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Showing results for 'Vehicles'.
Found 41868 results
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Why is such a drastic increase in enterable buildings considered a good thing?
BC_Hawke replied to BC_Hawke's topic in General Discussion
Haha, wow, talk about flying off the deep end. You're bringing up topics here that aren't even related to the subject we're talking about. You've also really exposed your ignorance on several of the topics you brought up. l don't even know where to begin answering you. I'll just make a little bullet list instead I never said making the world more enterable makes players less interactive. How can you be that far off from what I said? I said that adding so much explorable area spreads people out and leads to less interaction across the map. I never made any connection between buildings and how players interact when they meet. That was your doing.If you could "NEVER GET ANYONE TO SAY THEIR FRIENDLY AND NOT ACTUALLY KILL ME RIGHT AFTER IN THE MOD" then you're just revealing how bad of a player you are or the fact that you weren't actually playing on vanilla DayZ servers but rather carebear PvP servers with vehicles and choppers everywhere. My squad and I interact with players in vanilla mod successfully all the time. It takes skill to do this. You can't just run straight up to people screaming "FRIENDLY!" over direct chat.You're claiming that a) vanilla DayZ has side chat enabled (when after a couple of months following release they removed it on public hive servers, so for the most part vanilla servers had no side chat, though that has changed with private hives which mostly enable it) and /b) that my squad and I use side chat. You know what...WE DON'T. Go ask any player on US434 and they'll tell you. We only use direct chat to interact with players. In fact, everyone in our squad met through direct chat. And since when do SA players not use Teamspeak? You know what though, THIS HAS ABSOLUTELY NOTHING TO DO WITH THE TOPIC OF THIS THREAD, so I'll stop there.I don't need statistics. I play vanilla DayZ mod on a regular basis and meet people in all types of areas on the map, and in 3 solid months of playing SA I encountered about 5 people outside of coastal areas. The boredom just killed me. With practically no zombies or player encounters, the alpha had nothing to offer but boredom for me, so I stopped playing because I'm not fond of coastal deathmatch with fresh spawns. Either way, in case you missed every single one of the times I said this already in this thread (I'm putting it in all caps and large bold text just to be sure you don't miss it this time): THERE IS A MIDDLE GROUND THAT THEY SHOULD HAVE AIMED FOR. I'M NOT SAYING THE MOD HAD THE RIGHT AMOUNT OF ENTERABLE BUILDINGS. I'M SAYING THAT MORE SHOULD HAVE BEEN ADDED, BUT THEY WENT TO FAR AND ADDED TO MANY. SOMEWHERE IN THE MIDDLE WOULD HAVE BEEN BETTER. I can't for the life of me see why people are completely missing my point even though I've made it very clear. -
Not sure about this, I'm pretty sure they will add Military vehicles in at some point but I'm not expecting a Land Rover unless it's a Civilian Defender Model I know that at the very least we can expect a "Technical" to appear, like a Toyota Hilux or a Nissan Pickup. I know that I read somewhere that the plan was to have the player find a HMG or just an MG in general and allow it to be mounted to said vehicle. Man it would be awesome to make a gun truck, attaching a load of MG's to the back of a V3S or something.
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www.DeadCellGaming.com Teamspeak @ TS.DeadCell.US DayZLauncher - Mods Required for the server are DayZ Epoch 1.0.5.1 and Overwatch 0.2.5 Overpoch Chernarus @ 158.69.122.89:2402 Server Features: • Custom Anti-hack • Instant Respawn • 24/7 Day • Enhanced Spawn Selection • Group Management • Plot Management • Door Management (Eye Scan) • Advanced Trading • Custom Loadouts (Based on humanity) • Ear Plugs • Locate vehicle with GPS • Custom Missions. • Custom Airfield edits • Custom South Side Trader located in Chernogorsk • Roaming Trader that spawns in a new location every restart • Single currency (Cash Money) • Global Banks/ATM's • Fast Trading • God Mode, Anti BP, Zombie Shield & disabled guns in trader cities • Self Blood Bag • Deploy/Repack Bike, ATV/Dirtbike/SUV & KA137 • Auto Refuel/Rearm/Repair @ trader heli pads & gas stations • Logistic Tow & Lift. • Right click Binocular/Rangefinder view distance modifier • Snap Build Pro • Build Vector • Plot management • Indestructible Cinder and Metal • 1 Step Build • No Weight • Locked vehicles have God Mode inside 50m plot pole radius • Custom abandon safe mission • Impound lot for abandon vehicles in safezones • Custom humanity system • Six month wipes • Much much more Player Reward System • Most Wanted: Is rewarded to the biggest bandit on the server. On the 1st of each calendar month we will contact the player with the most negative humanity change from the previous month. This player get to create there very own custom loadout for the month. Choice of weapons and skins. For more info click HERE Players that play over 55 hours on the 15th and 120 hours on the 1st of each month on the server get access to CAMP VIP. Camp VIP has all traders minus hero/bandit/black market traders and everything is 20% off. You can buy half cinder walls, cinder door/garage doors and metal panels, this lets you skip a full step when trying to build a base. Roaming trader is here also but static and sells the best stuff on the server at 20% discount. For more info click HERE What you get from us: Dead Cell Gaming hosts one DayZ mod server. Our server has fully customized AI missions and scripts. Our script writers are very skilled and have been on our staff for over 3 years. We have experience with just about every possible map/mod/script and work around the clock to be sure everyone has the best experience on all our servers. Our admin team is active, they do not play on the server and will respond to issues promptly once contacted in team speak. What we want from you: All we want is that you get a exciting experience in our server. Whether it is infantry combat, dog fights or base building - We have something for everyone. As a player we suggest you have a look at our rules located on our site. We also encourage you join our team speak to further your experience when playing on our server. Important Notes: • Two hour restarts. • Strict base maintain set at 8 days. For more info click HERE • Decayed Safe Mission: The safe will get permanently unlocked if untouched/unused for 8 days. Our script will pick a permanently unlocked safe at random, teleport it from the base to a random location, place some cover objects around it and place a marker on it. Then let everyone know about it. • Strict vehicle cleanup. For more info click HERE • DeadCell servers are protected by a custom written anti-hack and battle-eye filters. This means our servers are 99% free of hackers. • By joining the server you have read and understand the full rule set located on our website. CLICK HERE We hope you enjoy playing on our servers!!! Our dedicated box specs • CPU: Intel Xeon E5-1650v3 6c/12t 3.9GHz (OC) • RAM: 128Gb DDR4 ECC 2133 Mhz • SSD#1: 480GB for OS/Storage • SSD#2: 480GB for servers • OS: Windows Server 2012 R2 • Connection: 1 GBit/s (1000 Mbit) • Location: (Canada) Beauharnois, Quebec
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Let me first say I know vehicles are very hard to implement and take lots of time to create. But eventually I would like to see some type of Military vehicle with machine guns attached. As I know there eventually will be. As a suggestion I would like to see some type of Military Land Rover. For example the Land Rover Wolf is a very nice 3 to 4 seat military vehicle with mounted machine guns for the passenger and for a gunner in the back, it also is great in 4x4 areas such as dirt,gravel, a steep hill etc. Have them found inside airfield hangers or military bases around Chernarus. Mounted machine guns should spawn empty and take 7.62 ammo. A gunner should easily be able to get taken out due to the fact his/her whole upper body is showing so it wouldn't be completely unfair/impossible to take the gunner out. Also this item should be exceedingly rare and have to find Weapons Mount Installation Kit to mount a machine gun onto it.
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Now that trucks are persistant in Experimental , does that mean they can do it with tents ? and if not , I forgot the whole 8 year list . Will we be able soon to store gear in the vehicles ? like in the next few updates , as a base on wheels ? or was that months down the road ? Very strange to me , i remember buying a game as a kid , You bought a game and it was was complete ,and you finished it. There was never any of this waiting period. Like every game on steam is ALPHA or Indie. Mabey an update here or there... Wierdsville :) Does anyone make a finished product anymore then push it out to stores ?
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German military vehicle: LGS Fennek. An Easy addition to SA
thedogfoodyayho replied to stielhandgranate's topic in Suggestions
We're not in the Czech Republic. Chernarus (population: Chernarussian) is near the Georgia/Russian border area and was infact a part of the Russian empire and later Soviet Union until 1991 (Arma lore) The terrain is based of an area in CZR where the developers grew up, but Chernarus isn't anywhere near the CZR. The CDF (Chernarussian Defense Force) used T-72s, BMPs, BRDMs, and (Almost defiantly, but they weren't in ArmA) BTR Variants, With the soldiers carrying AK-74 and AKM rifles supported by PKMs and RPKs, (So basically shit the Soviets left behind) as opposed to the BVPs (Just BMP copies) OT-64s, Sa Vz.58s and UK.59s of the Czechoslovak army. (The Czech's did/still use T-72s and BRDMs though) I don't get why people think light armored cars are OP. Notice thing thing doesn't have a turret, so if someone wants to shoot at you, they have to mount a gun on it and stick half their body out. Also, armored cars would probably be 1st person only, and as anyone who has played Red Orchestra will know, it's very easy to sneak up on a tank that doesn't have a floating camera above it. In regards to destroying them, there used to be talk of IEDs in DayZ, back in like mid 2013, and they even showed them off in a stream. (They worked like grenades) but It seems they have been scrapped, though they would be perfect (although they were made from camp stove gas... not to effective) and a Molotov (Which imo needs to be added) broken over they engine will burn it out. (This is how finnish troops destroyed Soviet tanks during the winter war) Also, I really don't see why people are so opposed to Launchers - I guess they don't understand the difference between Anti-tank and high-explosive rounds, or that these things are virtually useless past 150-200m. But for an armored car, i'de like to see a Police/Headquarters BRDM or BTR, or a BTR-152 closed top, all lacking a turret. I machine gun could be added above one of the hatches on the roof. Google these vehicles before you call OP. Or, open-topped vehicles, like the original BTR-60, or a BTR-152/BTR-40. basically only good against people on the road in front of you. -
Why is such a drastic increase in enterable buildings considered a good thing?
BC_Hawke posted a topic in General Discussion
I'm curious, why has so much of SA's focus been on planting down as many enterable houses, buildings, and apartment complexes as possible? The end result of this has been a drastic reduction in player interaction in comparison to the vanilla mod. While the mod certainly had too few enterable buildings which definitely justified some map additions, the last year of SA development has drastically increased the size of the map via buildings. Sure, Chernarus still has the same area in sq km, but by adding so many buildings the map has been virtually increased in size drastically. Even if they increase player count to 100 there's still so many nooks and crannies that players can be in that there will never be the amount of interaction that we saw across the map in the mod. On top of this, looting just seems tedious rather than exciting. Going room-to-room-to-room in Cherno apartments can take for ever and for the most part you're looking at near carbon copies of each room you look at the entire time. Also, there's the point that many people have already made that there are far fewer remote areas in the woods now for people to hide camps and vehicles once persistence is working. Finally, the addition of so many models and textures just takes more of a toll on server and client FPS. While it's a good thing to make additions here and there, I wonder why it's been decided to add so many enterable spaces. What's the motivation behind this? Why not have only certain places enterable when adding all these new places? -
The bridge is quite awesome. It's fairly narrow (but wide enough for vehicles) with huge drops on each side so you tend to check your surroundings before you venture across. It's really two islands, hence the bridge, but they look like one big island kinda. Yup, I go by Tatanko everywhere :) I had no idea what to expect with Skalisty and was very pleasantly surprised! It appears that they not only added the castle, but made it into a tourist attraction as well. You're too kind :p These are not up to my standards really, but it was the best I could do only having a few Exp. servers to choose from. I'll take prettier ones probably when this hits Stable.
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German military vehicle: LGS Fennek. An Easy addition to SA
Chaingunfighter replied to stielhandgranate's topic in Suggestions
I think allowing firing from the exposed positions (i.e. where the turret would lie) on lightly armored vehicles you could technically call APCs wouldn't be too much of a problem. We should certainly be able to fire our guns in positions throughout regular vehicles as well as helicopters, though. Even the occasional pickup truck with an available MG to mount on it wouldn't be all that bad, although IMO I wouldn't go any further with land based combat vehicles than this. If people want armored vehicles then they should have to improvise them with metal sheets and whatnot at the cost of reduced speed/higher fuel consumption and reduced visibility. AT weapons and whatnot wouldn't be the equalizer (I certainly don't want to see every man and his dog with an RPG-7) but regardless of how far they decide to go with vehicles I still think we should get some general AT weapons of all kinds. They're useful against all vehicles, and single shot disposable AT weapons and RPGs can still be used for infantry support even with a completely absence of vehicles. Mines, IEDs, and whatnot also have more practical applications than just anti vehicular use. That just happens to be a bi-product of them. -
I feel like neither the Mod or SA are for me any more...
scaramoosh (DayZ) posted a topic in DayZ Mod General Discussion
It feels like the SA came out, killed the mod and now the SA is dead too because of the lack of development. I loved the mod from around April until Sept 2012, but then it started getting massively popular and it all went to koS and all these stupid mods came out which ruined the experience for me. It came to the point where the mod was dead, everyone was playing this other versions of the game which just sucked. So I quit the mod and decided to wait for the SA as it sounded like it was getting back to the roots, my friends did the same and we waited and waited.... The SA finally came out and it was like they stripped everything out and had this empty shell of a game. It has now been over a year and it still feels broken and empty, my friends have all moved on and don't care any more. I come back once every few months, but it never feels like there has been any progress. The loot system is still broken, I really don't get why we all spawn in the same locations if you cannot get the loot sorted? There are still no zombies, no vehicles, and all the promises of bases are stuff are another life time away. Like what do I play now? Both versions are shit and they feel dead too.. I mean I remember in the height of Dayz I was meeting so many people in the game. There were constant conflicts and meeting people was just so much fun, the game felt so full of life. Playing SA now the map feels empty, I hardly ever meet someone now and if I do it is KoS, like all the players full of personality have now moved on. I find the SA and the Mod so lifeless and depressing to play now.. it just feels like everyone has moved on. I think having so many enterable buildings in the SA not only makes finding loot not fun but it hides a lot of the players. I hate the apartment blocks, they are so big but there is never anything in them, it was so much better where all the loot was just on the stairs and in the top rooms. -
Just returned after almost a year...
scaramoosh (DayZ) replied to louist's topic in General Discussion
There is never any loot, zombies or vehicles, you have to spend ages running deep inland and there is no auto run and by the time you get there the loot is always crap. All the major military places are picked dry so don't bother with them, just run around for hours trying to find a crap gun and then server hop.... oh wait no every frigging server seems to have a different character. The game is a mess, the mod is so much better, it actually has loot, zombies and vehicles. -
German military vehicle: LGS Fennek. An Easy addition to SA
krazypenguin replied to stielhandgranate's topic in Suggestions
Firstly, just to clarify something mentioned earlier - in real life, civilian vehicles offer no protection to bullets, even small arms ones, and are in no way whatsoever bullet proof. Only in stupid Hollywood movies and TV shows do cars absorb bullets. Whilst a bullet hitting the engine of a car might well be stopped by the sheer bulk of metal in the engine and thus not continue into the passenger compartment, that does not count as bullet proofing since in the process it would wreck the engine of the car. It's simply absorbed the bullet. Note that whilst modern cars might have a lot of components under bonnet which are not essential to the core function of the car the ones in the game are decidedly more basic. You hit the engine on one of these Lada\Trabant style cars and it's pretty much game over. Moreover, that's the engine, which is a big chunk of metal. The actual chassis of a car is very thin metal and a bullet will go in, through and out the other side. As an example, anyone remember the Top Gear Christmas special a few years back where they start in Iraq? Clarkson fills the door panel of a Mazda MX-5 with sand and a guy shoots it with a pistol - the bullet goes through the door (and sand) and then through the other door too. In the process it breaks up and tears chunks off the door which would really mess up any occupant. Cars are death traps when bullets are flying. With regard to what are effectively APCs being in the game, my head says that it is entirely logical and probable that in a Chernarus sytle situation (as I understand it, a lowish tech level military\civil conflict which then goes nuts as people become infected and turn into "zombies") there would undoubtedly be the odd APC left lying around. Some would be abandoned intact by crews who simply panic and flee, others would run out of fuel and be abandoned and others would break down and simply be left by the side of the road or pushed into ditches. And, of course, others might be knocked out due to light damage which kills or incapacitates the crew or otherwise causes them to abandon the vehicle when it is either still basically serviceable or otherwise easily repairable. These, and many other similar situations, happen all the time in real life. However, what also usually happens is that these vehicles are stripped, over and over again, by all partes until everything of value or use is gone. By the time our characters stumble across them they should never, IMO, have fuel, guns or ammo (certainly not vehicle mounted ones anyway) and almost always have some sort of either damage or missing parts. Players should never, in this game, be able to weaponise these vehicles, certainly not the turrets on them and really even crafting firing ports in them should not be possible. This isn't the fricking A-Team. If these vehicles were to be added getting them up and running should be an unbelievably difficult and time consuming process and keeping them running should need HUGE amounts of fuel, which should be very hard to find. At present the game is not set up for this sort of prolonged activity, and the ability to dupe\exploit\server hop to store quantites of the bits you might need would mean large groups would easily be able to get the vehciles running without going through the challenge properly. Meanwhile, over in my heart, there's a resounding NO! I do NOT want APCs in the game, I do not want the sort of people that thinks it's funny to take their fully armed crew into Elektro to torture and murder bambis to in future be able to drive what is effectively an invincible tank into the middle of the town and mow people down, or just cruise up and down the coast slaughtering new spawns without any possibility of taking damage. And no, anti-tank weapons, explosives, mines etc..are NOT the equalizer here - common sense is. Whilst these things might enhance the game experience of players who get off on killing defenceless people, they would utterly ruin the experience for everyone else. Bad idea. TL:DR - want something with more armour than a car or truck? Go play Arma. -
What do you want to see in .54
blackberrygoo replied to LORDPrometheus's topic in General Discussion
I voted central economy, but what I really want to be addressed is persistence all over , not just vehicles , but it's all coming together slowly .. But they already said a new anti cheat and battleeye were being integrated into the experimental branch at some point on this next set of patches , so we won't need to vote for that :) ! Edit : to axerzeroon, that's not entirely true , the new renderer will be placed in it's earliest stage , sometime this quarter as it's slated on the roadmap ... So we will see some improvements , just not ALL improvements that the new renderer has to offer . until beta . -
(I'm not sure if this should be general discussion or suggestions so can a mod please determine and move me to suggestions if that's the right place. Thank you.) Now the devs have obviously got a huge To-do-list for the upcoming months but priorities constantly shift during the development process of a game. The biggest source of development priority shifts are time constraints the second biggest is user feedback. This thread is for you (the forum community) to decide what should be made a priority for release .54. I'm saying .54 since .53 is essentially finished and just being put through some QC before release. Please don't suggest anything ridiculous like tanks and helicopters since vehicles are complicated and a long term project. Also don't suggest switching engines or removing persistence. Everything on this poll is listed on the 2015 roadmap as a q1 or q2 goal I have no affiliation with the devs but want to see this game go in a positive direction and aligning development priorities with community desires is a good way to ensure sales and success.
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Added Advanced Trading - sell from vehicles and backpack Added Plot Pole Management - Friends can build when you are not on line
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Got killed in the woods. Encountered a medic in training called Jenny, and spared some supplies to contribute. Went fishing in the night with a camp fire lit close by. Peaceful and quiet. It wasn't the apocalypse for a brief moment. Found V3S and jerry can right next to each other. Traveled to another dimension with said V3S (Vehicle wanted to see what was under the map... :rolleyes: ), and miraculously survived. :thumbsup: Would go for seconds. Seriously been having a pretty good time in 0.52. Found multiple vehicles, and tested them a lot without having much problems. No crashes or anything of the sort. Looking forward to the next step DayZ takes! Never stopped playing since Dec18th 2013, and I have to say that I'm pretty happy with the evolution of DayZ. Great community, great devs, good times. :thumbsup: B)
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Complete Noob, need alot of help with DayZ mod.
BC_Hawke replied to spearmintz's topic in New Player Discussion
Wow I'm surprised nobody here has been able to answer this. Okay, first off, the reason your inventory looks the way it does is because you're playing the official DayZ mod. Most videos you see of "DayZ mod" these days are of derivative mods (ie mods of the mod) like Epoch, Overwatch, Overpoch, Origins, etc. When the official mod went from the 1.7 patch to 1.8, there were significant changes to the game, including the HUD and inventory. At that point, all the derivative mods branched off and are still based on pre 1.7.7 code. 1.8+ has brought great changes to the mod, allowing you to carry a melee weapon and rifle/shotgun at the same time, improved hunger/thirst mechanics, improved medical mechanics, improved infection mechanic, crafting, base building, and improved zombies. Honestly, most of the mod derivatives have devolved DayZ into an absurd mash up of gameplay that resembles GTA, CoD, and BF much more than DayZ. 99% of those mods are just insta-gear up PvP games with severely nerfed or even completely removed zombies. Second, the controls are not nearly as hard as you're making them out to be. They're just a bit more involved than most games. Spending 10 minutes in the options>controls page will allow you to familiarize yourself with the controls. The one major downside is that when you're not holding a weapon in your hand you can accidentally toggle certain settings that force you to walk instead of run without realizing it because your character won't do the animation without a weapon in his hand. You may accidentally double tap one of your lean keys (Q and E by default I think) which will slow your character to a walk, but you won't see him leaning without a gun. You may also toggle "aim down sights" which is your right mouse button. This will force your character to walk as well. Also if you double tap "walk" (left shift), your character will be toggled into walk mode. The order of trouble shooting if you're stuck walking without a gun in your hands is tap Q, then tap E, if that doesn't work, try RMB, if that dosn't work click RMB again, then try double tapping left shift. That should fix things. Soon you'll find that Arma 2/DayZ actually has an amazing set of controls, allowing you to lean, go prone, play in 1pp or 3pp, and be able to free look around you by swiveling your head. I find it mind numbing going back to traditional primitive 1pp or 3pp games that don't give you this much freedom of movement. Third, you cannot punch nor raise your fists in DayZ mod (save a few mod derivatives that added a script allowing you to do a slow punch animation). It's the standalone game that allows you to punch people. Fourth, your screen shots look terrible. Be sure your interface resolution is set to your monitor's native resolution, and your 3D resolution is the same (100%). Then try these settings if you want decent FPS but still want the game to look good: Texture detail: very high Video memory: default Antisotropic filtering: very high Antialiasing: disabled (you can enable this if you have a really good GPU) ATOC: disabled Terrain detail: very high Object detail: very low Shadow detail: high HDR quality: normal PPAA: FXAA sharp high Post Processing: off (or low if you like the bloom effect) Fifth, understand the difference between vanilla DayZ mod servers, modified private hives, and mod derivatives like Epoch/Overwatch. Vanilla DayZ servers run the original mod with no changes. Unfortunately, 99% of DayZ mod private hives are heavily modified with 100's of vehicles and choppers, added buildings, starting loadouts, and other things that cheapen the experience. I HIGHLY recommend starting off in vanilla servers to get a real feel of DayZ and how it was intended to be played. Here's some info on getting into vanilla servers. Beyond that, there's plenty of other mods of the mod that in my opinion ruin the entire point of DayZ by making it super easy and strictly PvP, but for some reason a lot of people enjoy them. Hit google, there's plenty of info out there on how to install them and find servers. Just remember, DayZ and Arma 2 aren't Call of Duty. You're not going to boot it up and be in a 360 noscope FFA sniper deathmatch after 5 minutes of playing. Vanilla DayZ mod takes patience and time to learn and gear up. If you want a good idea of how the game functions and what to expect, watch Frankie's DayZ mod series (though his videos are pre-1.8 DayZ so inventory/hud will look different and hunger/thirst/medical/infection will be different). -
Facilitating Peaceful Player Interaction: Trade & Reputation
GodOfGrain posted a topic in Suggestions
Facilitating Peaceful Player Interaction To state the obvious: As of now, we have the “not much to do-situation", combined with a steady supply of tools to kill. No wonder, the situation is characterized by the often-complained abundance of PvP and little chances for peaceful player interaction. But going forward, the situation will not fundamentally change unless a basic issue is addressed: The risk vs. reward of peaceful interaction is dramatically flawed. Basically you are always better of playing with an organized group than taking the risk of approaching strangers; which is unrealistic and limits gameplay options. I don’t think that I have to elaborate this further. What we need is a structure which rewards interaction with people outside of an established group; while decreasing the risk of doing so. The concept I want to propose is based on two things: a ) Increasing the importance of trade b ) Add a reputation system to facilitate trade The basic idea is that if “trade is required” and “reputation is required for trade” – we will have more interaction and less KoS. The crucial part herein is of course the design of an adequate reputation system. I am aware of previous discussions in that regard (e.g. arbitrary bandit-hero system, based on “kill-counters”). But let’s dive into the trading dimension first. Part 1: Making trade necessary for achieving advanced gameplay objectives In my vision for DayZ, the gameplay of a survivor would be driven by the necessity to fulfill his or her basic needs. Obtaining food and other consumable supplies would be the main challenge and occupation. It should be that difficult, that someone new to the game should almost certainly die from hunger, thirst or lack of medication. Even a rather experienced player who successfully obtained all necessary survival items (clothing, storage, tools etc.) should frequently get into dangerous situations; the lack of consumables such as food, water, medical supplies or ammunition. It should be barely possible to survive by scavenging food alone. An experienced player would combine scavenging, hunting and basic forms of horticulture to secure his food supplies. A good combination of these activities should ensure a players survival, unless he is very unlucky. But this would still require him to spend most of his time dedicated to basic survival. Organized group play wouldn’t change this situation. The necessary amount of consumables increases proportionally; and if the group relies on scavenging only, it will be even more difficult to obtain enough food for everyone. But there would be one way for a steady food supply: Horticulture. Advanced horticulture should be a very effective way of producing food. But it should be designed in a way that it is not attractive for a large proportion of the player base. Horticulture should require the effort of a larger organized group. Time until harvesting would be about one week! It would be necessary to maintain the fields on a daily basis (watering) while obtaining necessary resources (fertilizer, equipment). (Necessary: Fields cannot be destroyed. Harvesting fruit only possible once food is 100% grown, so the team can organize protection of their crops/ harvesting process at that time.) It should require so much effort (and be a bit tedious) that this option is not appealing to many. The output would be great on the other hand. Five people doing horticulture could trade away about 80% and only consuming 20% themselves. Similar to the horticulture system, there should be additional fields in which you profit from a concerted group effort. For example: a ) Creating ammunition b ) Repairing weapons and tools c ) Creating medicine Besides creating value with the activities mentioned above, additional playstyles would evolve which fit into that system: · E.g. bandit clans hunting other players and selling their stuff. · Scavenging and hoarding rare items (e.g. rare parts for base building, crafting, vehicles) · People going to dangerous loot areas to find and trade rare weapons · Groups offering transportation services · Medics which go out and help people may ask for a fee for their services While it shouldn’t be strictly necessary to participate in trade, it would be highly beneficial. Otherwise, you may be limited to fight for your survival and not have time to e.g. collect resources for advanced base building. Such a system would introduce basic economic principles: · Scarcity of resources · Economics of Scale · Competitive advantage by specialization · Value-created is realized by trade · Self-regulating market system (over-/undersupply) · As a result, a currency would arise on its own. Maybe food, maybe bullets. Part 2: Reputation System To reward peaceful interaction we can combine the “necessity to trade” with a reputation system. That ain’t easy though. We had our experiences with the notorious hero-bandit system. Simply logging kills does not help representing what is really happening in the game. Here is what I came up with: Online database in which you can check information about other players. Perquisite: Single identity across database/ forum / game The database contains the following information for each player: a ) Player has the possibility to write something about himself b ) Written input by other players c ) Numerical input by other players (“trustworthy” or “dangerous”) d ) Maybe basic stats (e.g. active since, average life-time, max life-time, kills) Think of it in terms of the review system used in Ebay. You can only enter a “review” in the database after you have met the player in-game. a ) By talking to a player (standing next to him, scroll-down option) b ) Identify a dead body You would gain the option to add a comment in the player’s database. You would probably do that out-of-game in the browser; or alternatively there could be an option in the in game menu. You have all the freedom you want with that. Lying is fine. The idea is that once you have enough entries, people would have the possibility to elaborate whether you may be trustworthy or not. This system could of course be abused to a certain degree. Each bandit would have 5-10 positive reviews (from their teammates; but limited by “unique-ID”). But you cannot really forge an account with 500 positive reviews for a dedicated medic or a trustworthy trader. A player could spend time checking a player before agreeing to a trade; carefully reviewing the comments on a player. In addition, the game could provide the possibility to quickly check the reputation in-game by a non-intrusive form such as the heartbeat system when looking at another player at close or medium range. The data available ingame derives from a basic numeric rating (“trustworthy” or “dangerous” votes) besides the written comments. Is that system perfect? – No. Is it realistic? – No Is it more realistic than “to know nothing about other players”? – I believe so Is it good gameplay wise? – I believe so Combining the “necessity to trade” with a reputation system, we would live in a world in which killing is not always the optimal way of playing. You can do that, and it has no arbitrary punishment. But you will get a bad reputation, and you decrease your possibility to trade. In a world with really scarce resources, this may be a bad option. On the other hand, peaceful players will receive a tangible benefit for the risk they are taking in social interaction: You go out, hand out a can of beans to fresh spawn – and they may leave a positive comment for your account; simulating the word of mouth. Please also note that this system would allow skillful bandits to do their job: You can only rate players after “talking” to someone or by identifying a dead body. If you kill without getting identified, no one will know about it. Thanks for your attention. Looking forward to your feedback J -
I suggest finishing this agenda before making new promises. From 28th March, 2014 Q1: Bow Crossbow Track arrows and reclaim them Fireplace Upgrade to owens Q2: Ragdoll Persistence Zombie behaviour Centralized loot control Q3: Ak-47 Wolves Bears Companions Horses Dogs Barricading Better zombies Vehicles Bicycle Atv Small car Q4: Vehicles Helicopters Boat Plane Truck Vehicle upgrades http://www.vg247.com/2014/03/28/crossbows-fireplaces-in-next-dayz-update/
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I also think development is too slow. Even more because I dont play any other games any more (OK, I play Arma 3 Epoch and sometimes mod). Team, mostly Dean, made some wrong decisions during development. SA started with maybe dozen people working on it. But it quickly overgrown that. Game (unfinished) that sells in 3 million in a year without marketing, requires bigger team. Much bigger. Also, I feel like ARMA 3 devs and dayz devs dont cooperate much. WHY? Games share similar engines. If Arma team made vehicles, planes and other stuff...why is that not transfered to dayz? Dayz mod sold million of Arma 2 copies, I think its time to give something back. But we can runt all we can, we cant achive anything.
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I'm not sure what you're expecting to change. The mod has been out a few years now, and at its core it's still the same game with more content. This is essentially how the SA will be. The core functionality is there, gameplay isn't going to become drastically different. More vehicles/vehicle types will be added and things like persistence will get ironed out as well as numerous bugs. But if you're expecting a different experience altogether, it's not going to happen.
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anything with 15 or higher and you basically control the server - this will become more evident when they add in more vehicles and persistence
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Vehicles, loot, tents, persistence, zombies (both respawning and the majority of their clipping issues), animals, more weapons, more clothes, a tonne of new items, cooking & fires, temperature & wetness, bug fixes, server side performance improvements, fixed the issue of having loot disappear for a minute on dropping it on the ground, work toward implementing the new renderer, physics and sound engines etc, added functionality to almost all of the items, more crafting stuff, map changes and more. A lot of it isn't really, really apparent unless you look for it though. Bigger changes'll be coming this year with massive improvements to zombies, performance and general stuff in game. Should be a great year. I'd recommend you go to a YouTube channel like WOBO and check the changelog videos out to see what's been added, fixed or improved. There's actually a hell of a lot.
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I love this idea! Especially the degrading system is such a good mechanic that would be quite realistic, be in line with the gameplay and (most important for me) would prevent the agglomeration of dozens of player homes/bases throughout the map as it's happening in DayZ Epoch mod. In the mod I really hate it how there are unused bases and vehicles everywhere not even talking about the so unrealistic and immersion breaking floating heli platforms every base seems to pile up into the air. So, great and immersive idea, I'm all up for it!
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- [updated] - Temperature now lowers/Raises based on different effects. Negative Effects Wind Rain Night Standing Still Positive Effects Vehicles Moving Fire Building sun