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Found 41868 results

  1. Micorboy

    Two man group looking to get bigger

    My friend and I are looking to get a bigger group together. We have been waiting on friends to get Day Z, but they are taking too long. We have a camp set up with 2 vehicles with a lot of gear. Both of us are good at the game and have a lot of gaming experience. If you're interested add "Micorboy" on steam or reply here Edit: We typically play during the evenings as well, and I can't play some weekends...so that's perfect
  2. I posted this in the uber Bandit/Anti-PvP thread: http://www.dayzmod.com/forum/showthread.php?tid=19935&pid=193707#pid193707 I wanted to break it out into its own thread in case people wanted to discuss in detail some of the ideas I outlined below. In my opinion the concept of Bandit and Survivor is very fluid in the reality of the game. Very rare you have players that are 100% Bandit or Survivor all of the time. For example when you spawn you have no offensive output so you're 100% survivor. When you get a handgun or lower tier weapon you may shoot at other armed Humans but you're not going out of your way to hunt Survivors, which to some make you a Bandit but most players would argue its what they need to do to survive. I feel its at this stage of the game (where most players can get to quite quickly) is where we're seeing this explosion in 'Bandits/PvP is over the top' feeling. Finally what I would consider true Bandits are the guys/girls that have advanced gear (NVGs, Sniper Rifles etc.) and go hunting for other players as they don't have much else to do. I would say you need to adjust the balance of the game in the following areas: * Make it easier in the early game for people to meet up/group (build that Teamwork element BEFORE people are armed) * Adjust the timing of when Players should enter larger cities such as Cherno and Elecktro * Add additional mechanics to Medium/Late game so that multiple people are needed to Survive. I feel if you can offer incentives to players that a (small) group is better than being solo always then you'll start to build balance around the feeling of *Factions* of Humans banding together vs the Zombies and other Human Factions. I'll explain in more detail below. *Early Game/Spawning* So once two armed people meet its over. The chances to build trust are so remote its just easier to take the other person out. What if a system was implemented to select your spawn point. While I like the vibe of spawning in a random location but with out of game maps and people respawning over and over to hit the spawn they want, I feel the meta game would be better served with a different dynamic. What I imagined is a list (not a map!) of all the available spawn points and all the players in the spawn area (or have the spawn selected but have yet to click through to spawn). Any armed player or bandit in the area show up in the list of players in red with a warning in the UI. Players are then encouraged to spawn together (spawning with extra gear perhaps?) and that trust can be built by playing the game together, watching each others backs and experiencing the game in a small group. So yes now we've moved from Solo players being killed by just as many solo players to have at least bands of 2-4 people roaming around (group play and larger more tactical firefights, yay!) Sure some people will just run off, others will betray at a later stage but at least it opens up more opportunities for 'spawn brothers' to at least form up per life. *Early to Mid game transition and Cherno/Elecktro* With either of the two large cities being close to the majority of spawn points it has produced an interesting dynamic and most experienced players will do runs on the Hospitals, if not the Supermarket and Fire stations to initially gear up. New/Green Players will get caught up in the cross fire of Part-Time Bandits and other players who are just trying to gear up quickly. As well as more advanced Full-Time Bandits who have come back south to hunt and/or quickly gather medical and food supplies. While this may be controversial I would adjust the spawn positions, I would have the progression of the game be East to West rather than South to North. This would put Cherno/Elecktro behind one or two towns (if you spawned on the South East of the coast). Yes this would need a loot re-balance and sure Berenzino could become the next Cherno but at least players would have more choice in terms of pathing they could go and may have some gear to defend themselves with by the time they hit the larger cities. *More Group activities in the Mid/End Game* So once a player has gathered good gear, maybe a tent, repaired some vehicles then the level of progression abruptly ends. While this is a game of having great stories to tell the only way to make your own content is really to keep personally challenging yourself/group. There is no better way to do this than to hunt and kill other players. Though as Gamers we all (mostly) play to win, so you've spent a lot of time building a character, so why lose all of that by hunting other heavily armed players. Which is where the full-time Bandits come into play. While this is still Alpha I wouldn't expect to see this soon but I feel the more large scale/group objectives could be added to the game. Especially objectives that could influence the world at a server (or even hive) level or be competitive across the hive. As an example of a lower tier 'end-game goal' what if Power Stations could be repaired, it would require a lot of materials to be gathered, Toolboxes, small group of players working on a few objects at the same time to bring power back online. Then power could be controlled to certain cities (or other parts of the grid could require restoration) and players would have a common goal to work towards. Factions could try owning or even destroying the newly repaired power station/grid. What about certain areas of the map becoming end game raiding zones. Perhaps one of the airfields could spawn a high volume of zombies when players enter the surrounding area. Too many for a small group to take out but perhaps a group of ~15 with awesome loots inside (also make it impossible to be saved inside that area so if anyone tries to server hop they'll be kicked out of the zone). Finally as a controversial idea what about the idea of escape. Have a goal to repair a Helicopter and fly it off the south/east end of the map (Perhaps use the Aircraft Carrier to land on?) players are scored with certain multipliers for number of fellow players rescued at the same time, gear collected/saved against their character, Time spent alive, distance traveled, number of zombie kills and a negative score for Murders as well as number of Bandits in the group. Then after rescue the player is reset, anything stored against the character (if possible vehicles/tens as well) would be despawned and be added to the final score. The player is then dropped back as a newbie along the coast. The score is then saved to a leaderboard (along with server names to help promote community, so you can have local as well as hive wide heroes!) Now on that last suggestion I bet a few of you are thinking 'This is about surviving, I can go play Left4Dead if I want to shoot zombies and escape'. I understand that but the idea of leaving the area and despawning all the collective items/gear offers item deflation. Right now the 1% (aka Full-Time Bandits) are gathering more and more gear while shooting/using said gear way less. Some people are just focused on collecting/farming gear. Without any mechanics to take items out of the game then 'haves' are relatively getting way more powerful than the 'have-nots'. To offer an incentive to leave and give up your game, while still maintaining a strategic timing element in terms of scoring, leave too early and score too low or stay too long and get killed/lose everything. Also scoring by leaving would always be optional, if you wanted to stay and help friends or keep that Helicopter then by all means this doesn't impact you in any way (other than people hunting those Choppers for themselves). Thanks for reading this far, appreciate your comments.
  3. Sarissofoi

    Game too easy.

    Yeah. You are right. The BIG(like Cherno or Elektro) cities should have more zombies. Hordes. The same goes for airfield which I think was the last stand of the army protecting last way to evacuate civilians(also make the military zombies harder to kill). I am okay with number of zombies in villages although it can go slightly up(more for medium cities like Zelenogorsk or Krasnostav). [qoute]I'm missing more random events like helicopter crash site. I'd suggest to add randomly placed police barricades, crashed ambulances, supply trucks, military convoys etc and corresponding loot, so players get rewards if they travel in wildness. Czernarus has so many roads and places to pick 100s of random spawn zones.[/qoute] This. More random places. Crashed military vehicles, crashed supply cars, abandoned camp sites, air drops etc. Also I agree about changing loot tables. Change deer stands spawn to hunter rifles/shotguns(no pistols or military rifles) and some equipment. Add some more civilian weapon types and reduce chance for military spawn weapons.
  4. hunter2123

    not banned from Dayz but from a server.

    I had Dwarden say it was a cheat. I also had some other random say it had to do with a vehicle, this happened 26 minutes after Sherman died so if he did make it back to his camp, his leader Foo said no vehicles were at camp. Therefore he didn't touch a vehicle which made it suspicious so I went with what Dwarden told me.
  5. Soon' date=' they fixed the fuel leak problem. [/quote'] It's not only a fuel leak issue - vehicles are lagging up the servers like mad. The netcode needs work before they can reimplement them properly. (You're lucky land vehicles are there at all)
  6. Our server, US 104. Bans people for disconnecting during a fight (PvP Only). Its a cowardly act and we won't sit around and allow people to "exploit." A bunch of us are always recording our gameplay and the server admins are usually around to take care of it when you get caught. If you can't handle the fact that you'll lose your gear in a "hardcore pvp" game. Then don't play the game. I don't even want to hear it either, because I've been nuked, and disconnected on only to have the guy come back in a new area and kill me because I couldn't cover a 360 degree view of the battlefield. Its an "exploit," and one that ruins the experience for people who like to PvP. We at Wolves of War, as a clan, as a gaming community. NEVER disconnect to avoid player vs player death. I'm just making it clear that if you're caught and we have a recording of it. You will be banned on our server, and if you make a stink about it, we will publicly trash on you as we post the video of you being a little coward who is afraid to die in a video game. QQ I am making this announcement being the owner of US 104. So that if people come on here after this in the future and complain. You'll know that we clearly warned people and they could of searched for a thread about this. As I have the title of the server in the thread and what the warning is about. I have no clue what the dev team is doing to stop it, but for some of us it ruins the experience of PvP and PvP is indeed the center of what makes DayZ enjoyable for the majority of us. We play on other servers too, but there is nothing we can do about it on other servers. Cowards are going to be cowards. If and when Rocket puts something in that combats this, we will then unban everyone. As the ban will then no longer hold any ground. Because it is then no longer an "exploit." There are plenty of other servers. "We" as a group just don't want to play with you, if we "allow" you to kill us, and you don't return the favor by showing that you can play the game without "exploiting." Then don't be surprised when you can't connect a day or two later, or sooner. We have about 10+ people that record video on the server. We only ban with evidence. So if you want to start crap over it. We'll shut you down pretty fast. Without evidence we don't act. So lucky is indeed lucky. Then Rocket @ http://dayzmod.com/forum/showthread.php?tid=8029 said: Therefore.. it's acknowledged as being an exploit.. and they punish exploiters via bans. I don't see where the confusion comes in. It's only a ban on an individual server so it's not really even much of a punishment.. if they crashed and didn't DC most admins are willing to unban it and give you a second chance, but honestly unless you have a bunch of tents or vehicles on it not much care would even be given about being banned it'd just give the admin some sense of improving his community by reducing repeat offenders.
  7. onedeaged

    not banned from Dayz but from a server.

    Believe it has something to do with vehicles.. not sure though.
  8. Skeltah

    admin i need your help man

    addWeaponCargoGlobal Description: Add weapons to the cargo space of vehicles, which can be taken out by infantry units. MP Synchronized Players are not vehicles, and do not have "cargo". You would just have: unitName addWeapon weaponName if you were adding weapons to your character. It sounds to me, the script that fills cargo space in vehicles is misbehaving somewhat.
  9. Where vehicles are? What gear people have and where they are etc?
  10. eliman47

    Have you seen these people?

    This is... awesome! I already thought about dxtorying a reenacted version during our last coast guard night patrol. Probably we will do it soon though :) But sadly we were all stuffed with LEEWT we needed for other vehicles and some jerry cans for our PBX. Does every PBX eat everything you put into its gear like ours? If you do do a reenactment, please mention me in some way
  11. I'd like to see DayZ as a surviving game rather than a shooter. I beleive, punishments or limitation are stupid. The only way - to increase motivation to explore, raid and survive rather than to camp places or play deathmatch. Here is my suggestions, assume this as consistent set, sorry if some was discussed. * No endless equipment. All items from hatchet to vehicles have durability. Durability can be restored by toolbox, but toolbox is not endless too. The more complex item the faster it has ended. Vehicle faster than sniper rifle, both faster than MK, hatchet probably most slow . * Ammo should be much more rare. Every bullet is important. * Good chance to get broken equipment from dead player. The more rare item the higher chance. No loot after short period of time. * Better chance for a good loot at night. Night servers are empty now. * The longer player is alive the better loot chances he has. * Completetly remove night vision and GPS, no more satellites, no more batteries on the Earth * If player does not move for a long time anywhere inside or close to a town or village, zombies will come. * Never see character name through tree or grass when targeting, don't make camper's life easier. Can be seen if clearly on sight only. * Personal reputation, a kind of marks for known players (bad and good) * Add maps Regarding to re-enter: * No equipment spawning if player logged in too close. * Spawn equipment after zombies. Now you can pick up loot just after logging in without any zombies around.
  12. Date/Time: 7:00am-8:00 What happened:logged off at 7am logged back in an hour later every tent, vehicles had disappeared. This includes friendly isolated tents(a great distance away) as well no where near the camp site. Where you were:North side of the map What you were doing:We had just logged in and noticed. *Current installed version:1.7.1.5 *Server you were on:US 29 Atlanta 5 *Timeline of events before/after error:Before a player and myself made trips around the map poking and looking around at night time we had made it back to the camp and looked around everything seemed fine so we stayed on for about an hour everything still good enjoyed conversation we had on comms then we logged. After I logged on about an hour or so later to show off some loot just to see that all the tents are gone looking like the server ate the tents (still pretty sure you can't move the tents) and vehicles (which were a pain to get up to our location) I also had another player confirm that it wasn't a graphics issue on my side.
  13. Hey Guys, quick question. I just "stole" someones bus. I've hear that vehicles have storage slots, but i've only driven Busses so far and couldn't figure out how to open the trunk. Does Vehicle storage exist? And if yes, how can i access it? Thanks, Janeral
  14. Eventually, your luck runs out. No matter how good you got it or think you got it something goes not according to plan. We had a nice little base setup between Vybor, Airfield and Starry. Noone had found it for weeks. We made the mistake of playing on a server with the Dots enabled to see Zed's and Vehicles. Someone ended up seeing our vehicles and well... Let me tell it below. Our day started out pretty well, Killed a bandit with an AS50, then we came back to Starry to find a bus parked at the top hill hidden behind some bushes. We camp it out and end up killing one bandit who is driving and then his friend instantly logs out before we can kill him. We blow up the bus and get out of Starry. Heading back to camp now we recovered it for the most part. Five tents now, truck, car, and a motorbike. We decide to take an hour break and come back. LORD and behold thirty minutes later Tesumia is spamming our steam chat. "EMERGENCY VEHICLES ARE GONE." Hops and I rush online to find our cars missing, but none of the tent items missing. The barbed wire around the sight run over, we assume they took the cars and got the hell out quick. We spread out a bit from camp to see if we can spot them. After a minute of silence, Hop says. "H-hey, I heard them. Get into cover!" We all break off from camp and get ready to ambush them. The guy in the truck comes barreling over the hill, Nearly running over Hop's. He fits RIGHT between the wheels of the truck and gets undamged. The guy was aiming for our tents! He crushes one of them and throws the car in reverse. Getting pissed we all unload, AK Kobra, two silenced M4A1's, we light that truck up. My poor baby. The truck is smoking by the time the guy gets out dead. Sudden sniper shots ring out, killing Hops. I dive behind a stone wall and Tesumia takes a few hits, falling back into the trees. I roll behind the stone wall and try to peek out, but the sniper kills me. Tesumia is blind as a bat with less than 5k blood left. For some reason, the remaining bandits only grab the truck and dirtbike, running away, not looting our corpses and camp. That's not even the FUN part... Hop's and I spawn RIGHT next to Chenro, with LOTS of sniper fire coming inside. Our adrenaline running high we simply BOLT into the city, I am on the west side, he is on the east side. We spend maybe five minutes inside of Chenro... All I remember is bolting in, shouting. "Okay Hop's, inside firestation, Lee-En in here, Going to church." Sniper fire trying to hit me I dodge and run around a survivor with a pistol, he seemed to be trying to aim at me, but like in a bad movie I see a sniper shoot him in the head, he drops dead. I circle back around quickly, his leg is pointing out of the wall, I loot his body, picking up his backpack. I round the church and quickly scrap up some equipment. Some guy run in with a pistol, I quick swap to the Lee-En and roll behind a few chairs with a ton of shots smashing into the wood over my head. I hear the gun click and I stand up as he is reloading, I can tell the guy is panicked as he tries to run back outside. I gun him in the back. I rush back out of the church, now with a compass and map, swing by the firestation and Hop's and I regroup. Keep in mind this ALL happened in five minutes. We run due North of Chenro, sprinting back up. Jenkins logs in to tell us they left the red car on the hill and he collects some of our loot, picking back up our M4A1's and NVG's, scrapping up the gear. Hop's and I take one second to cook up some meat when I discover inside this guys pack is a ghillie suit. The damn chances of that? Why didn't he put it on? Oh well. I look like a noob with a Le-Enfield and Ghillie. I laugh and we continue to run. We manage to make it up north, grab the car, turn it to the road and drive AWAY from the old camp, looking back at the fond memories of the amazing camp we drive off to refuel the car and drift down to find a new camp. This time less likely to be stumbled upon. We lose only a set of ghillie suits, our truck and motor bike. Five tents and a few hours of food.
  15. bonesnap

    Pending Update: Build 1.7.2

    It feels like the vehicle spawn needs to be tripled or even quadrupled. 80+ hours and I've found one vehicle, a tractor. And I definitely can't say the same for my friend who has logged about the same amount of time but has seen zero vehicles. If I played 2 hours a day, I would find one vehicle every 40 days at best. Good gravy. And that's being optimistic, like I said my buddy has found 0 vehicles in roughly the same 80 hours... The vehicle patch apparently didn't reduce hoarding enough. :( One should not have to roam the edge/outskirts of the map to have -any- chance of finding a vech. I actually super lucked out when I found that tractor at the top of a hill, didn't think I was EVER going to find a vehicle in this game unless I stumbled upon some packrat's vehicle collection. And it's not like extra vehicles are going to break the game either, just make 80-90% of them need repairs from spawn. If you really wanted you could also make vehicles consume more fuel on use to counterbalance having more vehicles. In short: It'd be nice to find a useable/repairable vehicle more than once every couple months. Please up the vehicle spawn. Seriously, who wouldn't want more vehicles? And maybe to prevent hoarding you could implement some sort of vehicle spawn reset if 3+ idle vehicles were within about 2 km of eachother (must be idle and not in use). Obviously you have more pressing matters like performance tweaks and such that I too agree are of more concern, but when you have time, I'm sure a lot of players would appreciate some vehicle changes.
  16. Preslei

    Open Vehicle Storage

    Yes, you can refer to the wiki to see which vehicles have storage. For the bus, is can be tricky. The best way to access it while you are in it is Press M, for map (Even if you don't have one) then click on Units, then you'll see and option for Gear on the middle-right of the screen. Do that to access the Busses inventory! Most vehicles you can approach the car from a side, to access it you just have to keep scrolling.
  17. As we all know, the old thread that showed the locations of cars is outdated. (http://dayzmod.com/forum/showthread.php?tid=6347) So, why not make a community built thread to help people out? I'll go ahead and start, there is a hatchback on a dirt road southwest of Lopatino. If this thread gets big enough I would consider adding a list of all the vehicles, although the locations would have to be verified. Thankyou! List: Old Hatchback ( http://dayzwiki.com/wiki/index.phptitle=Old_hatchback ) -End of dirt road, southwest of Lopatino. Offroader ( http://dayzwiki.com/wiki/index.php?title=Military_Offroad ) -At Green Mountain. S1203 Van ( http://dayzwiki.com/wiki/index.php?title=S1203_van ) -At Solnichniy gas station. Ural Civilian ( http://dayzwiki.com/wiki/index.php?title=Ural_Civilian ) -In a complex on the road next to Skalka. (Skalka is on the most northwestern part of the map) Tractor ( http://dayzwiki.com/wiki/index.php?title=Tractor ) -East of Polana near some trees and bushes. [Credits] {TST} LewisUK
  18. i actually found one parked very nicely in those houses that have like a garrage near it ( just the roof) Sadly it was is terrible shape, i think in those circumstances, vehicles should not be so badly broken, i know its more of challenge but i do think some vehicles should spawn with just fuel needed or only like 1 tyre, having everything broken is just annoying. Car in a big town, badly broken, in a house in the middle of nowhere and out of sight of any town( including the small ones) should be in good condition.
  19. infinitegrim

    Vehicle inventory dissappeared

    Two of our vehicles are completely empty too. Not sure whats going on. This is the second or third time this has happened. We keep loosing hours worth of time put into gather car parts and other gear such as blood bags. Hopefully this can be addressed in a upcoming update.
  20. Date/Time: Today What happened: Logged in after a day to find nothing in 2/3 of vehicles while 1 vehicle still had all of the gear. I saved the vehicles the day before. Where you were: Chernarus What you were doing: Checking vehicle gear *Current installed version: 1.7.1.5 *Timeline of events before/after error: Saved vehicles the day before, logged on today to find nothing in them.
  21. Greenhound

    DE 78 - Server Thread

    When will it be up? I want a freshly spawned server to play on so I can seize vehicles early.
  22. Unfortunately, once you find one, it'll get stolen from you in record time, then you'll be back saying, "i'm wasting my time finding vehicles".
  23. Personally I usually play together with my friends or on my own... so I will be in a group of anything from 1 to 8 people at any given time. Our reward so far: which lone bandit is going to take on 8 well-equipped people? I also wanted to post a response to your idea of being able to repair buildings but didn't have time: Whilst I love the idea of rebuilding even a tiny bit of the doomed civilisation, it does have some problems. The issue which is already apparent with vehicles and tents: There is no way to guard them. They are looteable 24/7, when by rights they shouldn't be. It's a) not realistic, b) sucks and c) there is probably no other way to implement this in a persistent world. This would become even more fustrating when repairing large structures. After having repaired a powerplant you will have to log off sometime... at that point someone could come along and destroy it. In fact, it's almost certain as power plants aren't really hideable. One possible fix (and simple) fix would be to simply make the repaired factory indestructible. This would however allow other players to claim it and still leave the people who repaired it empty-handed once they log off. It would also cause an issue long-term, as at some point all repairable buildings would be repaired. Even though this would make for good progression (surviving -> rebuilding) it would eventually render the survival aspect non-existant. The problem could be alleviated if things such as farming/mining/crafting/building (and perhaps a larger map) were to be added so that the power can actually be used, with bandits still raiding the peaceful settlers. (you would also need to bind characters to specific servers for various reasons) But again, that would turn the game into a zombie-survival minecraft clone, with better graphics etc. Now, whilst I would personally relish to play such a game/mod, I do not think that it's the way Rocket wants to take this mod ;)
  24. biorage

    Rearming/Saving a Tent

    Yeah' date=' it was. However, my Tent Items we're vanished too, and we were well hidden too. My hunch is that it was raided, but some external factors might be perhaps the admins can track them in the database, like vehicles. "* [NEW'] Vehicles can now be tracked on database level, they will respawn or be reset at secret intervals once they have been destroyed. " http://dayzmod.com/forum/showthread.php?tid=12809 ^ Though unlikely, could be a factor.
  25. tso

    What do you guys do as survivors?

    probably busy trying to survive bandits while building camps/vehicles... And eventually hunting bandits for hunting them... Then there is ever supply runs and exploring...
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