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Showing results for 'Vehicles'.
Found 41868 results
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Dogs and horses have been talked about as companion animals, and vehicles haven't been 'quickly' added. They've been working on them for a while now and they only now got them in in their current phase which is pretty rough IMO, still, lot of potential. Think the recent 2015 roadmap had them pegged for Q4 2015, so they might get in around this time next year if all goes well.
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Even if this has been suggested (And I think confirmed already to some degree xD) I'm all for it, my only concern is would the animals stay behind and just wait for you like vehicles would, or would they just leave you, or would they disappear with you as well? But yeah, I'd like a companion, no matter the cost.
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Hello reader! Wouldn't you say that DayZ can be a very lonely game at times? I would think so. Just like in real life, when your friends or family aren't around, you get lonely, but pets are there to cheer you up! Wouldn't it be awesome to have a cute German Shepard follow you around? You would have to take care of it by feeding it, protecting it from the zombies and people and petting it! Or what about a pony, horse or donkey that you could use to carry some of your items, or as a means of transport? Since vehicles are being added so quickly into the game (fantastic job devs!), I think it would be appropriate to discuss the feasibility of my proposition! Apart from technical iffiness, I can't think of a reason against pets in DayZ! What do the guys think of this?
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| FOG's Crazy Community | 1PP | Persistence Disabled | All Playstyles Encouraged |
blunce replied to Vex_Vehix's topic in Servers
FOG has been playing on experimental servers to try out vehicles as of recent -- This is why we haven't been on there the past couple of days. Take note that our server is a private shard, so your character will be separate from the public hive & other private shards. If it's your first time playing on our server, you'll start as a fresh spawn. -
Containers have been in talks for a long time , it's just a matter of getting servers optimized enough to have zombies. people, loot and vehicles along with "world containers" like fridges being accessible or stacks of wood being able to be taken ... It's gonna be a whole new game when were able to do that ..
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I think if the dev team added to many vehicles it would ruin the game personally, Add some SUVS and civi vehicles and bikes and then stop it at that. Millitary vehicles would be too crazy and helicopters pls no!
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Since vehicles are in, make gas harder to get by making folks siphon gas from wrecks across the map. Will need some sort of rubber tube. Lets interact with the wrecked vehicles!
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Man....why did I read that as "tyre pooping device"...I had visions of a really apocalyptic toilet made from tyres over a long drop or something lol But yeah this is a great idea, ifwe get tank trap kits as a little tribute to the mod then we could build up some nice roadblocks. Don't forget though....if these things are anything like the arma 2 vehicles tyres can be shot out with a couple rounds, if its coming strait at you then a few right at the radiator, about 10-15 small arms (AK) fire will have it smoking. Fire will follow shorty after, then boom :)
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+1 sounds like a great idea and an exciting gameplay opportunity, however, I must caution that those traps will be as effective as claymores i.e. most drivers will never see it coming. Hence if this trap would be craft-able or in anyway common, it could be easily abused i.e. trolls could use the plentiful useless junk to booby trap all roads, as result all vehicles will be used as land rovers (with Dayz physics\Vehicles as we seen todate its viable) which will dampen the mood for me.
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Again, this tent hides very well. Our clan consistently could not find it, after being there several times, and standing 10m from it. So that speaks volumes on how hard they are to see if placed well. The only reason to have a tent like this, is so that you can develop a camp.. which is where the game eventually takes you if you dont die, a car, a helicopter, a home base, clans to war against to keep your gear, etc.. It eventually becomes a very rich and deep world, dayz. But you have to develop the lifespans long enough to build and gather these things, and you have to be okay with the fact that in one day.. you may lose it all. I welcome all of the parts of the mods that are still missing. Id love to see a clan hunting camps in their biplane, calling out locations to their teammates on the ground driving atv's, V3S's, and riding bikes. The camp gets stripped of all gear, and the unusable vehicles and tents get blown up with 1 single satchel charge. Those were the days, and I welcome them again.. one day. :) The best part of this game, even if you dont agree is options. If you take some away, or limit them too much.. then those that would enjoy gathering, and maintaining a helicopter or something else that requires a ton of effort wont be able to enjoy that part of the game like they should be able to. If you dont like tents, the nice part is the devs have already brought up several other options for you. Dont think that just because tents will be rare, or clan driven, or OP, or anything negative.. think of it as an option. Thats all it is. Its not like a player can carry a tents worth of gear on their back.. so if you're not near their camp its of no consequence to you how much gear they are hoarding. Eventually they die, the gear gets used, and lost. Circle of life. You all will see in time.. this whole thing will end up great.
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We are a community of mixed age PC gamers who enjoy online multiplayer games. As a community we provide public game servers for first person shooters, however our members can be found playing a diverse selection of games. Members come from a diverse background and are spread throughout the EU and NA... On the website you will find discussion forums and leaderboards. Currently we are providing public servers for Arma2 DayZMod and DayZSA. Clan Website http://www.deadmenrising.net/ Servers All our servers are hosted in dedicated London location on dedicated modern hardware Team Speak Server Server Rules Please see our rules website for a complete list. http://www.deadmenrising.net/index.php/page,rules.html Servers FeaturesAnti-Hacks ** NEW COIN SYSTEM** NEW COIN Trade from Cars and Backpacks.** NEW PLOT pole for lifeRandom Starting LoadoutSpan Selection - VIP Skins, Classes and base spawnsSelf Bloodbag (Right click on bloodbag in gear)Set View Distance - Right click on your binocs or rangefinder. Lower settings = higher FPS. Very helpful if you're running an old rig! Higher settings go up to 3km from the Epoch Standard of 1.6km = Great for Sniping!AI/NPC Chuck Norris (Bandit) roaming and staticAI/NPC Custom Gear - better weapons & lootAI/NPC Random EventsAI/NPC Missions - Custom to only our server created by the clan and **community players AI/NPC Heli PatrolsFree Refuel - At all fuel stations, pumps, tanks etc (except gas tanks)Repair & Rearm - At cost, at all fuel stations, pumps, tanks etc. (except gas tanks) (Have to get into gunner position first)Lift & Tow - For vehicles if not lockedServers Restart Every 6 Hours with warningsRestart Warnings - 4 (30 mins, 10 mins, 5 mins & 1 minute)Safe Zones - At trader cities with backpack anti-theft, speed limitCustom Loot - Increased quantities and some increased chancesNATO Trader - Mk16/17, ACR, Rebel TraderBuild Snap Pro - Toggleable clean, faster building and can attach different objects to each other!Additional Buildings - Extra lootable buildings, roadblocks, abandoned military bases, starter bases in middle of nowhereDeployable Bike - From toolbox, helps get you going if new spawn (Right click on Toolbox in gear)Custom Debug Monitor (HUD) - Player name, Location, FPS, Skin, Days Survived, Zombies Killed, Headshots, Murders, Bandits Killed, Humanity, Blood & Server Up-Time (Toggles on 'End' key)Trade from vehiclesSuperhero TraderPlus many more ** Thanks to Weirdizum
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142.4.215.109:2432 We are a server that has been running for a good while now, recently switched to a dedicated server (4 days ago or so) which is running beautifully. Still got a few bits and pieces to get up and running but now is a fantastic time to get involved as it was a full reset on the buildings and bases and everyone is back to square one. If you are interested then please head across and check us out! You will have fun :) We are a group of people who enjoy playing games together, or simply talking. We enjoy a hassle free, and mature conversations. We want players who enjoy having a fun time, and are active. We will not be having people causing arguments or fights. Doing so COULD result in a ban. Just come along, have fun and get involved. Our administrators and moderators are here to help, and are very friendly. !!!Starter Kits for New Players!!! Website:... http://htgaming.iclanwebsites.com/ Teamspeak: speakdls2.teamspeak.net:20839 !!!ATTENTION!!! Please be sure to join the correct server...HAMMERTIME DEDICATED OVERPOCH NAPF: 142.4.215.109:2432 Also be sure to add the following to your Set Launch Options in Arma 2 OA settings in Steam or in settings additional launch parameters in DayZ Launcher -skipintro -window -noborder -noPause -nosplash -mod=@DayZOverwatch;@DayZ_Epoch; Features Self Blood Bag Towing and Lifting Snap build Pro Salvage All Parts AI Missions and roving patrols IKEA Mission Treasure Mission Overwatch weapons and vehicles Animated Heli Crashes Over 300 Vehicles Custom Loot Walking Zombies Deploy Heli with Ruby Build verticaly as well as horizontaly Scan for Bandits/Players using the GPS Mining areas Take Clothes ATM’s In Grocery Stores (Infostands) Deploy Anti-Zombie Generator with emerald 1 Step Building Upcoming addons Group management 1 step trading sell from backpack/vehicle and more
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Time to reduce run speed with vehicles inbound?
bobotype3334 replied to Bororm's topic in General Discussion
Don't make any changes yet to run speed please until vehicles are in stable and we have helicopters and bikes too. Then we can talk about adding a stamina system: >running/walking with weighty items drains stamina faster. >Using bicycles uses stamina, although only a third of the stamina of running. >not having food or water makes your stamina slowly fall. >Being fed makes your stamina slowly rise. >Crouchwalking and crawling uses less stamina than walking. >When stamina bar is empty, you cannot sprint. >You can outrun zombies by sprinting, but your jog speed is slower than a zombie and zombies have no stamina and do not get tired. >Boots lower sprint speed, running shoes increase it, no shoes/worn out shoes can cause bleeding at random intervals if you sprint. >The "stamina meter" is invisible, there are just visual and auditory clues [ragged breathing, camera becomes janky in first person and running animation becomes floppy in third person] -
Welcome to Taviana Overpoch! From Now and Until Christmas... Every "New" Player Will Get A Free Briefcase. AirStalker Gaming Community is Hosting! Server IP---> 69.162.122.162:5902 <---Server IP Join our Teamspeak 3: TS3 IP---> 209.35.119.9:9997 <---TS3 IP Don't Know How To Join Our Server or Run Overpoch? When using DayZ Commander. Download latest version of DayZ Overwatch, DayZ Epoch, and DayZ Taviana (.com "version"). Then... Go on DayZ Commander: 1) Go to Settings. 2) Find Additional Launch Parameters. 3) Copy and Paste" -mod=@Taviana;@DayzOverwatch;@DayZ_Epoch; "Into Parameters. 4) Join our server (first IP above) and have fun! Want to become an AirStalker member? Join our TS3 and talk to Skunk or A Member! -Our Server Features- From Now and Until Christmas... Every "New" Player Will Get A Free Briefcase. Slow Zeds / Walking Dead Traders Black Market Trader Custom Loot Spawn Custom Cities (Soon) Economy System Deploy Bikes, Motorcycles, Gyros (& maybe more) Pack Up Deployed Vehicles Flip Vehicle Collect and Sell Weed No Weight Suicide No Plot Pole Great Server Hosts That Provide Maximum Performance For You Custom AI Missions Amazing Host = No Lag Amazing Host = No Desync
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November and December are busy months for DayZ. Coming up next week we're aiming for the 0.51 update to stable branch, we have the conclusion of our Private Shard contest, and of course.. the initial implementation (at a very basic level) of wheeled vehicles into stable branch. It is important that when hunting for/fueling/driving these new base model V3S trucks across Chernarus you understand the limits, base functionality, and placeholder status of much associated at this time with the vehicle. - The V3S is not tied to the persistence system at this time, so when it restarts - it respawns. - Yes, worry not vehicles will save, just not at this time. - Much of the animations are in progress, we hope to greatly improve the visual immersion versus legacy animations when mounting and exiting - The interior of the cabin is still in progress, what is there currently is placeholder. - Instrumentation will eventually be the primary method for tracking speed, fuel, temperature, etc - New sound effects for the V3S will be recorded, for now we are using legacy placeholder sfx - At this time the bed / cargo / command sections of the V3S and its variants are disabled while we continue work on them - This means the truck has no item storage capacity, and seats two survivors (at this time!) - Very basic functionality is present for vehicle maintenance, this is limited to fuel consumption and refilling. - Further functionality is being worked on - spark plugs, exhaust, radiator, etc This first initial implementation of vehicles in DayZ is aimed at tracking the network impact, physical simulation performance, and gameplay impact of this feature on the title. Be warned, this is the first time stable branch will get its hands on these systems, and there will be bugs. As with all systems, we will be iterating and expanding upon this as we move forward with development of DayZ. Aside from the V3S, 0.51 contains a strong amount of new mechanics, expanded systems, security hotfixes, and as always content. Going into December, we will be observing the impact of this update on stable branch and work on a end of year update for December with 0.52 mid-month. On a more personal note, 0.51 - even with the title as early in development as it is has had a large impact on my playstyles within DayZ. I am very eager to see how survivors adapt and expand upon the world of Chernarus with these changes. In addition I hope to put a special status report up when 0.52 is published to stable branch (sort of a town hall style address) where myself, and the other leads recap the most impactful and persistent bugs in DayZ Early Access, and where we are / what the plans are for them moving into 2015. As always, not a bandit. - Brian Hicks / Lead Producer Standup Notes for the week of 24 Nov 14 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: • Prison Complex • High fidelity V3S instrument panel • UH1Y Crashsite model • Prison-themed zombies Animation: • Steyr Aug reload animations • Player Suicide Animations in Progress • Vehicle animations • Rifle sitting animations update • Zombies with new AI Design: • V3S Praga Bugfixing • Config and scripts for prion disease balance • New content spawn points • Cooking extension • Loot defines for new centralized loot spawning Programming: • Critical inventory fixes • Client/server performance • Client/server crash fixes • Loot distribution redesign/improvements • Player & Item duplication fixes • Vehicle simulation diagnostics / bugfix • Character connection issues (protecting players from attack while logging in/before being able to move)
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I'm kinda sad that base building comes out so late. Now that we are getting to the vehicles, it would be a match made in heaven being able to build your own "home".
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Time to reduce run speed with vehicles inbound?
barnabus replied to Bororm's topic in General Discussion
I would wait until vehicles are fully implemented first. -
DayZ SA Install Stable & Experimental At Same Time | DayZ Standalone Tips
BlueCollarhero posted a topic in Gallery
Helpful guide on how to install both normal and the experimental versions of DayZ at the same time. Whats the benefit of this - well the queue to change between the two modes is quite large at the moment with vehicles just been introduced and anyone with a slow connection speed will certainly see this as a large benefit. There are two stages: Stage 1 is obtaining both normal and experimental and you will need to find the Steam directory folder. Dont panic here is a quick way to get to it. Right click your steam shortcut,right click and go to properties then open file location. Scroll up to steamapps folder. Now go to the common folder. Go to the DayZ Folder. Make a copy and call the copy DayZ - Stable. Now download the DayZ Experimental. Once done go back to our steam directory and now have DayZ Stable and DayZ Experimental folders. Rename the DayZ folder the DayZ Experimental. Here we go so clearly we have DayZ Stable and DayZ Experimental. Stage 2. Lets load one up as an example. You'l be doing this every time you want to switch between the two modes. The process is pretty much the same so for as the example lets load up the experimental. Right click DayZ in your steam games library and select delete local content. Usually this would uninstall the game but because we have renamed both folders it cannot locate where DayZ is. so nothing is uninstalled. We are going to load the experimental but for whichever one you want to load simply rename that folder back to DayZ. Then go to the steam games library, right click the game properties. Go to the beta section and tell it which one you are installing. So we are doing experimental so lets click op it the experimental. And click install game. It will say Discovering Existing Files. You will need to do this rename folder, delete local content and change the op in status for every time you do this and the only loading time is this discovering existing files. Okay we're ready to rock! Once you get the hang of it you can save yourself the 15 minutes of steam uploading and downloading the different versions for you! See you out there! Credit - Euphoria, http://global-gaming.co.uk/forum/m/12740172/viewthread/17200930-guide-for-how-to-install-dayz-stable-experimental-at-same-time Music: Secession Studios - Olympics spot Master [reversed] -
DayZ Vehicles (first implementation)
MooTactics replied to eugenharton's topic in News & Announcements
Yeah the one i had found had broken mirrors, for a total of 5 vehciles with no mirror :P not a biggie as long as they fix the mainline issues with it ( when my friends get out even if im completely stopped they die from the vehicles clipping issues. ) Plus this https://www.youtube.com/watch?v=st6F60jSuvU&feature=youtu.be&t=4m35s -
Time to reduce run speed with vehicles inbound?
DocWolf replied to Bororm's topic in General Discussion
Short answer, to avoid TLDR: no, not now. Now, the long answer: no, not now. First, because when a new item is introduced in experimental its spawn rate is greatly increased - meaning that when EXP 0.51 will hit stable V3S spawn rate will be greatly reduced, making it fairly rare. Second, because by admission of the developers themselves, acquiring and mantaining a vehicle will be rather time and resource consuming...this means that even if a lot of vehicles will be implemented they will not be a common alternative to walking/running/sprinting. Unless of course some kind of low-tech, low/no-fuel, low-manteinance vehicle like a bicycle could be implemented... but allegedly bikes and motorcycles are extremely difficult to implement in Standalone architecture, so let's not count on it. And let's not forget that the current vehicle management system is, according to Bohemia, extremely rudimentary and it's scheduled to be improved. Considering that a stamina system is scheduled to be introduced somewhere in the next year (see the post in this forum about 2015 roadmap) I suspect that decreasing running speed will be rather uselss, especially now. Just to cover all possibilities developers could reduce it of 10% or 20%...but only after EVERY SINGLE mechanics/feature influecing the character and its general movement on the map are implemented and working as intended. Let's not give in to the vehicle hype: the V3S is little more than the first step of a very long journey. My two cents. DocWolf -
Time to reduce run speed with vehicles inbound?
xalienax replied to Bororm's topic in General Discussion
I agree with OP but only once they (vehicles) hit stable and *Major* bugs with them are sorted out. -
Time to reduce run speed with vehicles inbound?
foxdie_01 replied to Bororm's topic in General Discussion
I most of you are exaggerating the final vehicle usage - it will require a team several days worth of playing to get the parts needed to get a vehicle operational (unlike experimental which is found fully working). With this in mind I suspect the majority of the populous will be on foot, and not want to be penalised as reducing move speed just restricts player movement around the map, something that actually needs encouraging. Plus, the advtanges of vehicles are mobile storage, transport protection, weather protection etc not map speed. Otherwise the balance of power shifts too in favour towards those that are willing to invest in in time acquiring one as you just shoot around the map after each restart sweeping up the decent loot from crash spawns relatively risk free, this makes its near impossible for newspawns and lonewolfs to aquire this gear. TLDR: Vehicles advantages are not about map speed, they're about mobile storage and protection from elements/players etc -
Important things: 1. Zeds less buggy. Still very few of them - hardly any challenge. 2. Persistence - work in progress. Currently broken. 3. Loot spawning - work in progress. Currently broken. 4. Vehicles - 1 vehicle in experimental. Hardly working, but it's something. 5. Lack of high end military weapons. No end-game guns that would give a reson to play regularly. 6. Shooting mechanics as broken as before. 7. Private servers are in. More clothes and various items. Growing tomatoes. Hunting. Oh, barricading right now means using lockpick to lock doors.
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A new video about the new trucks from a good friend from Germany: If you like it, also give attention to his other videos.
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Some very fundamental stuff to be expected in q1: basic vehicles, zombie ai, renderer, stealth and diseases. When all these things are added, I would say the basic game is very much in place and everything else (except perhaps more zombies) will just be icing on the cake. Very nice to see.