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Showing results for 'Vehicles'.
Found 41868 results
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The devs don't want to reveal how the system works because they don't want it abused. There are no database resets, spawn timers, or set spawn locations. Vehicles are spawned in at their discretion. It's that simple.
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Interesting update, another few steps forward after the backward steps from removing the bandit system. I hope some time soon more incentive for players to work together is implemented to stop the game from being a 225sqkm TDM. I know there's vehicles already, but it's not enough.
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Yeah I think the devs needs to officially let us know how this system works. They've mentioned that "Vehicles are Working" but what does that really mean? For how long? What will happen to them in the long run? And the questions I asked above...
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Date/Time: 6/12/2012 around 11pm Pacific. What happened: All stuff in tents disappeared except for medical supplies, I did save all tents and they had stuff before, a lot of stuff. Where you were: North, (secret base) What you were doing: Logged in after server restart. *Current installed version: 1.7 *Server(s) you were on: Seattle 9 *Your system specs: *Timeline of events before/after error: Well first all my tents/vehicles were gone because of bad server restart, then when another fixed that all the stuff in the tents were gone.
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ok since we already have vehicles i think we should go a step forward and add mountables think of it like its like this way your in a forest and you find a leoperd so you take a tranqrilizer gun and shoot the leoperd and you tame it and then you ride into cherno and your on your leoperd mount and you go to the church and theirs some other noob with a lion mountable so you go up to him with your high dps machine gun and mow that noob down and then you ride out of town and your leoperd levels up so you can assign different skills to your mountables like more strength so it can do more damage and carry more or more stamina so it can run longer or more agility so it can jump higher or more endurence so u can make it have more health or more you can add perks and skills so that you can level it up and it has a new perk point and u youse that perk points to buy a new upgrade like the ability to roar with your mountable and scar all the zombies away and i think its really cool thanks you for reaidng please comment below rate and subscribe <333
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Yes, everybody wants helicopters. But for everyone's gameplay sake.. Do we need those? Currently land vehicles works perfect for crossing miles and miles of land. So, we don't really need it as a transport. Of course it would be super cool, if you see a settlement, and there's a heli landing going for a rescue just like in the movies. But, that didn't work in here. When the heli existed, only a few selected people would repair it(super easy to repair..) and keep it to themselves. Only them would get this huge advantage. And a lot of them would go hunting people, trolling, flying over the coast saying "IM ON A HELI". I don't know if a helicopter really fits with this DayZ environment... What's your opinion on this?
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I'd rather we just make the An-2 one of the spawning vehicles for the airfields, since they have no weapons and fly really slow.
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Dallas 40 - Admin Abuse
tg marksman x replied to anticreativity's topic in Mod Servers & Private Hives
There is no need to lock a server after a restart for "testing" or ensuring that the server is behaving properly. I read these sort of responses all day, I run/admin/pay for a server too. The only, and I mean only time we have locked a server was after I booted a hacker sot hat he couldn't get back in whilst I banned him through Rcon. Sometimes servers need to be restarted twice in quick succession (because on the first restart tents and vehicles didn't spawn in), other than that I fail to see why a standard 25 or 50 slot server need to "test" itself after a restart when the other 205 servers running the same software don't. My thoughts: Your admin clearly cracked the shits. He used his power (knowing that the truck would return to it's last saved position) to restart the server, then lock it so no-one else could get in, and then (after moving himself into a better position) let the OP and his mate spawn in to get shot. -
I ran a forum search and realized how confused people are about the whole vehicle respawn thing... The first question people want to know is what happens to the vehicle count when a vehicle is destroyed? Some say that the vehicle is gone for good, and the vehicle count on the server will slowly decrease until all vehicles are gone and destroyed. Others say that the server is supposed to (Or if not, then should) note the vehicle that is destroyed and respawn a new vehicle in a random location at the next server restart. That's fine and dandy, but as far as I know, vehicle destruction is permanent. So when a vehicle is destroyed it is gone for good, and eventually all vehicles on the server will be gone. If this is the way it works, then the only way to replenish vehicles would be to run some kind of an uber database reset like that of a few days ago, when all the vehicles came back. Unless I'm mistaken, isn't this currently the only way to bring vehicles back? And if so, when one of these resets takes place again, what will happen to vehicles owned by players currently? Will they disappear (As well as the items inside them) and respawn as useless husks elsewhere?
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Date/Time:Not exactly sure, between 3am to 6pm on 6/12/12 What happened:I log in and all my vehicles/tents are missing, I am not exactly sure if this is a bug, I have heard some people talking about bad server restarts and I was wondering if that is what happened. Where you were: Very for North. What you were doing: Logging in. *Current installed version: 1.7 *Server(s) you were on: Seattle 9 *Your system specs: *Timeline of events before/after error: I drove my vehicle to my base(GAZ) and log out, get back on later and all my stuff is missing. About 6-10 tents, UAZ, Ural, Bike, ATV, GAZ, Van.
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not quite a long story more of a discovery. well after the menacing provess of gearig up and dying over and over again , i made my one goal to find or fix a vehicle.(as i have never seen or riddin in any) so i start out just hightailing it to all the firestations looking for toolboxed and parts dying along the way respawing somewhere on the coast over and over. the last time i respawned i look to the water and what do i see? A frickenBOAT!! super excited i swim out losing my pack with the begining goodies to get into the boat. the boat still had a little bit of gas so im wondring why someone would leave it. i then realize that the small boat is almost as slow as walking.. let down by the raw unexcitement of the small boat i coase up the coast looking for another town due north,till i run out of gas. stuck in the middle of i have no idea i letgo my fantasy of finding a sweet vehicle and roaming the map so i head inland. after about 20 mins of hiking thru the woods i stumble towards something i this is a treestand . once i got close enough i realize that is wasnt a treestand it was two sweetass atvs. the excitement was so shortlived as when i got on they were all gassed up and ready to o except for one tire was popped bare rim style. yet again in the middle of nowhere with some broken toys and a whole lot of frustration. i think now i am willing to settle on the fact that working vehicles are a myth.. maybe one day ill stumble upon those lucky finds again and actually have the means to fix them..
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Lets do this, Trading Station Delta - Edited
dsi24 replied to combatcomm1's topic in DayZ Mod General Discussion
While I love the idea of this, the current exploitable state of the game would make it impossible to pull off. Also, if you broadcast your location for mobile trade you're still gonna get ambushed, and if you don't players who would otherwise trade with you might avoid you or even ambush you. (unless you figure out some system of looking like a caravan, maybe vehicles going slow speed with walking guards around it?) The only thing that needs to be fixed is server hopping, and I think it's a pretty deep problem with the system. I really like the trade network idea though, schedule a meeting with representatives through some third party system like Steam, IRC, or Mumble, and they can ride out fast carrying just what you want to trade for (and enough personal provisions and a PDW or something) on ATVs or some sort of off-road vehicle. The main stash itself would have to keep moving though... -
Hey i just wanted to throw an idea out there for anyone who might be interested what I'm thinking of is dead bodies or Infected Zeds Hibernating everywhere in the forests,cities and random places but some of them will reanimate or wake up when you pass by them i thought this would be good since they aren't taking processing power until you get near them and it could be a good new game mechanic. Another thing i would like to see is a little backstory such as how the infection started and maybe some new infected that has different effects like you meet a friendly AI but he backstabs you after you help him out due to insanity. one thing we need to improve the destruction and a few other mechanics. I think first we need to make it so we can get RPGs easier and destroy every building it gets tiring rarely finding an RPG which i have only found once in cherno and the only use i could find for it was blowing up the supermarket and hospital. Second I think we need a building mechanic since we can do so in the editor it isn't a stretch to do so in game and make a small hideout in the wilderness where you can stash your hard earned loot since in the next patch vehicles will degrade overtime. third I think there needs to be faction that will let you join a group of fellow players and build a clan HQ promoting group game play and deterring Lone wolf game play. This Idea is to Improve The realism of the game and give an insight on how life would be like in a survivors situation it would also give the game more emotion. Edit: If you support this thread please just put yes or no with a small comment don't branch off with your own idea this is a petition. On a side note if you want to make zombies harder but in a different way just Say i support this and put after that what you want in the Game.
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Lets do this, Trading Station Delta - Edited
JReacher replied to combatcomm1's topic in DayZ Mod General Discussion
I just came upon this thread, but To me it seems that it would be considerably easier to set up more of a Caravan or mobile trading network considering the following ideas. 1) Manpower - with most servers hosting 50 players it could take half the server to maintain a trading post between the guards, traders, and supply teams. This would increase considerably with a 24 hour trading operation 2) Eliminates the possibilities of spawn raiding and similar attacks. If there is no set location, it will be impossible to raid something that you are not sure of the location. 3) Mobile trading would be much more active and prevent any sort of low morale from lack of action, although I'm sure there would definitely be raids on a set location. 4) Unless there was a much larger server I can't imagine the demand being high enough to warrant an entire compound set up for trading, I would think it's much more likely that a handful of people would trade with the Trader. I would imagine something like having one or two Traders or Sales Rep's with a guard or two and have them in multiple locations, maybe at one of the designated Landmarks or in a city and then you would have to meet with him to be escorted (possibly a hidden vehicle to take you there quickly) to the trading location, which would have several guards in vehicles stocked with items, possibly a tent with loot in it. You'd have to build up a war chest and keep transferring it between other players in the Trading Network (tents and vehicles). With this sort of model you could have a functional network with 10 or less team members. You would have certain members who were responsible for "opening and closing the shop". Players could trade off vehicles and then communicate where they were stashed, simlar to what some clans are doing but strictly with goods for trade. Not sure how much stuff a vehicle could hold, I guess you could be really cool and have a helicopter full of 8 Traders storm out of the sky. Oh how the bandits would come running to see the chopper, just in time to watch it fly away to a safe haven. I like the idea of Barter Town but with the large manpower, it would leave less than half the server available for trading, maybe half of those are bandits who would try to pick off the new customers. Sounds cool though, good luck and keep the thread updated for all of us who die often, scramble to find stuff we can't use and need to pawn it off for more Mak ammo. -
Safe lockers needed! (bank vaults)
Daddy'o replied to [email protected]'s topic in DayZ Mod Suggestions
I can, and at the same time can't understand why people want to establish social structure and systems. This is survival, tents were never really intended to be used in a mass storage barracks area to hold hundreads of different items. A tent is and was supposed to be something you can lay down on your travels, store some of your stuff in while you go loot the town near by. Something you would pick up as you leave the area. It was never intended really for long term storage as I imagine. The problem now is people are pack rats. They store n store n store and want everything to be stashed away and massed in piles of tools, food, blood, weapons, ammo, vehicles. When they misuse these as long term storages, they get annoyed when they find their vehicles stolen and tents pillaged. Then people start thinking the problem is that they cant SAFELY store items anywhere, and demand safer ways to store items to even more abuse the intention of the game, which is to survive! Now the second problem there in is survival. It's not really that hard is it... The game needs to be made harder. Less food. Less drinks. Less ammo. Guns even rarer, farming removed, tougher temperature needs. More needs and survival complexity. I say delete long term storage altogether. Have tents stay 48 hours after they've been pitched. Then have the server automatically repack them or remove them altogether. Make people live from their bags. Make them take only what they need and prioritize, trade, seriously conserve food, water and ammo. This is way too much a kiddy land and people are having to make their own fun instead of having fun surviving. My 2 cents. -
Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
S1ippery Jim replied to boogiemanfl's topic in DayZ Mod General Discussion
That dilutes the population. The "big cities" are supposed to be more important. They are supposed to attract more players and be the sight of more encounters and more action. This creates a balanced dynanic between low risk/low reward towns and high risk/high reward large cities. What exactly is so rewarding about the big cities? There's only so many cans of beans you can carry, for the really cool stuff you need to head to a military base/airfield/deer stand elsewhere on the map. And you get just as many vehicles elsewhere. Big cities are for noobs. -
Make the reward greater for those willing to group. Food, water, guns, ammo, and supplies are all plentiful. Right now, running around as a group, we find ourselves looking for one thing, and one thing only, vehicles. We all carry around specific oddities in the event we come across a vehicle and need unexpected parts to fix it. What if when you approach a town as a group, you are presented with a mini task/quest where you have to hit specific objectives in order to get access to a vehicle or its parts. Something like this could require a specific amount of people and encourage people to even globally beg the question "anyone want to try and get the heli up an running in cherno?". Sure, this would make packs of organized players that much more dangerous, but it would also make groups of random players stronger than the random greifer. I also do not believe this would be a detriment to the survival aspect of the game, as if this were real, you would likely need more than yourself to break into a military base and harbor the required materials to get something up and running. Another idea would be to have randomized skill sets assigned to players at spawn. Make it so that everyone cannot simply use/carry a hatchet, knife, matches, compass, map, etc. You would not have every skill required for survival in real life, why would this be any different. This could force individuals to group up, or at least explore what skills another player may have. This would also make the group much stronger than the individual, as everyone would be able to benefit from a collective skill set. There could also be an element where you could learn skills from other players. This would give an objective to staying alive moreso than just the random uber equipment you find over time or the bragging rights of "I haven't been killed in 3 weeks". This would also allow those that really want to play the lone wolf style an opportunity to do so, but forcing a bit of teamwork first. Both of these would not necessarily hurt those that want to greif, but it would make life just a bit harder for those unwilling to at least humor the idea of working with others. All the while benefit those willing to not shoot on site.
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Date/Time: Random times over the coarse of a few days What happened: Military Offroad will not repair regardless of tries. It is eating the part I am trying to repair it with, it's just not actually changing the status of the repaired part. Where you were: Wilderness. What you were doing: trying to repair the offroad. used 3 scrap metal parts and a fuel tank part. *Current installed version: 1.7.1 *Server(s) you were on: US 16 *Your system specs: Intel 2600K 590GTX 16 GB RAM *Timeline of events before/after error: Stole this Military offroad and is in bad shape (mostly red) I found lot of parts to repair it but every time I do a repair it doesn't change the status of the repaired part, it's eating the part so it should be repairing it. We've repaired other vehicles without issues but this one will not get better.
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It is huge for a very good reason, the map was developed to be able to cater from very small infantry missions, to huge Team vs Team combat with a large variety of Infantry, vehicles and air units. This map was developed for a Mil Sim game, not for a zombie game. A mod, which has been out for a few months and is still in very early alpha may I add, happens too use it. Perhaps just be happy with what you have until other more pressing concerns are dealt with. Also this thread has been made a million times before.
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How do you enable vehicles on a server? Or are they just standard. Cheers
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Dallas 20 - Possible Admin abuse/shenanigans.
punisher_1 replied to Bla_Ze's topic in Mod Servers & Private Hives
No its silly to assume foul play considering alot of people have posted here that when they find tents or vehicles the server tends to restart, players that were once dead appear out of no where, or players just happen to log in right near the stash area. -
Chernarus is becoming stale. New map?
punisher_1 replied to imagelesskjc's topic in DayZ Mod Suggestions
I;m not so sure we need a new map, not that I;m against that I just think that the spawning of items needs to happen in random places. For example: all those wrecked humvees and trucks, road blocks, Random military bunkers, more open houses, dead NPC back backs, crashed aircraft, cargo para drops, wreaked armored vehicles, Trench lines and adjacent bunkers. fighting positions. See everyone knows where the loot is and that what kind of spoils the whole thing they need to make a random loot spawning locations. -
Dallas 20 - Possible Admin abuse/shenanigans.
reersh9 replied to Bla_Ze's topic in Mod Servers & Private Hives
What? Are these seriously MORE accusations of admin abuse when you are admitting that the server goes down a SIGNIFICANT amount of time later? Again, I could understand the suspicion if the server goes down immediately but you're saying that an admin shuts the server down 10-20 minutes later? At that point, you've had plenty of time to loot any items, move gear, save vehicles and tents. Also, I just now jumped into my server today so Zelgaden could not have just shot me. I died last night and I spawned by Balota just this minute; you and this other band of misfits continue to fabricate bullshit. At least the last group had actually been involved with me in-game, despite their accusations being just as irrational. I would love to have access to the character creation database and show you that I died last night, logged off, and just logged on within the past hour. Stop lying. Let me make something clear that I've restated multiple times: servers restart. In fact, servers restart a lot! Feel free to rent or provide your own and you will become aware of just how often they can crash or require a manual restart. In any case, if a server restarts almost a quarter to half an hour later, you can rest assured that the admin is not interested in keeping you from playing the game appropriately. As for joining the server, if you -- or anyone else for that matter -- cannot keep from fabricating obvious lies, you're welcome to NOT play on Dallas 20 anymore. It's completely unacceptable to have you and a few other prepubescent narcissists falsely accuse and harass me despite my every effort to keep the server clean from those that would compromise your gameplay experience. -
Authentic loot and zombie spawns--the excellent authentic effects in DayZ
joikd posted a topic in DayZ Mod Suggestions
I posted this once before, but it was lost. Here it is again (if I can remember everything). Let me begin by saying that I love DayZ, and am very thankful for this mod. My goal with this post is to propose a couple of ideas that I think would dramatically change DayZ for the better (much more authentic) without trying force (punish/reward) anyone/anything artificially. The ideas simply change the environment to a more authentic one given the zombie/survival apocalypse that is the setting for DayZ. Loot--current system: 1. Spawns only in structures (authentic only if zero re-spawns occur) 2. Spawns in the same exact locations (authentic only if zero re-spawns occur) 3. Spawns an unlimited number of times (completely ruins the authentic scarcity of resources that would be present in this situation--combined with #1 & #2, players can actually thrive instead of struggling to survive) The real culprit of the inauthenticity with loot in the current system is the unlimited re-spawning. But, just removing #3 would not work in the current system since there are not permanent players for each server (server loot must sustain much more than the 25, 30, 50, etc. number of players that the server allows simultaneously). Even if each server did have a permanent set of players, removing #3 completely would make for a setting where, eventually, all players would be reduced to crossbows, canteens, map, compass, matches, etc. (all of the unlimited items) since the initial loot piles would not be re-spawned. While this may be an authentic scenario, I do not think that this is Rocket is trying to accomplish. Reducing loot spawns, while creating a more playable scenario than removing them altogether, still leaves that inauthentic feel of magically reappearing loot in places that have already been completely scavenged--no authentic explanation of these re-spawns can be made. So, if #3 is necessary, how can the loot system be made more authentic while keeping #3? The answer is removing all structure spawning, and replacing it with air drops (maybe have structures continue to infrequently spawn a non-weapon item (can of beans, etc.). The authentic basis for this idea comes from a man who describes his experiences during the Yugoslav Wars of the 1990's when the Balkan city where he lived was surrounded and cut-off for a year (google "Selco" & "Balkan"). He credits US air drops with saving his life. Add zombies to Selco's experience, and you have something very close to DayZ. The aircraft making the drops in DayZ could originate from the regions to the north and west (south and east is ocean) of Chernarus, and either be random (time and location), somehow authentically influenced by players, or a combination of both. The aircraft would then fly across the map to its drop zone, make the drop, and fly back across, and off of the map. These air drops would create all kinds of interesting (and authentic) scenarios. Players desperate for supplies may rush recklessly to the drop zone to grab what they can before zombies and/or bandits arrive. A large, well-supplied group might secure the drop zone to try to take everything for themselves, and engage anything that comes near. A group with a functioning Huey could become extremely powerful, since they could use radar to locate incoming aircraft, and quickly travel to drop zones all over the map (not to mention its weapons). Who is making these air drops? It could be the same group that failed in its military missions (crashed choppers). The variety of weapons/ammo/supplies that are dropped is explained by the fact that this group is just scavenging, stealing, etc. whatever it can find to include in the air drops. Zombies--current system: 4. Spawn and remain (unless giving chase) only around structures (unauthentic--zero zombie threat in the wilderness (opposite of what one would expect)) 5. Re-spawn an unlimited amount of times (combined with #4 makes for a completely unauthentic experience--even if all 50 players banded together, they cannot keep a small town clear since the zombies just keep re-spawning forever right in front of their eyes) Just like loot, it is the re-spawning that makes the current zombie system unauthentic. And, just like loot, partially or completely removing zombie re-spawns still leaves a feeling of inauthenticity (either zombies still magically re-spawn by structures even if it has been cleared, or no zombies ever threaten a cleared area again). Again, we need an authentic solution that allows re-spawning (zombies this time). The answer is moving all zombie spawns/re-spawns to the north and west edges of the map, and have the zombies migrate in packs to the south and east across the map. The packs would change their migration path if it sees/hears players, aircraft, and/or vehicles (sprint toward any of these). If the ArmA engine could view these packs as a single unit (unless they are being viewed by a player--similar to the current system), then the packs could be large (25 packs with 40 zombies each = 1000 total zombies). The combination of both the loot and zombie ideas would also give an authentic risk/reward system regarding player location. The further north/west a player is located, the earlier the player can spot an aircraft on its way to making an air drop, which is a big advantage (reward). But, the threat of zombies is also increased the further north/west a player is located (risk). Conversely, the further south and east a player is located, the less chance they have of seeing/hearing an aircraft, but the less chance they have of facing zombies (zombies killed off as they migrate south and east). -
better than vehicles