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Found 41868 results

  1. Derranged

    A (Possible ) solution to spawns

    Hello, Are you trying to say it would be a good way to store vehicles? Well, in my opinion vehicles should be saved in the players save data. So when you spawn, the vehicle spawns wherever you have left it. So, you have it save under your name you will have to claim the vehicle or something like that. ~Derranged
  2. nexerius

    A (Possible ) solution to spawns

    The checkpoint thing would be ok to have until vehicles comes tho.
  3. pantsumann

    Molotovs?

    I have some hard time finding any guides on exactly what you can do in this mod, like how vehicles work and all the spare parts scattered over the map. And empty whiskey bottles? Can we, or will we be able to make molotovs to cut off zombies from a path in the towns? It would be cool if you could take a whiskey bottle and add some gasoline and bandage? And as stated above, any guides anywhere?
  4. those guys look like they have been living in a post apocalyptic world for years. Day Z seems to take place during an apocalypse (builds still mostly intact, normal vehicles, gas still abundant) so it wouldn't really make sense
  5. sgtsnug

    MERGED: Different Islands

    The maps need to stay large, whilst I'd love more towns, loot, and less running. My concern is when vehicles are added they won't be as useful as a means of travel, and much harder to hide when not in use or just approaching town without attracting every zombie and player in surrounding villages and cities. Perhaps for a smaller capacity server if one comes up in the future? but right now with everything Russian themed in Alpha, save it for Beta.
  6. sgtsnug

    Craftable body armor

    Crafting, the bane of many games in suggestion and demand. The only crafting that would make ANY sense in this game would be; Vehicles - which would requires MANY parts and a whole group carrying the bits to a facility/garage where it could be assembled. Ammo clips - this would require a change to the games loot finding bullets instead of clips, so if you found some 9mm bullets you could 'assemble' a M9 clip or a MP5 clip from those bullets and fill an existing clip back to full by manual reload and even remove bullets from a clip. I've seen this before but it requires ACE i think. As for body armour NOT crafted just rare loot like nvg's etc... possibly just bits that improve certain percentages like a 'helmet' preventing knock-out chance from 5% to 3%, or boots that lower chance of breaking legs, kevlar that reduces bleeding chance. Not overpowered loot just helpful.
  7. olav

    Streetlights.

    Perhaps we could have a similar system to the vehicles, where the street light system for a town requires parts from other towns, (perhaps a few large parts that require some cooperation, so you can activate the lighting on one town at the expense of others.
  8. Bob (DayZ)

    DayZ Update 1.5

    Are the vehicles (and choppers :P ) back in the game yet?
  9. I'm going to write a little essay on it, if you decide to read it then good for you. So I come from the /v/ video game board on 4chan where I first heard about DayZ. Typically /v/ hates video games of all shapes and sizes, but there are some games that /v/ is passionate about in the other extreme where they get really worked up over something. Right now the flavour of the month is DayZ (to the point where people are buying ARMA 2 CO just to play), perhaps some of you may have noticed a steeper increase in players since the start-middle of the week. I jumped on board as well to give it a try, here's what I think. At the start of this whole mass-migration people would post a lot of stories from in-game, all of these had the general theme of PvE survival. "Oh, I was in this town and low on ammo when I encountered this group of players and they were total bros", basically people were playing the mod like STALKER and all was good. Soon though the trend moved towards "I saw a player moving in the distance and I shot on sight because fuck being bros". This outlines the big problem (or maybe it's not a problem but a deliberate design decision, I don't know) of the mod. It's not the PvP which is unbalanced or unfair, it's that the PvE isn't engaging enough to give people a reason to focus on it and cooperate. As it stands once you figure out a way around zombies and sneaking and using throwables the entire allure of PvE scavenging is the thrill of knowing that someone is going to try to engage in surprise PvP with you and so building your strategy around killing other players on sight. I see what you're trying to do with the mod, create a persistent world where players will have to police themselves. I'm sure this will work out great on closed-off RP servers owned by clans, if they're the only niche you're trying to appeal to with this mod then you can stop reading here. If however you want the mod to have mass appeal (or the sort of "mass appeal" that vanilla ARMA has) I think you'll need to make some changes. The game needs structure I'm afraid, there's no way around it. For the same reason ARMA has missions and objectives and isn't "let's put 1000 troops here and 1000 here and program them to hate each other and see what happens" you'll need to do something similar with the mod. If you drop a few dozen players into a big area with guns lying around and don't give them a defined end-goal it will turn into a free-for-all, either immediately or after the "I'll gather guns first and THEN kill people" delay. It's a glorified deathmatch at the moment when it can be something more. Look at games such as The Ship and Epic Mafia, they've managed to convey the feeling of paranoia and distrust while keeping some sort of structure in place by means of player roles and game rules, different players pursue different objectives and get awarded for those objectives while punished for others. Without these in place the only structure the game will have is the structure that comes from players metagaming (ie clanmates playing on a clan server and not shooting on sight because they're friends outside of the game). A lot of games rely on metagaming and teaming up with real-life friends to have fun, that's not a design flaw. What is a design flaw though is making it so difficult to team up with friends. I tried playing it with a guy I know, we started off in totally different places, no matter how many times I tried respawning I wouldn't get anywhere even remotely close to the guy's position. I think something should be done about this. The PvE component needs to be looked into as well, looting or killing zombies or building escape vehicles should give people a reason to cooperate. I can't imagine how this can be done unless actual objectives and missions are built into the game, but I'm sure there's a way to increase player interaction beyond shooting each other.
  10. personaljesus69

    Vehicles

    As far as I'm concerned there still is vehicles. They are just extraordinarily difficult to find. Noob tip: Only cars you can get into are the ones that you can repair. So, don't waste your time running around to the burned out ones hoping to fix it. That's how I got a headshot on a survivor.
  11. Darcshadow

    Vehicles

    I want to clear this up as no one in game seems to know: admin can confirm please? : There are currently only vehicle parts in DayZ, no repairable vehicles anywhere on the map. do we know when vehicles will be brought back?
  12. I'd like to have vehicles even if they weren't persistent. But if they were causing problems with the servers, then I understand removing them.
  13. Guys, Please remember that; 1. This game is alpha staged. 2. Server stability is more important than tents and vehicles at this point. The team will get round to it when they can but having tents that stay but a mod that doesn't work is kinda silly am I right?
  14. You can't really keep tents and vehicles from THAT many people on all servers.
  15. If the tents don't " stay " no matter what, and no matter the server you're on, they're pointless. Easy as that. Better have no tents than temporary tents imho. Works with vehicles too.
  16. As the title says, when will we be able to see tents and vehicles spawning back in? Will our old tents/vehicles be saved? Will they spawn back in as well? It almost feels like there's no point to play when Persistence isn't working properly, not being able to save your things in a secure (ish) place kinda ruins the experience.
  17. oktyabr

    Wish List

    EDIT 5/27 Changed to reflect new ideas and those that have been included: Fine tuned Zombie Behaviors (click me) ------------------------------------------------------------------------------------------ Enable "survival" with more realistic options: Water: I'd like to be able to drink when you are near water even if you don't have a canteen, just because you should be able to. I once lost all my gear due to an extended swim (everything but my pistol and ammo) and was irritated that even though there was water all around I was very likely to die of dehydration anyway because I didn't have a container to drink from. Every farm and village should have at least one manual water pump and well. Water is far to sparse in this game for the climate and terrain. On the flip side of that coin make sea water undrinkable. Should be able to last 24 hours with no drink (although any extension towards realism would be welcome). You'd be thirsty but this isn't exactly the Sahara desert either. Food: I'd like to see more animals in the woods. If more players start to hunt for their meals the already sparse animals will be completely wiped out! How about basic fishing tackle and fish to catch? Canned food is very sparse (I've never seen any) in the smaller villages and farms. Would it hurt to scatter a bean can here, some sardines there? Foraging: I'd like to see the addition of foraging for things to eat that don't require a fire to eat them. Wild berries, nuts, mushrooms, roots, grubs, etc. for food. Natural pain killers used to be chewing on some willow bark (contains the same ingredient as aspirin), bandages were moss and mud, etc. Perhaps foraging in gardens in towns could also supply "an old turnip" and the like with enough time spent looking (not automatic). Matches and other ways to make fire, hunting knives (any sharp knife) and containers to hold water should be far more common and should have at least limited availability at pretty much any village or farm. Consumption and blood regeneration: Food and water consumption made more realistic, perhaps on a caloric system. Sit still, consume less. Run like crazy, consume more. Regen blood slowly over time based on water and food levels. Eating 20 cans of beans or half a dozen steaks to rebuild lost blood just doesn't make much sense. And where are the Chernarus version of MREs (Meal Ready to Eat)? High in calories, lightweight, and maybe found around military bases? Skills, perks, etc.: I really don't want a perk based game. Here is a method of implementing "skills" while keeping the game item based. "Books" could be added as findable objects... You might have one called "wilderness survival guide" that identifies good to eat things from those that are poisonous, meaning that not every mushroom you find will be a tasty treat. Other books could be "emergency first aid" that could be used in lieu of medical supplies, "auto repair" for fixing vehicles, "pilot check list" before you can take off in that helicopter you put together, etc. One book per person at any time (?) Setting a broken bone could be a "do unto others" action much like blood transfusions are now. Dynamic weather and cycles of the moon synced to provide MP/JIT coherence. Maybe zombies go crazy at the sound of thunder, maybe fog or hard rain hurts their vision as much as it does ours. Could include hypothermia which produces the same sort of shaking as when in pain. Cure by time by camp fire, staying indoors when it's raining, additional "rain gear", etc. items. Free range zombies and migration: I know this mod will one day have a back story to it and I'd love to know what it was going to be. If the Dayz time frame is significantly after the start of the plague (infection, whatever) then "local" zombies would eventually run dry. Zombies spawning inland (on the dry edges of the map) and moving towards the coastal areas would represent the possibility that Chernarus is one of the last pockets of humanity and the zombies are migrating here in search of fresh food. This would make the north lands more dangerous and explain why more zombies might be found in the wilderness, secondary roads headed to the coast, etc. Extras: Replace american weapons with those more suited to the location. Sort ammo by caliber instead of weapon. Shotguns especially. Magazine fed weapons might take an action to "convert" to use... example: convert .45 cal 1911 rounds to .45 cal revolver. Same with 9mm, 5.56, etc. Fix flashlight so you can hold it in one hand with a pistol in the other.
  18. bigvalco

    Dat big world has no cars...OH DERP

    It's funny to see posts from people who see a car, or repair a car and think they are experts on vehicles in this mod.
  19. In the short time in which vehicles were in, I saw with my own eyes 2 helos and 2 cars. Admittedly the choppers disappeared after server restarts, and I'm not sure what happened to the cars, but it does seem like, at the very least, helicopters spawn too often. I've totally never seen a bicycle though, do want :P
  20. bodycount

    Night Vision, Should it be removed?

    How about the ability to build/construct night vision? Is that even possible to implement? Have to acquire the different pieces and make them. Like the vehicles. I really liked the Fallen Earth crafting. I enjoy the vehicle crafting in DayZ as well. Would love to see more of it.
  21. STOP GIVING AWAY MY SECRET CAR SPAWNING SPOT! Every time I have ever seen it there I have worked so hard to get it up and running but have never succeeded. Keeping a tent nearby with tons of car parts in it (but the tent usually despawns) running miles trying to get the wheels/engine/fuel tank. LOL! That's why vehicles are a good teamwork exercise. When we built that one in the screenshot I posted a few back at least one of us stayed behind to cover the car while the rest went to collect the needed parts. Rules of Engagement: Car and parts are top priority. Shoot others on sight if they can't be avoided or are too interested in the unfinished car. Getting that thing up and running is something I would never try solo.
  22. oktyabr

    Make binoculars more common

    I think they should be as common as maps and compasses. Between my home and my vehicles I have three pair myself.
  23. Deviant (DayZ)

    Dat big world has no cars...OH DERP

    I have no idea what the hell you just said. But if I can infer correctly, adding more cars would mean that vehicles are easy to come by. Then everyone would have cars ^^
  24. Between my home and vehicles I own three pair myself. Binoculars should be roughly as common as maps and compasses, maybe even more so.
  25. Bob (DayZ)

    Dat big world has no cars...OH DERP

    lost all vehicles couple of days ago -.-
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