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Found 41868 results

  1. tobias winfro

    price is incresed

    Maybe they are still trying to discourage people from buying Dayz because its still alpha. Now that the first iterations of vehicles are in experimental more people may feel inclined to buy the game now and with the influx of new players comes more bitching about the development taking too long, not enough guns or other stuff to do like in the mod
  2. Avant-Garde

    price is incresed

    Its because of vehicles I think. Think about it man, a lot of people was just waiting for them to arrive because they don't enjoy the walking simulation part of the game. Vehicles are a great attraction for players, and a really nice oportunity to make them big monies you see. I'm not calling the devs mercenaries or something like that, but as a company thats how I would think. We still in capitalism right, big profit ahead me thinks
  3. I agree that sprint speed does need to see a decrease, however I'm not fully behind any sort of weight system determined by inventory yet. Vehicles are going to be extremely buggy and I have no doubt that walking is going to remain the primary means of movement. It would just make the vocal minority even more vocal.
  4. Irish.

    DayZ 2015 roadmap

    Source: Q1 2015 Basic Vehicles Advanced loot distribution New renderer New Zombie AI Basic stealth system (zombies and animals) Diseases Q2 2015 Advanced vehicles (repair and modifications) Advanced animals (life cycle, group behavior) Player statistics New UI Player stamina Dynamic events Q3 2015 Traps Barricading Character life span + soft skills Animal predators + birds Aerial transport Console prototype Q4 2015 Animal companions Steam community integration Construction (base building) Beta version, expected price €34.99 / $43.99. The developer added that "every month there will be new weapons, objects, craft able items, vehicles and implemented additional features and optimisations." "2014 has been an immensely successful year for DayZ," said producer Brian Hicks. "We could have never hoped for so many people to join us for the adventure of Early Access development. As the team looks forward to our goals and features set for 2015, the vision of an open world sandbox where the player creates their own story and experiences comes closer to completion."
  5. Hi guys & girls.. Come try out our server! Anomaly Militarised Server ! Server IP: 198.27.80.126:2402 We are a fairly fresh server to Overpoch! what do we have to offer compared to other servers? The server runs on Gold/Silver money setup Base's are Indestructible (Soon only to be cinder) Player stuff.. Choice of skin/loadout at spawnCoastal spawn selectionCustom action menu w/ suicide optionCustom stats menu (hide able)Deploy bike/motorbike as fresh spawn! Safe trading!? Custom StaryCustom high end trader at balotaGod moded safe zoneAnti theft safe zoneGun disabled safe zoneHate having to pull the gun out your pack to sell??? Sell from backpack or Vehicle (In Bulk) What's to loot? Custom East AirfieldCustom Lootable military compounds through out the mapScattered military checkpoints dotted about And the guns? All Epoch guns! (Including thermal!)All Overpoch guns (Guns being added pretty much everyday.. there is loads you know!) Mission's.. hate when theres none... Missions ALWAYS up!2 Levels of difficulty on missions.Chainsaws at ikea missions Vehicles.. oh yeh... Locked cars are God moded after restart so no unwanted surprises when you come back!Claim open vehicles with key/keymakers kit to make them all yoursTanks/Jets/Helis You name it we run it.Tow & LiftWorking Evac Heli Come along give us a try! whats the worst that could happen? Great server with good players... Admin always on Due to UK/US Admin Bring guns not toys... no one loves a cry baby!
  6. Vehicles, when they're implemented, are the perfect opportunity for this ethos I think... OP mentions tools being rarer, this could be the case but you might add in a Haynes Workshop Manual or some such which the repairer must have in order to diagnose and repair non trivial faults beyond that of a flat tyre for example. Tooling, repair parts and these manuals could mean players are forced to strip down other items in their inventory so that, in essence, they become a mechanic/driver with reduced combat capabilty - so they need the support/protection of other players. This could also be done by making mechanical operations seriously time consuming i.e. 3 or 4 minutes for a wheel change meaning protection is needed whilst carrying out those operations. Wheels and other large repair items could take an entire backpack to carry making another player essential for such repairs. I dreamt a long while back of a 'live' battery system in the Standalone on vehicles - I imagine there being a lot of flat batteries in the apocalypse - so those vehicles had to be 'bump started' - pushed. This would need two players at a minimum. I just thought that could make for some absolutely classic mega-panicky play scenarios with a bunch of you desperately trying to push-start your old Trabant out of Chernogorsk... Leaving the driver in the car with the engine running in case it doesn't start... But... It's probably too much to ask for. :blush:
  7. hyerjohn

    Next Vehicle

    I'd want bikes, ATVs, motorbikes, stuff like that. A lot more feasible that they would be around. But whenever vehicles get added, and baricading, you can see where I'm going:
  8. Etherimp

    Newbs, ask a vet.

    I experience things like this a lot in Arma III, and in Arma II DayZ Mod..Vehicles and players are not always in the exact same spot for everyone at the same time.. You'll notice it a lot in Arma when you drive towards a parked vehicle at a high speed, you'll see the vehicle "move" and adjust its position and it can trick you into thinking there is someone in it, when in reality the vehicle has always been in that spot, it just wasn't reporting that spot to you accurately when you were at distance.. It can happen at closer ranges too depending on how much desync there is.. Vehicles and lots of players in a small area tend to create a lot of desync.
  9. Overheating is not much of a problem - even on sunny warm DayZ you can simply put your top in your backpack and sprint all day long without ever getting hot. Maybe when they include really hot days but thats not the case right now. Still I think its a misconception that runspeed is fast because of the lack of vehicles. Its more a consequence of missing stamina/weight systems and survival elements. Right now most travels have only two things to care about - getting to your destination and getting attacked by other players. And the latter is rather unlikely because many players use server hopping instead of ingame travel routes or stay at the coast anyways. Also in fights having a fast sprint at your disposal is not a bad thing - but as some mechanics like stamina are missing you can use it permanently as a side effect. However, reduced runspeed would increase the value of vehicles which I think is a good thing. But the features we are really looking for are those that give us something to do on our travels (loot economy, server hopping/suicide fix, PvE elements, etc.)
  10. If you're watching this, Hungry Hobo, get in touch! Our conversation was rudely interrupted by the dreaded 'no message received' monster. :) We hope you enjoy our videos. We haven't been doing it for long, so please go easy on us! Check out our channel for more videos like this one and feel free to subscribe if you'd like to be notified of our new video uploads. We're adding new videos pretty frequently. :)
  11. Yup on foot movement will be the most abundant form of transportation vehicles implemented or not. So why should it matter if the vehicles are 100
  12. Yeah, I'll make it clear that regardless of vehicles the run speed should be decreased. The reason it was increased was due to lack of vehicles, which is why I think it's relevant to the discussion of toning it back down. However, this should not be based around access to vehicles. Some players, even with vehicles implemented and especially when they are made to be rare, will not always have a vehicle. So everyone needs to get used to a slower run speed regardless. This is why I think it was a very poor decision by the devs to begin with to increase it. It's a lot more difficult to take something away from people than to give it to them, and a lot of people aren't going to like it when it changes. I'm not opposed to waiting until vehicles are actually in, like Griefslicer suggest. My personal opinion is to just get it over with though.
  13. GriefSlicer (DayZ)

    Time to reduce run speed with vehicles inbound?

    Read up a changed my full opinion on the situation I am really saying that vehicles have not been completely implemented yet and they are not a reliable mode of transport due to persistence issues. I go on to say that geared players should be taxed for their speed with a weight system. When vehicles are properly implemented I will strongly agree upon a change.
  14. The only reason it was brought up now is because in every past conversation about realistic movement and stamina all of the manic speed proponents use vehicles as the magical harbinger for a realistic movement change. So now that they can no longer use that silly excuse the topic arises. Wait..... You actually like the sonic the hedgehog speed.
  15. I'm used to the speed they gave us, but it is extremely fast. They increased the speed as a consolation because of the lack of vehicles, the SA did not launch at the current speed it was increased a bit after launch. It was still faster when it launched than it was in the mod, and I think that was a more appropriate speed than what we have now any ways. Why wait when it has to be done eventually and we are close to vehicles on stable? The mod run speed was 18 km/h I believe. Keep in mind, the map is the same dimensions as the mod. It felt appropriate. As I mentioned though I think SA run speed was even faster than that when it launched, but not as fast as it is now. Even that speed would be more appropriate. I think an encumberance system would be good as well. I hope no stamina bar is implemented though. You should run a consistent speed, just dependent on weight. I've played arma mods with limited stamina, and it just gets really annoying to have to slow down all the time. Much more annoying than just running at a constant slower speed. Here's the relevant tweets:
  16. GriefSlicer (DayZ)

    Time to reduce run speed with vehicles inbound?

    Vehicles are not persistent yet so you just can't simply rely on them as a main mode of transport, because you only have your hands on them for 2 - 4 hours until they are taken off you and sent to a new location. Vehicles are no way near full release and the running speed should only be tweaked when they come completely into the game (e.g; Persistent, Repairable). Your sacrificing fun for realism here by reducing the running speed. I think I will be done with standalone if they ever add the ridiculously stupid system of getting over burdened in epoch. You collect your gear and get overly punished for it by making you pass out every single minute. It just put more time into lying on the ground fainted when you could actually be doing something. I think a way to fix this whole fast running is to have a weight disadvantage so the more you are holding the slower you run. This gives a chance for fresh spawns to run their little hearts out at full speed to gear up and once they are geared they will be taxed with a slower disadvantage over fresher spawns in the game. I clearly don't want my travel time on foot to take even longer, because longer running = longer time not having fun
  17. you guys are acting like vehicles are some kind of finished product. wait for vehicles to get at least some what stable until they reduce run speed.
  18. Weyland Yutani (DayZ)

    Long Break From DayZ, what's new?

    1. Navmesh. Zombie don't walk through walls like they used to. Yea, every now and then, but you can lock them/yourself in rooms. 2. Vehicles, yup...vehicles. 3. No more head-glitching into buildings. 4. Lots of new towns. 5. 1st implementation of barricading. 6. Ackinghay siay utoay foay ontrolcay noay ubpay hardsay. 7. Private shard servers exist. 8. Bunch of new and cool weapons. 9. Horticulture. 10. Animals, hunting, fishing. 11. FPS is a bit lower than 7 months ago. 12. Craftable ghillie. 13. Ragdoll. This is a good one: http://www.reddit.com/r/dayz/comments/2ndcny/for_everyone_that_think_dayz_sa_made_very_little/
  19. How common are vehicles going to be? Also, is this a cry to slow down people? Can we just make vehicles faster? Last question, can you not get used to the speeds that they give you?
  20. Hiper (DayZ)

    Some DayZ Facts About You...

    Mod -Went from a survivalist to a suicidal kamikaze who used to threw helicopters over people after seeing shosho's videos :P -I just killed two people with grenades, I prefer the smoke or flash ones for some reason -My favourite map from the ArmA 2 mod is Namalsk (which I hope to see back when SA's workshop is open) -I love the dirt bikes, mostly because they're specially good for chases and stunts -I am a very good driver at most air vehicles, In land...well, better not have me behind the wheel :lol: -My favourite weapon and the perfect choice for all the situations it's the G36c, what can I say?, Germans surely know how to make a beauty of weapons :thumbsup: SA -I killed more people with the amphibia than the M4, that sneaky gun is sooo good. -Never ever killed anyone with a mosin with LRS, I suck at sniping. -I have some guilt over KoSing some people at the coastal areas, the reason why I started to only play at north and just head coast when have to make trades. -I am the leader of a clan, but somehow I enjoy more playing as a lonewolf because I feel unable to protect my brothers in arms. -I crashed my first V3S on experimental, and then died. -I consider myself as a "dirty bandit" but somehow I refuse to pvp as much I liked before, somehow this does not stop me from going into killing sprees when I die and have to meet the coast again. -Most of my friends were people I decided not to kill when I had the opportunity, most of them are now my partners in this hell. -I see clans and big groups as a "challenge to my skill", atleast to my individual skill. I don't know, but I surely feel like an skilled player after taking down an entire group by myself. -For now I'm staying up in the north by the woods, enjoying the wild life, hunting down people for bounties and making trades with some groups to get something in exchange, all by my own.
  21. Chaingunfighter

    Not to much military loot

    Explain to me how limiting the variety is vital? The amount that spawns should be lower, yes, but the potential of what can spawn should go up. It's not like military spawns are displacing other loot, because they only spawn at, you guessed it; military spawns. Plus, if you have a larger variety of stuff, you're less likely to see a specific instance of military gear so often, thus decreasing the overall number of specific items. It seems to me like a larger variety with lower spawn rates would be the best thing, because you'd have a lot of mixing of both civilian and military gear, which is what would often happen post-apoc (per say combining the durability and utility of a military vest and ballistic helmet with the comfort and low-bearing of some regular clothes.) DayZ won't play anything like ArmA whether there is one AR or 100 ARs, because ArmA focuses on groups of already supplied units in generally combined arms assaults on forces proportionate. DayZ has far fewer players per server and even less organization within them. Add that to the fact that everything in DayZ needs to be scavenged or salvaged, and massive scale battles end up a rarity. (Not to mention there are and probably will not be any tanks/APCs, heavily-armed helicopters or planes, long-ranged artillery, laser-guided bombs, and all the bells and whistles of ArmA. Not to say that none of this will happen, and I'm pretty sure armed vehicles will be a thing, but it definitely won't be finding a BMP-2 with 2,000 rounds of HEDP, likely more along the lines of an old pickup truck with a PK that you have to find and mount and link the ammunition for individually, of which you will only have limited quantities.)
  22. Caboose187 (DayZ)

    Not to much military loot

    Only to get overwhelmed by hordes of infected therefore fleeing, taking the what supplies and survivors they can in helicopters and vehicles leaving the military bases barren only to find out that some of the survivors they brought with them were infected themselves and attacked them in mid flight causing a fatal crash somewhere way out in the ocean. The remainder went off the radar hundreds of kilometers outside of Chernarus never to be heard of again.
  23. papajo

    Just some extra gameplay suggestions

    well I didnt say to make it like minecraft.. but lets say find a builing and barricading it or make a small outpost in railways roads etc by collecting resources not by mining. (especially if they add vehicles to load them on) And other players like bandits could make that hard to happen etc so you would need friends and a plan to be able to collect the scattered resources. As for the turrets I didnt mean automated ones they should need ammo and a user to control them I just thought they should not be mobile and lootable like normal weapons because that would outbalance the game a lot.. enemies (=any player that doesnt like them :P )should be able to destroy them though. as for the npc part I didnt mean exactly quests more like random events like in GTA lets say find guy on a tree and a zombie waiting for him or a house that has a family in it and zombies raiding it safe the family by killing or training the zombies to an other place and collect some resources as reward. As for zombie raids why do you think it wont happen? especially if its something like a one time event every now and then = they dont have to add it to the game they just need to load a script or something which is much more controllable and adds stability since it will be something like an isolated incident in the game. wouldnt it be grade for example to know that tomorrow night there will be a bunch of zombies raiding the X location and that there will be a scary big one too? :P anyway thats just my opinion and of course I respect the opinion of others as well.
  24. Bororm

    Next Vehicle

    Please tell me the rideable llama thing is a throwback to UO because <3 I do think in terms of development purposes, either horses/boats/helicopters/planes should be next. As any one of those will behave much differently than a wheeled vehicle. I don't see a whole lot of purpose to introducing another car at the moment, and to a lesser extent a bike/motorcycle/quad. These are all things I want in of course, but as they have demonstrated they like to try to do the most complex version of something first to establish a baseline for things to follow. I'd be fine with air vehicles coming last, as they offer the most end game of transportation, but I do think it would be valuable to start with something like mounts or boats next.
  25. On experimental right now at least they said there are a lot of vehicles spawning for testing purposes. I kinda expect stable to have a large amount of spawns initially as well, with them reducing it later. It could make the transition easier for those who would complain though. This is something that didn't bother me much, until I went back to the mod and then back to the SA again and realized it really is a bit painfully slow going uphill. Although a portion of that could also be related to run speed as well, where the difference is just perceived to be much greater because you run so fast normally. It could probably still use a bit of tweaking though.
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