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Showing results for 'Vehicles'.
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BigDogs Gaming Community 195.154.17.9:2302 We have a brand new and fresh Overpochins server. High FPS, Paris based server. WAI missions Snap building High Loot Veteran difficulty Auto refuel and repair Single Currency 3.0 [Added] Right click binoculars to change local view distance [Added] Right click machete to cut grass [Added] New right click craftables Hatchet Machete Arrows Bike Mozzie Motorbike Littlebird Bow More coming soon... [Added] Snow [Removed] Name plate option on log in [Removed] Items causing FPS drops [Added] Increased amount of zombies per local player [Added] Coins random coin drops to AI harder the AI larger the amount [Added] Snap Building pro [Added] Scanning functions to GPS [Added] Self marker to GPS [Added] Players may now use a blood bag by right clicking on it - Removed scroll wheel [Added] Sbreens Building supplies [Added] Dutch's Motors [Changed] 2 hour day time 1 hour night [Added] Night lighhing to towns [Added] Rare chance of extreme weathers such as hurricanes [Added] Power generators to towns - Affects towns lights if shot [Added] Colin's Meds [Trader] [Added] Wurzel's Weapons [Fixed] Increased build limmit [Added] Elevators to building [Removed] Total amount of vehicles on server now reduced [Added] Rage's general goods[Changed] AI are now f**king hard Please note there will be a major AI update very soon As its a brand new server we will be adding more as we go. TS: 91.121.183.187 Website: http://bigdogscommunity.co.uk/index.php We also run Arma3 Wasteland, Insurgency and CSGO Please come and check out our multi-gaming community, all are welcome.
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So i finally managed to get everything together for my ghillie suit on the stable branch servers, have to say that it was a lot harder to make than on experimental - alot of searching for that netting - finally found some at Berezhki, but what I'm thinking is how many people are actually going to put the effort into making a ghillie? Because it is hard to make, and ever harder to find the parts for it! I know some people think its too rare - as in one piece per server restart makes it rarer than heli crashes - but personnally i like it - makes it feel likek you have actually achieved something when its made and makes you want to protect it! Hopefully vehicles will be as hard to get going and maintain! So, do you think its worth the effort to make the ghillie? it does hide you unbelievably well - (video below) So how many of you guys will actually make it?
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Problem with this merge is that I don't think the game is shit and want my money back.
ChainReactor replied to Barbosa1955's topic in General Discussion
Did you read any status report at all? Did you read any devposts on reddit at all? Do you have a basic understanding of what they are actually doing? Yes, they re-do the entire engine, yes they rather code a "new ArmA" instead of "a new mod". They actually started the Standalone project to get rid of the limitations of the old ArmA2 engine. You want me to list some things? Ok, here are some of the new engine modules that are in the work ( probably uncomplete because only from the top of my head ) - new renderer - new animations system - new player controller - new AI system including new sensors and navmesh - new netcode - new client/server connection and communication system - switching from content based on scripts to content using engine functions - new system for loot respawn and distribution - new physics system - vehicles coded from scratch using Bullet SDK - new User Interface - new player model + customization functionality - new weather and seasons system that impacts players and items - new sound engine So I hope you understand how creating a mod works. It already has all of the above mentioned functionality from an existing game and modders can focus on visible content. All of what i just mentioned are rather low-level but still huge programming tasks, taking months to years to be finished. And you will only see their impact on actual gameplay once they are finished and implemented. Thats why we have so many placeholders and so many prototype systems in the game. You don't code all this within 8 weeks. You much rather need 8 months to do so. For each. So don't try to tell me that the development has been slow and then tell me they've only added some items. The devs are really transparent about what they do every week. And i try to read and understand it all. But you will probably tell me the devs lied and took our money. EDIT: Also i've already planned a party with all my DayZ friends on Dec. 13th 2015, because that is the day when the old "TWO YEARS OF ALPHA" finally becomes a fact. -Brian Hicks, sometimes not a bandit. -
Believe me I get that but to hell with skills. That's just bad for gameplay. Finding and using the right tools and equipment is all that should be needed. I'm no doctor but I can tell you I can easily stitch up a wound with a needle and thread, will it be pretty, no, but I also know that the wound needs to be cleans and disinfected, I don't need a book to tell me that. What I need is the proper tools and that's all we should need. Same with vehicles, more than requiring a hammer and screw driver. Again, needing the proper tools. Not books. If anything, the only thing a book should tell you is what tools you need and not give you the knowledge.
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I am coming from a realism/authentic standpoint, which the game is moving more and more towards as "1.0 build" looms on the horizon. You see, when you get shot or stabbed, you don't "just bandage it". You have an actually-decently-sized-hole in you, leaking blood. You have to actually stop the bleeding, which usually takes the form of sutures (stitches). This is rather difficult to do correctly, and rather simple to do wrong. If you stitch the muscle fibers together crookedly, have fun having a crippled limb, as the muscle cannot contract to full capacity! Don't clean it out properly initially, or keep it clean (difficult at the best of times in a survival situation), or use less-than-perfectly-sterile instruments? Enjoy your life-threatening infection! Medicine is difficult. Which is why courses are offered in the most basic of basics, and to do literally anything more advanced (legally, of course. Nothing is preventing you from sewing up yourself like a dumbass.) , you need to get actual training, which is taught to you by other people, more skilled than you. Minor surgery, in order to remove things like bullet fragments and sew up internal injuries? YEARS of medical training. Now, I am not proposing that it take in-game years to be able to save your buddy, but instead make it more complex than just tying a ripped-up shirt about a wound and trucking onwards. Players "unskilled in medicine" will not be able to do this as effectively as others who are more skilled. They can try, but they will probably fuck up and kill their friend. So, if they work at it, they get to the point where they have to worry about fucking up less. Notice that I didn't say "never", because this is still a post-apocalyptic environment. Death is the rule, survival is the exception. People on this forum have been clamoring for a more advanced, more "authentic" medical system for a while now. Don't expect a dirty rag to keep you from dying once the game gets finished. Notice how I never said "driving a car" in my list. And note, in real life, you still need training to safely operate a car. In-game, driving a car should be simple, at least with an automatic. With a standard, which is probably FAR more common in Chernarus, you should have to manually shift through the gears. Boom, driving skill entirely based on the player. I also DON'T, and NEVER, wanted helicopters included in Day Z for exactly that reason. They make the game trivial, and any group that has one will bend the rest of the server over a metaphorical barrel and have their creepy way with them. If a "survival game" has vehicles where you can literally fly across the map in less than 5 minutes, is it really a survival game? The amount of maintenance, etc etc required for a helicopter is INSANE. Where would you learn it? If you fuck up the avionics, you DIE. Painfully. How would you learn to fly? Enjoy wasting fuel for a vehicle you will never be able to "afford" to use. At least you can learn how to fix a car or a truck through reading and hard work. Tell me, could you diagnose what is wrong with a motor vehicle and fix it? For most of the population, beyond the basic stuff, probably not. (If you are actually a mechanic, then good for you, but you are demonstrating the exact point I made in my first post: specialization) Now, howabout in a post-apocalyptic environment, where all of the rest of the mechanics are dead? You tinker with it, and learn how to fix things over time. An "unskilled player" would be able to fix their vehicle, just not as effectively as someone experienced. And, you too could be as experienced as that master mechanic, it just would take some work. Sorry if that takes away from your "loot n' shoot" time. Realistic/authentic > arcade gameplay. Sorry, my opinion is what it is.
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Slash Quit - Kris Back on US Thanksgiving (Nov 27), I heard Experimental branch got vehicles, so I went to check 'em out. Never found any, but I did run into a group of friendlies who were having a big dinner in church. They invited me to join them. I'm so glad I did. Enter da Church 1 Enter da Church 2 Enter da Church 3 Hope you enjoy.
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Again, this game IS an RPG. Are you, yourself, running around Chernarus? No? Then you are playing a role-playing game. http://en.wikipedia.org/wiki/Role-playing_game Why should each player have the same responsibilities? It strains my already-pushed sense of disbelief if each and every character is a top-notch surgeon, first-class mechanic on multiple and varies types of vehicles, a certified operator of those vehicles, as well as being a Spec-Ops-qualified marksman, all at the same time. This game needs realism, at the very least a nod towards it . The above? Not realism. The above is arcade-style gameplay that promotes instant gratification. What seems more satisfying? Driving around a truck that you yourself repaired through skill, dedication to the task, and hard work, or merely stumbling across the truck, server-hopping for some interchangeable parts, and doing something literally every player in the game can do with a modicum of effort? Which is more realistic, or, for those who will complain about "this being just a game", authentic? For a survival game, you lot sure don't want actual survival.
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OverPoch - NAPF - Survive Th3 Dead *NEW SERVER*| PVE | All guns and vehicles | Full AI Missions
surviveth3dead posted a topic in Mod Servers & Private Hives
Server Ip: 216.244.79.109:2302 - Our servers have been up and running since 2013. We are now offering NEW and FRESH DATABASE servers so players can start exploring again. - Our goal is to keep the server lag-free with high FPS. That's why we don't install unnecessary scripts on the server unless it's requested and voted by our member. When we install a script, we make sure it runs properly and up to date. - We run 3 big mission systems to keep the server thrilling and exciting, roaming AI and missions will make your survival day even harder. - Active Admins, Friendly Players and Helpful Community. Scripts: - DZAI Mission, WAI Mission, EMS Mission - Take Clothes - EvaC Chopper - Tow/Lift - Snap Pro + Plot 4 life + Vector Build - Custom Loadout and a lot more Server Ip: 216.244.79.109:2302 - Our servers have been up and running since 2013. We are now offering NEW and FRESH DATABASE servers so players can start exploring again. - Our goal is to keep the server lag-free with high FPS. That's why we don't install unnecessary scripts on the server unless it's requested and voted by our member. When we install a script, we make sure it runs properly and up to date. - We run 3 big mission systems to keep the server thrilling and exciting, roaming AI and missions will make your survival day even harder. - Active Admins, Friendly Players and Helpful Community. Scripts: - DZAI Mission, WAI Mission, EMS Mission - Take Clothes - EvaC Chopper - Tow/Lift - Snap Pro + Plot 4 life + Vector Build - Custom Loadout and a lot more Server Ip: 216.244.79.109:2302 - Our servers have been up and running since 2013. We are now offering NEW and FRESH DATABASE servers so players can start exploring again. - Our goal is to keep the server lag-free with high FPS. That's why we don't install unnecessary scripts on the server unless it's requested and voted by our member. When we install a script, we make sure it runs properly and up to date. - We run 3 big mission systems to keep the server thrilling and exciting, roaming AI and missions will make your survival day even harder. - Active Admins, Friendly Players and Helpful Community. Scripts: - DZAI Mission, WAI Mission, EMS Mission - Take Clothes - EvaC Chopper - Tow/Lift - Snap Pro + Plot 4 life + Vector Build - Custom Loadout and a lot more Server Ip: 216.244.79.109:2302 - Our servers have been up and running since 2013. We are now offering NEW and FRESH DATABASE servers so players can start exploring again. - Our goal is to keep the server lag-free with high FPS. That's why we don't install unnecessary scripts on the server unless it's requested and voted by our member. When we install a script, we make sure it runs properly and up to date. - We run 3 big mission systems to keep the server thrilling and exciting, roaming AI and missions will make your survival day even harder. - Active Admins, Friendly Players and Helpful Community. Scripts: - DZAI Mission, WAI Mission, EMS Mission - Take Clothes - EvaC Chopper - Tow/Lift - Snap Pro + Plot 4 life + Vector Build - Custom Loadout and a lot more Server Ip: 216.244.79.109:2302 - Our servers have been up and running since 2013. We are now offering NEW and FRESH DATABASE servers so players can start exploring again. - Our goal is to keep the server lag-free with high FPS. That's why we don't install unnecessary scripts on the server unless it's requested and voted by our member. When we install a script, we make sure it runs properly and up to date. - We run 3 big mission systems to keep the server thrilling and exciting, roaming AI and missions will make your survival day even harder. - Active Admins, Friendly Players and Helpful Community. Scripts: - DZAI Mission, WAI Mission, EMS Mission - Take Clothes - EvaC Chopper - Tow/Lift - Snap Pro + Plot 4 life + Vector Build - Custom Loadout and a lot more Rules: - PVE and New Player Welcome. - No Hoarding Vehicles, max 5 vehicles per base. - No base in static buildings, vehicles with 8+ items are claimed. - No Hacking, scripting, cheating or abusing players. Social Networks: Website: www.surviveth3dead.com Facebook: http://www.facebook.com/surviveth3dead Twitter: http://www.twitter.com/surviveth3dead -
Why dont you go outside and try to run up a 50* incline. Go ahead, ill wait.... On topic, they will be adding a stamina/load system once vehicles are in. The game is a work in progress, many core features and systems are bare bones or non-existent.
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So many gamers complained about the lack of vehicles in dayz. I wonder if they’re satisfied now. I honestly didn’t wait for them, but I think it’s fun to drive through chernarus.
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Problem with this merge is that I don't think the game is shit and want my money back.
Karmaterror replied to Barbosa1955's topic in General Discussion
If you were in from the start you will know what a bare bones shell they started in, here are just a few things we didn't have.. Animals Fires Cooking Hunting Zombies that obeyed the laws of physics...now they even obey doors...BONUS! :D Temp system Wet system A tonne of items Crafting Fishing A tonne of towns and buildings Vehicles That's a lot on its own, and is only gameplay not engine/server related (ie 64bit server implementation), and I know there is stuff iv left out. As for servers just spend a good hour of one night finding a couple good ones if you pub player or a nice private home (private shards^^). Fave them and bingo, always good server. Sure might drop at the end of the month but hey you safe for a few weeks. They did say that as it progressed in development it would go up in price. As illustrated its progressed quite a bit, and the end of the first year even seems a sensible time to do it. Also coincides with a big milestone in the vehicles. If your getting killed/dying not really getting to try many of the features I can understand your frustration. Even by doing this though you are helping test the game. Not every aspect of alpha testing is "fun" but is always in some way helpful. Maybe this is right, but don't think of it as an insult, just a statement... Either way insinuating the devs aren't "showing you something in return" because they are actually making progress on the game itself, instead of enabling a respawn button or typing up some tooltips is a bit low IMO -
STATIC SERVERS OverPoch-Taviana (With Instructions on How to Join!)
Devildogairman posted a topic in Mod Servers & Private Hives
Server Name: STATIC SERVERS - DayZ OverPoch Taviana Server IP: 198.27.74.118:2413 Server Owners: GreyFox, Devil, Awesomnessman (Many more Admins are to be allocated, and we are hiring! Post your application on the servers forums.) Forums: staticservers.us Custom Features: 3 Hour Restarts High FPS 5:1 Day/night ratio Max Players 40 slots Over 500 Vehicles Self Bloodbag Deploy Bike Wicked Ai Missions Custom Hero/Bandit Traders Donater Perks Active Admins Server Events Custom Loadouts Also a special feature; When new players join the server each new player shall receive a base building starter crate. The player may choose where he wants to build his base and have the crate given to them. If you have friends then that means you will be getting more than one crate if your friends are basing with you. Decription: If you're interested in an amazing server with custom scripts and very active admins, come on over to Static Servers! Community is key, and we hope everyone has a great time. :) Background: We are an expansion of an extremely large Gary's mod string of servers including DarkRP, Jailbreak, and many other's like Deathrun. Our admins have tons of experience and we have an active community who assist in the server. Instructions on how to join: http://staticservers.us/forum/m/17552610/viewthread/17101162-how-to-connect-dayz-overpoch-taviana-server/post/last#last -
That's one of the highlights of quarter 1 , 2015 on the road map that was just recently posted all over the forums .. But I'm very excited I really hope to see a lot of progress on the "fun" stuff like advancement in vehicles , ai , weapons (silencers and the sounds of guns being different/ echoing) , containers and persistence working fully , more advancements in cooking (and by the way it sounds , it seems like we will be able to cook our bullets ? Does that mean flammable objects are coming ?) Overall a very exciting time, I can't wait for the next 4 months to be over with lol I just wanna see the surprises it will bring :) ! Edit : oh and it looks like in the picture that none of the light from the fire is shining through any walls ... Will this be one of the first products of the changes made to the renderer in Q1 2015? I'm very excited to see a fix for the light so people will play night servers more often (gamma should not be able to be changed in game , so when the lighting is fixed I would hope the gamma slider in game would be removed so people can't cheat at night ).
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Pretty much. I would love a super hardcore survival server on Namalsk, but no epoch plz. Massively reduced loot, reduced vehicles, death from cold, etc. AI traders = Instant turn off. Safe zone = Instant turn off. economy = instant turn off. Basicly nutt up and bargain with other actual players (and risk death/robbery in the process) or spend days staggering around the map hopeing for the one thing you need.
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http://forums.dayzgame.com/index.php?/topic/215707-dayz-vehicles-first-implementation/
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I would suggest getting standalone as its easier to get and start.. The mod takes a bit to do.. Also mod is outdated in my opinion and the arma2 interface is crap.. Standalone is better then mod but got less vehicles and guns at the moment.. But has alot of other features the mod does not and run smoother in my opinion.
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I'm thinking 1....2 at most per server for the V3S come full release. Maybe 15-20 vehicles max per server, including land sea and air, rest should all be wrecks....maybe that we can salvage a part from or something, but not drivable ones. 6-7 of 1 vehicle sounds crazy to me. Maybe for testing yeah throw some more in, maybe even enough to represent the total vehicle count. Then as development goes on each V3S could be replaced by the new vehicle out, and have its spawn changed. Then we slowly transition to a full vehicle list over time and the devs get stress test data running the right amount of vehicles per server :)
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V3Ss don't have persistence enabled nor does it work so no, it will be gone through a restart. After a server restart the 3 vehicles on the server will reset to 3 different new spawns. No, the vehicles on that server stay there and cannot be brought to another.
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Clearing this up: DayZ is NOT years afterwards
soulfirez replied to bobotype3334's topic in General Discussion
Ok not that it overly matters to me in the scope of playing the game but i would say 3 things tell me it is in the relatively early stages after outbreak . 1 The rundown condition of buildings, vehicles rusting in streets etc etc bare very little difference to the condition cherno was portrayed as in arma 2 ya know when there hadnt been a apoc merely civil war and the devs have said it follows after the arma 2 time line. 2 those things running around trying to eat you are not classic undead zombies but infected people. How long do you think these infected people will survive for?? the disease doesnt make them immune to starvation dehydration freezing to death etc etc and once the easy caught food is gone trying to run down animals for food would have them expire very very quickly ( both from hunger thirst and the ill effects of the disease killing them.. 3 DayZ the Z does not mean Zombie but Zero But hey at the end of the day either way it doesnt change how the game is being played with what has been given to us in game. -
well that would be a bit selfish and sad, if there are only 3 vehicles per server and you want one (or more) to vanish from the server when you log off cause you think you own it...
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So in Dayz you run pretty much everywhere since there is no draw back to it other then weapon sway. In real life that is not the case, you cant run indefinitely. What I want to know is if the community would like to see more of a reason to walk like exhaustion that will slowly kill you, more damage to your shoes, and other things of the nature. With the addition of vehicles I think that having to walk wouldn't be that bad of a thing to do. What do you guys think?
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Most likely not but other vehicles will be added, cars, bikes, scooters, hopefully some tractors but as I stated above by this point the mechanics should be in for vehicle repair so you won't just find one and hop in and go vroom.
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On experimental last week there was 20 vehicles per server. Not sure if this has changed. Found a five or six. Had two at one time for a short while.
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I hate lame databases that list stuff .....wait I'll take that back. DayZ needs to approach how, where and when items spawn a little more intuitively. Can we please have a game where we can sometimes be a little surprised at what we find and where? Can we not have such things as lame ass heli crash site guides due to the fact that we have predetermined crash sites in the first place? Can we please have a little unpredictability to keep this epic game fresh? This game is on the cutting edge of social interaction and is testimony to certain traits in human behavior. it is what we make it.....to a point. The DayZ team have a golden opportunity here to make or break this genre. To look beyond the limitations of the old mod and come up with something truly special. Unfortunately, I see a lot of 're-inventing the wheel' here and copying old routines and standards. A little off topic but a good example is the old Ambient Sound loop we constantly hear in game. I would really hope that things like this are replaced with a more basic 'base' sound loop that carries no random clanging sounds or odd creaks, can openning etc that do not actually occur. This makes no sense!!! The engine is more than capable of creating its own sound based on actual in-game events. Back to the topic. The current loot table can and will be mapped. As it changes people will adjust their databases and provide the info to the public. We now have rudimentary vehicles in game. An already we have a map on where they spawn. Why? I mean I understand why the public sector make these locations public but what about a more dynamic system that calculates vehicle spawn positions from an array of 1000 (rather than 20) possible spawn positions across the map? At least 100 to start with. Why should I know *(after a server restart) where to go to grab a vehicle - or what route to run to find a heli crash - or whatever else DayZ has hard wired into its static code.??!?!?? Deep breath....! I'm aware things may or may not change as we go along. I am fully aware of what Alpha means. But I'm seeing a certain trend of old processes being held onto and engraved in stone. ....and not looking outside the square. Can we please make DayZ a little less predictable and more of an adventure for new and old players alike ? Please ?
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Don't get used to it as ready and working vehicles will be a thing of the past ;)