Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
Hardcore Survival RP/PvP server. (WaZteLand OpZ (UK))
lJamesHalel1 posted a topic in Server Advertisement
WaZteLand OpZ (UK) 1PP only 3 hours day|1.5 hour night(currently short for testing) No party chat Mouse & Keyboard: ✔️ Jeabers KillFeed: ✔️ Log Damage: ✔️ Log Placement: ✔️ Log Basebuilding: ✔️ Log Playerlist: ✔️ Night-Lighting(Makes Nights Darker): ✔️ Personal Light: ✖️ Underground Stashes: ✖️(Only track weapons stashed on a player or on the map, not in tents etc burying is set to despawn) Different Variants of Guns: ✔️ More Zombies: ✔️ More Animals: ✔️ Lowered Rate of Guns:✔️ More will be added as I go. This is intended to be a Hardcore Survival/Roleplay based server. Roleplay encouraged, PvP encouraged, Communication encouraged. The only *Safe Zone* is a Player/Groups *Main Base* but please do take the consideration whilst within Woodland as for the reasons below Base Rules: Main Base: (Has to be added to iZurvive) *Safe Zone* Every Group/Solo Player has a *Main Base* that has to be located within Woodland. The *Main Base* cannot be within 300m of any building. *Do not store any weapons within your Main Base* Forward Operating Base: (FoB) (Do not add to iZurvive) *Not a Safe Zone* All FoBs have to be inside some form of pre built Structure within a 500m Radius of any town. *This does not apply to Solo Players as your FoB can be in any pre built structure* *You can store all valuable items/weapons/vehicles/clothing within here as FoBs aren’t safe* -
Old man Winkles DayZ Server| +vehicles|+guns|+loot|+party|+more -CF -PartyMe -CJ187 -Cars -MRAP 4x4 -dmns_humvee Fixed -SneakyStashes and Stuff -PocketKit -PlantExploitFix -CannabisPlus -bzReload -Mass'sManyItemOverhaul -BuildAnywhere_v3 -Base Fortifications -WeaponReduxPack -BuilderItems -VPPNotifications -VanillaPlusPlusMap -VPPAdminTools - FlipTransport -CheckIdentity -ToxicZone -Cheytac M200 from ArmA 2 Port -OP_BaseItems -(WIP)TrailBrozer SUV -Unlimited Stamina -GAZ_Tigr -Docs_Weapon_Pack_Standalone -Classic Names -Server_Information_Panel -Kamaz_Truck -Dingo_Truck -BaseFurnitureMods 2.0 -AmmunitionExpansion -Straat CamoPackforDayZ -SQUAD MSF-C -Trader -Code Lock -SQUADMSF-C(Compatibility) -IRP-Land-Rover-Defender-110 - NewNVG -Breachingcharge -BaseBuildingPlus -QueueConnectFix -InfectedHordesPlus -Gerphelius Zil-130 - FIDOv PACK 4 -PsychoDayZVehicleExpansion - Dmns_ExtraWeaponZ -Banking -GAZ-3309 -Ear-Plugs - DiseaseInjectors -Arma Weapon Pack - CPBWeapons - Simple Roof - DayZ-Expansion-Chat - Deceit - NoDOF - Cl0ud's Military Gear - MoreGuns - NoVehicleDamage - BetterSuppressors - Suppressor Hybrid - BetterBarbedWire - DinkyItemsPlus - BulletStacksPlusPlus - GoreZ - BetterBarbedWire Welcome, all to a new server and community thriving with content. Old Man Winkles DayZ Server has plenty of mods to keep you looting and on the move for more. Are server is First person only with traders, We welcome clan warfare, and a all-around better base building experience. Our server has a party system so keep you and your team mate's in a group at all times. Old Man Winkles is looking for a mature audience 16+, but don't feel left out for any reason we always are willing to talk to you and sort things out. feel free to use our public music channel for your entertainment. Our server has more then 50 vehicles around the map, over 64k lines of items to loot, and a trader that you can buy it and or sell it all to. Information: IP: 198.50.232.240:2302 http://www.oldmanwinklesservers.com/ https://discord.gg/ZwGeDh7
-
Wow so 2020 is all about bug Fixing and adding things you’ve removed ? Broken limbs ? Really ? This game is so far from what it’s supposed to be , what we all gave money to in 2013 to see come true. list of things still crucial to be added to dayz that hasn’t been mentioned in months if not years : soft skill system (You scrubs are just gonna put in the icons and not the actual feature ? Ok buddy !) contaminated zones - talked about over 2 years ago , but never again helicopters / aerial vehicles 2 wheeled vehicles barricading zombie hordes for actual Pve instead of dying to glitches . Overall dayz has been a great disappointment over The last two years in terms of promised content that will make the game so much more deep. If you vouch for dayz in its current state as being a full game you are either so obsessed with the idea of dayz that you can’t look past your own hand , or you are addicted to the PvP - the only thing that’s solid in this game . Add the damn features you roadmapped YEARS ago and STOP bug fixing until you have all the goddamn features in the game .... you people have already forgotten how SHORT beta phase was And that’s not acceptable seeing as we are basically STILL In beta phase . Might as well go back to alpha so the development makes sense . alpha = add all features beta = fix all features 1.0+ = all features should be in and fixed , and some small updates should be applied weekly. You dayz devs have blurred the lines of development phases far too much , and now you have a brainwashed player base willing to play a game that’s exactly the same game it was 2 years ago in alpha . Go ahead and add all the guns you want , this game will be a fraction of what it should be without soft skills , hordes , aerial vehicles etc . At this point escape from Tarkov has more interesting features and it’s not even a full open world game XD
-
I have noticed Frame drop in vehicles when around structures.. large clusters of trees. In towns is really bad and around any high amount of loot. PS4 and anywhere on either Maps
-
I'm not a console guy, so I can't confirm this, but I'm hearing you have access to the mission XML files but not init.c. The mission XML files control the loot table and all the spawns of vehicles, gear, items, animals, zombies, etc.. Here's a short guide to the files: https://helpthedeadreturn.wordpress.com/2019/07/17/how-to-customize-your-dayz-sa-vanilla-server/ I'm also hearing that init.c was not included. Without that, you can't really change loadouts, spawns locations, added anything that requires code.
-
B.I. OVER-COMPLICATED THE GAME. YOU ADDED WAY TOO MANY UNNECESSARY THINGS. YOU FAILED TO ALLOW PRIVATE SERVERS FOR TOO LONG, YOU KILLED THE DAYZ MOD COMMUNITY AS SOON AS STANDALONE WAS RELEASED, THIS HURT MANY MANY COMMUNITIES THAT MADE DAYZ GROW FROM NOTHING. 8 YEARS AGO WE WERE PLAYING DAYZ. (DAYZ MOD). 8 YEARS. 8 YEARS AGO WE WERE FLYING CHOPPERS, DRIVING ROUND CHERNARUS, BUILDING BASES, AND HAVING FUN WITH GROUPS OF FRIENDS, ON 80 MAN SERVERS. WE HAD CUSTOM LOADOUTS, WEAPON LISTS, VEHICLES, STRUCTURES, ETC, 8 YEARS AGO. YOU HAVE OVER-COMPLICATED THE GAME AND TURNED IT INTO SOME STUPIDLY COMPLEX SURVIVAL GAME WITH MANY FEATURES THAT ARE SIMPLY BROKEN. IT IS SUCH A SHAME, BECAUSE MY COMMUNITY AND I LOVED DAYZ, AND YOU KILLED IT. IT COULD HAVE BEEN A HOME RUN CASH-COW, BUT YOU OVER-COMPLICATED IT, INSTEAD OF JUST FIXING BUGS AND MAKING IMPROVEMENTS. SINCERELY, PANDA FOUNDER OF THE LARGEST DAYZ-MOD PRIVATE HIVE COMMUNITY IN DAYZ HISTORY forums.dayz.com/topic/98174-free-dayz-standalone-teamspeak-3718719575-zombieworldeu-sa-server-is-up/
-
=UN= Community Server | RP Encouraged | Private Hive
=UN= Square replied to =UN= Square's topic in Server Advertisement
=UN= Hardcore Survival|Trader|Bases+|Weapons+|Vehicles+|Raid+(PC) - First Person (Hardcore) - Player Run Traders - Scheduled Raiding(17:00-23:00EST) - Weapons+ - Vehicles+ - Lock cars - Repair vehicles - Custom Bases - Altar Military Base - Bases+ - Raid Tools(raidhammer, raidsaw, decoder) - Much Tougher Bases (timedestruction mod) - Breaching Charge - Zombie Hordes (that drop loot) We have united to create a First Person server that welcomes all players and play styles. The server already has several small groups committed to supporting its efforts. If you would like to join a clan, or form your own with the end goal to join The =UN= Community, Come stop by our Discord while you play. DayZ feels like a whole new experience with the outstanding mods we run on our servers. Our server is the original home of baseraidtools, tougher bases and the raidschedule, all of which were developed as part of our server mod. We’ve customized the map with new areas including a new military base located in Altar. There’s also custom crash sites (Humvee's and a downed attack chopper) to find and loot. We’ve completely reworked the base building and raiding on our server. No longer are you able to simply walk up to a base and be in within minutes. The higher the tier level you decide to put the time into building the higher your protection from those pesky raiders will be. We also run a raid schedule so raiding is only possible during the advertised times. We’ve limited raiding to a specific set of tools, the raidsaw, the raidhammer, breaching charge and our most recent addition the decoder We have a great group of people for both social play and PvP. Very solid community with Survivalists, Heroes, Bandits, Cannibals etc. This is a mature group of gamers who enjoy tactics, positive attitudes, and all aspects of DayZ. We’ve recently added zombie hordes to our server which can be hunted and defeated in order to obtain the high tier loot the horde master was carrying. The server will host events, as well as in-game challenges that will offer scenarios for clans, groups or individuals to accomplish, such as escort missions, king-of-the-hill scenarios, hostage situations, Prison Island jailbreaks, treasure hunts (PvP style). There is something for everyone who loves DayZ. Groups wanting to make =UN= Community their home will be offered a Clan room on our Discord server. We have active admins which will allow us to have supervision present most of the day, every day! Server Info: =UN= Hardcore Survival|Trader|Bases+|Weapons+|Vehicles+|Raid+ https://dayzsalauncher.com/#/servercheck/158.69.23.104:27016 IP:158.69.23.104:2302 Discord: https://discord.gg/tAkqgZ2 -
Hello Survivors, The new Update 1.06 introduces the long-awaited Bear and brings fishing into the game. New weapons were added, like the Vaiga and BK-43 shotguns, the Blaze rifle, and the Kolt 1911. We also implemented White-Listing, meaning that server owners will have control over who plays on their server using the add/remove functionality. Console players are getting new tools, as we are enabling the mouse and keyboard support on PlayStation 4 and Xbox One. Anyone who owns the Livonia DLC, will be able to freely switch between Chernarus and Livonia servers, with the same character. Get all the details and full patch notes below! NOTES In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. 1.06 Patch 3 (14.01.2020) GAME FIXED Fixed: A client crash Fixed: Character stats would not properly synchronise and update in the main menu SERVER Fixed: Servers could get stuck in a loop trying to disconnect players 1.06 Patch 2 (19.12.2019) FIXED Fixed: potential crashes related to object placement and manipulation 1.06 Patch 1 (12.12.2019) GAME FIXED Fixed: Swapping within cargo Fixed: The right side far resolution LODs of the Gunter 2 were only changing their color when damaged Fixed: Items would not attach to the correct attachment slot during base building Fixed: Base building/cars dragging attachments Fixed: Movement inputs would be obstructed while using radial menus Fixed: The boletus mushroom would spawn with a wrong rotation Fixed: When the weapon in hand was hidden during certain actions, loaded cartridges would float in the air Fixed: A server error when picking up items Fixed: Two exploits that could break the character animations Fixed: Head of the character was not healing from damage Fixed: PS4 trophies would not be activated under certain circumstances Fixed: The PS4 trophy Bodily Needs would not be activated when the drinking action was done at a pond or well TWEAKED Tweaked: Fireplace fuel consumption lowered (doubled the burning time) Tweaked: Increased the damage dealt by 9x39 projectile Tweaked: Increased the damage from projectiles to the zombie head (damage zone) SERVER Tweaked: Updated the offline database GAME ADDED Added: Support for Mouse and Keyboard Added: Vaiga Shotgun Added: Blaze rifle Added: BK-43 with sawed-off version Added: Kolt 1911 Added: Magazine variants for existing weapons (drum mags, high capacity mags, etc) Added: Bear Added: Fishing Added: Item attachments can now be damaged Added: Ability to harvest sticks from bushes with bare hands Added: Ability to break long-sticks into small sticks with bare hands Added: Cars have now a chance to spawn with a certain amount of fuel Added: Throwing in crouched and prone stance Added: Items are spawning in greenhouses Added: Ejecting rounds from firearms Added: Name search in the server browser Added: Vehicle headlights controls in the tutorial screen FIXED Fixed: Climbing over an object would break the holding animation Fixed: Footstep sounds were missing Fixed: Missing textures on the Tactical goggles Fixed: Picking an item with a battery attached would cause the battery to be detached Fixed: Damaged and destroyed textures of Night Vision Goggles Fixed: The players were unable to place land mines or bear traps on streets and side-walks Fixed: It was possible to drive a car when it was submerged underwater Fixed: An issue that could lead to a blocked hand-slot Fixed: Attaching items would be forced to follow a hierarchy (e.g. when assigning a battery to one of multiple attachments) Fixed: Object placement fixes to the Chernarusplus terrain Fixed: God rays were not visible with lower overcast values Fixed: Lightning density wasn't properly synchronized in multiplayer Fixed: Several incorrect collision geometries that could be abused Fixed: White outlines on the tourist signs when in the shadow Fixed: Missing shadow on Roadblock_Bags_Curve Fixed: UV mapping of the opened map item Fixed: House_1W04 disappearing in the distance Fixed: VSD had its muzzle flashes going through an attached suppressor Fixed: Some commonly abused glitches on buildings Fixed: Clipping issues with notification system - https://feedback.bistudio.com/T144939 Fixed: An issue with entering/leaving vehicles Fixed: An exploit that allowed to peek through walls Fixed: Character's feet weren't visible during the character creation Fixed: Punching walls with bare hands was emitting particle effects (dust, sparks, etc.) Fixed: Display of several of items in the inventory Fixed: Spawning orientation of several items Fixed: Added a missing spark plug proxy for the Sarka 120 Fixed: Animals were fleeing towards the player in certain cases Fixed: Zeroing didn't properly adjust the ballistics Fixed: Melee range against objects was too high Fixed: The player could see his old corpse while the respawn was in progress Fixed: Item spawn points on several buildings (deer stands, buildings under construction, etc.) Fixed: Weapon trembling during reload (mostly visible on weapons such as the Mosin or SK) Fixed: The sprint melee attack could be executed with a firearm Fixed: Wrong sound while crafting rags with a hatchet Fixed: Removing a burlap sack from a players head would restore its condition to pristine - https://feedback.bistudio.com/T124004 Fixed: Certain weapons were missing their sound events in prone Fixed: Wrong sound was played when putting a knife into a sheath - https://feedback.bistudio.com/T143745, https://feedback.bistudio.com/T143624 Fixed: Several minor building issues (textures not being displayed, text changes, ladders blocked, etc.) Fixed: The text overlapped in the tutorial screens in certain languages Fixed: The player could not open seed packs Fixed: Tents did not protect players from rain Fixed: Wellies could not be repaired Fixed: Missing mute action in the button legend of the Online-menu (PS4) Fixed: Cholera agents in a container could be removed by using disinfectant Fixed: Characters with beards were forced to shave before being able to dig for worms with knifes Fixed: The speed of the wind was applied to the drying process even when being in an interior space Fixed: Shoulder attachments could block the view through the PSO-1 scope in prone Fixed: The player could get stuck when drinking to far from a river Fixed: It was not possible to close the inventory while hovering over attachment slots Fixed: The Tactical Helmet could get wet Fixed: The Prison castle object was disappearing in the distance Fixed: Xbox Achievements would not be activated under certain circumstances Fixed: The Xbox achievement Bodily Needs would not be activated when the drinking action was done at a pond or well TWEAKED Tweaked: Balanced item health - This will affect your active items, so they might change their condition to the better or worse Tweaked: Lowered the chance to find food on infected Tweaked: Updated the loot group positions Tweaked: Balanced item durability Tweaked: Damage to items within cargo items is no longer guaranteed Tweaked: Slightly increased the melee damage of the infected Tweaked: The bandage dressing can be used four times (instead of two) Tweaked: Lowered blood regeneration rate Tweaked: The fireplace in the Krasnostav airfield building is now usable Tweaked: The village of Guglovo now has a Public Announcement System Tweaked: The roadway faces of the trail objects have been made wider to cut more grass around trails Tweaked: Global lighting configuration (darker overcast, less blue in the sky during high sun angles and clear skies) Tweaked: Ovens made from a fireplace now last 7 days (instead of 2 hrs) Tweaked: Teddy bears are no longer spawning with items in their cargo Tweaked: The CR-61 Scorpion now spawns with a pistol suppressor instead of a normalized suppressor Tweaked: There now is less rain during "medium overcast" on Chernarus Tweaked: The NBC suit is now completely water-proof Tweaked: Inventory view of the plate carrier pouches Tweaked: Health penalty from low heat comfort only active when severely freezing Tweaked: Increased energy consumption while being in low heat comfort Tweaked: Decreased rate in which items could dry Tweaked: Worn clothes should dry up faster near a fireplace Tweaked: Slightly increased the night-time temperature on Chernarus Changed: The default colour of the ADA 4x4 is now green instead of blue Changed: The Chernarus weather is more rainy, with occasional lightning Changed: Revamped tree and bush harvesting (varying resource yield depending on the bush or tree type, resource stacking tweaked) Changed: Improved shipping container textures Changed: Closed shipping containers now have visible locks and the doors open in twin mode Changed: The duration of the bandaging action is affected by the type of item used (bandage dressing being the fastest) Changed: The amount of blood loss from a bleeding source is affected by the total amount of blood left Changed: Increased the capacity of the water bottle from 50 to 100 Changed: Reduced the inventory size of the canteen by 50% (now 2x2) Changed: Melee weapons are gradually getting damaged when executing attacks Changed: Ruined melee weapons will be dropped when trying to attack with them Changed: The amount of meat harvested from the animals is affected by the damage done to the animal damage zones Changed: Players are spawning with more initial hydration Changed: Water consumption was decreased and energy consumption increased while moving Changed: Lowered the chance of paper spawning in other items Changed: Spawn points of the Sarka 120, Gunter 2, and Olga 42 on Chernarus Removed: Glasses spawning on infected Removed: Obsolete vehicle parts Removed: Magazine attachment icon for weapons that aren't fed from a detachable magazine Removed: Unnecessary consume action for purification tablets Removed: Hardly reachable item-spawn points on car wrecks SERVER Added: Whitelist, allowing server owners to have a better control about access to their servers Added: Server modifier for controller-only servers KNOWN ISSUES The team is currently investigating issues with the inventory that might result in trouble picking up items or sorting them in the inventory
-
I’ve been searching the internet but can’t find info on how many vehicles can spawn per server. Is there a limit per model, or total car value?
-
It's gonna be hilarious and ridiculous. Server titles gon be like... 10x loot 5x the vehicles no night safe zones yada yada yada
-
Licensed Data Packages Now Available For DayZ Modders
Tom_48_97 posted a topic in News & Announcements
A few years ago, we released the Licensed Data Packages to the Bohemia modding community; a set of data and samples (e.g. weapons and vehicles from Arma 2) from our past games, so they can learn from examples and base new creations upon this content — to expand the Armaverse and others. These packages include configuration files, material files, 3D models, textures, and animations, as well as complete game data in the form of PBOs. We want to offer the same possibility to the young DayZ Modding community, by making most of the Public Data Package available under two new licenses which allow usage in DayZ. The following changes will happen: All Licensed Data Packages previously released under APL will also be made available under DPL. Users may opt for one or the other. All Licensed Data Packages previously released under APL-SA will also be made available under ADPL-SA. Users may opt for one or the other. A new set of Licensed Data Package containing DayZ Mod data (currently under DML-SA) will be made available under ADPL-SA. Users may opt for one or the other. The above only impacts the Licensed Data Packages released by Bohemia Interactive, it is to be noted that the licenses of all already released content won't change — their licenses remain in effect. Here, the summary of the new licenses: DayZ Public License (DPL) Attribution — You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial — You may not use this material for any commercial purposes. DayZ Only — You may not convert or adapt this material to be used in games other than DayZ. Arma and DayZ Public License Share Alike (ADPL-SA) Attribution — You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial — You may not use this material for any commercial purposes. Share Alike — If you adapt, or build upon this material, you may distribute the resulting material only under the same license. Arma and DayZ Only — You may not convert or adapt this material to be used in games other than Arma and DayZ. Here, an example of licensing for a mod using Public Data licensed under APL-SA/ADPL-SA: The mod may be released under APL-SA Is Arma only Can't be adapted to be released on DayZ The mod may be released under ADPL-SA Is DayZ and Arma 3 Can be adapted for DayZ and/or Arma We'd like to take a moment to remind everyone that it's in the interest of us all that the Steam Workshop, and any other user-generated content portal, remains an open and fair place. Please respect the work of others. If you'd like to include content that is not your own, seek permission from the original author, and add credits where they are due. It should go without saying that using assets from other games or other digital sources is especially risky unless there are explicit permissions to do so (i.e., in the EULA). If an original author has decided to take down content, do not re-upload it without permission. Server owners who want to use several mods on their server are invited to create Workshop Collections which are essentially groups of existing Workshop mods, letting the player subscribe to all mods at once, with respect for the author rights, and ensuring the included mods are up to date. Modding is a fantastic aspect of our games, and it makes the game more fun for everyone. There are many wonderful examples of inter-mod cooperation, community documentation, custom tools, and endless hours of extra gameplay (take the excellent Arma 3 Community Upgrade Project (CUP) as a perfect example of what can be achieved with these packages). We want to let our games be an open and creative platform for as many content creators as possible. Let's respect each other and keep moving forward together! -
My gripe with helicopters is that the map is too small, with helicopters it becomes too obvious that we are essentially trapped in a little cage - there is nowhere you can't get to in a couple of minutes. I don't doubt that assembling, maintaining and defending a helicopter would be the ultimate end-game challenge for a well established group or faction. For the lone wolf nomad they are quite pointless. I prefer a situation where everyone are landlocked, it brings a level playing field, where distance is a factor and hiding small bases is possible at least in theory. With aerial vehicles we'd need mechanics to better use cammo nets. We will see how it goes, I seriously doubt that helicopters has been fully abandoned by the devs, but giving stability and more or less all other features priority definitely makes sense. In the meantime we'll see what the Expansion crew can achieve. For vehicles, I am much more eager to see bikes/motorbikes as well as the V3S truck make it into the game. The truck was supposed to be in 1.0 - heck even the parts were spawning - but never actually made it. Since then it's been over a year and we've seen three other cars added but still no truck. Waiting for the physics to be stabilised?
-
Hello Somebody would have a technique to prevent the players from passing with this glitch, the guys fall asleep fall on the floor and glitch the wall. I'm up high to prevent the car glitch, I was told to put an aunt to be safe but with this glitch I don't know what to do. Seriously, it pisses me off. this glitch destroys the whole point of making a base I can even make 300 walls it wouldn't change anything There is also a glitch that can be problematic, the guys take two doors or part of vehicles and by putting them one above the other they can reach the sky.
-
My thoughts exactly. I mean, it is cool to fly a heli, but it's hardly useful. The only practical purpose in my opinion will be transporting freshies back to a NW battlefield, and other players will want to penetrate the base with a heli in it. From a perspective of a PVE survivor, aerial vehicles are a waste of resources - and these are apparently dwindling recently.
-
I think helicopters are unnecessary or silly in some ways. It's not exactly practical or setting-appropriate. Seeing the "classic" DayZ Takistani Huey especially. And seeing how getting an old car to run requires several parts, multiple fluids and containers for such I don't want to think about a heli. But it was in the mod, and it was promised. And many people enjoyed flying them and the interesting situations which this lead to. Along with the other aerial vehicles: "Meet the Bumblebee. This utility airplane used mostly for crop dusting will be the first airplane introduced into the world of DayZ."
-
The following is just a list of 34 QoL (Quality of Life) improvements or small suggestions for the next update (1.06) that I think could provide an overall better experience besides new content. These are attainable ideas and not some crazy suggestions that would imply a lot of effort to make them happen. Green = Considered THESE ARE MY 34 QOL SUGGESTIONS 1) Sound effect for the elevation adjustment Turret/Knob when zeroing you rifle The main idea to this is to avoid any kind of HUD element while sniping/aiming in the game. Currently, if you play without the HUD (hardcore – 1PP servers or just because you like it that way), you always need to enable the HUD just to zeroing your rifle. By adding a simple sound effect you can just go all the way down and then use that sound reference to identify the distance you want (E.g 2 "clicks" up, so your Winchester is now at 400m. All the way down and its back at 200m). 2) Sound effect for when changing the fire mode of your gun Same reasoning as above, it could just be a simple * tick sound *, but it would definetly be great if you could actually see this reflected in the gun model (Note: When you get in the throwing stance with a rifle in your hands, you can see the side of the gun like an "inspecting" feature) or have a proper animation for that (Like when you turn on/off your flashlight). In the meanwhile, a simple sound effect would do the trick. 3) Working Spoon for the 1-M8 Smoke Grenade Right now, when you take out the pin out of an 1-M8 smoke grenade it starts stomking right away in your hand, giving away your position. Just like the rest of the grenades with a spoon (With exception of the EGD-2 that doesn´t have one), make it to start smoking only when you release the spoon (When you throw it away). 4) Wooden crates crafting, balance and destruction Wooden crates are really messing up things in-game right now. They are way too big, way too easy to craft (10 nails + 2 planks) and way to persistent (45 days). People can craft 10 of them in a blink of an eye and hide long automatic weapons almost indefinitely, killing their spawn rate for the rest of the players in that servers. Its also frequent to see raided bases with +30 wooden crates laying around forever until a server wipe since you just can´t destroy them. Improvements: If you don´t want to sacrifice space, just reduce one horizontal slot and add one vertical (9x6) making them not able to hold AR´s. Reduce their persistence to 14 days without interaction. Crafting should be: 5 planks + 30 nails. And finally, allow players to destroy the wooden crates with the same tools that you can use to destroy a wall. 5) Drybags damage when bury them as a hidden stash Similar reasoning than above, Drybags are quite easy to find along all the coast (Docks/containers) and people use them as a quite big gun storage with hidden stashes. You can prevent this by using a similar criteria than above (reducing its capacity since its very unrealistic that they could hold a mosin inside) or by making them getting damage (Hitpoints) every time you bury them. It would be also proportionate reducing its persistence time (When buried) to 14 days (Underground stashes global persistence time). 6) Taking out blood from dead bodies that are not decomposed yet Why the blood transfusion features is not very popular? Because there are no situations that justify it use really. Holdups are extremely rare these days and it just don´t worth the effort taking out blood from friends, test their blood, etc. So, since blood bags are kinda of a “dead item” right now, they need a fresh idea to make that amazing feature interesting. By allowing players to extract blood from dead bodies (One-time thing), you can make this feature worth again along with re-significate the blood test kits. It should be one-time blood per body and that could also reduce the body persistence / despawn time or change to the decompose model after you extract blood from the corpose. 7) Full Blood bags and full Saline bags as spawned items in the world Most of the poelpe just won´t use or even understand the general mechanics of blood and saline when they start to play Dayz. There are not many incentives (in realtion to interactions player to player) to use them really and their healing properties are not that great either. By adding Full blood Bags as spawned items that people need to test before using will provide with more interest to this element. Same with the saline bags. It would be a great introduction for new players. I strongly suggest adding new spawn points for this in the hospitals and pharmacy (Mistakenly known as supermarket) to give those building a new relevance in-game. 8) Animal raw meat and fat/lard must immediately induce vomiting Currently, if you have charcoal with you, you can just keep eating raw meat or fat and compensate its negative effects by using the charcoal tabs right after. This is an easy way to survive (kind of an exploit) that creates a very unrealistic scenario. By providing an immediately vomiting effect when eating raw meat (just like when you drink gasoline), you can avoid this exploit and force players to cook the meat/fat before eating. 9) Barbed Wire and Fireplaces collision exploit More than a QoL addition is a very needed fix. A lots of players are using the Barbed Wire and crafted Fireplaces collision to get to very high places by placing one above the other, over and over (You only need two). You can use this to raid bases, get way up to the sky and for many other exploits. While car parts / wheels also have collision, those are harder to carry around. This is way is you really need to consider removing its collision. 10) Tripod should be able to carry as a melee weapon Tripods are one of the least used items in the game because of their big size. You can´t carry those in most of the backpacks and you can´t carry them on your back either. Reducing its size to 1x8 (instead of 1x9) or allowing players to carry them as a melee would definitely be a good QoL addition for the game and something that many players have been asking for ages. 11) Nerf the Duct Tape and make the epoxy stick and Weapon cleaning kit useful By removing the ability of fixing guns, vests, helmets and suppressors with the Duct Tape you instantly assign a role to the epoxy stick and weapon cleaning kit that don't currently have. Those are “dead items” right now because of the disproportionate and unrealistic properties of the duct tape (less size, you can still “refresh” them and are quite universal to fix everything). 12) Ability to turn the Radios (Walkie-Talkies) on/off while attached Just like with the Head Torch or the NV googles, you should be able to turn on/off the radios when they are attached to your backpack by using a default key. Suggestion PC: Using the default “K” or splitting the “L” key to hold/tab would be a good alternative for this. 13) Significantly reduce the amount of rags obtained by cutting clothes There is an excess of rags in the game making these never a concern for the player. By limiting the amount of rags that you get from a piece of clothing you could change this and re-signify the importance of this item. 14) Cooking meat with a stick should keep your character’s animation Making the action "One click only" (Not holding RMB) and allow to keep the players animation while changing between steaks, it’s something that needs to be part of the game. It’s just frustrating having to break the animation every time you need to change the steak and then do the sitting animation again. 15) Saline Bags should offer and hydration value when applied Besides the Blood regeneration boost, Saline Bags should also help with the hydration levels of your character by providing 500ml of water over time (Same properties as a water bottle). This will give a new role to this medical item and turn it into a good introduction for new players to the Dayz medical system (since looking for water sources are one of their first in-game objectives). It’s also a more realistic approach to this item. 16) Allow to Split / cancel one of the two ADS keyboard methods In PC, you can enter ADS by a) Hold RMB + Shift b) Hit RMB. Having both alternatives working at the same time end up being a clunky experience in most scenarios, even more since you can´t run with your gun raised. You would see a lot of players trying to run after the ADS and leaving / entering ADS again several times by mistake just because they hit Shift before releasing all the keys (Clunky design). Splitting / cancelling one of the two alternatives in the key binds will definitely help a lot with that. 17) Cut indicator when playing without HUD You would see this all the time. People playing on hardcore servers without any kind of HUD. After they got shoot/cut, they need to open their inventory every time to check if they are/keep bleeding or not. This is anticlimactic and unnecessary. By adding a more representative sound effect, a screen effect (like a red coloring on the edges of the screen) and/or just showing for some seconds the bleeding icon on screen when you receive a cut will give you all the information you need preventing you from opening your inventory just to check that. 18) Different diseases symbols for different diseases This is probably something that is already planned to be a thing in the future, but just in case, we definitely need to different icons for the multiple kind of diseases. The global bacteria icon it’s just not intuitive enough for new players and lead to very frustrating experiences. Figuring out whats the correct treatment should be the main goal behind it and not trying to guess what kind of disease you have since the icon is always the same. 19) Add a greater effect / benefit when applied medical items to another players Back in the days, the fact that you needed other player to give you a Saline Bag forced that interactions making the experience of the game even better. Now there are really no reasons to interact at all. I’m 100% behind the idea of self-applying medical items but it would be amazing to have some kind of reward (like +50% of its effects) if someone else apply you the medical item. E.g: blood bag provides you 500 blood units. If someone else gives you the transfusion, it would give you 750 blood units. Same with Saline and other medical items. 20) Allow players to jog when they are restrained and make handcuffs stronger The holdups were always a big part of the Dayz experience but, nowadays, seems to be less and less frequent sadly. Big part of that could be due the lack of the broken bones features and non-lethal weapons. But there is another reasons: restrained players are basically useless for themselves and their captors since they just can´t jog around to take them to another position. Allowing this would expand the interaction possibilities a lot. 21) Allow to add camo net to barrels Hidden bases in the forest were also an amazing thing back in the day. Your travels through the forest were enjoyable because you knew that something could be hidden in some tree or you could find some tents around. Now, since you can´t carry tents in your back anymore and they have a very restrictive (in relation to the surface) positioning system and barrels glitch above the tress when you try to place them close, hidden bases in the forest are just part of the past, and hidden stashes close to the big cities kinda killed that exciting part of the game. By allowing players to use camo net to hide barrels in the forest, you can compensate this and recover part of that great and old “in the woods” experience. 22) Allow players to reload (or at least chamber a bullet) while running This is something that have no real reason behind and make PVP extremely clunky and unresponsive. You can´t chamber your gun or change mags while you are running, but you can do it if you just release Shift, hit/hold R, and then start running again. It just makes no sense at all and make the game feels completely unresponsive. Allow players to reload/chamber while running or be consistent in the decision of allowing to reload only while jogging preventing them to release Shift, hit/hold R, and then start running again while changing mags or reloading the gun. The current design it’s just an inconsistent and bad system. 23) Radios and Altar Zenith should be multi-frequency instead of single-frequency Who use radios? None, not even players on RP servers. Why? Because their design goes against the idea of allowing players to find other players in-game. The idea of having +5 radio frequencies conspires against the main idea of this item (Contact randoms). Squads use third party communications so radios are mostly to find other survivors. None really need privacy over the radio. By making the radios multi-frequency (With a volume increase in the frequency you are, but allowing you to tell if someone is speaking in any of the frequencies) you can definitely provide with a new life to this item. Same with the Altar Zenith Panel, an amazing feature in the game that is almost dead since none would ever hear it. 24) Limit the amount of gasoline of the gas stations (Until server restart) Gasoline in the gas stations are limitless. Even after you destroy the gas stations you can still refill containers with gasoline. It would be amazing if this resource takes a new relevance (I made a thread about it possible importance in an apocalyptic scenario in relation to base building) and limiting its amount would be a very necessary first step. 25) Reduce motor / power generator noise/smoke by adding motor oil Vehicles and power generator noise its way to high. Almost all players just turn down the sound effects in order to hear their voice inside a car, even with all the doors closed. Same with the power generator. While I like this, it would be great to be able to reduce this noise by filling any of those with an already existent item: Motor oil. 26) Add a cutting value to the Barbed Wire and remove the shock points Paradoxically, barbed wires can get you unconscious but do not provoke you cuts (the main reason for its existence). There are many bugs related to barbed wires when players just get cut with invisible barbed wires, leading into an unconscious state that keep damaging the player and finally killing the player. Adding a cutting value to the Barbed wire instead of a shock damage its definitely a better approach. 27) More spawn points and food spawn into the Apartments buildings Title. Not even the snipers (since the new dispositions of most of the cities) or base owners with barrels visit this building anymore. There is almost no loot inside in the buildings that you may thing were one of the most populated building before the apocalypse. Food and civilian items should be abundant there and a reason to visit those buildings. 28) Alpha wolf to the wolf pack There was always the myth that, within the wolf pack there was an alpha that, if you identify and kill him, the whole pack will run away. We know that this is not a thing. Instead, all you need to do is kill 3 members of the pack to make the rest run away. It would be great to have an alpha (generally travelling behind the wolf pack IRL) that if you kill / identify him, you can survive the pack. I think the tech is already there and with a simple re-coloration it could be made quite easily. 29) Required tools while removing vehicle parts You should be able to add vehicle parts to vehicles without any tool, but you should require the proper tool to remove them. Pliers (Sparkplug), Screwdriver, (Battery, Doors, Trunk), Tire Iron (Wheels), Wrench (Radiator). The problem I see in general is a lack of balance between adding vehicle parts and removing them. Right now, none can really take advantage of other man’s work because someone would probably have disassembled it before is fully done. It’s become pretty discouraging and usually very few people even bother in fixing a vehicle. 30) Reduce the flies noise of dead bodies While I love the fly noise around bodies, when you have dead bodies around you inside a building the noise is way too high, preventing you from even communicate (VOIP) with other players. You can always skin and quarter the corpse to prevent this but since sometimes the bodies became inaccessible, reducing the general flies noise could be a good QoL addition. 31) Add the Survivor GameZ infected animations to the base game I truly think that one of the main reasons the Infecteds in Dayz are not really frightening is due the fact that they all move the same and have the same complexity. Even when you have a horde behind you the fact that they all have the exact same size, movement speed and animations turn a horde into something more predictable, ergo, less scary. We all saw the animations of the infected in Survivor GameZ. While I don´t know the extent of that animations, it would be great if you guy could port some of them to the base game. 32) Handcuffs resistance increase Another thing is the handcuffs time to break out. I would love to make them almost indestructible (You would need the keys, pliers or a crowbar to brake them), but in the meantime, they should require double time than now to get free. 33) Infected agro proirizing moving/live targets over unconscious players Because of this, the game basically prevents you from enjoying / survive to the unconsciousness state and enjoy the subsequent recovery/stealth to escape situation by sealing your death if you went unconscious from an infected. I know the infected damage/shock was reduce in the last build, but again, infecteds should always priorize alive targets over unconcious players. 34) Precise positioning and persistence for the Field Transceiver Just like power generators, the Field Transceivers should have more than a 6 hours’ persistence when one uses precise positioning. This way, factions could have one in their bases. It would also be amazing if you could power them with an external source like a generator (And of course if they broadcast through every frequency at the same time). * THANKS FOR YOUR TIME *
- 16 replies
-
- 12
-
-
-
yea so right...vehicle physics as most of things in DayZ is done server side... and servers run mostly heavily on 1 core... so in theory easy fix for almost all issues with DayZ would be improving the server and make it use more cores... And all of the content like helicopters and 2 wheeled vehicles will come this year with a mod called DayZ Expansion... remember... DayZ itself was a mod... created by modders for ArmA 2.. What Bohemia does is essentially create platforms that you use for modding and make the game almost what ever you want... so the community and Bohemia actually work together on a game to make it awesome... you can't rely on the solely on the company... nor can you rely on modders... those 2 need to work together... look for example DayZ Expansion mod... Bohemia Devs work on it too... Expansion mod had throwing Physics before the actual game got it... they just added some animations and polished it a bit and slapped it in the base game... so now that i think about it... Does this mean we will get helicopters and bikes in the base game after DayZ Expansion releases?? 😮 ( i legit just thought of that while writing this ) Woah... i just mindblew myself holy schnitzel 😮 Yo... this makes a lot of sense... since DayZ Expansion is making helicopters work same as vanilla should work... so maybe sometime this year Bohemia is gonna merge some stuff from Expansion mod into base game 😮 like they did with throwing physics introduced in 1.04 ... Expansion mod had it like maybe 4 months before that update i saw a video on youtube.. Just think about this... holy smokes i think im on to something
-
Look I've got 930 something hours invested here. Not nearly as many as some of you do but.. I am let down. I am just bummed out I guess is all I can say. Half of the list of promises that were made to us were broken or pushed off like they didn't matter. Yay broken bones.. Yay more diseases. What about a bicycle or air vehicles or bows or adding back in the things that were taken out in the beginning? I know map changes and vehicles are two different departments here but we still don't have vehicles that are reliable physics wise.. I just don't get it. I guess I don't understand the logic that's in place here with adding new amusement parks that I have never seen asked for versus fixing inventory (i'm hoping this is the fix that was talked about on exp) or vehicles. Or any multitudes of hundreds of things that were asked for over these things that weren't. I am not trying to gripe and complain here or have this team feel like all hope is lost but if you would LISTEN TO YOUR LOYAL Players. Take our thoughts and requests into consideration. AND please Don't dumb this game down. This game was meant to be hard. This game is the one I played the most. The one I would go to when I've had a hard day at work. And I fell in love with it the first time I fired up the mod. Now I weigh my options and I hate that. I just want to add. I think most of us who bought the game before 1.0 bought the game based on dev blogs or updates and promises that were made about development. In a way I feel like we are all investors into this game. Maybe Im completely off base here but I feel like I was lied to just to get me and others to buy into this end all be all game of all games.
-
It's unfortunate to read. And it's not what we were told. From "Status Report 6 November 2018": "Is there any team restructuring going on after the 1.0 release? Are DayZ developers going to be assigned to other teams at Bohemia?" "No, we are keeping the same resources as we had this year for the year ahead. To be precise, it's 86 people working on DayZ right now." https://forums.dayz.com/topic/240625-status-report-6-november-2018/ From "DayZ in 2020" " ... some team members moved to work fully on [Enfusion technology] last June, leaving DayZ with a much smaller development team consisting of seasoned developers across various departments. While this change has obviously affected the overall development ..." From this week's report it seems like we can expect in 2020: -return of broken bones -return of more old guns -extra wrecked vehicles on Chernarus It's not exactly inspiring stuff...
-
dayz is waste of resources for BI their staff has been reduced (dont tell me 60 people cant get more than 2 guns per update in and other content) the engine switch was huge mistake they lost tons of money, time and got subpar game engine in result now im just waiting whats up with arma 4 because this pos engine cant handle 5 fucking cars how will it work with 150 vehicles on the map and ai i used to defend dayz too but once i saw .63 i knew it was gg from that moment on
-
so nothing about increased crafting options? Dying, spray painting...etc? The ability to craft clothes, and makeshift items? More vehicles? Bow and arrow? Why are they reducing the dev team when this game needs so much work, and it has so much potential! Take a risk on DayZ, BI...if you invested some more in to this game you could make it really amazing, and make even more money on it.
-
word by wordy the first thing that came to mind after reading the article. But after letting the article sink in for a moment, i have a points to talk about. The december article kinda raised my hope for 2020 when it said Sounded promising. But then... That is the most important thing about 2020? To mention that the support will continue... well... The PC release was a little over a year ago, followed by the final console relase in may. Given the amount of basic things that are still missing or heavily bugged, i never considered that post-release support would be stopped anyway. At least inventory, vehicles (air vehicles in particular) and basic medical systems like broken bones should be in a working condition before the development cycle ends. That's just the bare minimum this game should offer, or does anyone see this different? I was kinda looking forward to see a new roadmap or at least to read about upcoming updates. But there was almost nothing to look forward to in the whole article. The topics "Stability" and "Bug fixing" can be summed up with "we will try to fix the most obvious problems" - that was to be expected. "Gameplay improvements" can simplified to slight improvements about basebuilding, diseases, cooking and vague hints about "environment exposure". "Modding support" is actually a nice thing to hear, i got nothing to complain about this section of the article. And then finally "New content" ! *drumroll* We will get "more of the original and/or new firearms", broken bones and "new vehicle wrecks on Livonia". So when my friends ask me "whats gonna happen to DayZ in 2020?" i can tell em "They will try to fix stuff and add Livonia car wrecks to Chernarus. Basebuilding, diseases and cooking might get some love aswell". Everything else was to be expected. Fixing stuff and continuing to add stuff that was already in the game at some point (like guns and broken bones). And after writing all this, the quote i started with keeps popping up in my head again 😅
-
Firstly, congrats to Adam, definitely the right man for the job, has been involved with DayZ since the OG days, I hope the pressure won't be too much! Secondly, I'm happy to at least see a plan laid out, especially with broken limbs going to make a return. However it was said that all remaining old and planned new content and features in scope of the original roadmaps were to be re-added over the next two years after the 1.0 release, with 1.0 being a push out of Early Access and the game on a more stable platform but still unfinished, then the first year (2019) was meant to be primarily stability, bug fixing and optimizations with 2020 being the feature/content heavy year. But it seems 2020 is again going to focus on stability, bug fixing and optimizations with not much news on remaining features/content. I think it would be good to know if: Are air vehicles (helicopter/plane) hopefully planned this year? Are single track vehicles such as bicycles and motorcycles hopefully planned this year? Are bows and crossbows hopefully returning this year? Non-lethal weapons? (tasers, dart gun) Environmental Exposures (Radiation)? Barricading? Infected breaking down doors? Also are there further plans along with the broken bodyparts if the health system and ballistic damages will be overhauled to be more simulated rather than "gamey" as it is currently? I want this post to sound as constructive as possible, a year of content/feature drought especially for those that were originally in the game will make it a slow year for many, annoying for some. I think being a bit more forthward about issues of feature/content delivery, even if it's not in layman's terms, would help at least reassure the community that such features/content are at the very least on the radar.
-
Seems while the next coming patch addresses some inventory issues (absolutely vague as to what those are), vehicles as well as desync issues / lag, etc. are not mentioned. .....still waiting for that roadmap they promised would be out this month when they announced it last year so we can have a clue as to what exactly they will be working on. I have since let my server rental expire and stopped playing the game all together. I'll keep checking back here to see when they finally start getting their crap together and fix the game like they said they were going to focus on around the time of the PS4 release. ......before they went essentially silent. What can I say? ......I fell for the whole "turning a corner" pitch which ended up feeling more like a "bait and switch" maneuver.
-
You can find them IF you can see the dirt pile. There are a ton of glitches in the game that allow you to bury stashes and you cannot see the dirt pile. It IS a contributing factor to breaking the CLE. I have buried stuff set for 5 days on my server, infact everything is set for 5 days, tents, vehicles, stashes, you can put a lock on your tent, but you better check it in 5 days or poof.