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Found 41868 results

  1. sanchezlike

    More vehicles

    Did you know only 28 vehicles spawn on server resets? and that only 15 of them are cars? Did you know when vehicles blow up they don't come back? Honestly when I played Taw_Tonic's wasteland before Dayz came out the balance of cars was pretty nice. For this I would expect 50-60 vehicles on the map. More civilian cars should be introduced there is too little variety. Vehicles in dayz should play a bigger role. Considering how many parts you find laying around.
  2. Heres a bunch of stuff that I've been thinking about for a Zombie survival Horror game for YEARS, but I know I'll never get into the gaming industry so I might aswell help out the DayZ Devs with some improvements that I've always wanted to see, so lets get started. EDIT: New idea I just had, Death Screams: -When a player is killed by either a shot to the body or when they are torn apart by Zombies, they will let out a loud death scream that echos around the vicinity. I feel it would add SO much immersion, imagine walking through quiet woods, all of a sudden -BOOM- "AAAAARGGGHHHHAAARGRAHHHHHH" and then silence afterwards, warning you of the danger. Dogs: -VERY rare, domesticated dogs mostly died off pretty quick since infection as they have a hard time adapting to no masters, locked indoors, no hunting skills, etc. -Because of this I would suspect only breeds such as German Shepards, Rottweilers, Cattle Dogs, Border Collies, and other more predatory or robust dogs could be found. -Most would avoid you, go rabid, maybe even a few infected dogs -However some, with memories of their human masters who they once loved may be more friendly towards you, and in exchange for food will start to follow you around from a distance, over time and over the course of several feedings, it will gradually stay closer and closer to you, representing that it trusts you more. -Perhaps with small piece of wood and string you could fashion a dog collar and engrave a name you choose onto the wood, just a thought, not necessary. -Once "tamed" they will follow you around and attack any Zombies that you shoot at, if injured, they heal obviously better than humans do just as in real life, lick their wounds to stop bleeding, and after a few hours should fully heal on their own, though you could easily add some mechanism to speed the process, maybe use your own bandages on them or something. NEXT. Player Infection: -I was thinking that infection should NOT be curable, but only slowable, meaning you could introduce a new icon along with the hunger, thirst, etc, that shows how long until infection, after being bitten ofcourse. -Each time a Zombie hits you, there should be a small chance of them inflicting a bite aswell, after two hours your vision will start to blur and you will have massive headaches, 15 minutes later, you will die and come back as a zombie after a short while. EDIT: NOT A CONTROLLABLE ZOMBIE... THAT WOULD JUST BE DUMB. -By slowable I mean that you should add a new, semi-rare form of pill that doesn't kill the infection completely, but restarts the timer. Yet another thing to have to manage, IF you get bitten. -Your zombified self will be easily recognizable as a fallen player, giving more incentive to kill those zombies, as they still carry all the gear that the player died with. NEXT. Sleeper Zombies: -After a long period of inactivity, zombies will fall to the ground, seemingly dead, and can be snuck past easily enough, though any gunfire or loud running will wake them up. NEXT. Vehicles personalization enhancements: -The ability to modify vehicles using gear and objects you find, barbed wire fencing, knives, Stop Signs, wooden planks, literally anything you could think of. Nail wooden planks to the sides for extra protection from both gunfire and Zombies, then add an extra layer of protection with barbed wire fencing. Tie two Stop signs to the hood of the car, extending to either side, possibly decapitating zombies as you drive past. -Spray cans to colour your vehicles, maybe your bandit clan has a symbol or banner? Spray it onto the hood of your vehicles and drive into battle against rival clans. -More vehicle types, hippy vans, armored trucks, Mobile homes! Imagine driving around in your ultimate moving fortress of Zombie death, a mobile home covered in knives and barbed wire, a ladder to the top with make-shift guard rails of wooden planks. You could drive while your buddies shoot and snipe from up top. NEXT. Base kits: You should be able to dismantle army tents you find, the ability to dig trenches with shovels, set up barbed wire perimeters, wooden palisades, towers, etc. actually FORTIFY a set base for yourself and friends or clan-mates, a place to defend, a place to call home, a place to store supplies, a place to plan your scavenging from. NEXT. Tracking: -All living creatures, human or inhuman should leave tracks, depending on weight. Rabbits leave close to nothing, and after only 20 minutes, all traces of them being there are gone. Players have a unique style of walking obviously, they dont randomly shamble about as zombies do, you should be able to tell that by looking at the tracks, zombie footprints should be arranged oddly, toes pointed strangely away or towards eachother. Where as Survivors have a regularly, both foot pointing in the direction they were facing. -Depending on how much gear you are carrying, how many guns, how much food, everything, should deepen your tracks and cause them to stand the test of time better than someone with close to or no gear at all. -Rubber shoes should be added to the "loot table" dampening how obviously your tracks appear, and decreasing the time it takes for them to fade away, also decreasing footstep sound by a drastic amount. NEXT. Zombie Run Speed: -Fix it please, they run far too fast and zig zag all over the damn place, while some might say that it should remain this way for difficulty's sake. There is no way that something that essentially has no brain would know the serpentine maneuver, and would be able to coordinate their legs THAT well. They should shamble, running is fine, but either make it the same as the player's or slightly slower, and their animation should not look as if they are the same as any other person, sprinting, give them limps, lurches, etc. You know what I'm talking about, we've all watched the Walking Dead, those zombies can run, but their run gives off the feeling that they obviously don't have much control, and simply go towards food, with no predatory instinct really, just mindless hunger. NEXT. Melee Weapons: -Baseball bats, shivs, knives, machetes, daggers, letter openers, ceremonial swords, pencils, ANYTHING SHARP. -Surprised they aren't in the game yet, its terribly annoying when you have a single Zombie standing over some loot, but you KNOW that the entire building is surrounded and that if you take the shot, there's no way out. I understand the hardcore element of having no melee weapons, but think about it. In real life, you'd probably want as many silent ways to take out Zombies as you could. Aaaand there ya have it, thats all I can remember right now, but I know that I had far more than whats written here. Please send the link to the post around and spread the word to get the Dev's attention! Want this game to be even more amazing than it already is :) Also, Planes. that is all.
  3. Please note that we are now currently no longer recruiting! Hi all After playing this game for a while now I've come to realise that working in groups is much more effective/easier than trying to survive alone. I therefore want to form a group of people that can work together looting, killing and exploring. The long term goal is to eventually get a base setup with tents and vehicles where we can store all our loot. All you need to join is Teamspeak and a mic (obviously). Oh, we also require that you speak English, even if only a little. If you think you're man (or woman) enough to join, reply here or PM me. I'm always online. PM for details of the Teamspeak address and hop on :) Edit: The server we shall be using as our home server has not yet been decided. In terms of group size I have only just started this group so there are only currently 3 people involved (including myself). However, there are many people currently looking for groups to join so I will be recruiting more members over the coming days. Just jump on TS at anytime if you have any further questions or PM me. Looking forward to starting this. Edit 2: We now have about 6 people joining, keep this up guys, we still need more :D
  4. From what I've seen since the latest patch, crashed helis and repairable cars can't be entered. The scroll menu option for it just never comes up.
  5. Yes, hit the L key, turns lights on in vehicles also, you dont need batteries or anything. The remington 870 shotgun also has a torch.
  6. Found a couple of crashed venoms recently, both were inaccessible. Couldn't mount the gunner seat. Also found a repairable car but wasn't able to enter it either. Anybody else having these problems?
  7. normandy

    DayZ Build 1.6.0 Rolling Update

    So are vehicles added in or are they respawning now ?
  8. I was thinking more along the lines of "something to do". I already have the models for generators, so we can add some stuff to that. Like maybe light towers as someone suggested. I'll focus on the vehicles more this update too, and add in that when you kill someone it has a chance to destroy some of their gear. And again to reiterated. Don't expect me to be perfect, I'm never going to be. The sooner people realize this the better.
  9. Can't wait, the pace of the bug fixes and updates is real nice. Just as I'm getting burnt out on dayz you pull me back in...Downloading 1.6.0 now seeing as you stole my hatchet and heat packs idea directly from my mind. In case you can't read my mind I'll share some more of my ideas, listed from bad to worse, as my patch files slowly download from this German mirror... * Sparse Bears and Wolves in the woods that attack and can be killed for special meat that restores more then 800 blood would be swell. * Add some sort of ghillie tarp to throw over and better hide parked vehicles. * Some kind of quick wave emote or gun lowering mechanic to show (or trick) fellow survivors that you are friendly. * C4 Make it rare enough and being killed by it will be an honor. * Parachutes, Reusable and slightly less rare then night vision goggles. * Bicycles with space bar bunny hop functionality. * Landmines make them as common as tin cans. No one will complain.
  10. belgarionnl

    DayZ Build 1.6.0 Rolling Update

    damn no fixed tents and vehicles!
  11. normandy

    DayZ Build 1.6.0 Rolling Update

    sweet ! Vehicles ?
  12. nice have the tents been fixed as well as loot in vehicles going missing and scroll options getting stuck on an option
  13. UPDATE : 27 MAY 2012 Affected addons: * dayz_code 1.6 * dayz_equip 1.2.5 * dayz_weapons 1.1.2 * dayz 1.2.6 * dayz_sfx 1.1.2 Developer's Note: * To collect firewood, you can either find it in loot piles, or go into a forest and use the hatchet (gear > Right Click). I will expand this mechanic but its enough for now. * You get a ONE TIME OFFER to change your player gender! * Only two types of new skins are available in this update, "Camo" and "Ghillie Suit" in addition to normal survivor * Skins a player is wearing are NOT lootable. * When you change skin (right click on clothing package in inventory) your old skin will appear in inventory * If you want a players skin, you will need to make them take it off first Changelog: * [FIXED] Bodies being deleted immediately (now will stay around for 15 minutes) * [FIXED] Player profiles sometimes corrupting and causing stuck in loading issues (error handling by engine) * [FIXED] Temperature listed in percent and not degrees (now displayed in degrees) * [FIXED] Loosing temperature inside vehicles (now will slowly gain or be static in vehicles) * [FIXED] ItemPainkillers popup error (no longer happens: thanks Norbert!) * [FIXED] Spawning in Ocean when switching models (player morphing optimized by TeeTime) * [FIXED] Loosing gear when switching models (player morphing optimized by TeeTime) * [FIXED] Wrong M107 is spawning on occasion (Correct one spawns) * [FIXED] Crashed heli uber-loot not spawning (does now thanks to GhostBear!) * [FIXED] Wire Fencing Kit caused graphical glitches (new model) * [FIXED] Tank Trap Kit caused graphical glitches (new model) * [FIXED] Invisible character models occuring (No longer invisible models) * [FIXED] Panic not being activated (Your character will sometimes panic) * [FIXED] Blood washout sometimes not being displayed (now will always wash out color depending on blood level) * [NEW] Hatchet for chopping wood in forests * [NEW] Wire Fencing kit model by Artyom Troshin * [NEW] Tank Trap kit model by Artyom Troshin * [NEW] Construction options moved to items in gear menu (right click wire fencing kit to use etc...) * [NEW] Hospital Loot Spawn probabilities changed * [NEW] Players can choose to be a female survivor (once only per CD-Key) * [NEW] Heat packs for increasing temperature in an emergency * [NEW] Bandit Skin transition for low humanity is removed * [NEW] Players will receive an error message if the server they are on is running an incorrect HIVE version
  14. dale0404

    Pending Build Progess: 1.5.9

    If the vehicles cant be repaired in this patch I am sure they will be able to be fixed further down the line...
  15. Darkane

    Pending Build Progess: 1.5.9

    Rocket, I remember you said you fixed vehicles not being able to be repaired. I didn't happen to see it in any of the change log notes though. I know they're not a full list yet, but I just want to make sure vehicles are fixed.
  16. Weapons, loot, tents and vehicles are the end game, it's just like in Terraria, once you have everything and been everywhere then what? Myself and the people I play with have everything and it didn't take really much effort or time. The point I am trying to convey is this, we don't need anything, we don't have reason to search for anything or go explore, we have done it all. All there is left for us to do in this game is kill people which as you figured is what is happening, I am not a fan of senselessly killing other players unless it is for a reason like they have something I need. I need nothing and me traveling to places serves no purpose, so because of the game not being a large enough challenge I should just kill myself after being alive for 15 days and start over? That is a major turn off, sandboxes are cool but the lack of long term objectivity is steadily turning me off to the experience which I loved 2 weeks ago.
  17. Can someone with first hand knowledge tell me what US servers currently have vehicles?
  18. Drblodski

    What Day Z really needs: Bicycles

    As I remeber (having played 100's of hours of non dayz ARMA) and not bothing to open the editor and play with them again as I am on a tablet... - There are 2 or possibly 3 different kinds of bike in ARMA already. - They can be insanely fast on tarmac'ed roads - as i recall as fast as 56km and maybe faster on inclines. Which compares with running/walking - * below. It could be the high speed is what put the devs off placing more varieties of vehicles on the map. There are motor cycles, quad bikes, and even VW Golfs all native to the ARMA II/OA common addons but they are all surprisingly fast (as you would expect). Maybe they already do exist? - Both bikes have bells. One has a low powered light. - They ride off road OK - much slower usually - if you damage them generally the front wheel breaks and looks burnt. * nicked from a guy called Frederf from here:http://forums.bistudio.com/showthread.php?77772-Running-Sprint-Walk-speed Standing Sprinting: 14s (25.7 km/h) Running, Weapon Lowered: 19s (18.9 km/h) 3m10s for 1 km Walking, Weapon Lowered: 60s (6.0 km/h) 10m for 1 km Running, Weapon Sighted: 40s (9.0 km/h) Walking, Weapon Sighted: 60s (6.0 km/h) Crouching Running, Weapon Lowered: 23s (15.7 km/h) Walking, Weapon Lowered: 84s (4.3 km/h) Running, Weapon Sighted: 140s (2.6 km/h) Walking, Weapon Sighted: 140s (2.6 km/h) Prone Running: 105s (3.4 km/h) Walking: 198s (1.8 km/h) An amusing utoob vid i foudn giving and idea of the cycling for the base game deniers out there!: http://www.youtube.com/watch?v=QG2u4r1_V8Q
  19. I like the cloud system idea. Its like 200 servers out there now which all share the same database what is realy cool in terms of flexibility. Your fav server is down? No problem 199 others waiting for you, just with the downside of not having your tents and vehicles but still abled to serve you some hours of cool gameplay. But be realistic. How many of those 200 servers do you ever play on? At the beginning I tested many servers but after getting rid of the "newb status" I had a hand full of servers I played on till they got screwed or went down or something. Especially when playing in a group you stick to one or maybe two servers. So why not use multiple databases. I will never play on an australian server due to ping limitations. You could set up Databases per region, one for all the european servers one for australian etc. If you want to play on another realm you can of course, but data is not shared. Less traffic, more performance. Advanced and even better to get rid of server hopping are custom networks. Like you host three servers and share one database for those three, so the only server you can hop on if you want to keep playing with your stuff is hosted by the same guy, making detection of death dodgers possible. Or hosts merge their servers to one community with shared database. Its a question of how much flexibility we realy need.
  20. An hour or so ago I was playing on Seattle 4 with some friends, myself and on of which was in Cherno on top of some buildings looking for loot when all of a sudden there were massive explosions, like building tall explosions. They seemed to happen in small groups of about 4 or 5 about 3-6 minutes apart, after the third or so group of explosions we started asking in Side if anyone knew wtf was going on and no one did. Flash forward a couple minutes and on of my other friends on his way to cherno said he saw a vehicle firing something and moments later there were more explosions in cherno. He said he saw the person operating the vehicle (in game name "Trustworthy Jew") and called him out for the explosions in cherno, supposedly then Trustworthy Jew got out and the vehicle disappeared. He logged off a few minutes later None of us have FRAPs or know the screenshot button so we don't have any proof but are explosions/vehicles like that legitimately possible? Can we bomb towns for the fuck of it or was it just a hacker?
  21. killzone_kid

    MERGED: Booby traps, Explosives and IED's

    I think it would see more use if you could booby trap vehicles, tents, entrances. But you should be able to spot them IF you are looking for them. Zeds should also be able to trigger booby traps.
  22. I don't use vehicles because they don't give any reward. It's just taking risks for no reason. Isn't the main goal to survive? The only point I can think of is killing other players that have good gear' date=' just to lower the competition between the elite players, and keep a differential advantage and maintaining my top position. [/quote'] The "main goal" is to have fun. Good job, mission failed.
  23. I don't use vehicles because they don't give any reward. It's just taking risks for no reason. Isn't the main goal to survive? The only point I can think of is killing other players that have good gear, just to lower the competition between the elite players, and keep a differential advantage and maintaining my top position. I think surviving should be a lot harder in the northern part of the game world - At least 3x the zombie count. Zombies should spawn in the forest as well (north). Also, right now zombies can't hit you as long as you keep running. How about making the zombies to be able to hit you as they run, so that they don't stop to bite you?
  24. PeteOfButcherBay

    What to do when you have the best gear?

    Sandbox=endgame at the beginning, it means you make whatever end game you want, most people hunt other players and since most players are on the coast, thats where they go a.k.a the Bean Wars. And since you think vehicles are to loud (pussymuch?) and bases are 'stupid' I guess you are left with the Bean Wars or the walking simulator. Or you could take a break until new features are implemented.
  25. This mod is a ton of fun, however, there is a point you get to.... where the game can stop being fun. Soon people will realize that you either have to go bandit, or go solo in the woods and avoid all human contact. Most normal people don't relish doing either. This needs to be addressed by balancing game play soon, or people will abandon the mod just as fast at they fell in love with it. Yes, paranoia and fear are part of the game, but there is no more fear or paranoia when you know for 100% certain that EVERY one who sees you will try to kill you. It just becomes yet another deathmatch game among hundreds of others. And now with the removal of the bandit skins, there is even less incentive to play together. This game has a real chance of devolving into a simple deathmatch game with a zombie nuisance thrown in. So, what I'm suggesting is a real use for the humanity system already coded in the mod. I'm not suggesting keeping the bandit skins, but something different. Something that actively encourages co-op game play, yet still hides your humanity levels from everyone else, which keeps the bandit option viable for those that really want to be a-holes and do nothing but blast newbies running along the coast. First, revamp the humanity system so that its a scale from 0 to either 100, or -100. So, every player starts with zero and has to earn humanity, or can lose humanity. If you kill a player that has a lot of +humanity, you lose a proportionate amount from your humanity. Likewise, if you kill a player with -humanity, your humanity increases a proportionate amount to what negative humanity they carried. Otherwise, make earning/losing humanity very gradual.... like one +point for bandaging someone, or one -point for pickpocketing a backpack. Aside from the other perks / repercussions listed below... this would encourage players to seek out the worse bandits on the server. It would also encourage players to actively seek out and help other players, since they get better perks if they have higher humanity levels, or hang around with higher humanity level players. I don't know how much can actually be done with the current game engine, but possible perks and repercussions of your humanity level could include: +humanity Perks ---------------------------------------- --More loot spawning nearby --Better initial kit upon respawn (perhaps a compass or revolver) --Higher chance of better weapons spawning nearby --More meat available on animals --Able to self-administer blood packs --More blood restoration from canned food --Less chance of catching an infection --Less chance of a zombie alerting on you while in crouch mode -humanity Repercussions ---------------------------------------- Fewer 'rare' weapon spawning nearby Fewer medical items spawning nearby Chance of bandaging yourself not working the first time Unable to recover as much blood from food Higher chance of alerting zombies in crouch/prone mode More chance of catching an infection More hand-shake when using scoped weapons Less stamina when running at full sprint (forced cool downs) Unable to repair vehicles or fuel them Unable to use wire kits or entrenching tool Can only carry smallest backpacks Random gun jams, or the occasional misfire On top of the perks/repercussions, you could have a 'most wanted' system for the bandit with the highest negative humanity on the server, and mark that player with an always-on flare or chemlight. On the flip side, you can have a reward for the player with the highest humanity on the server, such as a bulletproof vests that take X amount of bullet-only damage before it erodes away.
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