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Welcome to Alpha! A message to the community.
Hetstaine replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
But that means i dont get to keep my tent city with all of the loot i am hoarding and all of my vehicles ! I dont want anyone else to have them ! sarcasm off Loving the journey so far devs, kudos to you guys for the time you are putting in :cool: -
Lock em. Invisible walls to follow the exact border lines of the map. Invisible walls aren't realistic, but neither are endless barren hills with nothing so much as even grass anywhere. Pros: People can't drive vehicles for 5 minutes out of the map and make huge super safe tent cities there. Vehicles become more common for all players since they aren't stored god knows how far out of bounds. Finding stashed goods becomes more common and at the same time more risky for everyone because tents aren't god knows how far out of bounds. You can actually find a camp with a chopper in it because the chopper isn't stashed 25km out of bounds. Cons: You can't super safely store your shit anymore. Boohoo, that's the way it was supposed to be. You'll actually have to risk your stuff, be it goods or vehicles and let other people have a chance to screw you over. There's really no real cons are there?
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Can admins see where vehicles are and players and so on?
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OCN Miami
foliveira1982@gmail.com replied to foliveira1982@gmail.com's topic in Mod Servers & Private Hives
Sorry pal too much TEST time. the complain still, also with vehicles being vanished and people STILL inside during your "test" and you dont even care to update your server. I DONT RECOMEND THIS SERVER TO A N Y O N E . Thanks. -
I was thinking... some thoughts on End Game- with Society Faction building (forgive the grammar - writing on IPhone Undecided ) What if players cone across the remains of factions/groups that were wiped out due to the Zeds. Players can then decide to take up this factions banners, (arm bands) Once you sign up at one then there will be info on your character - stats that others from your group can see. Other factions can also see if they are allowed at the location where it's kept. There will a wide range of factions which are based on what kind of groups would evolve out if this zombie apocalypse. When you discover one of these former faction hold outs... You can go through the notes and info left from the original members who either left or dead. Your are the next generation of society. Theses notes could be journal entry of a mother singing her child to sleep as she says in her next line how she wonders is this will be last night to sing this song. Everyday can be your last. Notes can also be info on how they were looking at getting power to some towns. There would also be information tell the player there other groups out there and even though at times there was conflicts, it made trading and surviving better. Once there is a group of 3 that are part of this faction then the book/symbol of the base and identity/ can be moved to what ever location you wish. Radios will have a channel for their faction (if you gave a radio) that will give info on the last known location of the base. Ideally there would be about 5 factions and players don't need to join them. You can do lone wolf. If a faction player sees the other player with ni armband then they know they are a lobe wolf or a new player. This idea is actually for the future of DayZ since you would need a larger map and more players on the server. This will also encourage to find a home server basically but faction stats and membership is cross server but like tents, what you build or layout will only stay on that one server. This is aimed at being social, while grounding it within what happen during this zombie apocalypse. Players will still kill each other and there will be faction tension but also there can be trade as well as backstabbing. Players who leave a faction or back stab the one they are a member of will be flagged. Meaning at the faction's core book with player stats- you will also see names that left or did the faction wrong. To keep faction from hording vehicles... They will have a life span after you fix them. So sooner or later the engine will just die. This means factions can only hold vehicles for a period of time, allowing them to respawn and others can get a chance. I have more but I need to do some research before saying more. The core is to allow players to be social, connect with the DayZ world, but also still allow players freedom at the say time bring players to bond. This would of course be after tasks and side missions are brought into the mod, if that happens. This also eliminates the survivor /bandit mentality . Let me know what you think?
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In one of the rp mods way before dayz we had proper city lighting and it was possible to destroy it by destroying the power station, so why not do the reverse for this game? Its not going to be an end goal but having the ability to repair the power station and keep it running might be a nice and good activity for some players. If you are lucky you can still find this mechanic on arma 2 (not OA), the place to bomb is the elek powerstation, near its generators. And if a bunch of amateur modders can do it, rocket sure as hell can do it too, but better. It would be a huge help to everyone on the server (even the killers probably unless they are using nv goggles, but they could destroy the station as part of the meta game) You would also have to maintain it because of the huge difference it makes in the game, the same way as vehicles but only with scrap metal and maybe some other parts. EDIT: additional info: This was in response to darker than black nights as a possible solution. I am not talking about care bearing, I am talking about giving more options and complexity to play this game. Nobody cares about my suggestion? Okay then. Enjoy your nights.
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Well, right now you can collect stuff, fill tents, and fix vehicles. Then you can go hunting for other people in random places. That's all there is in the endgame. I believe some more high-level objectives are in order. The purpose of high-level objectives is to attract established player groups to an area to spark some conflict. One thing that can be built on is the ability to produce stuff, instead of just finding it lying around. As the survivors of an apocalypse regroup, eventually they start growing their own food, making clothing, digging wells, and rebuilding infrastructure, and that's what I want to be possible in DayZ. I want to build towns. I want to plant farms. Even better, I want to command NPC civilians to plant farms, in exchange for my protection (or my "protection"). I want to have those same NPCs cranking out clan uniforms and ghillie suits. I want tripflares and barricades and machine gun emplacements to defend my towns, and I want to be able to build these things in a machine shop that I get running by fixing a portable generator. But most of all, I want to send recon parties on an expedition to probe someone else's player-built-village, then attack it and conquer their civilians to make stuff for me instead, and I want to defend my town from the same aggression. I want that objective. tldr: More sand in the box. It's feature adding time.
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Backpack slot. Alt to Classes/profession. V2.0
scoffield77@gmail.com posted a topic in DayZ Mod Suggestions
Medic: http://dayzmod.com/forum/showthread.php?tid=706 - Defibrillators Electrician: http://dayzmod.com/forum/showthread.php?tid=6791 - portable generators RTO: Long Range Radios, All military vehicles have one included by default. It should also be a portable version that you can carry like in ACE. I believe long Range Radio is a must. As suggested by Deuzerre. Support: LMG and AT4 Mule: Backpacks to carry more items then normal inventory. Disclaimer: these are just place holders, don't based your opinion on the list above. through I would like to see long range radios, Electrician, Mule and Difibs (if they found a good way to use the difibs) The post isn't about those, if you have a idea based on those go to that post lol _________________ All these promote group play as a stand alone item. but this isn't where the idea could end. If you had these items take up the back pack slot, it would promote group play even more with out harm of lone wolf style. It is also a alternative to player classes. In player class you chose your class, get some perk and you're stuck with it till you die. Well in this if you want to be a medic, then drop your back pack and become a medic. BAZINGA you went from a mule to a medic! (or visa versa) for exp, 4 guys, 1 with a gen. another with a defibrillator. and then the other two mules that extra carried food/water/ammo in their back packs. if 3 died leaving 1 guy with a gen, he could just drop the gen and pick up a back pack since that's the idea item for lone wolf play. causing the backpack to indirectly promote group play. You still start off with a backpack and you can upgrade that backpack if you want. So there isn't any threat to lone wolf gameplay. It would be the exact same as it is now. the only difference is that you have the option to drop the backpack for a generator, Radio, etc. -
(Another) Trading Post that might actually succeed?
striker75 replied to Publik's topic in DayZ Mod General Discussion
The Special Task Force. Just need to make a forum post clarifying what I meant by this in the TS chat. What the STF would consist of: 3 - 5 people at a time. Pretty much doing guard duty until the need for them arises. These people should have knowledge of advanced infantry tactics and manuvers. The 'Elite' of the post you could say. Still, all should be allowed to, at some point, be part of it. Will just need to be able to listen and follow instructions of whoever is the STF squad leader at the time. A Vehicle, for many of the jobs they would be doing they would need one. Advanced equipment (hopefully) Silenced Rifles, one sniper. Medical Equipment. Jobs the STF would do: - Recover bodies (items) of scavengers that died in the field. Pretty much only for those 'lone wolf' scavengers, if you scavenge with a group the other group members should be able to recover the items. - Eliminate threats to the settlement. They would be the ones that actively pursue threats. Probably snipers mostly. The guards need to be guarding the traders/items and pulling out too many to chase snipers away could be very bad. - Secure meeting points for trades. This can also, and most likely, fall to the guards/Mercs instead. - Rescue scavengers in the field This would most likely require a Heli as land vehicles might not be fast enough. - Other jobs that require tactics and good teamwork to get done. ----------------------------------------------------------------------- Just my idea on what they should be, feel free to tweak or throw it out entirely. Like I said before, they'd just be doing guard duty most of the time anyway. -
Frustrated of DayZ? Play ArmA 2!
dunnobe replied to shemashko's topic in DayZ Mod General Discussion
You can filter for dao.nu valhalla. That PVP server was very popular (untill about 6-8 months ago, it seemed to have died a bit). You had to capture flags there and got money for it, also by killing enemies and destroying their vehicles. With the money you made, you were able to buy new gear and vehicles. kwhy; yeah that could be insurgency. Youtube for Project Reality mod insurgency, their gamemode is very fun, but there's also seperate insurgency missions that don't require a mod I believe. -
My idea is to take out a few reasons to shoot other players and force interacting with other players. ATM if you want something from someone you only need to shoot him, there is no need to speak or trade items and stuff. What you think about random generated loot for pvp kills (2-3 low items) instead being able to loot all the bagpack and body items. So people are forced to group up and help each other or trade items. There are enough other things to fight for (good places to find stuff, vehicles, kill counts for real bandits).
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Yea, no biggie. This game is buggy as hell and we've just had so many issues with hackers recently that it just seemed too obvious, and the story wasn't adding up. Adding to that, all the gear in our tents and our new vehicles all were erased this morning after moving camp - everything gone but what's on our backs and we're all logged out in the middle of nowhere. This game just hates fun.
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VEHICLE UPDATE (database side): 2012-06-16
eFFeRR replied to Ander (DayZ)'s topic in Mod Announcements & Info
Just had our camp wiped that we worked so hard on.. We had 2 UAZ's and an ATV that took us all night to fix up. We had previously had about 6 tents up but decided to finally make our base feel like home by sectioning it off with Barbed Wire, Tank Traps and Sandbags. It's not fun at all when you spent 6+ hours on this only to have it wiped (in our case.. the next day) I don't care if this is an alpha game, theres been over 2 months to get things right, vehicles and tents should of been one of the first things ironed out.. instead we are getting stupid updates like temperatures, skins and melee weapons. -
I was thinking... (forgive the grammar - writing on IPhone :-/ ) What if players cone across the remains of factions/groups that were wiped out due to the Zeds. Players can then decide to takeup this factions banners, (arm bands) Once you sign up at one then there will be info on your character - stats that others from yout group can see. Other factions can also see if they are allowed at the location where it's kept. There will a wide range of factions which are based on what kind of groups would evolve out if this zombie apocalypse. When you discover one of these former faction hold outs... You can go throug the notes and info left from the original members who either left or dead. Your are the next generation of society. Theses notes could be journal entry of a mother singing her child to sleep as she says in her next line how she wonders is this will be last night to sing this song. Everyday can be your last. Notes can also be info on how they were looking at getting power to some towns. There would also be information tell the player there other groups out there and even though at times there was conflicts, it made trading and surviving better. Once there is a group of 3 that are part of this faction then the book/symbol of the base and idenity/ can be moved to what ever location you wish. Radios will have a channel for their faction (if you gave a radio) that will give info on the last known location of the base. Ideally there would be about 5 factions and players don't need to join them. You can do lone wolf. If a faction player sees the other player with ni armband then they know they are a lobe wolf or a new player. This idea is actually for the future of DayZ since you would need a larger map and more players on the server. This will also encourage to find a home server basically but faction stats and membership is cross server but like tents, what you build or layout will only stay on that one server. This is aimed at being social, while grounding it within what happen during this zombie apocalypse. Players will still kill each other and there will be faction tension but also there can be trade as well as backstabing. Players who leave a faction or backstab the one they are a member of will be flagged. Meaning at the faction's core book with player stats- you will also see names that left or did the faction wrong. To keep faction from hording vehicles... They will have a life span after you fix them. So sooner or later the engine will just die. This means factions can only hold vehicles for a period of time, allowing them to respan and others can get a chance. I have more but I need to do some research before saying more. The core is to allow players to be social, connect with the DayZ world, but also still allow players freedom at the say time bring players to bond. This would of course be after tasks and side missions are brought into the mod, if that happens. This also eliminates the survivor /bandit mentality . Let me know what you think?
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Absolutely, theres bound to be some unused weapons in crates left somewhere by the military! It doesn't even have to be something that fancy. Maybe rocket can utilize all the existing cupboards, cabinets, wardrobes etc. and make them lootable ( maybe like corpses or vehicles ). But don't ask me how, I have no programming skills or knowledge whatsoever. :P
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Would it be possible to have a hotfix that does something about the debug forest? Every time the Survival Ops group starts to move our vehicles to a new location or starts to run an OP, everyone on the server magically falls out dead because of someone in the debug forest... Its getting extremely aggravating, because it was not just 1 of us who died, it was 45+ people on server who all died at once. All that gear was lost from our group and now we have no clue where our vehicles will end up...
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What is your logic, Bandits/PKers in general?
McStabbyface replied to avalontreman's topic in DayZ Mod General Discussion
Here is my logic Avalon: I love killing people. I really do. I don't enjoy going into zombie infested cities to scrounge, unless I happen to kill somebody while I'm there. I don't enjoy going to NW airfield to search the barracks for NVGs, unless I happen to kill somebody while I'm there. I despise sitting in a forest in the middle of nowhere, because I will never kill somebody while I'm there. My team doesn't set up tent cities because we never stay in one location. We actively run around hunting other clans (and their tents) or players. I shoot on sight because I enjoy it. And yes, I DO hate starting over. But it's really not that bad. Then I just kill people and take their stuff. My friends can't help re-equip me because we don't use tents or vehicles. If I die, this is what happens: 1) Die, and lose my DMR and NVGs. 2) Kill a bandit within a few hours with my Lee Enfield and take his DMR and NVGs. The cycle continues. -
Date/Time: June 20 2012 14:30 EST What happened:With a group of teammates moving vehicles when all of us died. No warning no firefight and no kind of opposition Where you were: North West corner What you were doing:Moving equipment with teammates (Approx 10 personnel) *Current installed version:1.7.1.4 *Server(s) you were on: US4 (v1.7.1.4/Beta 93825) [EXPERT 3DP:OFF CH:OFF][GMT -5] *Your system specs:Intel I-5 2400K, 8 GB memory, Nvidia GTX560, 120 GB SSD Hard drie *Timeline of events before/after error: 1400 EST Moving vehicles from one side of map to the other. 1425 EST got out of vehicle and repaired tire 1432 (approx) Died without warning 1440 Wrote email to general inquires about character reset for all of us.
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A few suggestions in two or three sentences each, with problem before suggestion. Currently: Vehicles require a large initial commitment to find and repair, but after that stage are trivial to steal from offline players. A friend suggested that players be allowed to remove parts from vehicles before they log out, providing a small measure of security. Wrench: allows a player to remove parts from cars (part must be >95% condition) Rubber tube: allows a player to remove fuel from a vehicle to a jerry can (must have at least 20L) Currently: Hiding vehicles and tents outside the map boundaries is 100% safe, but is tedious and immersion breaking. It can also allow a small group of players to monopolise all the vehicles on a server. Suggestion: Vehicles and tents should despawn if left or placed outside the map boundaries. Players should be given a countdown warning for moving outside the playable area (can add exclusion zones to this for the debug areas) Currently: Finding random tents in the wilderness is Fun, even abandoned ones. Suggestion: Tents should not despawn two/three days after a player dies. Instead, after that period give ANYONE the ability to pack the tent. Maybe let the original owner reclaim ownership of the tent if they return within the time limit. New item: Add camouflage netting (self explanatory). New item: Add smaller stashes using the "Guerilla Cache" model built into Arma 2. Can only carry five items. Rare spawn. TLDR: Was that really too long?
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Simple fact. Teaming with others enables supreme ganking. Example: Our crew hit NWAF. Brought a big army truck we'd fixed up, and 8 of us went in. Two non-Us folks were on the AF running toward the hangars. They saw us, began to sprint. I cut them down with the machine gun. Rest of teh crew hit the hangers, et al, set up perimeter security while I provided fire support and overwatch with the 7.62. Bottom line: teamwork and coop are not a guarantee of happy friendly time. The only way you can guarantee that is to prevent players from shooting each other 100% of the time. Not all groups are friendly and cooperative outside of their gang. Just sayin. On the other hand, a large bandit gang can actually do cool stuff--build vehicles, rescue team mates who have just respawned a new character, reequip teammates who need gear and so on.
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IMPORTANT: Tents will be wiped in update 1.7.1.5
r5355k@hotmail.com replied to rocket's topic in Mod Announcements & Info
What about vehicles are they be re spawned as well ? -
Hello. So I just switched from a cracked version to a newly purchased ArmA 2:OA to fully enjoy this great mod. Unfortunately, all I see is how incredibly horrible, unfair and boring it has become. First of all, if you are a new player and have no friends playing this mod, you shouldn't even bother. You start off as weak as a newborn baby and don't even have an ability to address every player on the server seeking assistance. Next, you quickly find yourself finding an unbelievable amount of parts for vehicles you've never encountered and tons of ammo for weapons you don't have. In fact getting a gun is nearly impossible right now. When I first picked up the newest (1.7.1.4 I believe) version of this mod I started playing very carefully, trying to be as aware of the surroundings as possible. The sad truth is - the mod is not polished enough to be as unforgiving as it is to the beginner. The character tends to stand up at random in certain cases (like crawling on slopes or over obstacles) and there is no way right now to enter a building without exposing yourself at least briefly, which is enough to mess up entirely. More than that, at times enemies become aggressive for no apparent reason when you are proned at a moderate distance from them. And since you don't have a gun, all you can do is run, which doesn't help considering enemies have the same running speed as you do and running attracts more. So in such cases you either have to accept your death or disconnect. Previously Makarov was there to compensate for such cases: you still don't run into villages like a mad man shooting everything that moves, but it was at least enough to escape when the situation gets out of control. Just out of curiosity I tried running around major cities checking every place that is likely to contain a weapon for half an hour and still found nothing. Maybe they've been looted, but that still doesn't change the fact that unless you have some sort of way to defend yourself, you are constantly swinging between being dead and being as good as dead. In any case, it is now impossible to start off playing this mod right now for a completely new player. Going for realism in video games is the worst possible decision in most of the cases. Yes, maybe in DayZ scenario I would spend three hours crawling around in the dirt for a can of Pepsi. And maybe survival rates would be around one to ten thousand. All I know is that it was more fun to play before than it is now. I hope my opinion will be treated as constructive criticism rather than baseless complaint. I wish this project all the best and am excited to see where it is headed.
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IMPORTANT: Tents will be wiped in update 1.7.1.5
dale0404 replied to rocket's topic in Mod Announcements & Info
Hugginn et el, This thread is about tents getting wiped, not vehicles, please do not derail, ta. -
Something I would POSSIBLY like to see in the future IF POSSIBLE: A Camo net that can be placed over smaller vehicles (cars, trucks, etc.) but not something like the bus, but the camo net has a small chance of actually spawning. This would be great for players who worked hard to get a vehicle help "hide" it, although it still would be visible but this would help it blend in to like the forest more than say a white 4x4 sitting out in the woods for all to see.
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IMPORTANT: Tents will be wiped in update 1.7.1.5
sarlac replied to rocket's topic in Mod Announcements & Info
Done it many times. Strangely when I get back to camp all the vehicles and tents are still there though. Your suggestion didn't seem to work for me. :P Except for one thing... Right now Hotfixes/patches are being released daily and the idea of having to start over every day right now would make me not want to play. Now maybe for every Major Patch yes... IE 1.8... but for minor IE the 1.7.1.5, 1.7.1.6 or heck 1.7.2... I would not like that at all. Right, so your ONE THING is that you don't like starting over. See you in beta then! :D Nope... I have died many times now and start over allot... but I know I don't have a TON of time to play. So I play at night for a few hours, get some decent gear and then well I have to go to bed due to well this thing called a job. So while I am asleep a patch is applied, I never got a chance to use anything I found, well now I have to start over again... not b/c I messed up and aggroed every infected in town or got into a fire fight that I couldn't handle... but b/c I had to go to bed and a patch was applied. That is why I would only suggest a wipe of every on major releases and not minor. Now maybe the system is in need of a major wipe when we went from 1.6 to 1.7, I don't know. I am just giving my 2 cents on the idea of wiping on every patch. I don't like it, I would prefer if any wipes are done it is on major releases. Opinion noted! hehe