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Found 41868 results

  1. No' date=' you clearly don't. You don't even [i']understand the concept, so how can you claim to like it? How often do you die, and why? My last survivor was alive 12 days, probably 50+ hours in game. Why is this the first thing out of everyone's mouth when they are obviously not fine with it? And it is the very presence of that "horrible" experience that makes everything else in the game seem so much more intense, more real, more gratifying. If it weren't for the psychopathic killers waiting around every dark corner in this game, what would your accomplishments be? Picking up beans and ammo and shooting cows? Okay... Last night I lost my 12-day-old survivor. Ghillie suit, M16A2+203 w/ mags, 5 fully loaded tents, a completely repaired vehicle full of spare parts and ammunition, etc. I was stunned. My heart was beating, my brow was sweating. I stared at the "You Are Dead" screen for 10 minutes. Then, I sucked it up and got right back to it knowing that the next survivor could live twice that long and achieve twice as much if I am careful and don't make the same mistake I did last night. Okay, it's Alpha. We all know that. So basically you were trying to avoid PvP by playing on an underpopulated server and got shot anyway? That's pretty awesome in my opinion. Nowhere to run, nowhere to hide. Just like it should be. Whose fault is that? I've repaired vehicles single handled without a single person helping by venturing out, finding the parts necessary, and running all the way back to the broken vehicle because my inventory only had space for one item at a time. It literally took me 12 hours to repair a single vehicle in game on my own. Then I lost it 30 minutes later. And I didn't care. Vehicles are everywhere now. If you have never seen one, then you are simply not looking very carefully - or you never survive long enough to find one. Either way you are at fault, not the game. What makes a place "worth going to"? Maybe this retarded mentality is the reason you've never found a vehicle, hmm? Try exploring some of those places you think are not "worth it" and you might find out that, in fact, they are. "Sweeping changes" is kind of the definition of the Alpha-Beta transition period. Why is it everyone who claims to know what an Alpha is, doesn't have a clue? Go play Left 4 Dead then. Most of us are here precisely because it's "just too harsh." I have a fully time job and a family and I have had more fun with this game than any other in the past 2 decades. Fuck no. Except it's not. No, it hasn't. Not the people in my group. Great. DayZ is not for "most people." Most people like Farmville and pro wrestling. Most people can go fuck themselves for all I care.
  2. Date/Time: 12/06/2012 13:50 What happened: Getting in new vehicles added, rather than getting in the PBX it dunked me in the water first Where you were: At the Guba inlet What you were doing: Trying to get in *Current installed version: 1.7 *Server(s) you were on: UK3 *Your system specs: 8GB Ram, Windows 7 64 Bit, i5 2500K, AMD Radeon HD 6800 *Timeline of events before/after error: Just ran up north and tried to get in it Ran to where the PBX spawns at the Guba, it's a new spawn and nobody has moved it, I select to get into it from the shore and it puts me swimming in the water despite it being at the shore for half a second during which time I see I've lost everything, before then putting me in the driver seat. Can see all my gear at the bottom of the water, and it's put all the gear further out than where me or the boat is. But it won't let me get the gear back. http://img21.imageshack.us/img21/4677/40271470.jpg http://img840.imageshack.us/img840/1388/96462568.jpg Feeling a bit annoyed since it should have put me as the driver, rather than dunking me in the water first. Lost Big cayote bag NVGs Rangefinder Hatchet Watch Toolbox Compass GPS Knife Matches 2x camping tent M4 CCO SD (no mags) DMR and 3 mags Ghillie suit still in its parcel 2x tents Kept my M9SD with no ammo. Would like a character fix if possible. If not, at least be aware of the bug. :) Thanks guys.
  3. adell83085

    Dallas 40 - Admin Abuse

    First, I would like to introduce myself. I am n00bsos, and help run Dallas 40. I work nights, so if this is in poor grammar or confusing I'll check back to make sure I fix it when I wake up tonight and get more coffee in me. Just to respond on behalf of the folks running Dallas 40 we did not take the server down this morning. I do not have access to the logs at the moment, but when I am able to get them I will look over them very thoroughly to ensure again the server crash (or restart) was not initiated intentionally to kick you from the server. Your initial post made it seem as if you were banned from the server intentionally. Putting everything together (i.e. you not being able to see the server when you lost connection) leads me to believe this was a server restart in Dallas not conducted by an 'admin'. Those restarts will cause the server to appear offline for a moment as they are actual hard restarts. I will apologize for getting a bit flustered with you as noone enjoys being called a cheater. I have chatted with the folks that were on this morning (there were 5-6), and they've explained the situation to me. I have your side of this as well, and have had time to step back from this situation and consider both sides. From what you stated below (the server crashing/restarting as soon as you highjacked the truck and being restarted by the admins) appears to be true. However, the server crashing/restarting caused it to need a restart/another restart. I don't know how savvy you are with servers, computers, etc, but the server crashed/restarted when you were initially booted. When the folks logged back in they did not see zombie spawns or loot spawns for quite some time. They restarted the server, and were under the impression the server was intentionally crashed by someone not the folks in Dallas that we rent from. It was locked for a short period of time to try and figure out what the hell happened because like any admin of any server ever if you sense there was a serious threat that caused damage you want to make sure the issue is remedied and things are back to normal before allowing users back in only for more problems to arise. We have never had anyone complain, and we've had a decent amount of hackers/cheaters try to play on our server that have been taken care of through the proper means. Whatever the case may be I can promise you that Gilboa and I are out to take care of that server as if it were our own child. We are avid gamers, and dislike cheaters just as much as everyone else. I apologize that you feel you were wronged. I can't go into the server and spawn you vehicles and weapons or I would try to make it up to you. At the end of the day it was a misunderstanding, no one was trying to cheat you, and it is a game in it's Alpha testing phase we are all learning as it develops into the beast it has become. I absolutely welcome you to chat with me through here or on private message on the situation, and of course report any cheating conducted on Dallas 40 to myself or Gilboa.
  4. adimch

    The Finnish wishlist

    Signed. In your example, and I'm sure you will agree, I wouldn't want to be able to predict what each individual Zombies' intentions are, just off sight. I wouldn't mind seeing some with guns, or even driving vehicles, either - even if they couldn't shoot or drive for shit. You wouldn't even have to alter their driving characteristics.
  5. [frl]myke

    DayZ "Class/Profession" System Idea

    +1 Remove completely the ability to repair any vehicles as most of the players couldn't repair a UH-1 if their life would depend on it. Please do not add any features that would make it all of a sudden necessary to actually think first before running around like a trigger-happy monkey.
  6. Savage_MF

    EU 4 & EU 39

    Hey, just noticed this thread when i searched your name as I got it from EU 39. Been playing on your server for a few days now and have to say it's my favourite. Nice work. I read the recent patch should help with the lag issues on a lot of servers...i have noticed that around midnight (UTC real time) we all synced perfectly and could drive/run with no desync problems on EU 39. I thought this was maybe because there was less people on... damaging/driving their vehicles. We noticed a sedan of ours getting damaged while engine off and no one in it and figured it was because it was on grass, a mate then blew it up while still inside it driving it with red warning signs on parts so it's no longer a factor... I assume his would have caused constant damage saves going by the recent patch notes regarding lag but then wouldn't just driving any vehicle cause slight damage anyway? A friendly.
  7. You know all these vehicles would just attract MORE bandits. Hate to burst your bubble, but be a little realistic here.
  8. taken from the OP build a small town/fortification second part of his bullets. The point is that a fortification is just a small building with some ways to prevent people from entering it. Yeah, you should be able to build these (you can already make a shed into such a fortification). However, usually people want mechanics so that bandits can't take their fortification as easily, or at least they want added bonusses next to the fact that you have a fortification. Building a town would be ridiculous in my viewpoint. maybe a full town would be ridculous but a small settlement that can be used as a trade post or a small area that provides security and a taste of society would be cool because it would allow players to interact more and at a deeper level, however this would require more dynamic loot spawns but dayz is in alpha so that could also be in the pipline ;) People are complaining about how stale the current map is. I'm bringing this up because: What is servers ran maps with purpose? Have a map designed for trading, and community stuff. For example, on the west of the current map, make a 'cut off' point, so if you save your character there, you can spawn in the next map (to the west). joining a server on that map, without being near the "transfer area" could result in you not being allowed in, or maybe spawn in a red box saying go to a different server or something. Maybe even each map/area could have its own respawn points for better ability to play with friends. ^this will make vehicles 100x more usful ^225km is big, but with this idea, there is no theoretical limit to how big the play size could be.
  9. The alternative to chat is through skype. Via voice chat 25 people can talk at once, if I am correct. This means that all the suppliers can talk to each other, while the guards can also do the same. And if the leader of the supply group wants to contact the leader of the guard they can do it over skype, that leader can then relay the information over to the other guards. This means that whatever actions we take, bandits want know about it. Of course it will also require all the guards and suppliers to have usable mics. People are also worried about the guards being bored, I would say that after an hour of the guard, they should switch with the suppliers and those previous guards go out and find loot. Can I also suggest that we send another smaller group far up north. The are deer stands that sometimes have decent weapons. I suggest that we send possibly 3 people up there. They will take longer to get back and it will require communications to be perfect. We will also need at least 3 land vehicles, for travel and also we will need to hide them in a safe place, we can't exactly take them onto the island.
  10. Rough outline of what to expect in the pending update. I will update this as more stuff is put in. Changelog will then follow it. Performance and Optimization - Reduction/elimination of the new server lag. This is caused by the ArmA2 server expecting immediate response from the central server. Vehicles are the main cause of this, as whenever they are damaged everything stops while the server ensures this is recorded in the database. - Bugs fixed that were possibly causing very significant netcode overhead (will need mass-scale testing to verify this). Infected Behavior - Infected can no longer see/attack through walls. - Entirely new mocap'd attack and running animations Content - Additional Idle Infected sounds - Revised Attack sounds - Many new action sounds, including IV, bandaging etc... Notes - This update will REQUIRE the beta patch, so it is worth installing this now and getting used to it. - Read up at the BI Forums about the beta patch install. It's pretty easy. Current Changelog Developer's Note: * Requires ArmA2 Beta. Changelog: * [FIXED] Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning * [FIXED] Bodies still being deleted too quickly sometimes * [FIXED] No backpacks or medical boxes spawning * [FIXED] "No Speaker..." debug report spam * [FIXED] Infected spawning too close to players (minimum 30m now) * [FIXED] Infected not spawning inside buildings any more * [NEW] Infected can't attack through walls * [NEW] Infected can't see through objects any more * [NEW] Infected visibility increased (but limited by LOS) * [NEW] Infected attack range increased (but limited by LOS) * [NEW] Infected can cause greater damage when they hit you * [NEW] You can hide from an infected chasing you * [NEW] Optimized server cleanup routine * [NEW] Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING) * [NEW] Infected see based on eye direction, not on body direction as before * [NEW] 30Rnd_545x39_AK added to loot table * [NEW] More infected attack animations * [NEW] More infected feeding animations * [NEW] Replaced monkey infected crawing run animation * [NEW] Heartbeat when cursor on a player with very low humanity (heart beats faster the lower it is) * [NEW] Humanity GUI indicator removed * [NEW] New Infected and Action sound effects (more AWESOME stuff by Michael Manning) * [NEW] Initial version of double-barreled shotgun added (by Artyom) * [FIXED] CZ550 spawning far too often in farms * [FIXED] Winchester decreased spawnrate (% given to double barrel shotty) * [NEW] Recombine shotgun rounds between 2 and 8 rounds * [NEW] Recombine 45ACP rounds between M1911 and Revolver rounds * [FIXED] Tent placement is completely screwed (now can place anywhere except in building) * [FIXED] Items for Eating and Drinking not removed instantly (allowed some duping) * [NEW] DayZ: Now with additional cruelty!. Spawn with only a bandage, painkillers, and a torch.
  11. The issue is that it's far far too easy to survive. Ammo spawns should be made rare and guns rarer. Especially military weapons. Vehicles should be more common but require more teamwork to get running. For instance two people to push and one person to jumpstart the car because the battery is dead. After it's made harder to survive more things like the teamwork required to use bloodbags is necessary. More things that require the aid of another player. Enough things so that if you see another player you're glad to see them instead of apprehensive and ready to shoot. Perhaps locked doors that require two people bashing on it at once to break it open and get loot that would be otherwise hard to come by in this new harder-to-survive world. Rocket has already been quoted in saying he doesn't like the fact that people shoot on sight with no consequences. He wants to encourage teamwork. The change is coming.
  12. Taking the ATVs out for a spin and making ourselfs useful by giving lifts to mates. Let me tell you, these things are a lot of fun. Also check out the other video I posted some time ago(thread got lost after the rollback) How my ghillie suit saved my life:
  13. Finkle

    ATV flip due to rabbit!

    Just managed to get myself an atv and it's great fun. Yeah after weeks of running miles and miles on foot, tearing through the countryside on a quad is pretty damn exciting. What's great about the quad is on roads it's super fast but it can go off road without much trouble when needed. Its also pretty easy to hide. You have to be careful about rolling it if you're offroading it though. One complaint is It seems to get pretty terrible gas mileage, but I haven't really driven any other vehicles so they might all be that way.
  14. On the subject of location again, and primarily the Devil's Castle vs Skalisty Island thing, I'd still have to say that Skalisty would be a good option. I mean, personally, I still think Berezino Harbor would have a higher coolness-factor, but if we're just looking at how easy it will be to defend, Skalisty has to be the best option. From my point of view, it's obvious that you will need basic supplies. Ammo, food and water, and some fuel to run your vehicles, and it's also true that Skalisty has NONE of that. But, I'm also completely convinced that the biggest problem you're gonna have, by far, is defense. The problem with Zs spawning inside Devil's Castle is that, once they spawn, the, hopefully, high activity in the trading post is gonna take their attention quickly. This means guards must put them down with a quickness too, which again leads to shots fired without prior notice on voice comm. Eventually, a bandit attack is gonna get mistaken for "Oh, that's just Ed shooting some Zs." Skalisty Island doesn't have much hard cover, that's true, but what it does have is a natural tree blanket all along the northern side. Anyone who tries to get there is gonna have to swim just about 600 meters of water, and will take fire from the six guys in Ghillie suits you've got inside the treeline. It would indeed require a boat, and preferably more than one. And yes, that boat could get destroyed. I'm sure someone is gonna try. However, if you choose a pick-up point that you can observe from Skalisty, then you could provide cover from the island itself. No matter where you decide to settle, I'd imagine you'd need a Huey for logistics purposes. When you need water or fuel, sending a couple of guys out on foot is gonna get the job done fine, but stocking up on ammo and weapons? You'd want a Huey for getting you to Stary and the Airfield, and possibly for collecting the eventual respawned guards. What I envision is basically something along the lines of taking the Huey with a pilot, two door gunners, and 2-4 other guys, and flying it up there. Huey never completely lands, and you'd need a pilot with experience. If going to Stary, you can land right next to the tents, no problem. Huey then does circles in the area, scouting for any players. Once your guys have looted everything, you just get down close to the ground, let people get in, and then you hightail it out of there with a quickness. If going to NW Airfield, you could come up on the north east, and go to the two topmost hangars first. You would probably want a larger ground team for that operation, as there's more stuff to loot, but also to provide more cover in the much larger area. If you take 6-8 guys, split them up into two teams. I'd wanna keep them close to eachother, but one team going into the Firestation and one team going into the ATCT should be more than close enough. All the while, Huey will patrol the area, sticking to the areas closest to your guys, moving with them as they go down through the northern barrack, all the way to the southernmost hangar, and then across the landing strip to the south barrack. There's plenty of space to land a Huey about 20 meters away from the barrack there, so that's where you'd make your pickup. And then you GTFO. As for comms, I think Direct with the traders should be ok, but you would definitely need TS3/Ventrilo/Mumble for comms between guards, and for the "away teams", no matter which location you choose.
  15. Kalle Karhu

    Roaming zombie hordes.

    :blush: Sorry for the bad grammar, but English is not my main language and i'm fairly sure that people would just get annoyed/ignore if i typed this in Finnish. :blush: I would love to see randomly spawning zombie hordes of like 20-50 or even more, just roaming around the countryside/cities. They would spawn as a group all around the map and move as a group (be it at roads or at woods). 1 example could be a horde of 50-100 military outfitted zombies spawning at NW Airfield and starting to march towards cherno and back. While another group(ex-civilians so not so well equipped) spawning at Cherno and moving along the main road going across the coast. They would be attracted by lights/sounds and start to move(at walking speed) towards close by gunfire/lights to "investigate" etc etc... Also if you happened to be unlucky enough to aggro this kinda hordes alone you would have close to NO CHANCE of surviving simply because of the numbers they are moving in. *Also every kill the horde did could add +1 zombie to the horde just for the increased horror effect of having horde alive for longer periods of time* You could add weapons(hanging on straps or something) and ammo/other equipment to them since they used to be soldiers/civilians in a big "gathering" before they got to be a massive meal for a zombie horde that happened to overrun them. Would also give clans/bigger groups of survivors working together a fine challenge to hunt them down. They could also be able to rip you'r vehicles to pieces if they managed to overrun one. :huh: :huh: :huh: Any thoughts about something like this? :huh: :huh: :huh:
  16. I was bored on my lunch break today and started sketching out my answer to the question - how could DayZ implement a class system? I don't want to "gameify" DayZ, but I think classes could be done in a realistic way. I also think that it could add a lot to the character investment, and also give a reason to encourage interactions between players besides just shooting each other. How it functions: When starting a character, DayZ asks what your character was doing before the outbreak (prior profession) - that will determine your "class". As you spend more time in the game, surviving, you begin to adapt to your environment, and you begin to adapt your old skills into this new world, unlocking new abilities. You are not getting XP for killing zomibes, but instead the longer you survive - the more your skills begin to adapt slowly and naturally. Possibly there are choices between two adaptations at each stage so that the player picks one, they are locked out from the other (allowing for differing character types, more replayability). If you manage to stay alive for long enough (several hours) you begin to unlock party-oriented adaptation perks which can make you a very valuable asset to a group. So here are some class ideas I had sketched out and some possible adaptations/perks...sorry had to use the stupid adaptation names for added entertainment MEDIC Life before the outbreak: Doctor, Nurse, RN, Paramedic Adaptations: SCHOOL NURSE - More efficient with medical supplies, quicker use SHARIN' NEEDLES- Able to use medical items twice SECURITY BLANKET - Heat packs keep you warm for an extended amount of time Party Adaptations PREVENTATIVE MEDICINE - Party has less chance of bleeding or going unconscious NURSE, SHOCK PADDLES...CLEAR! - Medic has a 1-time use EKG item that will bring a recently-killed player back to this mortal coil if revived within 60 seconds of death TRACKER Life before the outbreak: Vet, Park Ranger, Hunter, Ted Nuget Adaptations: DUCK SEASON - Ability to track animals QUIVER - able to stack arrows in inventory POSITIONAL AWARENESS - tracker will point to his location when viewing the map TAKE IT ALL BUT THE BONE - Get more meat off carcasses POISON DART - Ability to make arrows with nonlethal poison tranq (after combining arrow with coke-cola haha) Party Adaptations NIGHT OPS - Tracker and his party can see better in the dark COOK Life before the outbreak: Chef, Food Service, Butcher Adaptations: CHEF BOYARDEE - Ability to cook beans, which grants additional blood recovery GORDON RAMSEY - Superior cooking techniques allow you to cook meat that grants more blood recovery and satisfies hunger for an extended period GOT A LIGHT? - Can start fires with flares Party Adaptations SECRET SAUCE - Cooked meat has the ability to grant blood above the max blood level, to 15000, when consumed by party members AGENT Life before the outbreak: Military, Private Security, Police, Body Guard Adaptations: GOOD WITH GUNS - slightly increased accuracy, reload and reduced recoil MACGYVER - use of duct tape allows for a flashlight to be attached to most all weapons KARATE CHOP - ability to use a single melee attack, which is ineffective against groups of zombies but has the ability to stagger and cause light damage to a single zombie Party Adaptations: BODYGUARD - Ability to craft crude body armor with found scrap metal. Armor protects the wearer from a few bullets before its shredded, and does not protect against zombie attacks or headshots PARATROOPER - Party outfitted with parachutes which allow heli jumps and base jumps off taller structures MECHANIC Life before the outbreak: Mechanic, Pilot, Trucker, Cabbie, Getaway driver, chauffeur, Driver's ed teacher Adaptation GREASE MONKEY - Can fix up vehicles with fewer items JOY RIDER - Repaired vehicles use less gas and have increased durability GONE IN 60 - Driver has superior handling in vehicles and can reach increased top speeds Party Adaptation PARTY BUS - repaired bus combined with several found guns and scrap metal allows for a rolling death machine equipped with armor and mounted guns SURVIVOR Life prior to the outbreak: Athlete, Convict, Personal Trainer, Construction Worker SLOW METABOLISM - Food and water levels take longer to decrease JUST A FLESH WOUND - After using a bandage, blood level will recover some blood lost WALK IT OFF - Once a day, player is able to instantly get up after being knocked unconscious STRONG BACK - Additional inventory slots Party Adaptation CONDITIONING - Party members are able to run/crawl/swim faster, and are less likely to get knocked unconscious COMMS MANAGER Life before the outbreak: Tech Support, Engineer, Telemarketer Adaptations: TRANSMISSION HACKER - With a radio, player is able to hear occasional hidden broadcasts which discuss where high value loot, vehicles, etc. can be found. Party Adaptations TRIANGULATION - If party members are equipped with a radio, comms manager is able to triangulate their position which makes party members appear on the map EYE IN THE SKY - Once every hour, with use of a map and gps device, player is able to tap into a decommissioned military satellite and scan an area of the map - revealing other players, vehicles, etc. Yeah well those were some of my ideas, sketched out today while devouring a lunchable...feel free to post some class ideas of your own if you're feelin froggy.
  17. THE OP (WITH SOME EDITS) The overall concept was developed to make each players life in DayZ have a clear value. This idea lays on the proviso that there is a HIGHLY DYNAMIC LOOT DROPING SYSTEM (as well as many others :P) The system will work by giving players the ability to directly infuence both the quality and quantity of loot in game simply by the actions that they take - and by influencing resources it can also affect both the difficulty of the game and the cultural behavior of the players. So here is the proposition: *Each server keeps a log of the no. of deaths (by PvP) that occur. It also logs the total number of players. Dividing No. of Deaths against players gets an average player death count. (This indicates co-operative behaviour) *Each server also logs players average lifespan. (This indicates survivalist behaviour) *These two data sets can then be assigned to a value on a scale that will determin loot density and value (which, of course, is the difficult part) (edit) I will clarify what I mean by 'loot value'. In this idea I divide all items into two groups - Essentails and Exotics. Beans, matches, civilian grade weapons, etc = Essentials Nvgs, GPS, miltary grade weapons, etc = Exotics I know that items value are subjective (objective??) to the situation, but for this idea to work there will have to be a definate 'artificial' distinction. Here is an example: Lowest End of Scale - (Very High Death Count/Low Average Lifespan) - Loot Density = 100% - Exotic Loot Chance = 2% Highest End of Scale - (Very Low Death Count/High Average Lifespan) - Loot Density = 2% - Exoticy Loot Chance = 100% And everything inbetween...and it is this "inbetween" where all the intrest lies. The dynamic scenarios that would naturaly occur are very exciting as well as being very logical. (edit) A possible issue is that of players skipping from server to server in hope of exploiting servers with better chances of Exotic loot: But this assumes that determining the current state of server wil be easy - it wont! There will be no visual indicator (on the hud) to allow a quick analysis of the game world. So... players will have to search and explore (and by extention interact with the game world) for some time before a judgement could be made on the state of a server - and heres the good bit - simply by do this they will actually be helping to shape the state of any given server!! Therefore even those that try to 'skirt' the system are inevitably drawn into it. THE 'CYCLE' (edit) This part is just where I can theoretically see this type of 'global causality' system going, like I said before, it does rely on a lot of other additional content to flesh it out - as it is mearly the basis on which a dynamic DayZ could be built. At the low end of the scale - with plentiful food supplys and low level weapons - there will be a tendancey for chaos and violence. But as groups organise, setup basecamps, restore vehicles and develop culturally acceptable behaviour, naturally the average lifespan will rise and the death count will go down. But this in turn will lower the amount of available resources while better arming the community. If the community continues to work in pure co-operation, their technology advances whilest resourse deminish further and further. The average death count plummets while the Life expectancy rises till it leeds to a tension point where resource become so limited the only way to survive will be to turn on eachother - the death count sky-rockets, life expectancy plumets - and it all begins again! "This is key. The cyclic nature of this dynamic is very important..." - Malleovic How it may effect culture and give value to life in DayZ I hope it is obvious how this (could) influence decision making when it comes to killing other players. It will not discourage or penalise player decisions persay, but will make their decisions have a conciquence - a non-imediate one, one that is only negative or positive depending on your standpoint, with no moral concequence other than those imposed by your fellow survivours. Prehaps outright murder will become some what of a social taboo (looked down on, but unstopable) because life is now directly linked to the quantity and quality of loot - to better your chances co-operate, or at the least rob someone rather than murder them. I know that even this level of, "guidence" lets call it, is too much for some people. So i see this as an option that can be implemented on a server by server basis - with the severity of influnce a player has over the loot density/quality of items being fully adjustable by admins. Of course this will directly influence the "worth" of other players to eachother. I'll stop here because i can go on and on, but will conclude by saying that in my mind the most important role a system like this could take is to act as a catalyst for cultural behaviour within the game. "My only "fear" is that most of people, specially in an apocalyptic world, are selfish and don't give a damn about the long term." - Mikyjax (edit) The 'selfish' outcomes of this idea are just as valid as the 'humane' ones - all I ask is for the players to be more aware of the impact of their actions, and their possible outcomes. Then give everyone tools to allow them to enforce direct concequences on individuals that act outside any groups 'norms'. "The particulars are hidden from the player well enough, it could enhance without being a distraction." - Malleovic
  18. GENDERS

    IF this was an actual game...

    Game purchase - One off fee to buy the game out right. Patches for said game must be free, i.e. fixing bugs, balancing weapons / damage, textures...etc... DLCs - I'll happily buy DLCs for new content / areas of the map / vehicles / weapons / equipment, etc... I won't support: - Monthly fees - Pay to Win - In game micro transaction
  19. drzli

    ATV flip due to rabbit!

    people are so excited about vehicles XD
  20. FragMonkey

    THAT'S MY BUS!!

    Buses are the most useless vehicles in the apocalypse
  21. Firstly I'll introduce myself here as the Founder and General of the Teamwork And Realism Clan. Dallas 40 is owned by one of our members, Sgt.Gilboa. Secondly the player "Jonah the bear" or GUID: 228d5d144c5835ee67e2d5de2cab0d3f, has had previous problems with myself personally related to enlisting in my clan. Tonight while playing on our server our clan decided to regroup at our camp with our vehicles. As soon as we all arrived to the rally point, (Slightly west of Guba), I was instantly killed from no weapon. Then our group was hit by what seemed to be rockets or artillery. Now at this point it was obvious Jonah was out for revenge. I quickly shutdown the server and banned his GUID & IP. Since starting the server again, (would you believe it) we we're completely unharmed and the hacker was gone. I believe this player should be banned from all DayZ servers for their exploits. Complete server logs will be provided for DayZ devs from Sgt.Gilboa if needed. - General Novak.M
  22. wolfpack81

    Guessing this Weapon is hacked

    They aren't in the loot table. The invisible weapons people find are from vehicles GAU-8, Hydras, etc. Any regular weapon spawned by hackers will have icons and are able to be used.
  23. I do love finding random vehicle parts laying around the town, but I'd I'd like to see a wrench/spanner added to DayZ. I did search for a few keywords on the forum but I couldn't find anything like this - please point out other suggestions like this if I've missed them. [align=center] --- Ladies and gents, I present to you... the wrench! [/align] This is a beautiful piece with a stainless steel finish. Magnificent craftsmanship, hand-made and carted to your local Chernarus supermarket all the way from Saint Petersburg in the deeper parts of the motherland. Having this baby in your arsenal means no more crawling around and scuffing your combat vest or those nice moccasin shoes you thought would be a great first impression when you met up with your buddies to take on this nightmare. Now I hear you all saying "But tiggy, I'm not a mechanic. I'm a post-soviet country civillian with a gun and my final can of beans - I don't know the first thing about cars." Now let me tell YOU something, bucko; you're just a post-soviet country civillian who doesn't know the first thing about cars, so you're bound to make some mistakes. Grab the wrench, bash the car with it a few times and hope you get something out of it without sounding the dinner bell for all your infected pals in the immediate area. TLDR; -Vehicle part spawns are removed from warehouses and industrial areas. -Wrenches are now found where vehicle parts previously spawned -Wrench sits in accessories slot like hatchet/matches/knife and on another suggestion tangent, doubles as a horribly inefficient but violent melee weapon (this is not the thread to discuss melee) -Broken down vehicles contain parts -Smack them with your wrench to get parts -Loud noises of your attempts at car mechanics attract nearby zombies -Obvious chance of getting no part whatsoever or in some extreme cases, chance of wrench breaking -Also makes sense since you can't just attach wheels, engine parts and scrap metal without some sort of tool
  24. Most of the vehicles are already repaired by a certain group in each server. and they do this SUPER easy with the item duping bug. the vehicles should completely reset later when the fix for the item dupe bug comes out. This item dupe bug is really ruining with the ingame item supplies. i see gps and NVG in every bodies. i actually want a whole character+item reset in the future. so the amount of rare loot is kept to minimum.
  25. ZedsDeadBaby

    Cars

    Umm, yeah. That's totally not how it works. I've seen the same vehicles in the exact same spots on multiple servers. They definitely have set spawn locations. Hell, the yellow hatchback by Lopatino has been on pretty much every server I've played on in the last week - I just don't have the engine to fix it.
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