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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".
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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
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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.
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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.
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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.
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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!
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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.
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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.
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Is there specific spawnpoints for vehicles or is it random? I would love to cruise the landscape on a bike. :D
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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.
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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.
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=Edit= Neeevermind, I just noticed that this exact idea has already been suggested here: http://dayzmod.com/forum/showthread.php?tid=2511 Move along, nothing new to see here. =/Edit= So some friends and I were discussing all the power lines and power stations that are scattered over Chernarus, when we thought of this idea: What if you could have a large-scale, long-term player driven event to try to restore power to a city by fixing one of the power stations. Pros: Users already collaborate and work together to fix various vehicles - why not buildings? It would fit well into the mod's 'story', with survivors attempting to re-build society. It would add a big 'wow' factor for when the power is finally switched on (if only temporarily) It would add more expansive 'end game' to the mod. Right now that seems to be getting the Huey and various weapons. Cons: A lot of work for the devs that could probably be better spent on other stuff. Arma 2's engine might not even support swapping out models/textures on the fly, or adding dynamic lighting like this.
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A friend did that a while ago (regular ArmA), we're still making fun of him because of that. :angel: People playing ArmA with a controller simply cannot be taken serious. (using it only for vehicles is valid though) Try it at ur own risk. :rolleyes:
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anyone tried a controller?
TillGrave (DayZ) replied to blackbelt27's topic in DayZ Mod General Discussion
Agreed, useful for vehicles but that's about it. -
Game Suggestion: Horses as vehicles (Or Motorbikes)
grofit replied to grofit's topic in DayZ Mod Suggestions
Ah didnt know there were ATVs, I only bought the game this weekend gone and only to play DayZ. Googled but didnt find any information about single manned vehicles in the mod. If it already has ATVs I am happy, having bicycles would be epic, especially if you could ring a bell on it while cycling through town. (Going off topic) its funny how every time I think "it would be cool if this mod had X feature" then suddenly I find out it has, like tents, water pumps etc. Keep up the good work! -
Do vehicles respawn if they are destroyed or maybe not used for a while? I remember when vehicles were re-added in 1.5.2 boats were really common to see but now I haven't seen a boat since the first couple of days of them being added back in. I assume people have just driven them out somewhere then died or disconnected or something and now they're all just floating in the middle of nowhere with no fuel.
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I use a joystick for flying helicopters and driving vehicles. It's 100% easier and gives you much more accurate control (especially using analog throttle to give you variable levels of thrust). All of the buttons are bind-able via the controls menu and it takes very little effort to calibrate. Just install the drivers from the included CD, launch the game, and away you go. You can even adjust the X, Y, and Z axis sensitivity on the joystick through the controls menu in-game.
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Well...the mod is an alpha so is there really a fully defined type of experience? As far as factions go...who is to say that different types of players are forced to work with a specific faction? If you examine the role of civies in my OP, you will see that they are beneficial to both the military and the bandits. Im not really trying to go for 'faction wars' but just giving humanity some purpose other than changing your model. IN fact, a mix of the three human factions would be a deadly combination to the world. gathering resources: Resources dont have to be fixed like they are in zarglife and could easily be set to randomly populate a bunch of different locations. This wold give some diversity to the game and also something to do other than survive and camp the coast Arty: as I said before, arty wouldnt be something that is easy to come by and would be like a super special find. Also....uh...have you played 1.5.7 yet? Arty would be great with this many zombies, even if it was just 2-3 HE rounds. Heavy Vehicles: APCs wold also be a very hard to come by item and would easily be countered by AT weapons/IEDs...they also would be a HOT target for everyone who didnt have one so they would in fact be a major threat to the lives of those within. I REALLY want power plants/electricity and would be more than willing to contribute my time to getting it done and I am glad others are with this idea as well
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These ideas might work better in a different mod as they seem to shift the focus from "post apoc survival" to "Faction wars + zombies". It sound like an entire different game. With that said, I could entertain the idea of a few more LIGHT vehicles in the game. The other issue with "mining" etc etc is that it takes the focus away from scavenging which is bad. This is a summary of why I think these ideas would not benefit Dayz. Factions are bad, the force you to pick who you are and who your friends are before you've started playing. Why is this bad? Not knowing who is who, and as to what their intentions might be is what adds to the paranoia and sense of fear you feel any time you even think someone might be around. Crafting/Gathering (resources in a fixed location) would take away from the need to continue to wander and explore, which forces you to experience the sense previously mentioned thus driving a more emotional game experience. Heavy Vehicles/Artillery. Artillery is over the top, its completely useless to the games design currently. Unless there was a roaming hoard of 250+ zombies that moved around the map randomly it servers no purpose. Personal carriers and other armour also serve little purpose as they remove the threat to your life. Making the ammo etc rare changes little in this regard, the object becomes either completely overpowered in the current game.. or borderline useless at all other times. Developer time is better spent else where. Operable power plants. This is an idea I can work with. It encourages team work between strangers, benefits a community and gives the good guys something to aim for beyond just not getting killed and it lends itself to emergent player driven game play. The ideas themselves are not bad, but they are simply not suitable for experience the mod wants to create. That said don't stop trying to come up with new ideas, just try to remember what type of experience the game is meant to be.
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My list of badass ideas: Power station repair,crafting,teams
wasrad posted a topic in DayZ Mod Suggestions
So here are some things I have been thinking about that would add to the game. 1. The ability to use the powerplants and substations. Most of the work has already been done and I am sure loyalguard would be more than willing to help and share his code. This would add on a whole new element to the game and make nighttime a bit more playable....once everything got fixed...and was protected. http://www.armedassault.info/index.php?game=1&cat=addons&id=1434 2. The ability to get the train working! Again, most the work has already been done! There is not a lot of track on chenarus and it kind of goes off the map but this would make for some interesting scenarios. www.youtube.com/watch?v=T2vsilkiSWE 3. 1 or 2 artillery pieces. This would be exceptionally useful with all the zombies. Obviously there are several mods already done to implement a decent arty system. Make the parts and ammo rare like with vehicles. With limited amounts of ammo, it would cause the groups that get it built to be very sparing. It would be badass to shell a zed and/or bandit infested town before going in. 4. A couple more military vehicles would be nice. A HMMWV with CROWS would be bad ass...a BMP or bradley would be awesome as well. Also, rebel vehicles like technicals 5. Crafting. See the zarglife mod for examples of this. Have areas what have resources that need to be harvested and certain areas where crafting can be done. Crafting stations would require power to the town that it is located in. Crafting times should also be implemented and maybe even a way of leveling up crafting skills. If you die you lose your crafting skills, so the other players would have to protect their crafters. Crafting stations for certain items should be randomly spawned at the start of each game. 6. Airdrops/strikes/reinforcemnts? See below for each class 7. Maybe have distinct teams? I get that the idea right now is to just kind fo go along with your own story, so to speak...but maybe have a civ team, a bandit team and a military team...and now that I think of it..why not zeds? I guess you could maybe play off of the humanity system with this but to me I think it would be a better idea to just start as whatever team you want to be on. I guess if you did the humanity thing you would have military being high humanity, civs inthe middle and bandits...where else...but in the low humanity scores. Im not too fond of the humanity system in its current state but hey it is an alpha. Each team could have certain pros and cons. Also, I think spawnpoints should be random as they are now so as to keep the 'omg where are my guys and will i make it to them alive' aspect of the game. Im gonna spew some brain diarrhea so bare with me: Civilians: Can repair civ vehicles, the train, power substation. Can craft medical items, flares, matches, flashlights/batteries. Maybe craft civ weapons like the enfield or revolver. Civs could also have the special ability to revive fallen players of any team. Either way, civs should be able to play an important role to bandits and the military...it is just a matter of who the choose to support. Maybe have the ability to call in a supply drop with parts, food and medical supplies? Bandits: Can repair bandit-like vehicles like technicals. Can craft items like IEDs, RPGs, AA, opfor weapons like the AKs and their ammo. Maybe have the ability to call in reinforcements? I guess it would be like having anyone whose willing to be teleported to wherever they are being summoned? Military: Can repair military vehicles, the arty, can see and disarm bandit IEDs, can craft blufor weapons and ammo and gear. Also I think it would be neat to implement a system like island life has where you can arrest and detain people....but I think it might be abused to much. Maybe only have the ability to detain bandits...who could then be broke out of detention...I dunno just an idea. Maybe they could also have the ability to call in an airstrike? ZEDs: The zed team could have the ability to control the swarms of zombies. Much like the insurgency mod, you could switch between actively spawned swarms. Also, much like insurgency, maybe limit this team to only a few players..like 4-5. You could maybe have the player be a queen-bee of sorts for the zeds and once that queenzed was killed the zeds would just go back to their normal AI routines. One idea that popped into my head...if you are killed/bitten by a zed you would eventually turn into a zed and in turn infect other players. This would require a bit more thought...but then all of this would...hah. Maybe have the zeds be able to craft certain sicknesses or something. I would like to add that I absolutely hate the player name tags that you can see 500m away. Teams like this would make it so that you can get rid of that built-in wall hack crap without worrying if someone is friend or foe. and finally..........a sort of 'end game' goal 8. Build/Repair a way the fuck out of chenarus.....but leaving it in a smoldering ruin..... Have it so that there are certain things that have to be found/crafted and have the crafting time set to several days or even a week of ingame time. The military could have a nuke that would just obliterate the island. They would have to find and build nuke parts along with farming the necessary resources. The zeds could have an ultimate z-virus that causes everyone to become part of the zed swarm The civs could build a passenger airliner or maybe a cure for the z-virus..or something.. the bandits could be working on a chemical weapon of sorts. oh....strippers. This mod needs more strip clubs damn it! I would be more than willing to contribute my free time to assisting inthis be it testing, script writing and converting, etc. I work, am in school(just one easy math class this semester) and have a wife and kid so it would only be a few hours a week but hey, rome wasnt built in a week. Other players ideas that I like that would mix well with these ideas. Safehouses/forts from NobodieCro: http://dayzmod.com/forum/showthread.php?tid=2502 -
What Futhermucker said. As I said in my earlier post this is just an Alpha and I'm already having a blast and haven't been bored in my two weeks of playing. There is only more content to come. The addition of creatable objects (sandbags, tank traps, wire fence) only hints at the possibilities of where the devs can take this. I've already seen people fortify area's for themselves using what has already been added. And I'm not talking blocking off a doorway with wire, I mean I've seen small perimeter fences set up around the north east airfield containing tents, vehicles, and a fireplace in the middle. It really made me feel like I was intruding into someones home. Right now it's just obstacles that hinder movement, but when you can build your own cover with sandbags, block roads with tank traps, and make movement to your base difficult with barbed wire, I can totally see some high profile bases being set up, adding another dynamic to this game. Right now as the game currently is I could see myself enjoying it for at least a few months. No matter what you do, the experience is always different. With bugs being fixed and content being added all the time, it just raises my interest, and keeps me here even longer.
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Looking for UK survivors.
uk_dayz_player replied to iogc_broadsword's topic in DayZ Mod General Discussion
Once again our group of 4 are always up for new players joining us or us joining them, we just become the owners of eu 14 (uk server) about 40ping, we will be setting up a camp/fortify it and have some nice vehicles by the end of the month with all the supplies we can get. Intrested in meeting us? Send me a message in steam pbr_djsy