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Found 41870 results

  1. Hi DayZ-Community, Salt-Lake-City Epoch announcement: Here are our Overpoch Sauerland Serverinformation Hier sind unsere Overpoch Sauerland Serverinfos: MAP: Sauerland MODS: Overwatch 0.2.5 + Epoch 1.0.5.1 ----Custom Map---- 1)zwei versteckte Militär-Basen 2)und einige "verstreute" neue Gebäude in Dörfern und Städten 3)einige versteckte Gebäude-Komplexe 1)two new Military-Bases 2)some new buildings all over the Map (In Villages and Towns) 3)Some new hidden Building-Complexes ----Missions---- Es spawnen Missionen mit AI-Banditen, die ihr erledigen könnt um an Humanity-Punkte und Loot zu kommen! Viel Glück dabei! AI-Missions with random Loot-Crates, Vehicles! Gain Humanity while shooting Bandits or loose it while shooting Heroes! ----Take Clothes---- Jemals gestorben oder jemanden umgenietet, der Kleidung hatte die ihr haben wolltet? Kein Problem: Nehmt sie Euch! Ever died or found a dead body and wanted the skin? Go take it! ----Custom Loot---- Aufgrund der "Bösen Buben" bei den Missionen und den vielen Zombies gibt es einige neue Waffen, Munition und andere Dinge die ihr kaufen oder/und finden könnt! as its says: AI-Missions and more Zeds making the need of mor Ammo and Weapons! ----More Zeds---- Es gibt mehr Zombies und die lassen euch garantiert nicht in Ruhe, wenn ihr laut rumballert! Yeah! More Zombies! Be noisy and the Zeds won't leave you alone! ---Coinsystem--- Das bewährte Coinsystem wurde zusammen mit Overwatch eingefügt, man bezahlt mit Euro im Sauerland, kann sich aber auch die guten alten Goldbarren zur leichteren Lagerung von Geld besorgen! Earn good old european "Euros" to buy new weapons or vehicles. You can even buy the old Goldbars to store money easier! ---Startgear--- Ihr startet mit ner 1911, ein bisschen was zu futtern und ner Map. (wegen der vielen Zombies) Start with the Colt 1911, some food and a Map and go explore the Region around Meschede! Und vieles mehr, das wir euch selber entdecken lassen! And Much more! Go recover it yourself Server-IP: 5.62.117.192:2302 Teamspeak: 78.143.39.160:15200 zum beitreten einfach den DAYZ-Launcher laden die beiden mods downloaden im Advanced-Reiter folgende Mods "adden": 1)DayZ Overwatch 0.2.5 2)DayZ Epoch 1.0.5.1 und dann auf Launch klicken (Die Reihenfolge ist wichtig ) Just launch DAYZ-Launcher download Overwatch 0.2.5 and Epoch 1.0.5.1 klick on Advanced and add 1st DayZ Overwatch 0.2.5 2nd DayZ Epoch 1.0.5.1 and here you go: klick LAUNCH! (yes it matters if Epoch 2nd or first!!) Viel Erfolg beim Überleben! Good Luck Survivors! your Salt-Lake-City Epoch Team yours Gecko 2.6 EDIT: Follow us on facebook https://www.facebook...ltLakeCityEpoch all news and support goes there or on Teamspeak
  2. MadWookie

    How will vehicles work?

    Chances are that in the end, it will be a complex system, but when they first implement it I sure it will just be a placeholder for a while (like everything else in this game). But I do hope to see the ability to build vehicles from the ground up at one point in time and if its not added to the base game I am sure there will eventually be a mod for it.
  3. igor-vk

    How will vehicles work?

    I hope vehicles will be as detailed as posible. We saw alternator belt, spark plugs, and light bulb so far. We have variety of tools scatered around. I hope that getting old GAZ or Škoda in running condition will be quest that will last days, or maybe weeks. You find car in Stary Jar, but must go to Cherno or Elektro to find parts and then to Novodmitrovsk to find engine oil...
  4. FlimFlamm

    How will vehicles work?

    When the devs said that vehicles were going to be modular, what exactly did they mean? Are we going to be able to build them from the ground up? Are we going to have to find them already spawned in and then add stuff to them? Personally I think there should be a variety of vehicles that players with enough resources and the right tools can construct from the ground up, with different engines, tires, chassis, which all affect the behavior/performance of the vehicle. Here is my suggestion thread for what I have personally envisioned: http://forums.dayzgame.com/index.php?/topic/223703-modular-vehicles-what-are-they/
  5. FlimFlamm

    Does DayZ need aeiral transport?

    So here is my input and my argument: On armed aircraft: My experience comes from played thousands of hours of chernarus DayZ mod, with vehicles and vehicle availability ranging from one random little bird for the entire server, to vendors dispensing chinooks and black hawks left and right. Fully modern militarized aircraft are at many times too much. Black hawks and chinooks wrecking bases with M134 gats are too powerful and too unrealistic for the fidelity of the DayZ standalone. In such servers around 30% of the game was about survival and the other 70% about heavy warfare which was not exactly the best DayZ experience the mod had to offer. Some servers heavily restricted the type of aircraft that could be acquired, with the huey for example being rare or expensive and being the best you could hope for. While having the huey and having ammo for it was fairly powerful with their M240's 7.62's (IIRC), the limited nature of ammo and the rarity of the huey made it so that it was not game breaking or overpowered to have on a server. Aircraft with very rare/hard to get/expensive ammunition, or low impact ammunition (like 7.62 relatively speaking if helicopters can support shooting out of the doors like people do in real life) make it so that ground forces cannot be completely dominated by armed aircraft (in fact taking fire from the ground means you should probably flee or your heli will be damaged/destroyed). The main threat that a huey poses that an unarmed aircraft does not pose is the ability to follow and extort or shoot at enemy aircraft. Having the right balance of expense/availability and therefore liability versus the physical advantages that aircraft give you is important in order to promote versatile play-styles. Servers with unarmed but relatively accessible aircraft were alright, but the end game consisted of ground assaults on enemy positions with aerial extractions only. Once people were in the air you could follow them but that is it. One typical strategy that emerged was using cheap aircraft occupied by a single pilot as a suicide missile against more expensive and more occupied enemy aircraft. Having no guns was less interesting in my opinion, and it had a massive impact on the absolute endgame, which was inter-group warfare. On Aircraft themselves: The main usage of aircraft has always been picking up re-spawned teammates from the coast, and traveling persons or resources from point A to point B. Engaging in combat with armed aircraft was usually a rare thing reserved for the most affluent clans and bases which could afford to do so. The convenience of being picked up from the cost, or reducing travel time does not in and of itself change the basics of DayZ. Players who operate aircraft need to worry about fuel and maintenance, they need to have saved and stored resources like medicines and food, they need to constantly worry about security. Most importantly, in order to actually use/construct a helicopter, players will need to have already mastered many or most of the basic fundamentals of DayZ, which we are all reminded of every time we die and re-spawn as a fresh bambi. I voted yes to aircraft of all kinds, but I don't want 2000 round M134's or even necessarily any 50 cal MG's on any aircraft. Instead I want limited caliber options (7.62 area being a good standard) but I do want a diverse range of buildable craft. Auto gyros, small bi planes or cessnas, and small to medium helicopters with light guns simply add to the options of the game without breaking anything via mega powerful full military aircraft.
  6. FlimFlamm

    Aircraft: Planes

    Finding a campsite from the air is not very simple. Landing and looting it is less simple. Coordinating an attack on a base is even less simple. On the original DayZ mod, player built bases were massive constructions. They had helipads and garages, MG nests and were strategically placed in order to dominate and control the surrounding terrain. Groups large and successful enough to build such bases were inviting attack. Being spotted from the air is something large bases had to dealw ith along with the ensuing clan warfare. The fact that the bases could be spotted from the air meant that they were large and successful or agressively placed. Attacking and looting such bases is a natural aspect of gameplay in DayZ. It is the dynamic endgame that everyone wants to play and wants to see; clan/inter base warfare. Bases in Dayz standalone can be well hidden and well trapped. The type of plane I am advocating (CAMEL) can be shot down or disabled by a weapon of almost any caliber. Having a well maintained plane and willing to expend precious ammo on anything other than an enemy air vehicle which can threaten you is something only the mega rich could strategically afford to do. If you spent all the time required to build, arm, and maintain such a plane youa re going to be flying at around 1km height in order to avoid any possible ground artillery (why risk it) and potentially even higher in order to counter any potential enemy aircraft. The CAMEL plane is an air dominance fighter. It is a dinky of the skies that would compete at a fair level against a little bird sized helicopter with door gunners. Do not confuse a helicopter with door gunners for a black hawk military helicopter. Littlebird sized helicopters WILL be in the game, rest assured, and people hanging out the sides of them with assault rifles and hand held MG's WILL be able to shoot out of them. You are going to need to come to terms with the fact that V3S's loaded with people shooting assault rifles out the back are going to have fights with helicopters with people shooting assault rifles out of the sides. It's only fair that whatever planes are available will have the ability to shoot guns of a similar caliber in order to make them fun and relevant. I am completely against militarized vehicles. They are too hard to maintain and parts and equipment is too costly. What I do support however is ghetto/guerilla style armed vehicles. A plane with a gun strapped to it in order to defend against helicopters fits the bill for me.
  7. Whyherro123

    Aircraft: Planes

    Because having such a piece of equipment LETS YOU CROSS THE MAP IN 5-10 MINUTES. It completely removes the aspect of survival from the game, and turns it into a "lets find everyones camp and loot it" game. Not including the fact that, until the devs come out and give the in-game characters backstories as helicopter/single-engine aircraft mechanics and pilots, there is no reason to think the in-game characters know ANYTHING about repairing, maintaining, or flying helicopters or planes. Ground vehicles, such as trucks and cars, I can see, because generally they tend to be easier (MUCH easier) to operate [Hell, I learned how to drive stick (Standard, for those not in the know) on a Korean-War Ammo Carrier in an afternoon, and was eminently capable in driving it around that day], and the knowledge required to repair (and more importantly, identify problems to begin with) and maintain such pieces of equipment/technnology tends to both 1) be more common among the general population (Quickly: how many truck mechanics do you think there are compared to helicopter/plane mechanics in your home city?), as well as the actual technology being "easier" to work with. Helicopters and planes just aren't realistic, in a game that is feasibly a survival simulator.
  8. As of now, all cars spawn 100% damaged (If I am wrong, correct me on that). They are missing all 4 (or more) wheels and take a while to repair them. If you are not playing in a big group or if you are less experienced player cars take quite a while to repair and a lot of players won't even bother repairing less valuable vehicles. So my proposal is: Make low tier vehicles spawn with some wheels so people will have easier time repairing them. I'm not saying that cars should be 100% green and ready to drive. Newer and less experienced players will have an easier time repairing cars that aren't completely broken and we will see more vehicles usage which IMO is nice and exciting. I'm proposing this because I rarely see low tier cars driving around. IMO players think that low tier vehicles just aren't worth the hassle if they are completely broken. Leave High end cars, trucks and helicopters completely broken. They offer a great advantage and should be hard to repair and maintain. Discuss!
  9. Samuri_Bake_Pie

    How to find loot in .55

    As everyone knows by the majority of people complaining of the lack of loot, .55 cut back on loot. However, if you know where to look, loot is actually not that hard to find. Here is what you do: -Stop following your regular run to Cherno/Elektro and checking the firehouse and orange food house routines. You aint gonna get shit. -Check every broken down vehicle possible. For whatever reason, broken vehicles spawn a shit ton of loot ranging from clothing to food, to guns and ammo. -GO INLAND. I can't stress this enough, I have found no loot on the coast at all, which forces you to go inland, which is amazing. There are plenty of unpopular towns you can visit with plenty of loot. -Play for the long run. Plan ahead on where you visit, and don't try and go to the military bases, they have very little loot. -Police stations in the unpopular towns have a crap ton of loot. Trust me -Keep a shovel, while its not the best melee weapon, you can dig holes and once you find seeds, you got plenty of food. -Find one water bottle/canteen and you just have to go to a pump and you never have to worry about hydration again. -Check weird places. Under couches, in bookshelves, I've found a gun in the wheel of a vehicles once. Just keep an eye out. -Know that you will find places with no loot whatsoever. -Know that you will find places with a ridiculous amount of loot. Extra tips: -Stay away from zombies, those fuckers are hard to kill in groups of more than 2.
  10. MIG-IonCannon

    ALL NEW *NAMALSK OVERPOCH* BY *MIG*

    Finished the final edit on loot, no more shotguns and crap weapons! Enabled the dynamic vehicle spawn, you should find more vehicles now. Upped the amount of loot on AI and in the mission loot crates to make them more worthwhile to kill. Come on over and check us out!
  11. Hi peepz, Team Old Skool [TOS] has been running DayZ servers for a while now, but since Steam took over and DayZcommander messed up we seemed to have lost quite alot of players unfortunately so we're busy building up our playerbase again. Currently we're running a 50 slots Chernarus Overpoch server with some additions to the map itself. Our loot table is tweaked slightly but not overkill. We try to keep it as close to the original DayZ as possible (no tanks/a10s/etc.). We're running server missions (DMZS) and are still tweaking them to get the best possible experience. Our server has R3F towing script, take clothes script, godzone at the traderzones, Building Snap Pro tools, sell from vehicles/backpacks script, normal 24 hour day/night cycle and runs on GMT timezone. Our server is protected by Inifistart antihack, so far it's doing a good job! Our server restart times are @ 0.00 - 8.00 - 16.00 You can find our server @ : 173.199.72.77:2312 or use the ARMA2 ingame browser, set filter to [TOS] We recommend using dayzlauncher (http://dayzlauncher.com/) as we found this to be the easiest way to get all the mods loaded which are needed to run Overpoch. We also have our own teamspeak: ts3.teamoldskool.com, so feel free to drop by for a chat or if you have any questions or visit our website @ www.teamoldskool.com or our facebook page @ http://www.facebook.com/TeamOldSkool If you want to play on a cool server, with some cool additions and are tired of the same boring Chernarus map, feel free to give our server a try!! Hope to see you in Chernarus! Greetnx, TerroR aka Don Demon Headadmin TOS gaming community
  12. FlimFlamm

    Modular Vehicles: What are they?

    Regarding realism and feasibility: Constructing vehicles is not something that the average person knows how to do, but if you spend a few years in a post apocalyptic zombie world it seems reasonable that you would acquire a fair bit of mechanical know-how. What groups of survivors cannot figure out from experience they would be able to figure out at most libraries. Information on engines, vehicle mechanics, aircraft mechnics, etc, would be valuable knowledge we can only assume would survive an apocalypse in various ways. Regarding the feasibility of actually pulling off some of these construction projects, I see no reason why there should not be an abundance of materials in a post apocalyptic world (old cars, metal, fuel, engines. Relatively small vehicles are managableand realistic for the standalone, it's the bigger vehicles that if constructable might be too much. If I had it my way however, I would make constructable some pretty ghetto but doable projects, like old motorbikes, tractors (whose engines are god-like), and even ww1 style planes, namely the CAMEL plane which I have previous experience with from the overpoch dayz mod. I would really like to hear some shit from the devs regarding the direction they plan to take with vehicles.
  13. Conrad_The_Comrade

    Can someone please help me understand "persistence"

    Basically without persistence being enabled, all the loot is restarted on server restart, and anything placed on the ground is removed. Not sure on the effect it has on vehicles
  14. FlimFlamm

    Modular Vehicles: What are they?

    In DayZ standalone we currently have the V3S and like the original DayZ mod, it currently spawns in random locations. This severely limits reliable access to vehicles which was one of the major issues of the original DayZ mod. Secondary mods like Epoch and Overwatch (for the original DayZ mod) became much more popular because of basebuilding and because of the reliable access to vehicles. The availability of vehicles on original DayZ mod servers depended on the settings of the server (usually jacked up very high so there would be as many vehicles as possible) but on many servers finding a vehicle was a matter or pure luck. (finding them and keeping them was not stable or reliable or consistent in any way) In order to address the problem of vehicle availability, it should be the case that an assortment of makeshift vehicles be made constructable from the ground up. The most simple makeshift vehicle should be a small 1-2 person buggy built off of a modular small frame. In order to build the frame there should be some resource collection involved, and then in order to complete the vehicle should require an engine (can be modular, meaning numerous types of engines), wheels (can be modular, meaning different types of tire and different handling on/off road), and some sort of auxilliary parts like siding/armor (can be modular in terms of weight/armor level which will affect overall speed of the vehicle) Players will need to gather some sort of metal, an engine, engine parts, wheels, and other miscellaneous crap, which alone might be a fairly laborious process, and the result could be something like this: The buggy would behave in speed/handling according to the engine and wheels and overall weight, and once the frame breaks due to damage will become wreckage (perhaps partially salvageable) and will dissappear on a server restart (along with any salvagable parts). It is possible to make the requirements for actually building a buggy like this such that you basically need a team and a base in order to accumulate all the tools, parts, and raw resources required to complete the assembly. It doesn't really matter to me how easy or difficult it is, so long as it is available it will give me something to dedicate my time to that has a tangable reward. A bigger makeshift vehicle could be constructed in a similar way while requiring more resources, better engines, etc... If the nature of parts onto frames of various sizes becomes modular (as I believe was promised) then there should be no reason that we cannot craft silly vehicles on car sized frames: Whether or not a V3S sized vehicle is realistically constructable or should even be constructable is something that I have reservations about. I think that we can have these modular vehicles ontop of the ones that randomly spawn as a way to supplement the availability of things like the V3S. While they are not meant to replace the value of a real vehicle like the V3S, they give survivors something to do which is going to create and endless amount of fun. When it comes to aircraft, building your own plane or helicopter is not easy, but with just a little bit of knowhow it is highly doable. for example: or even better, THE DREADED, TWO PERSON AUTO GYRO!!!! The main problem I seek to address with this concept is the issue of needing to hunt endlessly for fully spawned vehicles and then when something happens to it you are screwed and need to start the endless hunt over again. In order to play with friends and groups without hours upon hours of walking vehicles are a requirement. People so heavily favored things like epoch and overpoch to the original DayZ mod because if they had a group then they could be sure of reasonably reliable access to transportation, without which traveling from one side of the map to the other becomes to time consuming and I can say from experience that all that walking and walking and walking is quite boring.
  15. And that impacts the decision to make us run at ridiculous speeds how? I've been led to believe it was because of the lack of vehicles but if that's not the case and there's a design reason for it, great! :) You may have made it clear but I think it's very naive to put that out there "You're not accessing a game but a dev build" - oh, ok, so how many people know that? Hardly any I bet know it and even less understand what that means but the perception that it's a game is still there and I think the perception is an important thing to maintain throughout the development process as it tells everyone what direction the game is going in :)
  16. I play on a private server too , it's "bone dry" as well it seems , but honestly I haven't had to pick apples except for one occasion (some areas seem to respawn loot while others don't) ... The point is don't just assume "there's no loot here so I have to pick apples" try jogging (not sprinting) to the nearest inland town and don't panic when you start to get hungrier, try and hold off apple picking until you've walked inland at least two towns with no success as it is a waste of time doing it right off the bat believe it or not .... Also loot the weirdest things you can think of (outhouses, offbeat houses and broken vehicles) and you will find plenty of little canned goods and survival materials, but don't spend more than 15 mins in each town or else you will be dead by the third town for sure if you don't find food .... To OP : Cooking on a stick is announced already , more alternatives to making fire has been heavily talked about and I expect a number of new fire making methods given the input from the devs already that they wanted more options to start fires . Also if you don't know already you can make an "oven fireplace" by adding small rocks you find on the beach to a regular fireplace , you can cook steaks in there without a pot or pan !
  17. almostcomatose

    Suggest an Item Thread!

    Allow bandanas to be ties into arm bands, and to be ties onto weapons, helmets etc... for group identification and personalization. ^Allowing bandana on helmet to be used as a small item slot (i.e. one clip of ammo (no magazines) and bandages I'm sure it's been said, but clothes layering is something I fully support. Teflon coated rounds, make them supremely rare, but they would be useful for destroying heavily armoured groups and vehicles. allow raw netting to be attached to helmets/rifles etc - then we can add ghilli strips over time from bags. Backpack ghilli pretty please. Dynamite at mines (again, sure it's been said before, but I'll say it anyways)
  18. Valdenburg

    Persistence and server restarts?

    Yes ;) Sorry quite don´t get this question - persistence means even after a restart tents will save and so far i know also vehicles. Hope i could answer your questions - if not just ask again :D
  19. Monday: 7pm (german time) - Treasure Hunt at Noon Find three fully loaded tents with building materials, weapons and a key for a vehicle. All spots will be lightened up by some fireplaces. So you only need to spot these places on the map! 8pm(german time) - Race Get a 350z and participate. 1st: BTR-90 or LAV-25 + Materials for virtual Garage 2nd: Chinook full of weapons and building materials (incl. materials for virtual Garage) 3rd: HMMWV GPK with magazines and weapons Tuesday: 7pm (german time) - Catch me, if you can Hunt the admins and get their vehicles full with loot! 8pm(german time) - Auction We're going to auction abandoned safes and vehicles!
  20. Griz2

    Trading Post

    I think NEAF has 2 APCs, a Humvee, and 4 of the small brown military trucks that all spawn AKMs. I've only been to NWAF once briefly since the recent patch and didn't spend much time looting there, but I've heard others say that there's not much loot there since the patch. I could be wrong about that though. Right now cars, military vehicles and police stations seem to be the best places to loot. I've seen a lot of good stuff in all civilian buildings as well but not many guns in them.
  21. OnionOfShame

    Trading Post

    Really? I've looted through the entirety of the NWAF and Vybor military base about 10 times since 0.55 came to stable and I haven't seen any AKMs or magazines, although handguards, stocks, and PSO-1 scopes seem to be very common now. Wrecked vehicles do seem to be the best loot locations now (found a few AK-74s and a bunch of attachments, other guns and ammo plus my many military vests there) but I have yet to see an AKM there. And about safety, I intend to have at least one friend with me for security during the trade. Obviously still a chance they'll try something, but having backup will be good.
  22. LackLustreSurvivor

    Night vision equipment

    They will or may be ingame eventually but they won't be common and they shouldn't be. As DayZ isn't a military simulator. If DayZ's Infection outbreak follows ArmA 2's war in chernarus (Which would explain the wrecked tanks and armoured vehicles in certain parts of the map) The Chernarussian Army wouldn't have NVG's as standard equipment only their special forces would. NATO and Russians had operations in Chernarus that also explains the equipment we see from both countries ingame. Even then NVG's have to be extremely rare otherwise it will just be DayZ Special Forces... Where every tacticool survivor will be dressed as a special forces operator.
  23. almostcomatose

    Truck traps, and how to keep intense locomotive ambushes alive

    I like your barbed wire idea - i hadn't thought of that. I also see your point, and i think my following answer covers that - though my suggestions are based on luck and over-preparation so you still have a good point. If vehicles have inventory, people will store extra tires which will be usable to repair said captured truck - plus if you have a tent you can create a small temporary ambush camp and store extra tires there. Not everyone is that good a shot either, so this allows even mediocre bandits to at least make an attempt to ambush the truck - and keep their position secret and ammo full for the following Pvp. Not to mention, people like me don't want trucks - they're loud, attract attention, and are highly desired by most people making you a massive target, so the capture of the truck isn't the point of the ambush - the death of the driver/passengers, their loot and loot stores within (once there's inventory in vehicles) will be the incentive. It simply adds more possibilities, and keeps what i think is a great accidental dynamic of the game alive.
  24. Eugen has already provided quite a lot of information about the CLE, but sadly, many players would rather complain, than inform themselves. Below, I have compiled and gently edited his comments, so that they are all in one place for easy reference. (The) Central Loot Economy is a system which controls the quantity of items in the game, per server. The old spawn system was hard to configure and even harder to control. And, with survival gameplay being core to DayZ, we had to move away from it sooner, or later. Item settings can now be changed in real time through our front-end, or directly in the database. Each item class is tagged as crafted, or not crafted and it carries a nominal/minimal/maximum amount. The nominal value directly controls the quantity of items the server is aiming to deliver at initial start up. After that, the system is controlled by a combination of the Clean-up and the Real-time Respawn mechanisms. When an item class reaches (nominal - minimal) it will start restocking. The maximum amount of an item class on a server is (nominal + maximum). There is also a setting that dictates maximum quantity of all items on a server. In the current iteration each server oscillates between 19k-25k items, with the total maximum set to 45k. The Respawn tick happens every 5 seconds as does Clean-up. Each class has nominal/minimal/maximum values defined. When a item's class gets to a minimal value (usually about 50% of nominal) it will start respawning based on priorities. Each item in persistence also carries a lifetime value, AKA the time in seconds it can stay on the ground before expiring. Tents, backpacks and cases have the value greatly increased (on the order of several days), while other items diminish in a matter of hours. Thus only tents, backpacks and cases should be used as loot caches. While the system cleans these expired items, it quickly starts restocking the original spawn points (memory points on buildings). Items in tents, backpacks and player inventories are not part of this calculation. The configuration of the system is still in progress as are the features. Bugs : Items can disappear in vicinity of player. Also, there was a misconfiguration yesterday (April 01), which caused items to disappear instantly. Rarity items except guns have not been configured yet so their spawn points are illogical. And a lot more. Future : We will continue to fine tune the system over the next couple months. New features, such as logical distribution, timing and item class logic (that evenly distributes items over all regions of the map) will be added. You can expect some fine-tuning of item numbers over the next week and a lot more configuration changes when 0.56 hits. In the meantime enjoy the hardcore survival, and try to stay safe. EDIT : Since the question was asked more than couple of times, items have tags, as well as buildings and there is a heat map that coordinates the distribution to proper area/place. Only guns and police stations are configured now. *** I explained in the original post, that with the exception of guns, every other item is not configured to proper building/area. This change requires a client update so it is scheduled for 0.56. *** 9-12 days without any activity, will cause the camp (tent) to disappear. This value may be adjusted in the future. *** As vehicles are endgame (once they are built / repaired) they will only be deleted and respawn, once they are damaged beyond repair. *** Server restart has NO EFFECT on the respawning of loot! *** ... (the 5 second tick rate is) a performance saver, if it would tick every 5 minutes it would probably cause a server freeze. The oscillation graph for total items goes up and down in cycles as do the items. The longer the respawn tick rate the higher the differences get. *** (If I eat an apple, or just pick it up and put it down, will it immediately respawn, or immediately clean up?) No in both cases. *** Heli crash respawn is not tied to server restart but is on separate (long) clock. *** A whole city probably takes about 52 minutes to replenish. *** There are currently 1,737,859 possible loot spawn locations on the map.
  25. sausagekingofchicago

    Tents and persistence. Again

    Thing is, whether or not persistence is broken on some servers, persistence is still forced. That's not really up for debate at all. My tent and vehicles have survived multiple restarts.
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