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Showing results for 'Vehicles'.
Found 41870 results
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What new items do you want to see In the near(ish) future?
chickenmcfuggits replied to LORDPrometheus's topic in General Discussion
More guns. Heavy weapons. Explosive weapons and items. Many more vehicles incl whirly birds. And more guns, so many different guns that seeing the same one twice requires a lot of looking. Examples include: FN FAL (I think this is already on the list?) A skorpion (why is this not in the game already, should have been one of the first weapons) An M40 rifle Heavy machine guns, mountable tripods and the ability for them to pull straight out of ammo boxes. Different variations and sizes of the Uzi Grenade launcher attachments with various grenade types. (Illum, stun, gas, HE, etc) High cap shotguns .50 BMG rifles (Beowolf, Barret M82, Steyr HS) Mortars Anti-Vehicle heavy weapons (javelins, RPGs etc) C4 and other explosives A sexy benelli shotgun or something An oldschool tommy gun (to go with the tracksuit and skullcap, should also make your character sound italian) Grenades that actually work A working hind and blackhawk Light tanks and armored vehicles An ice cream truck No more pens please, for the moment. -
Sorry, did indeed miss the handcar. Focused on the word Tram/Rail car and figured you meant something along the lines of an DMU or EMU. A hand/pump car would be doable IMO, but still I doubt it's high up on the Devs' list of things to do. I'm not sure if they were very popular outside of North America. It would still have the problems of being blocked by other things on the rails, although they're usually lightweight enough for the crew using it to derail, move pass the obstacle, and rerail. Now I have seen some rather interesting videos in Europe of a man 'rail surfing' using a wooden pallet and simple wheels on tramways and streetcar lines. That would be even lighter than even a simple handcar (though maybe not as simple to move) as you can literally pick it up and carry it. In the US we have handcars (obsolete and usually found on museum lines or in private hands) speeders (both antique and new) which are motorized, Hi-Rail equipped vehicles, or even modified road vehicles themselves (post D-day they used Jeeps fitted with flange wheels in French Trainyards to act as switchers). I do hope someday we'll have rail vehicles in SA, but only if they do it in a realistic manner. It urks me in game when I see errors when it comes to trains. European Buffers and equipment on whats suppose to be a North American Railroad, or knuckle couplers on European equipment. Much in the same way the Mosin being chambered for 7.62 NATO urks our gun lovers. Though so far what I've seen just from the right of way is satisfactory on BI's end (though there's a few glaring things like the grade being more like a rollercoaster in some areas)
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The Search Function is your friend! Second, I wouldn't expect rail based vehicles for a while, Modding will probably be out before that then people will make working trains on their own. Third comes the box of needles directed at your balloon. If a train can get there, a person on foot can get there simply by following the tracks, this still applies to both tunnels and bridges. So no 'secret military bases' only accessible by train. What exactly do you picture when you think 'traincar/tram'? Do you think you're just gonna jump in the cab, turn the key and be on your way? Even modern locos don't start up with a turn of a key (there's usually a lot of switch and leaver flipping and buttons involved that all have to be done in the right order). There's a lot of things blocking the tracks in key points, locomotives, rollingstock, general debris, you'd need to be able to clear all of that to get around, especially if your using something bigger than a Speeder. Also how are you going to fuel it? An American GP9 (which looks similar to what is at least shown in Chenarus) has a fuel tank of around 1,100 gallons, with a similar loco burning around 159 gallons per hour (in 'balls out' mode). Your little 5 gallon jerry can will probably just be enough to get the engine to turn over. Trust me, I'm an Engineer Brakeman.
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Our aim is to create a humble community-based DayZ Overpoch server with the community in mind. All of us used to play on a small 50-slot server with familiar people and we're looking to bring that back. Our addons and scripts are ideas our players recommended to us or we thought best enhanced the gameplay experience. Those include: - DZGM: ebaydayz's group management. With a map in your inventory you can add or remove any of your friends to a group and see each other's location wherever you are on the map or if they're within 1.2km you can see an icon over their head. No more killing each other! - P4L: RimBlock's A Plot 4 Life. Retain ownership of everything on your plot even after death. No more replacing your plot pole every time you die, which inevitably happens often. - Door/Plot Management: Zupa's amazing management scripts that allow you to add or remove people from your door or plot which allows them the right to open any door without codes or build and remove anything on your plot. - Missions: We have over 34 unique AI missions that spawn at varying times across the map. AI difficulty and humanity gains are varying as well with Hero, Bandit and neutral AI missions. Crate loot is based on AI difficulty, so you have a chance to make some serious cash or get the supplies for your super crazy hideout. - Single Currency: Zupa's SC removes the need for metal-based currencies and you can buy/sell all metals at any trader city. No banking, though, as this removes a huge element of the DayZ experience IMO. - Dedicated: We don't run your average copy/paste VM server, we rent our own dedicated server hardware with a stable connection and high-end hardware. 3.2GHz quad-core Xeon, 8GB of memory, and SSD game files/database. Totally overkill, but we want the best gameplay experience possible with headroom for other servers and headless clients. - And many more, including the ability to paint vehicles, enhanced spawn selection with different loadouts to suit your play style, snab build pro with vector building, tow/lift vehicles, key identifier, wireless lock/unlock/start of your vehicles, take clothes, change view distance, and weekly admin-hosted events with rewards. Our server is hosted in Quebec, CA with great latency to all parts of the US and playable to closer countries. Our max ping is set to 400 to allow for players from other countries to join as well. We don't discriminate, whatever language you speak, you're welcome to play here. We have 50 slots max for the best possibly gameplay experience. ArmA doesn't perform well past that point, even with dedicated hardware. We have 4 dedicated active admins and a handful of moderators. I personally keep watch over admin usage logs and admin gameplay to make sure no one is abusing their powers granted to them by me. I strive for a balanced and fair gameplay experience and will not tolerate abuseive admins. We've had to deal with it ourselves all too often. IP: 167.114.145.221 Port: 2302 Website: http://nightswatchoverpoch.enjin.com TS3: builthordetuff.teamspeak3.com Or you can search for Night's Watch on DayZ Commander and DayZ Launcher or add the IP and run with the launch parameters -mod=@Overwatch;@DayZ_Epoch; Or you can use this batch file to join directly: http://goo.gl/wZj75x You can edit the file if you installed ArmA and DayZ in a different directory. You can ensure the safety of the file by opening it in notepad or notepad++ and looking through it. Hope to see you in-game!
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Grand Foxcraft Overpoch Chenarus|DZAI/DZMS|Tow Lift|Service Point|Active Admins|No Lag|
MrBobblesGaming posted a topic in Mod Servers & Private Hives
Hey Guys I Opened A Dayz Server And There is Not many scripts that have been added in yet but this is what we got and that gona be added (Had to Refresh my mission file) Features: - Single Currecny 3.0 - Snap Building (Comming) - Loadout's (Comming) - DZMS/DZAI And Wicked Ai Mission's - Infistar Antihack And Admin Tools - New Server (Join To Get A Good Place To Set A Base) - Start Whit 1 Breafcase (Refear A Friend And Get a Extra Breafcase Of 10x 10oz Gold) - Action Menu (Comming) - Self BB - Depoly Bike - Server Restart Every 6 hours (Soon Will Be Set to 3 Hours) - 50+ Vehicles - Ai City We Just Started Our Server On 23/02/15 And Havent Gone Far We Only Got One Guy That Doing All The Editing So Please Wait For This To Update If You Want More Info Visit: http://grandfoxcraft.enjin.com/ Remote Info: 188.227.181.106:2602 On DayZ Launcher: ''DayZOverpoch - Grand FoxCraft'' Or ''Grand Foxcraft Overpoch Chenarus|DZAI/DZMS|Tow Lift|Service Point|Active Admins|No Lag|'' But Whit Out: '' Visit Our Team Speak: grandfoxcraft.enjinvoice.com -Joachim -
There is no longer a public hive for DayZ mod. BI/Dean Hall let it die when HFB servers went down. All mod servers are private hives. Some server admins have multiple private servers hived together so you can carry your gear with you between those servers. OP, I suggest playing around in Arma 2 to get used to the controls. If your player is only walking you may have accidentally toggled a control that has no animation when you're not holding a weapon. Toggling actions on/off is usually done with a double tap of a key. IE you hold left shift to slow walk, but double tap it to toggle walking, and double tap again to go back to normal speed. These controls include walking, lean left or lean right (usually q and e), and aiming down sights (right click). Take these steps if your character is stuck walking: Press q and then e (lean buttons). If this doesn't work proceed to step 2 Right click once. If nothing happens then right click once more and proceed to step 3 Double tap left shift. You should be back to normal by now. If not you've toggled multiple controls and you have to mess around with it until it's fixed.Yes, you can only join regular DayZ mod servers. The rest of the servers in the list are other sub-mods like Epoch and Overwatch. I recommend filtering "1.8.4.1" (or whatever the current mod patch is) or "DayZ mod" in the filter box. You can also use gametracker.com to find DayZ mod servers. Just a heads up, there are VERY FEW DayZ mod servers running vanilla settings. Most servers have added tons of vehicles and militarized weapon spawn points, removing night time, and some go as far as nerfing or completely removing zombies. I suggest checking out US434 as it's a great vanilla server that still has good population.
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How Can I add random spawn vehicles? I had server of Epoch and It was soo easy :). best regards, Morfa
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I hate you, now I have to go and play C&C. There is currently no real simulation going on for vehicles. Admittely we're not playing Spintires in a zombie apocalypse, but I'd like to see a few little touches added: The ability to add a breather onto the air intake to allow the truck to still run whilst the engine is submerged, for example. Right now, they are invulnerable. That's fine: Alpha. I'm hoping a little more time is spent to make the simulation of the vehicles a little more in line with what Bohemia Interactive have become famous for.
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Good. Make all the vehicles manual transmission. Encourage my fellow Americans to actually learn something.
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V3S hillclimbing, death by 9mm and improvised backpack
Wookieenoob replied to Wookieenoob's topic in General Discussion
my point is that if this is the least agile vehicle and it's just for testing, then all of the vehicles will have trouble on hills and go ridiculously fast downhill. that's not really consistant with cars. most people tend to stay at a fairly regular speed which is actually hard to do with dayz's vehicle atm. -
V3S hillclimbing, death by 9mm and improvised backpack
Wookieenoob posted a topic in General Discussion
did a few tests on the v3s today. i already knew that the thing really disagreed with hills, but i didn't know quite how much. for anyone who doesn't know: V3s can't start and go above 8-10mph on even a slight incline. V3s can't get up half of the hills in the game because of this. when it goes downhill it goes at like 70 or something. so at this point the vehicles are what, gravity powered? i think this should be evened out a bit so that the v3s can climb hills and accelerate reasonably easily but only get up to 50 on downward hills. i don't really understand why the v3s doesn't have any bonus from roads. or rather, any detrimental movement effects from grass. __ i found an mp5 today, joy. i realised it was 9mm. oh god. i didn't have any mags. you can probably fill in the rest. __ i kind of feel like the improvised backpack should be able to be attached to a ghillie bushrag. i mean, you have to make them both, why not just tie the bag under some other burlap? -
yap I hope they remove the large military camps ( tents) completely for example ...they are mainly used for farming and gearing up on empy servers anyway ...would be better to see more small camps and checkpoints scattered all over the map instead :) Also large military bases and airfields should be done properly with vehicles and tanks standing around ( not wrecked that is) and migs inside the hangars etc ...bigger evac camps could be for example more UN based...
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What are changes to Black lake? Havent been there in months. Btw, map has so many new and unique locations that you can explore for days. Would be great if some locations have unique loot items that spawn only there. This will be such a great game once zombies, persistence and vehicles are finished. Ill take week off from work and cruise around map in my rusty Sundat pickup.
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Greetings Survivors, As we move towards the 0.54 stable branch update, I’d like to cover a few points that you all should know. As with all updates during Early Access, this is a development build and thus has its own issues, bugs, and so on. If you encounter any of this, please open a ticket over at feedback.dayzgame.com. More specifically, for those who may be experiencing issues seeing servers in the server browser – please make your way over to this thread on the Official DayZ forums for instructions from Community Manager SMoss, and BattlEye developer Bastian. Part of the 0.54 is the tech required to support the redesign of our user interface. This is just the initial work required to support said changes, not the changes itself. Thus everything will –look- different, but not necessarily how we intend it to look by the time we hit 1.0. The user interface is just one part of the evolving technology coming in from the engine and gameplay programming teams, and will be iterated throughout Early Access. As well, with 0.54 comes the initial implementation of the new animal A.I., this system is still early on so odd behaviour will be encountered. However even with the system in this early state, this is a strong step in the direction of a more robust, lifelike animal behaviour system. I for one look forward to the hermit-hunter lifestyle the next time I log in on my public hive character. In addition to a large amount of new content to explore, new enterable structures, villages, redesigned areas and more – 0.54 features continued security enhancements, bug fixes and more. Over the coming weeks SMoss will also be rolling out some new features over on the community side of DayZ.com, including a weekly Community Focus that showcases user created content, streams, art, and so much more. Head over to the Community hub at DayZ.com and take a look. As always, developers are on hand to take your suggestions and feedback on the Official DayZ forums at forums.dayzgame.com. Brian Hicks / Lead Producer "As we are getting closer to the release of the next stable branch update of DayZ with version number 0.54, we are focusing more on tidying up and fixing the most annoying bugs and issues instead of working on new features or expanding existing ones. For example we identified and fixed a long timer related to synchronizing the temperature of objects, which was consuming relatively large chunk of communication between server and client. Fortunately it didn't happened often or in large scale but it's really great to have it fixed now with upcoming refactored fireplace which will become more usable with more items thus used by survivors. There was also few issues which was fixed related to the independent liquid types we introduced in last version, one worthy to mention is the issue which completely breaks character stomach, energy and water statuses. I already mentioned the fireplace which is undergoing a refactoring for some time now and it's getting seamlessly to the fixing and polishing stage. Now when there is the solid foundation of the system the next step is the cooking process in general. With plenty of the different food available in the game and three distinctive food processing types, to name them - boiling, baking and drying, things can get out of control really quickly. Well at least especially when we want to stretch the possibilities and interactions to the maximum and want to visualize the outcome of the process. What will happen when food is already baked and you start to boiling it? Do you need to pre-process the food before drying? What about moldy food? And plenty of other questions related to that topic which needs to be answered beforehand. After the intended cooking mechanics are in place and the central economy is working as it should, we can finally say good bye to the generous amount of spawned non-perishable food. Most of you are probably waiting for the enrichment of the vehicles controls - manual transmission. We had some quality time already while trying it on our internal build, but it needs a little bit more time to be tweaked into the state which is safe for public release. Good thing is that with its implementation some of the issues with vehicles behavior were properly addressed so little bit of waiting doesn't hurt. As far as vehicles parts goes I owe you at least quick update, their functionality is dependent mostly on the new inventory system that is currently being implemented and of course on the support from the extended vehicle simulation itself. Last but not least we are making steady progress on the new AI for infected which is getting along nicely and I hope you will be able to experience it and its benefits soon on experimental versions before it hits the stable release later on, however animal AI will be released beforehand. Start preparing your nerves for some intense encounters... see you in Chernarus folks! " Peter / Lead Designer Standup Notes for the week of 24 Jan 15 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Animation: Trumpet reloading animationWinchester reloadingZombie attack animationsV3S AnimationsMoCap SessionDesign:Manual transmissionFirearms DamageV3S CargoGas cooker refactoringFireplace PolishingDiseases transferNew script languageCentral economyBugfixingProgramming:Inventory refactorizationLoot distribution per buildingsZombie/Animal AICharacter controller (animations & physics)Vehicles - Manual transmission and bugfixingFlaregun ImprovementsSecurity Bugfixes
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nice, i haven't seen any yet in standalone. i tend to hang around the north-east of the map, though, so that's not really surprising. i see you're collecting strips for a ghillie, i suggest heading to berezhki via the military base and crashed vehicles north of severograd, probably also via myshkino and nwaf or lopatino looking at your location berezhki always gives you nets and the villages on the way give you more sacks. the abandoned base north of severograd is also often left unlooted, so you can probably pick up a tactical vest there. the last two times i've been through that route i found hicap
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Persistence options! Persistence only for things like tents, vehicles etc. Instead of making everything presistant, like loot and items you drop, you can change settings for the server to have things like tents and cars only presistant,and have a save option, this worked in the mod and so far loot presistance does not work properly but untill it does, things like these should be optional. Having a save option to save the car/tent is a good idea becuase then it wouldn't stay on the server forever without nobody touching it. So if someone leaves it and never touches it it's gone and respawns. Link towards the feeback tracker post: http://feedback.dayzgame.com/view.php?id=21830 In short. #1 Items such as tents/cars/camp fires/ can be choosen to be persistent on the server while items such as loot dropped on the ground not being persistent. #2 Save option to make cars/tents/fires stay on the server, if not saved it will be gone after a day.
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Hey everyone, I would like to introduce you to a new OverpochTaviana server! Best Way To connect: Search for OmeGa Gaming in DayZ Commander Name: OmeGa Gaming|OverpochTaviana(1.0.5.1)|Military-loot|Sector-B|Self-Bloodbag|Missions|Snap Pro|PlotForLife|And much more! Server ip: 85.131.249.240:2301 Slots: 24 Map: Taviana Difficulty: Regular Hosting: Nitrado.net I recommend to use dayzcommander or join from the game! Ofcourse you need to join the way you know is best! What you will find on the server? Restarts every 5 hours Service Points Debug-Monitor Traders Logistic TOW/LIFT script Snap Pro Self-Bloodbag WAI More Zeds Sector-B Recover Skin Vector Building Sarge Ai What mods do i need? DayZ Overwatch DayZ Origins DayZ Taviana DayZ Epoch What can we offer? Fun atmosphere A lot of vehicles Cool admins and fun admins! Again ip: 85.131.249.240:2301
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Think you are good at DayZ? Do 3rd person server no longer offer you the challenge you desire? Well look no further. At the AGS Overpoch server, we run 1st Person only. Featuring modified loot tables, Extreme AI missions and running on the impressive Sahrani map, AGS makes DayZ more exciting than ever. This is the way DayZ was meant to be played! You haven’t played DayZ until you’ve played a 1st person only server. I guarantee you’ll find it to be one of the most exciting games around. We at AGS are here to provide you with the best experience around! A raw survival challenge and the only one of its kind to run on the Sahrani map. Join today with a group of two or more and get a starter pack to help you catch up with the rest of the server. Do you think you have what it takes? Accept the challenge and join AGS Sahrani today! Some features to expect * Sahrani Terrain from @DayZ_Sahrani Mod * The Only PVP Sahrani server * First Person Only. No more stupid corner camping * Overwatch weapon tables included into loot spawn * Normalized loot spawn. No assault rifles in every house here, you have to work for your guns * Many custom scripts such as: group management menus, towing, view distance, snap and vector building,and much more * Balanced vehicles and ones unique to the Sahrani map! * AI missions and static AI. * Coin currency with limited banking system * Regular server events specially created by the admin team to give players a constantly exciting environment * And constantly active development, fixing things as needed, or adding suggestions as they come Come join the best overpoch server for PVP and challenge... You will need to have @DayZ Sahrani (Should be downloadable on DayZ Launcher or Commander) @Dayz Overwatch @Dayz Epoch 1.0.5.1 and then use the launch parameters -mod=@DayZ_Sahrani;@DayzOverwatch;@DayZ_Epoch; * Server IP: 216.245.203.19:2302 * Teamspeak3: armagedd.typefrag.com * Website: http://armageddongameservers.com/ Contact Raelor for more information or send me a PM.
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Regarding V3S passengers, hopefully they get rag-doll effects added to them later. So if your driver's acting like a white-van-man who's just been chopped up by a pizza delivery moped, everyone on the back gets thrown about - or even off, possibly - with related injuries incurred. And generally, I hope the complexities for driving the vehicles don't stop at merely making us tap a key to change up or down a gear. The more skill and practice it requires to control vehicles well, the better.
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kinda unecessary I played a TON of 'official' mod dating back to the days when you spawned with the revolver lol. Epoch tho, has some nice things, The base building system is probably it's shining point and the fact that some of the stuff is really heavy to carry makes teamwork an vehicles a necessity for larger constructions (ie: Encourages interaction and group-play) that said the all-to-common servers that offer stupid 'donater bonuses' and AI missions that spoil you with abundant loot ruin it. i never liked AI traders or 'safe zones' either. my Ideal dayZ: - Extreme rarity of loot (id say less then 1/5 or 1/10 what it is now), Harsh climate. - 'end game' content allowing for larger bases and compounds to be built but requiring MASSIVE man-hours or many co-operarting players to achieve. - heavy focus on staying alive as long as possible - More realistic hunger/thirst rates to offset limited amounts of convenient food/drink loot. - Vehicles should be a massive help to large groups but require extensive repair and efforts to maintain.
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server ip: 216.244.84.154:2392 ts3: on site bleakcabal.org check us out we are a stable server with a nice community. Always looking for more. Overpoch - Server Mods Walking Zed Single Currency 3.0 - There are no banks or ATMs. - Any object that has weapon storage slots can hold coins. - Coins placed in a storage container will only be able to be accessed from that same container. Plot For Life Group Management - Right click radio - Map markers for group members - Nametags for group members within 2500m - - Right click radio (Purchasable at the gem trader) - Map markers for group members - Nametags for group members within 100m - Voice in group channel works for group members anywhere on the map. (Direct channel can still hear the speaker) Advanced Trading - Be aware, this mod is an alpha release. - Advanced selling is working but advanced buying has been disabled for security reasons. - This addon will allow you to sell directly from gear, backpack or vehicle from a trade window. DZMS - Missions - Cross hatched circles on the map. AI spawn at these missions. Crate Missions - Solid circles on the map. No AI spawn at these missions. Hot Spot Missions - Marked as question marks on the map. Some spots may contain AI. - Loot can be found at one of the marked locations. The other locations are either empty or traps! - Check carefully as they may spawn inside buildings. WickedAI Missions - Marked with a if bandit AI are present, and [H] if hero AI are present. - Mines will be placed at some mission sites to prevent vehicular homicide of the AI. - Careful, some missions have AI that should not be harmed. Extra humanity will be taken if you kill one. Trader Safe Zones No Weight Restriction Self Blood Bag - Right click blood bag Deployables - Right click toolbox Refuel and Repair at Gas Pumps Lift and Tow Day/Night Cycle - 3 hour restarts. Night time every 3rd restart. Snap Building Pro Vector Building Master Key - Requires a key makers kit, a tin bar and an existing vehicle key - With the above requirements met, an option will appear in the scroll menu to add the new vehicle to the existing key. - Hot wire kits will add an option to the scroll menu to claim world spawn vehicles and generate a key. Indestructible Bases Tear Gas Smoke Grenades - Smoke grenades blur vision as well as cause coughing and shaking. Custom Starting Loadouts Custom Spawn Points - If you die, all spawn points within 4 km radius will be unavailable. This includes any donor spawn points. No Plot Pole Needed Skalisty Island AI Fortress (aka AI Island) - Inside the castle walls lies a mansion that contains keys to 5 MTVRs with loot that can be found spread out around the island. - Not meant for solo play. 15 Day Maintenance Upkeep - Bases must be maintained or they will decay and disappear. - Base maintenance can be done via the plot pole and uses BC coins. Lots of Custom Map Additions
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Night's Watch Overpoch cherno new server DZGM/VECTOR/AIMISSIONS
Brokenpawn posted a topic in Mod Servers & Private Hives
Server ip and port: 208.115.200.132:2702 We've spent the past few weeks adding and testing a lot of scripts and addons to make the gameplay experience more enjoyable and less frustrating all around. Some of our features include: - 34 different AI missions with varying loot, AI difficulty and humanity reward - ebaydayz's DayZ Group Management (invite players to a group and see each with markers in-game and on the map) - Refuel, rearm and repair at any gas station - ESSV2 spawn and loadout selection - self bloodbag - craft a bike, mozzie or motorcycle by right-clicking your toolbox - safezones at all traders - change your view distance by right-clicking your binoculars or rangefinder - identify which vehicles your keys belong to by right-clicking your map - fast build with disable animations for quicker building - snap build pro with vector building and precise building addons - donor base kits and briefcase crates - keyless lock/unlock/start for all vehicles - customized map/traders without totally runing the experience - weekly unique admin-hosted events with rewards - tow/lift - take clothes And a lot more to come. -
HARDCORE | FINALdayZ | Epoch Survival | The TOUGHEST Server in DayZ
Cartoonrboy replied to Cartoonrboy's topic in Mod Servers & Private Hives
HELL frozen OVER Namalsk rarely provides comfort. In some case it swings between extremes of searing heat and debilitating cold. This explosion was the result of a well placed IED which caused a chain reaction, destroying further vehicles and equipment within proximity. It's a great loss, but worth it for the spectacle. Stay ALIVE! -
So I recently started to play DayZ again. Last time I seriously played was in the mod and had some awesome times there. We used to be a group of 14 active people on a server of about 50 people MAX so we made up a lot of the server. It was a private server so there were a few extra guns/vehicles (not everywhere like those stupid PvP servers). But there was the Huey, the little 2 man helicopter and the big russian transport helicopter (forgot the names). We were probably some of the WORST players you would ever meet but we had great fun while it happened. 2 enemy bandits shooting at 4 of our guys? No problem! Just fly in the helicopters and 10 other people and wipe the 2 enemies out - literally losing 10 out of the 14 people ourselves while we did it. Then picking up our dead guys and regearing. Such fun! Then SA came out and we all parted ways. But a few days ago I decided to play again on the SA. After 3-4 hours I found an orange, a banana, a fire extinguisher and a few old clothes. A long with 2 zombies. This was in a mix of Cherno and smaller villages further north. Where is everything????? (Tried multiple servers)
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any chance of dayz battle royale
Caboose187 (DayZ) replied to shona002's topic in General Discussion
Look what modding did to the mod. It went from something great to something that was not DayZ anymore. Now I've heard that the developers won't allow modding in a sense of allowing 1000 vehicles, starting weapons, self blood bag etc but that can all easily change. DayZ Mod was a mod of Arma that then became DayZ Mod the modded.