Search the Community
Showing results for 'Vehicles'.
Found 43107 results
-
Vehicles are working' date=' you have an option to save it, then if server restarts it will save at the place you left it! [/quote'] Oh okay, so if I save my cars position and then log out, it will disappear until I log back in?
-
You can find a tent (takes 3 spaces in your backpack) that you can set up and store items in. Tents only save on the server you set them up on but they remain there even after server restarts. You can find more info about tents and vehicles here: http://dayzmod.com/forum/showthread.php?tid=1362&highlight=tents
-
When you drop an item it has a chance to despawn, and is despawned when the server restarts. You can store items in Choppers/Tents/Vehicles, these vehicles can be saved along with tents. However with tents you have 2 - 3 days left if you die to go back to the tent. If you have a map in-game then you can see the legends/churches on the map but there is more than one church in the game so good luck. :V
-
You can store items inside tents / vehicles. These are both server bound. People can find these tents / vehicles whilst you're offline and loot them. Also, yes there are multiple churches and there are church icons on several of the maps.
-
There are two kinds of people killing others. 1) The FPS player. This guy, there's nothing you can do about him. His ONLY goal is to log in for a bit, and kill people for no reason whatsoever, not even their stuff or anything. The rest of the mod doesn't even remotely interest him, zombies are a pain and for stupid "pve carebears", etc. You get the idea. You CANNOT fight these guys and you certainly cannot win. They have no emotional attachment to whatever they're doing, don't give a shit about the mod's concept and if even if you kill them, they'll just respawn, go camp new weapons and server switch while looking at a map on the internet, and start again. Also, since nothing matters, they'll happily disconnect to avoid death, or use any abuse they can. I repeat, these dudes play this mod like any normal FPS, and Chernarus is just a bigger counter-strike map. Good thing is that they're not too many of them overall. 2) The average players. These guys play either solo or in pre-made groups and actually play the mod, embracing it's content. They'll enjoy zombies, town raids, repairing vehicles, and pretend to try and survive..in a way, they'll sort of "roleplay" the situation. Sometimes they'll meet other people and then they'll make a decision on how to deal with the situation. Not just killing others because it's fun, but they'll actually think about it for a second, why it's needed, or why it's not. Most can be quite friendly, but most are also very careful when meeting other people, even if they don't want to kill people, because they have a certain emotional attachment to their characters and pride themselves not on how many people they killed, but how long they've been alive for. This is I think the majority of the players out there and the more the mod will develop, the more there will be of these guys. Personally, I think the bandit skin should go, period. It's artificial, it feels artificial and worst, it makes some people crave it, like a scoreboard almost. Humanity is ok, but it should NEVER be displayed to the player (any score will PUSH players into competition for it) and it should impact your character in different ways, such as nervous shakes and other "gameplay" mechanism so that you don't WANT to lose it. Nothing too serious so that you feel really penalized when it happens by accident but something so that at least you don't WANT to lose it, or not too much. Map tracking and scores and whatnot, I'm completely opposed to that, feels also totally artificial.
-
Vehicles are working, you have an option to save it, then if server restarts it will save at the place you left it!
-
Frankly if there is one thing this game teach you is cooperation. To a point of course. -With a friend you have a backup if things go wrong. -With two friends no loner will ever attack you for your gear. -With more friends, your carrying capacity allow you to scavenge much more efficiently, benefit most from vehicles, establish temporary perimeters while a friend is respawning, carry extra "respawn kits". Peoples already group and socialize, simply not with everyone, and they shouldn't have to, really. What i don't like with the humanity system is that it label a group of peoples as "bad" and creates a game sanctioned "us vs them" which is fine in a team based game, but this is not one of them. Most humanity + shoot bandits on sight. They do not shoot them because they are a scourge to the game, they shoot them because unlike shooting another survivor, shooting a bandit is free, no matter how unfair the circumstances are, and they can pretend they are acting for the common good and pat eachothers in the back for making the world a better place or something. But being a bandit is a simple "karma" mechanic, it doesn't factor why you became a bandit or how, it's not very precise either since you become a bandit at your first kill of a survivor, no matter what, and there are hundred of reasons to kill one another. The day you become a bandit by accident, or on purpose, you realise that it's nothing special, that you didn't become magically an evil bloodthirsty brute, you're just the same, but now, instead of giving you the benefit of the doubt, 90% of the other players shoot you on sight as soon as they spot you. So if you want to survive, you do the same and sink further into the humanity scale. It's trying to push some universal view of good vs evil, but fail to do so because you cannot accurately judge player intents and the situation solely through game logic. That's why in the real world we dish out justice with a court, and not with computers. In my opinion, we get enough manichean good vs evil shoved down my throat everyday in the real world, don't you think? I mean this mod picture the end of civilization, there is no god, there is no retribution for your sins, all you can do is TRY to cling to the last shreds of your humanity. You can only make virtues for yourself, being unable to force others to play your way is what makes this mod interesting. Enforcing it through a simple (and ultimately abuseable) game logic only ensure that players will walk the razor edge of the "rules" and that player to player relationship will remain superficial and shallow.
-
Vehicles, lack there of... Risk vs Time vs Reward
Daimyo21 (DayZ) replied to Daimyo21 (DayZ)'s topic in DayZ Mod Suggestions
Im not saying increase it so everyone and there mother can have one.. But your going to die alot. I think the average life time is now 25 minutes (Rocket reported on main site). Im sure Rocket is thinking that he might increase the vehicle spawns eventually but if you think about it. Having a vehicle makes you noticeable and people can do roadblocks, steal your car, blow up your car, or you can simply crash, lose a tire and your ride is done for. The only difference now is that it probably took you several hours+ to find and build one on a fully populated server. People are going to be super stingy with them and I would too.. You just wont see them very often, and even if they are increased, you still wont, because people tend to shoot at vehicles because they might have nice shit in them, and alot of it. "Well I have a vehicle, and it wasnt that hard..." I know I can just join a server at odd hours that has like 5 people and MAYBE find a vehicle and its parts and not worry about getting killed. But thats not fun and still will probably take a small determined group a few hours+. The risk is fun, but lets not make it so hard that youll never see one.. Or I can have a big organized group and find and fix a vehicle in a few hours.. But what about the lone wolves, the smaller groups etc. With so many variables on fixing and maintaining a vehicle.. I dont see how we cant convert some of the 100s of "wrecks" that we see into a few more that work and can be fixed up, maybe put them in vulnerable spots.. I dont care, just give me hope in at least finding one. Is this a high priority? HELL NO! This is simply tweaking with percentage values to make them more available. Especially maybe in major cities etc... Make it a hot zone to get a vehicle. -
Vehicles saved in tents are for that server only.
-
1) They have set locations, but wont always be there, for instance there may be 25 spawns but only 5 of them on the map at one time 2) Yes you can and it is bound to that server 3) Yes it does although it can occasionally dissapear just like tents 4) Yes they do. Vehicles are currently spawned at the start of a server. Until that server bugs to the database no more vehicles can spawn, it is theoretically possible for one person to have every single vehicle on a server.
-
It's only been an hour, I wouldn't bump it this close. 1. Huey crash sites are in random 'selectable' areas. I've found a heli in the same spot before sometimes, so it spawns in different spots. I do not know if you can save them but it does say "Save crashed huey" 2. Vehicles can be saved. 3. Most of the time your vehicles save when the server restarts, sometimes a bug may release itself and eat the cars :V 4. I have no idea, ask the devs.
-
So basically people see DayZ as BF3 with zombies. Awesome! The game could use more options to try and create things, instead of just being about ganking players (which is fun, but gets boring) and then restocking yourself when you die (which doesn't take long assuming you run with a group, we have transport pretty much every day anyway). Fortifying a store/town/city with barricades and gas generators could be fun. Adding things to vehicles like armor plating, etc. So much potential for long lasting gameplay that doesn't consist of "spawn, call for pickup, go to airfield/stary, get gear, gank, die, repeat".
-
Actually, I'm a bit of a Flight Sim "junkie" myself and I have a Saitek yolk, throttle levers, and rudder pedals. And I use my joystick for flying helicopters and driving vehicles in ArmA/DayZ. I really don't see what the problem is. I find it to be an advantage. Either way, it's personal preference. And no, I'm not a "console gamer" and I wouldn't go as far as using an Xbox controller. :p
-
Hello, My mates and myself were playing on EU13, flying around with a chopper. We found a bus, then I landed to drop 2 of them, and while I was taking off, our chopper got shot by bandits. As my gunner and myself (pilot) were dead, we spawned and came back. GreGorYck said in chat something like: "got that chopper down!" Then big gunfights appeared, we fought for like two hours and we killed some of them, they killed some of us, everything was ok until a friend of mine killed the driver of a bus and an other one killed the driver of an UAZ and took the UAZ. Then they restarted the server, locked it and kicked everyone on it expect them.. Server have been locked since 15 mins now I guess that they're moving all the stuff from our chopper/dead bodies/tents to their vehicles atm to get it safe.
-
Persistance and server switching with tents/vehicles.
Unkn0wn (DayZ) replied to Finch (DayZ)'s topic in New Player Discussion
Vehicles and tents (including the stuff in the tent) always stay on the server, they only disappear if the server crashes AFAIK. And of course there's always the chance a player runs into them while you're offline. -
Why not have it that you can fix the power-grid for x amount of time before repairs are required? Like the vehicles, you'd require to find stuff. I think it'd completely kill the night time immersion you get from a pitch black city though if it was on permanently.
-
I agree' date=' and some ideas make no sense or aren't possible due engine limitations. Here is what I think about your ideas and how I think it could be better (or why it doesn't make sense ;)) Wouldn't make sense (story wise), since the woods weren't inhabited. A single zed could be possible (eg. hunters, small group of military) but not big hordes like in cities. Zeds don't have a purpose' date=' except killing non-zeds... They don't need to walk from town to town, but having 2-3 zeds near a crashed car somewhere at the roads would make more sense. I love this idea, although I'm not sure if it's possible by the engine. Would be nice' date=' but useless against zeds, unless you can knock them down. Also, it requires some serious coding or using existing code by other programmers. Yes and no. I like the idea to, for example, light up the hospital at Cherno or the strip at the NW airfield, but I don't think this should be a priority for the devs. Traps' date=' even this simple, seem like a good idea, but again; a lot of coding. Could be exploited by server hopping, although vehicles are already spawned at random so maybe increase the loot or benefits of repairing/owning the vehicle. Might be fun' date=' but not sure if it's helpful. I play DayZ together with some friends and we all have different video settings and can or can't see things that other can't/can. For example; I have everything at LOW, so my distance sucks, although I can easily spot players even when "camouflaged", while one of my friends plays at VERY HIGH and can see anything at any distance but can't spot a player which is 3 feet away... So clothing won't help alot when not everyone plays with the same settings. I totally agree, although we don't want to exclude people without a microphone/headset (for long distance radio). Direct comm doesn't matter if you talk or type, but then it must be fixed first ;) I also suggested something like this as an answer to the high zed count. Zed's should lose interest in you when they can't find you anymore or if it takes too long to get you.
-
This idea definitely appeals to me... it adds a pretty nice strategic environment. It would be REALLY cool if you can build a few different kinds of buildings, and eventually build up your own little fort that your team can store vehicles at and defend it from intruders with motion alarms, big spotlights on guard towers, barbed wire fences, ladders, etc. where intruders would have to observe your team and slowly sneak around cutting the fences and stuff. All of this stuff would be found or built by using scrap metal and other parts, or stealing these things from establishments that others have already built (that would be hilarious to log on and find that your base equipment was stolen from you). The vehicles would require keys, which you can hide somewhere, or take a minute or two to break in and hotwire it to steal it. For "ultimate" realism, the larger items would have to be carried between two or more players, who would have to set them down to use their weapons if their team can't cover them. I get goosebumps just thinking about it! All pretty complex stuff to implement of course, but it would be awesome!
-
More varied transportation (bicycles, "old moto") and fighting over gas stations
cat (DayZ) posted a topic in DayZ Mod Suggestions
Why not increase the availability of vehicles a bit, while at the same time limiting their cross country usability depending on vehicle. For example: The existing UAZ jeeps take ages to repair and are valuable once repaired. Nothing to change here, they work as is. But let us add in more common smaller vehicles that work without repairs, like bicycles or motorbikes (the "old moto" from OA) These would be instantly usable, but have severe penalties if used offroad. This way it would balance out, because you would have teh advantage of mobility but you would be forced to stay on roads which can be camped by attackers. This way the hard to repair off-road cars still retain their value. Also gas stations would (if they would carry more fuel) by focus areas for gameplay because whoever controls a gas station can control mobility. -
Hello, i had some great suggestions, which would make the gameplay way better maybe, if they are even possible. What about replacing most of the car wrecks around the world with different WORKING Cars, only thing recuired for those cars should be a KEY which first has to be found in a house or on a dead/undead body in a town nearby. Every carbrand should have its own key. For example: Chernarus has 10 cars, then there should be 1-3 carkeys which can be found to get away with the car. (a lock/unlock script should be added too then). Players should finally have the ability to skill themselve, one of the skills should be lock picking, so people could lock pick vehicles, if they can't find the key. (no lock/unlock script for those) (thats why some cars still should be damaged, so people won't just get away with every car they find. -------------------------------------------------------------- About the lock picking, there should be weaponboxes or other chests added to some areas, so people have to lock pick those boxes, to get the item, would be a really cool feature, which would make the gameplay alot better. To let there be more places to loot, maybe there should be some Building types added. Like Police Departments which also have Police Cars. Imagine: You and your friends chased by tons of zombies, you get into a Police Department, barricade yourself in, "JONNY WE DON'T HAVE MUCH TIME, FIND THE FUCKING KEY FOR THAT POLICE CAR IN THE GARAGE, JAMES, GET US SOME FREAKIN WEAPONS, ILL TRY TO HOLD THOSE THINGS OFF" Jonny has trys to lock pick the key chest fast as possible... "he gets 5 keys and has to try which is the right one for the Ford Victoria" James wasn't able to open the weaponboxes and is now stuck in a room with zombies. he shoots his way trough the zombies with his last magazine, and all 3 friends drove off with the Ford Vic in the last second. LOLOL, sorry just watched some shit. Well, lets list all my ideas again. 1. Car Keys, Less Wrecks. 2. Skills, (Lock Picking) 3. New Building Types (more enterable buildings) would be tooooo cool. would also change the gameplay alot and would make it more special.
-
Good zombie amount.... with more ammo?
sienihemmo replied to malice42's topic in DayZ Mod General Discussion
I agree, sneaking is a way better solution, except maybe when you actually have a huge group with vehicles, at that point it might be better just to go in guns blazing and getting out as quickly as possible (before they respawn). Or just send a few good sneakers and have the rest on overwatch incase one of them botches it. Personally I'm only on my first character, but I've stayed alive for around 10 hours with it so far, and I've only opened fire on zombies after they're alerted. I've looted 3 villages and an airport without firing a shot, although one of the villages ended with me running for my life to the closest ladder-accessable place and disconnecting on top (distasteful, I know, but there aren't any other ways to lose them so far). As for sneaking tips, here's a few: 1. Always prone, except for crouching when you can't see any zombies in the immediate surroundings (within about a 30 meter radius from you) to move a bit faster. This depends on the situation though, if there's a lot of bushes or walls around you take it slow. Though at night you can get away with prone much easier, the zombies won't notice you on grass (haven't tried with concrete or asphalt) unless they physically bump into you. Your character will panic (start hyperventilating) when one gets too close and it might cause you to panic as well and jump up or open fire, but you'll get the hang of it. 2. You can get suprisingly close to the zombies when proning, even in daylight. I like to use third person when proning trough a village, and measure the distances in my mind with a person laying down (it's easier to estimate in 3rd person). So image a line of people laying down on the ground, the number of those people is the number I'm talking about. You can get around 3 guy's length from a zombie in broad daylight and it won't see you. It might be even less, but I haven't dared to get any closer. 3. Take a while to plan your advance, and try to spot any zombies patrolling where you're going to go trough. If necessary, stay in the same spot until the zombie has gone by you a couple of times so you have a handle on the timeframe and path. This is especially needed when leaving a building with lots of zombies nearby because unless you really waited to see the zombie's path, you're not going to have any idea if there's going to be one right next to the door when you sneak out. Windows on the target building negate this slightly however, unless the server has no 3rd person. Then you'd have to pop your head up anyway, basically as bad as looking out the door. 4. If you do get spotted, run back the way you came (that way you already have an estimate of where the zombies are), unless you're leaving, then just run to where there's least unaware zombies. Run to a clear area away from anything except you and the chasing zombies (meaning farther than your gun can aggro them), then just run'n'gun them. 5. Then there's the bottle/can throwing to distract them while you sneak past, but personally I haven't needed them so I can't really say anything about them. -
My feedback after 20+ hrs of 1.5.6 and 5+hrs of 1.5.7 for bugs, suggestions and feedback on changes 1) Not totally sold on the panic sound but do quite like the idea of player generated sounds outside of moving. Perhaps random chance of sneezing and coughing if illness makes it into the game. 2) Really hoping for the inclusion of moving attacks from zombies. Currently too easy to exploit their movement/attack. 3) Players logging out!! My biggest gripe. I think players should have to find a safe spot (distance from zeds) to then set up a bedroll that takes 20-30 seconds of animation before having the option to log off. If a player doesn't do this there should be a heavy penalty (loss of gear, KO'd etc) 4) Slight increase in vehicles numbers but less fuel available to run them for lengthy periods. 5) More hunting knives (if zombie count and re-spawn rate continue to present such high levels of difficulty around towns/buildings) 6) Ladders... :P 7) Zombie attacks and movement through walls Other than that i haven't really experienced any crippling bugs and problems that can't be related back to surge in popularity and Alpha status.
-
Is there specific spawnpoints for vehicles or is it random? I would love to cruise the landscape on a bike. :D
-
There could easily be conflicts with carrying tents/vehicles across servers. Mainly, think of what happens if you spawn one into another. Also, would it disappear on the server you left? Currently, they stick around. That means when you leave the server someone else can come along and take it. If they didn't stick around, disconnecting would be even more prone to abuse. You could disconnect as soon as somebody said they found a tent, or if you spotted somebody going for your vehicle and you were too far away to stop them. Too cheesy, and too exploitable.
-
The problem is that Chernerus is so big and vehicles are so rare that if you had to stop running to catch your breath every 1000 yards, it would take so long to get anywhere. There is a point where you have to sacrifice some realism for gameplay sake.