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Showing results for 'Vehicles'.
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93. all survivors can run for hundreds of kilometers without stopping 94. russian smoke grenades sometimes blow holes in houses (happened to me before lol) 95. rotting human remains can sprint faster than living humans 96. when it rains in chernarus, you are more noticeable 97. in zombie apocalypse, survivors hide vehicles in forest, then disappear. 98. in zombie apocalypse, the main goal of most survivors is to kill other survivors 99. russian painkillers take effect instantly 100. 1950's soviet bicycles are quiet yet make as much noise as a car i win
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US 104 Bans For Disconnecting During Fights.
ZeroGravitySE posted a topic in Mod Servers & Private Hives
Our server, US 104. Bans people for disconnecting during a fight (PvP Only). Its a cowardly act and we won't sit around and allow people to "exploit." A bunch of us are always recording our gameplay and the server admins are usually around to take care of it when you get caught. If you can't handle the fact that you'll lose your gear in a "hardcore pvp" game. Then don't play the game. I don't even want to hear it either, because I've been nuked, and disconnected on only to have the guy come back in a new area and kill me because I couldn't cover a 360 degree view of the battlefield. Its an "exploit," and one that ruins the experience for people who like to PvP. We at Wolves of War, as a clan, as a gaming community. NEVER disconnect to avoid player vs player death. I'm just making it clear that if you're caught and we have a recording of it. You will be banned on our server, and if you make a stink about it, we will publicly trash on you as we post the video of you being a little coward who is afraid to die in a video game. QQ I am making this announcement being the owner of US 104. So that if people come on here after this in the future and complain. You'll know that we clearly warned people and they could of searched for a thread about this. As I have the title of the server in the thread and what the warning is about. I have no clue what the dev team is doing to stop it, but for some of us it ruins the experience of PvP and PvP is indeed the center of what makes DayZ enjoyable for the majority of us. We play on other servers too, but there is nothing we can do about it on other servers. Cowards are going to be cowards. If and when Rocket puts something in that combats this, we will then unban everyone. As the ban will then no longer hold any ground. Because it is then no longer an "exploit." There are plenty of other servers. "We" as a group just don't want to play with you, if we "allow" you to kill us, and you don't return the favor by showing that you can play the game without "exploiting." Then don't be surprised when you can't connect a day or two later, or sooner. We have about 10+ people that record video on the server. We only ban with evidence. So if you want to start crap over it. We'll shut you down pretty fast. Without evidence we don't act. So lucky is indeed lucky. Then Rocket @ http://dayzmod.com/forum/showthread.php?tid=8029 said: Therefore.. it's acknowledged as being an exploit.. and they punish exploiters via bans. I don't see where the confusion comes in. It's only a ban on an individual server so it's not really even much of a punishment.. if they crashed and didn't DC most admins are willing to unban it and give you a second chance, but honestly unless you have a bunch of tents or vehicles on it not much care would even be given about being banned it'd just give the admin some sense of improving his community by reducing repeat offenders. -
VEHICLE UPDATE (database side): 2012-06-16
jonesyx@gmail.com replied to Ander (DayZ)'s topic in Mod Announcements & Info
The respawning mechanic is currently hugely fucked. Server restarts just put the vehicles back at the exact location at which they were destroyed. Which is annoying. -
If people put up tents and save vehicles outside of the normal map, will the server save them or will they be deleted when the serevr restarts? Also how far can you run outsie of the map? :S If it does save isn't that kinda lame :/
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[Video] - How to deal with bandits: Night Raid Revenge!
ComboBreaker replied to Luieburger's topic in DayZ Mod General Discussion
I think that you should've driven vehicles to the random spots of the map and leave them for people to be found.Exploding them was neat though. Nice,cold blooded revenge.Only question : why drive with lights on when you had NVG?Makes your equipment useless and turns you into a good target. -
Is the game basically over once you have piles of loot?
Champloo (DayZ) replied to HedonismBot's topic in DayZ Mod General Discussion
Yeah it's pretty much over once you establish yourself if you've got a group, some vehicles, and a base. From there on out it's pretty much nothing cause there's no end-game content. You just try to keep yourself entertained until you eventually kill yourself out of boredom. -
Nice story bro, now getting those vehicles back is going to be half the fun. Me and my roomie found a bus way up north that needed quite a bit of work. Used it for several hospital runs for medical supplies for our camp. My roomie spawned in the next day beside the bus and instantly died for no reason :P So I loaded up the bus and headed to cherno to pick him up. Successfully got him and some more hospital supplies and several more car parts (there were 3 tires and engine parts in the bus that was fully green otherwise) we were just rippping to the north of Cherno got us with an automatic gun and got everything we had including our bus. Was quite an adventure. Yesterday we found a crashed Heli with 4 dudes and 1 dude doing doughnuts in the tractor (don't ask me why lol) So my buddy circled around to a higher vantage point with his sniper and I came in from the other side, managed to get one of them and the rest disconnected but I got the tractor. Proceeded to drive it to our camp and was just getting near when my buddy spawned in without signing into mumble, scared the shit out of me and I crashed into a tree and blew up! Hahaha Today I found a fully operational offroad pickup truck literally in the middle of the NWAF and it was fully operational and had enough gas to get it to safety where I could get back to it. Craziness. p.s where did you find the Ural?
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http://dayzwiki.com/wiki/index.php?title=Vehicles When you enter a vehicle, it will show you in the top left what is needed. Red = repair needed. Yellow = Damaged. Green = Fully repaired. You need Engine parts to repair the engine. Fuel Tank Parts to repair the fuel tank. Scrap metal to repair the hull. Wheel to repair the wheels. Windscreen Glass to repair the glass ( not necessary) All of which you need a Toolbox to do. And of course Jerry Can / s to fill up the vehicle with fuel.
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An accident involving our brand new Ural lost us nearly all of our gear and forced a trip to the coast to pick someone up. Not a big deal, except lack of gear made us hunger for a Stary Sobor trip. And the others got bored at camp so they took one of our cars out to meet us at Stary Sobor. So the three of us are there, I'm guarding the vehicles while they loot. But I got found first despite hiding in a bush, and we were slowly taken down and lost two vehicles. After a few more deaths along the coast we eventually ended up together in the eastern Elektro fire station. This guy with an axe comes in and tries to kill us but we kill them. Then this other guy comes in with nothing, I shot him in the knee. We then bandaged him, gave him painkillers and a transfusion and let him loot the axe of the guy we killed and set him on his way. This guy was determined, he was not hitting respawn. We gave him strong words of encouragement over direct chat but received no response. The other guy went on a solo trip to NWAF and died to a server hopper, and then we found a van just on the road north of Elektro. It needed so much stuff, but we went around and fixed it. Headed back to Stary to expectedly see our vehicles were gone. Speed looted it and left. We lost nearly all of our guns, one of us still only has a patrol pack, both of our NVG, and multiple vehicles tonight. But we had fun, and that's what matters.
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Is the game basically over once you have piles of loot?
Aitloian replied to HedonismBot's topic in DayZ Mod General Discussion
Currently me and my roommates are trying to save up enough tank traps and razor wire to build a road block at a certain place so we can trap people and get us some vehicles lol! -
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. -
I posted this in the uber Bandit/Anti-PvP thread: http://www.dayzmod.com/forum/showthread.php?tid=19935&pid=193707#pid193707 I wanted to break it out into its own thread in case people wanted to discuss in detail some of the ideas I outlined below. In my opinion the concept of Bandit and Survivor is very fluid in the reality of the game. Very rare you have players that are 100% Bandit or Survivor all of the time. For example when you spawn you have no offensive output so you're 100% survivor. When you get a handgun or lower tier weapon you may shoot at other armed Humans but you're not going out of your way to hunt Survivors, which to some make you a Bandit but most players would argue its what they need to do to survive. I feel its at this stage of the game (where most players can get to quite quickly) is where we're seeing this explosion in 'Bandits/PvP is over the top' feeling. Finally what I would consider true Bandits are the guys/girls that have advanced gear (NVGs, Sniper Rifles etc.) and go hunting for other players as they don't have much else to do. I would say you need to adjust the balance of the game in the following areas: * Make it easier in the early game for people to meet up/group (build that Teamwork element BEFORE people are armed) * Adjust the timing of when Players should enter larger cities such as Cherno and Elecktro * Add additional mechanics to Medium/Late game so that multiple people are needed to Survive. I feel if you can offer incentives to players that a (small) group is better than being solo always then you'll start to build balance around the feeling of *Factions* of Humans banding together vs the Zombies and other Human Factions. I'll explain in more detail below. *Early Game/Spawning* So once two armed people meet its over. The chances to build trust are so remote its just easier to take the other person out. What if a system was implemented to select your spawn point. While I like the vibe of spawning in a random location but with out of game maps and people respawning over and over to hit the spawn they want, I feel the meta game would be better served with a different dynamic. What I imagined is a list (not a map!) of all the available spawn points and all the players in the spawn area (or have the spawn selected but have yet to click through to spawn). Any armed player or bandit in the area show up in the list of players in red with a warning in the UI. Players are then encouraged to spawn together (spawning with extra gear perhaps?) and that trust can be built by playing the game together, watching each others backs and experiencing the game in a small group. So yes now we've moved from Solo players being killed by just as many solo players to have at least bands of 2-4 people roaming around (group play and larger more tactical firefights, yay!) Sure some people will just run off, others will betray at a later stage but at least it opens up more opportunities for 'spawn brothers' to at least form up per life. *Early to Mid game transition and Cherno/Elecktro* With either of the two large cities being close to the majority of spawn points it has produced an interesting dynamic and most experienced players will do runs on the Hospitals, if not the Supermarket and Fire stations to initially gear up. New/Green Players will get caught up in the cross fire of Part-Time Bandits and other players who are just trying to gear up quickly. As well as more advanced Full-Time Bandits who have come back south to hunt and/or quickly gather medical and food supplies. While this may be controversial I would adjust the spawn positions, I would have the progression of the game be East to West rather than South to North. This would put Cherno/Elecktro behind one or two towns (if you spawned on the South East of the coast). Yes this would need a loot re-balance and sure Berenzino could become the next Cherno but at least players would have more choice in terms of pathing they could go and may have some gear to defend themselves with by the time they hit the larger cities. *More Group activities in the Mid/End Game* So once a player has gathered good gear, maybe a tent, repaired some vehicles then the level of progression abruptly ends. While this is a game of having great stories to tell the only way to make your own content is really to keep personally challenging yourself/group. There is no better way to do this than to hunt and kill other players. Though as Gamers we all (mostly) play to win, so you've spent a lot of time building a character, so why lose all of that by hunting other heavily armed players. Which is where the full-time Bandits come into play. While this is still Alpha I wouldn't expect to see this soon but I feel the more large scale/group objectives could be added to the game. Especially objectives that could influence the world at a server (or even hive) level or be competitive across the hive. As an example of a lower tier 'end-game goal' what if Power Stations could be repaired, it would require a lot of materials to be gathered, Toolboxes, small group of players working on a few objects at the same time to bring power back online. Then power could be controlled to certain cities (or other parts of the grid could require restoration) and players would have a common goal to work towards. Factions could try owning or even destroying the newly repaired power station/grid. What about certain areas of the map becoming end game raiding zones. Perhaps one of the airfields could spawn a high volume of zombies when players enter the surrounding area. Too many for a small group to take out but perhaps a group of ~15 with awesome loots inside (also make it impossible to be saved inside that area so if anyone tries to server hop they'll be kicked out of the zone). Finally as a controversial idea what about the idea of escape. Have a goal to repair a Helicopter and fly it off the south/east end of the map (Perhaps use the Aircraft Carrier to land on?) players are scored with certain multipliers for number of fellow players rescued at the same time, gear collected/saved against their character, Time spent alive, distance traveled, number of zombie kills and a negative score for Murders as well as number of Bandits in the group. Then after rescue the player is reset, anything stored against the character (if possible vehicles/tens as well) would be despawned and be added to the final score. The player is then dropped back as a newbie along the coast. The score is then saved to a leaderboard (along with server names to help promote community, so you can have local as well as hive wide heroes!) Now on that last suggestion I bet a few of you are thinking 'This is about surviving, I can go play Left4Dead if I want to shoot zombies and escape'. I understand that but the idea of leaving the area and despawning all the collective items/gear offers item deflation. Right now the 1% (aka Full-Time Bandits) are gathering more and more gear while shooting/using said gear way less. Some people are just focused on collecting/farming gear. Without any mechanics to take items out of the game then 'haves' are relatively getting way more powerful than the 'have-nots'. To offer an incentive to leave and give up your game, while still maintaining a strategic timing element in terms of scoring, leave too early and score too low or stay too long and get killed/lose everything. Also scoring by leaving would always be optional, if you wanted to stay and help friends or keep that Helicopter then by all means this doesn't impact you in any way (other than people hunting those Choppers for themselves). Thanks for reading this far, appreciate your comments.
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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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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. -
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. -
Hello I was just wondering what vehicles we can rebuild and the tools we need. Thanks!
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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. :)