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Found 41868 results

  1. Spawns are not bugged that I know of, but to my knowledge, they don't just all spawn when the server starts either. Seems to work like good loot, sometimes it spawns sometimes it don't. For example we waited like 4 days to get atv's from a mountain before they finally spawned in. If you know for 100% sure there is a vehicle at x,y,z, like if you saved it there, and it does not load up shutdown and restart the server, not restart mission, our server will not load vehicles or tents if we restart mission it must be shutdown and restarted. Other then that IDK bro best of luck finding them though.
  2. harkonian

    [DayZMod] The Dayz Statistics thread!

    I'd like to know what percentage of vehicles, across all servers: 1. are still at their original spawn location 2. are still within the boundaries of the map
  3. Bumb fgs They still doing it. Stop/starting server just to keep their vehicles save when nobody of them is online to play dayz
  4. nomorechillies

    VEHICLE UPDATE (database side): 2012-06-16

    7 days idle is too long imo, since majority of vehicles are hoarded by clans, how about reducing it to 3 days, and also adding random new vehicles in random server restarts for the noobs
  5. zipper

    My Headlights are broaken

    An answer would be great. Unfortunately I think it is just a bug. I have had the same problem with vehicles, and I have found the headlights to magically work again after a server restart.
  6. Now every good group likes to set up a base right? So once you've designated your spot you move vehicles there, set up camping tents and barricades, and that whole lot. But what about something to make it really feel like a camp or a base? Instead of just having the little 6 x 3 x 4 tents available for construction why not have the large military tents found near military camps or hospitals available? Now my suggestion wouldn't be taking these tents from their set up location on map but finding them as loot. Having different specifications for each, such as barracks, supply, medical, and command, and possibly having 1-3 storage spots in each tent. Now you may ask: "What will stop people from just putting them everywhere?" I would respond: "They can put them anywhere they can fit, if they can find them." Yes I am indicating that they need quite level ground and their rarity be very high similar to NVGs or even higher. Also I would suggest that they only be found where similar tents are placed on map or in military bases or possibly in military vehicles. This brings me to my next point, transporting the tent. I suggest that the tent, given its size, take 10-12 slots in ones inventory and possibly consume the backpack slot along with it. Now my final point is destruction and deconstruction of the tents. I am relatively indifferent to how deconstruction and destruction would work but I may suggest that it works just as camping tents did. Put forth your opinion people of Chernarus any constructive criticism is welcome!
  7. The status of vehicles isn't being saved correctly. Found a bus, fixed bus up (bus was not the shot out model). Server restart, bus is in same position but is no longer repaired.
  8. Remy (DayZ)

    DayZ Stories

    The following entries are based on actual in-game events: Day 1 The last thing I remember was jumping over the side of a large oil tanker that had set sail off the coast of Providence, Rhode Island a few weeks ago…maybe more now, as I have no idea how long I have been unconscious. One night, the tanker had become engulfed in flames, so it was either burn to death or drown…I chose the latter. It seemed like a great idea at the time: board the oil tanker with enough food and supplies to last our group of 35 strong a year’s time and wait until the infection had run its course, then find port somewhere and start over. I made a quiet promise to myself to think harder on the set of occurrences that lead me to be lying face down in the surf in the middle of the night on the coast of Fuck-Knows-Where. Dragging myself further inland and into some low-lying brush, I manage to shrug off the small backpack that mysteriously clung to my back with the same desperation as I to the driftwood I rode to shore on and felt around inside for anything useful. As luck would have it, the very first thing my hand found purchase on was a flashlight. Before turning on the flashlight inside of my pack to see what else is inside, I stop and listen to the sounds around me. The waves crashing on the shore, the wind blowing through the brush surrounding me and the distant sound of some type of unknown group of insects was all I could hear. The welcome lack of any kind of moaning and/or growling penetrating the darkness gave me the confidence to turn the flashlight on, being careful to keep it as far into the pack as possible in order to minimize its visibility. Inside the pack I found a bottle of painkillers with a dozen pills…which I immediately ate 4 of in order to remedy my pounding skull, a pair of binoculars, one sealed pack of bandages, and not much else. After a few minutes, I mustered the courage to get up, look around, pick a direction and set off along the shoreline, keeping my flashlight off and instead using the moonlight as far as it would take me on the edges of this unknown land. Day 2 Entry 1: I walked along the beach for about an hour and came up on a small residential area just as the morning sun was beginning to rise. Along the way I began to lose fear and gain confidence, because I had yet to see anyone or anything that may or may not want to eat my face…until now. About a hundred yards off, I could see the shambling, uneven movement of about half a dozen infected. They always look the same: rotted faces lurching forward towards the ground, as if retracing their steps while looking for something precious recently dropped…but never to be found. Their slow, methodical plodding is what made this infection so deadly, as they look pretty harmless, until they noticed someone who hadn’t yet been bitten. The infection gives them superhuman speed, which is what caught so many by surprise and lead to so many deaths so quickly. The key is to stay low, quiet and hidden, as their sense of smell seems to no longer have any use. I managed to get into a few of the homes and find some supplies: a can of sardines, a can of beans, a can of Pepsi, an unfilled canteen, and what appears to be a new little girl’s diary with a pen attached to it. I was starving and thirsty, so I ate the sardines (blech!) and choked them down with the Pepsi. Even though I could hear their groans outside of the small house I was in, I have learned over these past few months since the outbreak to tell that these were the sounds of docile infected…and they posed little threat to me in this state. With a full belly and a safe place to rest, I decided to at least try and get some shuteye. Entry 2: Well, if there was ever any debate as to the infected being attracted to snoring, I just put that shit to rest. It’s getting dark again, which indicates that I have been asleep for about 11 hours. I guess I needed it. I’m just happy I didn’t wake up dead. Before the sun sets, I was able to write about yesterday and today in this diary I’ve found. I think it will help me to keep my sanity (what’s left of it), as well as allow me to keep notes on the infected and a working inventory list of my supplies. I’ll head out in the morning, and hopefully find something to defend myself with...preferably something that dispenses large amounts of lead at high speeds. I’ve seen a few broken down military vehicles, so I may get lucky. Day 3 My hands are still shaking as I write this, so forgive my jagged penmanship. Just before morning, I headed east along the coast to see what else of use I could find for myself. Things weren’t looking great, until I found a serviceable axe inside a fire truck sticking half out of the ocean. I spent a moment swinging and familiarizing myself with my new found defense, then continued east between the main road that hugged the coast and the shoreline. After about 2 hours, I stumbled upon a sizable town with dozens of multi-storied buildings. On my way into said town I noticed a street sign, though the language and letters appeared to be some form of Russian or Czech. The sign read, “Elektro-blah3blah-Czech-7blah,” so let’s just go with “Elektro.” The infected were everywhere, but I was doing my best ninja impression and was able to avoid them, at first. As I rounded the corner of a house in a slow, crouched jog, I literally bumped my face into the ass of one of these god damn things. I’m not sure who was more surprised, but this infected let out its “dinnertime!” scream. I managed to cut the scream short with an axe to the infected’s skull, but not before it had notified the other 20-30 in the area. Having to abandon the crouch jog and burst into a full sprint, I headed towards a nearby grocery store. Normally, I would be very quiet and careful upon entering a building, but there was no time for that. The doors were likely shatter resistant glass, but the door on the right was spider-webbed pretty severely, so I took a chance and slowed just enough so I could throw the axe at the door. When the axe hit the door, the bottom half shattered completely as I dove through the new opening. I got to my feet quickly and scrambled to the back of the small market, having to leave the axe behind for now. You see, the infected have a very short attention span, so if I was able to stay hidden and quiet for a few minutes, they would just forget about me and wander off, continuing their never-ending search of lost heirlooms. As I sat in the darkness of the corner of the store, my eyes began to adjust to the point where I noticed a corpse in military fatigues propped up on the bare shelf adjacent to me. I sat in silence for a time, until I felt confident enough that the infected had forgotten about me. Lady luck smiled upon me once again as I looked inside the dead man’s pack with my flashlight. A box of matches, a hunting knife, a watch, a map of the surrounding area…and an AK-Fucking-47 with 3 30round clips! Sweet fucking Jesus I have a chance!!! Before the fallout, I had never even held a gun, but it’s amazing how fast you can get good at something when your life depends on it. Much of my time on the oil tanker was spent learning and training about fighting and weapons, as about half of our group was National Guard. I loaded the weapon, made sure the safety was off, and then froze. I heard several soft, careful footfalls in the aisle next to me. These were not the erratic, spastic footsteps of something reanimated…this fucker was alive, and hunting me. Aside from weapons, another thing I learned along the way is that the biggest threat to my survival was other people. I readied my newfound weapon and waited. As his head slowly crept around the corner I pulled the trigger, but I didn’t realize the machine gun was set to full-auto. I unloaded the entire clip into his left eye before I was able to release my petrified finger off the trigger. Needless to say, I don’t think he’s going to pull through. All the stupid son of a bitch had on him was the axe I dropped, which I promptly stuffed in between my backpack and my back. Oh, that would have been some ironic shit indeed if I had been killed with the object not moments ago helped saved my life. I didn’t wait around to see if my scared, stupid Rambo ass had alerted every infected in the entire town, so I slowly opened the rear service door, looked to make sure the coast was clear, and headed north out of town, into the woods.
  9. 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.....
  10. andrius

    What is rearm?

    Yeah i want to know that too. For example on a fireplace there is an option to "rearm", same on vehicles, and some other things i can't remember right now. So what does it do ?
  11. Cappy (DayZ)

    Bleeding after 1 hit

    Yeah man' date=' hell they should make it so zeds do no damage, its too annoying, hell why not remove them all together, they just get in the way, and add more vehicles, weapons, maps, have it team A v team B,. or NPC,........ oh wait. [/quote'] That's not at all what he's saying. Good one tho. Okay okay, i'll be serious for a min. I think blood loss from Zeds has to be high. So high in fact that if you get hit even once the amount of blood you loose should be too much to be replaced by food alone. Apart from company, the real benefit from teaming up with someone is the use of blood bags. I think we need a some sort of direct advantage for teaming up, and blood bags does this well. I wouldn't mind less blood loss from zeds if food didn't replace blood at all, or greatly reduced,. therefore making it possible to solo the game, but extremely beneficial to team up. Apart from that its usually just a case of getting safe and bandaging, then finding a buddy, if you have no buddy i believe it should be harder.
  12. ibob991

    Pending Update: Build 1.7.2

    Can we please focus on fixing the vehicles in the game rather then add fuel to fire of trolls? Needs attention rocket.
  13. Bungles

    Bleeding after 1 hit

    Yeah man' date=' hell they should make it so zeds do no damage, its too annoying, hell why not remove them all together, they just get in the way, and add more vehicles, weapons, maps, have it team A v team B,. or NPC,........ oh wait. [/quote'] That's not at all what he's saying. Good one tho.
  14. Cappy (DayZ)

    Bleeding after 1 hit

    Yeah man, hell they should make it so zeds do no damage, its too annoying, hell why not remove them all together, they just get in the way, and add more vehicles, weapons, maps, have it team A v team B,. or NPC,........ oh wait.
  15. Picked up from (www.survivalistboards.com/showthread.php?t=152972) by Jeff T. I am the leader of a band of 8-to-12 looters. I have some basic military training. We move from place to place like locusts devouring everything in our path. My group is armed with light weapons and can develop and follow simple plans of attack. We take what we want by force of arms. We prefer none of our victims survive because that could cause problems for us in the future. It has been six months since the grid went down. You and the other five members of your party have settled into what may be a long grinding existence. The every day tasks of growing and gathering have now become routine. The news from the outside is extremely limited but you don’t really miss it much. Life is simple but physically demanding. Although things may seem stable you will need to keep your team focused and alert. This is your first and most important layer of defense. You should hold an immediate reaction drill once per week. Keep things simple. Practice a specific response to such threats as injury, fire, attack and evacuation. Despite the challenges you must maintain contact with those around you such as neighbors for vital clues that trouble is brewing. Regular monitoring the radio will be critical in providing an early warning of trouble. You may be able to safely interview refugees with risking your party. Keep in mind the information you get from them may not always be reliable. While you have been farming I have been learning the best tactics to employ to seize your property and your goods. I have been refining them since we hit the road right after the lights went out. I have conducted eight “hits” so far and have been successful seven times. Here are some of my “lessons learned”. Intelligence gathering and target selection is critical to my success. Targets include those who have large quantities of fuel, food and other valuable supplies. My posse is constantly questioning anyone and everyone we contact searching for this our next victim. Anyone who has ever had knowledge, even second hand, of your preparations is someone of interest to me. I may approach them directly or indirectly. If anyone knows something I will find out about it. Who seems well-fed? Who still has transportation? Who has lights? Who was prepared? Where are they exactly? Somebody talks, either in person or on the radio. They always do. We search for victims night and day. During the day we are listening for the sounds of machinery, cars, tractors, gunfire or generators. Day or night without a lot of wind those sounds can carry for miles. At night I look for any sort of light. Even a small flash indicates somebody with electricity and that means a rich target. I always have somebody listing to the scanner for any news, leads or insecure chatter. Operational Security is an important concept for your entire group to understand and maintain. If somebody outside your circle doesn’t have a real need to know about your plans, preparations or procedures then they shouldn’t know period. Develop a cover story and live it like was a bulletproof vest. It is no less important to your protection and survival. During an event you need to blend in with the surrounding environment. Carefully observe noise (such as generators and other engines) and light discipline especially at night. If you need to test fire weapons do it in one sequence to avoid a prolonged noise signature. Once I find and target you reconnaissance of your retreat is my next step. Only a fool would try to rush in and try to overwhelm a group of “survivalists”. We had a bad experience with that during our second hit. Now we spend at least a day or two trying to size up a large opportunity and the best way to take it down. I will observe retreat activity from a nearby-concealed position. I will get an idea of your numbers, weapons, routines and so much more by careful surreptitious observation. If your group seems alert, I will try and trigger a false alarm with a dog or child to watch your reaction to a threat. That helps me know how you respond, where you are strong and how to attack. I may also obtain a topographical map of the area to identify likely avenues of approach and potential escapes routes you will try to use. I may coerce your neighbors into uncovering a weak spot or access point or other important intelligence. I also have a Bearcat handheld scanner. I will be listening for any insecure chatter from your radios. Regular patrols at irregular intervals focused on likely observation points and avenues of approach could keep me at bay. You could put down sand or other soft soil in key choke points as a way of “recording” if anyone has recently traveled through the land. Dogs, with their advanced sense of hearing and smell are able to detect and alert you to intruders well in advance of any human. Motion sensing IR video cameras as a part of a security plan could play a part in your layered defense as long as you have power. A 24 hour manned observation point equipped with high quality optical tools is a must. It should be fortified and if possible concealed. It should have a weapon capable of reaching to the edges of your vision. Seismic intrusion devices, night vision and thermal imaging are phenomenal force multiplying tools. They can give you critical intelligence and warning. You should use them if you have them. Understand they are not fool proof and I can often neutralize them if I know you have them. These tools and techniques provide you reaction time. Time to plan your response and time to execute that plan. Recognize that a “defender” is always at a disadvantage. By definition a defender will be reacting to my attack. Modern warfare has emphasized the ability of the attacker to operate faster than opponents can react. This can be explained by the OODA loop. Below are the four steps of the classic OODA loop. These are the steps a defender goes through when under attack. 1. Observing or noticing the attack. 2. Orient to the direction, method and type of attack. 3. Deciding what the appropriate response will be. 4. Acting on that decision. As an attacker I will try and operate at a pace faster than you as a defender can adjust to. I will change my direction, pace, timing and method to force you to continue to process through the OODA loop. This creates confusion and wastes your precious reaction time. As a defender you will need to disrupt or reset your attackers timing with a counter-attack. When you are successful you become the attacker. Your defensive plans should utilize and exploit this concept. Here are a few scenarios: 1. Snipe & Siege I will begin the attack when I can engage at least half of your party’s military age personnel in one coordinated effort. I will infiltrate my team into concealed positions around your retreat within 50 to 75 yards. I will target any identified leadership with the first volley. Two thirds of my people will be engaging personnel. The other group will target communications antennas, surveillance cameras and any visible lighting assets. I want your group unable to see, communicate or call for help. The members of my band will each fire two magazines in the initial exchange. Two thirds of my group will change to new concealed positions and wait. One third will fall back into an ambush of the most likely avenue of escape. We will stay concealed and wait until you come out to attend to your wounded and dead. We repeat the attack as necessary until any resistance is crushed. Ensure you adjust the landscape around your retreat so that I don’t have anyplace offering cover or concealment within 100 yards of your residence. You can create decorative masonry walls that can be used to offer cover for personnel close to your residence. Fighting positions can be built now and used as raised planting beds and then excavated for use in the future. These can be extended or reinforced after any significant event. These structures or other measures such as trenching must be sited carefully to avoid allowing them to be used effectively by an attacker if they are overrun. 2. Trojan Horse For one hit we used an old UPS truck. We forced a refugee to drive it to the retreat gate. We concealed half our group inside the truck. The truck was hardened on the inside with some sandbags around the edges. The other half of our group formed an ambush concealed inside the tree line along the driveway. We killed the driver to make it look good and had one person run away. Those preppers almost waited us out. After nearly three hours they all walked slowly down the driveway. They were bunched up in a group intent on checking out the truck and driver. It was like shooting fish in a barrel. They could have worked together as group to sweep the area 360 degrees around the truck and they would have surely found us. A dog would have also alerted the residents to our presence. They could have taken measures to eliminate the vegetation offering us concealment on the road near the gate. They could have used CS gas or something similar to “deny” any suspicious areas. Lastly they could have done a “reconnaissance by fire”. Shooting into likely hiding spots, including the truck, trying to evoke a response. They should have established an over watch position with the majority of their group. This over watch group would have provided visual security and an immediate response if there were an attack. They were not expecting any additional threats. They didn’t consider that there might be additional danger lurking nearby aside from the truck and they died. 3. Kidnap & Surrender A few weeks ago we surprised and captured a couple of women out tending a garden. It was totally by chance. We were traveling through a very rural area on our way to another town when somebody heard a tractor backfire. We immediately stopped and I sent a small team to recon the noise. They bumped into a small party tending a field at the edge of their retreat. They seized two women and immediately dragged them back to our vehicles. We began negotiations by sending a finger from each one back to the retreat under a white flag. The rest was easy. This didn’t need to happen. Better noise discipline would have kept us from discovering their retreat. Some simple boundary fencing or tangle foot could have delayed us. The women should have been armed and aware of such a threat. If they has established an over watch for the garden they could have engaged us before we took our hostages or at least alerted the others that there was a problem. They also could have had a quick reaction SOP developed prior to this incident. That Quick Reaction (QR) force could have followed the kidnappers back to our vehicles and set up an ambush of their own. Rural retreat security is a full time job. If you snooze you may lose everything. 4. Fire and Maneuver I don’t like this option but sometimes the prize is just too tempting. We typically infiltrate quietly at night to prearranged start points. We begin our attack just before dawn when your senses are dulled by a long night watch or from sleep. Based on our reconnaissance we divided your retreat into positions or zones that need specific attention. We prepare for battle by using an air rifle to target any lights or cameras. Our first priority is to engage any LP/OP site and destroy or degrade them as much as possible. I split my forces into two supporting groups. One group keeps the target position under constant fire. The other group also fires and maneuvers, closing on the target and destroying it with gunfire or improvised weapons. Many times these positions only have one occupant and the task is relatively easy. Often these positions are easy to spot and are too far from each other to provide any effective mutual support. We will work from one position to the next. In the darkness and confusion most of the defenders are disoriented and ineffective. They fall like dominos. We have also used motorcycles to negotiate obstacles and speed through cuts in the perimeter fence. Then throw Molotov Cocktails into any defensive position as they roar past. If you fall back into your residence we will set up a siege. If we can maneuver close enough, perhaps by using a distraction, we will pump concentrated insecticide into your building or we may introduce LP gas from a portable tank into the house and ignite it with tracer fire. If there was enough warning time from your OP you could execute a pre-planned response. Your planned response should be simple, easy to understand and execute. Half your group occupies your fighting positions, two to a position. The rest of your party establishes an over watch and concentrate its fire at the enemies trying to fix your positions. If you had more than enough prepared positions the enemy might not know where to attack. It would also provide more flexibility in your defense based on the direction of attack. I would use Night Vision if available or illumination from flares or lights as a last resort. Rats hate light. Usually people keep main access points blocked from high-speed approach. Likely avenues of approach should also be blocked or choked and kept under observation. Remember though what keeps me out keeps you in. Typically the common techniques of parking vehicles in roadways will only delay my approach not stop it altogether. An ordinary 12-gauge shotgun, shooting slugs, can stop most types of non-military vehicles at close range. Don’t forget the threat of fire or other non-traditional weapons in your defensive plans. You could create the illusion of a “dead end” for your main access road by positioning a burned out trailer home or a couple of burned out cars at the false “end” of the road. Concealing the fact that the road actually continues to your residence. Lastly, develop a plan to evacuate and evade capture. When faced with a significantly superior force it may be the only viable option. This should include simple, reliable communications or signals such as three blasts on a dog whistle. Your fighting positions and barriers need to be constructed to allow coordinated withdrawal in an emergency. You should establish a rally point and time limit to assemble. I believe this should be a priority in your practice drills. During a real emergency you may be able to rally, rearm and plan your own version of the “snipe and siege” to retake your retreat. Key messages: Your rural retreat defense can be visualized as a set of concentric rings: Location – Location – Location: High and remote are best OPSEC – Think of it as a form of armor or shield: Practice it and protect it. Observation Post / Listening Post: Your first best chance to counter attack Gates / Fences / other barriers: May slow me down. Might keep you in. Fighting positions: Must provide mutual support and allow for evacuation. Residence: Last line. Don’t become trapped People, Planning and Practice Remember: An aggressive and unexpected counter strike can win the battle. Stay alert for multiple threats or diversionary tactics. Criminals excel at feigning weakness to lower your guard. Don’t underestimate me.
  16. The server is locked with no one actually in game for about 10 more minutes to allow vehicles to spawn, as this might be the fix to no vehicles spawning.
  17. WalkerDown (DayZ)

    Tips for an effective squad?

    Friends only, with 6 guys (or better more) you'll be invicible: you don't have to care to die, because minutes after you have another mil weapon from your group. You can collect vehicles and then scount the map looting everything and (literally) do piles of items to share with the others when they dies. Remember: when you play with a squad you shouldn't concentrate on "survive", because you will die, even a noob with a makarov may kills you; the way to win is to have your gear ready after you respawn! Basically each time you die you don't have to care to collect all the stuff.. because it's already there, provided by your squad.. then can also "collect" you at the respawn point using the vehicles. ;)
  18. In the last two weeks on the ONE server I play so I can't speak for any other server I've had in my possession -Bus (Found it in a field by someone trying to hid it, in bad condition fixed it up had for a few days then got shot out of it when i went to pick up a new spawn near cherno) -2 Pedal Bikes found along the coast -1 Motorbike found north of stary sober in a field (don't know why it was there) -1 Red Car spawned in Stary sober had to repair everything on it and found it within 10 minutes of finding the motorcycle -2 Tractors found one at a spawn the other I killed a guy while he was doing doughnuts around a helicopter crash site (was pretty funny) -1 Offroad truck found in the middle of the NWAF on the runway fully fixed with enough fuel to drive to safety (again I don't know why it was there) I have seen these vehicles -Another motorbike with two people on it -A red car cruise through stary sober crashing into things (terrible driver) -A green jeep/humvee looking thing -Heard another vehicle near me drive past that was unrelated and far away from my other sightings -A flipped over ATV near Berezino that I blew up so it would respawn (haven't seen or found one since) My advice? Consistently play one server and it'll actually increase your chances of finding vehicles, because your looking throughout one "world" instead of spreading your time throughout different servers. Think outside the box where would you hide a vehicle when going to a decent town like berezino or the NWAF? camp those locations and take a vehicle by force if you need to
  19. naizarak

    So..uhhh...now what?

    congrats you've reached the point in the game where there's seemingly nothing to do. your options: 1) pvp 2)find a team, repair vehicles 3)search for rare items 4)stop playing the game
  20. It could just be that the clan that plays on Atlanta 59 decided to find and keep every single vehicle off of the map, but the server only went up around a week ago; I don't think that it's possible. I've informed the players on the server that I'll be restarting, then locking the server for a bit to allow vehicles to spawn without the spam of players connecting all of the time. Hopefully they actually do begin to spawn. If so, that would simply be a miracle.
  21. We have spent the last several days scouring the entire map with our group of four to ten (depends on the day/time) people after our vehicles, hidden in several locations, decided to disappear after a sever restart. We have found useless boats, a broken ATV in the woods, and one crappy jeep where everything goes to orange if you hit one fence. We used to have nearly every vehicle and none of them have respawned at the normal spots nor any other spot. We have scoured every city/town/outpost, every small barn, little shack in the woods, mountain tops, along the road sides, across fields, essentially we have searched nearly the entire map and nothing seems to have respawned of the vehicles that we previously had. The jeep was of a type that we had never seen before and ATVs are common enough that one we didn't find was fine, but everything we have previously found did not respawn. Also, it was exactly seven days after the patch came out that makes vehicles respawn if not driven for too long despite us driving them all multiple times a day.
  22. Something to do with luck and something to do with knowing where to look. Also, to everyone complaining that people are hording/hiding the vehicles, I have a few questions for you guys. If you found a vehicle, would you leave it in the middle of Stary Sobor when you logged off? If you found a second vehicle, would you just leave it for the next person who comes along? Ya, I thought so..
  23. Guest

    VEHICLE UPDATE (database side): 2012-06-16

    Does this mean that EVERY time a server restarts (often once or multiple times a day) vehicle locations get reset? If I'm not mistaken' date=' are you fucking kidding me?! People who work hard to obtain vehicles now lose them in under 24 hours. That makes them utterly worthless. If you meant that only after *THIS* server restart all vehicles will be reset, I request you make your wording more clear. That said, thanks for the update. [/quote'] They were reset only after the changes were implemented. The third note clearly indicates they don't reset after restarts:
  24. I have never seen a vehicle in a listed spawn location, but I have definitely found multiple vehicles untouched by other players.
  25. wolfgang784

    That thing you can't find

    Me and my ground have touched every piece of equipment that can be found in the entire mod except for four things. What we have not been able to find in our now slightly more than two months of playing is the SVD which we want terribly, the radio which we would enjoy to find just to be able to say we have had every single tool, the pipe bomb/c4/satchel charge, and the AT-4/M136 single use anti-tank rocket launcher. We have found every other gun and currently have several M249s, MK48s, M107s, everything. We have used every vehicle including the helicopter (only for a few minutes). We actually had most of the vehicles until a server error wiped every vehicle off of the map and a week later they have not respawned. Anyway that god damn M136, SVD, and C4 need to be found. If anyone has those and is willing to trade (yes I know trades go terrible in this game but I am willing to try) any other item in the game except for vehicles and mountain dew as we do not currently have any. NVGs, rangefinders, GPSs, M107s, MK48s with belts, L85A2, AS50, I can get you anything for those items.
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