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Showing results for 'Vehicles'.
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At what point do we consider DayZ dead online?
MorphineJunkie replied to rickyriot's topic in General Discussion
Yeah, to be honest they really did an oopsie calling this 1.0, it was a bad marketing strategy and made it seem like cash grab. I dont know how long it takes for dayz team to implement the stuff they had earlier, like more vehicles etc. But they shouldn't have called this 1.0, seemed like a purposeful deathblow to the title. -
At what point do we consider DayZ dead online?
MaxwellHouse69420 replied to rickyriot's topic in General Discussion
Pc players already have this patch and it’s nothing special . Be prepared for even less players in your region . Truth is the devs need to haul ass to bug fix , add content (barricading , advanced soft skills , aerial vehicles) , bug fix AGAIN , and then balance all of the content they added and THEN they need to add all the extra content that wasn’t even promised until after 1.0 (shooting from vehicles , bears , birds , extra vehicles like bikes) . Not until all that has happened will the population begin to rise again - although it honestly seems like the devs dont care anymore ; as we are in such a dire situation yet we still see the same slow progression of development that we saw for years , no new content being pumped out and the fixes are coming soooo slowly it almost doesn’t matter to tune into most of the new patch notes . Just an overall disappointment really , I never visioned dayz being so unhealthy and poorly managed this far along , especially not in a 1.0 stage . -
At what point do we consider DayZ dead online?
MorphineJunkie replied to rickyriot's topic in General Discussion
I agree the steam stats look a little bleak. The game is no PUBG for sure, but I would say that its getting healthier compared to last year. Maybe if the devs sort out some of the game breaking, rage quitting bugs like vehicles that fly if wheels are missing etc. it will stabilize. You will never see 50.000 players online on dayz anymore, that time has long passed. I do hope that dayz team manages to retain a loyal playerbase. I had the most fun I ever had on dayz SA the last two months. Community servers with dedicated communities are key to having fun in this game imo. Also mods that fix game balance flaws that devs refuse to realize are present, like base building that is completely useless on official servers etc. -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
I would have to disagree here. But this comes with the assumption that a player is interested in using all of the mechanics and faculties of the game to the fullest extent. Though even a mushroom picker can run out of space to store mushrooms, and then endgame behavior would be stashing sea chests full of mushrooms. The point of diminishing returns happens for me when the amount of stuff that I have stored begins taking more time to handle and maintain, than it would to go out and find new. At least this is how it felt in previous patches when I was interested in testing the CLE behaviors. Lets say that my endgame point starts when I have no material wants, no motivators provided by the PVE experience or my aspirations to have enough of everything I could possibly want or need, and little to no time needed in maintenance. Killing a few deer will supply enough food to run around the map a handful of times; maybe 8 hours supported play without need for food. Killing a couple dozen deer would cost so much time to prepare and store, that it would effectively prevent me from playing the game. Repairing and maintaining 2 or 3 vehicles will ensure a pretty good chance of being able to carry out my business and overcome any mishaps with minimal effort. Attempting to do this with more than 5 vehicles will cause me to spend all my playtime making sure they are where I left them, and in good order, and replacing and repairing losses. Maintaining a few specimens each, of my 5 favorite guns, and a couple hundred rounds for each, will ensure I can go off and do as I please with whatever kit I want. Trying to maintain 5 or 10 of each gun will be a never-ending task. Creating and stocking a dozen or so stashes enables me to drop off extra gear, and regear after death with minimal inconvenience. Trying to maintain too many stashes can overtake any other activities in the time available to play. This is the point of diminishing returns. For me, the point of attempting to do all these things, is to ensure the ability to carry on with whatever I was doing after a death, in the most direct manner possible. Death does not end my game, death does not end my session, death does not end my mission. Death is a geographical and material penalty for not paying enough attention or not shooting quick enough or well enough. Respawn, grab some gear from a stash, carry on with what you were doing, and try to replenish what you took from the stash; preferably not dying again before this is done. A LOT of people play in this manner. We know this, because many popular community servers are having serious issues with the loot economy, because the vast majority of the assault rifles are now in buried stashes or well-hidden barrels or tents. Apparently, the CLE now measures nominal values including stashes and base storage. With larger bases, the point of diminishing returns is dictated by other players destroying bases with maybe 5% of the time and effort required to create them. This makes it pretty much inviable. A large and determined group can maintain a large base, but the act of doing so then completely overtakes the game with defense and rebuilding. Cars work, sometimes. And even then, it takes a lot of effort to get one working. If I had to guess, I'd say it was common for people to spend more time repairing a car than they do driving it. Both of these activities are currently more trouble than they are worth to most players. Simply put, the investment in time required to use and maintain these assets, is many times the amount of quiet enjoyment a player may expect to get out of them. -
Who actually build bases and repair cars?
Guy Smiley replied to Evilsausage's topic in General Discussion
Oh building a base is tedious and time consuming huh? Putting a car together is tedious and time consuming huh? Well, I guess you haven't figured out that you're not suppose have a car within the first 15-30 mins of the game. You're not suppose to have a giant fortress castle within the first 15-30 minutes of the game. What you label as tedious and not enjoyable is actually fun an and enjoyable for others. If you don't like how they did base building and car building, then don't do it. Just because you don't have the "time or patience" to be bothered with it doesn't mean it's poorly designed. Jesus, it's take 1 spark plug, a car battery, a radiator, some oil, some water, some gas and possibly 1-4 tires to have a car up and running. Everything can easily be found in garages and industrial areas. Tires can also be taken from other vehicles. If that's too much for you to do, then I would suggest finding an easier game to play -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
^^^Yup, so much this^^^ And in doing so, some are making ontological contortions to be what I would believe is contrarianism for the sake distraction. End game in an RTS is when you unlock all the units, or enough units to effectively win. Endgame in a racing game is when you unlock the best cars and upgrades. Endgame in an RPG is when you level up to near the maximum and unlock advanced abilities. Can we all just agree that endgame is a generic term that generally means achieving a level of capability and sophistication that is in the 85th to 100th percentile of capabilities based on the maximums offered by the game? You know, the point of diminishing returns... Since DayZ has persistence, and items are used to aid in survival, it is not an inductive leap to call endgame when a character has persistently stored at least 85% of the items in the game. If you are fine with stashes even if full-on basebuilding works, fine, you have nothing to add here, right? Can we please just leave it at that, for the sake of argument? This is starting to remind me of that kid on the spectrum in high school who would come up with an awkwardly worded exception to anything the teacher was trying to say; that while perhaps technically true, is a fringe case, and offers nothing but a distraction fro the discussion at hand. I think anyone who tries to and wants to use basebuilding and vehicles can agree that the problem is VERY simply stated. The ROI is vastly out of balance. Cars take hours to assemble, and often seconds to destroy. Sometimes they'll kill you just trying to get in. Desynch can ruin your day of driving in 5 seconds without warning. Bullets are also a fair bit more capable of disabling cars than would be fair, even if easily built. That's about it right? Bases similarly take a large amount of time to assemble. And a partially built base can be easily DESPAWNED in the time it takes you to drive back to the lumber mill and return with more materials. A tent can be completely ruined by a couple bullets, and will disappear at the next server restart. So at the core of things, cars and bases lack a balance of durability. Everything else is just getting in the weeds for the sake of making discussion difficult. -
Who actually build bases and repair cars?
Evilsausage replied to Evilsausage's topic in General Discussion
I don't know why people keep getting hung up on the damn Endgame therm. Yes I know its a Sandbox game, when I'm saying endgame I'm not comparing it to the Endgame in Diablo or some shit. But I'm just saying that you aren't building a base as a fresh spawn or hunting military geared players with your steak knife. Its stuff you usually do when you have gotten a bit established on the server. The issue is that basebuilding and vehicles are features the devs no doubt have spent alot of time on. Yet very few bothers with it. Its fucking basic game design 101 to then ask....maybe....maybe....if it got a few tweaks more people would find it worth doing? Yes its a sandbox game, but people still need reasons to do certain things. You can technically spend the game picking mushrooms only and yeah its a option. But I think most people would't really consider doing that. Having a couple solid options would help DayZs longevity. I don't really understand why some people are gonna argue no matter what. Can anyone seriously state cars and base building is just fine? Seriously? It can't be better then this? Low exepectations isn't exactly gonna help DayZ developing in the right direction. Your question, what was the question? -
Who actually build bases and repair cars?
pilgrim* replied to Evilsausage's topic in General Discussion
this is long - and "boring" - but if you are interested in @Evilsausage 's OP .. He makes a true serious point about where DayZ is going and HOW has it's direction changed. And the aim of the forum is exactly to give input and discuss THE GAME. So bear with me (or Naff Off, as you like.. heh) OK : (are you sitting comfortably? ) If you look back through the forum for "endgame" you will find this argument has gone on for 5+ years.. Various (serious) players, one type of player, has lobbied for "bases" so they can have "endgame" for years. The idea of "endgame" is already fully fledged in their heads when they join the forum. << You can't have a survival game without an endgame>> <<where is the endgame? >> << the endgame has to be bases >> <<why is there no "endgame" ? >> No one ever said camps, tents, vehicles, stashes or (in the old days) helicopters - were "endgame". That idea didn't last long, for some reason. Check out the posts - So to get in line with more standard Achievement games - the idea and the WORD "endgame" became common and accepted, and maybe 3-4 years ago "bases" was linked directly to that concept : = " you need endgame so you need bases " Used to be that you could have a great camp with a couple of tents an truck for extra storage & mobility, and a helicopter - parked way out in the sticks, very difficult to find (before new towns and mil structures were scattered ALL OVER the wilderness) - people who wanted extensive CAMPS built them even before BASES became a concept. The problem Now is that BASES don't work very well at all.. the best USE I've heard of for a walled enclosure is NOT defense, NOT "interdiction", NOT protection from weapon fire, not motor pool or meeting place, NOT eyecandy (perish the thought!) , not security ... The best use I've found in play (my experience) is just one solo player who planted a tent out in the woods and constructed a fence around it to keep wolves out: That makes sense. The argument can go on forever. My BEEF is that if endgame (and the word IS USED commonly) means "BASES".. then the nature of DayZ is being changed, What DayZ is ABOUT is being changed, and new players are being SOLD a "base building game" because that is what street-word and youtube say you are supposed to do in DayZ.. just like it is what you are supposed to do in RUST, OK ? .. It ,is Designed FOR that. For me that's a mistake, a cheap (failed) crowd puller, it's underselling the game, its missing the special interest of DayZ and what DayZ was DESIGNED to be about .. it is taking DayZ in a new direction to IMITATE games that were originally COPIES and RIPOFFS of DayZ .. (AND new players spot that quickly.. listen to them here on the forums today) This is ONLY my opinion, so don't please all jump down my throat for saying it. I am NOT trolling, I am NOT insulting anyone - play how you like - Emuthreat says "dont listen to the opinion of "little semi literate" new players.. but I respect those players as much as I respect @-Gews- or @Weyland Yutani or anyone who has been here for YEARS.. these new players start up and find ... WHAT exactly? that they have to get mil geared, get a car, build a base - and they think : 1) that is what the game is FOR - it's a base-building clan war game 2) the game works BADLY, sometimes VERY BADLY 3) It's a grind, unfair, full of Destructive Killer LoL Gangs, and its a waste of time to try to reach "endgame" because "endgame" is NON FUNCTIONAL So .. destruction of the efforts of other new players is the only thing left that gives you a playable successful activity - true for 90% of players - so hell, Gear Up and KILL .. that's what the game is for.. right? (I mean IN REALITY that IS the play experience and that's what attracts MOST of the players who stay). No one is telling players DayZ is an unusual minority appeal game, open world, for people who have their own drives, ideas & directions, NOT provided easy AIMS.. and its dangerous and you won't live long.. that is not SAID anymore. - And when it is said in the Ads, many folk LAUGH, because it is not true. The whole farming, survival, hunting, woodcraft, travel, adventure, expertise, aspects of the came are DISPARAGED .. because, face it, they have become TOO EASY or COMPLETELY NON EXISTENT ATM.. (personally I hope one day they will come back .. but it looks like the game is NOT going that way anymore?) So my only question is - now that the original team and the original folk driving the DayZ Vison have LEFT.. which way is this game going with the newcomer devs (no insult intended at all). Where are we aiming exactly? Are bases just something added to the mod kit, eye-candy, not much use in practical gameplay, and poorly functional in the vanilla game, but PERHAPS the elements have been thrown in the carton because they COULD BE great for anyone who wants to MOD to make them work? The only reason no one points out the weaknesses of bases here & now, and the POSSIBLE improvements to their VANILLA design and gameplay - is that almost everyone with TECHNICAL experience and PRACTICAL understanding of game construction has LEFT vanilla and gone away to make their own mods.. this leaves base building like a few bits of lego lying around in the vanilla game - like a kit of incomplete parts. The argument and the push for an endgame went on for a LONG time - eventually bases turned up to end the argument : Bases in vanilla are a MESS So we didn't even make it to RUST.. we fell short of our own imitation. *. And NO - @emuthreat, trying to survive, being mobile, backwoods, hidden, cautious, small group, individual, is NOT "nihilistic" - solo and backwoods play is not nihilistic, hidden tents, barrels, careful approach to interaction, awareness of LoLers, KoSers, Mil kitTeamspeak Buddies, Clans and Hoppers, is Survival .. Im TOTALLY amazed somone with Emu's experience states openly that "a kid" with incorrect grammar ("semi literate") is not even worth hearing, & that a player like @Parazight is a "nihilist" .. (sorry Parazite.. IMO Personally I thought you were one of the players, like @odin_lowe & others .. with maybe a little touch of Zen in your game ). * So - Are there any Suggestions on Future DayZ Development and focus to ATTRACT new players - anyone ?? In the far past - telling them they would only survive 15 minutes was the FIRST BIG CROWD PULLER, and that really worked! What has done better than that, since then? * xxp - sorry to take up your time ( lol - I know I probably didn't ) For a "NEW" argument about endgame and bases (this is my IRONY) - look at << What do you do when you have the Best Gear? >> Posted May 2012 -
Who actually build bases and repair cars?
emuthreat replied to Evilsausage's topic in General Discussion
@pilgrim* I believe I answered the question as to what is what the purpose of basebuilding is. The tangential discussion about endgame definitions is less productive as it is maybe subjective based on players' motivations. From an objective standpoint, one could define endgame as the highest degree of complexity allowed by the systems in the game. And by this definition, having a network of bases and vehicles to service their maintenance would undoubtedly be an endgame loop. The purpose of a watchtower when you log out is a much sillier question that does not merit an answer. But I'll humor you. It has the same as the purpose of a rifle, or anything else while you are logged out; something to use when you log back in. You might log back in to find your tower dismantled, just the same as you might log back in to catch a bullet in your back. In either case, neither has done you any good. What is the purpose of discussing the utility of a spatchcocking a chicken, if you are a vegan? Trolling? All indications point to yes. -
lol the amount of threads created about people crying that they are being shot on site is funny. This game simply sucks on XBOX... No server persistence, people always killing you, lack of weapons and vehicles, and in the end , after spending weeks and weeks of playing, nothing saves, no stats, no bases, no gear(due to server resets for pointless updates), no night mode(only 5 min long?) So what's left to do in this game??!?! Well let me tell you.. Get a gun, any gun you can find, and kill other people for fun, see if you can surivive a battle. Until they fix dayz to be a more pleasurable experience that is rewarding, then people will just continue to kill on site because there's always gonna be a bored Timmy sitting in his basement going around killing people.
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Stay away from vehicles that appear even remotely submerged into terrain. This usually happens when they’ve been left alone in the world for quite some time-
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Eh I guess not much changes anyway so I can just stop by here in a year and see if cars are land traveling vehicles yet.
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Who actually build bases and repair cars?
rickyriot replied to Evilsausage's topic in General Discussion
For me, as a solo player, the only reason to base build is to have somewhere to stash items. Repairing cars is just a means to an end. I certainly don't want to create some sort of fortified base or a car pool of vehicles. -
Which of these issues is new to dayz? Did you research the game before buying it? Most of the issues you're talking about are mostly based around bases and vehicles. The core game runs extremely well though. This is still a very playable survival game. All the other stuff you're taking about is still in the early stages of development. Like I said, this game was never originally a base building game. Maybe they'll figure out the base issues further down the line. Personally I'm not too bothered about that aspect. I'm more interested in player interaction rather than hoarding loot.
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That base is always an inspiration. I understand the argument about "doing the things." My stance is similar- but if "doing the things" that are able to provide a more substantial experience to a broader spectrum of people are so tedious and vulnerable that they resort to the short term forgettable experience it will repel players more than it will retain them. DayZ pvp at least in terms of official is not what it does best (actually, arguably I suppose it is right now)... but I live in a league of people who wants the official vanilla to get dialed in at least enough to provide a balanced PVE experience and a credible PVP threat. I think it's getting there. Make cold kill. Make raw animal meat a hazard. Make bases a little easier to build and a little harder to raid (since this too should be an endgame challenge)... make vehicles reliable to the average player. And for fuck sakes dial back the pea coats. (lol)
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For me it was the exact same situation. See a car, it doesn't have all the components. I get inside as I believe that is how you can tell what's missing - I could be wrong with that, I honestly don't know because looking around I see no "see car state" option so it seemed like the next obvious thing - and it hits me with instant death. I know what it is, it's a bug relating to the positioning of the cars as to resolve it you take off a wheel then replace it again and the car "resets" it's position allowing you to enter without dying. I only know this after doing a google after the second time - as I say the first time I thought I had fallen foul of a boobytrapped car (if that is possible, but then if it is you just know someone will do that to f**k with others! In many ways I wouldn't mind that if it was both noticeable and you can disarm the trap). Even if getting into the car isn't the way to determine it's damage status, perhaps it's more nuanced in that you visually need to see what's missing (ie: car won't run, open bonnet/hood and see visually there isn't a spark plug - and if that is the way to do it then I applaud the nod towards realism), the very fact of getting into a vehicle even if it's not working shouldn't instakill you. I will add that it's been hatchbacks that have killed me on both occasions so I can't comment on other vehicles. I'll be honest and say I've not seen any vehicles other than them. Ultimately the most frustrating element is that you realise what a bonus finding a vehicle is. You'll spot it evaluating it's rough visual state, give it some time to check nobody is camping it, then work out if you have enough carrying capacity for the parts as well as whether those parts are likely to be lootable close by or maybe you'll go looking for stashes buried in case the car was running and when someone went to log out they removed and buried the "useful bits". It's only after maybe 5 minutes getting all excited, doing the maths only to have it cruelly snatched out of your hand by a bug.
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No, PC but I've followed development since 2014-2015, I was also one of the more active testers in the .6x versions and I've been reading/writing game code since the early nineties, the console version is just a port of the PC version., that argument holds no weight. I'm not assuming anything, I have the data-files now and the output is correct for the instructions I see. I would like to see this statement I'm guessing they used indefinite terms and you're polarising and indifferent statement to suit your wants, if not someone put their foot in BI's mouth, or they're flat out lying to you or going back on what they told us, that I'm not sure of at all now? The M4s are hard to find argument was beat to death two years ago and the statement then was "not everyone should be able to find one because they're supposed to be rare". Duping absolutely would make it show up faster but they will still end up hoarded either way, rest assured that is getting better combating duping, we're several versions ahead of you it it's not much of an issue anymore. I love this concept/game and what I know about Bohemia games and see in the finished portions it can be dialled in however specific groups want when it's done, my fear and why I speak out is I don't want corners cut in the survival aspects if they can double dip on the financial end forgetting the original supporters. The engine has or will have the capability to make us all happy but ease of finding and automatic weapon is moot compared to everything else us EA customers paid for in advance and still haven't seen. Fix duping but hoarding is a legitimate game mechanic or should be, this is when there was only 15 trucks per server, I had one more hidden half a click away that I would have got home if there wasn't a scheduled wipe the next day, I felt a sense of accomplishment and was horribly entertained getting 1/3 of the vehicles on a server to myself, games are supposed to entertain. Is it fair, who cares if four other players couldn't get one too, I had 5 trucks legit and it made me happy.
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Yes. I've never personally found a pair assault boots in a bus/van. Why would military boots spawn in civilian vehicles? I agree wholeheartedly. I found something, but I cannot confirm or prove that I've found it. I'll try and get an image of it soon. I was mainly asking if anyone knew the rarity of a "Chernarus Enduro Helmet" I'm also wondering if there's other variants of the enduro mouthguard/visor other than just red/white as I've only found red mouthguards and white visors. Edit: Or what about a pair of red "athletic sunglasses"? https://dayz.gamepedia.com/Athletic_Sunglasses (I don't go searching for them but I've only ever found the green variant)
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As far as that goes there is only supposed to be about 10 each M4 and AKMs on the ground or in storage (vehicles don't seem to count, I know console doesn't have them I'm testing that on PC) per map before they stop spawning disregarding ones in player's hands, they were supposed to be very rare. Whether development caves to pew-pewers is yet to be seen.
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We call it debug you're off the playable map to the north or west. People used to build camps and hide vehicles out there, there was a fix to make stuff stored out there despawn way back, not sure where that's at in the current game.
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I just came back to dayz after a little waiting since the release of building and vehicles update. Heard about the night vision scope and sure enough found one my first day on. Kinda let down that it's only for the Russian weapons. I was really hoping if they were going to put it in that it would be wittle more versatile. Like for instance why just one scope. Why not two ? Why not less magnified ? Not a fan of the amount of zoom for using even in you're hands for night time. Maybe new version will be put in at a later date and if so I would love to see them for both types of weapons and some without the magnification. I know nvgs will be coming eventually but why not some variety for the night scopes. What are some of youre thoughts guys ?
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It's great that your enjoying the game or playing regularly. but let me state again. "There is barely any information" on the net about rare items, Nor is it clear on what version of Dayz they're found in. You said YOU"RE doing things, YOU'RE seeing things. That's not me. that's not anyone else. that's YOU. I'm pulling information from public sources. And I assure you it's not a topic that comes up very often. therefore its not something the average player generally knows about. The picture you posted shows a pair of boots containing a combat knife. I believe those are called "assault boots". The only difference between a regular pair of boots and your pair is the color/design. (Texture) Ex. Assault boots are different from working boots as they have different models (Shape). So in short, you started talking about textures. If you want to be taken seriously. you should probably do whatever you can to prove your claim. At this point you have little credibility and in my opinion you're losing it fast. Instead of taking a new picture you go on the offence, talk a bunch of mumbo-jumbo and try to dismiss me. instead of trying to prove your claim your trying to shut me up. And it really makes me think you have no proof and your just trying to waste peoples time. You found a pair of assault boots in the back of a van? (Military loot doesn't spawn in civilian vehicles!) How often does that happen, Nancy? Lastly i don't understand your banter. I find your response crude and demeaning and I really don't know how you expect people to take you serious BRUH. Especially when you conduct yourself like this. Please, link me to it. I'm patiently waiting. I intended to eat my words and you've starved me. (Don't just take it from me but) I've concluded this is a poor hoax.
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Does admin have an option to NOT respawn items for certain time?
emuthreat replied to kevo1414's topic in General Discussion
Better have an airtight whitelist ready to go before you start. One player could essentially ruin the entire server within a week. You would also have to consider natural attrition from zombie and wolf damage to inventories, complete loss of inventories upon death, damage due to firefights, as well as persistence decay of spawned items and the despawn of discarded items upon trading up weapons and inventory management. It would probably take weeks of trial and error to find all the values you would need to adjust, and even more weeks to test the ratios. In any case, if you set persistence of spawned items to infinite and persistence of dropped items to 30 days, you'd probably need to reset the server every two or three months at the most. My bet, is that you'd have no vehicles left after two weeks under the best circumstances, and a serious lack of common items after 6 weeks. -
Has anybody had the good fortune of being able to locate the night scope yet ? I have been to every checkpoint , mil base on the map . Twice . Not a sniff . Has it even been implemented yet ? I’m fully aware the patch notes state it’s implementation , however I remain dubious , as I can clearly remember the same being said for the vehicles before Xmas . It still took weeks before one was found . If anyone happens to come accross one feel free to hit me up
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i think there is a consensus amongst a lot of players, at least i heard this proposal quite often until now, that bicycles and bows would be wonderful to have. i also think, it would be nice if experimental features can be activated by private servers, so we can test them out, like certain weapons or vehicles, which are not yet done. it would give the community something to do. -- i still think the biggest actual issue is, that many things are client and server side blocked, there is no way to have autoloading of mods when you join. I know I repeat myself, but too many issues seem to show, this should be the one biggest feature they should work on yesterday. Downloading a server side mission to the client in arma might have been annoying, from time to time also an easy way to implement cheats, but given you could just do it in myriads of other ways even more efficiently, and it could be also used to mark cheaters in fact, it was definitely a nice way to deliver content and scripts to the client for your personal use case. We do not have this option in dayz, instead we have mod support. But none of this is really working. DayZSALauncher already has a working third party solution, all dayz team would need to do is implement a similar system into the current client. Well I will write this together in a suggestion.