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Showing results for 'Vehicles'.
Found 41868 results
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
papajo replied to alexeistukov's topic in Suggestions
why dont we just patch all the arma 3 weapons and vehicles ? problem solved. -
-=Vg=- Victory Gamerz Epoch Mod Server Features: Single Currency and Banks Infistar AntiCheat WAI missions with cool scenaries Vector buildings ( building by angle) Mass Trade from Backpacks and Vehicles Switch weapons from Backpack Plot Pole Management Comfortable Tow\Lift Call bank by radio to know bank account cash Safezones by Infistar Central lock for vehicles Spawn Selection Deploy Vehicles Custom Towns Custom Traders Advanced Skin Changer Slow and Strong Zeds Harvest and Smoking Weed Snap Pro Service Points ( Refuel, Repair, Reammo) Fast Build FastCraft Self Trasfusion by RightMouseButton Custom icons Nice Death Messages Random Loadouts Godmode for vehicles on safezone Evac Heli Self Blood Bag Check us out at http://www.victorygamerz.com or join our TS3 server, victorygamerz.clanvent.com:6613 awesome group good times, we are like brothers here come join us on Teamspeak and get to know us. Check out our post here on DayZ forums http://forums.dayzga...rs-for-dayz-sa/ <----- Check here for more info! REQUIREMENTS * Ages 13 and up * TeamSpeak 3 * Mic * Steam TS3 Server victorygamerz.clanvent.com:6613 Main Web Site http://victorygamerz.com/ Application http://victorygamerz...ms/forms.php?do Facebook https://www.facebook...ctorygamerzclan Add me on Steam victorygamerz TS RULES DO NOT DISRESPECT -=Vg=- MEMBERS OR OTHER GUEST, MIC SPAM, USE RACIST COMMENTS OR PROFANITY. MOST OF ALL HAVE FUN WITH -=Vg=-
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I for one would like to see more vehicles. The truck that's in the game is absurdly hard to find on a non empty server.
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=Taviana Stories= is a group based, zombie apocalypse role-playing community. After years of playing DayZ, testing several mods, and spending time on other "role-playing" servers, our founding council decided that the overall balance, building mechanics and RPG feel, made Origins-Mod an easy choice for our zombie role-playing environment. With new content updates coming regularly, our little island of horrors is sure to offer players the most content, AI missions, alien zombies, lockable houses and vehicles and more! Website http://tavianastories.com/
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The main scenario I have in my head for this one is you know how we slow when running uphill...that suggests some sort of elevation detaction. You know how we get wet...that suggesys some sort of rain detection. well this idea sort of merges the two. If in dry conditions we can run at the slope and be slowed....then if its raining (and dependant on incline) theres a chance to slip, loose your footing, and slide down the hill. If you hit a rck or tree on the way down then chance of broken leg/arm. This would be a tiny chance on slopes that just slow to a jog...but slopes that can slow to a walk should have a much greater chance. To go with this system id like to see that hill detection swap a crouched stance to an all fours scramble if going up an appropriate slope, it could swap back to a standard crouch animation if you stopped, say to shoot. PS system should also apply to zeds so they can slip and fall while chasing you. PPS.....this is just one idea for it. It could apply to vehicles eg. wheels spinning forward....speedo says 120mph....but you are actually sliding backwards down the hill. Tractor could excel at climbing in wet conditions. Maybe chance to slip on painted/metalic floor surfaces while running, chance to drop a bike if you hit a grid while banked in rain..ect ect :)
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When will repairing vehicles be in game? Can't wait for that. I hope devs make that part of game as complicated as it can be. There is no better feeling than taking your car for a drive after a week of hard work of finding parts and tools.
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A new approach to the bandits and heros situation
mangozapp replied to con_hathy (DayZ)'s topic in Suggestions
I think this is what makes a hero a hero, also (the KOS bit) is what makes the difference between a hero and a friendly noob....That's the slight problem I have with this idea... It's a bit simplistic. Once you've played a lot you realise that there are actually more like 4 kinds of players... and an infinite number of variations between them...KOS noobs - panick firing guys who are crapping themselves constantly - i.e. flank them once or twice and they're out of depth.Friendly noobs - as dead as KOS noobs but crying about it more maybe.Bandits - experienced players who are playing for PVP - but want a good game so they may make exceptions and be quite funny at times.Heroes - Real top tier players who don't go running up to armed people saying 'friendly' but may help someone in trouble, warily or in a group. (And then there are lone wolves who just do what they fancy - KOS sometimes, a hero sometmes... 'free elements') I don't know, I just wrote that quickly so it's questionable. One of the main points is that players playing as heroes, generally, are the most experienced players - that's how it seemed to work in the MOD. Not all experienced players go that way, obviously, but heroics become more likely because they're the ones who are: A> bored of banditry because it's too easy for them. B> have made friends or are in a clan so they have the support needed to approach other players to help them re-equip quickly if things go pear-shaped. C> They've realised that it's up to them to create an entertaining game in the way they play, they're lookig for new scenarios. Personally I think the game works that way, and I think it is realistic, personally. If you had a lot of armed people suffering from post traumatic stress disorder running around a zombie infested wasteland - I think the greater part of them would be pretty edgy and not exactly feeling freindly. ...And, anyway, what use is a hero who can't combat an experienced bandit? It doesn't matter how kind and cuddly he is if he's inexperienced. I think DayZ will see far more heroes coming out as the game progresses, there are A LOT of noobs out there - noob = KOS. By noob I mean someone with less than, say, 6 months playing DayZ. That's how long it takes to really start getting to grips with the tactical end of it and start being able to avoid unwanted interactions. It might take another 6 months then for those players to get bored of using their advantage over noobs and start looking for other scenarios (hero stuff) ...or to quit. Also a BIG part of the hero end of things is tied up with players sticking with the same server. When that starts happening (forced by perpetual bases, vehicles etc.) then you can start actually making friends on a server because you see the same names in the server list and bump into them more than once - allies and enemies appear, trust grows. That game is quite a way off now though. I experienced it on a couple of Epoch servers and it was awesome, a completely different game that brought all sorts of new dynamics. ...Clans, medivac teams patrolling the coast, bandits that you hunted for and had a laugh with. I was a lone wolf but I could call for aid from a couple of clans I'd helped out... something to look forward to. So, yup, I think it's just too early now to find those true RP elements, game development wise but also, maybe more importantly, player development wise. B) -
Fuel Source Depletion And Alternative Fuel Sources (Server Uptime)
mangozapp replied to Steak and Potatoes's topic in Suggestions
In the UK, at least, running on veg oil is perfectly legal. Only fairly hardcore, mechanically minded folks tend to use veg oil however as, though it's pretty simple, it's pretty time consuming sourcing the stuff and filtering it so it doesn't cause problems. Also only pre-CPU vehicles (mid nineties or earlier) tend to enjoy the experience so that disqualifies 95% of car owners - which is probably why it remains legal. ...But that is all very off topic. ;) ON topic: I think the main problem with this idea is server hopping. If you've found an empty vehicle and have run a long way to find an empty fuel station I think very few people are going to be able to resist hopping - if the alternatives are either running miles to another (which might also be empty) or a whole lot of looting to craft an alternative fuel - knowing that either option will likely mean the vehicle will be gone by the time you've done that - with it probably being taken by someone who isn't so 'morally correct' and has simply hopped at the nearby station. In the other scenario, where you have the car but you run out of fuel near an empty fuel station... You've the same choices but then you're really trusting that it won't be found by a server hopper because there's a station 'right there' for him to hop from... So, naa, sorry, knowing DayZ I'd join the hoppers in that situation and save myself the frustration of feeling like I'm the only one 'playing with honour'. If you're playing in a team then it's a bit different, you could guard the car then while one messes about... But lone wolves, I think would be hard pushed not to server hop. Mmm. -
Hi, Since updating to 1.8.3 i have been getting crashes when transfering items to camping tents and vehicles. Normally prior to 1.8.3 the gaem trew them out of the tents/vehicles. but now all i get is my screen freeze and w windows error: The instruction at 0x0005a70e3 referenced memory at 0x00000232, the memory could not be read. also loot keeps vanishing: fro my inventory. I have tried many things to fix this but cannot get rid of this error My System Specs: AMD FX-4139 Quad core @ 3.80Ghz Pysical Memory = 8GB Graphics Radeon R7 200 series 2048 memory Windows 8.1 I have so far tired the following: Uninstall DayZmod and reinstall DayZ - No Change Uninstall Arm2 + Arma2OA - No change Uninstalled steam, deleted all profiles and configs, all other game i have, re-installed Steam and arma2/oa/dayz and other games - no change. Uninstalled the C++ re distributables and yes installed them again. -no change Disabled firewalls, antivirus, antispyware, all non essential background progams, -no change Run Physical Memory test program - No faults found Run Gfx harware diags - no faults found run gfx/ system stress tests no faults found tried different servers - still the same problem. The only thing i havent done, which i am not going to do, is to re-install my operating system plus all the porgrams and files to find out that it is a game update error. if anyone has a definate answer to this problem, then please i will be gratefull to hear it. P.S. I am not the only person to be experiencing this. !!!!!!!
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Fuel Source Depletion And Alternative Fuel Sources (Server Uptime)
BeefBacon replied to Steak and Potatoes's topic in Suggestions
Would this mean vehicles would respawn? Can't help but think that all the vehicles would be destroyed before all the fuel could be used. If vehicles can respawn it doesn't really make sense to have fuel be limited, even if there are alternatives. I'd like there to be alternative fuel sources, but I think gas stations should be unlimited (unless destroyed) making them valuable locations to control. -
Time to reduce run speed with vehicles inbound?
BeefBacon replied to Bororm's topic in General Discussion
I don't really want a reduction in run speed. I'd rather see a stamina system that is affected by a variety of factors: -Weight of gear -Hunger and thirst (including stuffed) -Health (sickness) -Dryness A completely ungeared player who is dry, healthy, energised and hydrated will be able to sprint for longer (and maybe faster) than a player that is carrying a lot of gear, has wet clothes, is sick, hungry and thirsty. The sprint should really be more of a dash that allows a middling player to run across a street and maybe get into a flanking position. It shouldn't be a means of travel. I imagine that we won't see any changes until vehicles are properly implemented, so we can repair, customise, etc. -
The new map just exasperates the issue now, with very few places to make camps which is why we need stashes. My mate and I would often go wandering the map edge looking for camps and vehicles - we always found something and now the wilderness is pretty much gone, it's going to make it even easier. That's not to say there aren't places, but with less places, it means more people will think to put their camp there as well. If you look at a heat map of DayZ below.... That's the original DayZ map. As you can see, most of the area is traversed leaving little room for a tent. Hopefully the new rendering engine will help but probably now so now any man made objects will stand out for miles, especially for camp hunters who are experienced in finding them. What I would love are tents that at least blend into the background and we can place exactly where we want them (within Reason) but watching YT vids, it seems as though the tent will place itself. In the Mod you could put tents in amongst trees but it looks as though that has gone. There may still be a few good spots and we'll see as the game develops. The simplest way to check your tent is to walk 100m away from it and zoom your view in - if you can see it, other people will and your loot will be taken. It's great for other people when they come across a tent stacked with goodies and they ransack it it 5 minutes whereas it took you 5 hours, or more, to fill it. Having a camp is going to be an integral part of the game if you plan on playing all the features. You need somewhere to store your bows, arrows, spades, hoes, fishing rods, etc. The problem really being that in real life, you would be "in game" 24/7 so it would be easier to protect your base but we have to log off at some point. The devs need to recognise that if tents are easily found, people will simply stop using them.
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Fuel Source Depletion And Alternative Fuel Sources (Server Uptime)
Steak and Potatoes posted a topic in Suggestions
With the implementation of vehicle(s), I am making this suggestion with the best intentions. I suggest all servers have a fuel source depletion timer/user amount and in turn a craftable means to equip and run vehicles with alternative resources. Example would be if a server is running for 3 weeks, the tax on all the fuel sources i.e. players constantly filling at stations/airfields/industrials would eventually run dry. After the servers main fuel sources have run dry players would be forced to craft alternative resources such as bio mass or vegetable oil to operate vehicles. The duration would last on a month or two month timer so at the end of it the resources would be replenished/reset. When resources run dry vehicles will have a scroll option to convert with a tool box and listed parts. Diesel vehicles will have an option to convert to bio fuel or vegetable oil, gas vehicles will have an option to convert to bio mass. Once using alternative resources, vehicles would run at a slower rate of speed, emit more smoke/soot and have a higher turn around on maintenance. Below listed is the craftable options (subject to change) for alternative resources with crafting list. Bio Mass(wood pellets)- Use an axe to cut wood chips off trees/combine and compress to create wood pellets which take x amount of inventory space as a jerry can. Vegetable Oil- Looted from markets and pubs filled into jerry cans. "Disclaimer"- I know alternate energy including electric cars have been mentioned in the past. This is entirely based on a time/realism outlook for servers on the public hive. Feel free to add, discuss, shoot down or call me stupid. Best Regards, Steak. -
The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
Chaingunfighter replied to d.walker43's topic in Suggestions
They were two separate options - one being that we should be able to make new vehicles (essentially) completely from scratch while the other said we should be able to heavily customize cars that already spawn in the world, such as the V3S. -
The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
IkaikaKekai replied to d.walker43's topic in Suggestions
Had an idea today while heading to work. Since temperature and such is going to be important to vehicles as well as players, they should add AC/heat to vehicles, along with being able to roll windows up and down. So say if you have a fully functional car with you could warm up using the heater or cool off with the AC fans or by rolling down the windows. Say your take a couple rounds to the radiator, to make it last a bit longer before overheating you could roll down the windows and turn the heat up high (which will draw hot air from the engine). *EDIT* Wouldn't even have to be a fully functional vehicle to get either to work, as long as the engine/electrical system works and the AC/heat functions you could use a 'broken' car to warm up in when it gets cold but you'd be using fuel, even if the windows were shot out/removed it would still provide a source of heat (though not a toasty with the windows intact and rolled up) -
Thats dumb, you break open the gas tank with a sharp tool to drain gas from derelict vehicles.
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Cross server Bandit and Survivor camps suggestion
NicoBaloira1357 replied to bluesydave's topic in Suggestions
Once vehicles get storage this would actually become viable -
This thread is fine. To all those who complain about repeats, well, the OP has a point. I check these forums almost everyday and it's not something that comes up that often from my experience. Give it a rest already, be thankful this forum isn't ANYTHING like the DayZ sub-reddit...THAT place is a cluster fuck of repeat threads non-stop EVERY day. Anyways, back on topic, yes I am waiting for bicycles to be implemented. To be honest I could really care less about vehicles at this point but bicycles spread out throughout the map would be AWESOME! There should be down sides to bicycles vs vehicles but advantages over running on foot. I think you should grow weak from biking long distances but not near as quickly as running. Plus they should be a bit faster and hopefully plentiful. Programming considerations aside I think bicycles will and should be a game changing addition to this fine Alpha. Just my 2 cents. ~Arrrghhh... Cpt. Jack Sparrow, signing out...
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I hope that one day we'll be able to build our own home-made vehicles using scrap parts. Anything is possible, even this Ukranian guy made a home-made gyrocopter out of what I can only assume is a combination of a lawn mower engine and parts from scaffolding.
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Time to reduce run speed with vehicles inbound?
[email protected] replied to Bororm's topic in General Discussion
Vehicles or no vehicles, run speed should have never been increased anyway. -
Your lack of objectivity is not fair to those of us who have read this thread, the "need more zombies" threads, the countless "KoS made me a murderer" threads and the now the soon to be extinct "we need vehicles" threads, amongst many others. I love bikes. I want bikes. I don't want 100 threads on bikes. I want all of the ideas for bikes in one place where the DEVELOPMENT TEAM can easily read through them all. Bike everywhere in real life, please.
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You gotta watch out for the wannabe's man.. you gotta use a unique title or something to try and counteract. It is annoying, Very.. I don't think they see it from a different persons perspective. It's only further saddening when it makes peoples legit topic get locked, then everyone starts to think the Mods are overpowering, when in actual fact they are not. Akin to fans in a football game screaming at the referee, literally influencing his decision making. OT - Bikes would be awesome, as would any other forms of transport.. now vehicles are getting some attention I would hope to hear more info on whats coming up and what to expect in the future with them.
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Hi guys, now that they are implementing vehicles and are talking about introducing penalties for running (since sprinting for 2 hours without getting a heart attack it stupid) do you think it would be a good idea to add in bicycles?. Where to find them: In all towns and farmhouses. About 2 or so in a town the size of Kamysovo, maybe 8 in Berezino. All bikes are chained to railings or trees with bike locks. You need a hacksaw, pickaxe, fireaxe, woodcutter axe, hammer and chisel or boltcutters to unlock them. Benefits of bicycle: Once it gains momentum it can travel about 1.5 times the speed of sprinting now (I think sprint speed will be reduced anyway).There are no physical penalties, you won't get tired or hurt your feet while riding.They are very easy to find.You don't need petrol or any tools to repair it. Downsides of bicycle: It can only travel at full speed on roads. It will travel a little slower on dirt roads and much slower on grass.Since you can only travel on roads you will unable to keep a low profile and will probably be ambushed.The bike provides no cover from guns.Crashing the bike will cause you to fall off and possibly be injured.You can't use a gun while on it.
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I'm a massive DayZ fan especially Arma2 DayZ mod. I have found this game to be frustrating at times (yes I know it is Alfa). I play DayZ standalone and DayZ experimental once a fortnight to see how and if it has progressed. Pros so far: More loot Character seems to be less needy (I want I want I want). Graphics are less glitchy. There are now Zombies/more Zombies. :thumbsup: I like the background noises as it helps with the immersion. Cons so far (and probably a little rant): Hit detection with melee weapons is shocking still. Zombies can apparently see through several building walls and chase me down as they are faster than my character. Vaulting over walls is hit and miss and sprinting up hills to out run zombies is impossible as you can not sprint up hills or run. Zombies can glitch through walls and glitch attack you out of nowhere. What I would like to see: The main enemy in this game to be fixed would be a good start. It seems that the zombies are fairly half arsed. From what I have been reading vehicles are a priority which is fine but I would like to see zombies with better AI and more boundaries in their detection; For an example, a zombie can see me in the prone position behind a building three buildings away. It is really frustrating especially when you just get started, you decide to loot a town and a zombie spots you, may as well call it game over.
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Time to reduce run speed with vehicles inbound?
Bororm replied to Bororm's topic in General Discussion
Because we've only got this map for quite the foreseeable future, and the map isn't going to get bigger. The issue you're stating is that it's boring to travel the map, and has less to do with the time it takes to do so. The obvious solution there is to make the map more interesting between destinations. Helicopter crashes are nice for this. Vehicle spawns, even more so than the vehicles themselves, are nice for this as well. I went out of my way in the mod to towns I normally wouldn't visit (shakhovka is a great example) in the hopes of finding a spawn there. So even without a vehicle, you were encouraged to travel more simply to find one. Making different towns varied in other regards is a good idea as well. Perhaps specific coastal towns could have a higher chance of fishing gear, perhaps some smaller in land towns could have a higher chance of a specific type of hunting rifle etc. Any ways, the point again being that travelling is "boring" (personally don't think so, but can understand) because it's mainly empty. If your run speed was snail pace (no one's advocating that) but there was interesting stuff happening constantly it would still be exciting. "Takes too long to get any where" just means there needs to be more places to get to imo.