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Showing results for 'Vehicles'.
Found 41868 results
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VEHICLE UPDATE (database side): 2012-06-16
creamyblood replied to Ander (DayZ)'s topic in Mod Announcements & Info
I've also had vehicles randomly having their inventories wiped. Also had a Landrover replaced with a UAZ in the exact same location but the inventory was emptied. Sometimes vehicles are fully repaired for no explicable reason. As to finding vehicles, I'll go to stash a vehicle in the bush and find two new ones. Go stash those. Lose the first one, etc, etc. I have more vehicles than I feel like dealing with right now. Look in the thick woods. I don't know, I just seem to be lucky. I only stash them on the map, lose them as fast as I find them. I agree that they shouldn't be allowed off the map although I sometimes drive along the edge of the map. -
I'm the owner of seattle 102 and I never locked the server. I'm still new at the game and being an admin, but I'm not dumb enough to break the T&C and lock the server. If this happened last night, it's probably because I was messing with the automated server restarts, and was trying to figure out how to ban a player after he was caught logging to avoid getting killed. Also, my friends and I are fairly new to the game and we don't even have access to any vehicles. So sorry to burst your bubble, but I wasn't abusing my admin rights. Also, I did stop the server this morning to change the MOTD, to let the players know that they will be banned if they get caught logging to avoid death.
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Barbed wire, traps, camps, etc = SERVER RESET
Bluegobln replied to Ghandi's topic in DayZ Mod General Discussion
FYI - barbed wire to block off a building is used as a cheat. No, it's not an exploit if you use a tool kit to open it when you want access, but the VAST majority of people abusing this are simply server hopping and blocking off individual servers' buildings so the loot will be preserved until their next go around. I completely disagree that a server owner / operator should not have the ability to reset their map when they see fit. You own your character, and what you carry should be preserved cross server, but vehicles, tents, fences, etc. are part of the SERVER not your character. If a server is decided to have different rules than other servers what is wrong with that? Disallowing wire fences, vehicles and tent stacking are no different than turning 3rd person on or off, allowing chat, or that setting that makes zombies visible through walls with a white orb thing. They drastically alter the way the game can be played on that server - no different. I'm all for PVP off servers too. Obviously if they exist they should be labelled as such, and maybe have separate character loot (so people dont just use them to gear up). But I see no reason they should not be allowed to exist... -
I've been playing this mod for about a week. There's some definite ups and downs. Onto my list of suggestions! Item count for tents and vehicles. Much like we have an item count for our backpacks. I have lost a few clips over loading my tent. Kind of obnoxious. Sometimes they fall on the ground, sometimes they disappear. Make it to where if a bag is full, items don't just fall on the ground. Instead you just can't move it. Also I've lost items moving them around before. I was responsible for collecting tires for our team. I had one tire in my back pack with 5 open spaces. I thought tires only took 5 spaces so I picked up another one and shoved it into the back pack, both disappeared. This seems more like a bug, but not allowing items that don't fit to move would be a great fix. A way to combine half empty clips to increase round counts. I have a fellow survivor who is an idiot. He'll shoot mags down to about 10 rounds and stick them in the tent. So here I'm thinking we have about 10 mags. Instead it's 10 mags of 10 rounds instead of 30 rounds. I just want to combine clips, not split them. I'm aware of the .45 ammunition glitch currently. I don't want that. Some sort of blood regen. A very slow blood regen. 1 point every 10 seconds. At that rate it would take 2.8 hours to regen 1000 pts of blood. These zombies are intense! They're fast, strong, and don't give a shit about your mother. If I'm going into a town to get loot and accidentally get one, my only options are to lose them inside the town (Which means drawing more zombies) or to start killing them all (Also more zombies). I feel like after a while the zombies would lose interest or I could simply out run them. The real problem I see with my own suggestion, I like how scary they are. I just don't feel like these are zombies. Ideas, comments, counter suggestions are welcome.
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My group enjoys the hunt, the loot, and the thrills. We roll on a somewhat private server, about 15 of us in the group. We have set up a big presence on the server. Our (average) vehicles: -1 helicopter -2 Land rovers -2 Yamahas -1 Ural -1 UAZ -2 PBX(stached on coast) Something our group has that some lack is tactics. We raid the NW airfield on a regular basis. But we don't just half-ass it, we go full out. During peak server hours (50-60 people, all hostile, mostly in groups of 5-6), we use everything. We break our group into smaller squads, and use either teamspeak or vent to communicate. The squads: (everyone has NVGs) 2 sniper squads= (Irish 1 and Irish 2) -2 people per squad -both have ghillie consists of: sniper -DMR -PDW spotter -MP5SD/M4A1 SD -M1911 -No backback, instead has launcher. -Rangefinders 2 infiltration squads= (Smoke 1 and Smoke 2) -2 people per squad -both wear camo consists of: pointman -M4A1 SD/MP5SD -M9SD support -AK-74/M16/M1014 -M9SD 2 support squads (for when things get messy)= (Shepherd 1 and Shepherd 2) -2 people per consists of: heavy -M240 -launcher -PDW Medic -AK/M16/MP5 -M1911 -lots of bandages, blood packs, epi pens, morphine, painkillers 1 heli "Casevac" squad (for when SHTF)= (Papa 12) -3 people -1 pilot(very good) -2 gunners (all 3's gear: -AK/M16/MP5/L8/M1014 -Revolver -Food/drinks/medicine 1. Our sniper teams use the Yamaha's to reach over watch positions near the airfield, searching for other snipers as they do. 2. Once 1 is accomplished, The support and infil teams load into the Offroads, 1 squad of each type per car. They then head to different ends of the airfield, where the infil teams eject. 3. Support teams drive the offroads into the treeline and wait for call for help. Infil teams, with sniper over watch, systematically search the hangars/ ACT/ barracks. Any threats, whether Zed or player, are eliminated. 4. Once the looting is done, the infil teams regroup at the ACT, where one of the offroads picks them up. MISSION ACCOMPLISHED Contingencies: 1: Minor crisis the affected infil team reaches a defendable location, while the other infil team stays away. One support team deploys to evac them. 2: Major crisis both infil teams regroup at a defendable location. Both support teams deploy for evac. 3: When Shit Hits The Fan same as #2, but with a twist. The support teams do not go for direct intervention and evac, but set up a safe LZ. The chopper team lifts off from our camp and flies to the airfield(takes 3-4 minutes). Once they arrive, they either provide support or land for evac. Me and my GF ( yes, my GF plays this with me) are Irish 1, while my twin brothers are Irish 2. My friend and his cousins are Smoke 1 and 2. My cousins are Shepherd 1 and 2. My friend, his sister, and his Uncle are Papa 12. My IGN: Lobo Might catch me on the US servers when I'm not on my groups. Feel free to post your groups tactics. I might post more of ours.
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It's too tough to play with friends, and the game desperately needs more objectives.
dirtyscab posted a topic in DayZ Mod Suggestions
I've been playing DayZ for like a week now pretty vigorously, and I'd like to leave my feedback. First off, the game is extremely difficult to play with friends. The best method to meet up with friends is to constantly respawn until you spawn near one another, and even then it takes an annoyingly long amount of time to respawn your character. If you try to meet up with a group of 3 or 4 people you can easily burn through a couple hours just trying to meet up and not die in the process. This could be solved pretty easily by allowing up to choose from a list of coastal cities to spawn at, while spawning at a random spot near the city, so spawns cannot effectively be camped. The second fairly large problem is that there is no objective other than to live. At first that's difficult enough, put with a dash of luck and careful sneaking you'll pretty shortly be decked out in automatic weapons, have a range of tools, enough medical supplies to keep a hospital running for a week, and have no need to even enter a city (where the zombie danger is) when you can collect water from lakes and food from animals. Once you reach the point that survival isn't a challenge anymore, the game loses any incentive to keep playing. You can explore the map, but the map basically just serves as spawn points for items. There aren't any cities or objects within the world that are inherently interesting. The only thing that I can think of that can be relatively easily changed and still add some spice to the game once survival is no longer a challenge, is make killing zombies fun. Currently they respawn infinitely, and way too fast, so killing them is a fruitless effort. They need to respawn much more slowly so an area can actually be cleared out for a period of time. Being able to clear areas means that you need to be able to move onto the next area to clear, so vehicles need to be more plentiful, allowing you to cruise through towns. Having like five cars per city street would be stupid, but after a week-ish I've only seen two vehicles. One was a boat, that is nearly useless (and it had no gas so I couldn't use it anyway), and the other was a tractor that was somehow stuck on a picket fence and rendered useless. Making cars more plentiful also aids friends meeting up with one another. A final small point, is that navigating the world after a fresh spawn is pretty obnoxious. Without a picture of the map open on your computer separately from the game, it's nearly impossible to learn your way around inland. Throw the survivors a bone and let them spawn with at least a compass to aid in navigation. -
I hate to be "that guy" again, I recently posted an incident of a server admin punishing play-styles he didn't agree with. (Check it out here if you wish http://dayzmod.com/forum/showthread.php?tid=22367 ) Well another day, another server and today's topic is about a server admin willing to reset the entire server should anyone use barbed wire or tank traps in a way which he does not like, furthermore should any camps be discovered in the wilderness (or any vehicles for that matter) well then that also equals a server reset. SERVER NAME: BE3 Nowhere-kids Server ISSUE: Their MOTD reads " WARNING: Locking buildings with barbed wires/tank trap kits, making camps and stacking vehicules in the wilderness will lead to a map reset." I get it OK, it sucks if you cant get over barbed wire etc because you haven't found a tool box or if you are having a hard time finding that motorbike you always wanted. But all the actions this guy feels warrants a server reset are perfectly within the bounds of acceptability in terms of gameplay. Is it frustrating/annoying? Yes. Is it cheating/expoliting? No. As such, you shouldn't be punishing the entire server with a reset for this kind of behavior, its simply unacceptable. Am I the only one getting sick of entitled admins feeling they can change the rules to suit either themselves or their clans? Hosting a server does not grant you the power or permission to tell others how to play the game or restrict how they are use in-game items, that's the bottom line. To the inevitable replies of "play another server" etc. That's not the point, not at all. Its about setting a precedent, if we tolerate these kinds of admins and fail to address their "I can do what" behavior then its going to send a clear message to the rest of the server hosts, to essentially "have at it" which is why we are sometimes seeing admins pop up with an attitude something like this: "We can do as we please and treat players how we want and its fine because we paid for it, so we're entitled." There needs to be some principles upheld within the community or we're going to end up with deep fragmentation amongst the player-base and chaos across the servers, each server having a wildly different take on how YOU should be playing THEIR game. I'd be willing to bet that most of these new server hosts haven't bothered to even read the guild-lines (http://www.dayzmod.com/forum/showthread.php?tid=1429 ) and these kind of incidents are either the result of ignorance or lack of proper inquiry, worse still, they have read the information and simply decided to ignore it. Bah I'm going to look at pictures of puppies to take my mind off the whole debacle.
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Some vehicles vanish instead of exploding. If it vanished, that means that was how much damage it could take before exploding as well.
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A way to keep vehicles between servers
Ag3nt Richt3r replied to Jordash's topic in DayZ Mod Suggestions
And add more incentive to server hopping? No! Then your going to end up with servers over loaded with vehicles, and others that have few to none. As it is now, vehicles are already hard to find/repair due to the hording by the larger bandit groups and clans. It will only get worse if they are capable of taking vehicles from other servers back to their "home" server. -
Simple Solution to Loot Farming via Server Hopping
ZedsDeadBaby replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
Okay, fine. So what? You're not going to die if you can't loot the insant you login to the game, right? 1500m is a 5 minute run. Not so much to ask in order to resolve a relatively serious issue in the game, right? You're completely free to find a suitable server, but once you get on it's not imperative that you immediately start picking up loot in the vicinity. If you were actually playing to survive you wouldn't be logging that close to loot anyway - it's incredibly dangerous and only really makes sense if you are either forced offline by mitigating circumstances (rare) or specifically trying to farm loot. A lot of people take advantage of remote deer stands - up ladder, loot, down ladder, relog, up ladder, loot, down ladder... ugh. This is complete and absolute hogwash! I'm effected in a variety of ways personally, some very severe from a game play standpoint: First, it exponentially increases the rates of player logins near high value loot. So while I'm playing - legitimately moving from town-to-town to find loot - I am constantly under threat from people popping into existence behind me because they find it more efficient to server-hop to loot the same location over and over. This has a huge impact on tactical game play mechanics. If I approach a high-value loot location, carefully scouting every possible approach and then "clearing" the building, I should have some assurances that I'm not going to be ambushed by someone logging in behind me. Yes, this will still happen randomly from "fresh" spawns, but the rates will go down by orders of magnitude if we make it less profitable to server hop for loot. See this thread for an in-depth discussion on the many issues caused by frequent logins. Second, server-hopping detracts from the persistence in the world. Instead of a 225km^2 map where people are traveling from place-to-place to vye for limited resources, you have ~6 "hot spots" in the game where people spend all day constantly server hopping in an attempt to gather loot or murder those who are. Once towns or camps are "looted out" and players know they can't simply swap servers to loot the whole place again, they will be forced to travel to another location. This creates a more interesting world, and a more fluid game experience. Players tend to stay on the same server longer, and you can track enemies, be tracked, and engage in more long-term interactions than you can in a world where ~50% of any given server population are just "popping in for a quick visit don't mind me I'll just grab my loot and be off." Likewise, players who camp hotspots waiting for loot farmers to login only to snipe them before their client finishes loading would find far fewer targets - and they might actually have to get up and move around a bit and use their brains to find targets instead of just sitting AFK with their sniper scope trained on the Stary Sobor military tents while they watch Netflix and eat cocoa puffs. Incidentally this also adds more value to vehicles. Once you actually need to travel to effectively gather loot, vehicles will be even higher value assets. Third, in this game's extremely competitive environment it is important to understand the flow of high-value loot and the impact it has on the prevalance of certain items, weapon types, etc. I am personally effected if design decisions are being made about spawn rates and item rarity based on the game when it allows for such a watered-down, cheap and largely challenge-free method for collecting large amounts of loot in a repetitive manner. Don't over-simplify a rather complex issue in order to dismiss a solution that isn't that much of a "penalty" for anyone who is not specifically and directly abusing the system on a regular basis. Again, a 1500m jog is not too much to ask. Just enough to make it annoying for exploiters without really inconveniencing legitimate players much in the process. -
I like the realism i love the setting, overall a brilliant production thus far, however being alpha/beta there is room for improvement and explanation, and form what i can tell the dev do not rush forward and seem to think through their decisions. So hear are a few suggestions for any comments and dev consideration. Firstly i think the out map area needs to be removed so people cant drive vehicles out there and save them, or tents for that matter. its obvious why so i shan't explain. Clan Radio I think more cooperative play encouraging features should be considered, my first suggestion in this regard is a "clan" or "faction" beacon or calling card, this item would allow survivors who have located a beacon and claimed it to carry it around set it up and allow others to interact with this item, then linking them to each other and allowing use of a "open" channel for chat like a "clan" radio system this system also would allow people with GPS to know the locations of other clan members and share each others maps information but most importantly those who have used it will identify when aimed at as "friendly". This effect should only count per life, thus if you die you would need to locate someone with a clan radio and use it to gain the benefits again, and if the "leader" or one who has possession of the radio is killed 1, it can be reset and used or two it could be "decoded" or "hacked" if the player is in possession of a toolkit or a new toolkit type "electronics kit" or "hack kit". I understand there is a lot hear, but the basic concept is to allow those who wish to join together better ability to "not" shoot each other locate each-other and work as a team using "radio" chat. Revive Secondly "team" cooperative play is something a little wishful perhaps, but how about some "paddles" good old "revive" so if a player has been reduced to 0 or negatives in blood if a team mate has a medical kit or revive paddles or perhaps both a medical kit or paddles or battery's so that it can not be used over and over, something to make it limited but possible so that if a frenziedly is with you and you are killed there is a way they can bring your remains to life again. Spawns Another, and i am sure i am not the first to suggest this would be a "clan" or a "friendly" spawn beacons. I am certain that working in a new sub spawn system would not be easy, but imagine if various locations across the maps such as "forts, military bases and major towns" had triage tents, if a friendly of the same clan, or anyone "activates" a triage tent the players on the server that are dead can "opt" to spawn at this friendly site. Another way to do this would be to allow tents or "sat" becons to be placed only outside city areas say only in forrest areas but that player tent is linked to that player account and upon death the player can respawn at the tent ? i know this may change the game somewhat, however if we as players have the abialty to locate fortify and take over or do whatever we desire within this sandbox zombie nightmeare i dont see any reason why we cant have a more selective spawning system, even if it just let you chose out of 10 map locations rather than just along the cost over and over. Broken bones I think there should be at least one other way to resolve a broken leg, a medical kit + bandages + something ? or some variation or combination of items to allow a leg to be repaired so that those deep inland are not stuck crawling a 100 miles lol. OR.... make it harder to break limbs, i mean i have broken a leg hoping over a fence.. or being 1 hit by a zombie .... gosh i have been in brawls IRL iv been stabbed once and fallen of a 2 story roof and i didn't break a leg lol perhaps we could tone down this really highly unlikely but terribly mortifying event in day z. Tricks & Traps I am certain i am not the only one, but it be real nice to see some "trip wire" to combine with explosives to create traps on spawned weapons in doorways etc etc, as well as bear and rabbit traps for "crippling" unsuspecting victims. Not to mention if i was in a zombi Apocalypse id really booby trap the shit out of my car/bike/...vehicle so that if someone was not looking in the right space and they tried to hijack my car they would regret it. I mean how sweet would it be to setup a non lethal flash bang or smoke grenade trap or even a frag grenade trip wire trap ? even land mines perhaps ... and if we have trip wires we will need wire cutters to disarm them, or a hunting knife and if we have land mines perhaps a "metal detector" that will beep when within proximity of said land mines. Non lethal / Unconsciousness ok, yeah yeah its supposed to be "real" ok fine if i shoot you with an AK you die or even pistol but ... what about the non lethal ? i mean fark what happened to all that police riot hear ? tazers ? tear gas ? gods... what about an old fashion baseball bat or even rubber bullets for shotguns ? i think it be great for me to be able to shoot first and be able to ask questions after as apposed to looting a fresh corpse, besides wed make friends more often lol Binding and entrapment With the additions of non lethal, or even without how about some handcuffs ? i mean if i take someone down and i dont trust them i could shoot them with rubber bullets or tazer them down. Then drag their unconscious body into a house or someplace handcuff them or tie their legs with rope or something of the like. Then ask them questions perhaps barter for their life, and remember the player can always chose to hit that old re-spawn button and opt out of such situations if they so desire it. Ammunition I think a secondary storage should be added if possible that is only for primary ammunition much like pistol ammo, at least 4-6 slots for primary weapon ammo, considered it a tactical vest or a bullet belt to allow for a practical increase in carrying capacity without increasing overall pack size to something to unrealistic or overpowered. Weapon modifications Ok last one for tonight, how about some weapon modification units that you can find, and use a toolkit or can only use if you posses a tool kit and attach certain modifications to certain guns, such as an enfield with a scope ? or finding a standard m16 and placing a scope ? extended mags ? extended range .... how about a flashlight or a red dot ? anything really would be good. Ok well there are a few ideas i have jottend down as i have been playing i know some are out there but others i think are practical and more than possible within the capabilites of the game itself, i hope that some of these things or similar additions are added to the game. p.s I think that zombi de-spawn time after log-out should be increased to 1-5min, to avoid people server hoping to avoid zombie attack, and the "log-out" process or aborting should take at least 1min to avoid people logging upon a hostile encounter. currently i see people logging in and out to do these things a lot and it really makes it hard to play legitimately when people are logging in combat and avoiding zombie or even worse logging to another server moving to stand behind you and logging back in and shooting you in the back of the head. Not skill there doing this just makes you an asshole exploiter.
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Vehicule fix - Remove the fishing boats.
DayZPvP.com replied to daedrick's topic in DayZ Mod General Discussion
I don't see what destroying land vehicles has anything to do with boats. My group has had 3 or 4 boats and has used them a lot. Wanting something removed from the game because you yourself doesn't use it is selfish at best. -
Google DayZ Wiki. Click Weapons on first page. Proceed to see that both are listed. As this information is public knowledge I think you only came on here to gloat about finding someones camp. Bravo though! Now please destroy all of those vehicles so the rest of us have some to find!!!
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Vehicule fix - Remove the fishing boats.
gizm0 replied to daedrick's topic in DayZ Mod General Discussion
Hmm, guess I have to destroy land vehicles to a get a boat thanks for the info :) -
I've been playing the game for about 8 weeks I think. At first I was playing solo and having a ton of fun just trying to survive in the DayZ world. Everything was new and fresh. Going North/inland was a major rush not knowing what was there and learning to survive as a lone wolf. Avoid others when possible, be cautious and aware at all times, and if confronted by another player try and have the upper hand. About 2 weeks into playing I teamed up with some great guys. Our collective experience and varied playstyles allowed us to thrive easily. Equipment became easy to get and other players were something to be hunted for what they had instead of avoided. Now though getting gear isn't even a problem anymore. Even without tents/vehicles, inside of 3-4 hours, we can have what most people consider high-end gear just because of our experience in knowing where to find the gear or how to hunt people that have it. None of this involves exploits, cheats, or hacks. It all comes down to teamwork and experience. At this point what is there for us to do really? We usually run 3-8 deep in a group. Not many players/groups can take us when we play tryhard mode unless it is a large, organized clan or hacker. Lately, we have taken to hunting snipers around the coast that are killing newbies, though admittedly there is collateral damage sometimes as we have a couple trigger happy folks. Some of our group have taken to just playing recklessly and not caring about surviving as they find starting without gear to be more of a challenge than actually trying to survive. Once geared, they go back to the coast looking for the newbie killers not caring if they die in the process. My point is that the only real challenge in Dayz for us is other players. The infected never even factor into anything we do anymore unless it is as an indication there are other players about. Sure we could set-up a reinforced area and defend it, but server hopping totally negates any defenses we could create so why bother. Hunting other players is the only challenge left in the game.
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Sanctuary in Chernogorsk - A New Hope
Aidan The Enforcer posted a topic in DayZ Mod General Discussion
I was speaking with a friend yesterday and we had a glowing idea of hope. We would like to establish a Cherno as a safety zone. We realize it would require large resources, and numerous players but here is the idea: Phase 1: Establish, Recruit, Unify, Collect, and Fortify. 1. Establish a server as "The Safe Zone" 2. Recruit the necessary personnel to cover Cherno. 3. As a group we set aside our own fears of death and become concerned of three things; The project, the Survivors we will be protecting, and the others in the project. 4. Collect vehicles to act as our product transportation system, then collect the resources needed for Phase 1. 4. Fortify the City using tank traps, sand bags and barbed wire. At this moment Cherno could be declared secure with the completion of Phase 1. Phase 2:Establish, Scout, Collect, Personnel Defense, and Access. 1. Establish a tent city in the park in Cherno to house the supplies. A strict policy of limiting access to high end weapons collected by the project members from falling into general users hands. 2. Send out fast light vehicles to scout cities and towns and call back if they are resourceful. If so a convoy of members is sent out to strip the city, and return the resources to Cherno. 3. Establish the first line of defense where by snipers with their favorite weapon sit on city heights as an over watch both internal and external of Zombie and Players as needed. 4. Create channels in the defense system to place stationed guards to allow loot collected to funnel into the city and survivors for supplies. I would suggest a North, South , East, and West access for survivors, but only a North, East, And West for convoys. IF the project seems to struggle the strict policy of no survivors receiving high end weapons from us could be dropped, i'm suggesting it at first as a way to keep bandits from coming in and then letting loose in the city. The idea is to change the attitude of "There is always someone in Cherno" from one of fear and concern into one of hope. I know it is ambitious but i believe on a server with enough slots it could be completed and successful if people would be willing to commit them selves. Anyone interested in the Project is welcome to add me to Skype: AidanTheEnforcer. Just add a comment in your request saying Cherno. I'm also planning on doing some recordings and putting the on YouTube, again my name there is AidanTheEnforcer. -
I'm new too and I'm all about vehicles/creating mobile fortresses. I'm all about making trustworthy Steam pals to go troop around with. I have a basic grasp on tactics and game mechanics so I'm far from being a liability. Let's repair some crap 8)
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Is this a legit weapon? Ended up raiding camps in the north today and found 4 Vehicles, a truck, uav, bycicle and a blue minivan. Found a m4a1 m202 wich is an m4 with grenade launcher. Ontop of that there was a FN FAL with nightvision. Are these legit or not? Thanks in advance for the replies
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They have been disabled (The ones you can fly because they desync with the server and cause erratic behaviour). Other vehicles are unaffected
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Tents still duping/losing items 1.7.1.5
Cush (DayZ) replied to kicktd's topic in DayZ Mod Troubleshooting
We logged in this morning and found our tents completely empty - They were full of weapons raided from various camps (3x SVD camo, 4x NV FAL, 2x M107s, tons of other weapons and ammo) One of the vehicles next to the tents was also completely empty, though two of the others still had their items. -
wiechers.ws DE 65, 76, 77 | DE 274, 275, 276, 278, 279 | DE 679 | DE 1560
jwiechers replied to jwiechers's topic in Mod Servers & Private Hives
@Cush Only saw this today, had a lot of trouble the last couple of days. Yes, automatic restarts have not worked properly and so the time got desynchronized. I've elaborated on the issues here. Hm, I have been thinking about this. My thinking was leaning more towards UTC-10/UTC+2, actually, because that would mean it is an exact inverse of CET. When it gets dark in Europe, it's sunrise on the UTC-10 server -- when it gets dark there, it's sunrise on the UTC+2 server. This is slightly off for CET people (and more correct for UTC people in UK) right now. On the other hand, my idea was that you could enjoy some "dusk" and "dawn" play on either server at CET peak time, those times being bright enough to see without augmentation but dark enough to make it a part of overall tactics. I somewhat agree, although it is more immersive this way, I've often wished for global/side or at least a substantially expanded direct chat (maybe 1km). It is official policy not to have these channels and I cannot change this, though. That is *very* odd. I'll have to check asap. I did receive a couple of emails to that address, though, so could you tell me the exact error? :-) @yeff Yes, the server was being dDoSed by a hacker since Thursday. My ISP has managed to get things under control -- only for the BE bypass to emerge and most servers getting nuked. In the interest of the players, I locked the servers and would like to keep them locked until there is a viable solution to the current situation (i. e. a BE update, most likely). I hope this is in the interest of everyone who has vehicles, tents, etc. on the server, but it's a damn shame. :-/ Jens -
Though it's been talked about in several threads, I've yet to find an all-encompassing and coherent thread dedicated to a skill system wherein skills improve with practice. Adding skill advancement to the game gives players something they can offer when alive that they cannot offer when dead. This changes the dynamic of player-killing and cooperation, and additionally, it gives players a reason to value their own lives when their best loot is stored elsewhere in their ATV. The abilities of characters will gradually improve as they are used. MEDICAL Medical skill increases whenever a player performs a medical procedure on another player. Medical procedures include; blood transfusions, administering bandages, painkillers, morpheine, epi-pens, anti-biotics, and combat surgery. Players with high medical skill will perform all of these medical procedures faster and with a higher degree of success. This means that blood bags will restore more blood per bad, and bandages will better stem the flow of blood. In addition, players with high medical skill will find more medical loot. SURVIVAL Survival skill increases whenever a player performs a survival ability. Survival abilities include; killing an animal, butchering an animal, cutting wood, lighting a fire, cooking meat, collecting water. Players with a high survival skill will carry out all of these actions more quickly, obtain more meat from butchering animals, have food replenish more of the hunger stat, be able to eventually light fires with less matches and without any at all, and have fires that last longer. MECHANIC Mechanic skill increases whenever a player performs a mechanic ability. Mechanic abilities include; reparing any part of a vehicle, driving a vehicle, refueling a vehicle. Players with high mechanic skill will perform all of these abilities more quickly, require less parts, have greater control when piloting vehicles, be able to salvage parts from other vehicles, and find more vehicle-related loot. FIREARMS Gun skill increases whenever a player performs a gun ability. Gun abilities include; firing a weapon, reloading a weapon, hitting a target. A player with high gun skill will be able to do these things faster, while moving, with a steadier crosshair (including under stress from pain), will be able to switch weapons while moving, have them jam less often and will find more gun-related loot (especially ammo). ATHLETIC Athletic skills increases whenever a player does something athletic. Athletic things include; walking, sprinting, climbing, crawling. Players with high athletic skill will have stamina that depletes more slowly, be able to move faster when moving stealthily and be able to change posture more quickly. EXTRA THOUGHTS Advancement must be carefully managed to deny players the ability to "grind". For example, administering blood transfusions or bandages to players who do not need them should be either impossible or confer no benefit. As much as possible, actions should be limited by the availability of resources to enact them. The system described above would also benefit from a mechanic wherein players can assist the actions of others, like the one detailed here: http://dayzmod.com/forum/showthread.php?tid=23848. If these were implemented in tandem, more skilled characters would contribute more to assisted actions. TL;DR Skills improve with practice
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Just player textures and some vehicles like the military offroad.
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The damage on vehicles really needs to be turned down. A collision shouldnt make a car explode like a Michael Bay movie. Hitting something at ~30 kmh and blowing up is ridiculous. Its especially bad when about every 10 feet of road in the game has shit littering it.
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DE 65, 76, 77, locked servers with people on them.
jwiechers replied to Butcher (DayZ)'s topic in Mod Servers & Private Hives
Hello Butcher, I switched the servers off yesterday because it was being dDoSed by Russians and then subsequently left it in a password protected state when that blew off to prevent it from getting nuked like several servers due to BE being bypassed. I switched the server off (as in shutdown) sometime around yesterday evening, UTC. I used the time I then had to do a clean reinstall of both ARMA and Arrowhead after I restarted the server this morning. The OS hasn't been booted for 10-12 hours and ARMA hasn't been installed for seven or so. So 10-12 hours is simply untrue. We were then on DE65, intermittently, from ~ 0858 UTC to ~ 1126 UTC this morning (start time of the ARMA2OA server according to the log file and time of final disconnect). I had talked to R4Z0R49 of the server admin team because we wanted to analyze script logs and wireshark logs of the connections in order to see if we could use wireshark to better detect anomalies in BE Client-Server communication or client-side script execution and provide more information to BattlEye and BIS. For the most part, while on the server, we simply ran around. We did not steal vehicles and deliberately kept changes to a minimum. As for the Clones, I used my other copy of ARMA (which donates the CD key to the servers) to have multiple clients connected. I am sorry this caused confusion.