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Showing results for 'Vehicles'.
Found 41868 results
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There are "extra" tires parts to repair, it's kind of a bug/unfinished thing. Some vehicles have more than 4 tires and need those repaired, others, that use four wheels, will still have the middle repair tires options, which you can safely ignore, as they do nothing. As long as the front and back wheels (on the scroll wheel menu) are repaired, you can drive your vehicle. Your fine, long as you see visible tires on each spot, your good.
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Daddy, what did you do before the zombies came? Professions
gears1992 replied to darklynx's topic in DayZ Mod Suggestions
I feel like weapons are something that you should "improve per use" shouldn't be skill trees, or unlocking anything really special that doesn't really make sense, nothing to make it unrealistic. They should do "weapon leveling" like its done in "Red Orchestra 2" nothing fancy, nothing "special" just over time you get a little bit better. Thats the best way to keep it fair while still putting it in the game. The players who get it high enough kind of "deserve" (use that lightly) to have such improved skills. Perhaps even take a D&D style to it. With just physical attributes (Strength, Dexterity, Constitution) that are randomly generated depending on the profession you choose and it give you a small handful like 5 points to add to anywhere you want. And as your progress through the game you get a little bit better at each attribute as you "use" them. Doctor: Can heal nearby players with the proper items and as you progress with it, you can do more with less. And possibly not exactly the right kind of equipment. Soldier: "Jack of all trades" is just OK at everything but "levels up" at a slower rate. But also starts out with slightly bit better weapons skills. Engineer: Can repair weapons, and vehicles and eventually become "Master Jerry-Riggers" that can fix a busted motor with nothing more then bubble gum and ducktape. Chef: Can fix food that is more filling, last more then 1 meal, and that can provide some benefits possibly. Natural Leader: This would be a some what selfless role, your skills all start lower then the other classes, so the start of the game would be more difficult then it already would be. But you "inspire" the people around you. They find that they do a better job at the things they are doing and learn more from their own work while around you. (I see a few flaws with it as I am sure many of you do as well. "Inspire" the person trying to kill you? 2 Natural leaders boosting each other to almost cancel out the negative?) -
Just fixed up my first military offroad, well actually I sat there for 3 hours watched a guy put every part on except a tire then I killed him and drove off but that's beside the point lol. So anyways it shows that every part is green and fixed but when I hold my tire up to it, theres another 4 tires to be fixed it seems to drive fine and everything. won't let me upload an image here so this is the link http://s886.photobucket.com/albums/ac62/Aitloian/?action=view¤t=arma2oa2012-07-0418-22-31-50.jpg
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My clan had that problem, but we decided to go around fixing up as many vehicles as we can and build a Base of Operations etc or our snipers/spotters like to go off to towns/cities to murder people. But they are easier to achieve if you have a group/clan where as it sounds like you're alone?
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You look for even more satisfying equipment. Get NVGs, rangefinders, GPS, frags, coyote pack, ghille or camo depending on your liking, get a good close range gun that two shots a player and keep a high powered sniper in your backpack such as the M107 or AS50. Find an m9 SD and ammo for a good sidearm but make sure you head shot since its weak. Find the perfect inventory setup that will support your needs perfectly in any possible situation. After that find a server with vehicle spawns and find the one that suits you best. Fix it up, get it running, repair all the windows because they block bullets from certain guns, and so on. Get a tent or two and fill it with everything that you need to fix another vehicle and to survive without that one and keep stuff in the vehicle as well. Due to DayZ being an alpha the tents and vehicles like to vanish, so make sure you can live in the vehicle without the tent and fix another vehicle if you lose the vehicle, and always keep your inventory good enough that if all should fail and you lose both then you can survive. After that it is up to you to find something to do. Do you want to find an M136 anti tank rocket launcher? Collect vehicles? Kill yourself and start over, possibly choosing a new play style to challenge yourself and liven things up? Also find friends to play with. The game takes on a lot more when doing rescue missions in your car, fighting snipers in cherno with them while you try to get out safely, defending them from a hoard of zombies that just don't seem to ever stop because your ally's legs are broken and you both are out of morphine. Its a sandbox game and you do what you want in the end, but those are my recommendations to keep you going for a while and provide some good entertainment.
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We are normally in our vehicles when we happen upon camps, so we load up what we want and drive over the tents. As for blowing up vehicles, they do not currently respawn by themselves properly.....Ander spawns them in from the database every now and then. So blowing them up screws over every single person that ever goes to that server, not just the people that had them.
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Because it tries to be a game, but with super-realistic influences. And while the devvers tried paying attention to the numerical correctness of the bullet drop, damage of the caliber and speed of vehicles, it's just generally not a nice game to play or a nice engine to play in. The context menu is on a user-based experience so far from quick and good gameplay, I highly doubt they even have taken a look at it. Another thing is how the zombies jump around after being triggered, because of the client taking over the pathing to reduce server lag, it creates such a glitchy experience, it's completely ripping someone out of his immersion. Same as zombies going around buildings. Just a grasp of so many bugs it doesn't make Arma2 itself a nice "game" at all. And half-assed simulator since it can't never be as good as a dedicated simulator, rather than a game. (And I must say, from all the numerical correctness, I've got to say a heli flies REALLY unrealistically. You can wiggle all back and forth without noticing this in the flying path. Rather ridicioulous, DICE seems to be better in achieving that in their battlefield series.) Again, as a disclaimer for people reading this post for the first time, IT'S MY PERSONAL VIEW ON THIS, YOU CAN THINK THE COMPLETE OPPOSITE. Feel free to like it yourself, I won't harass or blame you for that as well. Disclaimer for the disclaimer: I'm getting very careful on expressing personal opinions on public boards :P Arma 2 is an infantry sim for the most part. The armor and aircraft are not meant to be accurate simulations. Arma 2 is based on an actual mil sim that the army uses. Not sure how much you've played it, but it really takes an effort to appreciate the quality of arma as apposed to the typical fps out there.
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Who do I need to contact? Or what should I do?
bonesnap replied to svardskampe's topic in DayZ Mod General Discussion
Meh rarely see any vehicles EVER, don't think giving me it's location is gonna stop the hoarders from taking them off the map. Thanks anyways. -
Because it tries to be a game, but with super-realistic influences. And while the devvers tried paying attention to the numerical correctness of the bullet drop, damage of the caliber and speed of vehicles, it's just generally not a nice game to play or a nice engine to play in. The context menu is on a user-based experience so far from quick and good gameplay, I highly doubt they even have taken a look at it. Another thing is how the zombies jump around after being triggered, because of the client taking over the pathing to reduce server lag, it creates such a glitchy experience, it's completely ripping someone out of his immersion. Same as zombies going around buildings. Just a grasp of so many bugs it doesn't make Arma2 itself a nice "game" at all. And half-assed simulator since it can't never be as good as a dedicated simulator, rather than a game. (And I must say, from all the numerical correctness, I've got to say a heli flies REALLY unrealistically. You can wiggle all back and forth without noticing this in the flying path. Rather ridicioulous, DICE seems to be better in achieving that in their battlefield series.) Again, as a disclaimer for people reading this post for the first time, IT'S MY PERSONAL VIEW ON THIS, YOU CAN THINK THE COMPLETE OPPOSITE. Feel free to like it yourself, I won't harass or blame you for that as well. Disclaimer for the disclaimer: I'm getting very careful on expressing personal opinions on public boards :P
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Who do I need to contact? Or what should I do?
andb52 replied to svardskampe's topic in DayZ Mod General Discussion
Oh, we've found at least 3 vehicles not on any spawn map. A Ural in the North, a car in the West, and a UAZ in the middle. -
Looking for more people - creating a small clan
amwulfy replied to GetYouBarbara's topic in DayZ Mod General Discussion
ghillie suit... lol. they're pretty rare... i have found more NVG's, 50 cals, vehicles than ghillie suits... and players dont drop them... -
Day Z endgame suggestion (Warning: long post)
LeOverlord replied to oebus's topic in DayZ Mod Suggestions
I really only like the part about reclaiming some civilization. Currently I am trying to get a hold of a vehicle so I can gather up as many tents, tank traps, and barbed wire as possible. So I can build an artificial town. Then I want to recruit new players, and old, to guard and populate my town. And continue on from there, finding more vehicles, spitting the town into hunting parties and looting parties. Yes, and have a small group of people with high tier equipment that could protect and react to problems that arise, be it bandits or zombie rescue. Is my dream ambitious? Yes, but will it happen? Your damn right it will -
bandits= people who have all the vehicles, gear etc. survivors= people who run in cherno and elektro helplessly and whine when their fellow mates shoot them.
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You've got to remember that these are generally people who are controling the vehicles, not some retarded AI that you can expect to fall for it every time. It could be forever before someone falls into your trap. It's sort of like fishing, except the fish have guns and are probably as smart as, if not smarter than you.
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Hello survivors, i'm aLaaa and somebody could remember me because i'm the developer behind the RCRN lighting mod for Skyrim, i'm a big DayZ fan and i'm playing it since about a month, but i never actively posted in the forums before (only lurking :P). The purpose of this thread is to collect the most interesting and solid ideas provided by the DayZ community, repackaging them into a wireframe structure, and then provide an easy-to-browse thread with fresh ideas for Rocket and devs. I would be happy to keep this thread in the general forum instead of the suggestions one, because the base purpose is to address the general discussions to a more constructive way than the usual pointless complaint threads about barbed wire/tank traps/hacking/severhopping/zomgiraidedyourtentandigrabbed2cansofbeansi'mso1337. Suggestions list: (in some cases original post could be missed, if you are the original submitter please notify it to me.) 1) Humanity v2: Rick Edition. It's pretty obvious that the old bandit Skin was not the right solution, but it's pretty obvious too that the actual situation turned everything into a pointless deathmatch. Here is a proposal based on a total different thing: Vanity. Every new player should start with an Humanity value of 4/7 of the total points: Killing and shooting at not bandit players will make the value decrease. Killing bandits and heal other players will make the humanity value to increase and unlock stuff (everything already included into Arma2): Humanity 5/7: Allow you to wear the Policeman Skin, an average rarity military item spawn. Humanity 5/7: Allow you to wear the Doctor Skin, an average rarity medical item spawn. Humanity 6/7: Allow you to wear the UN Pacekeeper Skin, this is a camoufage skin with a blue helmet, it's an high rarity military item spawn. If you are using a positive Humanity Skin and your Humanity decrease until the value that allow you to wear it, the skin will be automatically removed and repackaged into your inventory at the next server login. Related Gameplay changes: skins are cool and people that want to obtain them will act better. This kind of skins will help the role playing too and they'll add someone to trust in the game. This system doesn't remove bandits from DayZ, it's only developed in order to balance the actual state of things, so expect only a 20% decrease in banditism and murdering. It will also add much more sense to PvP. This will not turn people that are wearing the skins in walking targets, because bandits doesn't look at the skin, they will kill you anyway like it's happening right now, but much probably you will recieve less random shots from survivors because they will recognize you as friendly. This should be considered as an addition to all the good suggestions already posted in this thread: http://dayzmod.com/forum/index.php?/topic/20112-the-only-realistic-way-to-prevent-deathmatching-make-dayz-a-living-hell/page__hl__%2Bonly+%2Brealistic+%2Bprevent+%2Bdeathmatching 2) Car Paints This is a mid-end game content, we already have (few) character skins but would be nice add also new or interchangeable skins for vehicles, this thing could be done by adding paint cans in the mod. Paint cans should be civilian rare loot, and several colors should be available, by combining paint cans you can obtain different skins that can be applied to your veichle. Examples: Green Can + Yellow Can + Brown Can = Woodland Camouflage Skin Black Can + Gray Can + White Can = Urban Camouflage skin White Can + Red Can = Ambulance Skin Blue Can + White Can + Green Can = Police Car Skin Yellow Can + Green Can + Purple Can + Pink Can + Blue Can + Red Can + White Can = Special Flower Power paint job for the hippy van The above combos are just examples there are infinite possibilities, but for sure be able to repaint your veichles would be a nice addition also because a lot of skins/models are already in ArmaII and CO. 3) Helicopter Crash Site Implementation Change (by Callaghan) Everything is already explained here: http://dayzmod.com/f...ntation +change I want only to add that imho the Heli loot should be reduced in quantity, and Heli crashes should happen randomly and only 4 times a day. When an Heli crash happen also a pre-recorded SOS message should be brodcasted to all the players that with a Radio in the toolsbelt. (For more info about radio mechanic, please read the next suggestion). 4) Radio Mechanics: Hello World! I think that this could be a really nice feature, the Chernarus map is full of unused Antennas, this mechanic is supposed to give them a sense. Here is a demo Radio Map that i just done, with stations and ranges (everything is based on already in-game buildings/antennas) (click me!) Features and explanation: - 3x Main Radio Stations, usable by players for voice broadcasting in the antenna areas. Squares in the map are the areas of effect. (Green Mountain Station, NW Airfield Control tower Station, Drakon Isle Station) - 2x Small Modular Radio Stations (marked with SW in the map), usable by players for broadcasting in the antenna areas, this kind of stations are using an external facility (about 1km away) to broadcast, the linked antenna can be used for broadcasting the linked station or as relay station by an adjacent Main Station. (Modular Stations are located at the Balota Airstrip Control Tower and at the NE Airstrip Control Tower) - 4x Relay Antennas, they are used only to re-broadcast signal of Main and Modular Stations coming from an adjacent cell. - Every new player spawn with a radio in the tools inventory. - Players can interact with Antennas and Stations, they can be user set: OFF/ON/Repeat broadcasting of an adjacent station. - Side-chat is enabled into all the radio covered zones (setting Off Antennas/Stations disable sidechat in that area too). - Users can select what to hear. By opening inventory and right clicking on the Radio they can select a station or turn Station Broadcasting off. Turning station broadcasting OFF will block the HELIS SOS message too, because it will be re-broadcasted by all the active stations/antennas. Related Gameplay changes: this add something to do for clans and groups; conquering, defending, switching on/off Radio Stations will keep them busy for a while, and will make them use their veichles for a good reason. Partially active side-chat will add a bit of support for newcomers. 5) new Tool: Flare Gun (by thefonz) A simply flare gun for rescue/communication purpose, more info here: http://dayzmod.com/f...5180-flare-gun/ 6) Updated Melee Weapon/Tool: Knife Knife is already here, would be nice use it also for cutting zeds and not only for gut sheeps. 7) New Melee Weapon/Tool: Shovel Smashing zeds with a Shovel sounds really funny, this should be used also to create little sand fortifications (model is already in Arma2) like this: (maybe a 2h cooldown should be in too) http://www.armatechs...EnvelopeBig.jpg The Melee Weapons damage range should be something like: [lowest] knife > crowbar > Shovel > Axe [highest] 8) Power Plants, electric grid, and Generators (by Bullfrog) An Electricity System would perfectly fit the DayZ gameplay, it should be a nice boost to the teamplay and also a little nerf to the excessive NVG usage (because with this system batteries needs to be recharged via the power line) that is killing the night-time immersion. You can find all the informations in this thread: http://dayzmod.com/f...enerators-v-33/ 9) Night Time/Dusks/Dawns Atm this stuff seems to be not very well balanced, i'm not saying that night time is too dark, but i'm speaking about the night simulation it self, seems that it's simulated by just decreasing saturation and brightness, that is not correct. Arma2 uses a post processing injection system very similar to the one that our mod (RCRN) uses for Skyrim, we work on this kind of lighting stuff for about 8 hours a day since november 2011, and if you want we will be happy to assist you in providing a better night/dusks/dawns management. -------------------- thread update history: - 12/07/012 : removed the TinCan anticheat idea because Rocket already fixed the references in 1.7.2, added Car Paints and Power Plants! -------------------- This is my collection for today, i'll update it everyday with the best ideas that i'll be able to catch around the boards. Sorry for my english, but i'm not from an english based country :) I hope that this post may help a bit, if you found something interesting around let me know, and if possible i'll add it! Thank you for reading this wall of text!
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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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Vital Things Missing from the DayZ Apocalypse
vaultman replied to Electrolyte's topic in DayZ Mod General Discussion
I say that EVERYTHING should be reset. Everyone needs to die. All tents need to be destroyed. Vehicles need to blow up. And then we can have truly frantic experiences. Everyone running through Cherno looking for a gun while packs of wild dogs roam, looking to kill you. You shoot at the dogs and now youre dealing with 20 zombies, who you now dont have enough ammo for. Airfields wil be hell holes and players will have no choice but to go there for guns. And this should be a regular thing maybe every 2 months the whole game is reset. I would have no problem losing my Coyote backpack and M16 just so this cn happen along with the OPs ideas. This would be a true apocalypse. And all servers should be either day or night at the same time everywhere. This could be reversed every week or so, to make it day for other timezones. Im in a clan and Im honestly tired of being oversaturated with loot you could just imagine people fighting hordes of zeds while trying to scavenge for the now precious makarov.Oh and everyone should respawn at the beach to an -
Seattle 67: Vehicles, Tents and Bikes unspawned
-AL-Eclipse replied to QuickSkope's topic in Mod Servers & Private Hives
im one of the 67 admins and theres nothing we can do. trust us, weve lst busses and fleets of cars before. its frustrating which is why all we do is just camp in cherno and kill anybody who moves without our permission. until beta rolls out ( i estimate the vehicles despawning issue will be fixed by then) because in honest realism, if this were irl god would jump in lik oooHAIGUYZ I SEE U GUTS DEH TRUCK :3 TOO BAD *gone* -_- and from what i see rockets going for realism so therfore this will be fixed in time. remember guys! its only alpha :) be proud to be a alpha player! -
Hi everyone, I just had a few thoughts about this. Say you're in the wilderness, in that secret little spot you hide your tents or vehicles so no one can find them. The nearest town is a few kilometers away, the nearest pond is even further, and you just emptied your last canteen. If this were the real world, would you run two kilometers to a town filled with horrible flesheating monsters and bloodthirsty gunslingers, just to put some water in your little plastic bottle? I wouldn't. A few alternatives that could be contemplated: -Catching rainwater. If one were to put up a funnel and an empty canteen in an open field, you would gradually fill it with rainwater if it rained. It wouldn't be instantaneous like filling from a pump or pond, but you wouldn't need to go anywhere special to do it. Just make sure your rig has a clear view to the sky, and the next time the server has a rainstorm, it would start to fill up. It would work a lot like a tent, in that you would have to check on it regularly, and other players could walk off with it if you didn't. - Boiling/evaporating seawater. As we know, it's bad to drink seawater. It dehydrates you and gives you all sorts of problems. But if you've ever done any studying of survival techniques, you'd know you can separate the H20 from everything else. By boiling seawater, or just leaving it out in the sun, you cause the water to turn into vapor and drift away from the now-crystallized salt and contaminants. If you put a plastic sheet or something similar over it, that will cause the water to recondense as pure, drinkable water. You'd have to have access to seawater, but that's somewhat common in the nation of Chernarus, isn't it? I've checked the forum history, and I haven't seen these debated in any extensive discussion, and I don't think it falls in any of the typical "taboo" subjects. It's up to the community to determine whether or not the idea has enough value to be considered.
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So, I have been trying to find some sort of a vehicle lately so I could scout for chopper sites easier, but haven't had a lot of success finding one. Anyone got tips how to find a vehicle to repair? From what I know they are all stashed in the wilderness by bandits, and if so, how can I find these bandit camps (got any locations or methods to find them?)
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In Arma we are able to use Clan tag or squad markers on uniforms and vehicles. Would it be possible to implement this feature when erecting tents?
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Pro vs Con - My List of Balanced Mechanics
combatcomm1 replied to combatcomm1's topic in DayZ Mod Suggestions
Care to elaborate on why keys are a bad thing? Especially considering your huuuuuuuuge post about realistic suggestions?? Kind of ironic you think its ok to just jump in a car and drive it. Im sorry but NONE of the vehicles in Arma 2 are equipped with push to start. Are you one who loves server hopping high vehicle areas? -
same at DE 144 no vehicles spawning
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This game, like real life survival is a game of pro vs con, negative vs positive, this vs the alternative, and balancing the two choices. If you like the suggestions +1 them and help spread the word on the post so the devs have a better chance at catching it. I will update as I come up with more. Just wanted a central place for my ideas like others have done. 1. Keys for Vehicles or ability to learn to hot wire Solves: Hard work wasted by any joe shmoe finding your vehicle Pro: Get to drive vehicle that key is used for, hotwire requires no item Con: Key takes up inventory Slot, hot wiring takes learning from other person or finding rare book Description: Keys should be medium to medium rarity. Keys would be items like URAL key, 4X4 Key, Bus Key, so on and so forth. You would find them in places you would expect to. so bus keys by bus stations or garages and residential vehicle keys in residential houses etc. The scipting could work something like if (player has item uralkey) then (ural unlocked) or something to that effect. Granted i'm no expert scripter. As for the hotwireing it allows for an alternative means of taking a car. Its fair and balanced. So if you read my other post on learning mechanic posted here http://dayzmod.com/forum/showthread.php?tid=7434 you can get a feel for how youd find the rare books. A lot of people will say learning is stupid if I know how to navigate in RL than I know how to navigate in game. Well thats fine but if you know how to hotwire in real life and there is no minigame in Dayz for you to cut and connect the right wires than your knoledge dosent matter does it? So its a game and we take the most realistic alternative. Finding a book and or being able to teach someone too. Which leads me to my next suggestions. 2. Learning Mechanic Solves: KoS, Many other issues of realism Pros: More player interaction, adds to character development, more things to search the maps for. Cons: May be killed when approaching others to teach or learn, have to find others, have to risk yourself to find books Description: I wont go into detail too much here as you can check this post for the longer one. http://dayzmod.com/forum/showthread.php?tid=7434 However heres a brief overview. RARE RARE books scattered in realistic locations. Hotwireing book found in garages, mechanical books found in garages, gastations, navigation, marksman books found in barracks, medical books found in hospitals etc. These books could either be picked up outright or just read and left for the next person. Because they are so rare people would be forced to learn things from other players. You would learn by spending time with that player and a scroll wheel action on the person who knows the info. This allows for alternate means of doing things, increasing skill ability OR chance of something happening. So say we all know how to bandage in RL and most people would in reality. BUT I guarentee you dont know how to bandage as effectively as a trauma surgeon or combat medic. So if you read the book on trauma or first aid you can bandage faster, have a better chance of bandaging actually working etc. 3. Loud sound for chopping wood and smell for fire Solves: Being way to easy to cook food, unrealistic Pros: Get to eat, regain health, warm up, morale boost (if such mechanic is implemented) Cons: Enemies or friendlies can hear you chop wood or smell your fire Description: Dosent really require much of one. Its preatty self explanatory. Its just another pro vs con. I need to eat or warm up but I may be heard chopping wood or someone might smell my fire. Scripting maybe something like if (distance player < 10 fireplace) than (hint: You smell smoke). I dont know if current arma engine allows for the direction of the wind to come into account but that would be a plus. More Camaflauge Options and facial customization Solves: KoS, standing out like a sore thumb in your terrain of choice Pros: Urban camo great for cities, more collectables, can recognize certain better Cons: Urban Camo not so good for forest, bandits can change cloths to hide Description: So the urban camo was just an example. This one is I THINK already in the works. I hope to see a greater availability of camo. Something that may be more expanded on in Arma 3 version as you can change cloths right off of someones body. Tents Description: Tents should only be packable if you retain the storage bag as one inventory slot. It would take up the default inventory slots when youv packed it. This would allow you to also take other peoples tents as well. It is realistic that you cant take someone elses tent, ONLY if you dont have something to pack and store it in properly. Stuffing a tent into your backpack is possible but eh, I dunno about that one. Either way tents need to be able to be taken if you retain the bag.
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NOTE: This thread may be excruciatingly boring or may be terribly unorganized. I won't know until it is finished. [align=center]Ideas: [/align][align=left]Player to Player Interactions -Defibrillators? I honestly don't know if anyone has touched on this subject before, but a certain amount of time after death to be revived would be fantastic! Meeting up with your partner in crime is hard enough, but when you do all that work and they die? -A way to form groups/alliances. I'm not talking about forming a gang and raiding everyone, but at least a way to team up with some buds and be able to identify them too. Sure you can call out locations, but there's always a chance your friend doesn't know who you are and blows you away(defib time!) Game Additions -Missions! If anyone has ever played Red Dead Redemption, perhaps a similar mechanic to multiplayer missions? Rewards from them too(like unlocking something secret) BUT still allowing players to attack you during missions. -Character customization. I shouldn't have to say much on this one. Spawning looking just like someone else certainly isn't realistic. Custom clothing and what not. -More vehicles. For some reason vehicles are hard to find in Day Z currently. Did everyone just take their car and drive it into the water? And when you do, it needs repairing? Some cars shouldn't have to be repaired. -Tougher cars. My car shouldn't be unusable after sustaining a little damage. Cars/trucks should be able to be a little more usable. Player in the shotgun seat ONLY should be able to shoot out of a vehicle(besides helicopters). -More loot AREAS not loot itself. In buildings, items shouldn't be scattered everywhere. In real life, they would be in cabinets or on tables not littered on the floor. These are only a few things I've wanted or noticed. So far, the game is headed in the right direction. I love this game a lot.[/align]