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Showing results for 'Vehicles'.
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You can't take our vehicles if you don't own a vehicle already.. believe me. :) Just to let you know: i'm not criticizing the vehicle spawning because it goes against me: i plan with a clan/gang. Like many other clans here, i may just be quiet and push this type of gameplay, after all it's a profit for us! ...i'm not an "angel", but it's getting bored here: playing with a clan in teamspeak and having ten persons riding the map is a way too easy, and i recognize that a single (or just a couple of persons), scouting the map on their own foots, have a very low chance of finding a vehicle (before we "secure" it elsewhere), and even more lower chances to repair it in time (because they cannot transport all the parts together): when a clan scouts for new vehicles, they are owning already the vehicles parts (stored into other vehicles), they don't need to search for em.. they just find the vehicle, repair it in 30 seconds, and take it away offmap.
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I have given this deep thought and have a very detailed proposal please take this seriously and read it Rocket it might inspire you in enhancing this rich universe you have created, in part it is your level of creativity that inspired my own idea's here so I would really like to get some feedback on your thoughts on these idea's. Perhaps this thread could help become a community effort to fashion the games crafting system with everyones imput. -Hendrix I believe one of the key ways to give the game player interaction is to have a crafting mechanic that requires interaction in a natural way that fits the games style, and unique playstyles, requiring different players to aquire parts or services that will greatly benefit each other and encourage working together for better rewards.This system must be unique to Day Z, original and fun. 1. Classes/Professions Survivor (Community) Engineers, Gunsmiths, Hunters, Electricians, Chemists. Explanation: The survivor classes in the (community) side of things would be designed to need each other to level past certain benchmarks say levels 10,20,30,40,50 they would have buffs/insights that are unique to each class and only persist till the death of the person that applied them, or that were proximity based simulating information that could be related verbally in a short period of time but that is far to complex to be learned without having prior knowledge or remembered without reminders...Buffs could be refreshed, as long as the player was cooperating with you, they can't be stolen or looted and are class specific. Class progress is persistant as it represents what the person did before they were a survivor and they are basically figuring out how to adapt over time using makeshift tools and inspiration. Loner (Individual) Bountyhunters, Burglars Explanation: Loner classes would be for people that don't want to play with others and so they dont get any of the passive buffs of the other classes instead they just make more unique items focusing around individual survival and fighting off attacks from muliple enemies they gain bonuses based on killing the opposite Loner faction. A bounty hunter killing a burglar gains a level a burglar killing a bounty gains levels....killing non loner professions causes them to lose a level as their skills dull from wasting time......they can however do this and gain normal in game loot. Howerver if a non loner profession puts their cross hairs on them for a period longer then 2 sec they can defend themselves without losing a level. Unlike other classes on death all levels are wiped this is symbolic of the fact that if they die their reputation as a feared criminal or lawman would die with them....so to stay at the top of their game they have to hunt one another continually....This would obviously appeal to the people that like to be bandits or hate them. Their buffs would center around detecting one another and stalking each other. 2.Philosophy in class design. Basically my philosophy is that each of the community classes is a means of augmenting game mechanics allowing players to keep a level of persistance. They can specialize in branching ways that require interaction from other classes along crucial parts of the tree levels 10, 20, 30, 40, 50 so that social interaction is required to get the passive buffs and the ultimate items at the end of the tree that would be unique to the class. The idea is that these classes are not learned now they are what the player did before they joined they became a survivor and as such can level up even when the player dies because they are basically not being learned but remembered /improvised with the tools available in the post apocalyptic society....another key pricipal is the items a professional understands are unintelligble to other players unless they are in the presense of a professional sharing his knoledge represented by a buff the other players could get that would fade on the professionals death and have a 20min cooldown giving people an inventive to keeping each other alive and alow access to some passive skills...also many items a professional carries would just turn to scrap metal on a bandit so robbing a professional will not get you many of his unique loot you need to barter with him in game not kill him.Logging off will wipe all of a loners points and would also wipe all the buffs community classes have or are giving or have given to other players thus discouraging server hoppers. When you log in on any server you must play for 10 min to use a cooldown buff ( you have 5 total 1 for levels 10,20,30,40,50,) after use on any server your buff goes on cooldown for 20 minutes and this persists between servers just as your inventory again discouraging server hopping in a naturural way by making it less valuable caompared to access to the buffs that last from aplication to log off or death. Death resets all cooldowns to 10 minutes. 3. The 3 key tenants of every profession that are unique to them... a. Improvosation....the ability of that profession to use items in the game to create a usefull tool for them or another class b. Insights ....also known as buffs are passive abilites that are earned on certain key rungs of the crafting ladder say levels 10,20,30,40,50 and then at 60 the crafter creates an item that only they have the knowhow to use effectively, even if they get killed and you loot it you can't use it without their skill and all buffs would be unique to the profession unless they choose to share them with you and even then some may require proximity and all fade on death....they basically would represent the information I could tell you briefly as we walk together that is too complex for you to understand yet just informitive enough that you could benefit from it although you would likely forget it later without me reminding you. c. Inspiration... These are books, manuels, transcripts, blueprints, CD's tapes ect. that contain data that will help the profession create something. All community classes will be able to collect all the items but only the specific classes can use them thus proiding a ruff sort of currency for trade each one equals a point in the leveling process they are rare and extemely valuable to all for obvious reasons. To level past levels 10,20,30,40,50 the community professions must create a masterwork item that requires elements from all of the other professions. These component items are also of great value, they are lootable on death up untill the point they are attached to the unfinished masterwork. Masterworks and unfinished masterworks are not lootable by other players they are persistent on the character. A component not attached to anything is not an unfinished masterwork it is just a component and thus is lootable. The Masterworks appear as scrap metal on dead bodies as they are not understood by other professions although if somone of the same profession loots you they will aquire a point of insight from studying each masterwork you have that is fully completed and they can also loot your profession specific items. Players outside your profession will just see these things as scrap metal unless the profession has constructed them into a finished product then they may loot the item although they will be unable to use it they may trade it with the profession that can. In this way the risk that still exists in the game can remain as peope may want to barter or they may just want to kill you and loot you the tension is preserved while still rewarding cooperation overall as people you kill will be less likely to help you create your masterwork item to continue leveling. 4. Execution: How the professions could function and what buffs or item they could create that would allow for unique play styles while encouraging cooperation while not restricting them from doing whatever they want to do as is the case now. In this section I will only offer some lose suggestions as the point of the thread is to offer inspiration and allow the community to grow the concepts if they like the basis of the idea presented so far. Or to completely take them and create something else even better off of some of the lose concepts presented ultimately it is a brainstorm and as such all feedback and additional concepts are encouraged. Engineer - the engineer was formerly a structural engineer that dabbled in his own personal inventions he worked as an on site supervisor he is intimately familiar with the use of many construction tools and how to use them to create structures that are structurally sound. In a post apocalyptic world he could help with the construction of fortifications ....buildings ...bridges.....craft a riot shield...walls.....reinforcement of vehicles with armor plating....creation of blueprints for other classes items...building of baracks for teams or bunkers and digging trenches or holes for traps ...his ultimate design could be a road warrior esque bullet proof car complete with a bullet proff flak jacket for the driver with sapi plates (slow movement but can stop more body damage) Gunsmith- formerly an armorer in the military he is intimately familiar with every weapon and how to strip them down and modify them in many intersting ways ....he can attach scopes and pec15's (laser sites) ......he can saw off shot guns so they can be used in the hand gun slot......he can clean weapons so they are more efficient ....he can teach his comrads how to do reload drill thus increasing reload time....he can take gunpowder out of any bullet and make his own ammo with the right tools.....he can modify mags (tape them top to bottom so they take up less inventory slots....he can modify rounds for different effects with the help of items from a chemist, thus creating a variety of high impact ammo.....His ultimate could be that he can make any weapon silenced He also gains a quiver that allows for 40 steel bolts to be carried at once Hunters- He was a big game hunter and taxadermy expert he was also trained how to cook and craft items with animal parts he can create a bunch of improvised items and weapons from animals parts. hunters are the best cooks and gain increased health from all food consumption ......hunters are masters at crafting wire traps, they can create trip wires from animal guts and add a grenade for an explosive trap.....hunters can track animals by their footprints (a visual trail can lead them to any animals in the area)..... a hunter can track other players with footprints but only if they have recently passed by .....a hunter can craft a water pouch that takes up one slot but hold multiple gulps of water a hunter can craft the largest bag in the game with leather from animals the hunter can craft his own tent....a hunter can make a long leather jacket that prevents temperature drop as well as a variety of hats.... a hunter can extract scent from animals to attract them to him .....a hunter can make an improvised structure with wood his ultimate is the ability to construct his own guille suit that drops zombies site detection level to zero if he is in grass and prone Electrician-formerly a master electrician that dabled in invention he has worked in every style industrial, commercial, and residential. He has intimate knwledge of what it takes to use and harness electricity and with the right tools he can create many neat gadgets. The electrician can create massive lights to light up a camp at night he can create a generator that would be powered by fuel mixed by a chemist.....he can fix most electronic devices he finds he can craft radios and gps devices ....he can create motion sensors.....create an electrical trap that ties a live wire to a doorknob making the person that touches the door get blown back on their butt ...he can modify camera's and cell phones and create remote survailance camera's up to 10 he can switch between at will on a handheld smarphone ....craft an IED using wires and different ammo , complete with the ability to hide it in a dead animal carcus .......he can create filaments for different light spectums allowing all kinds of flashlights or black lights that pick up blood trail allowing him to track any body to the kille He can create filaments only seeable by night vision goggles. His ultimate is that he can create his own NVG's and a stun gun that is non lethal but knocks the player hit back 3 feet on their back unconcious, has a 10 minute recharge time .... Chemists-a former school teacher that was on the fast track to sucess at a pharmacutical company till they blew up the lab....after a disgraceful departure they moved into the independent market they worked in 3rd world contries when not in the normal school season on many projects...some not so legal.....A chemist can make his own drugs....epi pens, morphine, and pain pills with the right items....a chemist can craft chemical explosives... a chemist can spike a canteen with a sleeping agent or poison so that then whoever drinks it will be passed out or die .....a chemist can dope or poison meat so that it will knock a person unconcious or make them die if they eat it.....a chemist can use herbs gathered in the wild to dye clothes furs and leathers and create different clothing colors.....breaching charges....improvised flash bangs ....a chemist can make powerfull acids that eat through any metal.....a chemist can make molotov cocktails...a chemist can make a variety of smoke bombs .....for his ultimate a chemist can create tranquilizer darts that can be put into different weapons for non lethal ordinance allowing bandits to rob you while your asleep without killing you max 10 can be created then they go on a 60 min cooldown, he also makes smoke pellets that explode into a very large clowd of white smoke and allow him to escape with vision unhindered because of his chemist goggles special inserts,cooldown of 30 minutes smoke blocks all zombie vision 100% and even prevents nvg's from detecting him when he is in the cloud... For the loner classes they just gain levels based off of killing one another and the items they gain are more in line with hunting each others class and stealthier movment when running .....ability to track each others movements ....ability to randomly discover powerful weapons on each others corpses.....ability to map any terrain they have been through into a map (basically the game map but with fog of war for unexplored area's) they can put motion trackers on weapons that detect the opposing faction they can handcuff each other and escape with the right tools and take each other hostage or prisoner allowing for player generated gametypes.....they have a higher rate for weapon ammo and rare item discovery ....their ultimate makes them run faster and crouch run completely silently as well as offers them either investigation or burglary skill items investigation allows a bounty hunter to tag any burglar in the player menu for incarceration and allows him access to a scent tracking attack dog that will pinpoint the burglars location anywhere on the map and track their scent there if dog dies it goes on cooldown of 15 minutes if not it can be comanded to attack an enemies groin slowing their movement speed or rip off a zombies head killing it instantly and not aggroing the player whatsoever. The dog can be fed and healed with health items. A dog can also be distracted with doped or poisoned meat if a burglar aquires them . A burglars ultimate burglary makes him completely invisible to zombies when in shadow and 100% imune to all zombie aggro while in burglary ...it also allows him to pickpocket zombies and other players by crouch walking up to them undetected he can select any item he wants in their inventory and take it for his own. Burglary is an activated ability it lasts 30 seconds and causes all players in a 30 yard aoe of the burglar simulating a tazer stun the affected parties are forced into 1st person camera mode and stunned while unable to pan the camera at all or move when being affected by burglary you are imune to zombie aggro or death or damage...any effects on you will pause for it's duration .... and this effect persists for 5 seconds after it's effect wears off.... Bounty hunters are immune to burglary....a player may only be affected by burglary once every 15 minutes a burglar can detect those immune with an icon over their head. So there you have it my massive brainstorm if your as obsessive about this game as I am toss me some feedback so I don't feel quite so insane for this rantacular ranting.....
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main problem with not-finding vehicles is coz they are hoarded off map, and if you don't own a vehicle, you can't get there.
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Adding more vehicles isn't the solution, they will lead to more trolling: ppl "racing" all over the map nosense. I would like to see the vehicles completely removed from the mod, actually they are collected mostly by clans with other vehicles: with a vehicle you can scout the map regularry and fast, and so find othr vehicles before anyone else, and find those crash sites before others, it's also easier to collect and transport the repairing parts for em.. so it's like giving vehiles to ppl that already own them, rather than the "normal" players. That's why you don't find a vehicle: because they are kept and repaired immediatly by the clans.
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If the admins are pulling the server down because you steal their vehicles and equipment then yes this is an unacceptable abuse of admin powers. We (the admins for UK8) have lost pretty much everything to theives on our server (2 choppers and a whole fleet of vehicles), yeah it sucks but you have to take it on the chin. I'd report them.
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So whats the deal with vehicles? I've spent countless hours with my squad roaming through different servers and locations to find a vehicle but to no avail. We used the day z wiki for locations and every time we get there its already gone. I also never see any and I play around 3-5 hours a day. Has every vehicle at this point been repaired and moved off map to the wastelands? This leads me to my next question/story. TLDR at the bottom. My squad and me decide to hit up the NE airfield for some loot. Before I continue, let me give you some details. There's 3 of us in total. I'm the sniper in the group with a CZ550. The other 2 have silenced weapons. One has a Bizon SD and the other a MP5 SD. While in the tower we encounter a zed at the top. The guy with my mp5 moves in for the kill on the stairs and gets one shot by the zed and dies... now we have a problem. We have to wait out in the airfield for our friend to re spawn and make the hike back to his body in order to retrieve his things. We quickly unloaded his bag and belongings and waiting for his arrival. Fast forward about 20 mins and he finally makes it back. Once he finishes gearing back up we hear for the very first time a car pull into the air field. So now we are on our toes and very excited about the fact that we might be able to steal this car. One covers the door and me and another head to the top. Unfortunately in our haste to get to the top we attract a zed to the roof and have to engage him. This provides the driver enough time to spot us and make a break for it. In all the commotion we did not see if he went into a hanger or drove in between and left. So we err'ed on the side of caution. I covered from the tower while the two moved in. After clearing the hangers we realized he had already made his escape, however he was not done. We once again hear his truck close by and disappear once again. So we quickly try to loot as much as we can and prepare for an ambush. A couple more minutes later as we clear the hangers of any loot we hear gun fire from the NE on the hill. My two squad mates begin to take cover as theyre being shot at and leave it to me to dispatch him. I zero my scope in at around 300m and take a shot. 1st shot is a direct hit. The player goes unconscious and begins to bleed. I follow up with 2 more shots however I miss :( . He then immediately disconnects from the game and a kill is not registered on my debug. My squad makes start to make their move towards his location to begin a search for his truck when all of the sudden they receive fire from the south. At this point my rifle shots have attracted about 5 zeds and I begin to also take fire from the south. I take a hit and begin to bleed while I pull my pistol out to dispatch the zeds. I make my way downstairs to bandage and heal. My blood had dropped from 12k to 6.5k. At this point we have no idea how many friends he brought with him and where they are exactly, plus we are still caught up in the moment. So since they were playing the disconnect game we decided to as well. After all, my other squad mate had just died and didn't want to risk another death and there were to many unknowns. Which brings me to my next question. Is the guy who disconnected going to die? I assume he took a lot of damage since he fell unconscious and started to bleed after one shot. However he disconnected before he died and the kill did not register on the debug monitor. TLDR 1: Are all the vehicles already taken and pretty much impossible to find off the map? 2: Will disconnecting after getting hit by a sniper and going unconscious/bleeding save you from death?
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I don't agree that there are always objectives. It doesn't take long to get everything you need to survive in the wilderness if you loot one of the main towns. And if you aren't interested in fixing vehicles there's nothing for you to do. I've been in the situation several times where I've finished collecting supplies and weapons and suddenly been at a loss for what to do. For people who don't have a problem being a bandit it's fine, they can just go into a town and ambush people and that gives endless entertainment. But I don't like attacking other players so I don't have anything to do in the game once I've collected all the survival loot.
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Scott, usually when vehicles and tents disappear, it's a problem with the server pulling info from rockets main database. I've seen it in the logs before. After a server restart, it usually reconnects and the items re-appear where they were before. That may or may not be the case here. I'll look at the logs from today and see if it happened. Check your camp again now that I'm done screwing around with the servers.
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Every time I find a vehicle, I get this..
bogroll (DayZ) replied to Kashus's topic in DayZ Mod General Discussion
I just found two vehicles tonight. Each one better than the last. Went from the far west to Berenzino and back (for medical supplies) with a pit stop. Just keep looking - or more importantly 'don't keep looking' - then you'll stumble across one. -
[OFFICIAL] Colorado 1, Colorado 2, Colorado 3 Thread!
docyoung replied to dizzymagoo's topic in Mod Servers & Private Hives
That's great. I play on Colorado 2 mostly b/c at one point my gang and I had 4 vehicles(an ATV as well although we flipped it on some bullshit bump on offroad and flipped it forever) but slowly we were reduced to our badass 8 seater Russian jeep and we got sick of being scavengers. We always had the best gear and raided anything and everything we wanted until it started to get boring b/c we never ran into players. So after driving through elektro and chern picking up wounded or anyone who wanted a ride, we eventually lost this bad ass truck and we knew it would happen, and ever since then we've been doing massive respawn rush elektro/chern b/c its way more fun than driving around the north grabbing gear. Just in Colorado 2 tonight we took over one of the Elecktro firehouses and camped it for about 2 hours cycling through the spawned gear and throwing it on the main floor till more spawned. We had an mp5 silenced, multiple AKMs, combat shottys, and lame Remington flashlight shottys, and food/water/ammo, we just stocked everything on the ground floor and one covered the ground, one in the tower sniping, it was great. I sure would love to know what happened to that jeep tho, my bro was in the NW airfield driving "Nathan" around when he was sniped out of the drivers seat!, all he could do was scream "It's yours now nathan, RUN!" And he never died so somewhere he has that bad ass jeep and I'm hoping he'll hit us back up lol. We stocked that jeep full so many times just for a server reset to fuck us. Wow this is long but mostly I want to say I love the Colorado servers but dont check us out if you want to play nice =) -
The definitive VEHICLE SPAWNS thread
Time Glitch replied to MR DELICIOUS's topic in DayZ Mod General Discussion
Why has this thread died? Keep it going! We searched over half of these locations today and no vehicles =C -
Read: Jerry Cans can be filled with water
Dalton (DayZ) replied to Dalton (DayZ)'s topic in DayZ Mod Suggestions
You already use them when they are filled with fuel for the vehicles, Why not have a big water supply -
Only helicopter on the wiki is a Huey, so I would say it's not legit. http://dayzwiki.com/wiki/index.php?title=Vehicles
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Am I the only person who dislikes vehicles?
Aitloian replied to Maderas's topic in DayZ Mod General Discussion
I enjoy having vehicles makes having a camp worthwhile and its sure fun ripping from your camp to any point on the map in 10 minutes with all your buddies to loot whatever you want, make as much noise as you want then rip off. -
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Saddly what ever was done has eaten our entire camp and vehicles :\ oh well.
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I didn't want "craploads" of vehicles. I wanted to see another one again, preferably in this lifetime. I don't play on select servers and from what I've seen from tens of servers, is next to no vehicles. Don't bring up planes, because to be honest I don't know why heli's are in this mod at all, air vehicles are way overkill and don't really have a place (they are definitely realistic but perhaps a tad overpowered maybe), but all vehicles in general should bring hordes running from the town over almost and it would be fine. It would force players to have to park their vehicles far outside areas they would want to loot and have a chance to get their ride stolen! Rather than just parking right beside where they are looking for their next jerry can.. And that's -if- they even find a ride to begin with. It's so stupid rare right now doubling it won't help me see one this week still bro. Increase the vehicle spawn by a ton, and tune up the noise on vehicles beyond 5 bars to something huge (just make it flash red to signal you are generating something in excess of 5). If gasoline usage was tuned up too it would make us run on foot for supplies 24/7 anyways, there's tons of ways to balance out more vehicles if it ever became a problem, unfortunately right now its quite the opposite.
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Am I the only person who dislikes vehicles?
TheSexyGoat replied to Maderas's topic in DayZ Mod General Discussion
Vehicles are really useful when wisely used. -
Am I the only person who dislikes vehicles?
Powell (DayZ) replied to Maderas's topic in DayZ Mod General Discussion
I avoid vehicles my feet have always been faster -
This is a thread that started on the patch notes forums but ii conveys what I think would be good for end game and why.... RE: Pending Update: Build 1.7.2 (Today 07:37 PM)Kageru Wrote: Every notch by which you increase zombie danger increases the PvP/PK penalty (it's much harder to re-gear) and the new player retention rate (it's much harder to survive) if the threat is not graduated. If zombies on a non-enterable, non-loot spawning beach front house are as tough as those at the air-ports you are challenging your new players far more than the armed and organised veterans and that will cost you retention. If you think new players are going to form organized groups in response, when there is no in-game mechanic to encourage that (like a safe starting point, communication or temporary PK protection), when most don't have out of game social groups, and when actally meeting allies is a matter of luck and substantial time you are probably being too optimistic. Most will just die repeatedly and stop playing. In other words I hope zombie challenge is being considered as part of the global mechanics and how the game is functioning now (a hard core PvP game). Harder isn't always better, especially if it's applied universally. I think this is a key part of the difficulty when balancing this game. the game was largely created into this beast by the hardcore then all the new players that may or may not stay around longterm have influxed in and made it a bit of a cultural phenomenon so as a game designer the question is who do you please first the hardcore guys who made you or the newer players that need care bearing. I don't envy rockets dilema but I understand it needs to be a little of both. From my personal experiences in the game. When I started playing it was post the 1.7.1.5 so I had only heard about starting with a gun and beans and it was brutally hard for me. I never played arma 2 and didn't know the maps, I am a grown man and don't really know any teens boys to party with...because that would be odd... and had never watched any youtube demo's or looked at any map's with the loot tables on them. Since then I just briefly looked at the wiki and mostly just so I could figure out game systems like cooking and hinting and also what buildings have doors to enter and which are just window dressing and where the good spawns are. I still havn't gotten down routes for the deer stands or vehicles or even found a tent spawn that wasn't bugged out...sigh...(yay I found a tent bag....boo I can't pick it up) but now I have figured out spawn routes through at least one of the major costal cities that will net me a gun,axe,hunting knife,canteen matchbook,medical supplies and probably a backpack in about 20-40 minutes or less depending on where I spawn. None of the original difficulty I had exists now. Except with learning to stop running to shoot but soon enough I'll do that second nature too. Basically once you get an axe, knife, and matchbook and a canteen you have nothing to fear from dying in the wild, you can cook food infinitely and refill water at wells ponds and lakes...so then what? Live in the forest like survivor man next to a pond hunting cows for the 8 steaks they drop hoping noone spawns in next to you and shoots you so you can climb the all time ladder, every now and then refilling your canteen when you run dry? .... With no endgame figuring out that stuff "is the game" Most of what I have discovered has been in game and I like it that way I avoid the full scale online treasure maps and such so that I can discover vehicle spawns and go on a treak and find out what is actually at devil's castle when I get a map...that is what makes the game for players like me; but the the issue is what about the people playing in teams that probably youtube everything and play this using all the outside sources of info or who may have played arma 2 before and are intimately familiar with this map who largely have zero challenge even from zombies? Also what about people that had a rough start like I did, but have less patience ...because make no mistake I died alot untill I got mechanic's down and even had about 3 days where I was gonna drop the game entirely untill I started figuring out routes and spawn locations for some key stuff and the infinite food and drink loop mechanic was revealed in my reading of the wiki....thats when the game opened up...that and when I first saw a map in game and figured out how big it really was...and all I hadn't yet discovered. So the question is how to balance both ends...end game content and quality of life. I believe quality of life should take precident but I also recognize end game needs bumps as well. I think things that encourage community though would be better then a difficulty spike. A crafting system that would allow for specialization in only one route would be nice....like if you work tirelessly on medical stuff you can become a medic with certain medical bonus abilities or a hunter could learn to craft clothing, tools,traps(for zombies or players) or weapons out of animal parts and salvaged scrap or engineers could make improvised attachements or mod weapons like sawing off a shotty to put it in your handgun slot or moding your rifle so that it could have a flshlight on it things like that would make you want to specialize and make people need each other as they need you alive to do what they can't opposed to want to kill each other, then they can add minigames and contests like fishing...hunting....zombie killing ect and post stats for them and in game prizes like special tents or clothing items ....that's my two cents anyway...
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Am I the only person who dislikes vehicles?
Music (DayZ) replied to Maderas's topic in DayZ Mod General Discussion
Vehicles have limited tacticool uses. Picking someone up on the coast for fast reinforcements. Using them for fast flanking. The vast majority of the time, however, they are more trouble than they are worth. -
Am I the only person who dislikes vehicles?
SgtHydra replied to Maderas's topic in DayZ Mod General Discussion
> Arma 2 mod > not having vehicles ISHYGDDT -
Am I the only person who dislikes vehicles?
Double_Back replied to Maderas's topic in DayZ Mod General Discussion
Only drove a vehicle once: Last time I died, I respawned near Cherno by the docks. Crap. I hate Cherno. I really hate Cherno. Walked about one minute, skirted the cranes, and a nice ATV was sitting right in front of me. I have no idea where vehicles are supposed to spawn, so I immediately think this is obvious bait. Some sniper on those buildings is going to brain me if I get near it. I was about to sneak (over ground that had as much cover as a mall parking lot, so 'sneak' is a relative term) around it and thought, "What the hell. My last character lived a long time. Who cares if this one is short?" So, I scurry over to it and find it's in good shape and has plenty of fuel. I hop on and blaze through Cherno as fast as I can. I figure I'll have some fun before I die and then get 'serious' on my next life. So, I haul ass through the middle of town. Pass hordes of zombies and a couple of players that didnt even shoot at me. I almost ran one guy over near the hospital and I hear a couple of shots as a speed away. After a couple of runs across town, I realize: I'm still alive! Didn't plan on that. So, I figure I wouldn't tempt fate a third time, and I carefully cross the railroad tracks and tear off west out of town and then north towards Kozlo expecting to get blasted off my new toy at any second. Followed the power lines west with Zeleno in mind. When the fuel got low near Drozhino, I ditched the ATV in the woods and I was on my way. A trip that normally would have taken me a couple of tedious hours was done in minutes and I was soon looting to my heart's content at the supermarket in Zeleno. I'm still on that 'life' and it's been one of my longest, most active streaks yet and it all started with what was essentially a suicide attempt on an ATV. That ride through Cherno was awesome! -
[PLEASE LOCK] Are car spawns bugged?
howichrgelazer replied to [email protected]'s topic in Mod Servers & Private Hives
Keep in mind, spawns are not consistent. Vehicles don't always show up in the same spots. Ander is very devious about that. ;) -
[PLEASE LOCK] Are car spawns bugged?
howichrgelazer replied to [email protected]'s topic in Mod Servers & Private Hives
I can guarantee you there are vehicle objects being loaded if you found vehicles in your server. :) EDIT: Looks like they removed the object loading from the .rpt - But yeah, if you see vehicles, I'm sure there are others.