost a completely different game," (from your link) Here is a thread I recently made which details a conceptual system : http://forums.dayzgame.com/index.php?/topic/223970-modular-vehicles-conceptdiscussion-thread/ I'm going to make an edit which adresses your objections, any additional criticism you might feel inclined to share would be most welcome in the thread. :)
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-snip- No, to almost all of the above. In my opinion, it is "bad enough" that we will be able to repair aircraft and vehicles by simply replacing parts. You just know that people will be serverhopping for said parts, and as such, the whole "vehicles" thing will go tits up. We should not, in any way shape or form, be able to build completely new vehicles, much less aircraft. They spawn in broken, we fix them, and that is that. Elsewise anyone and their mother, given enough time, could build a truck/aircraft, which takes away the entire purpose of them being rare in the first place. Note: Hicks, the leader developer, holds the opinion that there should only be 10 to 20 vehicles on an official server, with 10 being his preference. Thank God. A nice quote: "there should be enough so that not just one group could lock down these vehicles so that other people can't experience them, but they should be rare enough that it feels like you have found the Holy Grail of DayZ when you come across one, you wanna wake up your friends, pop into TeamSpeak, get everyone on the server - "Oh my God, I found the V3S!" - But again that's just my opinion. As in, he wants the V3S to be an awesome find and noteworthy find, not people running around building Autogyros from spare parts for shits and giggles. http://www.reddit.com/r/dayz/comments/2iax7g/hicks_opinion_no_more_than_10_vehicles_on_an/ There are a lot of good quotes on there, and he and I apparently hold almost the exact same opinion concerning vehicles and their effect on gameplay. I, for one, would rather see more (working) bicycles than trucks, and more trucks than aircraft. You can easily repair a bicycle, jury-rig an attachment for additional seating or for pulling a cart, can repair/replace the majority of the frame with wood and other materials (tires, mostly, can be made from rope or wood), and requires no petroleum-based fuels for propulsion. Hell, even if the devs make the actual parts for vehicles common, the fuel should be the limiting factor. Remember, there is no outside trade bringing in new gasoline/diesel, so the "native supply" left in Chernarus would run out pretty quickly. You can run a diesel engine off of ethanol (literally moonshine) with the proper filter, but I can think of several probably-more-important uses for that fuel (medical disinfectant, tractor fuel, generator fuel) than straight vehicle use, and if a clan has a large enough farm to produce enough ethanol to fuel all the generators they need, keep the tractors running, AND have enough fuel for ground-based vehicles and aircraft, they are doing well enough to be able to say "Welp, we've won Day Z. We've "beat" this survival game" Which should be the end-goal, but extremely difficult to attain. You've essentially rebuilt society at that point.
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I like how this post is about the possibility of adding some story value to the game by offering separate instances of Chernarus as DLC. I don't like how quickly it devolved into people advocating for P2W Helicopter Skillz DLC. I'd personally be interested in some backstory involving the numbers station easter egg. My impression of that story was that maybe something fishy was going on under green mountain, and the outbreak started in Zelenogorsk. Soliders were sent out to maintain a perimeter around Zelenogorsk, but it spread too fast; many of the outposts were overrun. Much of the remaining forces in the immediate area made an evacuation attempt, while sending warnings to the other bases, and police.People from the interior villages flocked to the airfield in a panic, hoping to find an escape. The gates were secured, waiting for all critical personell to be accounted for before the evacuation aircraft are cleared to take off. Multiple squads of soliders were tasked with locating and extracting high vale assets from the region, and are challenged with desperate mobs of civilians seeking direction, refuge, and escape. Ships capsize in the main ports, as civilians crowd and overload the vessels; ballast tanks are errantly filled and emptied by laypersons trying to commander the docked vessels. Organized criminals savagely looted-out pharmacys, grocers, and hardware stores, before fleeing in stolen trucks. The chaos of the coastal cities drives waves of civilians to the airfields and railyards, while the infected disperse further from ground zero. As the roving throngs of infected spread out, overrunning nearly a dozen nearby towns, the tension at NWAF comes to a peak. As charlie squad arrives back from Sinistock with Dr. Zamat and his family, they are unable to get within even 50 meters of the north gate. The fomenting crowd of panicking civilians will not disperse, and flash grenades are deployed; as the driver begins pushing through, and--sometimes over--the crowd. A dozen soliders with bayonets manage to clear the area outside gate while, pushing it open just enough for the truck to make it through. The flash grenades could be heard from as far away as the west gate, and desperate survivors were now tearing down sections of unguarded fence, and coming over the walls; they could hear the screams coming from Vybor and Kabiano echoing up the hills like the roar of a far-off football stadium. With only one VIP evac team inside the walls at NW, the evacuation is forced ahead. Of the eight squads dispatched to retrieve priority evacuees, only three still are in contact; and one has been forced to evacuate to Krasnostav on foot, as the roads have become unpassaable. Foxtrot acquired their target in Nadezhdino, but their vehicle was stolen by those fleeing from the southern cities. After a vehicle could be commandeered in Vyshnoye, it was clear that the infection had spread as far as Novy Sobor. After a lengthy off-road detour through Guglovo, the Black Forest, and Altair, the team is coming through a now-overrun Grishino in a heavily damaged civilain vehicle. The choice to begin firing on civilians was not easy, but an overloaded cargo plane will get nobody off the ground. By the time Foxtrot made it through Grishino, the trouble had reached the crumbling south gates; and the crowd at the north gate could no longer be held at bay using armored vehicles. With the perimeter degrading on all sides, incendiary grenades were deployed to cover a general retreat back to the hangars. As Foxtrot approached the East entrance, the only controlled area was a 200 meter strip of tarmac in front of the northern jail. With the last ramaining plane having just been fueled and released for takeoff, the fuel truck driver braces the pedal down and hops out in second gear, leaving the truck barreling south down the runway. Maybe the driver should have used the whole bottle of liquor to set the seats on fire, but it's a dodgy enough plan, and he couldn't stand the idea of being sober if escape were impossible. If that truck doesn't draw enough attention south, the plane has no chance of getting enough velocity to take off. The East gate was a bust, even though it was the last place to really see a crowd; or infected, for that matter. A burnt-out BTR was defending the gate from a now-charred mound of bodies, and more were trickling in between the fences. From there they could just see the taxiing transport plane turning out towards the runway. The driver knew that the two flat tires would likely get them stuck, but he proceeded north along the fence anyways. When they made it to the corner, the concrete wall ahead of them started puking out clouds of dust and then exploded ina blast of rubble. A man in an officers hat climbs out and asks "Foxtrot? Dr. Petrowski?" The doctor climbs out of the backseat and is helped into the vehicle. The man in the officers hat then turns, pulls out a pistol and shoots the remaining suqad, ending that playthrough.
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I won't be satisfied with DayZ vehicles until I'm driving a Lada.
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Hi Everyone, me and my friend have made a new server ( about 3 weeks old) we have a couple of regular players, but not many. Me and my friend are both experienced in coding for arma 2 and are planning to create a nice community within our server and create a kick-♥♥♥ server to go with that, but it will take some time so bare with us. We will be giving out free stuff, like builders box and free vehicles for the first few weeks while we get things sorted with the server and the traders. Feel free to join us and let us know in game when your online. Link to our website where you will find our details; http://ffgaming.wix.com/ffgaming Thank you for reading this. *Ryan*
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Oh ok yea you dont need me to do that its just mysql info you guys can do that and share it :-). I think i've started the mysql layout to make vehicles spawn with hitpoints set take a look in the object_spawns.sql.
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I just wish servers no longer needed restarts and everything was spawned and despawned dynamically, including helicrashes/police cars/vehicles.
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Not even talking how silly it is that people want aerial vehicles when the more pressing issues ingame are to reach the next town alive and maybe find some food, what good would say, a chopper, be anyway? So you can travel faster to point xy, which you can already do much easier with a ground vehice except maybe for the prison island? THAT is worth destroying the mood of the game and escalating weaponry just to be able to shoot down that bird? I dont see any reason why this should be ingame.
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Oh, I think you misunderstood me, I meant this: Make low tier vehicles spawn with some wheels so people will have easier time repairing them.Cheers
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So, let us do some quick math to determine the statistical likelihood of this The devs have stated in past posts that the disease had a 98% infection rate, that is, 98 out of 100 people would come down with the disease. Of those 98 people, 60% would die, and 40% would become the "zombies" we all know and love due to symptoms like brain damage, etc. However, based upon the in-game information, this doesn't mean that the "healthy" human population is very high. Yes, 2% of the original Chernarussian population (and by proxy, the world, assuming this is a world-wide event, which I personally believe to not be the case), was "immune" to the disease, meaning they never got it in the first place. However, based upon even the highest of server populations, there cannot be all that many people left. Let us say that Chernarus originally had a population of 100,000 people, which may be relatively accurate due to the small size of the cities and the low population density of South Zagoria. This means that of those 100,000 people, 98,000 had the possibility to develop "the disease". Note that this doesn't mean that every single person capable of getting sick did so, it just means that they had the possibility to develop the illness. In all likelihood, probably far fewer people actually got sick, and the more rural population remained uninfected and died from other causes (more on this later). Of these 98,000 people hypothetically infected, 58,800 would die as a result of the infection. 39,200 would degenerate into "the infected" we see in-game. This means that there would only be about 2,000 "immune" people in Chernarus, which canonically all of us players are. NOW, HOWEVER: what does all of this mean? We know next to nothing about the "zombie disease". However, if we compare it to the overwhelming majority of real-world diseases, "catching it" doesn't mean you will die right away, even if the disease has a 100% fatality rate. These "infected" individuals, both those fated to die and those who degenerate into "zombies", would be alive for at least a few weeks, eating food, burning fuels, and doing anything they could to survive. Same thing with the "immune" population. They all have to eat, stay warm, and stay safe as well. So, let us compare the above figures with the current server population sizes. What is the max population? 50? Think about this, and you will realize just how lucky we are to even find any "loot" whatsoever. The "infected" people ate food before they died, burned gasoline in generators (there is only 1 power plant in South Zagoria, and I am certain the workers would much rather go home to their families than shovel coal), and used up medications (probably at a high rate). Same thing with the "immune" population. The canned food we find in houses, medications, boxes of ammunition, all of that is likely the stuff in the back of cabinets, underneath floorboards, stashes that is only out in the open due to graphical limitations. All the rest of the "stuff"? Gone, used up in the weeks/months since society collapsed. The people, both "infected but alive for now", "infected and degenerated", and "immune"? All dead, probably from starvation, disease (if society broke down, there would almost certainly be outbreaks of other, non-zombie-related diseases, especially with dead bodies and the lack of a sewer system), or just plain old bullets. 50 people left, out of a possibly-100,000+-population, and all we do is kill each other. Sickening. The likelihood of a pilot still alive amongst the current playerbase in Chernarus is rather low, considering how most sane people with such skills would get out of Dodge while the borders were still open. Same thing with working ground vehicles and boats, really. TL;DR. The likelihood of there being a pilot amongst the current playerbase of Chernarus is really, REALLY REALLY low.
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I suppose that is correct what I am saying is since your player is clearly not a soldier that already makes it highly unlikely that he would posses pilot skills thus making it really unrealistic to have every survivor be able to fly in game. It is simply not realistic and bad for gameplay to have air vehicles. It does not fit within the mold of what Dayz survival aspects are thus far. The devs are carefully creating an intense survival game at the moment and having air vehicles would be such a drastic change from the rest of the game.
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MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm posted a topic in Suggestions
Modular constructable vehicles are a pretty big can of worms for DayZ. Currently we are all restricted to which ever prefabricated vehicles which the developers are adding in, and our ownly way of experiencing them in game will be to find them via luck. In the old dayz, admins of individual servers would hoard the few existing vehicles all to themselves, and if they didn't then the most powerful groups at large would. Actually getting a vehicle was a rare occurance and it generally didn't last very long. Modular vehicles can not only adress this limited access problem without flooding servers with tons of vehicles, but they can deliver on the promise of customizability and synamic gameplay that the devs so loftily spoke of so long ago. A basic system would consists of parts, tools, and raw materials like metal and wood (wood being already in the game). Built on a chassis of varying sizes (small medium and large), different parts, like engines of different sizes or tires of different types, will impact the behavior and performance of the final vehicle. Passenger and cargo capacity will depend on chassis size, while things like handling and top speed depending on engine size, overall weight, and tire type. The end goal is to create an indepth, challenging, and laborious process for survivors to embark on, which in the end will produce an endless amount of dynamic gameplay while resulting in meaningful rewards for harworking and successful survivors in the form of completely customizable vehicles of diverse utility. Here is a description of the main elements and how they might work in such a system: World Objects: Chassis The chassis of a vehicle is the undercarriage that holds everything together and provides structural support. The bigger a chassis is, the more room it will have for bigger engines, more seats, more cargo, and potentially MG mounts. Chassis can easily be added into chernarus as an object or as a contstructable object from raw materials and tools such as scrap metal and a welder or a drill and bolts. A good example of passenger limits based on chassis size would be 1-2 persons for a small chassis, 1-4 for a medium, and 1-6 for a large chassis. Engine The engine of modular vehicle, as with all vehicles, will be what determines top speed. In conjunction with the overall weight of a modular vehicle which is calculated from the various parts, the engine will also determine the accelleration of the vehicle. In order to prevent players server hopping to more easily create modular vehicles, engines (also chassis and other parts) can require a special mechanic to be transported which can inherently prevent server transfers, such as dragging or a small constructable trolley. Aditionally whatever engine maintenance exists in prefab vehicles can also be applied to the engines of modular vehicles. Fuel tank A fuel tank is an essential part of any gas powered vehicle. If a fuel tank is too big for a particular chassis then it cannot be installed. Smaller fuel tanks can be installed on larger chassis but the larger more rare fuel tanks would be more desirable. Wheels Several types of wheels should be available to find in Chernarus, with different types bringing different performance options for players to choose from. Tractor tires will give the best offroad traction and performance while car tires will give on road performance at the expense of offroad. A third type of road only tire could also be available, with very high on road performance but very poor performance off road. Seating/Controls Certain peripherals like seats, steering wheels, and foot pedals can be a simplified process involving various tools and the appropriate resources like wood or scrap metal. The number of seats that can be added should reflect the size of the chassis and the amount of space left over after the engine, cargo and everything else is installed. Siding/Armor Siding and armor should be constructable from metal, wood, and perhaps canvas, and require the relevant tools and resources to construct and install. Heavier harder to make metal siding would be heavy but bullet proof. Wood siding would be cheaper, lighter, semi bullet proof, and cover from prying eyes. Canvas could also be used to provide cover from observers but would not be bullet proof at all. As opposed to the option of driving with no siding at all (siding is not necessary) siding gives you the potential for armor, cover, a paintable/dyeable surface to further customize, and perhaps also some protection from the wind and cold and rain. Cargo hold The cargo hold or bin on a modular makeshift vehicle in this type of system can easily be made out of wood or metal. Wooden bins are cheaper to make but are not bulletproof like metal ones, meaning if your vehicle gets shot in the cargo area a wooden bin will allow cargo to be damaged, while metal will deflect low caliber bullets. Cargo bins of greater size allow for more storage but they take up more space on the chassis which allows for fewer seats and a smaller engine. Cargo could be constructable directly from their raw resource form (wood or metal) and be installed directly onto a chassis, eliminating them as something you need to find or an in game object that must be coded for. Gunnery Atattchments If DayZ winds up going in the direction of having any kind of armed vehicles, then modular vehicles can remain relevant with gun mount attatchments being constructable from scrap metal and appropriate guns mounted upon them. This could be something only available to large chassis, for realism and balance reasons, and they would also potentially obstruct a great deal of potential seating space. Tools Various tools and other necessities can be added in as appropriate to make the system feel as authentic as possible, but also to provide additional difficulty and balance to the process. I mentioned a constructable trolley earlier, a pushable or pullable transportation device (like a wheel barrow), which could come to serve many more functions than just engine and chassis transportation. Coding Mechanic/Animation Requirements: Part Construction Code/Animation The code and animations required for constructing various parts from raw resources like seats from metal can be a very simple thing, involving metal and the appropriate tool and a simple time consuming operation akin to the other crafting sequences. Things like welding fuel or generators to provide electricity can also be added in to go with these processes, and like the trolley, can serve and integrate with many other features like base lighting. Part Transportation Code/Animation The necessary animations and code required for moving around and manipulating large parts like engines and chassis can be a fairly simple task, accomplished with the aforementioned trolley and the simple accompanying animations that involve pushing or pulling objects around. It should also be possible to transport large parts in appropriately sized vehicles, giving a very distinct advantage to people with transportation large enough to assist with the construction or more vehicles (it will be the same way with constructing bases and transporting raw resources) Part Assembly Code/Animation Like part construction and part manipulation, the actual assembly of parts can be a fairly simple enough looking process with the animations being basic and easy to implement with the relevant tools, parts, and resources at hand. Once parts are being assembled onto a chassis it should become immobile until completely assembled ( or at least a rolling chassis, meaning wheels, chassis, engine, and drivers seat at the minmum). To give vehicles additional versatility, it could be made possible to tow other vehicles if the towing vehicle is strong enough. If this is the case then chassis with wheels should be towable, and also have the option of cargo bins immediately being installed on them in order to create a towable cargo trailer. Final Vehicle Performance Code/Animation Every piece of the vehicle that players need to assemble will have different weight characteristics and ingame behaviour. Bigger engines will mean more strength, but bigger chassis and more cargo and more metal means more weight, which in the end will affect vehicle acceleration. Increased weight in conjunction with tires will determine braking speed based on momentum and traction and also determine incline climbing strength. There is no end to how well the actual performance modularity system can be tweaked, but so long as generally top speed and acceleration are realistic it will be a passable approximation. Things like metal being bullet proof are a given, but more subtle things like wood giving more protection from the wind and cold than canvas or no siding are even more subtle elements that can make modular vehicle variants even more unique. Pros: Improved/Supplemental Vehicle Access Economy/Server Controls Customizability Content Developmental Efficiency Cons: Realism/Authenticity The addition of constructable customizable vehicles would bring an end to the age old vehicle monopoly, and add a much needed touch of content, variety, and personality to DayZ. The vision I have for this particular system does not involve replacing prefab vehicles, but instead existing alongside of them and absorbing and sharing many of the same maintenance mechanics that exist for prefab vehicles. Prefabricated vehicles should naturally be superior in various ways to modular vehicles so as to not become obsolete. The V3S will always be able to hold more people or cargo than a player constructed vehicle for example, or a street car with a powerful engine will always be faster than a constructed one. This way the value of real vehicles will still actually surpass player constructed ones and be more desirable, but the inevitable problem of hoarding will be completely countered with supplemental vehicle access. In the end we will all have more things to do and wind up with a diverse array of useful vehicles! Happy Zombie Apocalypse everyone! -
So, I think we're starting to close the gap between our perspectives here and this is good news! Here are my rebuttals :) ! On 'authenticity': The mod only felt authentic when you were new to DayZ. Walking around in unfamiliar territory with scary zombies everywhere, not having barely any gear and not knowing what to do next; that is the authentic zombie survival feeling. But once players mastered the environment, the game evolved. The vanilla DayZ mod was about slowly acquiring better and better gear until eventually you have 'full military gear'. You would also hide a tent in as remote a location as possible, and you would seek out and stash vehicles to make it so that traveling places was not a nightmare. This was the vanilla endgame. It turned out in the end that surviving zombies while competing against other players and trying to maintain some semblance of secure survival (how many days could you go before dying?) wound up being more fun than an eternal struggle for survival against zombies with no place to call home and no ability to improve your situation. Tents were liabilities, vehicles were rare, nothing was safe. The mods that came out and dominated the game addressed and enhanced these aspects of the game. Instead of tents mods let you build semi-secure locked bases. Instead of relying on luck to get a vehicle, they allowed you to construct them with materials and labor or purchase them from traders with in game currencies. The ability to build a secure base and reliable access to vehicles became the main selling point of the mods. It was this model that inspired spinoff games, including H1Z1. The standalone by default is going to feel much more authentic than the mod ever did, due to the in-depth nature of the survival mechanics, and also because of the (as some people put it) gritty design of the things that players have access to. Where aircraft fit into the standalone in terms of 'authenticity' is a difficult question. Rarity/cost, quality/type, look, and performance of aircraft can all be tailored and moderated to fit in with the rest of the environment and so aircraft have no inherent authenticity problems. The issue is rooted I think in the availability and the strength of aircraft versus a vision of 'a difficult survival game'. While some players are looking forward to a very in-depth and challenging survival simulator, they see the flying of aircraft as a direct affront to their immersion and feel that if people are rich enough to fly aircraft, then they have completely transcended survival. (Is this a fair approximation?) As a rebuke to this argument, let's go for a ride with the ghost of DayZ future and do a thought experiment where we put ourselves in the shoes of that survivor you see up in the sky, the one who has transcended survival and laughs in the face of realism... "His name is BillyJoe (That's my in game name! What a coincidence!). He is in the cockpit of some sort of one seater wooden bi plane. His plane is painted sky blue and is contrasting against the clouds. It is traveling relatively low compared to modern aircraft, and is going quite slow, maybe 500 meters up at a speed of 180 km/ph. As we get closer to him we can see that there is actually a small gun mounted to the nose of his plane. It looks like some sort of modified AK mounted to some sort of firing mechanism, but we can see there is no available ammunition. BillyJoe himself is wearing a warm looking pilots cap and a bomber jacket. The cockpit is open and it looks quite cold; Billyjoe doesn't look very comfortable. We follow him until he lands on a hill near a fortified castle, which looks quite spectacular. He runs inside as fast as his tired legs can carry him, in through the broken front door, up through the battlements and finally arrives in a room where three sickly looking players, his friends, lay dead. They had recently been raided, and while they managed to hold out in this one area, they had taken damage and their wounds festered. They no longer had adequate medical supplies to treat one another owing to the raiders absconding with nearly everything, including food, which they were desperately short on, and they slowly died waiting for the return of BillyJoe. The raiders had taken everything from them, and BillyJoe swore to the sadistic zombie gods that he would have his revenge. In the same instant that he finished uttering his oath, he heard the familiar sound of an engine cresting the hill, and then suddenly the terrifying pop of the same machine gun that had destroyed their front door. The raiders were back. Mixed with the engine roar and the firing of the guns, he heard a sound that he recognized to be bullets striking wood, a kind of splintering explosive sound. He knew his aircraft was disabled or destroyed. Before he could think he heard footsteps from below, winding the narrow stairs. He had no ammunition, it had all been spent. As he pulled out his flare-gun, which was something he always carried with him when piloting aircraft, he could hear them hammering and sawing something below. He knew that there was no way out. There was too many of them, he had nothing to fight them with; he and his friends had overreached. Weeks worth of work and planning had come to an ignoble end. He fell to his knees and pointed the flare gun at his own head, and then somberly pulled the trigger..." There is no such thing as transcending survival in DayZ. At some point eventually your character will die, so long as you play long enough. Groups who raise bases and build aircraft attract enemies, and no matter how well established or how powerful they are, they will eventually fall into decline and into ruin. The bigger a base is, the cooler toys they have, the more at risk they are of being raided and potentially having their base, and everything else they have worked for be taken from them outright. The game can be interesting/fun and dynamic on a day to day survival level (the need for food, medicine, ammunition and other resources) while also catering to the actual end game or long game aspects of things. Operating a base and owning aircraft need not fly in the face of difficult survival whatsoever, given the logistics and effort it will require to get there and stay there, combined with the ever growing threat of raids that comes with affluence. I know a lot of people are interested in more PvE elements, but we should never forget why the DayZ mod earned the nickname "human nature simulator"... Banditry is an unavoidable element of DayZ, but in my mind this only enhances the experience. Having aircraft and raidable bases gives bandits something that is very fun and high-stakes. DayZ consists in my experience of roughly 30% bandits who would want aircraft just so they can steal them from hardworking groups. On aircraft in a zombie apocalypse: Private aircraft like cessnas and even lighter private aircraft which spend long periods of time sitting under tarps or in hangars do not require constant reassurance or will fall apart. Maintenance on them is not the same as maintenance on a jet. They can be very robust. If you're not willing to accept that there would be at least some viable small aircraft leftover at an airport, then would it be acceptable for someone to build their own DIY ultralight or wooden bi plane? There should be all kinds of engines leftover, all kinds of materials and such, and does it really matter that most people don't know how to build or fly planes? Can we not presume that if people are motivated enough and the data exists in libraries and such that they could figure it out? Yes aircraft if flying low would trigger zombies, and this would be one of the draw backs of landing a helicopter on a roof somewhere populated. Not only do zombies see you, but players also see you. They see what direction you are heading and if they are covetous enough they will head in that direction too. Aircraft can be as much of a liability as they are an asset. Many people indeed are going to feel that because planes and helicopters existed in the mod that they should exist in standalone too, but just because they might be pampered with convenience and therefore biased doesn't mean that they are wrong. In DayZ you starve to death in 3 hours or so without eating. Being forced to drive everywhere in real time on the ground means you need to spend an inordinate amount of time stopping and eating. The speed of point to point travel that aircraft grant means that the amount of time you spend eating in game is more realistically proportional to the amount of time you spend traveling. It's not just the reward of fast travel that makes sense for DayZ, it's also the joy and dynamic of actually flying things. I personally feel that DayZ would be less of a game without aircraft whatsoever. The skies would be wasted and while playing DayZ if I looked up, I just couldn't bear it.
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THIS. A MILLION TIMES THIS. this is also why i want dispersion cones altered by optic and ergonomic attachments permanently removed, and replaced with proper ballistic simulation of each physical bullet effected by gravity, wind, etc. and it's initial trajectory calculated based on the physical orientation of the weapons barrel at the moment of firing (and these ergo attachments could perhaps reduce sway in some cases). Player skill and ONLY PLAYER SKILL should be the sole factor. characters shouldl be blank slates and representations of the PLAYER. nothing more or less. the same applies to vehicles.
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Hell let's get the Blasphemi up in here! Lol not really good ideas on vehicles though.
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IMHO it does help. It creates a dynamic- those who work together (regardless of rather their nice or asshats) have a huge advantage as they would IRL. so you either; A. Choose to be part of a group for an advantage B. Choose to NOT be in a group and be at a DISADVANTAGE in direct action. simples. also as for it being bad game design? extremely asymmetrical game modes have always been my favorite. I Used to be in a Milsim clan that ran Arma 2 with ACE MOD and i Always took OPFOR/Insurgent roles against US Army/UN forces that had artillery and CAS while we had a few technicals, rifleman and the ability to be flexible. Its not that different in dayZ. Vehicles are big, loud, Logistically intensive resources. the lone wolf/small group can easily hear them coming and dip into a building and hide from them, probably determine where they are coming from/going to and in time track down the 'clan base' and steal said assets if they are patient and smart about it. Small groups and lone wolves should NOT be directly confronting clans/large groups/milita/what ever you want to call it. you play smarter and use the ability to work quickly without carting a circus around with you.
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Having more variety in vehicles would not only be nice and fun but I for once would also appreciate not seeing the same type of vehicles from arma 2 like the V3S. I understand that truck fits the game theme settings but I would prefer not seeing the same vehicles over and over again. That said, there are plenty of construction sites on Chernarus + as well fire stations and hospitals and I think some equipment, like driveable construction vehicles would nicely complement those areas. Some examples
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I'm happy to see that the large majority of players do not want armed aircraft in the game. BUT Probably most players do not realize the real problem of aircraft: Because of the game textures, as soon as you are at altitude the trees turn into naked sticks, the grass flattens to smooth green, you can see tents players and vehicles easily from a distance. There is no visual cover from the air, it is a graphical weakness of dayz This means anyone in an aircraft has a power exactly like wallhack. Tents and equipment can NOT be hidden. Everyone who played the mod knows this
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Good points from both sides. Personaly I think adding transport aerial vehicles will only add more challange and content to the game. However whats wrong with a simple by plane like the AN-2? It needs a runway to take off and land, or a long strip of grass/land, which means not just anyone can switch on auto hover and land. No weapons? All in all its a very limited vehicle, and yet it would be great fun to have one in the game would it not?
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I played thousands of hours on the mod, and I must say that aircraft were the farthest thing from stupid. Black hawks were annoying from time to time, but unarmed aircraft were never 'stupid'. What do you mean by stupid? Why couldn't aircraft be acceptable if there were no military variations? Why not have gritty aircraft to go with gritty survival rather than military aircraft to go with military gear like the mod had? Having aircraft be so extremely rare or hard to get that merely seeing one induces a state of awe is too rare to be a relevant game-play mechanic. Perhaps if aircraft were modular and upgradable, then the top possible tier makeshift aircraft should be something awe inspiring. The point of having aircraft at all would be so that players get to use them. I just want to know why you would consider the concept of ultralights and autogyros to be stupid, and why everyone being decked out in military gear would make light aircraft 'more acceptable'. I want DayZ to be difficult, but I don't want the end game to consist of 'day to day survival' and roaming around engaging in banditry and the like. I want to be able to do fun things once I master the game and have invested so much time into it. Otherwise why play the game at all? Mods became so popular because they added features and functions and vehicles. The more content a mod had the more popular it became. Given this trend vanilla DayZ should strive for as much content as possible, and aircraft are too enjoyable and dynamic to leave out.
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@S3V3N There are a lot of ways that aircraft can be balanced along the lines of what you're saying. There already are certain places that are hard to get to, the extreme north west is shielded by mountains and has few access roads. The prison island involves swimming, which nobody would want to do. Making more islands is a subject for which I have been planning to make a thread there is a lot of unused space and it would make boats/aircraft fill more of a necessary function. I think that barricading bases against players and setting traps for them ought to be how large bases avoid raids. Lone tents should indeed be invisible from the air if under tree cover, I agree with you there, but even still, it's only a matter of time before an unprotected tent gets found by players on foot or in a vehicle, no matter how remote. (other players also seek remoteness, which is ironic because they find inhabitants) Regarding the difficulty of actually getting, building, and flying an aircraft, it should all certainly not be easy or simple. I don't actually think that pre-spawned vehicles are alone enough for DayZ. I think that DIY modular light aircraft should be constructable, along with modular land vehicles, and these should represent the bread and butter of end game transportation. Actually building a vehicle should be a long and arduous process with as steep a learning curve as the devs are willing to program into it. It should involve resource collection of as many kinds as possible and the rarity of the resources required should be balanced appropriately. This way there can be many vehicles on a single server, but it will only reflect the work that groups put into building them rather than competing with one another over super rare little birds and cessnas (and other land vehicles too). When it comes to flying aircraft, it should be also as difficult and sim like as the devs are willing to program it to be. Without auto hover players will have a much harder time not crashing and dying, and so taking flight seriously will become an absolute necessity, given that crashing and dying means you have just lost something which an insane amount of work went into. If vehicles and aircraft are modular then different size frames and engines and wheels, etc, are going to make particular variations behave differently, which gives rise to a whole new emergent field of study over simple maintenance of spawned vehicles.
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In war you get a shit ton of patients. You get them all at once. So not only do you have the extreme emotional and mental pressure of everything being life and death, but you also have an incredible volume of work to do. This environment motivates surgeons as much as possible and the severity of work volume makes it so that they become extremely practiced. The faster and more precisely a surgeon can operate (meaning more time for more patients also means a better experience for the guy being operated on because the surgeon will need to spend less time inside of them). It's not that you are expected to lose patients which makes it a good learning environment, it's actually inevitably losing patients and the learning that occurs from it. I wasn't applying the original quote to vehicle maintenance specifically but more so experience in general. One poster was suggesting that we have experience levels that we need to grind with each life, like mechanics skills, medical skills, farming skills etc... I rebuked him by focusing on the same realism mantra that he kept repeating. In real life there are no experience points or leveling systems. When it comes to surgeons raw experience of actually doing surgery is what makes them excel. When it comes to mechanics, actually doing mechanical work gives you experience in the same way. When it comes to piloting, it's the same thing. Real experience is what makes you good. There is a game called SS13 (space station thirteen). It is a round based space horror survival role playing game. Dean notably used it as an example in the early days of the standalone in order to explain how he wanted the immersiveness of the game to work. In SS13, like in DayZ, if you are sick, you might simply get a message which hints at that fact: "Your throat throbs with pain". Players who do not understand the intricate medical system of SS13 might ignore it, and continue romping around the station, all the while spreading their disease. To actually play as a doctor, there is required a ridiculous amount of learning to even have the first clue about treating disease and injury. In order to go from being a civilian on board the station (a completely uneducated naive who knows nothing about anything and is good only for assault and vandalism and getting locked up in the brig) players need to spend sometimes years learning and mastering all the aspects and mechanics of their profession and department. For example, if you are engineer, and you want to deconstruct a reinforced wall, you need to apply tools to it in the following order: Wirecutters, Screwdriver, Welding Torch, Crowbar, Wrench, Welding Torch, Crowbar, Screwdriver, Wirecutters, Wrench. People who cannot remember how to do it can look it up on the wiki, but it is tiresome and laborious to do so. Nothing in the game tells you what to do next or how to do it, and just about everything in the game is much more complex than simply deconstructing a wall. In DayZ, knowing how to construct certain things, how health and medicine works, how to properly maintain vehicles, and it is my hope, how to build, maintain, and fly light aircraft, should be as complex and as diverse/dynamic as possible. In this way the difficulty of the game will naturally create different play styles which focus on dedication towards specific things (like medicine, base building, mechanics, or piloting) because mastering any one field would be so difficult that people would not have time or patience to master them all.
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That IS realistic tho. Look at any place where law and order has broken down (Social collapse). what you will generally find is that it's the orginaized criminals and warloards who have the nice things and working vehicles- and not normally because they are nice to others or a benefit to the society they exist in. As to the topic of aircraft; Primitive things like ultralights/autogyros which in their most basic form could be built by a mechanicly-inclined individual with some basic understanding of aerodynamics would NOT require any advanced formal training to fix or operate. If anything it would be the logistics of gathering all the assorted items needed to build or get one running then the 'waste' of fuel to run it that would be the main limiting issue.