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Found 41868 results

  1. 100% Agree totally feels like they've forgot what drew everyone into the mod in the first place and kept them there up until the standalone came out and for some even beyond that. Also feels like what we were lead to believe the standalone was meant to be from the start has changed direction along the way in a completely different way. If it is going the way as it seems to be going and i knew that when i bought the standalone i wouldn't have bought it feel like I've bought into what they told us we were buying into and it's going to be something completely different. I'm not a standalone hater i haven't once raged at the devs on twitter but it seems like as much as they say they don't like the kids raging about an alpha the vocal minority of kids get what they want. An example of that being there was no talk of vehicles coming into the game kids raged about it for such a long time they put them in to please them and they came into the game completely broken not the worst thing they could do to put them in the game to please some people but to put them in at a point where the people inside the vehicle could not be killed was insane. But it seems like they worry about pleasing stuff like that more than staying on course to the orignal goal and have got so far lost on the way. Just the thoughts of a hardcore mod player who played the mod from pretty much the start though who's hope of the standalone being the game that was promised are dying just like a lot of my friends who played the mod.
  2. iConnorN

    Is PvP & Atmosphere Dying in DayZ SA?

    Well break you sort of don't have a leg to stand on in regards to 1pp considering you steam third person. There are 6 full 1pp servers right now as I'm posting this, and the probability of a stream sniper is rather low if your up north and they don't know which of the six servers you are playing in. It would be rather difficult for someone to have a character well geared all the way up there on all the servers. But it is true the game is tailored to the younger crowd. I've yet to die of either dehydration or starvation in standalone since day 1. Water is in every well and food is in every house, survival is currently a joke. And dayz can't appeal to the majority, or it won't be dayz anymore. 99% of the mod sure as hell isn't dayz with indestructabke sky bases and millions of vehicles and guns. The most popular games are ones like call of duty, so if dayz appeals to the masses, we won't have dayz anymore. Just like it happened in the mod.
  3. S3V3N

    Abandoned Places

    Yeah, but if you played e.g. Origins mod you'd recognize this building immediately. It's already been in the mod for years and it is just another city building. Sure, the Devs will probably enhance it and improve the building, but it's nothing new to me. I don't think it's fun or rewarding going into every single house in a city. In fact, I find too many are open and not many of them offer much, not even a tactical advantage. There will be focus areas, like industrial centers (to find spare parts for vehicles), which are already very busy places in the mods. It naturally happens with the loot distribution and upkeep of vehicles. These houses/places will become much more important than the city houses - and much more stressful to search/roam around. So, determined by the loot and by the gameplay (e.g. vehicles need upkeep), you will roam around certain areas more than others. And each area poses a different security risk (not counting random encounters). I think the abandonplaces could be a nice medium setting, between rare loot spots (like the barracks) and general loot spots (like the cities). So abandonplaces would fit somewhere inbetween: they are harder to reach/find than general housing, but not as rewarding to loot as military bases or police stations. They could be neutral ground for trading, perhaps even some kind of trade post could be established there, leaving notes and requests on a sort of blackboard; it would depend on the kind of location; maybe you can raise a flag on the roof, signifying your intention for trade. (I don't think trading is a factor yet, but it will be later) And I also think this kind of building makes sense in the Socialist realm. Because when they build all their practical architecture, these gems of hotels and old houses were left to rot as symbols of decadent capitalism; often with their complete interiors. It's this grandeur that makes them stand out as special in the dull world of architectural Socialism. They are something special to find, loot at and explore. And they take a role of a remote place with no immediate threats, a chance to make contact with others and possibly great locations for building your base at (later on). They could also make sense in their placement, e.g. old water mills would be placed near rivers and lakes, castles on ridges and mountain sides. There are just a lot of possiblities for these buildings. It would be enough for them to look cool and different, but they could also serve a social function and generally liven up the game.
  4. raynor009

    Pimped V3S

    I've seen the VS3 command vehicle wrekcs arround and the idea of an RV type vehicle sounds very good. It would be awesome if in the near future we could customise or mod vehicles as well. This idea is awesome, I hope the devs will take it into account.
  5. ryanincalgary

    Does DayZ need aeiral transport?

    Getting around isn't that hard. It's a small map. In a V3S you can get from one side to the other in like 10 minutes. I'm assuming they'll be adding more vehicles like cars, suv's. I'd like to see a couple usable boats spawn at the docks so you can get to the islands. They don't even have to be powered, like a canoes or sea kayaks so long as you could also stop rowing to shoot. I'd much rather see them add some large cargo/troop transport planes which have crashed. Imagine running through the woods and stumbling into hoard of 50 zombies wondering around a crash site littered with AK's, armour, ammunition. etc. Also why are there no broken down aircraft on the airfields? There should be dozens of aircraft parked/crashed on the runways. If it was the apocalypse, those sites would have been in chaos as people tried to leave.
  6. ebrim

    Does DayZ need aeiral transport?

    Eastern-bloc aircraft only (simply because you're more likely to reasonably find spare parts) and I'm open to seeing aerial vehicles in the game. This will just add a new dimension to play. I don't want to see them everywhere but I think having a couple per server would make things interesting. I think I'd like to see some sort of boat first but not too bothered one way or the other.
  7. xCAPx

    Does DayZ need aeiral transport?

    Voted for no. One the one hand it would be a nice end game part, but the map is too small and the advantage would be too huge. If they add aerial vehicles, it should be really small. Autogyros, ultra light one seater,... like others have suggested. Hot air balloons are my favorits :)
  8. sausagekingofchicago

    Does DayZ need aeiral transport?

    Unless they're incredibly difficult to repair and fly they'll inevitably ruin any chance of hiding vehicles or tents.
  9. Katana67

    DayZ Spawn System...

    Random spawns are a bad idea, a bad idea that's somehow become more acceptable with the illusion that the "loot economy" will change everything. Or that somehow you can put a no-spawn radius around an airfield. Or that somehow you can prevent people from spawning within five feet of my well-hidden tent. Any advantage conferred by the simple act of spawning is unacceptable to me, and I'm not entirely sure why people pursue it so much. What would it really add to the game? Would it spread people out more? Maybe. But the same can be done via a variety of different approaches, none of which are so blunt as just plopping people down willy nilly. That is really the only upside to random inland spawns that I can see, and the same result can be accomplished via other more subtle means which actually benefit gameplay (i.e. mobile resources, evolving threats, dynamic loot allocation, etc.) People should be spawning on the eastern coast and working their way inland to the high-value areas which are neatly arrayed in a nice line on the WEST side of the map. I could handle the southern coast spawns as a necessary evil to get people into Elektro and Cherno again in lieu of more attractive alternatives. But certainly nothing random. I'm happy with the spawns as they are, I see no reason or benefit to adding inland spawns. So long as you have persistent server items (i.e. tents, constructed buildings, storage containers, vehicles, etc.) you cannot have random spawning. Nothing is to prevent someone from spawning atop, within 50m, or within 500m of the fortress you and your friends took the time to set up. A player should have to work to approach that location, not just chance entirely into it.
  10. xalienax

    Why snipers aren't going away

    In red. it's what killed the game play in the MOD, its whats driving it down the toilet in the SA. 'end-game' goals that are extemely tedious/diffacult to attempt solo or even downright impossible and give an enormous advantage to those who choose interaction/cooperation. some things i think would go a long ways Realistic inventory volume. if it shouldn't fit in your bag/clothes IRL you should have to carry it in hands or drag it leaving you completely unable yo have a weapon in hands without first dropping the item your carrying. (this especially applies to LARGE items for base building or car repair like tires, lumber, etc.)Realistic Stamina system and movement system that takes total weight on your character into account *Along with realistic weight values for every single item in-gameextremely Deep base-construction system as good or better then Epoch's (i know a lot of you hate epoch and i do too, but you have to admit the base building mechanics we a quantum leap over vanilla. it's a shame that was ruined with AI traders, and the number of servers that added in safe zones and completely indestructible bases)Realistic fuel consumption values for vehicles, and realistic weight of fuel and fuel containers (no more carrying 8+ 20L fuel cans around all day). again this should push players into cooperating to get a vehicle running. There needs to be content that makes cooperative survival rewarding in a realistic/authentic way- and the best way imho is to simply take a lesson from real life. combine this with harsh random weather, full day/night cycle with temps that vary throughout the day and based on weather + date/season would go a long way. add in a deep medical system with many different afflictions that require specific treatments and now i'ts infinitely more beneficial to work in a group.
  11. Infos for our upcoming update this weekend: Share Vehicles for virtual Garage - Share vehicles with your friends added to your PlotManagementMission Fixes - Spawn of new missions should now always workSafe Fingerscan - Safes can now be opened without entering a combination by the owner and those who are added to the safeAnti-Duping Tweaks - Some tweaks and improvements to prevent dupingGroupManagement Tweaks - Netzwork/Code tweaks & possibility to add players in vehiclesRemote Key for Vehicles - Open/Close your vehicles with a remote key
  12. LukeThero

    DayZ Mod Development Branch - 20a57cf

    As it stands... Bases are not an easy feat. Satchels on the other hand, have been hoarded, and honestly, are not too hard to find. The thought of someone finding a lucky satchel, strolling up to my base, blowing up the wall, and then putting his own gate on it, rendering my weeks of work void, makes me gag. Walls should HANDS DOWN reset on server restart. All it takes is a satchel or helicopter and a competent enough player to know how to fly it, considering roofs cannot be made. My base has been stolen from multiple times and honestly, has probably lost more loot than I would have hiding it normally, just because the base is a giant beacon of " look at me I am huge and have lots of loot in me." Bases are underpowered if anything. If people are convinced that they are to easy, I would not be too a posed to an upkeep system, as long as the upkeep is not too often and expensive per wall. Maybe something like 1 wood plank every month, just to make sure inactive players do not hoard vehicles for too long without actively keeping them. If the wall does degrade fully, it should not fully go away, but a small wreck of dirt and wood that can be crossed over and be repaired back to it's previous glory with just a few more planks and nails.I can confidently say that I do not think any of this is necessary, but if something NEEDS to be changed, it should be this rather than nerfing the already small protection the walls give.
  13. Death By Crowbar

    Problems with current state

    I think some people have made these suggestions but maybe some of these haven't been made. Check the guides in the New Player forum. Water - look for streams, ponds, pumps, and if you have a bottle you can collect it from the rain even. Many foods you eat add hydration (although some like rice dehydrate you). Food - learn which buildings have more food than others, but in general search everywhere, you should find something unless it's a persistence off server and someone looted that area. Remember you can open cans with lots of things, you don't necessarily need a can opener (although that's more efficient). Zombies - you can out run them, you can lock them inside buildings (works most of the time), for killing them meelee the general hierarchy rule of thumb for common weapons I find is fire ax, splitting ax, sledge hammer, hoe, machete, ice ax, hatchet. Anything else is going to take more than 2 hits, but the weapons I mentioned are extremely easy to find - any town will have several of those options. Also if your method of fighting zombies is anything but circling around them you're not doing it right, there's tutorials and videos on youtube that can tell you how to do it properly if you can't figure it out yourself. FYI this is also the best way to fight other players as well. Searching for stuff - don't overlook sheds, around vehicles, etc - there's stuff there. Storage - if you can't find a backpack remember that burlap sack + rope improvises a bag, and if you add in a stick it makes the improvised backpack that many people prefer to use. Death to gear up with a solid weapon, backpack, food, gun + ammo (even if it's a sporter) - when you've learned the map that should take you at most 2 hours, but it'll likely take you less... even on a full server.With anything less than 150 hours played consider yourself still learning the game, anyone with less than that likely has a ways to go and more times to die before they've got a good grip on the game.
  14. BeaverProductions

    Problems with current state

    This post is weird. OP has played the game for a whole 3 hours and is complaining about things he has no knowledge about. Sounds like you played the mod, guess what....this is NOT the mod. This is also a game in development so there will be issues. Firstly, you said you joined 5 servers and found nothing. You could have been playing on persistent servers. All the official DayZ servers are persistent I believe, and it doesnnt work properly yet. Best to find a normal server just now until the devs sort out loot spawning/despawning. Nothing wrong with a fire extinguisher, its a great PVP weapon and an ok zed weapon if you can use it properly. It will kill a zed after a couple of well placed hits to the head. So many inaccuracies in this statement. You do not need a weapon to deal with zeds. Punch them in the face and you can kill them easily. Zeds can be shaken, You can often lock them in buildings (dsync permitting) Just keep running out of their line of sight. Through forests are a good place to lose them. Stamina is not in the game and even if you are running in their line of sight, you will outrun them eventually as they often stop for a few seconds. Firsts are fine, I agree with this. The solution to bleeding, is to not get hit. Learn to strafe around zombies and when they do their attack animation. You have plenty time to deal with a zombie while bleeding anyway. Yes they do. Not all medical gear and not all the time, but they do have medical gear. Well D'uh. I haven't seen any AKs in my local firestation. They are usually for responding to emergency calls, not invading small dictatorships. Again, completely untrue. As well as food, they can a host of other loot items including ammo. Good. This isn't a military sim, its a survival game. You shouldn't be shooting zeds anyway. There is far too much ammo in the game as it stands. Again, probably due to the server you joined? Its stupidly easy to find. You might not find the ammo you need, but you will find some in no time in unlooted places (minutes, not hours) Played for 3 hours and says there is nothing to do. So you have made a ghillie suit? Hunted and cooked food? Fished and cooked food? Made a farm? Found every gun? Found a truck? Explored the entire map including all the new places not in the mod? Admittedly we dont have base building and a number of other features in the game yet, but the game is still being developed. One mans bad changes are another mans improvements. The standalone was increased in scope and aim from the mod very early on in its development. If you want to play the mod, play the mod. If you want to play a survival sim in development, play SA. Loot economy is coming soon. Loot tables not that bad now. Military items spawn at military places/vehicles. Civilian items in houses and civilian areas. Currently placeholder and new first iteration of new AI coming in a few days Completely a "learn to play" issue
  15. stonecutter357

    Problems with current state

    the first Q is a fail Q1 2015 Basic vehicles Central economy (advanced loot distribution) New renderer New Zombie AI Basic stealth system (zombies, animals, ...) Diseases
  16. Updated: 24/03/15 All Servers Specific: Added: New Tow&Lift system, no more towing trains, works the same just better. Added: AI Loot scales based on player count. Added: Amount of items in crate is scaled based on player count. Added: Amount of cash found on AI is scaled on amount of players attempting a mission (more players near mission, more money on AI bodies). Added: At 15+ player count, crates have 70% chance (per each item) to spawn: 50oz briefcases, cinderblocks, metal floors, metal panels, cinder walls, combo locks, and hot wire kits. Added: At 20+ player count, crates have 40% chance (per each item) to spawn: 100oz briefcases, 2000RND m134, 150RND DSHKM, 48RND MK19, 29RND AGS30. Added: At 30+ player count, crates have 20% chance to spawn: Maaws, m107, All MK 17 variants, KSVK, LRR, M110 NVG, CSS vintorez, RPG18, and the AS50. Added: AI cleanup will now wait for players to leave the objective. Added: New hero missions added. Added: Changed AI difficulty. Added: Amount of AI at missions is scaled based on player count. Added: Ability to cancel packing deployed vehicles by moving. Added: Punishment for talking over side is now more severe than before. Added: You can now unlock/lock vehicles within 100M by right clicking it's key. Added: Friends will now get "x removed you from their friendlist" whenever you delete them. Fixed: Minor error when unlocking doors with retina scan. Fixed: Fixed issue where loot would not spawn for some players. Fixed: Fixed an issue with group tags when friends were in vehicles with non-friends, or in the passenger seat but not the driver seat, etc. Fixed: Fixed misc friendlist issues. Fixed: Fixed not being able to use flares after respawning. Fixed: Fixed (may still occur if you change/modify a safe 10min prior to restart) issues with safes wiping after code changes. Fixed: Self bloodbag wasn't reseting sound. Fixed: Self bloodbag in vehicle was causing you to "stand" in vehicles. Fixed: When deleting someone, it should also remove you from their friendlist.
  17. Hello All - long time no updates (We've been busy playing!) After a few players complained about items not persisting on Ashes #2 (Hosted by Vilayer) and some back and forth with Vilayer, I finally tested for myself. Placed a backpack, bounced server, logged in, backpack gone! This explains the missing tents, vehicles, etc. Ashes #1 is hosted on Fragnet and overall it's been working well. We're now moving off Vilayer and getting a new persistence server on Fragnet. Details to come. Finally, apologies to anyone that lost items. Nothing more I can do besides move the business to another provider. Sorry! Thanks Trev - been fun gaming with you! http://cloud-4.steamusercontent.com/ugc/37492408382057395/B414AE87B315BF3E613165C527235E705EE85840/
  18. mrbeaneater

    U.S. & Russian Fed. Weapons

    Id think satchel charges would be enough to break into a base. A launcher would only serve purpose if they were to add some heavily armored vehicles like an apc or tank, which i highly doubt.
  19. Samuri_Bake_Pie

    Why snipers aren't going away

    With all the new implementations, future zombie hordes, vehicles, etc, I've seen a lot of people saying automatic weapons are the way to go. Granted they help a crap ton if you are in the open and have a shit ton of zombies and or players chasing you, you just can't beat the preparedness and patience of a GOOD sniper. Basically, it boils down to player preference. If you know the map well, you know the mechanics well, and you are patient, sniping is the way to go. You will be silent, and when you shoot once, you move at least 200 yards, and no one will hear you until they are dead. If you are new, you don't know what gear to have, what attachments to have, then obviously automatics with the spray and pray mentality are the way to go. Even if you are an experienced DayZ Veteran, some of you don't like to wait out for targets and take such long distance shots and that's okay, go for the automatic. I'm just really sick of people saying sniping is gonna be non-existent soon. It will be existent as long as I play DayZ because its based off play-style. If you have 1300+ hours on DayZ as I do, then sniping is a fun way to get endgame stuff and taking the time to set up the perfect situation for long range killing. Granted if you don't really know what you are doing then you give snipers a bad name by taking 500 million shots from the same spot and missing because you didn't properly prepare. Snipers are hit or miss. You can be really bad at it, and you will be bad at sniping. If you don't find the right terrain, the right opening, the right timing, the right attachments, the right server, and the right gear, you will mess up and miss a lot more then often. But, if you do everything right, sniping, even with the Mosin fucking naggant, can be a deadly asset to any team or lone wolf. Automatics are cool and all, and if I go into any city I would prefer one over a shotgun, or a sniper any day, but they will not take over the game. Many people will use them, many people will get kills with them, but I will stay up on the hill 1000 meters away and take out people one at a time rather then get fucked up close range. I don't dislike automatics, they are useful in many situations and fit the majority of players play-style, they just aren't for me, and many other people and I will continue to use them no matter how overpowered automatics get.
  20. Our current rolling changelog: Remote to (un)lock vehicles incl. Beep-Sound Manage safes & lockboxes like doors with DoorManagement Vehicle-Content Preview for the virt. Garage maybe remote control for doors/garage doors Furthermore we're happy that there have been a lot of new players on our server on the weekend!
  21. gannon46

    Lag in DayZ or what?

    i feel you man i think the vehicles have something to do with it i have just my PC with 25mb hardwired, i noticed when i have more than me in the truck i have these lag spikes where the game literally stops. i do play on a persistence server and there are a lot of loot explosions which i also assume cause these lag spikes.
  22. mieiamici

    Does DayZ need aeiral transport?

    I would love to see aerial vehicles in Chernarus but to a certain extent. Make aerial vehicle spawns at the airports only, not random places all around the map like the mod. Make the vehicles simple rotor planes and helicopters, maybe an old soviet jet at NWAF. I would hate to see huge helictopers with miniguns or grenade launchers roaming around the airspace of Chernarus.
  23. AwkwardPandaBear

    I miss the public hive

    Trust me dude, when i find a server with hackers (which are not as prevelant, because of Dayz SA) or wierd rules (400+ vehicles and all that jazz) i dont support it and I look for a different one. There are still some good vanilla servers but most are not just good old dayz. The Europa server and US 434 or some good ones, and illbe trying to support and help them and all other good vanilla dayz servers. I apoligize also, i shouldnt have grouped all the dayz servers into one "bad" server list, but like i said, the fact that we even have to pick out the normal or good servers amongst all the other bad ones is not good.
  24. minime1000

    Does DayZ need aeiral transport?

    Yes, the more vehicles the better.
  25. therandomredstone

    Second primary weapon

    This has been suggested many, many many times and all I can say is that it will be a sacrifice. Two weapons would realistically weigh you down ALOT. so with the games current build. It would ruin it. (especially with the types of CoD players we have) so if this is ever added, it will be after the stamina system is implemented, and THAT will be implemented after more vehicles are implemented and plus, you will have to make an improvised holster of some sort. So it will be a AWHILE from now probably in Q3 or Q4. But as of right now, it is discouraged because of all the one man army people running around Chernarus. Get used to what you have right now.
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