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Found 41868 results

  1. GreyHound1357

    DayZ Vehicles (first implementation)

    Speaking of vehicles if you skin your DayZProfile Document you can find many controls giving away what will be added. You can see these controls in Notepad++ here are the ones that i happened to find. keyHeliUp[]={16};keyHeliDown[]={44};keyHeliLeft[]={1048576};keyHeliRight[]={1048577};keyAirBankLeft[]={30,203};keyAirBankRight[]={32,205};keyHeliRudderLeft[]={45,211};keyHeliRudderRight[]={46,207};keyHeliForward[]={17,200,1048579};keyHeliBack[]={31,208,1048578};keyHeliFastForward[]={18};keyAutoHover[]={299};keyAutoHoverCancel[]={43};keyHeliThrottlePos[]={};keyHeliThrottleNeg[]={};keyHeliCyclicForward[]={17,200,1048579};keyHeliCyclicBack[]={31,208,1048578};keyHeliCyclicLeft[]={30,203};keyHeliCyclicRight[]={32,205};keyHeliCollectiveRaise[]={16};keyHeliCollectiveLower[]={44};keyHeliCollectiveRaiseCont[]={};keyHeliCollectiveLowerCont[]={};keyHeliThrottleIncrease1[]={-1660944174};keyHeliThrottleDecrease1[]={-1660944173};keyHeliThrottleIncrease2[]={-1660944185};keyHeliThrottleDecrease2[]={-1660944177};keyHeliThrottleIncrease3[]={-1660944183};keyHeliThrottleDecrease3[]={-1660944175};keyHeliStarterToggle1[]={-1660944382};keyHeliStarterToggle2[]={-1660944381};keyHeliStarterToggle3[]={-1660944380};keyHeliBatteriesToggle[]={-1660944336};keyHeliRotorBrakeToggle[]={-1660944365};keyHeliEnginesToggle[]={-1660944366};keyHeliAPUToggle[]={-1660944354};keyHeliWheelsBrake[]={-1660944367};keyHeliTrimLeft[]={-1660944309};keyHeliTrimRight[]={-1660944307};keyHeliTrimForward[]={-1660944312};keyHeliTrimBackward[]={-1660944304};keyHeliTrimRudderLeft[]={-1660944305};keyHeliTrimRudderRight[]={-1660944303};keySeagullUp[]={16,1048579};keySeagullDown[]={44,1048578};keySeagullForward[]={17,200};keyVehLockTargets[]={704643087};keyVehLockEmptyTargets[]={486539279};keySwapGunner[]={};keyHeliManualFire[]={40};keyTurnIn[]={45,46};keyTurnOut[]={44};keyLandGear[]={-1660944350};keyLandGearUp[]={-1660944350};keyFlapsDown[]={-1660944347};keyFlapsUp[]={-1660944346};keyHelicopterTrimOn[]={-1660944308};keyHelicopterTrimOff[]={-1660944301}; Does this mean that there will be Armed Trucks and Helis?????
  2. To ensure we maintain our high standard of FPS we have upgraded the server again to a larger processor with much more RAM and that extra RAM has been allocated to vital points of the server. The database has received a sizable boost to name just one. i shall post a new server stats image soon. In conjunction with this we have activated a 21 day maintain system for bases. This takes some pressure off the admins on tracking what bases remain idle and what bases are currently active. So if and when you play on the server remember too -Start up vehicles at least once within every 7 days or the clean up script will remove them -Open you safes once within 14 days to prevent them from resetting and being displayed on the map -Maintain your base once within a 3 week period to prevent it from decaying and eventually disappearing We hope our regulars can understand this change and more so that it does not discourage new players from experiencing all our server has to offer. Obtaining gold on the server has never been a issue.. however.. As the requirement for gold is now more of a necessity the ability to obtain gold has been improved. This has been done by: -Fine tuning the loot which appears in mission boxes and on AI to make them more rewarding. -Simultaneously we have ever so slightly decreased the spotting distance of AI on the Hard and Extreme mission types. -Turning up the amount of mining veins which appear on the map per restart. ( All gems still trade for 2 briefs however the ability to find these mine veins has been greatly improved ) -New AI free missions are currently in being examined on the test server and will soon be pushed to the stable server. These missions will be color coded. Red shall contain weapons such as one or two high caliber guns (AS50,cheytac,M107) some medium class weapons (Lapua,MSR, etc) and some basic weapons (DMR,SR25,M110) Green shall contain building supplies such as mortar, cinder, tank traps, sandbags etc Yellow shall contain gold and some miscellaneous items of decent value Purple shall contain med supplies, food, water, skins and other miscellaneous items This should allow our players to accumulate resources and wealth with more ease ( and also create some great PVP scenarios) So although the requirement for gold has been amp'd up.. so too has the ability to obtain it. :D
  3. IP: 119.252.190.236:2402 We are a Gaming community called 8th Devision in Australia, Yes it is not Division, it is Devision(www.8thdevision.com). Here is our new DayZ Overpoch Chernarus Server. Here are the list of features of the Server: 1. Starter Kit (MP5 with Mags, Medical Supplies, Lumber Packs, A Tent, and Many More) 2. Coins. This server has Coins Script Enabled, which means you no longer have to carry around Gold and Briefcases around. 3. Spawn Select. You can choose where to spawn in Chernarus(Only Big Cities, NOT Airfields). 4. Teams/Gangs. If you right click your radio, you can create a Group, you can Invite your friends, you can see where they are, and you won't be able to kill them. 5. AIs. There will be many AI Patrols running around Chernarus, Some are Heros, Some are Bandits. 6. Snap Build. You no longer have to spend hours trying to make your base Perfect. 7. No Weight. You can carry as many guns, as many items as you wish and will never fall unconscious. 8. Towing. You can tow multiple vehicles for your Friends and Families! 9. Custom Buildings and Bases. We have made tons of changes to the regular Chernarus, we have 4(Will have more in the future) AI Bases, with tons of Rewards! And Many More for you to discover in our Server. Hope to see you in the Server!
  4. zZzZz (DayZ)

    Distilling

    We could put any of the vegetables in the game(finally a use for ruined fruit!) in a container with water and a yeast packet, and you would have a "mash". You could search walls for copper pipe (similar to searching the beach for stones?) and combine it with a cooking pot, and maybe one of those new barrels as a condenser, and we could distill our own alcohol for tinctures. If we replaced the veggies with wood, we could make ethanol to fuel vehicles. (Although it would be fun and accurate if it eventually screwed the cars up if you used it long enough!) And of course, the alcohol should be drinkable, but come with a loss of player control, followed by the shakes...and if there was a way to screw it up, blindness, of course. Sort of involved, I know, but it would be a VERY cool addition, and certainly something the competing games arent even thinking of.
  5. As always, we will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix. For any bugs/issues you run into, please let us know by filing it on the feedback tracker: http://feedback.dayzgame.com New items: - Crafted Leather Jacket, Pants, Backpack, Shoes and Vest - Broom - Canoe paddle - Lead pipe - Steak knife - Hatchet - Hay Hook - Flanged Mace - Red, green, blue and gray sweater - Red, green, blue, yellow, violet, orange and black quilted jackets - Blue, red, pink and black raincoat - Yellow, orange, blue, green, red, pink and black armband - Khaki, Black, Olive and Tan M65 Jacket - Bayonet for AKs - Flare gun - Ice Axe - Field Shovel - Lug Wrench New mechanics: - Handheld scopes not limited in Y axis. - You can use rope, duct tape or wire for restraining other players. - You can use blades, pliers, hacksaw and lock pick to untie players. - You can craft armbands by shredding raincoats. - You can use cooking tripod as melee. - You can attach cooking tripod on fireplace. - You can pour water, gasoline or disinfectant into any kind of container (except soda cans). - You can pour liquids from container to container. - You can tan skin using lime. - You can upgrade fireplace to furnace. - You can use Ice Axe for stone picking. - You can sew Leather Jacket, Vest, Pants, Shoes, Hat and Sack from Tanned Leather with Leather Sewing Kit. - Construct fireplace states by attachments. - Fireplace consuming fuels (heating/cooling fireplace temperature). - Heat transfer from heated items (you can heat items in a fireplace and then bring them with you to keep you warm). - You can find worms when digging garden plot. - Planting in garden plot is less effective in comparison to greenhouse. - Zucchini plant, seeds and its growing process. New animations + audio: - Flare gun hand pose & reload animation - Water pump water pouring - Supersonic crack sound for weapons with supersonic ammo - Bullet fly wizz - Melee weapons sounds - Flare gun sounds New locations: - Terra incognita - Castle on Skalisty island - Nagornoe village Programming: - New version of BattleEye. - Antihacks. - Vehicle persistence. - The navmesh controller connected to the entity controller. - Adminlogs added for private & public shards (logs connects and disconnects of player, logs messages sent through chat, logs player kills). Fixed: - Suicide with various items - You can not unpin grenade laying on the ground - Ghillie suit painting - Arrow crafting no longer consumes 2 instead of 1 feather in certain circumstances - Deployment of ruined fishtrap - Cancel action during digging in greenhouse - Fireplace heating process tweaked - Effect of wetness on temperature tweaked - Handguard placement on AKs - Kitchen Knife cannot be placed on back - Fish trap deterioration and sardines count - Damaged an Ruined texture on some items (book, heatpack,...) - Shovel size - Clothing sizes tweaked - Heatpacks keeps you warm longer, but its longevity is affected by it's damage - Gun muzzle flashes Known issues: - Server freezes. - Character falls/gets stuck after throwing melee weapon during swing/weapon change. - Player can't pick up items from the ground sometimes. - V3S can clip under ground in certain circumstances. - Players are experiencing desync while next to each other/ in vehicles. - Items with classnames that are too long aren't saved into the character database. - Items in backpack rearranges upon connection to server. - Player is stuck in building after reconnect. - City/Shadow related client FPS drops. - Camera clipping issues. - Zombies cannot pass through open doorways in certain objects - can pass through closed doors in others. Discussion and Feedback
  6. Calvin Candie

    Field of view

    Yes, I agree. Field of view is a real big problem. They better adress that shit ASAP. I can already imagine them having a meeting. Dev1: so today we start roling out true persistence and fixed tents to stable. Dev2: okay, whats the progress on the vehicles? Dev1: truck will be fully operational within a week. First choper on the way to experimental. Good news about Zed AI. We will roll out first AI changes next week too. -suddely, meeting room door slams open- -devs look in disbelief towards a man who was clearly running for a long time, trying to catch his breath- -it was Dean Hall- Dean Hall: listen to me god dammit...stop doing what you are doing...now...I came back to help you guys again... Devs: what...what do you want us to do?? Dean Hall: we need to get on the FOV thing ASAP. I brought 5 new programers from Facebook to help. Fuck Zed AI and helis. Fix that FOV! Now!!! P.S. ok joking but I agree with OP fully. They need fix it in a way that changing the FOV does not apply to in-scope vision. Thats it, simple :)
  7. Isn't that what he just said? Also you might have more luck finding people in the middle of no where if you play persistent servers since there are tents and soon to be vehicles hidden in the middle of no where so more people run into the middle of no where
  8. Base starter kits avalible for the first 10 people that join our server plus much much more. please inform either DKCA-sharpe shooter , DKCA-kyle , DKCA-craig for base setups and goodies plus a free vehicle! Active admins Updates and new content Action Menu A.I missions Select Character Spawn Admin missions Safe zones Roaming A.I 3 Hour server restarts Self bloodbags Plot poles suicide Auto refuel Deployable bike/motorcycle Snap build Pro Player marker on map Trade From Vehicles Friendly and helpful admins please inform either DKCA-sharpe shooter , DKCA-kyle , DKCA-craig for base setups and goodies plus a free vehicle!
  9. I see comments like this quite often but I think it's important to remember that this is an alpha test. I know that gets thrown around constantly, but it is true. What is the purpose of disabling a feature just because it doesn't function properly, especially in terms of ongoing testing of stability and performance, when the entire idea is to fix it? The user experience isn't important right now beyond basic function. Doing things to make the player's life easier shouldn't be a priority at all. They're building a game here, and removing a key mechanic simply because it's inconvenient doesn't make sense. To put it another way, they could remove physics (and vehicles, and grenades and chemlights and everything else dependent on it) and get stability perfect, then reintroduce it and have to start all over. They need to throw all these mechanics/features in then sort out stability instead of wasting time constantly trying to make things smooth. Mechanics come now, polish comes later. And by the way, they aren't "totally" broken. They actually work alright, they are just super laggy. Play a fresh restart server and see how smooth everything works. Eventually they'll get it that way on a full server hopefully.
  10. krazypenguin

    How was your Day(Z)?

    Edit - sorry for weird colour\formatting - I cannot seem to fix it :-( I'm terrible at PVP and really need to practice it some more, purely for self-defence. I know quite a few of the basics (fire down the sights, aim for the head, if they start bleeding keep them pinned down so they cannot bandage, etc...) but every time I find myself under fire I go to pieces and forget them. I also suffer the occasional 3-4 second freeze which is really frustrating because my son, on an identical PC, doesn't get the same issue (and he's using wi-fi whilst I am on a cable so my connection should be better, if anything!). Mostly though, when I get shot at it’s because they’ve taken me by surprise and I’m dead before I have a chance to run. In addition to this, I find the way that the cursor\weapon moves to be very “laggy”, I tend to swing towards a target, then past it, then I over compensate and swing back too far the other way. I think that the guns in the game are way more difficult to aim than they are in reality, certainly at very short ranges. Anyway, recent DayZ highlights on my favourite private 3pp server include an epic NWAF and military base run with my friend sprig when the server was otherwise empty. We both managed to get identical gear (by chance, we weren’t really trying) and are running around with respirators over our mouths, aviator shades, ballistic helmets, camo gear under black high capacity vests and each sporting an AKM with mag. In fact, since the server was empty and we had almost 200 rounds of ammo we each unloaded a clip for fun – that’s the first time I’ve ever fired an assault rifle in the game. We also discovered a military tent – this is the one that is so big it has to be carried in place of your backpack. It’s also pretty massive once deployed. As this was a persistence off server we just left it deployed on the runway. We decided to try and find a truck and maybe find a helicopter crash site or two and, whilst running towards a possible truck spawn point I spotted a column of smoke off to our right. Aha! There was still no one on the server so we charged straight in and although the site had not been looted we couldn’t find a gun or mags, just a lot of M4 attachments which we left. Sadly we didn’t find a truck and ended up in the North of the map, pretty much in the middle of nowhere. Meanwhile, over on the public hive, I took my public character out on a solo run to the Pavlovo Military base on Saturday - only 2 other people on the server. Made it to the last barracks and lo and behold, just as I find an AKM and am swapping it over with my Sporter there's a fully armed guy in the doorway looking down his AK at me and "you are dead." To be honest, I didn't care, it was a very high risk location and I understand that even on the "no KoS \ RP" servers those areas are pretty much auto KoS locations. More than that though, for some reason I just didn't connect with that character - he had no story and so I had no attachment to him. I think subconciously I was playing to get him killed. I respawned East of Elektro, immediately found a raincoat, gloves and wellies in a fishing boat and then made my way into the city in order to grab a few essentials to stabilise my character (primarily a bag, some food and some water). When it comes to gearing up, I like to find a balance between risk and reward that generally favours the low risk. 2nd and even 3rd line towns are my favourite place for finding a firearm. PVP is an absolute last resort for me and I'll always attempt to run and break contact rather than fight, if at all possible. But I needed to head West, not inland, to get back to where I died (so that the next time me and my friend play our public characters we don't need to spend an hour looking for each other) and I knew that 1 of the 2 guys was in the military base - playing the odds that the other guy wouldn't be in Elektro, or even if he was that I could lose him in the buildings, seemed like a fair risk. I found a few bits including a splitting axe, and a Sporter though no mag, and lots of ammo, including over 70 rounds of .357. I left Elektro heading North West, passing through the mountainous forest behind the cliffs above the coast road - a much safer way to travel. I didn't bother looking into Prigorodki and instead followed the treeline into Dubky. Dubky is a fascinating place to me. One of three high rise cities that surround Cherno it's an amazing place to walk through, the abandoned towers and slightly overgrown public areas, combined with the abandoned vehicles and piles of rubbish scattered around really make you feel like you are in an abandoned city in a way that I just don't get from Cherno, Elektro or Novo. It's also a veritable gold mine for getting geared up fast, with rifles and pistols readily available thanks to the numerous abandoned cars lying around. However, this does make it a risky place, especially so given its proximity to Cherno and the possibility of snipers on the towers, but that said I've never seen another living soul there. Within minutes I located a 6-shot shotgun, a CR75 pistol mag in the boot of a car and in the very next car a CR75 pistol. Jackpot winner! I passed through the rest of the town, ignoring the looming towers and pushed on to the middle of the three towns, Novoselky. A smaller town this one, it still has a few towers but mainly consists of smaller buildings on its Western side and more cars. By the time I left I was struggling to carry a drybag loaded with food, drinks and ammo. On to Chapaevsk, and heightened awareness as the server list showed 8 people online now and of course the airfield at Balota is nearby. In the first car I looked in was a Repeater which i took in favour of the shotgun (10 shells versus 70 .357 rounds is a no brainer for me) and then I went to the garages at the back of the city, a nice location to pick up assorted bits and pieces, but not somewhere that you'll find a SPOSN Tortilla backpack, which was weird because there was one right in front of me in the second to last garage. Uh-oh.... gun out but lowered, I scanned around me but there was no-one to see so I moved in to check the bag (the condition - which could tell me if there was a gun fight here - and contents in case some good loot was here) but it was damaged and empty. Ok, I don't like this now but there's only one last garage to check and...it's got a hunting backpack in it. It's worn and empty and also damp - that's good, because I've been playing for an hour or so at least and it's not been raining for at least 30 minutes. Whoever dropped it is probably long gone. I quickly swap my stuff over to the hunting backpack and leggit! Ok, I'm all set - just a short jog through the woods brings me to within a few hundred metres of where I left my friend. There's a deer about 5 metres from the edge of the forest and an idea suddenly comes to me. I shoot and kill it, then skin and quarter it. The steaks go onto a fire and whilst they are cooking nicely I craft a leather sack. This gets loaded with a few choice spares (food and drink, some ammo and a few other odds and ends) and is then deposited under a nearby tree in the forest. I practice finding it until I am confident I can locate it and then I run for a minute to a nearby road. I switch on my recording software, show my location on a DayZ map, then retrace my steps, pointing out the landmarks I use to navigate there, until I am back at the leather sack. I log off, create a video from the file and burn it to CD. This morning when sprig gets into the office (we work in the same building) he finds a CD on his desk labelled "DayZ Treasure Map"… P.S. One other thing, I recently played on a private server that was set to night time - if you haven't ever played DayZ at night, you really are missing out on a great experience!
  11. WolfgangErikson

    What System Would You Like Implemented

    Other. Why isn't proper zombie AI on that list? Edit: hmmm... I guess that's not really a "system" of mechanics in the way you are suggesting.... I might change my vote. Edit: changed my vote to Motor vehicles. Honestly I would most like to see more in-depth disease and illness implementation. I voted motor vehicles however because I believe that mechanic will have a deeper impact at making the game more playable. I am really looking forward to high level health management though.
  12. Bororm

    Alternate means of transporting equipment

    I wanna see crates that can only be carried in the hands/loaded into vehicles. That way in the future when there's more vehicles we can have people transporting boxes of large quantities of junk. And ferrying said boxes to and from the vehicles. It would encourage team work and provide for interesting encounters.
  13. Hey all, the server is building nicely just need some more members to come and join us! I have added even more features. The server has: Overpoch goodness. 40Slots ~Add more If Needed. High FPS Vilayer Hosted So Up 24/7. 24/7 TeamSpeak Server. Bandit & Hero Missions (Bandits will shoot player Bandits & same for Heroes. Reason is, if you're a Hero and want to be a Bandit you can do the missions and speed up the process) Missions are coloured green=easy, yellow=medium, red=hard and black=extreme. Ikea Mission. Active Admins. 4 Hour Resets. Roaming AI helicopters. Custom Trader Zones. Safe Traders (Minus Airfields) Added Loot To Traders. Custom Traders In Stary With Overwatch Weapons And Ammo. Plot Poles do NOT need to be maintained. Build Snapping. Anti-Theft Backpacks. Admin Events (When we get more active players) Tow & Lift. Ability To Take Clothing. Can Trade From Backpacks & Locked Vehicles Train You Can Get On. It Travels From Berezino To Kamenka & Back Again, Stopping At Stations On The Way. Custom Food, Water, Blood etc Icons Overwatch Sport Cars. If you wish to join us, please use DayZ Launcher, Commander gives issues when trying to join Section IV. Really hope to see you in game soon!
  14. bleakcabal.org We are a medium sized community looking to grow. Come check us out, you won't be dissapointed. Walking Zed Single Currency 3.0 - There are no banks or ATMs. - Any object that has weapon storage slots can hold coins. - Coins placed in a storage container will only be able to be accessed from that same container. Plot For Life Group Management - Right click radio - Map markers for group members - Nametags for group members within 2500m - - Right click radio (Purchasable at the gem trader) - Map markers for group members - Nametags for group members within 100m - Voice in group channel works for group members anywhere on the map. (Direct channel can still hear the speaker) Advanced Trading - Be aware, this mod is an alpha release. - Advanced selling is working but advanced buying has been disabled for security reasons. - This addon will allow you to sell directly from gear, backpack or vehicle from a trade window. DZMS - Missions - Cross hatched circles on the map. AI spawn at these missions. Crate Missions - Solid circles on the map. No AI spawn at these missions. Hot Spot Missions - Marked as question marks on the map. Some spots may contain AI. - Loot can be found at one of the marked locations. The other locations are either empty or traps! - Check carefully as they may spawn inside buildings. WickedAI Missions - Marked with a if bandit AI are present, and [H] if hero AI are present. - Mines will be placed at some mission sites to prevent vehicular homicide of the AI. - Careful, some missions have AI that should not be harmed. Extra humanity will be taken if you kill one. Trader Safe Zones No Weight Restriction Self Blood Bag - Right click blood bag Deployables - Right click toolbox Refuel and Repair at Gas Pumps Lift and Tow Day/Night Cycle - 3 hour restarts. Night time every 3rd restart. Snap Building Pro Vector Building Master Key - Requires a key makers kit, a tin bar and an existing vehicle key - With the above requirements met, an option will appear in the scroll menu to add the new vehicle to the existing key. - Hot wire kits will add an option to the scroll menu to claim world spawn vehicles and generate a key. Indestructible Bases Tear Gas Smoke Grenades - Smoke grenades blur vision as well as cause coughing and shaking. Custom Starting Loadouts Custom Spawn Points - If you die, all spawn points within 4 km radius will be unavailable. This includes any donor spawn points. No Plot Pole Needed Skalisty Island AI Fortress (aka AI Island) - Inside the castle walls lies a mansion that contains keys to 5 MTVRs with loot that can be found spread out around the island. - Not meant for solo play. 15 Day Maintenance Upkeep - Bases must be maintained or they will decay and disappear. - Base maintenance can be done via the plot pole and uses BC coins. Lots of Custom Map Additions
  15. Having no idea how things actually work, I remember back in the mod if you wanted persistent tents or vehicles you would have to "save them." And it seems like the loot distribution is kinda cluttered on persistent servers. Having every item a player interacted with remaining persistent, and a finite number of resources, makes survivaliblty almost 0 on shore. That said what if you brought back the save mechanic... buuuut turn it into a "claim" mechanic. Where as instead of the save being server-side, it is just a part of the character persistence. So whatever server they are on; Their tents, vehicles, etc. spawn in with them. Though there would need to be a limit on what could be claimed otherwise people could claim every gun they see. That said I feel they could only claim something if it is in a backpack tent or vehicle. Idk, maybe not, Your friendly neighborhood Cat in a Cowboy hat, Cowboykitty101
  16. Chaingunfighter

    Land Rover Wolf mounted machine gun truck

    The CDF would probably use UAZs and vehicles like these, but there are still plenty of those in the same fashion. \ Considering the HMMWV wrecks you can occasionally find This would probably be the extent of armored vehicles I'd feature;
  17. HaveADeath

    Land Rover Wolf mounted machine gun truck

    Searching military land rover will pop of tons of different vehicles because there is not one vehicle specified to that name. Land Rover is just the manufacture, so basically lets say I Google Land Rover. I will see pictures of the Land Rover Wolf and Land Rover Defender etc. that's because they are all manufactured by the same manufacture. (Land Rover)
  18. Caccio72

    Priorities

    Greetings. I am a devoted fan of movies and games with apocalyptic zombie survival topics. (movies, games, books, forums, discussions, predictions, etc) I am 42 years old now, and that genre was, (and still is), my favorite one, ever since my early childhood, mostly due my deliberate conviction, that a similar type of apocalyptic fate awaits for mankind once in the future, it will happen one day, in one form or another. (btw Stephen King's "Cell" novel is the most realistic vision, actually a prediction closest to my personal beliefs) Now to the topic of this forum thread: Due the reasons mentioned above, i always insisted on realism of zombie survival movies and games, meaning "the more realistic, the better". In case of such a famous and successful zombie survival game as DayZ, I consider its approach to realism for most important. No doubt, the game already made significant accomplishments in that field, but there are still some very serious omissions, actually lacks of realistic impression and atmosphere, which I think its developers should primarily concentrate to fix or improve. Some of the most important features from those are: Improving the zombie AI at the 1st place, but even with crappy AIs, there should be MANY more zombies added to the game, in order to avoid it being too much PvP centric. The game's original idea should be about human survivors teaming up, in order to fight their common enemy, the spreading, threatening danger of global zombie infestation, right? Currently the game is too much PvP focused, instead of PvE, (players vs Zombies), which is actually supposed to be its primary aim. I do agree, that PvP should still play an important role in the game, but I do suggest that its intensity should be decreased, or at least moderated in some way. (for example by many more zeds added) As second, after improved zombie AI, there should be an actual use of house/building windows implemented. Can you even imagine a zombie apocalyptic movie, or even real future without any role of windows? Barricading them with planks is the most common scene and activity. Or breaking, smashing them to jump over them into, or out of houses in emergency cases, like escapes, locked doors, "shortcuts", sudden, unexpected "surprise" actions and events, etc. Also, both doors and windows should be allowed to be barricaded. There is no true zombie survival feeling without barricading doors/windows of a supposedly "safe" building with heavy objects, mostly furniture. That would normally require both smarter zombie AIs, which can actually break into houses/buildings through doors/windows by crashing/smashing them, and the ability to move, push/pull certain objects/furniture inside houses/buildings. That is a serious feature to add I guess, so that's why this improvement idea of mine is rated only as secondary. Furthermore, the large wilderness areas/sections of game maps should be made somewhat more 'alive", meaning there should be some zombies, eventually other life forms, dropped, left, forgotten items and equipment added to them. Normally they should occure much more sparsely than in urbanized areas and settlements, merely in order to utilize those vast, wilderness parts of the map more, other than their current, mere hiding, shortcut, and wandering through purpose. Don't get me wrong, I consider the allocation of settlements and wilderness on DayZ maps for totally realistic, so I totally approve their current ratio, but wandering through all that wilderness feels often boring, and even tiring, especially while knowing there is not even a slight chance of finding a single piece of item/equipment, or encounter a single (neutral or hostile) life form during all time we spend "outdoors". After all, even in reality, there should be at least some leftovers from wandering people, surplus items or equipment they dropped or left behind, couldn't carry, had to leave behind due rush or emergency cases, bags, sacks, backpacks, abandoned tents and camping sites, cottages, wildlife, (animals), wandering zombies, and even corpses of unfortunate wanderers to loot. Other, less "important", but still realistic improvements would be: Certain cars, trucks, buses, or other vehicles in good enough condition for driving (don't know if driving is already implemented or not, saw no youtube gameplay video including them so far) The ability and tools for wood and stone "harvesting" from trees and rocks, for crafting or barricading uses Only once lootable civilian/military (AI) corpses lying on the ground Search possibility of furniture and some objects or vehicles (implemented in many other similar games) Breaking, smashing, or even setting into fire furniture, objects and vehicles, normally with certain adequate equipment or weapons Repairing weapons and equipment with adequate tools Lockpicks for locked doors, or/and shooting/smashing their lock with firearms or close combat weapons Left behind pets in houses and buildings, mostly dogs and cats (could be killed or left alive by choice) Some sparse AI survivors running around (also could be killed and looted, or left alive by choice) Zombies concentrating in hordes (especially in or around settlements and urbanized areas) Closable doors of certain rooms inside houses and buildings (would be useful after increased zombie AI, either for hiding, relaxing, or inventory handling) Btw I don't know if weather conditions are implemented yet.....haven't seen any video of gameplay in rain, storm, or snow so far...... So much for now. Disclaimer: In order to avoid any future misunderstanding and misinterpreting, this is only MY PERSONAL opinion, my support or contribution to the game, which should by no way be considered as a "must", an obligate order of DayZ improvements to follow, I just felt for necessary to announce them in this forum, hoping they may provide useful feedback and support to game developers.
  19. Well, the majority of the people being vocal are either using straw man fallacies or misquoting what I'm saying, so I felt it necessary to express my viewpoint again in a way that it can be seen more clearly. =P That's fine and good until it goes so far as to create a scenario in which you never really see anybody outside of cities near spawn points. I mean, like I said before, I'll literally spend hours and hours traveling to places like NWAF, Veresnik, and other high loot areas across the map and not see a single soul. I'm with you, I want to explore too, but putting too many redundant copy/paste structures on the map has had a negative impact on player movement and really isn't as interesting as people make it out to be. If the world had some real variety to it then maybe, yes, it would be exciting, but you'd still have the problem of player movement across the map being stunted. I agree they shouldn't "force" interactions, but it's vital to create a landscape that's conducive to people actually using it and meeting other players. They've failed in that area in my opinion. And making the entire map open to fresh spawns is the absolute worst thing they could do. Yes, DayZ is a sandbox game, but one of the best things about the mod (and SA to a degree) is that there was a sense of linear progression. You had one experience on the coast, a vastly different experience in the woods, towns, and villages while traveling North, and yet another experience once you reached areas like Stary, NWAF, NEAF, Vybor, etc. It was a journey into the heart of darkness. You spawned amongst chaos on the coast and had go get initial gear and GTFO. You then could breathe a little bit as you left Cherno/Elektro/Berezino, but the began the journey into the far more dangerous areas of the map. There were extremely dangerous hot zones where you would often get into gunfights and squad battles around the high level military loot spawn areas. If you chose, you could be the hermit who gets a simple gun like a hunting rifle and survive in the outskirts of the map, looting heli crashes for the high end gear rather than risking a journey to NWAF. All along the way you potentially ran into survivors, bandits, and heroes. When you died, you started again at the coast with nothing. Nobody was being "forced" to play a certain way, but there was just more of a variety of experiences that were more entertaining. I find that linear progression essential to DayZ even though it's a sandbox game. Well, it's my opinion that they'll never be able to optimize the game enough to fill it with 1,000s of zombies and 100+ players (don't forget vehicles, aircraft, bicycles, boats, etc) which is really what is needed to fill all the areas they've added to the game. BI has a very poor track record on optimizing games and one of the devs expressed doubt when I asked him if the servers would ever be able to handle enough zombies to replicate the hordes that you see in the mod.
  20. stielhandgranate

    Land Rover Wolf mounted machine gun truck

    According to the wiki, humvees are being considered. I imagine soft skin light military vehicles in it's tier are a possibility especially seeing how vehicle amount was discussed as a server option.
  21. eno

    How was your Day(Z)?

    I was back on my normal server last night and the pop was pretty low. I can only get in very late at night right now and figured I'd use that time to go run around and scrounge up some bits and pieces. Solichniy has been suffering a bit of a persistence bug so it's overflowing with loot- I ran over there to see how it was going and on the way over there I learned that I shouldn't ever leave home without rags. Rookie mistake- I figured... heck, I'll get to Sol and find something and things will be fine. As I ran past the factory I grabbed a zombie tail and it wagged the proverbial dog. I had a splitting axe so while I was trying to hit one I was getting hit by another. I also had a bomber jacket on and that was instantly ruined. Only thing that likely saved me was the ballistic helmet and press vest. I was bleeding everywhere... finally killed the 3 zeds and was in rough shape. Started seeing grey. Checked my pockets and didn't have rags but knew I had a first aid kit- I knew it was there when I left.. figured I'd had bandages. Nope. Crap. I'd got a little too excited about saving ZH last week with an IV after he- for some reason unknown to both of us- drank the antibacterial spray. Branching off for a second on that note... That was an intense situation. If you ever have it force fed to you by a bandit- I'm not sure the best way to deal with it. I figured it might be best to just get him overstuffed to throw up and then just keep him hydrated. Problem was that we were away from Chez Eno and stuffing him wasn't as easy as we thought. We sprinted back to the camp to get some pumpkin down him and also take some meds wondering if they were going to help... He ate and threw up but at that point was seeing all grey. I ran up to the hospital hoping to be able to get him some IV stuff or some charcoal tabs... By the time I had checked it out and found an IV / Saline kit he had gone unconscious. Fortunately I know that area REALLY well and sprinted directly to him. At that point it was a bit of a fluke that I'd grabbed an IV / Saline kit- bundled and takes up 2 slots. There are also individual saline bags and IV starter kit that I'm assuming (haven't tried it yet) will be crafted into an IV / Saline kit. I got the IV into him and he came around almost immediately. PHEW! So back to the original story (sorry), I'm near the factory and in a bad way- seeing grey and can't find ANYTHING to patch myself up. Apparently leather repair kits can't stitch you up (good thing if you've ever seen the size of a needle used to repair leather lol). I couldn't find any shirts anywhere around the factory and the med center had some IV stuff but nothing I could self administer. I drank all the water I had hoping it would help and ate some of my food supplies for the journey to prolong the inevitable. I sprinted as things got grey and I'm positive I felt my controls get sluggish (placebo likely). I arrived in Solichniy and went to one spot I knew was overflowing with supplies. I stepped in the shack and practically had to climb over the loot... but could I find anything to help stitch myself up? Not a SINGLE sewing kit... Oh wait- a medical kit! Thank goodness. CRAP- no bandages... just a syringe and a bunch of IV related things. Seriously?! Well- nobody said it would be easy. Zed launch followed by more clumsy flailing on my part. Grey... Grey... tick tock doc. Do I put all my stuff down and just suicide? Get it over with? No. Too stubborn for that not to mention impatient! ANOTHER run to Soli? No thanks. Finally- after another couple minutes pushing through other loot-bound buildings- I found a sewing kit. No time to disinfect... I have some meds back at Chez Eno- stemmed the flow and grabbed some food and drink from a nearby well. PHEW! Disaster averted. Head back to Chez Eno to resupply for a visit to NEAF. There are 4 people on the server so they're probably in a firefight in Elektro or something... I don't care. I head off- amazingly having no trouble finding it unlike the last few times. How do you not find a fricken airfield? I've found plenty of ways- just go back a few pages. Arrive from the SE corner and make my way up the NE side- through the shop and over to the small gate building. Nothing. I mean- NOTHING. Move across to the NW corner and pass by the vehicles in the middle there when I see a ZED CHARGING! But no launch code... no warning... It's just running at me. Axe out (found a fire axe in Sol)... get ready to sidestep and swing... Wait... This one isn't running at me- This one charges right past me... at a cow? Deer? Another player? I'm just completely confused while looking around for someone else who is UNQUESTIONABLY a threat to me given my location. Nobody. Nothing... Whoa... wait... That's not a zombie- that's SOMEONE! Now looking more closely I see the backpack and his garb. My mic on the laptop doesn't work so I type out "Hello?" in direct chat... but I think he was too far away. I'm ALMOST positive he knows I'm there since he goes into the building I just left and stands at the window looking at in my direction. I'm hiding behind the BMP sitting there- looking at him in 3PP. He glitches through the wall a few times but stays put. I'm sure I waited there for about 5 minutes... and he was looking out the window. At me? At the field? Not 100% sure- but boy in my head that was an intense standoff. I checked the pop on the server- and it was down to 3 including me. What are the odds? He would step away from the window briefly... maybe looking out 3PP view as well? Unsure... but I broke contact after having not seen him for a few minutes and then observed the building from a distance. I didn't see him again and headed back to Chez Eno to wrap it up. Anyway- hoping to hook up with Schwabam for some teamwork stories!
  22. You're talking about a specific scenario, which most people who have experience avoid by picking a server that is likely to have loot to begin with. I'd argue that most people aren't going to go beyond the coastal towns if they are empty of loot, and will simply server hop instead. I don't understand how you can't comprehend the simple math of more places to loot=more time spent looting in a single place. If you acknowledge that then it's trivial to extrapolate that more time spent in one place=less time travelling. Saying it has zero influence is ridiculous. A better argument would be that the buildings themselves aren't the problem but the loot is. However there's no indication that loot isn't going to be untied to structures (that would be dumb any ways), but at least it would follow a better line of reasoning then "no it has absolutely no effect." You can seriously spend as much time as you would have spent in a playsession of the mod looking for vehicles/crashes/mil gear around the map, in a single town in the SA. You can spend hours looting a town in the SA, where as unless you were loot cycling in the mod, you are going to spend a fraction of that time. Did you even play the mod?
  23. stielhandgranate

    Land Rover Wolf mounted machine gun truck

    The cry babies need to remember the devs already mentioned the idea of adding PKMs to vehicles to make technicals. If telling the OP that this game isn't "X" is the only thing you have to contribute, your opinion isn't welcome. Moving on. These things were coffins on wheels in ArmA 2. Players were way too over exposed especially from elevated positions. If it were to make an appearance in DayZ it should start out without weapons mounted on the hard points as it's former users would have taken them with them. Limey presence is confirmed with the DPM boonies and UK combat webbing so I don't see this as too far fetched. Seeing how someone mag dumping at it's general direction can slot the gunner and drivers easy makes for fair balance. Not to mention that thing is total IED bait.
  24. sachad

    Land Rover Wolf mounted machine gun truck

    Says who? Armored vehicles will be the last of your worries when you're finding nothing but books and rotten zucchinis.
  25. HaveADeath

    Land Rover Wolf mounted machine gun truck

    You do understand that arma is not be the only game that will have Armored vehicles and guns mounted onto it. Standalone will eventually have them.
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