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Showing results for '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.
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Why stop there why not add stingers or s300 missile systems. I got an even better solution that is balanced. No air vehicles thus no need for escalating means of countering them.
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I will number my replies as they correspond to your numbered points. 1) small aircraft don't always require hydraulic fluid. Many of them require the exact same caliber of parts that land vehicles commonly require. One of the good things about 98% of al humans dying is that there are all kinds of leftover products everywhere. I don't need an icnredible amount of resources to gather parts that I could concievably use to build a makeshift biplane, autogyro, or DIY mozzie type helicopter. 2) Guns that are not standard revolvers or long rifles are actually pretty complicated. Being able to shoot one is one thing, being able to shoot one accurately is another, and finally understanding gunfighting tactics, positioning and flanking is something else entirely. The average person doesn't know how to clean load and attatch a drum mag to an AK but I have no problem with this. It's something that can be learned. Vehicle mechanics involve many of the same mechanics as aircraft. Engine maintenance is the most important and complicated part of maintaining either a plane or a car, and if you understand car engines then understanding aircraft engines is not far fetched at all. The design of the plane is the most important part of the thing, but simple bi planes are reliable and stable formats that people used to build from scratch so long as they had an engine. 3) I'm not talking about Chernarus lore, I'm talking about what people loved about the mod. Many people loved to be pilots. They had reputations as good pilots and as such were the designated pilot whenever aircraft were needed. Having a real skill requirement for flying aircraft does away with the stupidity of experience points and grinding systems and replaces it with actual experience. Just like what happens with the rest of the features and aspects of the game. 4) Minecraft is a good game that I can use to demonstrate why I think experience systems are trash, especially for games aiming for so called realism. In minecraft, with the addition of thousands of complicated mods, and dynamic and versatile/modular elements of gameplay like redstone, what happened is that you had some players who were hard working and dedicated, and learned how to use the tools they are given in awesome and unexpected ways. Most players would kill mobs, build a hovel, hand mine for diamond, and then make friends and enemies with their neighbours. Other people, more cunning and clever people, decided that they were going to become masters of the tools they were given, and they therefore vastly outshined the regular naives who either didn't have the patience, intelligence, or desire to become a competent survivor. In minecraft there was really no special experience or level system. When you died, much like in DayZ, you respawned fresh and had to in some ways start over. Your base was only as secure as you could hide it or build traps to defend it. How industrious you could become depended on the player, not on how much superficial time they put into grinding stat levels. Some people were hopeless and good for only a few tasks, others were masters of everything. Not because there was some sort of flaw in the game design, but because they themselves were exceptional. Flying airplanes or helicopters in sims is incredibly hard at first, but if you have the right patience and aptitude you can master it. I hope that everything in DayZ is so complicated and difficult to achieve (like minecraft came to be) that the heights you can soar to depend solely upon your own will power and ingenuity. 5) The mechanics of a V3S engine aren't too much more complex than the mechanics of plane engines (small ones made out of cheap materials). The same mechanical skills that will become prevalent will also be appllicable to most aspects of aircraft. 6) The major flaw in your argument here is that a 2% random sampling of the population will have the same proportion of pilots as there are in a 100% analysis. There will be SOME pilots and SOME engineers and mechanics who understand planes, and so the knowledge has a chance to enter the mainstream. My point was that people who are both immune, and have survived for some time already (meaning not being killed by zombies) are going to be on average more skillfull than the original 2% immune group. The strongest and smarted of the 2% will survive, and given that more and more are dying each day, soon we might be down to the people who do have these special knowledges, like how to fly a plane, or sail a ship, or build/maintain an engine. Everytime you die you can imagine that a less experienced survivor who came ashore did not make it. Your new character, being more knowledgable (from your personal experience, but role play wise that is just their background) ought to be better off, having survived for longer (given a realistic timeline where the old character is dead while the 'new' one goes on living in the future). 8)You don't need a small nation state. You only need the materials, tools, and knowledge required. Generators can power the tools. Manuals, books, guides, improvisation and general mechanical experience can provide the rest. I'm not suggesting that big ass helicopters resembling modern day helicopters with their precise electronics. I'm suggesting classically timed and mechanized helicopters of reasonable proportions and size. Anything bigger than a 4 seater strains the realism of maintenance and construction (for bigger helicopters you need higher quality parts). You might not be aware but small helicopters, complex as they are, are feasible projects for individuals, not just nation states. Here is some russian flying his homemade helicopter Planes are also doable with the right knowledge, and so your desire for fidelity for having knowledge of physics and mechanics be limited to some statistical norm strikes me as very odd when videogames are mostly about filling roles that you cannot in real life.
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Revolution RP | NO KoS | Whitelist | RolePlaying | Custom mod
Trader Joe posted a topic in Mod Servers & Private Hives
Revolution RP is a DayZ RolePlaying community, with a highly customized mod to make it perfect for RolePlaying. Our community consists of mature and decent people, and we'll welcome anyone with open arms. Features (details are further down this post): - Each player chooses a custom skin; - New cars; - Loot table rewritten from scratch; - Over 80 weapon types; - RP items in the loot table (some useable); - New Towns and Player cities; - Perma camps; - NPC "Quarantine Units"; - Crafting and cooking; - JSRS set as optional; - No KoS; - Active admins; - Awesome events; - Dynamic loot spawns (spawns on shelves, under beds, in wrecks, etc); - New immersive Zombie sounds; -Zombies walk but if they hit you a lot of damage is dealt; - Weapon and item progression; Our main priority has been increasing variations all over. You can come across 50+ weapons, a huge variety of vehicles, and new custom RP items such as cigarettes or vodka. We believe this will result in increased trading and interaction between players, and it offers a wide range of RP opportunities. But don't get it wrong, we also had the lone-wolf in mind. To increase the experience of average gameplay, we've rewritten the loot-table. You'll really feel the presence of the infected, you'll feel the absence of food, and you'll really push your limits far beyond what you are used to. NPC Battle Towns - Certain Towns are filled with "Quarantine Units" and this is a good way to get loot, but most are very difficult and make you work for the loot. If you aren't interested in going to one of these towns they are easily avoidable Vehicles - We've added a lot of new custom cars, such as new trucks, new pickups and other civilian vehicles such as a bulldozer. New vehicles will be added or removed based on what the community's response is. Weapons - For the weapon freaks out there, chances are you'll find your favorite weapon with our mod. We have as many as 65 types of weapons laying around all over the map. Custom areas - To spice up the map, we removed all the randomly generated overlapping debris that was in the DayZ mod to begin with, and added new interesting areas to scavenge. Permanent camps - We also offer permanent camps here at Revolution RP. We won't to go into detail right here, but it basically means that you can build a camp that will be implemented directly to the map - and you can make it pretty cozy! Player Towns- Player Towns are another thing that sets Revolution RP apart from the rest, each of these towns act as their own city-state with a set of laws. Players can also take occupations in that town in order for it to thrive, if a clan wants to take over a clan they could attempt to raid the town. You need to be whitelisted here- http://www.eaglesgaming.com/ Need instructions on how to whitelist click here- https://www.youtube.com/playlist?list=PL57RYH40yFmCewg4wDtETIVHS9Z7e8fj4 Server opening on April 17 2015 -
It takes 14 minutes to walk from Kamyshovo to the industrials outside Elektro. Usually my treks from village to village take about 20 minutes and I spend about 20-60 minutes looting a single village. I like it because it feels more authentic. I'll continue to do it even when vehicles are fully implemented. I recognize that it's not to everyone's tastes though.
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First of all, I love this game, I'm a huge zombie fanatic, and I would love to see DayZ be the TOP open world survival mmo. Here are a few of my detailed tweaks and suggestions for DayZ. I hope you guys take the time to read and keep up the good work!! Please feel free to leave comments and contact me if needed. 1. The 0.55 Infected AI is great, but it could use some tweaking. 1a.) The Infected needs sound while in "aggressive" mode. It's weird seeing them chase me and not making a sound. Also, some of the infected head's turn slightly weird while chasing players. 1b.) Infected AI speed needs to be tweaked. They can catch up to players while we're at full sprint, but they can never seem to get us. To me, that seems inconsistent. If the infected can catch up to us at our full sprint, then that means they are faster than us and should be able to get us while we're running. The infected should only be able to match our top speed, which mean they should never be able to catch a player if they're at full sprint. 1c.) As the Infected AI get more aggressive, clothing durability should go up more. It's a pain to have to continously replace clothing after a few suprise ambush from zombies. 1d.) I would also love to see some zombies actually grab survivors. I don't know who started the whole zombies punching out survivors in videogames (not Bohemian), but that's just not the case in movies and lores. They want to bite and eat the living. There should be a grab/struggle mechanic, which would be great because you can also add a "Bitten" death mechanic to the game, which players have to worry about as well. 1e.) Silencers are a great weapon against the infected, however, the infected still aggro when another infected dies within their area, thus defeating the whole purpose of using the silencers. Silencers right now are only useful for PVP because of that mechanic. In order for silencers to be viable for PVE, the infect has to no longer aggro when you kill another infected in the area. 2. Reaslistic Character needs. 2a.) Because DayZ offers a unique realistic 24 hours day cycle in the survival mmo genre, the character's need for food and water should be a bit more realistic as well. According to survival guides, you can survive 3 days wihout water and 3 weeks without food. However, players usually play for hours at a time and not 24 hours at a time. Fear not! There are ways of getting around that and still make this game challening when it comes to food and water. 2b.) While playing for a few hours, the threat of dying from stavation should be bare minimal. However, the danger of dehydration is still very real. Because you're traveling great distances, sprinting, performing manual labor, also while carrying full gear, staying hydrated should be the number one focus in game. 2c.) Food and water should work like a "buff", which it already kind of is right now. Being energized should help you heal faster from blood loss, keeping hydrated should help you sprint longer and stay cool, and being healthy helps you fight off colds. 2d.) As far as how to make food and water more important in a 24 hours cycle game, I think when a player logs off for more than 3 days, their character should be thirsty by the time they log back in. And if they log off for 2-3 weeks, their character should be starving and thirsty. They won't die while players are logged off, but basically, hunger and thirst persist over time even in between gaming session. This does two things, keeps players playing DayZ and and make it challenging at every log in. Unless players wisely keep food and water in their packs :). 3. DayZ needs basic MMO controls. 3a.) Auto-Run/Toggle Sprint: This is a large and impressive map and can take a long time for players to cover. There should be an auto-run/toggle sprint button. There are occasions when traveling long distances, players find themselves hold up to 3 buttons. ( I know there is a download for the auto-run, but why leave it up to a third party download? This feature should be in-game already. And third party uncertified downloads may contain virus and adware.) 3b.) Jump: Every good mmo needs a jump button. Having a jump also gives players tactical advantages. I would suggest making the "Spacebar" jump, so that players can jump/vault over fences, and occasionally onto cars to escape from persuing infected. Thus moving the "Raise Weapon" button from spacebar to the "V". Because the "Raise Weapon" button is rather useless, except for RP and everyone knows that the "Spacebar" is for jump :D. 3c.) Vehicle controls still need tweaking. I find myself openning and closing doors several time before be able to get the option to start the truck. Vehicles should automatically turn on when a player enters the driver seat (unless out of fuel) and turn off when the player exits. The action bar should change into "driving mode" so that players can use the 1-9 buttons for option pertaining vehicle operation (turning on lights for example). 3d.) With the new aiming reticle, I would like to see a "Hold Breath" feature, like when you go to double tap then hold right mouse button, your character will hold their breath and have a steady aim for a few short seconds, depending on their health and how winded they are. The hipfire reticle movement is fine. Players shouldn't have accurate aim firing fromt he hip. 4. Other tweaks and suggestions. 4a.) PVE Servers: Turn friendly fire off on some servers. I've seen servers claiming to be friendly, but people still KoS and snipe random players. I guess it's because some people have itchy trigger fingers, some are untrusting, and other just like to troll. Either way, you give players guns and give them a map, they think they have to kill every other player they see. 4b.) Item stacking needs to be improved. Rags are small and shoud be able to stack maybe 15+ in 1 inventory slot. We should be able to stack crafted arrows like the composite arrows, both should be about 10+. Matches chould be combinable. The match box in game are the same ones I have in my house, which holds 500 matches. But if you want to lower that number down, 100+ is good, but we should be able to combine new matches with old ones.
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PLEASE READ! NEW DAYZ OVERPOCH SERVER, HIGH FPS, COINS, WAI MISSIONS, MILITARY!
MarleytheGod posted a topic in Mod Servers & Private Hives
Okay, Reasons why you should join my Military Overpoch server. 1st off, there is a Enhanced spawn system which allows you to spawn anywhere on the map. Great for fresh spawns, so you can get loot quicker. :) 2nd of all, We have the coins addon, Which most of you may of heard of right? Yeah of course you have. Easier to trade and faster trading system. (We removed the stupid trading animation) 3rd reason, At Hero and Bandit traders you can buy all sorts of military vehicles. From Apaches, to Tanks. Obviously at reasonable prices. We dont want tanks to over run the server just because we dont want fresh spawns to be blown to bits as soon as they spawn. 4th reason, When you join ask an admin for your free build box which will contain some simple building items to get you started. Just so you have a place to return to if you die from a player or mission. 5th reason,The more players we have the more Admin Events can take place, these events will contain some amazingly good gear. From cash to military vehicles. 6th reason, We have good server FPS, we know it is frustrating when you join an overpoch server is laggy asf! because they dont know how to handle the issue. Well we have that problem under control. With compressed addons the server fps is at an all time high! 7th reason,We have nice,respectful admins who are always willing to help with any problems you face! Thank you for taking the time to read this! Server IP=178.32.49.244:2302 See you on UK S Nation Overpoch! We wish you a good day. :) -
How do you walk everywhere? It must take ages to go from town to town. I think until vehicles are put in properly then you can be excused to run!
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I started playing this again after the .55 update. I am all about making this a little harder but the loot drops now are a little ridiculous. I have been all over the map. Seems like the Northwest Airfield is worthless to even go there along with many of the same buildings that used to drop decent loot. Nothing of any value spawns most of the time. I have been ok on finding food, drink, and clothing. Weapons are a pain in the butt to find. Seems like the loot drops are bugged. Just my opinion on this. Lastly I hope they fix the tents. I am also fine with the zombies...they should be harder to kill. I have been having issues with finding sewing kits, matches, ammo, cooking pots, heater gas. Also seems like vehicles are bugged too. My boots are always ruined after driving them. Maybe the breaking systems is like on the Flintstones...lol
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I only play on 1PP public servers now. But I am in the vast minority. Sadly, if you want higher pops, then you'll have to make it 3PP or Private. Unfortunately, so begins the trend of server renters who may prefer a certain type of gameplay changing the settings to facilitate a different type of gameplay just to draw players. I know this seems innocuous, but this is exactly what happened to the Mod. I hope the Devs have a plan to manage this when modding and greater admin control are released. Otherwise, when these things roll-out, if you want to play on a server with any kind of a population then it'll be one of these: start with a "load out" and donators will start with M4s, 1000 vehicles, all the lootz, 24hr daylight, etc. Because server renters will do whatever they can to attract players. I understand [why] they do it; I mean what's the point in renting if no one is on the server? [Edit: typo]
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The mods are going to fill every niche desire that people want, but it is still very important for the basic game to have enough content to hold an audience and so that the mods don't have to do all the cool stuff themselves. The way vehicles get implemented in vanilla standalone, the way they spawn or are constructed, the way they are maintained, and the types of vehicles available is going to be the starting point for most mods. Having an already established diverse and dynamic vehicle system that works is going to be crucial to the success of any mods which feature additional vehicles. This is why I am petitioning for a truly constructable/modular vehicle system. We need vehicles to be dynamic and have as many options and variable parts as possible so we can make them our own.
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Base components Disappearing on server restart
squadorn replied to Aidsplosion's topic in DayZ Mod Troubleshooting
I don't rearrange any code. :P CC uses default code with only additional code for wanted functions that makes it way easier to administrate the server and more enjoyable. All add-ons, scripts etc that work on default dayz server files works just as good in CC the code isn't as I said changed. There are just some additional code that won't interupt or brake anything you try to add in. The database tables that are different are the ones for vehicles and deployables, only difference is that we use separate tables for them. Default both vehicles and deployables are mixed in one single table which makes it way less user friendly IMO and more clunky to administrate. Cheers -
Jets and large helicopters are beyond the realistic maintenance limits of the DayZ scope. Small planes however like cessnas are not maintenance hogs. Older model planes like bi planes of various kinds, and recreational grade gliders like ultralights and autogyros are well within the maintenance capabilities of a post apocalyptic zombie world. If you are a survivor off the beach getting something together should be impossible. If you have an established and a group of teammates who have been scavenging and hoarding parts and resources then there are all kinds of things that can be built. All you really need to get airborne is a para-sail, a small engine, and a home-made propeller. The most complex plane that could possibly be built would be some sort of bi plane with improvised everything. The most complex helicopter that could be built would be a renovated huey sized helicopter or some sort of death trap makeshift little bird sized helicopter. Auto gyros and mozzies aren't rocket science. Only aeronautical science. It doesn't matter to me much that the average person doesn't know how to design a plane that can actually fly, or that building a helicopter requires a degree of precision that can only be had with the correct tools and knowledge. All I care about is that I can pretend that I know all that, and then invest inordinate amounts of time into completing it so I can enjoy it for those few precious hours (or minutes?) before it goes all wrong and we all die in a firey wreck so some lucky bambi can come buy and pick through the wreckage. As an aside, the more difficult it is to fly the aircraft, the more realistic the game will be along the lines of your argument that the average person is not a pilot. In the DayZ mod helicopters were easy to fly. They all had auto hover and generally were simple as shit. Even still, some people just suck at flying. They crash land constantly after spending ages descending. They cannot maneuver for shit and you're lucky if you don't die as a result of your decision to enter the aircraft in the first place. Take autogyros for instance. These were the things in the DayZ mod that looked like a mozzie (a small 1 person helicopter) but they flew like a glider or a plane. Almost nobody could fly them. I could fly them though, with extreme prowess because I was dedicated enough to study and practice with them endlessly. Whenever my autogyro was stolen I knew that they would simply crash and burn a few hundred meters away. As a skilled pilot I was a valuable commodity for a group of players. I could land cessnas and bi planes along the coast with ease and could defend against enemy helicopters with an armed CAMEL or other bi plane. Other people filled their roles as well. Some were base builders, some were fighters, some liked to drive ground vehicles, and some people liked to be gunners. Once I learned how to survive in the DayZ mod, piloting aircraft, for any reason, became the most enjoyable part of the game for me. Most people liked to go on murder sprees or do clan battles or build bases and live peacefully, but I liked to fly. Survival was easy in the dayz mod and so players had more time to engage in war against one another. In the standalone there is more to do and more roles which are crucial like farming/resource gathering; more roles to fill. Aircraft will be hard to get and so players will mostly be inexperienced with any given aircraft. Given the value aircraft will represent, groups who collaborate to construct/maintain them will want to be sure that qualified pilots are flying them. Why not have aircraft of a reasonable tech level and of appropriate difficulty to acquire in order to allow for this dynamic role? What is the real sacrifice other than to statistical fidelity? Would the game honestly be more fun if there was absolutely no access to flight? (I cannot imagine how that is possible. More options=more fun right?)
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You make a good point. Regardless of what actually gets added into the game it can be balanced based on difficulty to acquire/rarity and ammo rarity/caliber. Things can also be balanced by adding effective AA MG's to counter the MG's of any aircraft if they become too prevalent. What I want out of DayZ is to be able to play it the way I want to. Rocket said that he wants to give us the tools to do what we want. Well he has given us a set of tools that you can find in game, but he still needs to give us numerous and diverse options on what we can actually then do with them. Having absolutely as many variations on vehicles as possible will not only vastly increase the realism and immersive nature of the game but it will also keep it fun, innovative and exciting as players find/construct/use vehicles according to their own desires.
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See, I saw a gas cannister and no stove :/ Buddy had a stack of ~70 worn matches that he found. Funny story bout that... We were exiting a town and he was having some bad lag from the city. As a result, his truck was rubberbanding a little. To be safe, I stayed about 200 yards behind him. He had a bad patch of lag where his truck teleported inside of my truck, the two vehicles fought for the same space, and I lost. My truck blew up from the massive damage and I got the little white words we all fear. He, however, saw no such thing on his screen. I spawned on the coast and he came to pick me up. Due to his lag, he insisted that I drive. We got maybe a klick along and he desynced. He joined back in and the first thing he said was "I see my body." Turns out, his desyncing while in the truck led to his body getting "run over" (his pants and everything were ruined just like if he had been hi by a truck). It also resulted in all of his gear getting duped, much to my benefit ;) I got fully geared with an AUG, sword, and full inventory of survival gear within an hour ;)
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Slow down the run speed. Implement land vehicles. Implement air transport. I don't care if they add armored vehicles or gunships as long as the ammo is rare and there are forms of counterplay. ATGMs, AA Missiles, RPGs, IEDs, DshKMs, Underbarrel grenades.
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Elite Nation Chernarus | Overpoch | Fully Militarized | Snap/Vector Building | And More!
MadMaster24 posted a topic in Mod Servers & Private Hives
Elite Nation IP----> 162.248.88.121:2302 <----IP Website: http://elitenationdayz.enjin.com/home Teamspeak: EliteNationDayz.enjinvoice.com Admins: Mad Brett Gingy Jared DingoV2 Features: Fully Militarized - Tanks, Jets, Attack Helicopters. ESS - Select Spawn/class. Investigation Menu - Detain, Escort, Search, Realease. Care Packages - Call in a care package with a gold briefcase (right click it). Advanced Alchemy - Use gems to create over 500 new items for your base. Anti-Zombie Emitter - Zombies Disappear in plot poles. Deploy Bike - Upgrade to Motorbike then Mozzie (right click toolbox). Harvest Hemp - buy/sell at black markets - right click knife near hemp field. Custom buildings around the map. Take clothes. Tent healing. Burn Tents. Suicide. DZAI - Roaming AI. DZMS - Mission System. WAI - Mission System. Base jump - Jump off skybases with a parachute. Destructible Bases. Bus Route - Bus that travels the coast. Cannibalism. Suicide - Right click any side arm to kill yourself. Drink Water. Trade From Vehicle/Backpack. Fast Roping. Service Points. Snap Build Pro. Oil Rigs - Fill up empty fuel barrels at the rigs. Paint Vehicles. Plot For Life - Keep plot pole on death. Vector Building. Tow/Lift. Custom Safezones. Custom kill messages. Bury Body. Elevators. Regen Blood - Regain blood over certain amount of time. Ground Fog. Drink Water - Drink from any pond/well. Door/plot Management. Fast rope w/ godmode. Fast Trade/Build. Welcome Credits. Custom loading Screen. Custom Loot. Gem Traders - Trade gems at each main trader. Hero perks - Gives Perks to heros ever so often. Custom Death Screen. DZGM - Group Management. VASP - Preview Vehicle before purchase. Walk Amongst Dead - use zombie guts to hide. -
Truck Tires pops 3 feet away from the tree
Sebidee replied to MadWookie's topic in General Discussion
I got myself stuck on a picket fence the other day having only drove my first ever V3S for 7 seconds. Daaaaaamn, can't wait until vehicles are properly implemented. Are you stuck on the tree to the left? -
This is more or less my experience with these forums, if you have an opinion that doesn't fall into "Ohmygawdthisgameishogreat!" people start screaming "ALPHA ALPHA IT AN ALHPUR!" or "Lol go back to Cawadooty kiddie while use real men play DayZ" And since I can't be bothered to multiquote. ArmA II is not a "military simulator" its simply more realistic than its competitors, which isn't saying much. If it were a simulator the physics wouldn't be absolutely abysmal and sniping at 800 meters wouldn't be pressing page up till the little 800 shows up then point-and-clicking the bad guys, it'd have a built in fatigue system because running 7km's at a dead sprint carrying an M249 with a dozen full boxes of ammo should kill you not make it a bit harder to aim. It'd have an in-depth medical system, not just scroll wheel to heal/revive and spend a medkit. Standing near the barrel of an Abrams firing AP rounds would either kill you from the overpressure or the shrapnel the round sheds as it's fired. Getting shot in the foot three times with an M4 would have you on the ground or limit mobility, not straight up kill you. Driving 60 ton tracked vehicles wouldn't be like driving a VW Bug in a skating rink. You'd actually be able to autorotate a helicopter while outside of ACE. Every vehicle wouldn't have a radar that IFFs random shit.
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This game isn't realistic in the slightest. In fact realism has been stamped on to artificially make the game more difficult (that is, if the current state is intentional and not a set of glitches which I hope it is). Day z is starting to move further away from a simulator and is becoming a rage game. No, you can't starve in 40 minutes. (A couple of hours might be acceptable for practical reasons). No, apples do not grow on trees one at a time. No, melee weapons are not that weak. No, zombies should not be faster and stronger than humans. No, there would not be so few vehicles. No, entire towns would not be completely empty of any kind of usable equipment. Especially basic household objects. No, equipment would not be totally destroyed by one hit from a zombie. No, you don't need a pot to cook things, or a fancy fishing lure to catch fish. I mean what's the point? That's not simulation. Really frustrated with the current build.
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I couldn't disagree more. While there are some out there that just want to shoot, I would say there are a lot of us out there looking for interaction, and working together. My buddies and I offer rides when we have vehicles, food, fire, whatever. We had one night where 7 complete strangers somehow bumped into one another, no joke, in the middle of elektro. We ended up setting up a fire and sitting around talking. One shared his pumpkin garden to feed us all. It was so rare we all posed for photos.
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How will vehicles work I dont know, but how they should work I do know for sure: - players should be able to push cars - players should be able to shoot from cars - players should be able to shoot from cars to INSIDE the cars (like if someone enters your car when you're unaware. When this happened back in the mod it all turned down to "who's has more patience" cuz the first to get out the car loses the vehicle) - players should be able to crouch, stand, show half the body out the window when inside a car. - vehicles should be reparable with pieces of other cars, maybe some rudimentary modifications for added armor or weaponery. Nothing too fancy. - vehicles with flat tires should still work, much slower, but still work. Not like in the mod when a flat tire would just become a magically disappeared wheel and the car would get stuck. Besides all that, I dont think anything less is needed. Especially not the "building your own car from scratch". We're on an apocalyptical world and yea, youre for sure gonna make your own car out of nothing only with a hammer and a screwdriver. Dont be so delusional...
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I did not read the whole thread, for those interested these are my "other" reasons that were asked for: I do not see any survivalish sense in ppl flying around in helis / planes. Do we really need helis to pick up ppl from the coast while clans battle it out, fly them to their bases, where they re-equip and then fly them back to the fight? Ok, that is over the top, but what will helis / planes bring to the gameplay instead of being some kind of minigame? Well unless they are really used as support for large scale battles, but that is not what I envision DayZ. Another thing is that no one can just simply fly a heli or a plane. No problem with driving land vehicles, handling guns, making a plot and plant stuff, that's all not rocket science. Some of the advanced crafting is also unrealistic to be accomplished by regular ppl, but fine. But simply flying a plane or heli should end in a crash and nothing else. Repairing vehicles will also be unrealistic, but doing the same with planes or helis...yepp. One thing aerial vehicles can be really used for I predict is looking for tents / bases. For that purpose they will probably be OP I guess, you can probably see tents quite well from the top.
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Other question: Did somebody know if vehicles are persistence now? are they saving?