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Showing results for 'Vehicles'.
Found 41868 results
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I hate to linkception, but since I cant copy paste without the text looking all "my eyes are bleeding" horrible, Ill just do the damned link-ception and send you to my OP on reddit.. if someone can tell me how to copy paste into dayz forums without those white bars of eye strain hell, Id love you for at least 3-4 minutes straight. Anyhow, on topic. Read the link, come back here to comment. Id love to hear what people think of a non-persistent vehicle world within dayz vs. the persistent one that is coming inevitably. I will also fix the dang link thing if someone can hook me up with a good copy/paste from reddit to here :) http://www.reddit.com/r/dayz/comments/2pwqyn/once_vehicles_become_persistent_a_discussion/
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Myshkino MB is tiny compared to the entire west side of the map (updated 0.52). The other day I made my way to Kamenka and then Pavlovo MB before heading straight west and then north towards Myshkino. The woods felt nearly endless and I kept thinking that I may had passed the base without realizing it (I rarely travel by sprint, nearly always jog). Every now and then I would catch just the slightest glimpse of the edge of a town towards the east. Once I got to the military base I had a small gunfight before heading north until hitting Sinistok which was quite the journey all over again without seeing a single soul or building. Point here is one "massive" military base to the west doesn't wreck the entire western wilderness; however, I wouldn't be upset if the base were removed either - especially once the military base in the northwest corner is added. Regarding your comment about running to people in the wilderness, I could not disagree more. I nearly always play on full servers (or as full as possible) and the woods are my method of travel 95% of the time. I only have around 300 hours in-game but I've never ran into anyone in the woods with the exception of one guy and that was in the woods outside of NWAF (which really doesn't count anyway). That being said, I do not think there should only be urban areas, but I still find there to be plenty of wilderness to the north and to the southeast along with the area between Cernaya Polana, Khelm, and Devil's Castle. Yet I do understand that the player population will someday increase and in the future players may gravitate more towards the woods as persistence, advanced animals, vehicles, etc. are improved and the woods become more important to everyone besides hermits like me. I do hope that the wilderness itself is improved with more undergrowth/foliage someday because as it stands the woods don't really provide much concealment. Not sure how possible this is though; I'm just hoping that this may be possible in the future as the engine is altered/improved.
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Yes, long said it, but the wilderness is being not-so-slowly marginalized... by a lot. Anyone willing to dispute otherwise is, I'm sorry to say, high off their ass. I fear a large chunk of what I enjoyed about the mod, mainly solo-play stealing hidden vehicles and looting tents in the wilderness, will be lost in favor of "another city over the hill" repetitive gameplay. Luckily, the western bit of Chernarus has been largely... Oh wait, nevermind, I take that back. They put a MASSIVE military camp outside of the one quaint town left, Myshkino. Therein creating yet another clusterfuck-y nexus for people to converge on that's smack dab in the middle of the only wilderness we've got left. And before anyone says "Oh, player interactions only happen in cities dummy therefore we should have only urban areas," they just don't. Sorry. I have encountered plenty of folk, structures, and things in the wilderness. That, and wilderness is the canvas... not the attraction (i.e. game mechanics). Adding attraction to the wilderness is the problem, not the wilderness itself.
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this is absolutely confirmed after vehicles are tested a bit. fear not.
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i hope There is not already an idea like this, if so then just ignore. I think it is a bit more realistic if the Fuel Tanks would have a limited amount of fuel. This way they vehicles would be more valuable and it would be more realistic. We implement this feature on our mod Server and the players love it, so i think this would also be a good idea for the Standalone :)
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DayZ Vehicles (first implementation)
Scofflaw replied to eugenharton's topic in News & Announcements
Vehicles is the feature I'm most looking forward to. I've accepted the fact that I die a lot due to bugs and lack of skill, but the walk to get geared back up is really getting boring. Even just a bike would be great. I avoid interacting with players when I'm geared because I don't want to spend the next two hours running around trying to gear myself again, -
O4CE Servers Epoch / Overpoch / Arma 2 / Arma 3
BioHorror posted a topic in Mod Servers & Private Hives
Omega Force has 5 servers for your survival enjoyment. Just looking for players who enjoy Epoch and would like to hang out Indestructable Bases One-Step Building Snap Building Pro Build Vecktors WAI 2.1.4 Self Blood Bag Vehicle Lift Tow / refuel / rearm / repair All Armed Vehicles Spawn With Ammo NO DZE vehicles Safe Zone traders and Lots more Scripts may be adder per requests of the players PUBLIC TS3 address : ts3.omegaforcegaming.com 5 servers Arma 2 Chernarus Overpoch - fully militarized 192.187.97.124 2302 Namalsk EPOCH 192.187.97.124 2330 Panthera EPOCH 192.187.97.126 2302 Taviana EPOCH 192.187.97.126 2320 Arma 3 Altis EPOCH 173.208.207.250 2302 Have questions or just want to check us out stop by www.Omegaforcegaming.com or jump in our TeamSpeak. -
As always, we will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix. For any bugs/issues you run into, please let us know by filing it on the feedback tracker: http://feedback.dayzgame.com New Items: Full Ghillie suite Stone Knife Torch Guts Chainsaw Meat cleaver Prison uniform Silencer east Silencer NATO Handgun Silencer V3S interior Teddy bear Long Sword MP5 Compensator Prison Jacket Prison Pants Prison Cap Hunting Knife Pumpkin seeds Pepper seeds Wool dress (color variants) Bomber jacket (color variants) V3S (color variants) New Mechanics: Suicide (variants) Using scopes for scouting Redone horticulture mechanics Redone spawn points and amount of vehicles Exiting and entering animations for vehicles Christmas presents Crafting of fishing rod, stone knife, bow, with nature only resources You can cut out seeds out of vegetables Torch crafting Blade sharpening Silencers working Using of almost all items for melee New locations: Kamensk village Stary Yar village Location "Lysaya Gora" "Grozovye Doly" Krasnoe village Christmass assets Meadows and Farms under Svergino village Ratnoe village Zaptudnoe village Zaprudnoe kolhoz Meadows and Farms near Grishino Polesovo village Updated locations: Stary Yar surrounding Kamensk mining complex Severograd mines Powerlines is now connected with West part of map Forest improvments General bugfixing Fixed: Muzzle blast, Impact sounds fixed. Small fish trap exploit fixed Supressor visible on steyraug now Damage transfer added to ghillie crafting Security fixes Telescopic Baton retracting Improved heatpack and gut heat transfer, support for multiple heat sources Drowning while cuffed under water surface Heatpack and more items properly positioned in hand Supressor visible on steyraug now Animation polish Loot distribution polish and much much more. Known Issues: Item locked in hands slot Items can't be picked up sometimes Left earpice sound volume is lowered sometimes Ghillie will probably react badly on chemlight, flare and other light sources Some items will visually duplicate themselves if used from the ground Server crashes Client crash when disconnected from server Discussion and Feedback
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DAYZ EUROPA - The world's finest vanilla DayZ Mod server
vinyljunkie replied to vinyljunkie's topic in Mod Servers & Private Hives
Lots of vehicles have respawned. Have a nice weekend! -
So I got back into the mod past few days. Spent my first 2 days getting a car fixed then the next day getting a heli fixed and moving them both back to camp. My plan for today was to refuel the heli, and do some loot runs, hopefully find a tent so my vehicles weren't primary storage and I could take them out more. Well, I log in and instantly my heart sinks. Heli isnt in the clearing, some bastard ribbed me. Im fully aware that my truck will be gone aswell and I start telling myself at least you took all the dmr ammo and food before you logged. Now here is the funny bit....I always keep my heli empty of gear bar 3 jerrys and a hose. Everything else lives in the car. The car had all my guns, ammo, meds ect in it and was sandwiched between 2 pine trees 20 feet away from the heli. There eyes must have lit up at seeing the heli....and they have flown off leaving the UAZ and all my loot intact :D God bless pine trees :)
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This is a problem that has been increasing in occurence, since the last update. I have this problem also, thought it was my machine so in uninstalled arma/arm2/dayzmod, also updated my graphics drivers, and peripheral drivers, sound etc.... it still occurs. Then another player was maoning about screen freeze and tab out of the game also, to find the same porblem. As time has passed over the past couple of weeks the error is becoming more apparenent with more players, and windows is always reporting the same memory values, on the different error situations. I have been trying to pin point the problem, I thought it was a gfx rendering but it also happens when transfering gear from vehicles and tents when there is no more available slots, so to me rules out gfx (a laymans view). I then thought it was the base building issue as it only happens in the proximity to my newly constructed camp fences. However, my camp is in the woods so a second thought was something to do with the trees(if all else blame the trees).. Another thought was that the increased buildable items, plus the deployables (tents & stashes) may be causing a bottleneck with the objects table and the database. I thought it was only happening on the server i play on, but this now confirms that it may be a bigger issue with the latest update, considering there is a problem with the harvesting of wood, maybe something has been chaged in the update that is broken. At the moment, i have been observing how many people are mentioning this. i have searched google and, all i have come up with is that it is a faulting/corrupt coding. As I am no programmer or expert i cannot take this further, as there are no traces on the event logs in windows. For now, I am not filling tents/stashes to max, and stopping vehicles 100m from the base waiting for 2mins then continuing on, this seems to have improved the situation, but then it is a random happening so only time will tell.
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Clarification on "Base Building"
Chaingunfighter replied to Caboose187 (DayZ)'s topic in General Discussion
Basic wall structures, watch towers, and two story houses - maybe with an electrical generator, should be the end-game extent of base building. Granted, I'd be perfectly fine with it if they made all of the options very diverse and complex, but nothing excessive. There are those diggers and bulldozers they added at the quarry (and may be added to other places), so it's completely possible we could use those as actual construction vehicles. -
Rebel Delta Force Overpoch Chernarus IP: 216.245.195.26:2360 Public Teamspeak: ts53.gameservers.com:9577 Features =AI Missions= =Roaming AI= =Custom Military Building= =Randomly Vehicles= =Better Base Building= =Traders= =Deployable Bike= =100+ Vehicles= =Police Cars= =Self Bloodbag= =AS50's= =M107's =No Admin Abuse= =Active Admins= =And Much More=
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Happy Holidays everyone! As some of you may know, DayZ just recently celebrated its first year in Steam's Early Access program. The Early Access experience has been both challenging and rewarding for everyone on the development team. With that in mind, we have put together a high level document looking at what we have accomplished together in 2014. Pairing that with our goals ahead for 2015, we all have a lot to look forward to. 2014 - A Year in Review With 0.52 hitting stable branch today, the holidays should see some interesting gameplay. I for one look forward to the expanded options for the roleplaying communities, as well as the outstanding changes to player versus player engagements I plan to have on first person only servers (when rescuing innocents from bandits, of course!). Suppressor support, hotfixes to address the majority of the gunshot audio issues, new animations, the first iteration of the chainsaw, and of course who could forget the seasonal festivities. I hope to see you all around the Christmas tree in Novod. I'll be looking for the bear that has my name on it. Red Water is not always a bad thing - Brian Hicks / Lead Producer First Quarter Basic vehiclesAdvanced loot distributionNew rendererNew Infected AIBasic stealth system (infected and animals)DiseasesImproved cooking and horticultureAdvanced anti-hack system (Dynamic BattlEye)Second Quarter Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behaviour)Player statistics (DayZ.com/DayZ API)New UIPlayer staminaDynamic eventsWorld containers (Chests, Fridges, etc)New physics systemThird Quarter TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeAdvanced communicationFourth Quarter Animal companionsSteam community integration (Steamworks)Construction (base building)Beta version
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Trading posts/NPC (guards) Hear me out. Thoughts?
Sirwarriant12 replied to Adams (DayZ)'s topic in Suggestions
I would never want NPC's other than zombies in any shape or form. I do however love the trading post/zone sort of thing but I would want it to be 100% player controlled, ran and built. Like for example go to one of the castles, close off as many gaps as possible once building and what not is in and set up a trade hub. You would have good line of sight, a well defensible position and could have a sort of little tent city going on inside where you could trade, safely log, a possible make shift hospital, a mechanic for vehicles etc all player run. Just have it to where weapons are confiscated by the guards and kept in a safe place like the keep until they leave. The guards would keep watch and keep the peace and it would also give bandits an interesting thing to try to raid and giving them the ability to ambush player caravans and giving people the ability to protect players heading to trade and so on. The possibilities are pretty damn endless with they deliver on the final game. I would much rather have players set something up than have a "safe zone with NPC's. -
Hey guys. I am looking for certain "communities" if you will. Sort of like CCG gaming, and the CCG launcher. I haven't played the DayZ mod in quite some time, and I'm really looking forward to playing the mods like Epoch and Overpoch but I don't really know where to look. I do have DayZCommander but everytime I look, nothing comes up as far as servers I'm interested in.. A few months back I downloaded the CCG launcher and saw they had a bunch of servers, generally all full to the brim. From wasteland, to vanilla DayZ to Epoch and other spin-offs. I watch FrankieonPC a lot, as I'm sure a lot of DayZ players do, and he always seems to find the coolest servers. Yes, I'm aware it takes him days and days of recording footage across multiple servers to release one 20-30m video, but basically those servers are exactly what I'm after. Does anyone have any suggestions? I want something as fun but still retains enough "realism" factor. I don't mind modern day assault weapons like SCAR Heavies, G36, M40 bolt actions, L96 .338 Lapua snipers, etc. I'd like something with a lot of vehicles. Some key info: I am from the US, and ping is a major concern. The furthest place I'd play in is the UK. If you guys know what CCG is, and how they have their own launcher, basically I'm looking for other alternatives. Something with multiple styles. Overpoch. Epoch. normal DayZ, and WASTELAND!!!, you get my drift. I've been playing nothing but DayZ SA lately and I think a change of scenary and pace would do me good, so if anyone has any ideas, please point in the right direction. I'm speciflcally looking for servers where I can expect 15-50 people at all times.I like active communities. I'm also looking for servers with custom modern era guns, base building, new gun sounds, etc. Believe me, if you're a viewer of frankie, you know exactly what I mean. Any help would be greatly appreciated. Thanks for your time! -Kevin
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So I've come back to DayZ after a few months. I've updated to latest stable 0.51 (I think). I've heard there are vehicles now so found their supposed spawn points on the BD map, spend three hours on Tuesday running round at least 10 different locations and no sign, both quiet servers and busier ones. Then, spend another 2 hours last night but I tried a different tactic, I found a supposed spawn location for a truck and (now I'm not very proud of this but I've never done it before) I server hopped, one server after the other, must have tried 30 servers easy. No vehicle at all was there? Am I doing something wrong / completely missing something here?
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Primacy Gaming - |Coins|Weed|Skins|Missions|Groups|AdvancedTraders|DeployBike|AutoRefuel |Tow/Lift|Self BB|TakeClothes|SnapBuild|
lfalletta replied to lfalletta's topic in Mod Servers & Private Hives
New hardware was installed and trader menus, locking and unlocking vehicles and load times are 3x faster -
make v3s (or vehicle in general) more silence
Karmaterror replied to lauri7x3's topic in Suggestions
This is great idea. Shush the rest of you, lets assume silencers worked :P. I assume it would be a strait through exhaust system by default. So if a back box was included as a piece of loot, you could use it a hacksaw and a wrench to cut the end off the current pipe and botch it onto the end. The result would be a quieter noise. This could apply to all vehicles. If you have no back box fitted your car runs loud. If you find one and get it on there it makes it more quiet. If the car you put it on is ment to have one its a big reduction in sound. If its a botched on one then not so much but still noticeable :) -
Lol if you would have read more than the title you could easilly see: "Does that mean it will be added in the 0.50 update? Or just an upcoming feature we will see within the next few patches? The information of that isn't really that clear." And this guy clearly said how vehicles was NO WAY NEAR the current dayz state, so your argument bro, is pretty invalid!
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What would YOU class as HARDCORE?
shinysonic replied to Cartoonrboy's topic in DayZ Mod General Discussion
First of all, sry for my English, since im not a native speaker, but i hope you guys will unterstand my point anyway: I also have Hardcore on my servers name, but to be honest i do not think this is true hardcore. Its just because of Mods like Epoch, Overwatch and the combination of those too made the whole Mod more like an Sissy Mod with Zombies. Don't get me wrong here, i like Epoch, but not for the Traders. I just like it for its bigger amount of Items, Weapons and Skins from which i can choose from to have them on the Server. Its easier for admins to get creative without big limit. Their are just so many Epoch/Overpoch Server right now, with deployable bikes, Guns, everywhere, Safezones, Autorefuel, +100000 Vehicles etc. this features maybe are cool, but they do not belong into a survival Game. They would almost nowhere some fuel left in an post apocalyptic scenario or high tech long range weapons. I just made a server which is just a normal survival server in which i tried to catch the post apocalyptic scenario as good as possible and call it hardcore because in comparison it is harder then the 90% other overoriginspochawseome servers. EDIT: Forst Person or 3rd Person: As long as there is AI on a Server i would not disable it. The reason is simple, the AI has some advantages which players do not have, like no bushes or trees. This can be compensate with the 3rd person view. On PvP only i would prefer to have frist person only, its way more intense to fight light this. But most players dont like this idea. Here is a really nice video to this topic -
So we decided to take a trip up into the far north, the north west to be precise. In the mod there were countless times we'd walk the west and north edge of the map looking for camps or vehicles every time we did, we'd find something. So as you can imagine, we had a familiarity with this area and knew it pretty well. Podeba Dam was always a great spot - a huge lake in the valleys. The rest of the area was pine trees and hills, plateaus and valleys. Oh boy has it changed. Where did all the pine trees go? Where are the hills and dales? It feels entirely alien to be up there and it was a little sad as well :( to see the landscape so different and even finding that the NW corner of the map is, once again, going to be infected with yet another town. Anyone that played the mod and went "up north" will know exactly what I mean - have any of you been up there? What are your thoughts about it? Leaving on a positive note, we did notice a lot more low bushes in amongst the forests so it might be easier to hide a tent - if they weren't BLUE!! ;)
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We have a server which is exactly just that. No traders and no currency what so ever. Scavenge, survive and loot. Everything that you would find in Epoch is in game, base building, weapon and vehicle variety are all there. There are special missions to obtain higher tiered vehicles and weapons. There is around 15 steady players who are all pretty friendly to answer any questions or provide some assistance. I have include the server name, IP and port. hope to see you there. Also the server is around a week old so its constantly evolving and ideas and feedback are appreciated! Dayz Epoch Chernarus ClanD IP: 199.101.98.74 Port: 2322 I suggest using Dayz Launcher as Dayz Commander is not current and have issues connecting to some servers.
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Why No Epoch Servers With No Traders?
Automodown replied to Max Trichomes's topic in DayZ Mod General Discussion
We have a server which is exactly just that. No traders and no currency what so ever. Scavenge, survive and loot. Everything that you would find in Epoch is in game, base building, weapon and vehicle variety are all there. There are special missions to obtain higher tiered vehicles and weapons. There is around 15 steady players who are all pretty friendly to answer any questions or provide some assistance. I have include the server name, IP and port. hope to see you there. Also the server is around a week old so its constantly evolving and ideas and feedback are appreciated! Dayz Epoch Chernarus ClanD IP: 199.101.98.74 Port: 2322 I suggest using Dayz Launcher as Dayz Commander is not current and have issues connecting to some servers. -
Should scopes in dayz have the ability to zero?
AdrtySanchez replied to Karmaterror's topic in General Discussion
They shouldn't remove zeroing for one simple reason...it isn't realistic or authentic.I OWN a scope very similar to the the LRS and I can zero it(and I can adjust the magnification or zoom from 3x-9x),however keep in ming it doesn't say 100-1000 meters. In fact it says nothing,zeroing is adjusting elevation and windage which should be added instead of removing anything. If I can find the game I'm thinking of it was a military sim tat I used to play where you had to do that by watching the grass or a flag or even smoke to adjust for windage,and its an older game from 2002 or so it was very similar to arma or the battlefield series in the sense the maps were huge,tons of vehicles and just all out warfare. Removing zeroing from other scopes like the acog or red dot isn't realistic either,as I own one of both aswell(in case you're wondering I have these on my AR-15 and my MK17 SCAR) and guess what,they too have windage and elevation adjustments. Even iron sights have these adjustments,I'm not sure about the pso or PU though. I saw someone make mention about the recoil being unrealisitc,my question there is...have you ever fired one of these before? Mosin,M4,akm etc? I have and the recoil is very close,more so on the mosin and M4. So if you don't like zeroing all I can say is deal with it,it's realisic.Again it doesn't show the range but if you know how to use these tools it's actually very easy to do with little effort. However I do agree mildots need to be implemented,as almost all modern scopes have them.