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Ok. I have my self M9 G17 M4 CCO SD 1 Frag Group mem. Nr 1: NV Goggles AS50 M9SD M4CCOSD Group mem nr 2 M249 M9SD DMR Group mem nr 3 M107 (which I actually found) G17 Group mem nr 4 L85 with the Night/Infrared Group mem nr 5 M4 With the M203 More then enough ammo. We got some vehicles. Just looking for some tents/more cars. Just saying; we are the squad with the DS tag. Derpsqaud.
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[DayZMod] The Dayz Statistics thread!
Ander (DayZ) replied to Ander (DayZ)'s topic in Mod Announcements & Info
9.9% of the vehicles I spawned across thousand serverinstances have been destroyed. The actual active vehicles is however lower than the total counted, so the percentage of destroyed portion of vehicles out of the active servers is probably higher. -
BUS DRIVER'S UNION MEETS BLOODY TRAVELS CHERNARUS - Two members of [bUS] met with an unfortunate fate last night as a routine vehicle scavenging run became anything but routine. Travelocity, co-founder of the Bus Driver's Union, accompanied with navigator Driver, was engaged in a daily route to Vybor, a known bus spawn location. ►As the Union members exited the Northwest airfield towards Vybor, a hostile group of five bandits emerged from the nearby brush and immediately opened fire on the neutral vehicle, a [bUS]-owned S1203 van. In response, Travelocity made great efforts towards evading the attackers but their shotgun and assault rifle bullets proved too much for the fragile civilian-vehicle hull, ultimately stopping and exploding the van and its passengers. ►"It was unbelievable. We were just on a regular run in normally peaceful territory, looking for engine parts and repairable vehicles to add to our fleet, when out of nowhere came these heartless raiders, intent on taking our [meager] supplies. Sadly, we lost the numbers game in that confrontation, as five guns beats one paper-thin hull," said Travelocity. ►Travelocity was immediately vaporized in the fiery combustion, but Driver was able to escape the wreckage within a mere inch of his life, and bandage his wounds in the nearby barn. With nothing to lose and a friend to avenge, Driver took to the offensive and crippled the bandit regime with clever use of the surrounding terrain and the long-range combative capability of the AK74 KOBRA, a gun passed down from previous [bUS] members who were lost in similar bandit raids. ►"The KOBRA was the favourite weapon of the deceased co-founder, Andrew, who met his end at the wrong side of a sniper rifle, in the uptown apartments of Chernogorsk. We kept it in our [bUS] coffers until the day I decided to do his legacy justice and put down those who would choose to interfere with the everyday business of the Union," said Driver. ►After looting the beneficial tools of his fallen antagonists, Driver fled to the secret [bUS] Depot to recoup the organizations' losses and prepare to meet future members of the Union, who, along with a reborn leader, will continue to not let ruthless attacks destroy the will to drive hapless survivors from the forests of Kamenka to the mountains of Olsha. Hello fellow survivors! Written by [bUS] Driver It wasn't as visible as I thought it should be so I moved it up here. Bus Driver's Manifesto I am starting a group with a few bus brothers. Recently I found a bus with a friend and fixed it up. We proceeded to drive around from near berezino to cherno and farther south west ferrying people around with our bus. People brought parts in exchange for this and I would love to start this again. Everyone was really friendly and no shots were ever fired. However one asshole decided to try to drive away with our bus, we promptly blew the shit out of the bus and killed him. Anyway anyone who is interested in helping us can join, we need lots of parts and lots of manpower! Right now we have two atvs in our arsenal and will most likely have a boat too. LETS MAKE SURE THAT THE BUS ROUTES SURVIVE THE ZOMBIE APOCALYPSE. Email me at aimbault@hotmail.com or fire a PM to join!
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Hello guys, I'm new in DayZ world so I'm sorry for disturbing you. I've just rented a DayZ server in DayZ Hosting: My server already in white list and I get my INSTANCE ID too. ALL I need to know is how I can configure the spawn of loot, zombies and the other stuff like vehicles, I mean is there any guide to help new hosters to configure our servers? Thx a lot for helping me, Kind regards.
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Global chat should not have been disabled in the Alpha
c.chris.perry@gmail.com replied to jsteph87@live.com's topic in DayZ Mod General Discussion
Thanks for the response rocket, I won't pretend to understand exactly how the servers work as I don't run one right now (though I am looking into trying to set one up), however your answer does lead me to another question. Why do the vehicles and tents not spawn sometimes if the problem with the server / hive restart is fixed? Also, just a suggestion, but some form of OOC chat for reporting server problems that is policed by the admins, or through some other method to prevent its exploitation, would be very useful while the mod is still in alpha. If you talk in group chat while in the lobby, the admin can see that in the admin console. If they aren't in the console, odds are they wouldn't be able to restart it at that moment anyway. -
Question about vehicle respawns
The Wolf (DayZ) replied to DangerosoDavo's topic in DayZ Mod General Discussion
I would like clarification too, but first and foremost maybe confirm that your server is actually spawning vehicles. In this interview, Rocket states that only about 50 servers have vehicles on them, out of over 300: What I've heard is that if a vehicle spawns, one will not take it's place until said vehicle is destroyed. I have no real confirmation of this, but I can see that being the case as endless vehicle spawn could really bog down a server (I'm guessing). -
Occupations NEEDED and REALISTIC
Boonshniggle replied to Boonshniggle's topic in DayZ Mod Suggestions
I actually enjoy lone-wolf mostly myself. I just feel it's not a challenge nearly as much as it should be. For me, it would add to the immersion and realism if I am crazy to go at it alone, and freakin' god-like and get huge props for pulling it off, cause it's just that hard. Also, the way I survive should be through some rather inhumane ways. I feel I should have the need to *use* people. Myself personally, would I group with an engineer the whole time just for when I run into vehicles? No, when I find a vehicle, if an engineer is around, I would have him fix it up and get it running, and then I will shoot him in the face. If I had a bloodpack, would I not find a doctor, have him use it on me, then kill him and take it back? of course ;) It's just not realistic for lone-wolf to be as easy as it is right now, and they should have some real interaction with other players, just in a very devious fashion. Lone-wolf should be impossible/hard mode and only the truely skilled and masters of DayZ should be able to think they can pull it off. In reality, that's the way it would be as well, I would think. Keep in mind, I am suggesting all mechanics for uses of all current items stay the same. Just grouping with people adds a slight enhancement to what these items can already do. -
Ok so I'm a newb to dayz, had the game for 3 days, absolutely love it. The biggest issue I see is the inability to progress into the center of the island as a group. I play with a group of RL friends and typically if one of us gets picked off, we end up taking out the bandit(s) then running all the way back to the shoreline to rendezvous with our fallen comrade. While death would be a real part of something like this, it seems to me that without readily available vehicles it simply becomes a time consuming nuisance to continually run back. Out of the 5 attempts we've made to get to the NW airfield, I've successfully survived 2 trips, the rest we end up running back when we get near stary and a random bandit with a rifle ruins our trip. My suggestion (go easy on me) is that revive paddles are introduced. Not the BF3 revive paddles where you run around holding the fire button and revive an army of invincible super soldiers, but a more time consuming and balanced one. So heres my ideas on how it could be implemented without breaking the flow of the game. -Paddles are a common spawn at hospitals where you would find blood etc. They should not be rare, as they would be balanced enough to be common. -Paddles take up 4 inventory slots, and have one(1,uno) use. This is the beginning of the balance, they take up a LOT of room, and are only good for a single use, not easy to carry masses of them and be sufficient. -In order to be revived, the player has to have been incapacitated for a full 3 minutes. After this 3 minute period has passed, there is a 120 second window of opportunity to revive the player using revive paddles. This gives a TWO MINUTE WINDOW after the 3 minutes have passed, for the player to be revived. This would prevent players from simply taking cover and reviving their buddy in the middle of a sticky situation to get out. It would require the friendlies of the downed player to drag his body to a safe position and keep it covered, because there is a revive WINDOW that must be met. -After being revived, the player remains down with a hourglass screen for another 60 seconds. -When the 60 seconds have passed, and the player gets up, he is at 2000 blood, and in need of morphine/pain killers/water/food. Meaning all of his survivals etc should be red. I firmly believe with this level of hampering placed on not only the act of reviving a player in a tough situation, but also the revived player himself, that it would keep the paddles from being too game breaking. A player going down would mean that you would be put in the following situation: You have to protect the player for a total of at least 5 minutes, possibly dragging his body to safety. You have to waste a revive paddles, a blood pack, food, water, morphine, and pain killers on the revived player before he is even capable of defending himself again. Let me know what you guys think!
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Can we stop the CoD/BF3 name calling?
punisher_1 replied to shadowvfx's topic in DayZ Mod General Discussion
Lets face it hardcore types, gaming these days is closely nearing levels of the typical 4 year old mentality. However it's not only the gamers its the Devs who produce them . Simple games are that much more easy to make and reap the rewards to make a quick buck. Gaming has been dumbed down and simplyfied for the instant gratification crowd. Lets take a BF3 moment. Joe dumbass jumps into a 55 million dollar aircraft to fly it a quarter of a mile to jump out of it to capture a base. How dumb is that? But no worries the aircraft just spawn in a minute of so and Joe is off again to take yet another base by bailing out. So Joe comes here to DayZ ( free to play ) there are no 55 Million dollar aircraft to wreck, Here little to no vehicles at all and if you are lucky enough to find one you better have the smarts to keep it running. Joe does not know shit about staying alive. A game where every bean and bullet counts Jor can't handel the fucking pressure, he has no satifaction because the game is soooo hard. Joe goes two routes he rage quits or he goes out on the net and picks up the latest hacks and starts to ruin everyone elses fun. I dont want to cater to Joe or his types and every game these days has to be bullet proof to stop the hacking or exploiting. Joe is the spoiled child that is bred into scociety today. He never grew up fishing or hunting, he never really had to work hard or build anything. A rough day for him was having to do a chore or two around the house maybe clean his room. -
They are adding them back with 1.7.0.1 along with the tank traps and barbed wire. As such, they need to be a requirement for repairing vehicles. Have you ever tried changing a tire without tools? What about a fuel tank?
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So i sniffed around some logs today... I'm still in the process of verifying some stuff, but here is what i found so far! Congratulations guys, if you're on this list you've just earned a ban! If any of the devs wants to verify why these guys have been banned, PM for logs. Server admins; If you have huge, unreadable scripts.log files, zip em up, put em on a http server and PM me the link. I'll parse em and send you a nice readable file back! :) SE9/10: Rodge (87.227.106.36:2304) cefff21efd148d3fa5201843be954ff4 Spawning weapons/equipment. william (86.12.254.163:2304) 982ed19e2f28b3956bc1a14ecaab7cd1 Spawning weapons/equipment. blergh (83.252.178.226:2304) 8dfcc8619c9e79b71fe6c08507dd613e Spawning weapons/equipment. Player tracking. Vehicle tracking. anaca (188.29.154.248:2304) d68d346babf783d0d1aa02f88ba789d4 Spawning weapons/equipment. [LLJK] Monkeys (86.29.6.147:2304) e8845a3753587f773dee12cdc858ea9b Spawning weapons/equipment/vehicles. Sorbitol (109.228.161.141:2304) 436bcbda4096c44eedb46a56aa3d406d Spawning weapons/equipment. [Meax] Mona (82.171.225.200:18106) 22757ecb3b7b18d91037ef86cdd3bc4a Spawning weapons/equipment. Kimber (212.181.193.163:2304) 1fc1a9fd5781423ae40e65204b0ffd85 Spawning weapons/equipment. Sennar (84.149.95.6:2304) 244c984791d196afe371ee137a7c02ea Spawning weapons/equipment. H3GE (91.128.240.78:2304) 7f3f58c449f58d5bba901f90edd9dc3e Spawning weapons/equipment. Demian (177.16.95.204:2304) a60df4872502dc224852a29b14ecc01f Spawning weapons/equipment. [FOX]Hoosane (87.247.49.217:2304) 7aaacc28441133bc4aee2e86d5e3bbdc Spawning weapons/equipment. Hedich (90.225.27.245:2304) a086cc59e6973d25a73285b3c930d1c2 Spawning weapons/equipment. CHEEKI BREEKI (82.215.253.208:2304) fefd7274e87a88f9d0ee89de2867e04a Spawning heli. Ciupik Rotula (95.76.45.214:2304) e435812299708f51f7846b06ab0cb0e1 Spawning weapons/equipment. Monkiez (24.235.247.109:2304) ab4f718258f6208b824c737eb2876fa3 Spawning weapons/equipment. -------------------------------------------------------------------------- Norway 1/2 (Silentspy can confirm these, he sent me the logs.) elias_/elias_L (178.74.59.76:2304) e1ec7050e8de0b021edb93ffe21f50eb Spawning weapons/equipment. Player tracking. Dylan (24.99.118.157:37788) 2f3d0a79e84f57be50e8105564b3a6fc Spawning weapons/equipment. Raaban (217.171.196.174:1105) 634bebf4d7a1a2b08a3d8b738485224b Spawning weapons/equipment. pablo/hect0r (2.100.175.209:10376) 20b1f7b093d83de19e4f8a8140d07ed0 Spawning weapons/equipment. Player tracking. BrainF1ow (91.76.5.105:20212) 794fcc9391e52cbdb88b5b6c471ec7b1 Spawning weapons/equipment. Graf (176.195.21.50:2304) c238d26fbfd1402aed59cb4d8787bbcf Spawning weapons/equipment. Sp1r17 (46.254.246.54:62691) 4dc4aeef6f339a1aa6e1cd4dc86feacd Spawning weapons/equipment. Rodge (87.227.106.36:2304) cefff21efd148d3fa5201843be954ff4 Spawning weapons/equipment. (Hi again!) =[Eagle]=Brutalwolf (213.138.87.144:2304) b35adac0e9466088290a68faf224311f Spawning weapons/equipment. Barry670 (24.132.139.88:2304) 4efe4e7c0d901678d9fb7b686822766b Spawning weapons/equipment. LLMx (83.177.201.235:2304) ad35bbf25c6c770b52bd2f0b38ff70e6 Spawning weapons/equipment. Sorbitol (109.228.161.141:2304) 436bcbda4096c44eedb46a56aa3d406d Spawning weapons/equipment. (Hi again!) rosudrag (90.219.42.68:2304) cb3af23b2721375465cf528aff353522 Spawning weapons/equipment. akcl$/aksel/troopercooper/akselzzz (84.49.169.7:2304) 8e7cf5a6fa6c25a12c58a59423a8503a Spawning weapons/equipment. owner (81.82.162.132:2304) f34a5b6a66106fd873169c3232161f41 Spawning weapons/equipment. TrueStory (95.26.83.88:2304) 8d1af88516999099216095acf3f9e37f Spawning weapons/equipment. Ken Block (77.21.136.129:2304) f882fa2a0d02ba6995b20152b7bee781 Spawning weapons/equipment. Luigi (80.202.126.27:2304) 900d76fbcba3d37f347ae72a9ba98b3a Spawning weapons/equipment. Teleporting. Noodles (77.162.253.173:2314) 30c262424f3a790568e2e3e709dd5f00 Spawning weapons/equipment.
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where do u guys usually hide ur vehicles? Hahaha... Not sure if serious..
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Very infrequent random events like this I think have great potential. I like to think the world should be going along without me. Seeing zed spawn when I approach a town snaps me out of that. Seeing NPC units like this immerses me again. If you have NPC vs NPC (CDC v Zeds) I would love it. These guys should be double nasty and dangerous, but combined with a reduction in military weapon spawns and killing these guys for all their weapons/ammo/vehicles would be a real victory. Love it!
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First of all, vehicles are all server side. They don't transfer from server to server. Second of all, I have never seen or heard of an Armored SUV before. Third of all, vehicles are much more common now to find.
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Global chat should not have been disabled in the Alpha
jsteph87@live.com replied to jsteph87@live.com's topic in DayZ Mod General Discussion
Thanks for the response rocket, I won't pretend to understand exactly how the servers work as I don't run one right now (though I am looking into trying to set one up), however your answer does lead me to another question. Why do the vehicles and tents not spawn sometimes if the problem with the server / hive restart is fixed? Also, just a suggestion, but some form of OOC chat for reporting server problems that is policed by the admins, or through some other method to prevent its exploitation, would be very useful while the mod is still in alpha. -
A hacker followed me in an invisible helicoptor and bombarded my encampment with rockets, destroying two vehicles and killing me. http://steamcommunity.com/id/kbash/screenshot/542930143159720356
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Last I checked toolboxes were removed from the loot table and as such were not needed for fixing vehicles.
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Nope, toolboxes are simply for barricades. Vehicles can all be repaired without a toolbox. Odd, I know.
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I had found an ATV and fixed up and I was happily driving it around when I then found a toolbox which says it is used to repair vehicles...Which I didn't need to fix the ATV. Are there vehicles that require the toolbox or maybe it is more efficient or faster with one?
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Global chat should not have been disabled in the Alpha
jsteph87@live.com replied to jsteph87@live.com's topic in DayZ Mod General Discussion
Regarding restarting the servers, if the HIVE and the server are not restarted the right way, then all the tents and vehicles saved on the map don't reappear until the it has all been done correctly. This is a known bug that you are simply not acknowledging, and it happens all the time. Also, if you have some magical way of figuring out peoples names on the forums without being able to ask them in game because the global chat has been disable, please let me know. My main point still stands as well, not being able to discuss bugs and glitches that are affecting an entire server is not beneficial to an alpha test. -
I noticed driving across dams (flat surface wide enough to be a road) will damage vehicles (including the bike, I almost broke my bike!!!!) as you move along them. Also moving in large buildings such as warehouses or the big brown long barns will do the same. This pretty much means you can't drive into them get out, let the zed-heds spawn while you are in cover.
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40% OFF SALE | Premium DayZ Server Hosting | Host Altitude (Ltd)
beginner replied to jonnerz's topic in Mod Servers & Private Hives
Looks like it was restarted successfully. All tents and vehicles are spawned. -
I can see it but I believe is should be tied to triggers. Ex. You find a down Helo. You go in and take loot from Helo or investigate. If you are in # of meters to Helo -there is a % chance if you will trigger this NATO clean up or could be something like in 38 Days Later (branch of military on their own) and this group would come in and check on the Helo since it was there's and looking for supplies. Player can escape out of there or decide to take on a more heavily armored force. (Talking about guys with bullet proof vest and heavy weapons. If you decide to take on this force you will then also trigger a % chance of Zombies being attracted to the gun fire. The game would spawn a select number of Zombies based on an equation and these Zombies would move toward the location of the Helo and gun fight. The NATO clean up group will leave after a few moments after the Zombies get in a certain distance from the Helo/NATO group. Players will need to get what ever gear they can get before they Aggro any Zombies wondering into the area. As a note ay night time these NATO forces would have night vision goggles. (flares are useful then) These event would not always trigger but knowing it could will create great moments of tension and fear. Plus imagine if your a player in a distance traveling through a forest and hear gun fire in the distance and look over a hill and see this event play out- day or night. To keep from people farming weapons from these NATO cleaners, they would have bullet proof vests which make them harder to kill. If players start over whelming the NATO force they will leave. Players can pickup some of the weapons they would be using but limit to one clip per weapon found. The Vehicles would be damaged if you are able to get one but if there is an Armored one like in the image above then you could not capture that since its armored and players don't have the tools to take it. Zombies would stay in area eating off the dead. High risk and high reward event. I believe in the idea like in life- (So you want the freedom of driving and having your own car, great. But now you need to work to pay the insurance and car payments.) All new opportunities give players more ability and options but also comes with it's own new set of issues and complications. Let me what you think, Also with the possibility of shooting characters and damaging their gear/weapons would fit great in this Event to limit farming.
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Dynamic Events, Play Dead, Radio, Reworked Gear and lots of other..
Delta-Dude posted a topic in DayZ Mod Suggestions
[justify]First of all I'm very sorry for breaking the rule of one suggestion per thread, but rather then making 20+ threads we (few DayZ playing communities) decided to put together all of our ideas to make it easier to observe.[/justify] [Dynamic Events] [Dynamic Events] A military convoy that spawns in random area on the map, and makes it way through Chernarus in various different routes. The convoy should probably include few NPC Soldiers that are not that easy to kill, plus one or two light armored military vehicles. The purpose of this is probably the same as Crashed Huey Sites, but those ones besides carrying some extremely good loot would also be harder to find and eliminate. This convoy is hostile to everyone including zombies. After it reaches the key destination it de-spawns. A horde of zombies (30-40) spawning in the random location of the map and moving through fields, forests, towns and whatever else (Just like in "The Walking Dead" movie and comics). Players should NOT feel safe anywhere. Even looting a small town, wondering in wilderness, or running through the field they might encounter that zombie horde. A "burning zombie" (or basically any other much stronger zombie) should have a small chance to spawn together with the regular crowd of zombies. A strong zombie that would have a 50% chance to cause a leg fracture on hit and dealing much more damage, if you don't kill him fast enough after he spots you - he makes a loud roar that attracts other zombies around, making it even harder to survive. Also to kill him you'd need about 10-20 AKM shots in his chest or 3-5 AKM shots in his head. He should also have an own model and set of sounds he makes to help recognize him from distance. I bet most of us would be glad to avoid fighting such bastard. "Black Hawk Down" This idea is related to "radio equipment" Lets say from time to time there will be a plane or helicopter having engine problems and crashing.(currently there are just random spawning Huey Crash Sites) Radio signal "We're going down, requesting evacuation at ****** coordinates" will be transmitted and players with that "radio equipment" would be able to actually hear that signal and get to that place. The first one who gets there -gets the stuff or can find a good position for taking out anyone who'd come to that place to loot it. [New/Reworked Areas] [New/Reworked Areas] A military base guarded by NPC Soldiers. This place should have some good gear, maybe vehicles or vehicle parts, fuel pump and etc. But should also be extremely hard to get in and out. Patrols, guards on towers should be very hard to eliminate and deadly shooters. Shooting everything on sight: zombies, survivors and bandits. Better loot - more and stronger zombie spawns. If you're looking through small villages or towns, maybe barns in the fields and etc - you will hardly find any good stuff, and you should not have strong zombies around such places, but areas with some valuable loot should have much more and harder zombies spawning. Energy generators located on the airfields, some towns, light houses and piers/docks. Basically what they do - they provide electricity lighting up lanterns in the town or on the airfield. Making campers with NVG more even with other people in that area. Refueling with filled jerry cans. Shooting the generator will obviously disable it shutting down the light, but can be repaired using toolbox and scarp metal. Survivor/Bandit Camps (possibly guarded by NPCs that are friendly only to Survivor/Bandits based on the type of that camp) Anyone who've ever played S.T.A.L.K.E.R games knows how cool it is to take a small break in a camp, sit down at the camp fire and relax listen to stories, rumors and other stuff. So what we suggest (though not everyone of us likes this idea, since it gives a limited safety to players) is making a specific area surrounded by walls or trucks (lets say Survivor camp) guarded by low-qualified NPC (inaccurate with low gear), that will shoot zombies and bandits. Disabling ability to loot backpacks of other players inside the camp. If you open fire inside that camp - you will obviously be shot by NPC's and even if they won't be able to deal with you - other players will most likely gun you down. Within that area - you chat will work, so there you can speak freely to other players. From time to time random amount of zombies will be spawning around that camp, going out of the forest and attacking camp, NPCs and any survivors inside of that area. Obviously NPCs alone won't be able to protect that camp and die, so without survivors taking part in defending it - this place will be abandoned and deserted for a while and has no protection. To get it back players would have to clear that area of all remaining zombies. This place can obviously be raided by Bandits, but they are risking to be spotted as well, both by players and NPC's and since the amount of Survivors in covered location will most likely be higher then the amount of Bandits they will have a higher chance to win that fight and get the gear from bandits. As a very strange idea would be a nice try to put "traders" in such camps - like you bring gun, food, ammunition there and give it all out to NPC trader, this will add some money, that will be shown in debug monitor. When you get enough - you can buy stuff from that trader that other players brought (or list of items he sells will be randomly generated) Killing enemy player and looting his corpse will also transfer all money he had to your character. Killing trader though won't let you get any of the stuff he was selling. [Global Chat] [Global Chat] Lootable radio - piece of equipment that should be added to this game. If system like humanity survivor/bandit will ever come back that's how this radio should work. There would be at least 3 channels on this radio - Global channel, where people within 5-10 KM area would be able to communicate with anyone who've got radio as well. Bandit channel, where bandits would be able to communicate with each other if they'd like to. This channel would be accessible only by bandits. (5-10 KM distance) Survivor channel obviously a channel for survivors to communicate without bandits (unless you obviously got a survivor in your bandit group) being able to detect their chat. Accessible only by survivors on the same distance as previous. Also an item such as "radio-signal-finder" might be added to game, giving it's owner ability to detect any out-coming radio signals within a small area around him. So if somebody likes to talk much and pays too less attention to things around, every time he posts a message in chat - people with "radio-signal-finder" can detect him on the map for a brief period of time. Also radio should have an option to be turned on and off. Basically turning off and on chat, not to see all those annoying messages constantly :dodgy: [survivor/Bandit/Groups] [survivor/Bandit/Groups] Blood Stains on the face, hands and boots of the charracter would be a sign that he's a murder. The amount of stains, their brightness and gamma should increase the more people he've killed. Stains should slowly vannish with time if he stops killing other players. So basically if that guy kill everyone he seen - his face and hands will be red, his boots will have some bright blood stains and completely red soles. Tents should be reworked. They are obviously too easy to spot and loot, so far I've seen not a single camp that survived logner then 1.5 of a week on a server that constantly got at least 30 players. How about replacing tents or adding some ground embankments/dikes. Little earth hills made by players where you can put your gear, harder to spot, but still possible. Or maybe giving an ability to dig tent into the ground using showel for half of it's heigh, making them still usable as storage. Maybe adding few variations of camo, so after setting up the tent, together with "Pack tent" "Save old camping tent" and other add button - "Change tent camo" so it will suit fields, deserts and other places more. If all of this does not fit.. at least let us set up tents in the woods, closer to the trees and bushes, under fur-trees, but not in towns. Friendly signs that would help people show others that they mean no harm and have no intention to shoot them. (or if they want to make other people think so) Like current "Salute" or "Sit down" actions, but those are lame, uncertain and while annimation is making you defenseless. What we suggest is an action, where you lower your gun, wave your hand and make a sound like "HEY!" or "I'm Friendly" or "Cease Fire" (or even making those actions attached to separate buttons/action menu, if u only need animation or sound), but the point is that this animation can be cancelled anytime allowing you to run, hide or shoot and do not put yourself in situation where you can't move for a while. Or if you see another player, he didn't detect you yet, but you assume soon enough he probably will and you already want to warn him - you mean no harm to him so you can attract his attention and show him you're friendly. Study Body does not work on the servers with no name tags. That's a little bit dissapointing. I'd like to know the name of the guy I shoot by using "study body" action button. Also that would help identify cheaters on hardcore servers. Also if claymores will be added to this game, would be nice to loot corpse and set up a claymore in his body after. That's so mean and evil that I bet you guys would like that :D Play dead an action that makes you drop on the ground and pretend you're dead. Maybe that action should take few seconds to do(possibly adding flies sound as well, or romoving it from game completely - else won't work. Murders score also shouldn't be updated instantly but only in 5 minutes or after you come and "study body") maybe not.. (if you're running through the field and start getting shot) ID code that will let people identify others. That's just one of the ways this might work: a specific item with 10 numbers code. For example my group would use 5748395847 code for ourselves which would allow us to see name tags of each other if our code is the same. If code does not match - no name tags are shown, this way we can easily avoid friendly fire. (Name tags could possibly work only at close range) Also this item should have 3-5 lines for codes. So if we don't want to shoot [MisFits] we'd just input their code in 2nd line, and they do the same, so that the name tags would be shown to each other. If they no longer want to be detected - each of their members just change the personal/group code and we'll no longer able to identify them like this. Auto-Run action button. Basically Arma II didn't need that function, but DayZ does need it. What I suggest - is an action menu button like for Huey with "Auto hover: on/off" Or auto-run should be attached to a specific key on the keyboard, what will make it a little bit easier for player I guess. [Zombie changes] [Zombie changes] Resurecting corpses zombie can be incapaciated with shots in his chest, legs, hands. But yet you can kill them simply with shots in the chest, what contradicts every zombie movie (worry) If shots in the chest would've just dropped them on the ground for let's say a minute (or you'd have to shoot at least 5 AKM rounds in each zombie's chest to finish them), but only bullet in the head could actually finish them off - that would be rly hardcore realistic style. Or if you don't want to make noise - you'd have to come to each zombie corpse and press "Finish/Kill/Put to rest" instead, to make sure this zombie will not get up to get you when you'll hardly be expecting. Resurecting players if player dies - his corpse remain for about 2 hours before despawning. How about making player's corpse turn into zombie 2 hours after he died, if his body wasn't burnt or hiden (yeh burning corpses instead of hiding would make more sense, but harder mechanics) So his loot disappears, and he stands up as a strong "burning zombie" that was suggested above. Lets say.. make such zombie-player-corpses slowly head towards Airfields, Chernogorsk, Elektro, Stary Sobor. [Weapon/Equipment changes] [Weapon/Equipment changes] Claymores would also be a nice innovation here. They should not be that popular, since a well placed claymore is a deadly trap. A small mine-field in every lootable building is not what this game should look like. Making it possible to disarm and take claymores with yourself would also encourage players to look carefully before rushing for goodies, or just shooting them from distance. Lets say if you approach claymore slowly on a distance of 3 meters you already have option to disarm it, if you get on distance of less then 0.5 meters - you're dead. Crossbow is probably the most useless weapon for now. It should be reworked.. We suggested few ways of doing so. Changing the crossbow model, maybe adding a better irnonsight or even scope. Making it more accurate. Making it more effective against zombies, but not players. Putting a stack of 3-5 bolts in one slot. Adding mechanics: chop the tree with a hatchet to get a woodpile, then with a hinting knife make arrows out of a woodpile. And suddenly crossbow will become much more popular and interesting. Making it easier to pick up bolts from zombie corpses and objects. Food should not be restoring blood instantly, but rather restore it over time (opposite to bleeding effect) Nourishment icon should be flashing green after you ate smth while your blood is being restored. Eating more food during the same time will just refresh the effect, but not improve or increase it's duration. [justify]Once again, we're deeply sorry for going against that rule "one idea per thread" but we just don't want to spam forum with lots of threads and it's hard to track peoples' opinion, suggestions. We hope our message will not be deleted due to that reason and we hope some of you will like ideas we offered. This post will be updated daily with any new ideas that our communities might think off.[/justify] -
Server junping could be dodged by making only specific zones build-able, and also making those places spawn-unable zones, so if u disconnect in that zone, u would reconnect like 20 meters away, but still near the place. Further more when trying to dc there the server would tell u that can't be done, that way avoiding that instant dc and alt+f4 methods. In case those methods are used, previous solution would be implemented. So, if u wanna barricade a position, u would be able to do it at windows and door positions, and if u wanna build a fort, the mechanic would be the same as the vehicles, u need to find remmnants of a previous usable structure, and fortify it. This way u also avoid the server being filled by 100 forts, and also avoid them being in impossible places, like on the side of an elevated terrain.- The idea is obvious, and there are no more disadvatages in it than vehicle mechanics cause its almost the same, only detail is that u won't be moving in it, you would be using to spend some safe time, o Still only a suggestion. Also, to avoid survivors over populating the zone, building or barricading would make near zombies converge on the position. That way survivors have more choices to make: join the construction team and risk total party kill, join it and loot all the materiales and create pandemia, or get the hell away from them.