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Showing results for 'Vehicles'.
Found 41868 results
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Found M136, what should I shoot? what would you shoot with it?
NedEleven replied to catstyle (DayZ)'s topic in DayZ Mod General Discussion
It can, but it needs to be a direct-hit. It fires an AP round (I think), so it's most effective against vehicles. I would save it to use against a chopper or a truck with a lot of players inside. -
Found M136, what should I shoot? what would you shoot with it?
osiriszoran replied to catstyle (DayZ)'s topic in DayZ Mod General Discussion
doesnt kill players or zombies only vehicles -
Congratulations... 1,000,000 Murders
Turk (DayZ) replied to CrimsonBlade's topic in DayZ Mod Suggestions
A incentive NOT to kill other than grouping together to maintain vehicles may need to be added or punishment from your original life long moral compass thst we ALL have had instilled in us in the form of a visual deterant. The "bandit skin" was removed, i assume, due to it being considered diserable as in an encouragement to kill for no other reason than getting an upgrade aka "better"/unique clothing rather than a deterant as in "oh look a baddy, avoid that scumbag". Loose Humanity Loose Your Sunny Outlook. How about using the humanity meter to "change" the offenders view just as their outlook on life is not as colourful as many of us so maybe their lack of humanity should reflect this by them simply loosing in game colour each time they kill for the fun of it. (and worse the more they kill.) Afterall they aren't seeing the whole bright & sunny :P long term survival picture such as 2 buddies being chased by zeds ='s has a 50% chance that its your buddy who will be munched on instead of you. :D A bullet shared is a bullet that could protect you and so on. B&W and Shaking all over. I propose this loss of colour (after all its all just black & white for "them" anyway :) be similar to the losing blood mech. Based on a scale of 1 to 10. With the "award" upping the anti at level 6 and onward. 1 to 5 kills = loss of colour until B&W then 6-10 kills = shaking until its nigh on impossible to aim. Varying increasing increments starting from 1-5, with 5 kills gaining the award of a pure (lifeless, heartless) black & white view. From 6 - 10 starts the spiral into psychosis with "the guilt shakes". Psychos should shake with guilt. Once past the pure B&W stage murders (their not bandits) begin to add shake (going crazy, all them psychos should shake with guilt :) Colour & shakeing can be regained / removed by giving people blood transfusions. On a 1/1 ratio. 1st 2 kills won't be too serious (accidents) but the 3rd is a noticable loss of colour (maybe just keep/add a shade of red also?) To avoid abusing the system too badly give half as much colour return for the 2nd, 3rd & 4th transfusions if it is given to the same person in the same 12 hour period and continue halving again for the 5th and halve again for the 6th & so on. So you'd never practically get above regaining 4 "karma" points without a crazy amount of effort. This should encourage giving them to different survivors & hopefully discourage player killing for simply no reason other than because you can. Return of the Bandit. Stand & Deliver (afterall its BANDIT not psycho pointless killer.) I've often wondered why the word Bandit had been used as it is technically incorrect so the following suggestion may return validity to the term. Makeing it possible to "hold someone up" to steal their stuff rather than kill them would justify the term Bandit and be quite a cool addition to the already stealth heavy mechanics of the game AND I'd happily be "mugged" considering the alternative. The addition of being able sneak up on someone with the ultimate aim of disarming them aswell as preventing them from escaping so as to rifle through their belongings would not only be challenging (far more so than clicking a mouse it would also not alert the bloodthirsty natives. The mugger would have to be close enought to trigger the "stand & deliver" scenario. within so many in game feet not too dissimilar to getting wood from trees yet would have the same properties of a bear trap. I'd imagine a key or key combo would have to be held down for the duration. It would make sense if it were G & either a scroll wheel selection or preferablly another key for ease. If either key were let go the victim could escape and possibly be shot, as IRL, for their troubles. Run Forest Run? minus the weapon in hand which of course the initial "Stand & Deliver" mech would place in your backpack with the risk of replacing items but hey it was dropped in the scuffle. In addition bear traps could also be used for similar fun & games. Moist likely the person will concede and disconnect long before "Bear Grylls" would return so this action would automatically be considered a death but the person & more importantly the items will remain for the duration the trap setter remains on the server. What do you guys think>? Has all this been proposed before? Please let me know if it has or past it on if it hasn't. -
Greetings, I write this by torchlight in the hills while the goat cooks. This mod is really interesting and atmospheric but it didn't take too long that I had the rudiments of survival (though who would have thought finding something to carry water would be harder than finding guns?) and started thinking about what came next. In pretty much all the zombie comics and movies I've seen a couple of things happen: - A lot of people panic, fail to adapt, get surprised and get eaten or shot. Lots of that going on. - Some people adapt too well, find a high powered weapon, and decide that makes them a god in this new world and everyone else is a danger / opportunity target / loot stash. Lots of this going on. - Some people focus on survival so get the necessities and head for the hills avoiding all contact since a lot of the people around are armed and crazed. Ultimately a somewhat lonely game experience though. But there's something else that happens in zombie movies and isn't in the game. People try to work together, create a small pocket of tenuous security, and try to hold out. Indeed almost every movie I know is about this group trying to survive not about a lone sniper on a rooftop or a mountain top hermit. Of course the nature of the game makes it hard to have anything persistent (or even find each other), and you don't want to take control out of the players hands, or need too much content. So while I hope there is a plan for a cooperative end-game by the people who are doing the hard work I'll throw out some ideas I had simply to get them out of my head: 1. Somewhere on the map, ideally randomized, there's a camp or repurposed building which is a survivor camp, possibly more than one. It has a couple of NPC guards who will shoot zombies or bandits within their range. This gives a small zone of weak security and makes up for players not being persistent. This camp provides shelter, a place to gather and form hunting parties, a place to camp out of the game and log back in safely but not much more. Notes giving this location (if random) could even be a loot drop. 2. A bandit is someone whose account (or they'll be "washed") has killed more survivors than X per hour of game-time (say 1 per 3). Survivors won't know if you've made a couple of opportunistic or self-defence kills, but if you've killed 100 survivors a day you are going to be a hot topic of discussion. So if a guard or player who has visited the camp can identify a person they'll know if they're a bandit or not (ie. red name). The main advantage is that it's really easy to automate, no complex code needing to try and work out who shot first, no gaming it (especially if the stats are hidden) and allows for the occasional "oops" or "yeah, co-operation is fine, but he needed to be shot for the common good". Most everything else could be left up to the players and what ever evolves. You still won't be able to fully trust each other because people can be moles for the bandits, potential bandits, low-key bandits or thieves but at least there's a place to gather and explore the issue of trust in a zombie apocalypse rather than everyone heading for the hills or shooting it out in the cities. There's some other game-play that could be extended from this, but its also more complexity: A. The humanity system could tie into it. Both being a bandit and occasionally needing the company of others. Most people probably can't handle living in the hills, dodging the dead and killing bandits forever, they'd need a place to recover. Other people would flagrantly advertise the fact they want none of it and choose to wear a bandit skin (and find another sort of stability). B. The camp could move. It might also need to be constructed, say it gains strength the more material is scavenged to build it or takes damage from presumably fighting off zombie hordes. So there's a reason to form a party and go scavenge material from industrial sites. Or maybe they can craft found objects into useful stuff. C. It makes a reasonable place to recover from infection, exposure or broken bones over time. The medicine will be instant but of course probably camped / dangerous to get. So you have to make a decision. D. It could be a place to park personal vehicles? I've no idea how that part of the game works though (not really interested either). E. It could have a per-server "community chest". Co-operative people *might* engage in altruism and trade, or they might steal everything in it, would be fun to find out. It also gives a motive to keep going out on hunting parties even when you've personally found most of the stuff you want. F. The guards will shoot at anyone who injures a survivor within their perception range (reduces exploit potential). G. You could have Jerry cans of water giving a place to fill flasks, but sometimes needing to be refilled themselves. H. Getting drunk... hey, it's another way of dealing with the end of civilisation and not all those bottles of scotch can be empty.... yet. But you'd only drink in a place you feel somewhat secure. Anyway, thanks for reading if you got here, sorry for it being long but wanted to get my ideas out so I can stop thinking about them :) Thanks again to the mod creators, there's nothing quite like this out there.
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The one and only Anti-PVP/PvP Discussion thread! Whine/discuss here!
nashable replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
I'm coming to this thread late and wasn't able to read the entire thread. I did want to share some thoughts on what I think the potential issues are and how I feel they could be solved. 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). Edit: I also broke this out into it's own thread in case anyone wanted to discuss in more detail and iterate on some of the ideas raised: http://www.dayzmod.com/forum/showthread.php?tid=21920 -
I play on one server only day or night. Just my preference. When night hits, population goes from 50 down to 3 or 4. Then I go into town and loot up. Then spend time when it is daylight looking for the vehicles. I have yet to find one lol, but that gives me something to do.
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How often are your camps raided?
sixgun replied to corruptshadow's topic in DayZ Mod General Discussion
Don't ever mark your camp pos on the map. Ever. Lean the art of land nav and memorize the grid coords. Don't park vehicles within 500m of your camp. Keep vehicles out of sight as they are more visible than tents. Barbed wire is your friend. Seal the whole camp off if you need to, and have one guy remove one section when you need to get back in. If you don't know the guys you're running with on Teamspeak or Vent, or if you don't know them personally, don't let them near your campsite. -
For what it is worth, I think if server hopping is eliminated or deterred...this mod will be so much better. Out of all the things that are wrong, this is the worse. This just takes so much away from the game. Less realism. Less danger. Less gratification. So many people who get killed are stacked with great gear because it is so easily replaced. If this were a trap tent, I would not put good gear in it. And I would put it in a place where I would have the tactical advantage, not the players trying to loot it. I am not going to sit there all day and guard it. There are large amount of zombies that spawn in the complex. So those who go in deserve what is in it, if they get pass all the zeds (unless they hop). I myself dont go to that tent unless I have 4-5 extra mags of ammo for my side arm. I do not camp my tents or vehicles. If I wanted to kill players I would just grab an assualt rifle and run down the shore and do it. Do not need to bait anyone for that. I honestly do not care if you are a survivor or bandit. I had the decency not to disconnect when I knew I was probably going to die. They didnt. They got to reap the rewards of a simple, not sure if exploit is the right word, feat.
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Unconventional Weapons: Non-Lethals, Homemade and more
ElemenoP posted a topic in DayZ Mod Suggestions
PREPARE YOURSELF, FOR A MASSIVE WALL OF TEXT I've wrote down some ideas that I feel could add a lot of variety and depth to the game. Giving the player more avenues into and out of situations, as well as adding more goals and possibilities to the mod. [][][] [Non-Lethal Weapons] These would not only open all sorts of opportunities for hilarity, but it could allow a little less PvP qq'ing with the ability to lose a confrontation, yet still come out alive. [=] Tranq Rifles - [Fire/police stations, deer stands] Rather than outright killing a foe, the pacifistic player could quietly incapacitate a potential threat. Allowing him to quickly desecrate his victim and escape without being forced to make the kill. Incapacitated zombies would lose aggro. [=] Riot shells - [Fire/police stations, military] Special shotgun slugs that cause severe pain, incapacitation and even potential fractures. Doesn't kill outright, but allows the shooter and victim to survive for another day. Incapacitated zombies would lose aggro. [=] Riot grenades - [Fire/police stations, military] Forces extreme pain and mild bleeding. Maybe not as useful in a fight as a frag, but it beats having nothing and forces your opponent to either treat his wounds or fight in a compromised state. [=] Tear Gas - [Fire/police stations, military] Functions like a normal smoke grenade. Causes extreme vision problems and panic effects to those who are inside it. [=] Flash bang - [Fire/police stations, military] You know how flash-bangs work. Temporary blindness for anyone looking into the flash up close. Mild bleeding and hearing damage to anyone nearby. It gets interesting when the noise summons every zombie on the block. [=] Bear traps - [barns, farms and deer stands] Deploy-able traps that cripple their victims. Useful for defending entrances and booby-trapping encampments. [=] Flare gun - [Fire/police stations, light houses, military] Pistol that shoots road flares. Those of you with night time experience will understand how many tactical advantages being able to launch a flare provides. Don't expose yourself, expose your enemies! [=] Air Rifle/BB Gun - [Residential] Silent firing weapon that enrages zombies, sending them running in a random direction. Seemingly useless, but potentially deadly in skilled hands. [][][] [Homemade weapons] Homemade weapons would really drive home the "survival" aspect of this game in a hugely unique way. It adds a sense of ingenuity, while giving players even more things to scrounge after. [=] IED's Not only does this add a little more excitement to the PvP realm, if fully implemented IED's could create more incentives for exploration as well as more flexibility within the player's arsenal. IED's require multiple parts that can be difficult to find. [*] An explosive -----[*] Non-military - Dynamite from the quarry, manure from farms and jerry cans. -----[*] Military - C4, Satchel charges, hand grenades, rockets, shells etc. -----[*] Special - It'd be cool to rig up a car horn to summon zombies. [*] Wiring kits - Rare bundles of wires that could be found in industrial loot piles. [*] Toolbox - At the moment it's only useful for vehicles, but a toolbox could also allow a player to create/defuse IED's. [*] Detonator - multiple varieties, depending on what the player uses -----[*] Timed - Requires a watch (making watches multipurpose) -----[*] Remote - Requires 2 radios (making radios multipurpose), detonates on saying a keyword on radio frequency. One radio is lost when the bomb explodes. In addition to the damage output, the noise should summon every zombie in a huge radius to the area to investigate. Essentially, the ultimate fuck-you. Extra fun if bombs could be placed into inventories after they're primed, allowing you to do all sorts of fun stuff. Booby trapping bodies, car bombs, suicide bombers, you name it. Once all applicable items are in the inventory, right clicking an ingredient should give the option to "Create an IED with [explosive] detonated by [detonator]" [=] Can mines. By pulling the pin on a grenade and putting it in a can, you compress the handle and essentially prime the grenade. Tie a string around it, and once someone trips over that string the grenade falls out and...well...you can imagine the rest. Requires a [*] Tin can [*] Hand Grenade [*] 2 bandages They can can be placed on any surface, and could allow the player to select another point within a certain proximity to be the anchor for the other side of the "trip" line. Any movement across this line will drop the grenade. Line should be visible, and cut-able with a hunting knife, hatchet, or toolbox. Once all applicable items are in the inventory, right clicking any ingredient should include the option reading "create a can mine" [=] Fire bombs Finally, a use for those empty whiskey bottles. Great for area denial, impromptu lighting, and roasting z's. Requires [*] Empty whiskey bottle [*] Bandage [*] Jerry can [*] Matches Once all applicable items are in the inventory, right clicking any ingredient should give the player an option to "Create a fire bomb" [][][] [Poisons] Poisons allow you to add harmful effects to applicable inventory items. Any consumables (food, water, blood packs, medicine) and non-bulleted weapons (crossbow bolts, future melee weapons?) could realistically be poisoned. Adds an element of paranoia to looting after a lengthy duel, and gives players increased flexibility. Interface wise, when a poison is in your inventory, the right click menu for any applicable item would include the option to poison it. Possible effects: There's all sorts of nasty possibilities [=] Tranquilizers - knock the victim unconscious. [=] Sickness - Forces the "low temp" infection or similar, requiring meds. [=] Pheromones - The player will attract zombies like a dog in heat until the effects fade. (lolololol) [=] Psychoactive - Forces heavy panic effects [=] Deadly - Causes death unless treated rapidly. (Transfusions/meds?) Uses: [*] Know you're about to get killed by some douche? Poison your beans. [*] Life in the wastes becoming too much? Poison your beans. [*] Want to mess with an unconscious person? Poison his beans [*] Want to add some extra 'fuck you' to the crossbow/tranq rifle? Poison the bolts. [*] "I need a blood transfusion in cherno!" Here man, take this blood pack. BAM - AIDS [*] Getting chased by zombies? Tag someone w/a pheromone dart. Their problem now. Obviously, nothing on here is super high-priority. I had more ideas, but I've stuck to posting the ones I thought wouldn't take any aspects away from the game, or require hugely extensive code-work (aka melee weapons like a bat w/wire fencing wrapped around it). Really, I'd just like to see some discussion started about more unconventional weapons. I'm sick of just shooting people, I want to get more creative! -
Features that it think should be added in future updates.
Fiskbatch replied to zecele's topic in DayZ Mod Suggestions
With this post you pretty much said: "Add more things and make the game better". See? I did what you did with fewer words. Try going into more detail next time. "The ability to transfer vehicles and tents to other servers probably not possible though." - No. This would completely destroy servers. Clans would just bring 20 helis over to one server and just wreak havoc. "If you have a broken leg and no morphine the ability to combine wood and bandages to fix your leg or so you can atleast walk but at a slower speed." - There is a thread about this. "The ability to modify cars add more protection like armour and things." - This is not really pimp my ride, but small mods, why not? "Secrets and easter eggs " - Agreed. -
Features that it think should be added in future updates.
zecele posted a topic in DayZ Mod Suggestions
These are just some features that i think would be good in later updates. Features: The ability to turn M9 mags into M9SD mags and DMR mags into FN Fal mags and other mags etc. Camouflage for vehicles makes them easier to hide. The ability to transfer vehicles and tents to other servers probably not possible though. More guns, vehicles, melee weapons, equipment, camos etc obviously. 30 slot backpack or mayby 35 backpack of course should be extremely rare. More maps. If you have a broken leg and no morphine the ability to combine wood and bandages to fix your leg or so you can atleast walk but at a slower speed. The ability to modify cars add more protection like armour and things. Secrets and easter eggs I dont no if its possible but mayby add enterable police stations. The ability to fortify buildings and make bases. ----------------------------------------------------------------------- Post your thoughts and suggestions. Ill add more ideas if they come to me. -
Rampant cheating/scripting/server genocide BRA2
xaronax posted a topic in Mod Servers & Private Hives
BRA2 Server, hosted by CoalizaoBrasil.com Required: * Server this happened on: BRA2 Server, hosted by CoalizaoBrasil.com * Time that it happened including your timezone: ~10:50 Eastern Standard Time (GMT-5) Monday 6/25/2012. * What happened during the incident: We had just logged in to start gearing up for an airfield raid (myself, 2 RL friends, and my brother) and were moving around our camp in complete darkness. The server was getting laggier and laggier (which we assume is due to people scripting in vehicles and gear in mass quantity) so we were about to switch to another server when we noticed everyone on the server dying very rapidly. In the 10 seconds I hesitated before logging out of the server, someone teleported into our camp (zero chance of sneaking up, we had L85 + thermal on overwatch in a bush) and instantly killed all of us. We never heard a single gunshot, and the person on overwatch never saw anyone but us in the area. He died less than 3 seconds after we did. I really hesitate to claim that it's a hacker, but with the precautions we take to avoid people sneaking up on our camp (which we just moved today in total darkness) prevents this sort of thing from happening if the enemy is using legitimate tactics. Thank you. We will begin re-acquiring equipment, but we're all pretty bummed about losing a Ural full of some of the best guns in the game. -
Anyone have any news of Seattle 28? We have a 21 tent camp with about 11 wire's and 10 tank traps and 2 sandbags...medical tents/munition tents full of weapons and like a fleet of vehicles...I'm terribly worried...
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Probably this weekend' date=' next week at the latest. We're in talks. See above. Problem with bringing supplies is that we overfilled the car! We're gonna have to find a better way to store stuff, more/bigger vehicles or something. That said; we did so well Sunday we overfilled our storage!! :) bump, sig test :) I'm working on finding bigger vehicles. You guys filled up the car I found super fast and it wasn't that big to begin with. I found a white pickup truck and Amentes helped me fill it with loot. However, when I logged back in Sunday it was gone. Someone must have found it. Will have to hide them better. Two days ago I repaired a bus on the same server, but it was all gray and full of holes (like someone had destroyed it) however it still let me repair it. I couldn't get inside it though so it was a waste. Since then I've found a bicycle (using to get around) and an ATV but I had to go to work so I couldn't repair it. Will keep trying. :)
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you won't find anything :) well. if you see CLEANING UP CHEATER VEHICLE or something similar you know cheaters are attempting to spawn vehicles/use them ect. but chances are you won't see thier names anywhere. this game is pretty crap in terms of administration/cheat logging or any of the modern conveniences of most servers with detailed verbose logs. (not just talking about dayz here. arma is just not admin friendly as it is built as a SIM not an arcade/fps) someone needs to come up with a logging option so the server logs things better :< and stuff to allow admins in the lobby to go deal with a cheater if someone witnesses something, rather than attempting to travel across the 255x255km map on foot.
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Starting location: The bean coast
thisisbleep replied to Cappy (DayZ)'s topic in DayZ Mod General Discussion
I would like to see the spawns changed to inland, it would allow for a much bigger strategy variation, at the moment you spawn near a town and try there or spend 10mins+ running inland to the nearest loot locations. The only problem would be that new people would be completely lost. I still think a basic map would help, e.g. a hand sketch which shows the locations of towns and the roads, but does not have your location shown or any detailed info (topographic, trees etc.). To fit into the "story" you could fly over the country a few times and sketch what you see whilst trying to locate a safe landing location (spawn some wrecked vehicles on the airfields so that they are not suitable for landing), before running out of fuel and having to parachute out of the plane. :) -
better idea: tents and vehicles don't save off-map. so no stupid "insta-kill" or "invisi-walls". you can go and explore but can't stash things up there.
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Is the game basically over once you have piles of loot?
adanteh replied to HedonismBot's topic in DayZ Mod General Discussion
Create your own fun. We're at the moment that our group has enough stuff, plenty of vehicles and we're all quite geared out. Now we could do endless raids at NW to get NVGs, but we'll probably end up doing different things. Might go for a sniping session in Elektro tomorrow. Might go for a Meat-giveaway the day after tomorrow. Might fix a bus and taxi people everywhere... You could just search for some players and track their group just for the hell of it. -
With how popular the idea is I was thinking a bit. Since we have a lot of people that want to play on more then just the weekends. Why don't they? They can form their own little caches with however many people in the group they want to bring along. Then when it comes time to setup the trading post they can all bring down what ever loot the post needs. This would pretty much eliminate the need for scavengers during the trade sessions. Though I'm sure we can still have them if people want. All people can be then focused into the guard and assigned sectors to sweep and secure. Plus being rapid response teams for any that 'fall through the cracks' Once we get more vehicles (and more trust in the group) we can send the vehicles around to different caches (or just meet the people somewhere if trust is an issue) grab the supplies and return to the post to off load while the group walks it back. It would pretty much turn into something like this. Mon - Thur = Scavenging Fri - Sun = Trade Post With the new communication system we had for Sundays Op we could easily split up into groups. We'd be more secure with around 20+ guards, spread through out the area during Trading. We'd have more supplies, faster, (I think only the leaders should know the locations of all caches) and less likely to run into the 'food problem' during Trading sessions. Side note- I personally thought Davey was an excellent scavenger leader when we went out in the first group. Also, Zarob was excellent on Overwatch. And, in general everyone else did a great job! :)
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Do vehicles spawn 100% working?
Greasymullet replied to despair (DayZ)'s topic in DayZ Mod General Discussion
I find it typically on a curve Small vehicles like motorcycles, atvs etc are mostly repaired. Medium vehicles like pickups or cars are usually mostly destroyed. Large vehicles like buses and cargo trucks are a little more repaired. Not sure if it's intended to work like this. -
Do vehicles spawn 100% working?
Rookie (DayZ) replied to despair (DayZ)'s topic in DayZ Mod General Discussion
Their state of repair is random. I've seen fully repaired, I've seen nearly on fire. The high rarity vehicles (Ural, Military Offroad, UAZ) are usually in a pretty poor state at least requiring all 4 wheels. -
Probably this weekend' date=' next week at the latest. We're in talks. See above. Problem with bringing supplies is that we overfilled the car! We're gonna have to find a better way to store stuff, more/bigger vehicles or something. That said; we did so well Sunday we overfilled our storage!! :) bump, sig test :)
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Slower zombies are scarier than the fast ones.
Dingus (DayZ) replied to Horr1d's topic in DayZ Mod General Discussion
The scariest element to the game are other players and the uncertainty of their intentions. The zombies are important, but are really only there as an environmental element to me. They are restrictive. They prevent your quick and easy exit, escape, or defense if you are fired on. The zombies are the gasoline tanker driving next to you on a highway 30 feet in the air on columns, and the players are other vehicles around you, or even the driver of the tanker. What I mean to say is the zombies are a source of constant tension, not fear, and the players are a constant fear of that tension exploding. Right? -
UK5 - Butthurt Admins?
lunaraitic replied to [email protected]'s topic in Mod Servers & Private Hives
Only thing that can be rolled back is vehicle locations on the server (not an actual roll back just what happens if you crash the server before the vehicle spots are saved), Say you raid their camp they can roll back to avoid the loss of vehicles and smashed tents. -
Well, let's face it. Mayor of Cherno already admitted to resetting the server for friends who have lost or damaged their vehicles to get them back. So, as Mayor said in his own words... "Where there's smoke, there's fire".