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Found 41868 results

  1. -- Larger world and more options to "build" stuff -- I would like to play DayZ in a very large world with lots of players. I think this would create some very interesting dynamics. In Chernarus you can almost run from one end of the world to the other without eating or drinking... 1. Lone wolfs can still hide in the woods, but may be "hunted" by bandit clans. 2. Huge battles between different clans. I think that repairing vehicles and helicopters is a good motivation for players to team up. I think this could be expanded with great success. 1. To repair or build even larger stuff that requires tons of parts would require lots of team work. 2. Expand on the idea of tents and let players repair or build bases. The bases must be guarded 24h or the stuff in them can be stolen. Allow bases to have hospital facilities that can cure special medical conditions. 3. Bases would be great for mega battles between clans and other clans or zombies. In order to make the game fun for everybody it could be an idea to have different areas for players. 1. All players spawn in the same area. This area is like the current Chernarus except for some of the most powerful weapons and the helicopters. 2. There is a "one way" passage into a more advanced area. In this area bases can be built, there are more weapons and other stuff, etc. 3. As the game develops more areas are added. Passages between areas should be "one way" or otherwise well balanced. //Sam
  2. 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
  3. 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!
  4. Test out my suggestions in your own mind to see if its fair, if you really like it, spread it around, perhaps we could get someone higher to give it a look. Give feedback or something else that may be added and I will try to add it logically, or alter what I already have to something that fits into the game. Index 1. Murder consequences 2. Barbed wire solution 3. Character immersion 4. Team play Murder Consequences 1.Blood There is a new stastic on your character it is blood, but not in your body, on your body. The max we will say is 20. You gain 1-3 blood on your character if you kill another player up close depending on your weapon and/or disance. You also gain 1 blood when looting another player's corpse, it only happens once, but will affect everyone who touches the body. The effects will give varying increase of detection to zombies aswell as give you character a bloodier look. At the max of 20 zombies would be attracted to you as if you had just shot a M1911 constantly. The blood will not fade, however if you switch your clothes you will lose 5 blood, but the blood will remain on the clothes. You would not be able to get 4 sets of clothes then keep switching them at 20 to reach 0, instead your clothes hold a potential of 5 blood and you hold a potential of 15 blood, if the amount of blood goes beyond 5 it goes on you, but if you changed clothes you could remain low on the amount of blood on you. Beyond this the blood is permament to your character as long as he is alive, except an additional item that is as rare as antibiotics that will clean all the blood of you and your current clothes. Killing or looting zombies have no effect on the amount of blood on your body, for player balancing reasons. 2.Dreams Everytime you login beyond your creation you will make a sound players and zombies can hear by default to. Essentially everytime you log out and back in, its as if your character has been sleeping. Perhaps a couple coughs or a grunt within a 10-30 meter radius that isn't that loud but enough to tip of an alert person if they are close enough. Players will be able to hear it farther then zombies, but zombies will still be attracted if close enough. The more murders you commit to a certain point your character will have nightmares, it would start with pants then evolve to waking up screaming, until an extreme to just waking up yelling with the range of sound as an enfeild from insanity, perhaps a total of 20-30 murders to reach such an extreme. At 40-50 your character would not make any noise at all upon log in. However if you killed bandits your scale will be put down by 2 per bandit kill, if you gain 2 bandit kills without murdering, your character will login as they currently do now. (All numbers are placeholders will be changed to something suitable when someone suggests.) Explanation 1. This effect as with adding the realism of getting blood on your body from dealing with corpses, killing close range, will give you a consequence of killing someone so close, and makes you think on who you should kill for good items, or what bodies to loot, aswell as show others who get close enough how many people you have potentially killed. Zombies are exempt from this as to add a player only interaction that others can see upon you. In the future perhaps more slight effects will be added to players over their characters time to tell more about them from a distance other then the loot they have. 2. This effect is for the current troubles of server hopping or someone spawning behind you in a building, aswell it adds to realism as, you wouldn't really sleep in a building without locks in a zombie apocolypse with murders everywhere would you? It also makes you think where to "sleep" that is safe and gives another consequence of killing another player that you may also feel in real life, as well if you were to ever kill so many people. Another player only reaction to add to give consequence to make you think where you would be safe to log out. Barbed Wire Solutions(Multiple solutions from worst to supposedly best) 1. Remove them until duplicating is fixed. 2. Make barb wire share the same lay down system as a tent, only allowing them to be placed outside, and a bitch to place, but still able to be placed to cut down on abuse. 3. Have Barbed wire share the same lay down system as tent with the exception of allowing them to be placed indoors. Aswell having them able to be traversed by going prone and under them. * Make tank traps unable to be placed indoors aswell take 3 players to place and remove them. Explanation Barbed wire and tank traps are used to keep players out of many areas, potentially screwing all new players, it is out of hand currently because of duping and needs a solution now, or duping halted, aswell a future solution to stop barbed wire clipping through walls and being only used to prevent others from obtaining loot. With 3 and tank traps unable to be placed indoors and require more people, their initial uses would come back again and instead of instantly being used to grief, they would be used for more appropiate things like making an obstacle course in a building able to be passed, but slow enough to kill anyone who tries to enter if your inside using it as a base, and tank traps being used to close off a road your team is holding down. Character immersion 1. Character customization Upon creating a character beyond choosing gender, you are now allowed to choose 3-5 traits for your character that fit between solo and grouped play. Traits will take up different amount of slots from 1 to 2, up to a maximum or 3-5 trait slots.(Max amount undetermined) Solo traits: Hunting: Able to gather double meat from gutting animals.(1 slot) Resident: Able to move more silently.(1 slot) Group traits: Medic: Able to use a new medical item found in hospitals to administer blood pack as well as create wooden splints from bandages and wood piles.(2 slots) Mechanic: This trait is necessary to repair helicopter rotors, as well as allows reinforcing upon vehicles.(2 slots) (More will be added in future these are just examples, original idea from http://dayzmod.com/forum/showthread.php?tid=27963) 1a. Additional effects of traits Along with the added bonuses to the skills you have chosen, solo traits(and Medic)decrease the effects of mentality toward your character, while group traits besides Medic have no effect on mentality. A possible additional effect is depending on your traits allow you to spawn elsewhere besides the shore with a specific set of clothes depending on location. Some solo traits will allow you the choice to spawn with an item, but some Group traits force you to spawn upon shore regardless. Solo Traits Hunting: spawns in forest with a hunting knife with appropriate clothes Resident: spawns near a road at random with matches and a couple tin cans or empty bottles as well as civilian clothes. Group Traits Medic: Forced shore spawn with appropriate clothing. Mechanic: Forced shore spawn with appropriate clothing. (Remember still WIP list, just examples) Explanation Along with give incentive to group together, it allow players to be on their own if they wish, along with give more variety to clothes and spawn location. It would also give you your own character you can choose what he excels at, along with giving your character a mentality based on your choice to have a base with all/any mentality effects if they were to be implemented. Team play 1. Radios Allow radios to have channels you can switch to when obtained that are able to have password control, to allow teams to type/voice chat with each other. Along with this, the position of all players with radios in the channel appear on a map if you have one(potentially have a new tool to find radio signals), however they won't be marked and would potentially have a lag time of some sort. The only way to find out where a specific team mate is, is to talk to them, then follow the map to which signal they lead you to.
  5. 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.
  6. combatcomm1

    Pro vs Con - My List of Balanced Mechanics

    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?
  7. Hello [again]. At around 22:00 GMT I will be spending 5-7 hours playing Dayz, and I am hoping somebody [of any nationality] will be able to join me & play with me. I would also be fine with 2-3 people joining, but as long as i'm not alone, I am happy. I have formed groups like this before, and they generally work out well. If I get only one person with similar interests to mine, then we'll just go with the flow... If we get multiple, we'll all group up, find vehicles & generally explore together. I'm this kind of player; I don't like bug exploits, hacks, abuse, or... 'Disconnecting cuz shit is ard'. I think that removes the whole point of the game, and dragging your downed team-mate through a maze of zombies whilst 2 others are shooting in taking them out, just so he doesn't bleed to death due to unconsciousness... Yes. Risky. Fun. Very. I am quite open minded & generally fine with every thing, I have quite decent gear & so don't exactly want to be charging head first in to players, but i'm very happy to engage players if it comes to it. If you are planning on playing tonight from 22;00 GMT - ISH - Please let me know, regardless of what type of player you are, I don't want to travel the forests / cities alone, i'm cold. Last adventure I had with other players was extremely entertaining, and I now have many stories that my children will hear about. Also sidenote; maturity would be a lovely addition. Despite your style of game play, as stated, I simply don't want to play a lone tonight, so feel free to get in touch. Happy to side with any body, providing we can have a decent time.
  8. Bribase

    Server History

    I'm brand new here and only a few weeks old to Day Z. I have a couple of suggestions though. How about some kind of record of server history? Either in the Six Launcher or from the multiplayer server list in game? I've had a couple of instances when I've teamed up with some decent people on what seems to be a friendly server when we've gotten desynced or the server had gone down and I've had to reconnect. I tend to browse servers for time of day and number of players a lot and often forget which server I was on. This is obviously vital to encouraging team play and holding on to vehicles.
  9. same at DE 144 no vehicles spawning
  10. Hey guys, so me and a friend ( flipflop ) are looking for Serious players so we can form a group/clan, we have been alive for days, and we are looking to find vehicles and weapons and your typical survival stuff, we want to be more tactical with what we do, so for example a few more players = More people watching out as one of use check out helicopter sites etc, so if you have Teamspeak and you would like to come join us, Please feel free to join the server and talk and we will get playing as soon as possible (: Teamspeak IP: 62.45.85.172
  11. rjmcfarland

    A Few Personal Changes

    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]
  12. As I type this, there's a hacker teleporting around in North Carolina 3, killing people and blowing up vehicles. I don't know his username because the server doesn't have nametags, but here's what happened. I was on the Northern edge of the map after hiding a red car behind some pine trees. As I was running back South (going to search for helicopters) I heard someone shooting. I could tell by the gunshots that it was either an M14, M24 or DMR. The problem is, the shooting didn't stop. There was no pause for reloading; the shooting continued for about 30 seconds as I made my way back north. In the distance, I saw bullet impacts on the ground and my red car was up in flames. Suddenly the shooting stopped, so I took cover behind a pine and waited to see how many players there were. A second later I heard footsteps BEHIND me (south of me. Note that the shooting had been a few hundred meters north of me only seconds before). I unloaded an entire Bizon magazine into my attacker before he even let off his first shot. Seconds later, I was dead. I told my friend on Ventrilo that a guy had just attacked the camp and it was really sketchy, possibly a hacker. Within a seconds of me telling him this, he said he was being shot at with a Bizon. He was halfway across the map from me, riding a bicycle. Apparently the hacker was teleporting to keep up with him and shooting him. Tl;dr: Hacker in North Carolina 3. Killed me, destroyed my vehicles. I lost a ghillie, bizon, m107, tons of random high tier loot etc.
  13. maybe they hoarding all the vehicles n duping more barbwire before they tell us publicly what the new server name is
  14. Here's the story. I stumbled across your camp, took your Ural, blue van, and red sedan. I left you the tractor. I hid all the vehicles well, but what surprised me was that someone stole the ural just minutes after I hid it. Not sure how that happened, but whatever. I tracked down the ural but all I saw was a blown up hull by a house with dead bodies around it. So thanks for killing the dudes that stole the truck from me, but they were not the same players who stole it from you. Your red sedan was just blown up by a hacker so I'm afraid you won't get that back. Also to anyone currently playing on North Carolina 3, there is a hacker teleporting around killing players and he cannot be killed with guns.
  15. Randomly spawns vehicles in random spawns for a luck draw instead of a restart then everyone heading to all the spawns at once.
  16. specterm

    vehicles not spawning anymore?

    Id like to hear an official statement. Is this a bug? when are vehicles normally respawned back?
  17. The logic behind the suggestions isn't actually too far off considering that Chernaurus didn't go down without a fight. The numerous destroyed army vehicles and dead soldiers everywhere testify to that. However if there's a change then the mechanic needs to be carefully thought through i.e. More hunting rifles in variations in general, CZs, 30.-.06s, shotguns, etc. in civilian areas with the odd Enfield, Mosing Nagat maybe PPSch-41s and other WW2 remains. Basic military equipment needs to be more rare but obtainable from destroyed vehicles, dead soldiers and army structures. Given the obvious ferocity of the infection across Chernaurus, very little gear should actually be able to be obtained through fixed military installations. Do you really think in times like these anyone would leave .50 cals, M24s and the likes behind in a lousy barrack to rot for eternity? I don't think so. Finally, any scoped rifle should only be found at (more rare) helicopter crashes. Don't get me wrong, I am a bandit by nature and play this for the thrill of PvP but this and a fix for the duping will definately make people with high end gear think twice before trying to hunt newbies at the coast or camp certain towns. Also, if you can't just run around with a scoped rifle all the time, people will definately think twice before engageing as all of a sudden you need to get close to another player to kill him. Everything that makes the game more challenging is worth considering IMHO.
  18. Another response to you. 1. I recently added in my main post that the purpose for exempting out zombies was to bring in a player only reaction others can see to make judgement based calls instead of first looking at their loot to kill them or not. Zombies and animal gutting could be put in due to suggestion I admit, but there would need more signs of what a player has been currently doing to base your opinion on, then seeing them soaked in blood could be from killing others, looting others, or gutting animals. I still exempt zombies as we are not sure what is exactly up with them, perhaps their blood has been drained from their bodies as they had to be killed to turned into effected, and when a survivor dies they die of loss of a blood, or being hit once slightly and ending up as Beavis.(http://www.youtube.com/watch?v=hC3Xz329uJk) As for killing survivors at range, you will not gain any blood, but if you loot their corpse, you will gain 1 blood, which makes you think before you randomly loot corpses. As for it being implemented if this does become a standalone game, or even if not, they are capable to put new things ingame, like melee weapons, pushing them a little bit could make them go the distance where if we never said anything, they never would know that they could of implemented such a thing. 2. The 10-30m thing would of been actually for players, for zombies it would be less, this would only come into effect as I believe if you spawn in an empty town, zombies won't spawn on you, but if you spawn in a town with zombies already in it, yea. It brings up the point again, would you sleep in a zombie infested town? As for your other point, I made my suggestions to be able to be implemented on their own, but if collaborated it could fit others. I.E In another post brought up Hunter, Medic, Mechanic as an example of different character types to start with. Hunter would be able to gather more meat per animal.(Perhaps negate blood gain from doing it aswell) Medic is able to use a newly implemented item that allows you to administer Blood packs and is also able to make wooden splints, anyone could carry it, but only a medic could use it.(Spawns in hospital.) Mechanic is the only one able to repair a helicopter motor, aswell as reinforce vehicles, while other players can do the same as right now, except fixing a helicopter rotor. There could be many more different character types with their own kind of mentality. I.E Hunter is not affected by killing others, Medic would suffer as normally, Mechanic would suffer less then that of a medic. They are examples, but bring alot to the game if we could get them to implement something like this, with many more character types, with their unique mentality, with other mentality related actions that would make your character react. Now tell me that doesn't sound like an RPG idea eh? As for the KoS there is nothing we can do to stop people from killing, no one wants that, there only has to be some sort of incentive to team together, aswell as slight reactions to your character from killing another based on your character's mentality. Its far from perfect now, many people could find things wrong with how I present it, but if you speak out, we can work together to present something out in the open hoping rocket may take notice and see all our ideas combined. 3. Fuck barbed wire.
  19. herd

    Tents & Vehicles General

    "vehicles spawn on each server restart, they do not respawn however when destroyed or left somewhere" lolwhat? They DONT respawn after server restart. The respawn after the blow up or not used for 7 days.
  20. Wait wait. You happen to have 10 vehicles and tents full of military gear? You play with 5-10 people? PLZ JUST GTFO
  21. 1Macready

    The Life of Four

    Tuesday 7/3: This session started just as the previous day's had, with a visit to the nearby deer stand. This time I was in luck, though: another M5SD mag! I happily took that, passing over a DMR mag and a M240 mag. It was certainly good timing to find a second MP5 mag to begin the born again zed hunter phase of Four's life. And upon peeking out of the trees at the edge of the wood, I saw that a zed was surprisingly close by. Four started things off on the right foot by putting a couple of very silent rounds into it. From there I aimed to move Four into the compound by the same route as the day before, but upon reaching the break in the wall, I found the way blocked by barbed wire (different server than yesterday). The irony of being blocked by barbed wire in my quest to find a toolbox! The front gate would have to do. I crawled Four around to the front, through the gate, and into the main building with no mishaps. There was a zed visible on the front porch of one of the outbuildings by the gate, but I elected to leave well enough alone until I'd reached the safety of the main factory building. Again there would be no toolbox for Four, although the finds today were better. I happened upon a second frag grenade that I elected to keep in lieu of my smoke grenade, which Four discarded. There were also a couple of Mak clips scattered about, which I'd have a need for shortly. After Four had explored the building, I brought him to the second floor, took out his Winchester, and fired upon a zed out by the pond. He dropped, but surprisingly, there was no reaction. So, I circled Four around to a different side of the building, targeted another in the field outside, and fired away. That did it! The hue and cry of slavering zeds began in earnest, and as I watched from my second floor vantage point, they converged from all directions and scampered eagerly toward the building. I have to say that this is something that Day Z has really gotten right - the mayhem and bloodlust that ensues when a survivor is discovered is very well done indeed. Four calmly waited for the zeds to make their way up the stairs to the second floor, which they did in short order, approaching from two separate staircases. As they popped into view, they each got a shot from the Winchester, which Four continued to use until its current magazine was fully expended. At that point Four reloaded it and switched to his Makarov, running through a clip and a half until the party was finally over. My zed count was now at 18. At this point, as I began to move Four back through the building to look for one of the Mak clips I'd seen earlier, I heard footsteps. A walking sound, on a concrete surface like that of the building. Had I attracted a player? I quickly ducked Four into the stairwell and peered down, but there was no one to be seen. After remaining there quietly for a minute, a heard the sound of a zed very close by, but it sounded as if it was above me. One of the zeds responding to my shooting must have gotten confused on the way up. I quickly made my way down to the ground floor, found and retrieved the Mak clip I was looking for, and moved Four out the front of the building and into the prone position once more. Four was able to retreat back through the front gate without incident. I noted with satisfaction that the zed who'd been stationed on the porch of the outbuilding was no longer there - one of the 18, no doubt. At some point as I moved Four across the road to the north and into the trees, I became aware that the red "lag chain" was visible, and before long it changed to yellow. It remained thusly all through the trip into the trees, and after I'd sat there for a bit, it still hadn't disappeared. I decided to log off and switch servers. To make a long story short, I never was able to reconnect. Some combination of a denial of service attack and server maintenance prevented me from doing so. The concern, of course, is that when I finally do get back in, Four may be dead, missing items, still in the factory somewhere, located in the debug forest, or who knows what else. I'm sure it will be interesting. Health: 12000 Zeds/Survivors/Bandits killed: 18/0/0 Future goals, in order of priority: not to find myself dead, in danger, or off the map upon logging into my next session. Tuesday 7/3, part 2: I logged in to find my concerns about the server problems were largely unfounded. Four's inventory was intact, and he even still had his 18 zombie kills. The only thing slightly out of whack was that his departure through the front gates of the factory and climb into the hills to the north had not been saved. Instead, Four was lying prone in the middle of the compound's courtyard. Clearly, the game was giving me a sign. "I know you want that toolbox," it was saying. "Come on back inside one last time and you can have one." Peering around, I noticed no zombies - a good sign. If there weren't any spawned yet, that meant no other players were around. So, I crawled Four back inside the main building for one last go round. Treacherous game! Still no damn toolbox! The only useful items Four found were a can of sardines and a soda, which he promptly ate and drank, and a single Mak clip. The zombies at this place must pay for the lack of a toolbox. Just like before, Four pulled with his Winchester, and emptied the mag into the first zombies to enter the building. And once again he then switched to the Makarov and dealt with the rest. When the smoke cleared, Four was at 44 zombie kills. His frustration over the lack of tools abated, he grabbed the Makarov clip and headed out the front gate. I think I've sufficiently asserted my dominance over this factory, and avenged Three. So, I moved Four into the trees to the north and then followed them N-NW along the treeline, looking for a deer stand that was indicated on the map. Once he'd located it, Four moved in and found a Mak clip and a M1911 clip, both of which he took. At this point I was just looking to reposition Four prior to calling it a day. There was good tree cover to the NW which would lead Four between Gorka and Dubrovka, where there was a deer stand SW of the latter. That was my intended destination. There is a road to be crossed about two-thirds of the way there, which would serve as a good indicator that Four was on track and getting close. Four travelled through the woods without incident, heading mostly W-NW, and before I knew it, I could glimpse the road through the trees ahead. I angled Four so that he'd emerge onto the road from between two trees, keeping him hidden for as long as possible. What I hadn't really considered was that this would also cause me to be unable to see the road until the last second. So, let's just say that I was quite surprised when Four emerged from the trees and ran headlong into a parked motorcycle. Uh oh. What the hell is this thing doing here? Without even thinking, I did a 180 degree turn and hit the deck in the trees from which I'd come. After waiting there for a minute, there were no signs that Four had been seen, or of anyone coming to claim the bike. So, I moved Four into the woods across the road a ways south of the bike, and then scouted a bit over there. Still no sign of anyone. I really hoped someone hadn't just parked that bike there as bait to lure in unsuspecting survivors. That seemed unlikely in this odd place, but you never know. Cautiously, Four approached the bike. The body looked to be in great condition, and the tires looked ok too. Four hopped on. Half a tank of gas! Do fully functioning vehicles really just spawn in the road like this? Whatever. Four gunned the motor and headed off into the trees to the west. I had heard it mentioned in one of DevilDog's YouTube videos that motorcycles in Day Z are very delicate. So, I took special care not to bang into any trees or rocks. I just buzzed my way through the trees until up ahead I thought I saw the field I'd need to cross just before the next deer stand. Not wanting to alert the zeds, I stopped the bike, killed the engine, and crawled Four forward to the treeline. Sure enough, this was it. Just across the field was the stand, and there were a few zeds milling about. I'm glad I'd stopped the bike when I did. I crawled Four across the field and checked the stand. The only loot worth mentioning was two soda cans. Four drank the one he was carrying around and then took one of these to replace it. My objectives for the day completed, I bid farewell to the mystery motorcycle, crawled Four between two trees, and disconnected. Health: 12000 Zeds/Survivors/Bandits killed: 44/0/0 Future goals, in order of priority: Look for farms and deer stands as Four moves westward along the northern half of the map.
  22. Lumberjack (DayZ)

    Hackers On US23

    So many are now playing this game, and many are turning to camp/vehicle hunting as an easy way to find good kit. Gone are the easy days now you got to fight hard to hang on to your kit so it may not always be hacking. Its a bit of a shame it used to be nice to have camps for a weeks at a time before being found, just these days everyone is looking for them and no matter how clever you think you hide them its those same clever places people look. So maybe there is no foul play? Or maybe there is, either way we have given up on tent cities and hoarding vehicles its so much work only to be easily lost. We've just had to change our tactics to reflect the expanding population and fact that everyone is now looking for tents and vehicles in the wilds and on the plains.
  23. MiZTiiX

    My ideas for Day Z

    1) cutting down wood with axe for camp fires. Player will get cold/warm. smoke = big, players can see from distance. Players may accidently cause big spreading fires that will burn trees etc. If wood is wet fire will not start 2) Spray paint = freely spraypaint something, will eventually wash away 3) end game is a bit stale, add some hard zombie bosses with good rewards, work together with players to take back infested areas with zombies e.g cities, towns, farms. 4) torches will need batteries 5) you cannot just use global chat, you will need a tele communication device to connect with all people who have that device and talk. You have /say chat by default to say something to players next to you. 6) there is a problem where you become a bandit if killing someone who trying to kill you. If a player hurts you and you kill him = no consequence. Also when you are one shotted and falling to your death, you fall in slow mo and can shoot while falling to you're death. Makes people not want to kill you as much as they know they can die too. 7) using wood from trees and nails. You can nail doors so players cannot easily get in unless they have a crowbar. You will want to do this because your player will need to go to sleep. He will eventaully start getting tired = blurey screen. vunerable when sleeping = can get robbed. use wood for torches and camps (needs to be dry wood). Make paper from wood, write things with feathers by shooting birds, also need ink. 8) be able to use ALL houses in the world. You can get in locked houses by chopping door down with axe. 9) climb trees 10) different weather/season. Raining = fires putt out, more cold = need shelter. Fog = less view distance Storm = lighting =need shelter or hit and die (small chance) more prone to get hit in water. Water = more rough. Hot = more thirsty, need to cooldown more. Snow/winter = slower walking in snow, more cold need shelter etc. hail stone = very little damage over time. Normal weather = most common 11) if you have a camp fire you can cook raw food ( the most benefitial food when cooked ) You can also cook fish you can get by fishing. 12) (Not sure if this is a good idea yet) when you die you turn infected, this will bring a whole new gameplay style. Once infected you are able to eat other players etc, however you will not turn infected straight away, you will gradually do so and if you do not find a cure in time you will stay like that forever, this may add a good gameplay elemnt ( will not work if killed by players) if you are next to another player, you will automatically try to bite them and you will be steered into the direction of them like a real zombie. that is if you refuse to bite others 13) different types of zombies with different mechanics (like L4D) 14) Crafting: combining items to form new items e.g glass bottle, fuel = molotov. pipe bombs from cans and gun powder, tomahawks made from string, rock and a stick, make wooden pipes with darts to blow, also create ghillie suits with grass and nets 15) cutting down trees with axe, axe breaks if cut down really big trees, need chain saw for big trees 16) generators: turn on the power, connect cables (takes a long time = community effort) and get electricity back: the city will light up, clear all the zombies in the city then they will not spawn there. The generators will eventually die out. need extention cables in some situations. To get a power station going need to mine coal with pick axe. Coal is quite rare, and need to be burnt to generate power. 17) zombies body parts fall off, more gore, heads explode when shot etc. 18) different gun attachments. e.g silencer = less sound, but less range, red dots, thermal scope, torches (with right rails) 19)build your own forts and etc, sand bags, barbed wire. Create your own flag 20) set traps to hunt animals or other players, e.g foot traps (if players step in, need to obtain soemthing to unlock it, slouching, foot hurt.) other trap = rope on ground, if step in = hang upside down from tree. Also you are able to dig up pits in the ground and cover them with grass so players fall in. 21) pistol whipping by clicking both mouse buttons. The longer you hold the buttons down the stronger the whipp. All melee weapons have the same mechanic, left mouse: hit with left swing, right: right swing (the longer you hold the attacks the more powerful. Hold won both weapons to parry with your weapon (the longer you hold the stronger the push with weapon after parrying) when you have no weapon, use fists (same mechanic) 22) using stuff as weapons e.g empty bottles, once used a certain amount = broken and sharp, use a couple more times again = breaks completley 23) ability to go underwater, can drown 24) If you eat raw food, you vomit and become ill needing to vomit alot. Food will rot in your inventory after a while 25) shooting out of vehicles 26) emotes/commands in game e.g dancing, taunting, friendly, stay there, all clear, roger that, surrender, freeze etc all performed by /(initial letter) e.g dancing /d all emotes are fully voice acted and animated e.g /s (surrender) you put your hands up and say "don't shoot" etc 27) Natural disasters e.g huge cool looking tornadoes that destroy everything in its path and pull everything in, forest fires from lightning. When snowy, avalanches/blizzards. Maybe be some floods, if waters get rough. etc 28) random zombie invasions - trying to infest cities etc. 29) skin killed animals to create fur coats (more warmer), build tents from metal poles and animal hide, use animal hide to create larger leather ruck sacks - bigger inventory 30) the ability to carry/drag downed players. carrying = move quicker but need to put down in order to use abilities etc 31) harvest crops 32) zombies may encounter animals that they kill or get killed by. If a zombie kills an animal = zombie animal 33) cannibalism, eat other dead players = side effects 34) sub-equipped mode, you can pick up any objects and drop them instantly without "equipping" them or putting them in your inventory. You could then throw or use the object 35) cameras: limited amount of footgae storage, film events, place down camera or hold it and record: see what you're filming in a little screen on ui. Also take pictures. If other players take your camera, can see all your footage etc. chat bubbles apperar in footage aswell. Random abandoned lap tops in building, upload footage to laptop for people to see. 36) can pick up rocks off the ground and drop them or throw them. Spell things out. Everything in the world can be permanently changed in the world e.g position of rocks, player created holes in ground, cutt down trees dont respawn unless you plant seeds etc. 37) Trains can be used by players. Find parts of train to repair. Repair tracks or train will dereail. Turn on power for electricity for train tracks. While in trains (or any vechiles) zombies will try to jump onto vechile and pull you out, steer car to make them fall off. In a train zombies will try to climb in a wagon or on top. Player can use ladders to get ontop of trains. You can switch tracks in train. If you go too fast in train = derail. many trains, train routes on map. 38) you can have a farm, plant vegetables, need to harvest during winter. 39) you can see all of the scars and blood stains you get and bandages you wrap around yourself 40) rare spawn/ harder elite zombies to enounter that look different 41) Have banners that you can attach to plains, spray paint on a message and fly, players can see the message These are some of my ideas, feel free to comment on them :)
  24. Bunster

    US153 Seattle 102 [locked]

    save vehicles yo
  25. anzu (DayZ)

    US153 Seattle 102 [locked]

    Hey zigzagzig, I run US153 and we do restarts on a daily basis, sometimes multiple times per day. We also update to beta patch usually as soon as it's released (which requires a restart as well). This is all done in an attempt to keep the server running smoothly for all players. There have been a few instances where upon restarting the server, vehicles and tents have completely disappeared. They USUALLY come back after a second restart, but not always. Anyways, just wanted to respond to ur post and let you know what goes on. Also, we always try to give a 5 minute warning before restarts. In fact I can't remember a time where we didnt give atleast a 3-4 minute warning. I usually lock the server right after i give a warning about reboot, to prevent ppl from joining immediately before it reboots. However it is unlocked as soon as it is rebooted and does not remain locked. Let me know if you have any questions or further concerns :)
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