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Well the game is fun as hell but hackers just ruining it, will leave it to you all to keep the testing going. I can stomach the bombs and dying or whatever what I cant stomach is the map hacks that allow people to see where you are and where the vehicles are hidden. They then teleport in when your not there take your vehicle and teleport out with it... dont say it dont exist there is plenty of youtube videos showing the hacks in progress. Till this is fixed all thats left to do is play death match no point trying stock up on anything or make camps as it will be gone when you get back anyways. /End rant
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Blown up by server admin/hacker??
sf119 replied to ActionManZlt's topic in Mod Servers & Private Hives
It's funny because back in the day of Planetside the GM's would occasionally pull the same kind of stunts that have been happening in DayZ, and that was an MMO. :P Drop a meteor shower on a heavily populated battle zone and wipe out everyone that wasn't inside a building, or play around in one of the sanctuaries throwing players up into the air or stacking tall towers of vehicles and placing players up at the top. Of course those were always a blast and didn't spoil the fun. And now that I'm done reminiscing... yeah been a lot of hacking going on, people trying to ruin everyone's fun. -
Me and my buddy shot the "For example" players, i shot and killed [Trimen for example] with a Lee Enfield from 100m away on the Server EU18 4:40AMEST As soon as i shot him in the head, he was on top of the second roof of the hospital in Elektrozavodsk, and i was on top of the "School" right across the street, i hit him, i saw blood gush out, and his body just dissolved into the floor once hit, and no kill message came up, when it was a SURE death. Then not 2-3 seconds after, shots came from directly above me, i dodged inside, and logged to make this report. My friend 400m up in the hills above Elektro also shot one of the "for example" players, and he dissolved into the floor as well, no kill message, and immediately was killed (No shot heard). And my buddy shot this player (the enemy had a Guillie suit, and M4 Sniper rifle) with a DMR 3 times. The clan they have all have the name "for example" Trimen for example Spider for example Revolution for example EnZo for example Kenny for example All of them completely decked out in Guillie suits and perfect weapons, with vehicles... Hackers to the teeth.
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I lost my vehicles too. But this was a result of a server-side update. See: http://dayzmod.com/forum/showthread.php?tid=12809 Not exactly sure why your tents were affected though... :s
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VEHICLE UPDATE (database side): 2012-06-16
NecessaryEvil replied to Ander (DayZ)'s topic in Mod Announcements & Info
This update did in fact add vehicles to my server but after restarting the server to fix 9 fps, all the vehicles have been deleted. Is there a way to restart the server w/o deleting all the vehicles? -
I would love to see a motorcycle. Dirtbike would come in handy. Quads also. I do agree I saw someone posting more cars. Cause in zombie apocolypse vehicles would be everywhere packed with supplies. But Zombies would be there also. It is a fictional 3rd world country and nice thing about that is that most cars would be made by same company so most parts would be compatible with each other. I would also like to see a welding kit added. So if you find metal poles and spikes you can welded onto the front of the car/truck and run some zombies over! Just a suggestion.
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1.7.1 Gear in tents and vehicles gone?
cal627 replied to cal627's topic in DayZ Mod General Discussion
Can anyone confirm if our gear will stay in the vehicles and tents after the patch is applied to the server? -
Thoughts on the In-game Economics
TheCaptn (DayZ) replied to TheCaptn (DayZ)'s topic in DayZ Mod Suggestions
I agree that's the ideal, but my team no longer plays that way, and it doesn't sound like yours does either... After all, you apparently have more than enough kit that you could hunt animals and refill waterbottles in perfect safety indefinitely. And yet you don't, right? All the actual requirements for survival have long since been met, so now you'd be setting your own loot-based goals. Finding and repairing vehicles? Upgrading weapons? That sort of thing. Maybe, but it's not a prerequisite. Unaccomplished survivors can still stumble into a campsite full of gear. Even if that's still true, what do you do when you die? Restock at camp and try to replace the lost loot?... Meanwhile all your old stuff is still in play. In my experience this is a bell curve, and my whole goal here is to keep us at the top of that curve. At one end (respawn) you care nothing about death because you're no worse off, at the other end (fully loaded campsite) you also care nothing about death, because you can get picked up and restocked in a matter of minutes. The point where the stakes feel real, and you're truly afraid of dying is in between. Where you have some good equipment, but you can potentially still lose it all. Unless your team deliberately hunts newbies in the bean wars that's not true at all. The way you're geared up it sounds like you're probably up in the north, fighting people on a more or less equal basis, right? If that's the case, then your chances for potential rewards are only going up, regardless of which team wins a given encounter... This is because the winning side will tend to keep the best loot in play, it might change hands multiple times; meanwhile more copies of that same loot are constantly trickling in. See above. You keep equating loot with skill like it's some kind of simple distinction. It's not, it shouldn't be, and I'm a little confused by your claim... Are you seriously suggesting that one unskilled player with an M249 is no better off than another unskilled player with a Makarov? Clearly both skill and resources are factors in any combat. You've clearly missed my point here, since I'm not trying to take your M107 away from you, I'm looking for a way to keep it unique and valuable. A few weeks ago we passed the point where the CZ-550 and DMR were the standard long-range rifles, into the era of the M24 and SVD. Now we're already starting to retire those later rifles as more and more M107s become available... In a few more weeks you won't care about losing -that- M107 anymore, because you'll likely have backups in stock. Wait, didn't you just try to argue that loot can't compensate for survival skills? That would mean I'm not punishing you at all... Any misrepresenting of my actual argument notwithstanding. :) I'm still not sure you're getting my point. How is not being able to find an ultra-rare weapon in any way punitive?... Even with a theoretical malfunction mechanic that I already suggested wasn't ideal, it would be applied equally to all weapons, not targeted at the high-end ones. Anyway, when we eventually hit the ceiling and there are enough M107s, Mk 48s, M16A2 M203s and FN FALs littering the servers that basically anyone who's interested can find one fairly easily, I reserve the right to say "I told you so". :P What you're talking about here is a consumption mechanic, and you're right, it would be very possible to limit the proliferation of effective weapons by severely limiting the ammuntion available to them. The only reason I'm not a huge fan of that solution is that the numbers of weapons would still continue to rise, it's just that the vast majority of them would never have any ammo to fire. -
VEHICLE UPDATE (database side): 2012-06-16
QQmark replied to Ander (DayZ)'s topic in Mod Announcements & Info
Just drove a bus with my bro after finding parts and fixing it up for 2 hours. And i must say it was really fun. More ppl need the chance to do this, i think there needs to be more vehicles spawned across the map and they need to be despawned after like 3 or 4 days. There should be a constant finding and fixing up cars across the wasteleand. because lets face it thats how it would be in the real world apocalypse... cars just laying everywhere for the taking. Day z is no fun w/o cars bring in more cars. The reward is worth it when it's hard but its just too damn hard to find a car with all the nerd hoarders. -
Gear in vehicles is still there, at least, mine was still in both vehicles. Problems: Zombies still attack through walls Zombies see you through walls Zombies see you through walls when you're prone, from 15m away Lot more zombies than before Game seems almost unplayable now, unless you group up. Cannot go into any kind of town without a large party, will get agro from far away even when prone.
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WHATS GOING TO HAPPEN TO THE GEAR IN OUR TENTS AND VEHICLES????
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Will all the items in our tents and vehicles disappear when the 1.7.1 patch is applied on our server?
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What happens to all the items in our tents and vehicles? Will they all disappear?
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VEHICLE UPDATE (database side): 2012-06-16
bonesnap replied to Ander (DayZ)'s topic in Mod Announcements & Info
Yes, I believe the vehicles respawn -every- time the server restarts. That's not going to stop the server hosts from forcing restarts and hoarding them all into a few select locations, but it's a step in the right direction. Servers have to be reset sooner or later, right? Heh. -
VEHICLE UPDATE (database side): 2012-06-16
seannybgoode replied to Ander (DayZ)'s topic in Mod Announcements & Info
I don't understand. Will vehicles reset location EVERY TIME the server restarts? Or just this once? -
In regards to a number of forum posts and discussions I have seen in-game, I think that there needs to be some goals that help make survival more enjoyable. Survival is the ultimate goal, which ultimately makes people leave the chaos of the cities in search of their own havens. If we look at Maslow's Hiearchy we see that Dayz starts you at the bottom, and with a little luck and skill you can take care of your physiological needs within a couple hours. What if the game also incorporated the next level fully, that of Safety. What players end up doing is using whatever game mechanics they can to achieve this level of fulfillment - usually by building tent camps with all of their goods stored in a secret location or hiding their helicopters off map. Wouldn't it be interesting if we could improve on this to create real safety (albeit a tenuous one.) What if players could band together to restart the power plants at the major cities? Obviously this would take a significant effort involving the fixing of vehicles to transport parts and fuel, regular runs to collect wood or coal or other fuel to power the city. Why would people want to do this? Give them a good reason! Here are some possibilities: 1) Zombies will not spawn in a lit city 2) Increased spawn times 3) Factories can be used to create things 4) Atmosphere 5) Gear is safe from theft while there is power in the city (when power goes out riot ensues) An additional benefit is that survivors would flock to cities that are lit, and revel in the safety. Why is this a benefit? Because where survivors flock, bandits will follow. Bandits may even start their own cities so that they too can have a safe base of operation, but I expect they would rather hide in the darkness with NV goggles, waiting to pick off stragglers or plan an attack on the city. Sure, you might not be out gaining loot from the local military base, but you will have fulfilled the goals of the next level of the Maslow pyramid: security of body, employment, resources, morality, health, and property. I understand that this might be something impossible on 50 person servers, but it would be fun to have with ARMA3!
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http://dayzwiki.com/wiki/index.php?title=Vehicles#Spawn_Locations_of_Vehicles
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An additional way to scavenge vehicle parts?
docholiday689 replied to Jerrah (DayZ)'s topic in DayZ Mod Suggestions
I love this idea! It could add a lot of fun and depth to the vehicles and the in game experience of repairing and maintaining the beasts. -Croco -
Day Z CV! (Discouraging Random Killings)
3rdparty replied to 3rdparty's topic in DayZ Mod Suggestions
1st of all, there are many ways to approach a town, and if were gonna get into semantics we would comment on geography and building but generally I would say the SAFEST Way is to go quietly and slowly, and again there are many ways an interaction could occur, but generally people shoot on sight i.e safest option. If you wanna survive this game under its current settings, for as long as possible, youve gotta be slow, quiet, out of sight, shoot on sight. And i didnt say you could bandage yourself, i said more complex actions like broken bones (using just morphine to fix a broken bone is silly). + i would expect under this system there would be a pre experience setting for survivalist And if your playing the way i think your describing, ie out in the wilderness, then i dont see you coming to town, or using the roads much, ie effectively cutting out vehicles through your own actions. And whats wrong with that scenario that you just proposed? being imprisoned by bandits and forced to work is far more of a fmemeorable unique gaming experience then getting shot randomly. -
(Another) Trading Post that might actually succeed?
Kurkistan replied to Publik's topic in DayZ Mod General Discussion
Bolded the last bit for emphasis :) On the topic of leadership, I don't really want to lead per-se, and I'm not going to go and declare one. If someone steps up and ends up in a leadership role, I'll pass the ownership of the Steam group (for now I'll just give Kurk and Vul join ownership if possible). I'm also thinking we use officer roles in the group for members, owners for defined leaders (when they arise), and general members for affiliates. For a start grab one of those Urals and drive it to a certain place once a day for a few hours and defend there? Would be good until vehicles get better about sticking around. I agree that it's best to leave leadership fluid for now. As to the initial base: I know you scoffed at using the Balota medical camp as a base, but it's actually a fairly nice setup. On the Pro side, it has triple-gates, no Zeds spawning inside or even being able to get inside, a relatively clear initial area to use as our initial "market" with room to expand as we grow, and four watchtowers. There are clear, flat plains on three sides with a lightly wooded area on a hill to the North, which we could staff with a handful of stealthy sniper-killers if it becomes necessary. Con wise, I know it's near the coast and uncomfortably close to Cherno, but I few well armed guards with nasty attitudes could deter bandits, while newly-spawned Makarov wielders aren't exactly credible threats. Suicidal ghosting with the aforementioned Makarov might be an easy tactic for griefers, though. A big point in our favor for this initial base is that it won't really be that ripe of a target. If we don't initially place any emphasis on long-term storage, then the only thing of value for raiders to try to steal would be the items in the inventories of guards and clients, which guards and clients would all be heavily armed and working together in the face of such a raid, instead of being individually pick-off-able as they normally are. There remains the problem of clients and guards being targeted as they commute, but that's a problem for any set base. Probably the worst thing about a base near the coast is that victorious raiders could camp their fallen comrades' bodies until they jog up from a respawn relatively near by. -
dieing in vehicles may be desync. And the hackers are supposed to have been banned for the most part. I still believe it was a bug. I also ran back to my body and it was no longer there. This was on a 25 man server and at night, well hidden in the forest.
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Myself and a group of fellow DayZ enthusiasts were thinking.... As fun as it is to camp loot spawns and scour the world for car parts, why not be able to strip parts off cars that are already repaired or partially repaired? While the toolbox may be gone and useless, my suggestion is to bring it back and using it for the sole purpose of reacquiring vehicle parts from vehicles who are already using the parts. Found a Bus that you don't feel like using that has some parts on it that your other favorite vehicle desperately needs? The toolbox/scavenging tool would be perfect for your situation! Might also be able to add a new utility loot item like a rubber hose for siphoning gas from a previously fueled vehicle when the usual tank full of fuel is just too far out of your way to fill up your empty jerry cans. Now with the addition of any tool or feature there would obviously have to be some sort of risk to counter the reward. I leave that for the community to decide because I honestly can't think of a plausible one.
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VEHICLE UPDATE (database side): 2012-06-16
bonesnap replied to Ander (DayZ)'s topic in Mod Announcements & Info
No, it's not selfish to have 6 vehicles to your 12 player squad. That's absolutely fine. I must have misinterpreted the "we" as a lot less players, as in 2 people do not need 5 vehicles. My mistake. It's just that not everyone has a tight knit squad to begin with, and one does not simply walk into clan membership. Maybe the problem lies more with the lack of vehicles around due to the snowball effect of squads finding vehicles, then using the found vehicles to aid their hoarding of more vehicles. Hoarding is fine, and everyone wants to be that person. But I've seen maybe 3 helicopter rotors, 30 tires, 15 engines/parts/etc, 40 scrap metal, and so on, and no vehicles. I could have built a few out vehicles out of -scratch- with how much I've found but unable to use. :huh: Well there's an idea even haha. -
(Another) Trading Post that might actually succeed?
Publik replied to Publik's topic in DayZ Mod General Discussion
Bolded the last bit for emphasis :) On the topic of leadership, I don't really want to lead per-se, and I'm not going to go and declare one. If someone steps up and ends up in a leadership role, I'll pass the ownership of the Steam group (for now I'll just give Kurk and Vul join ownership if possible). I'm also thinking we use officer roles in the group for members, owners for defined leaders (when they arise), and general members for affiliates. For a start grab one of those Urals and drive it to a certain place once a day for a few hours and defend there? Would be good until vehicles get better about sticking around. -
Alternative to blood transfusions
Igor (DayZ) replied to Skeffington's topic in DayZ Mod Suggestions
Can we have vehicles spawning from our asshole with an animation with it too?!? Animal to human blood is smart but then it would kill the rarity of blood bags and the steps you need to take to full recover blood. And if this is ever implemented - lets start a new blood system. Type A, B, AB - mix any with different ones and you die. k? k