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Stay safe out there,
Your DayZ Team

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Found 41868 results

  1. ---Day One, Namalsk. April 4th, 2025--- I landed my boat on shore, and built a small fire to warm myself up before I began my journey. I traveled on the roads to increase my chances of finding other survivors. I managed to find some light bulbs- like they're worth anything nowadays- and a spare magazine for my 1911. I was in a small town, not sure which one, when I saw a dead infected. I continued, following a trail of discarded cans and the occasional infected body. Someone was close, I was right on their trail. I came across another town when I saw another survivor and made contact. Our chat was brief, infected were closing in. He told me his name- Spyrak before I ran into the schoolhouse and he took off down the road. I was trapped on the roof with infected closing, so I jumped. Everything went black. I awoke by a fire, on the coastline. Spyrak had saved me, I owed him my life. We chatted briefly, and I gave him my last mag for the 1911. We went our separate ways after forming a peace agreement. I only hope that he is safe. Night is closing in, I have built a fire to keep alive and eat. I'll update later. Kilroy, out. ----Emergency Update---- Me and Spyrak found a camp inside a city after we met once again. We decided fate had us meet twice already and we should team. We looted decent gear, ALICE packs and Enfield's. Even some matches and a toolkit. We were on the outskirts of the town when I was hit by some sort if SMG. I went down, and rolled behind a lumber pile while Spyrak returned fire. I wasn't hit bad, 3 rounds in the back. We looted the corpse and I noticed the name DAVE scribbled on his vest. Thanks for being a prick DAVE, we could have helped each other. I still fail to see why we try to be good people, why we even try to survive. Then I look at my new friend Spyrak, young and making the best of this. Hell, I must be the oldest man in the country, 32 years old and a record holder. That, or eceryone else my age is smart enough to hide. I thought about hiding, but Spyrak keeps restoring my faith in the world, bit by bit. Kilroy, out ----Nightfall---- Its so damn cold... Even with my warm clothes I can feel the chill. I don't dare to build a fire, I'm horrified to draw the infected here. So I'm sitting in the cab of the Ural. Oh yeah, I should explain. Me and Spyrak set up camp for the night, and I decided to scout out the area. I found a place on the coast that had 3 vehicles parked in front. 2 pickups- one with a DshKm, haven't seen one of those since Takistan- and a Ural. My Ural now. They were locked, so I checked the door of the house. It was unlocked, and inside was EVERYTHING. Weapons, clothes, food, meds,even the keys to the DshKm and the Ural. I grabbed an M4 with a suppressor and a red dot, as well as two CZ550s an MP5- even an M240 with two 100 round belts. Hot dog, I had it all. Of course I grabbed several backpacks with enough ammo for all of them. I towed the pickup with the Ural away from the camp. I took what I needed for me Spyrak and my yet-to-arrive partner Balto. They had plenty left, so I didn't feel bad. We set up camp at some old buildings, and are preparing to board them up and start farming. Maybe even a small trading post of sorts. I guess I'm gonna catch some shut eye, Spyraks out cold. Literally cold. Tomorrow were gonna board up the houses. I just pray that Balto will make it... Until tomorrow- Kilroy, out. Hope y'all enjoyed it, make sure to check out the most hardcore server to exist, FinalDayZ. Here's the link. http://forums.dayzgame.com/index.php?/topic/213352-hardcore-finaldayz-epoch-survival-the-toughest-server-in-dayz/ On an off note, we lack an Etool to build with. If anyone has one, PM me for a trade. Trade Items Mp5, CZ550- Trade one for Etool M240- Trade for Etool and other items Pickup- Trade for Stool, and equal value trade items.
  2. mercules

    I don't understand

    In that case you want: ARMA III: Wasteland Mod No zombies all the tactical fight of DayZ plus more. You typically start with a pistol and need to find slightly better gear. From there you can do missions or capture points to earn money to buy better gear or even vehicles. Meanwhile all those other players/groups out there are doing the opposite.
  3. We are back for an 8th time!! The server is running smoothly with great FPS! New groups of 3 receive starter build box We're running alot of scripts and adding more constantly. There are already about 10 active players on this server but we want more. IP: 198.154.117.5:3802 Welcome to Warmonger Gaming ts59.gameservers.com:9228 http://warmongersgaming.enjin.com These scripts are currently running on our server: Mining - use them to build diferent buildingsClass System & Spawnsystem with lots of spawnpointsAdvanced Tradingnon-AI Missions (IKEA, Treasure,...)Build Vectors - working on itSnap Build ProVehicle Service PointWicked AI - varying levels of dificultySafeZonesAlchemical Crafting - craft custom buildings like the virtual Garaga, Barracks or other things - working on itCrash Loot- working on itChangeable Viewdistance - working on itGroup Management - working on itFast TradingCoin SystemRoaming AI in little birds, hueys, zu-23s, uazs, boats (static ai only in towns, airfields etc)over 4 missions at a timeHero & Bandit missionsLift & tow anythingMission vehicles are claimable with keysRare items like TWS, m107s & As50sfully militarized server - prices arent cheapall new groups get building pack (3 players or more)so much more still to add everyday type WMG in launcher or ingame browser 198.154.117.5:3802
  4. Found tons of 30 round mags for MP5 in every police station I've been to. Also found the actual gun itself in the 3rd station I checked. Saw a RAK and it's corresponding mag in a police station a few nights ago. Found an AK-74 sitting on top of a ruined APC at NEAF a few days ago. Also found tons of ammo, AK-74 mag and an AKM mag in and around other vehicles at NEAF. I've checked tons of civilian buildings and haven't seen many guns at all, but plentiful ammo. Besides a few locations I'd say guns are pretty rare presently. On a separate note, I haven't seen too many axes besides a hatchet. I hope they make them more common as they are pretty important for many things.
  5. stielhandgranate

    Fix things before adding new things.

    This is a Bohemia game. Don't expect one of their games to not have broken shit in it. I'm still having tracked vehicles flip upside-down in ArmA 3 then I try to drive over rocks less than 1/4th of a meter tall.
  6. First, don't insult the P1 mkay? Second, quit wondering around NWAF and Vybor base and got to the tent base north west of Zeleno. I was there last night and the place was full of loot. I saw guns spawning around those armored vehicles and destroyed trucks. Also check those wrekect UAZ's, they tend to spawn AKM's sometimes. And watch for people, I killed 2 guys there last night.
  7. twr

    player interaction 0.55

    the best place iv found gear is: tree stands/green guard towers around vehicles(all kinds) outside of the small jail buildings you cant enter food houses(hicaps/mil gear) iv found some small items in the normal houses and bars but it is few and far between, i agree that it is a struggle. find some friends that can help you when you run into towns that are BARE... i know how you feel.
  8. sea

    .55 loot, I'll just leave it at this.

    Consider this: A couple years after mass hysteria and 99+% of the population dying or becoming zombies, people would initially run to military bases and police stations for weapons. What happens after those are looted? S*** falls where people end up dying, right? That could be *anywhere*. Realize, the vehicles are rusted-out wrecks. Cities are overgrown with vegetation. DayZ is not based on the day an apocalypse happens; it's based a few years AFTER said apocalypse. So yeah, loot can be anywhere. It's more realistic than being organized by genre, years after whatever apocalyptic event occurred. I'm lovin' it.
  9. LackLustreSurvivor

    Lootable containers & Realistic loot placement

    How come DayZ doesn't have lootable containers. If I'm not mistaken lootable containers were shown back in the beginning of DayZ SA? But it was through UI. Is it possible for the following objects - Fridges, Stoves, Lockers, drawers, cabinets, cupboards and cardboard boxes to be lootable through animation? The same way we currently open doors and trunks/boots of wrecked vehicles ingame. I photoshopped a few screenshots to describe it clearer. http://i.imgur.com/7JY1QbC.png- accessible locker with a shotgun and a couple loose rounds inside (could have a lot more stuff inside like a torch, battery etc loads of junk that may or may not be useful to the scavenger. http://i.imgur.com/WWVMiwO.png http://i.imgur.com/nVc62dp.jpg http://i.imgur.com/fEOJklg.jpg http://i.imgur.com/G2gloF3.png http://i.imgur.com/ANU1SxU.png http://i.imgur.com/5zMAhOA.png The loot system in DayZ is almost identical to the mod's there hasn't been much improvement. When it comes to loot positioning. Yes we have some loot spawning on shelves (not nearly enough) We also have certain items spawning in interesting ways like the spade leaning against a shed. But that isn't enough at the moment we find loot spawning on the floor most of the time which can make sense but not when the shelves, cupboards etc are either inaccessible or have no loot at all. Another example with looting clothing - http://i.imgur.com/MMEB3b0.jpg (instead of clothing randomly spawning in the middle of a room on the floor). Realistic loot spawning tells a story in itself. For example as above the clothes in that cabinet are clothes left behind by someone who folded and hung their clothes neatly inside their cupboard and didn't have time or need to take it with them after the Infection started. Think about it. People would leave pretty much everything behind except for absolute essential items then get in their cars and leave as fast as possible. You could say looters looted all the homes and ransacked the place but still it shouldn't be the case for every house. It would be nice to see loot placed realistically. Kitchen cabinets could spawn kitchen/steak knives, can openers and other useful items for the scavenger. Fridges could spawn rotten fruit, cans of soda and beer and other beverages/food. Cupboards in bedrooms could spawn various types of clothing either folded inside, hung up on coat hangers or lying in a messy position inside? lockers could spawn anything from books to teddy bears (school lockers) and military lockers could have military gear. sidearms, rifles etc.
  10. Welcome to CTL Community Our Overpoch server has recently opened! We are looking for players! People often look for a server with no lag and great FPS Well at CTL our servers have no lag and your frames will be AMAZING! IP: 69.162.125.92:2302 (DayZ Launcher) 69.162.125.92:2303(DayZ Commander) MODS INCLUDE: Coins/Banks Deployable vehicles: ATV/Bike/Mozzie/Motorcycle Tow/Lift Self BB NO weight AI Missions: WAI and DZMS Sarge AI (Roaming AI) Advanced Trading Set View Distance Suicide (with pistol) Safezones Flip Vehicle Service points Regen Blood Custom Loot JAEM Plot for Life Snap Pro Ever hate Admins that dont respond or ignore you?? Well at CTL Our staff will respond and help you in minutes!! Our server is very Custom including Custom buildings and addons to the map! Ever get sick of trying to find good loot?? Well with our custom loot you should find something that fits you well! Hate those slow paced servers that you can never find action on?? On CTL we have Roaming ai, So you're always running into trouble!
  11. Ch4y

    Love the new update

    I've been playing on a full private hive server and at the beginning I've been having trouble finding food and drink but now that I have 10+ food and drink on me and I keep finding more. As they said for the people having trouble finding loot you need to travel inland or you're not going to find anything. I'm very kitted out now and I love it that you don't just loot 1 town and you're fully kitted out. I have seen loads of people in vehicles looting towns way up north which is nice. :)
  12. igor-vk

    Moaning about death

    .55 update is live only two days and all I read is: Kmeee, its too hard!! Kmeeee, zombies are too strong!!! Kmeee, no loot!! kmeee, Im starving to death!!! Since when is DayZ game about gearing up in 15 minutes and deathmatching in Elektro? You people should search YT for very first videos of dayz mod. In one video there was group of 5-6 survivors, and all they had was Winchester shotgun, one CZ550 and revolvers. And maybe 100 rounds of ammo combined. Zombies killed one by one untill they all died. Or, in other video 4 survivors run chased by dozens of zeds. One guy shoots other guy in legs and zeds eat him alive and others escape. That was real dayz!! I dont understand why people insist on PVP in this game, or as they call it "player interacion". Game is so buggy, glitchy.... Why dont they play Arma 3 mods. There are hundreds of great weapons, 80% less bugs and desync, VEHICLES!!, missions.... So what if zombies kill you as fresh spawn?? respawn and next time be more carefull!! Last week everybody was moaning how zeds aggro on you from mile away, now when there is stealth system, its not good again!? So what if you starve to death as fresh spawn?? Respawn, and hurry in land, pick apples and beries, maybe make farm plot. So what if you cant find guns in first 30 minutes?? If you are carefull you can survive for days without fireing single shot. DayZ devs spoiled comunity when they released early alpha builds without working survival elements. Now when its time to get in real dayz, half of players dont know what to do. I love how .55 feals, even when half of things are broken. It can only get better. DayZ is returning to its roots!!
  13. Comon really? 7 different tents all spread out hidden in the woods, yet only specific items missing from all 7 of them *cough* *ammo/guns* *cough* And really.... Just gunna leave the tent doors open like that after ya loot? Where are your manners? Haven't your parent's taught you anything about respect? At least close the doors. Caught this guy looting my stuff and I yelled "HEY!" and no he did not kill me. You know what he did?!?!?!?! HE FLEW AWAY. YES HE FLEW AWAY WITH MY MOSIN ON HIS BACK AND MY TENT IN HIS HAND. NO HELI OR VEHICLES JUST STRAIGHT UP SUPERMAN FLY. HOW IS THIS POSSIBLE???? I CAN't EVEN MOVE CORRECTLY INSIDE A HOUSE AND HE CAN FLY???????????? YOUUUUUU SONUVA GUN. im sure hes the one who looted my other 6 tents. How do I report this guy? Obviously I lack super saiyan reflexes to screenshot a hacker zipping away in the sky. Any suggestions? My 2 month char reset plus this happened within 6 hours. Jesus.
  14. Evil Minion

    Spamjoining full servers

    This happened to the Experimental servers when vehicles were first released. Otherwise the issue mainly affects private servers as people cannot access their characters otherwise - even more xso when playing with friends. The alternative is playing on public hive with server hopping still running wild. That's one reason while having only completely disconnected servers is a very bad idea. Now the public hive shows what happens if you make switching too easy... Everything in moderation.
  15. blackberrygoo

    Sleep Deprevation

    I really like the idea of sleeping , like nettles said it's a great way to promote realism in team work: You and a mate have just done a Cherno run on foot , you get back to your base in northern moglievka and now after a nice big rabbit stew you realize that your dead tired , you tell your buddy you're going to take a nap for 2 minutes (anything longer would be weird, maybe five maximum)... While you're asleep some bandits slip into camp , you wake up well slept , to hear your bro scream in terrifying horror as his Hand is forced into the fire that had just cooked your meal by said bandits , they didn't expect a sleepy brother to be inside napping dayz style so as they laugh each one is capped by an sks from you , who just got the right amount of sleep and was at the right place at the right time because of wonderful sleep... Also It would further help the stamina system , and make it more immersive ,requiring you and your friends to rest (and not just sit down) after traveling half of chernarus (I mean come on guys isn't it a bit worrying that we can run all the way across the continent and only need to sit down when we want our gun to stop shaking?). I think the rest / stamina system is too simplified now and would love to see sleep added as it would really change the way we move around places , just think of how badass it would be to have to take five minute naps while one person kept guard , it would be an intense moment for both clans and lone wolves , also sleeping in vehicles would become possible , just In case you're not near a safe house or if your passenger wants to sleep while you drive .... and of course adding sleep would be a great one up to lone wolf play styles as it makes opportunities to attack large camps Of people easier, you will have some sort of advantage If they are asleep . Also to avoid annoyance you would only have to sleep once every 6-12 hours of being logged in (and only for five minutes max), so if you only play an hour a day maybe you won't need to sleep everyday , but if you're like me when I play dayz and play for at least 4 hours a session then it would affect you more . Even being only a five minute thing every 6-8 hours would make a difference in our travels , of course the numbers could be changed according to what works best but I think you should go no longer than 12 hours without some type of tiredness setting in and no less than 6 hours of running without sleep to get the "you are tired" message . Dayz is definitely a game changer (no pun intended) to the whole industry of video game fun ... I mean were farming crops , hunting animals , making backpacks and having freelance open world encounters with all different types of people with all different types of personalities and gear for fun , and I never thought a game could bring so much to the table that others have not and could never , that I truly believe we need to go the extra mile with dayz and not stop at just a stamina system . I want my experience to be as close to a zombie apocalypse as possible and for me that includes the dangers of having to watch each other's backs while sleeping and getting tired and having to deal with it's consequences (or having to lone wolf sleep out in the woods in a tent , so freaking terrifying and adrenaline inducing, but also a huge step towards realism and making chernarus feel less "traversable" which it is far too traversable now with our infinite stamina and no neeed to rest other than to help out your weapon sway ! ).
  16. IReadTheAgreement

    Impact of 3rd Party Comms (TS3, VENT, etc.)

    This would be worse for players than better for immersion. I have emergency vehicles making noise going down my street that can be heard through my mic, I talk to my fiance while I play sometimes, I take work phone calls, I yell at my cats for climbing up the god damn curtains, etc... Real life happens while I play and it makes noise.
  17. Schweinsteiger

    Is PvP & Atmosphere Dying in DayZ SA?

    I know there are several causes for these issues. Some are by design, others are down to bugs that will inevitably be fixed at some point. Like I said, this isn't a I hate DayZ post, I’m just really passionate about it that's all, & from someone who played the Mod from May 2012 I think I have some right to be a little pissed. (Not at the bugs...with the game direction). Lets face it, 1pp is pretty much dead. No one wants to play it...everyone would prefer the advantage of looking around pine trees and over walls, though they’ll say its because they want to see their character. (Its not). I get that your post isn't a hate thread as I felt the same way a few months ago and I'm sure the more I play, that feeling will come back (because of rinse and repeat problems). I'm hoping the developers are going to add some dynamic events and really put some thought and depth behind them (not just find a map, read it and then pick up some free loot like H1Z1's worn letters, at least they are trying though). There has to be more to do then just loot up and look for people to kill. They are working on hordes of infected and increasing the overall number of infected, that will go a long way in making this a better game but it definitely isn't enough to keep the game interesting over a long period of time. Base building (or partial building as the devs talked about) will be cool too, along with more vehicles and other things but it still isn't enough to keep most of us happy. Hopefully we'll see some really creative solutions and in the end DayZ will be a great game. As for your comments on third person, I find your assumption a bit offensive. I like 3rd person a lot, specifically because I can see my character. Who are you to say my reason for loving 3rd person is because I can see around corners? Don't get me wrong, that is a nice benefit of 3rd person but the devs are actually working on eliminating that problem as we speak. It was in the developer notes and updates section. How in the hell are supposed to enjoy the animations in 1st person? Personally I use both, 3rd person most of the time and 1st person when I need to pick up a bunch of loot or I'm in a combat situation. And it really isn't such a big advantage when everyone has the same capability (looking around corners and such). Let's face it, 1st person doesn't do great job at modeling the way we see in real life anyhow. There isn't much periphrial vision and when you look to the left and to the right you can hardly see beyond your own shoulders. In real life, when you turn your head you can almost see directly behind you anyway. We can talk about realism but there is always going to be a disconnect in a video game so arguing about 3rd and 1st person, there really isn't a big difference. Think about how long it takes to eat some canned food. The game doesn't really model that accurately at all and I'm glad. Some things should be priorities concerning realism and other things should be left as is (taking a shit would be funny but beyond that it really shouldn't be something we would have to do more then once or twice every few days). Shoes wear out, that's cool, yet one of the infected can take out a leather jacket and ruin it in one hit. Not very realistic. At least the devs do a good job (for the most part) when it comes to weapon damage models. In H1Z1 most of the weapons are a joke. It takes a whole magazine to kill someone with a 1911 and the hunting rifle is a joke. In DayZ most of the weapons are pretty awesome, both in the way they look and feel and sound and in the damage they do. I like the idea that a well placed shot from a Mosin or a Shot gun will kill another player. I don't want to have to shoot them 500 times to take them out. H1Z1 is a bit too arcady, though it isn't a bad game DayZ, in the end, blows it away. Take it easy man.
  18. As we look forward to Q2 of 2015, we'll take a look at the goals and objectives internally for the first quarter of this year. From initial implementation of new A.I. for Infected and Animals, to the Central Economy and more. Q1 had the first appearance of some very important work on the road to 1.0 for DayZ. Basic VehiclesCentral economy (advanced loot distribution)New rendererNew Zombie AIBasic stealth system (zombies, animals, ...)DiseasesImproved Cooking & HorticultureAdvanced Anti-Cheat (Dynamic BattlEye)Basic Vehicles: Praga V3S & Vehicle Simulation With the first implementation coming in very early on in Q1 - iteration followed throughout the rest of the quarter. Starting from scratch with the physical simulation, the engine and gameplay programming teams paired with the design team brought the first of our basic vehicles to stable branch, the Praga V3S. Looking forward into Quarter 2 - further iteration will allow us to expand into more vehicles, introduce vehicle inventories, and required vehicle maintenance/components. In addition to the creation of the new physical simulation for DayZ's land based vehicles moving towards a "DayZ" specific feel to handling, design and programming work progressed on manual transmission support. From both the technical engine side, and player controls and overall system design this will allow us much greater customization of vehicles, as well as a more in depth and immersive experience than with traditional "push W and go fast" vehicle control models. Central Economy: Item Quantity Central Economy. One of the terms most people are still a bit confused by. The Central Economy is DayZ's backend control over the quantity, type, location, and region of the item or "loot" spawning system. Work continued on this throughout the entirety of Q1, and the first implementation was seen later in the Quarter on Experimental branch - pushing towards the 0.55 release at the end of the quarter. Moving into Q2 - this system is also tied into server side persistence, item cleanup, and proper item respawning and will be iterated upon frequently. As we push this system from experimental branch and on to stable, it will allow us fine control over the in game economy, and thus how the flow from the coast to the north progresses. As well as allow us to push players more towards alternative food gathering resources such as horticulture, cooking, and hunting. New Renderer One of the longest duration core engine tasks for Enfusion, the base engine technology being developed in tandem with DayZ - is the seperation of the existing legacy renderer from the engine side simulation, and the creation of a brand new rendering module. Critical for the flexibility and life of the Enfusion engine - this task is arguably one of the most paramount technology upgrades for DayZ moving forward, and was much more of a task than we initially expected (having been pushed beyond its intended experimental branch date several times). As Q1 draws to a close we are within weeks of the completion of the module itself, and the analysis of time required to implement the currently used DirectX 9 tech was undertaken. Internal review has shown that the additional time spent to hook DirectX 9 into the new rendering module is near identical to the time that would be required to add in DirectX 11 support. As the original intent to support DirectX 9 in tandem with DirectX 12 gave way to increased DirectX 12 support within the industry, the decision was made to ditch DirectX 9 support for the new rendering module and move directly into supporting DirectX 11. As supporting three seperate platforms (DirectX 9, DirectX 11, and DirectX 12) is not feesible, DirectX 11 was the clear winner for the "mainstream" platform target. What does this mean for you, the average survivor? We'll be moving forward with initial support for DirectX 11 only, with DirectX 12 support following eventually.Windows XP will no longer be possible, as it is not capable of DirectX 11 support.Windows XP has always been below minimum requirements for DayZ.With a time estimate of approximately 2 months to complete the last required changes for the new rendering module, and support DirectX 11.The initial goal is a 1:1 visual parity with the original simulation tied renderer.Once implemented, the design team will have access to more robust and complex particle effectsSystems such as bleeding, fires, flares, etc will receive the proper visual attention they requireVolumetric fog will be possible within the world of ChernarusEstimated completion date of support for DirectX 11 is mid to late May 2015.New A.I. & Stealth (Infected & Animal) Fairly early on in DayZ development it was fairly apparent that the existing A.I. we had inherited from previous titles using our original tech base was not going to be able to deliver the infected and animal experience we wanted to deliver. As Q1 for 2015 comes to a close, we've been slowly implementing very early versions of entirely new A.I. built specifically for DayZ into experimental branch. With 0.55 we'll begin to see early versions of both enter stable branch. Obviously very core to the DayZ experience is stealth when avoiding or approaching both types of A.I., as well as intelligent behavior and navigation. It is critical to allow the player to both feel like the hunter, and the hunted. Thus work on the A.I. side of the engine during Q1 focused heavily on begining to allow the player to feel as if they could escape the infected using only their wits, rather than brute force - and use that same stealth tactic to hunt and kill wild animals when exploring the vast fields and forests of Chernarus. As 2015 continues and we enter Q2, the existing systems will be iterated upon and expanded to offer an even more immersive and complex DayZ experience. Diseases Be it person to person contact, consuming contaminated water sources, or the cost of a comprimised immune system exposed to the harsh conditions of Chernarus weather - the risk and costs of maintaining player characters health has been something long anticipated. Hitting experimental branch late in Q1, the initial implementation of communicable diseases made its arrival with cholera. As development continues this initial implementation will of course expand into a more complex system. Fully integrating with the medical and health mechanics currently in game, and expanding into more complex diseases such as influenza, typhoid fever, and many more. Wrapping up Q1, stable branch will see the bodies of water across Chernarus carrying a chance of the presence of cholera. Survivor immune systems, as well as water purification tablets will be crucial to surviving as you trek across the map. Improved Cooking & Horticulture Living off the land has been an evolving goal (functionality wise) and Q1 saw the expansion of both the horticulture options, and the hunting and cooking mechanisms. The long awaited expansion on the original early cooking implementation finally made an appearance - with a more complex and in depth expansion of campfires, cooking tripods, and furnaces. The more complex cooking allowed the heating (and in some cases - side effects) of the heating of most items, including the popping off of firearm ammunition, and compressed containers such as the spray paint cans. This also expands into the progression of raw/cooking/cooked/burnt and so on states for most all vegetables, fruits, and meats. As the Central Economy implementation evolves, we'll begin to see player farms, and cooking stations such as the fireplace and furnace be tied into the server side persistence on a full time basis. Advanced Anti-Cheat Working closely with BattlEye over the quarter, the programming and production teams have implemented a more proactive BattlEye to DayZ on Steam. In addition to preventing all traditional external forms of cheating - Over 4,000 cheaters have been banned from DayZ since the begining of February. Obviously this is one in a series of steps in an ongoing battle. No title is without its vulnerabilities, and developing DayZ and its engine platform in the public eye opens us up to a number of security issues. However, the initiatives with BattlEye paired with upcoming additions of a more robust VAC support look to provide an ever evolving aggressive stance against cheating in DayZ. For Q2 and beyond, in addition to the steps mentioned above the gameplay programming team has and will continue to investigate and address legacy vulnerbilities in the engine powering DayZ. Throughout the remainder of DayZ's Early Access you will see an ever evolving movement against any and all cheating. It is core to the gameplay experience of a title as inherently competetive and persistent as DayZ that the users be provided as "fair" a playing field as possible.
  19. Our Update is live! Come and check out our new and exclusive features! Tactical Seats - Use tactical seats in vehicles to shoot enemies [added]Safe Fingerscan - Safes can now be opened without entering a combination by the owner and those who are added to the safe [added]Share Vehicles - Share vehicles with your friends added to your Plot [added]Ear-Plugs - Use ear-plugs (key: o) to lower ingame sound to 25% [added]Hot-Keys - Use Hotkeys to switch between your Weapons and Backpack [added]More Primary Weapons - Use 2 primory weapons and 1 secondary weapon [added]Change Classes - Use your emerald to change classes [added]Greenhouses - Use greenhouses to plant pumpkins, sunflowers or hemp [added]Auctionhouse - Use the auctionhouse to sell/buy items (player to player trade) [added]Remote Key for Vehicles - Open/Close your vehicles with a remote key [added]Color corrections - Use Hemp to change color values (rightclick on kilo of hemp) [added]Mission Fixes - Spawn of new missions should now always work [fixed]Hotwire - Hotwire works again [fixed]Humanity System Tweaks - Humanity depends on kills not on damage** [fixed]Anti-DupingTweaks - Some tweaks and improvements to prevent duping [improved]GroupManagement Tweaks - Network/Code tweaks & possibility to add players in vehicles [improved]
  20. MIG-IonCannon

    ALL NEW *NAMALSK OVERPOCH* BY *MIG*

    For all new players we are giving out free builders kits to get you up and running! This opening week ask any Admin to hook you up when you've found a spot to build in, remember it cannot be within 1000 yrds of any trader or blocking off loot. We also have such standard features as build vehicle on right click toolkit (bike, etc) We have cold enabled and a dynamic vehicle spawn system, tons of vehicles! Come get some!
  21. ☣BioHaze☣

    IV Holder/Pole - A way to use IV / Blood bag without help

    I'm surprised that I haven't seen this suggested before. Good one! They should be too big to carry in a backpack but can be held in hands and eventually when vehicles have storage, placed in those for transport taking up many slots. People would mostly be looking to use them inside the hospitals where they spawn which would create an interaction hotspot out of the hospital similar to how crafting tables will draw people.
  22. 30th March is Patch-Day Infos for our upcoming update this weekend: Tactical Seats - Use tactical seats in vehicles to shoot enemies [added]Safe Fingerscan - Safes can now be opened without entering a combination by the owner and those who are added to the safe [added]Share Vehicles - Share vehicles with your friends added to your Plot [added]Ear-Plugs - Use ear-plugs (key: o) to lower ingame sound to 25% [added]Hot-Keys - Use Hotkeys to switch between your Weapons and Backpack [added]More Primary Weapons - Use 2 primory weapons and 1 secondary weapon [added]Change Classes - Use your emerald to change classes [added]Remote Key for Vehicles - Open/Close your vehicles with a remote key [added]Color corrections - Use Hemp to change color values (rightclick on kilo of hemp) [added]Mission Fixes - Spawn of new missions should now always work [fixed]Hotwire - Hotwire works again [fixed]Humanity System Tweaks - Humanity depends on kills not on damage** [fixed]Anti-DupingTweaks - Some tweaks and improvements to prevent duping [improved]GroupManagement Tweaks - Network/Code tweaks & possibility to add players in vehicles [improved] ** Regular kills Regular -500 Regular kils Hero -750 Regular kills Bandit +500 Hero kills Regular -500 Hero kills Hero -750 Hero kills Bandit +750 Bandit kills Regular -500 Bandit kills Hero -750 Bandit kills Banditl +500
  23. I'm aware some of the issues I've raised are infact growing pains of a developing game that we wouldn't normally get to see. What I'm referring to is how the devs have tailored the game to be easier to people who can't be bother to explore & how difficult they're trying to make KOS. The running speed thing is silly. I read somewhere that the running speed in the current DayZ SA is 42kph. In the mod it was unrealistic at 21kph, but I mean it is after all a game, and it has to be fun. But doubling the speed has had a detrimental affect on KOS, especially when you factor in desync & unbelievably quick strafing animations. Why raise it just so people can get to places faster? The sway is also at a point now where it genuinely puts me off playing the game. Run more than 20m, and thats it....I can't shoot anything for 45 seconds...even If I lie down nothing changes. I know they changed this from early on, but at what point did someone think that this is ok? This is fine to leave in for another year...Why not continue tweaking it, until its at a middle ground? Until its manageable at least....OR maybe fix hold breath, because that still doesn't work. Again!!! I want to stress I'm not hating here. I know this is what an alpha brings, but if you're going to patch running up hills out quickly, and patch out F11 bug using, and program vehicles, why not tweak aiming or patch hold breath? Shooting is quite important wouldn't you agree? The people not being where I want them to be is me being selfish I guess. The loot will be fixed, and I know they're actually working on dynamic centralised loot, which sounds amazing! But it seemed strange to overload the prison on the 1st iteration. Why not make it spawn 1 AK, 1 Mag or 1 MP5? Why crazy amounts? Its obvious that the loot routes and map travel would be compromised when 4 AK's, 10 Mags, 3 MP5's 2 Shotguns and so on spawn there. I just don't get it. Its more than the rest of the map combined.... I agree, I think randomised spawns are the way forward. I think loot should be spread equally all over the map. I don't think there should be a specific area you go to to get geared, or choppers can ONLY crash in the west...I mean if anything its short sighted. I think military loot should be scattered all over the map, in small amounts & spawns should be completely random. Military bases should be equally distributed, from west to east giving players a reason to travel around the whole of the map. Not just spawn in and run to Elektro like the SA now, and in the same sentiment, not just spawn in and run north like in the Mod. I think you should spawn in and not know where you want to go, until you know where you are...then make plans. <3
  24. solodude23

    Is PvP & Atmosphere Dying in DayZ SA?

    I'm not sure how the presence of certain everyday items can give you a picture of what the DEV's vision is. Diseases are coming. Food spawns will be dramatically decreased once cooking and animals are in order. Zombies will soon be much greater in number with much better AI. New long term crafting and survival mechanics are being added. Vehicles will soon require repairs. These are the things that show you what the DEV's vision is, not random low-loot objects in the game. And where can I find these toy guys?
  25. Unfortunately for us because of the way the devs are building the game it's entirely possible that the current state of affairs on public servers (casual Electro DM) could last until beta. But I do find it curious that you feel that it's getting worse. In my experience there's more people out west now than there was before private hives, helicrashes and vehicles. There's plenty of stuff coming that will add to these features pushing people off the coast, just look at the road map. What it comes down to is whether or not you trust them to do what has to be done. I haven't seen anything to suggest that the devs have changed direction to appease the casual majority, in fact in recent communications they've been reinforcing their vision for the game in spite of potential outcry from a large (or perhaps just loud) proportion of the playerbase. Here's some quotes from recent status reports: All this gives me confidence that the game will, eventually, be what I imagine it could be. There's no point complaining about trivial things like there being no scope for the CR527, the devs have a plan, they are following it. All we can do is wait.
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