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Showing results for 'Vehicles'.
Found 41868 results
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Ultimate Infection - Best of Kills Series
[email protected] replied to [email protected]'s topic in DayZ Mod Gallery
Part 4 is up. We took a bit of time with this one, and we like how it turned out. There's a lot of quality scenes, downing an Osprey and Little bird with M136 Rocket launcher, blowing up people in their vehicles with M136 and lots of other crazy stuff. Check it out. -
Dean Hall on Vehicles and Barricading
KiskilleAcronym replied to SmashT's topic in General Discussion
Listen to what Dean Hall has to say about vehicles... (The topic starts at 0:52) http://youtu.be/dFgkbXul3K4 -The idea to achieve vehicle parts through "server hopping" is very bad and very unrealistic. -Mod was a LOT MORE realistic in this particular matter. Cause when in your right mind will you want to go to a server to find a part with a very big chance of getting killed, and in the end if you survive go back to the 1st server where you left the vehicle welcome to everyone to steal for the time of your absence. Now you find yourself driving and a freshspawn comes out of nowhere and just KOS-s you right as you drive past him. -I wish they do the vehicles just like in mod. Simple and fun. But of course the developers have to complicate cause they are not watching it from the players perspective. WHY??? -I don't think players have the time or patience to do this bull****. -And in the end not everyone has a clan to go grab parts FROM ONE SERVER TO ANOTHER. This is very dementing and frustrating cause when will a lone-wolf be able to get parts for himself then? All the statements indicate how bad actually the idea is. Devs are just focusing on adding things THEY think are good, but they are not listening to the community. They guys who pay them. They should make vehicle parts more like it was in mod. Go around scattering until you gathered all the right ingredients. I think a lot of you will agree with me on this one. -
DN | DayZ Community - Epoch - Overpoch | Gold Coins & Banks | Respawn Menu |
Kimzer (DayZ) replied to Kimzer (DayZ)'s topic in Mod Servers & Private Hives
Updated: 09/10/14 All Servers Specific:Added: Retina Scanner for doorlocks and whitelisting friends.Added: Antihack updates and many event functions added. CTF and TDM included!Fixed: Removed some barriers on Lingor to allow access to veh trader.Fixed: Missions start with 1 player online on Lingor and Epoch now. Updated: 09/10/14 All Servers Specific: Added:Added something to check if it's before restart, it will automatically disconnect you 1 min before restart. If you are in a vehicle it will eject you (the driver) and all passengers, then disconnect you(if you're in a heli it will find a safe spot, and move you there). This is just a fail safe because some people sometimes forget.Added: Added the ability to load M240 ammo into planes.Added: Vector snapping! Changed: Armed pooks no longer spawn with ammo.Changed: Reduced amount of M240 ammo planes spawn with from 4 to 2 rounds.Changed: Reduced amount of Rockets on AH6J from 5 mags to 3.Fixed: Fixed having to press "F" in order to shoot your weapon after you respawn. Updated: 05/10/14 All Servers Specific:Added: Buying stuff at traders no longer uses animations, instead it uses a yes/no menu.Added: Clicking cancel, when choosing item quantity at traders, now cancels instead of buying/selling 1.Fixed: Misc bug and exploit fixes. Updated: 26/09/14 All Servers Specific:Added: Respray Vehicles. (Selected vehicles available.)Added: Added traders for Overwatch items instead of the same trader as Epoch items.Fixed: Errors and organized alot to make load times better. Updated: 24/09/14 All Servers Specific:Added: Tradermenu now displays item in list with pictures after clicking them.Added: Murdermenu and Humanity menu available at infostands in traders.Added: !pm/!privatemessage command added! You can now send PMs to other players.Added: !event and !leaveevent commands redone, bugs fixed with gear and gold save.Added: AI will only drop their gear -IF- you shoot them, running them over = no gear.Added: AI now have varying difficulty, can have up to 2000 cash on them!Added: New bandit/hero missions, allowing you to gain humanity or lose humanity.Added: Crates will smoke (or light up at night) when completed.Added: Added a new trade system, you can now enter the amount you want to buy/sell!Added: Currency Section to the banktrader instead of building supplies.Fixed: Hud alignment for smaller resolutions.Fixed: Fixed problems when giving player coins, cleaner message to sender and receiver.Fixed: Cleaned up some tradercode and organized some stuff.. -
To hell with vehicles, when will we see small hordes of the infected?
GunnyITA replied to danceswithzeds's topic in General Discussion
Hordes and Vehicles are a priority, but not as much finding a decent coutermeasure for hackers and cheater that using the same invisible hacking since a couple or maibe 3 patches... and a my post has been hidden as i said this but with not that much loudness...off course, who's not after being killed by a cheat that is out since 3 patches? -
To hell with vehicles, when will we see small hordes of the infected?
pillock replied to danceswithzeds's topic in General Discussion
How about we have zombie hoards and vehicles? I have very fond memories of Carmageddon. -
To hell with vehicles, when will we see small hordes of the infected?
danceswithzeds posted a topic in General Discussion
Is it just me, or would everyone rather see a small horde of the infected traversing different parts of the map making things really interesting. That kind of view and possible interaction would make for 1000 times more interesting gameplay than commando kiddies or loot farming server owners hogging up the damn truck that is coming. I don't think this is a suggestion because I shouldn't have to suggest this at all. It should be a priority so my question is, what is the projected time table for larger numbers of the infected? Please, more resources on small hordes, not trucks. Why can't they delete say, 75% of all the animals on the map, devote that game memory to more, and more zombies........ and sit back and enjoy all the praise and love? -
Well, even if the pandemic ran its course just one week before our first log in...there should be something that suggest collapse of society. At the moment Chernarus look a lot like Pripyat - a place hastily evacuated and abandoned. But we're not speaking of a city here, playable Chernarus is supposed to be a country...or at least a significative slice of the in-universe country of Chernarus. You can't evaquate such areas cleanly and quickly. I'm fine with almost empty houses (most things would be looted anyway), but we should have at least some visual clue of what happened. Some examples: there's a Forward Operating Base near Myshkino, and military vehicles on civilian airfields. Those things are not deployed during peacetime, so there was time to declare a state of emergency. Why we don't see police cars blocking (some) streets, miltiary and police (abandoned) checkpoints, posters and billboards speaking (in cyrillic) of the emergency, the plague and such?there's a beached, wrecked cargo ship between two moderately urbanized areas. Unless Rify was beached at the very end of the emergency or after society collapse, there should be something that shows Chernarus emergency services responded to such a disaster. Maybe (ruined) ambulances abandoned on the road, some (empty) tents on the beach, even a couple of (ruined) tv vans aroundeven if there was a very short struggle against the pandemic and the proverbial crap hit the fan in just a few days, even if there wasn't any coordinated answer to the plague both nationally or internationally...where are all the cars fleeing urban areas? Where are all car wrecks? Where are the buses abandoned at the side of the road (hopefully with an ominous, bloody handprint somewhere)? Why there is not at least one (non accessible) passenger train somewhere, with cracked glasses and pools of dried blood outside?there are western military helicopters and military vehicles around Chernarus, even UN blue helmets and berets. This could suggest an international effort to control the pandemic (or maybe not). Where are NATO/UN mobile headquarters, where are western armed forces bases? Even if the visuals of this game is amazing, leaving Chernarus in the current state is such a waste of potential. Even small additions, like graffiti on the walls commemorating/calling for loved ones, makeshift cardboards/signs giving direction to stranded relatives or improvised memorials like the 28 Days Later I've posted here could help A LOT to set the right tone of the environment.
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In DayZ what I enjoy the most is how the game feels organic because player input creates a palpable outcome. When running into another player the choice you make effects what experience you will have. It creates a story. This story and real life element is what makes DayZ unique to me. I love reading stories and watching posted videos of people's experiences. The more these experiences happen the more realistic the game feels. I want to be drawn into this apocalyptic world. An idea discussed on here and the forums a lot is that of dynamic events. In the real world crazy shit would happen during the apocalypse. So far the suggestion I have read as to how to implement this have been to have the environment change (radio signal picked up, helicopters crashing, tides changing to reveal loot caches, etc...) and the player react (locating source of radio broadcast, following the smoke to the helicopter, roving the shorelines for crates, etc...). Dean has said however that scripted events do not have a home in DayZ, and I very much agree with him. Vehicles are a great illustration of what I think "dynamic events" should be in DayZ. Dean has talked about how he wants acquiring a vehicle to be an adventure. Collecting parts and actively putting the vehicle together will almost certainly require multiple people and drive player interaction. Now here is where my idea comes in. Instead of having the environment drive and dictate player dynamic events, lets follow the route that vehicle implementation is taking. I want the opposite of the ideas I outline above where environment impact players and players react and change. Players should impact the environment and as a result the environment or world should change. This is already planned to happen to some extent in the form of permanent base building and in my opinion this will serve as the foundation for all other "player impacting environment" dynamic events. Small bases will be easily and safely constructed with things such as tents and improvised walls by piling wood or rocks. But to wall in your new farm, construct shooting towers, and make some sleeping quarters you need a larger amount of resources. In order to obtain these larger amount of resources you must endanger yourself, just like collecting vehicle parts is dangerous in high risk city areas or driving your completed car down the highway. Have dynamite be required to blow a huge rock face apart for quicker and large quantity harvesting. Loud ass chainsaws can be used for efficient wood gathering. These activities will draw hordes of zombies like flies to a carcass, not to mention droves of freshspawns with a full gun and an empty stomach. To successfully pull these high risk gathering operations off, large coordinated groups and careful planning would be required. I think that this idea can also be applied in other creative ways as well. Use the draw of amazing rewards and pair it with a high risk scenario. It adds atmosphere and event and player interactions which create immersion if done organically with in game hearing and vision being triggered by explosion sounds and smoke for example. Have players be the one to bring down the helicopters instead of them crashing at random. The already mentioned end game idea of powering up a radio tower via generators already sticks to this format as well. Any time attention is drawn to the player or group of players they are extremely vulnerable, but players will risk it if it means long term security or a new shiny vehicle.
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That is just the thing: we DON'T know how long ago society collapsed. The in-game info is rather schizophrenic, and suggests multiple timeframes. -Tropical/semi-tropical fruit (bannana, kiwi, oranges) being found in good condition. Without international trade, how would these fruits get there? This suggests a week AT MOST -Garden plots with ripe pumpkins. These guys are only really good for 2 weeks on the vine, then they start to rot. (Generally, they can last until the 1st frost, which happens mid-November in New England) They also are "good" in mid-late October. This suggests 2 weeks. -neatly kept lawns. Yes, there are lots where there is tall grass, but those appear to be abandoned lots. I have to cut my lawn about once a month (I just did, actually, last week, so grass is still growing in November), and I live in an analogous climate/latitude to Chernarus, so this suggests it can't have been more than a month. -On the other hand, we have rusted hulks of vehicles. Now, any car with a decent paint job will take some time to rust over, so this suggests it has been some time until they started to rust. 6 months? I, however, currently enjoy the state of Chernarus. I find the sense of desolation and loneliness to be far more effective at setting the mood (and frightening) than massive chunks blasted out of buildings, fires everywhere, etc. What I would like to see, is more of a sense of "run-down" -ness, if you will. Take, for example, sewer systems. IRL, most sewer systems require near constant pumping to keep them both full of, and free of, water. Without those pumps, the sewers will overflow and streets will fill with water. This is especially a concern when the sewer is near/next to a river (AKA Svetlo, Novo, and Severograd). The streets in those cities should be waist-deep in water (especially Novo, being at the exact bottom of 3 mountain valleys). This would make looting those cities MUCH more interesting. More "run-down"-ness could come from broken windows, broken-off doors, downed trees across powerlines, roads cracked open from flooded water mains, etc. The last would be of tactical importance to vehicles, as they would have to be very careful driving through cities, slowing down to avoid getting stuck. This would give other survivors a chance to ambush them.
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I started a DayZ Server on 1.7.6.1! If you want to experience Old DayZ then feel free to join. We have a few players at the moment but need more. IP: 94.23.200.92:2512 Version: 1.7.6.1 Time zone: GMT If you have questions add me on steam "CombatShades" and I will help you with what you need. There are plenty of vehicles and it is fully vanilla.
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I know that probably The Walking Dead is DayZ version of Godwin's Law...but honestly, look at the effort the director(s) put in building a semi-believable environment for their post-apocalyptic, post-pandemic world. Graffiti and writings on the walls for missing loved ones ("Brian Heriot we're at home meet us don't go home we love you Brian")Assorted junk, plastic bags and newspapers on the streetsDirty cars, leaves on the pavement, weather-damaged posters/billboardsMakeshift memorials from the very beginning of the pandemicAbandoned police and military check points, ruined emergency services' relief centersMakeshift billboards giving directions for loved ones ("Erin, we tried Stone Mountain")Buildings or areas "reinforced" or walled off by the authorities during pandemicBlood and dirt inside the buildingsRows and rows of cars gridlocked bumper to bumper trying to flee citiesCar crashes involving several vehicles Generally speaking the environment easily show that society collapsed, and collapsed bad. Quarantine and evacuations were implemented and failed. People were fleeing without being able to reunite with their friends or families. There were a lot of violent actions, either by the government or the citizens (or both) trying to keep the infection problem at bay...you know this even if the show don't tell you so because you can see the consequences of this events. Everything is run-down, dilapidated, and convey a distinct sense of depression (except for lawns and gardens, for some reason they're always cured even after a year of post-apocalyptic abandonement). In DayZ the map, gameplay-wise, is really fine as it is. Ok, adding some more cities or towns could be interesting - no need to go postal on that. There's plenty of wilderness around Chernarus. But one of the top priorities for the map team should be starting to work on a proper aesthetic of the apocalypse. They should start adding progressively more stuff that give players the feeling of being in a dead world. Chernarus collapsed months (a year?) ago, and there should be some kind of visual remind of that tragedy. At the moment walking in Chernarus is a beautiful experience (seriously beautiful, considering we're in alpha stage), but everything seems a simple movie prop. You walk in Novo and it seems you're walking in the hollywood prop of an abandoned east-european town; you run down the coast and it seems you're in a tv set depicting a cold war region. Everything is too clean, too empty to actually look as the leftovers of an apocalypse.
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That might be the case. But it seems like weapons who are just thrown into the tent will stay there even after server restarts. Other item who are just thrown in there seems to disappear, so perhaps you can hoard guns anyway. Only difference seems to be that you can't organize your weapons into slots. At least my loose weapons have survived at least two server restarts. So in that case its just stupid that the tents have so little space. I have twelve big weapons like mosins, shotguns and SKS in the tent now, and most of the slots are filled with ammo and scopes. So gun hoarding is possible, and it will be even more possible when the servers can be trusted and vehicles are available. I would have a tent and backpacks in every corner of the map..lol.
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great idea, go suggest it on the link below please. That is the official list for all vehicles and vehicle-related ideas. Im pretty sure radios is on the list already but I know lootable CD's are not. Great idea, go suggest it so it doesn't get lost in the bowels of these forums. http://forums.dayzgame.com/index.php?/topic/210326-the-communitys-official-vehiclevehicle-idea-thread-version-15-now-with-constantly-changing-polls/
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Honestly, in the middle of all this whining there are very few valid points. * More points of interest. How true! A big amusement park near the big southern cities could be really interesting. Kid playgrounds and/or small public parks around mid-sized towns could be a good idea too; bus/truck deposits should be somewhere. Something less "scenic" but more "atmospheric" could be wrecks and traffic jams on major roads (either fleeing certain towns or trying to enter), areas where the military tried to drive back refugees or contain infection (bombed out buildings, checkpoints, burned out civilian and military vehicles). Much more mass graves around the map, with construction equipment around; much more destruction and car wrecks in towns and cities; abandoned (and semi-destroyed) cars in the middle of nowhere with messages for friends/families pinned on them. Makeshift memorials in big towns dating the start of the infection, with people pinning prayers or "have you seen him?" leaflets on walls. Much, much, much more blood and destruction in urbanized areas. * Too few building models. That's right - even if the model count is quite high, the various towns does not seem authenitc enough. Try changing external textures of already existing buildings: two stories green house could be coloured in many ways, with different textures like chipped paint, bullet-riddled walls, blood or burned stains, faded paint, new paint... * Irrealistic internal layout of buildings. Hell, let's be honest...current buildings, with very few exceptions, are absolutely irrealistic. Revise the internal layout of the most outrageous buildings out there and we'll call it a day and stop complaining about that...not every one of them, just the weirdest/most bugged ones. A free suggestion: if you really want to place a "cosmetic" door (as in, something that cannot be opened and is there just for show) at least change the skin...I don't know, cover it with nailed boards, show signs of welding if it's metallic, put chains/big locks on them. It helps immersion. On a more general note: a couple more cities/towns is not Armageddon. But please, before adding new urban areas, start working on improving what you already have on the map. And for the love of God, start working also on the atmosphere. We need to see and feel there was a total breakout of society in Chernarus. Nowadays the map seems a big, abandoned movie set.
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DayZ 0.5 first impression after long break
DocWolf replied to Zing Freelancer's topic in General Discussion
New military bases scattered in the west and south-west of the map. The most interesting one (personal opinion, of course) is the biggest one, between Pavlovo and Kamenka. Following the road between those two towns you'll see a crossroad/fork shortly after leaving the southern outskirts of Pavlovo...take this new road and after a few minutes you'll find a walled compound in the woods. That's Pavlovo Military Base...take care, last time I travelled there (patch 0.49) it was Balota Mk II: lots of server hoppers, everyone is a legitimate target and such. Another interesting one is "tent city" west of Myshkino. If you follow the road (don't, cut through the woods west of the town) you only have to leave the northern outskirts of Myshkino and after a few minutes you'll find a crossroad/fork: take the western road and following it you'll end in an enormous clearing in the woods where you'll find a FOB with lots of military tents, wrecked vehicles and sentry post. That's Myshkino Forward Operative Base (previously at Balota Airfield, now relocated there). North of Severograd there's a new military base...never visited it in person, AFAIK you shouldn't use a ladder that o below ground (there's a bunker of some sort) because it's bugged and kills you. Or, at least, that happened to someone in experimental...don't know if it's really a bug or if he was simply unlucky. -
[AUS/NZ] AU44 Pognog - DayZ Epochigins|Coins|SectorB|Missions|OriginsHousing
raryin posted a topic in Mod Servers & Private Hives
AU44 Pognog - DayZ Epochigins Brand new server hosted in Sydney, Australia Mature Admins Fresh database High framerate, no lag Features: Map: DayZ Taviana (Origins 1.7.9 edition) DayZ Epoch 1.0.5.1 + DayZ Origins 1.7.9 Origins Vehicles (including Submarine, Flying Fortress) Origins Building System (WIP) Sector B with AI Roaming AI helicopters Enhanced Origins spawn selection AI Missions Single Currency & Banking Vehicle Service Points Plot Pole Management Snap Building Pro Trader City protection No Weight Tow / Lift Self-Bloodbag Take Clothes IP Address: 119.252.189.43:2402 TeamSpeak: pognog.zapto.org:10015 Website: http://pognoggaming.com/epochigins We hope to see you on the server! -
I haven't heard about what I'm about to say, so I'm gonna suggest it. Finding CDs. In towns, such as apartments, some loot could include CDs that could be used on a radio/inside a car radio that would play music. (Not 1 CD that players a wide selection as music; A variety of CDs that plays a few songs/albums) There was a suggestion about a radio that plays music, but a CD would be much more realistic, and if people were killing for a drive with music than they could go hunting for a CD. Would be useless to some players, but would be nice for those players that would want it. Would add a variety to the game ;-) Sure, you could just open up youtube and listen to music, but this could be used for other reasons. Placing a radio in town and blasting music outloud, survivors near by would hear it and perhaps be attracted to the sound, and the person playing it could be friendly and just looking for some friends. (Dumbass scenario but possible xD) OR when the time comes when zombie respawning is a bit more realistic, a radio could be placed in town to attract most of the zombies at the town to the radio, so you can kill them all easily without clearing the town out by going everywhere. There could also be some type of CD that plays music that relates to bandit actions, lyrics with "I'm gonna fucking blow your brains out and take your shit.." which could keep other players away from such areas with this music playing.
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Just to update this since .50 I've found no 3 mosin sin the new vehicles all around the new cities. Especially North of cherno. They seem to clip through the car seats right now so if you can't get to it by opening the front door try the back door. That's what she said.....couldn't resist.
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Hey guys posting about about a good Arma 2 Overpoch server and brand new Arma 3 Epoch server and something that may fix you steam ticket null fail or battle eye client not responding for Arma 3 epoch. First the Servers. The Arma 2 server has high loot, high number of vehicles and building capabilities. gold and banks. very helpful admins if you are having some problem joing the server please connect to our team speak posted hear on the this web site. http://www.terminus.pw/ This website has all of the server info for both Arma 2 Overpoch and Arma 3 Epoch. The Arma 3 epoch we have have very helpful admins try to help assist you at any time. to get off the island or general questions if us admins dont know how to do it we will find some on who will teach us or you to do it. The link below is a video of what i as an admin do. BTW no rules at the moment. go ahead and be one of those dayz stand alone dick heads if you want lol. https://www.youtube.com/watch?v=e1-F0S63N8w Now for the battle eye and steam ticket null fail. go to your x86 or x32 files, go to steam, click steam apps or applications go to common then click. Arma 3 for insurance i replace the epoch files. these next step is what fixed it for me. go here download both client and server file. then take the files you just downloaded and past them in the battleye file in arma3 replace the files. if you are on windows 8.1 you will need to go into the properties of the battle eye files and unblock them. find installscript.vdf file and highlight all of the files below that one and delete all of them and re-verify all game game cache. after its re-verified try it if it doesn't work i am sorry for making you do all of this. thanks for viewing the forum.
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I want vehicales, then I come back !!!!!!!!!!!! :) Fukkin gief vehicles ASAP :beans: :emptycan:
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I bought the Standalone Version a while back, but for the last... I think 5 month, I didnt play, cause there was just not enough to do yet, since the game is just Alpha and stuff... So, short version, what changed? Do we have vehicles now? What about tents/base building? Do Zoombies still walk through walls? Stuff... Is it worth playing now, or should I wait some more?
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Bicycle Suggestions/Discussion [Official]
(G4F)Stijntjehap replied to ianaconda's topic in Suggestions
No I am not here to say bicycles must be added and stuff, because many other people want them to be added as well! But what as, as soon as the vehicles gets added into the game, you can find Bicycle wheels in the store, which take like 2x2 maybe stackable up to 2? And you can find metal bars, which could stack up to 5 which take 3x1. And then if you have a wrench you can create an improvised bicycle. Which will look very scrappy and makes a lot of noise of course? Wouldn't that be awesome? And that the bicycles stay after server restart, or are carryable (Do not ask me how, but the developers might find a way to) And if you find Oil cans you could upgrade it together with a saddle and stuff, so it makes less noise and starts looking better. Also it would be you could use spray paint cans on the bikes to camo them, instead of the rusty color it could be Green, black or camoed? (Like 50% or 75% for the whole bike?) And if you added this all it is a normal bike? Makes less noise and you are able to go faster on it? Everything between ( and ) would be the inventory space Crafting recipes would be: Improvised Bike: Move the wrench (1x1) on the 5 metal bars (1x5) --> Option: Create frame --> Creates: bicycle frame (2x4) Move the wheels on the bicycle frame --> Option: Add wheels to frame --> Creates: Improvised bicycle (3x4) IT IS RIDEABLE FROM HERE, But there might be a possibility to add a message: "My back hurts" because there is no saddle on it. And the message "My feet hurt" because there are no pedals and "My hands hurt" because of the metal bar as steering wheel. Having a pedal/steering wheel or saddle on it will keep these messages out. How to expand the bike: Move leather saddle (1x1) on the improvised bike --> Option: Add saddle to bike --> Adds the Saddle in the bicycle Move steering wheel (1x2) on the improvised bike --> Option: Replace steer --> Replaces the metal bar steer for a normal steer Move Pedals (1x1) on the improvised bike --> Option: Replace pedals --> Replaces the metal bars for pedals. Move the oil can (2x1) on the improvised bike --> Option: Oil the bike --> The bike will be oiled, and will make less noise * Move the black/green spray paint on the improvised bike --> Option: Paint bike --> The bike will get the colors ** Move a burlap wrap (with grass) on the bike --> Option: Add wrap to Steer / Top Tube / Down Tube / Seat Tube *** * This will use a little bit of the oilcan (25% orso) , and the bike will be silent ** This should use 50% / 75% of the spraypaint can, because it is bigger then a gun *** You should be able to add it to all 4 of the tubes, so it can be optimized in camouflage, because one wrap should not be enough. Or another possibility: Add in a Fold Bike, a Bike you can fold up to the size of (2x3) You would only be able to spray paint this bike because it folds up. Pro's and No's Improvised bike Pro's - You can customize the bike the way you want - It will be faster as a Fold Bike because it has bigger wheels Improvised bike No's - You will need a Saddle, Steering wheel and Pedals to keep annoying messages out - You will need to oil it to keep it silent. - It takes a lot of inventory space Fold bike Pro's - It takes less inventory space as the Improvised bike - It makes almost no sound without oiling. Fold bike No's - It is less customizable than the improvised bike - It is slower than the improvised bike What should be added into the game for these ideas: - Metal bars (1x3) - Bicycle wheels (2x2) - Bicycle pedals (1x1) - Bicycle Saddle (1x1) - Bicycle Steering wheel (1x2) - Oil can (2x1) - Fold bike (2x3) - Improvised Bicycle (3x4) - Improvised Bicycle Frame (2x4) Extra's The improvised bike will lose durability based on time driven on it. How more damaged how more noise it makes, Oiling it could help this! It will basically function as a Leather sewing kit or the sewing kit. If you're tires gets damaged, repairing it with duct tape might help or of course putting new tires on it Same will count for the fold bike, same for the noise and stuff _______________________________________________________________________________ Tell me what you guys think of this idea, and if this would be added! Also I would like to hear from the developers if this is able to, Basically the bike customization works as the weapon customisation ingame ;-) Greetings to all of you -
A real good suggestion before people move on!
ChainReactor replied to Paradiz's topic in Suggestions
White knight incoming ! lol The problem is that these facts are often outdated or the deadlines are not really deadlines. The devs stated numerous times that the huge success of the early access made them shift the focus of the development massively. They got the opportunity to greatly expand their vision what this game will become and they re-planned the entire development. So when we talk about vehicles, they initially didn't plan to re-write the entire physic model and how detailed not just the vehicles, but rather the entire vehicle system will be. It's not surprising that especially the physics rework and the implementation of it took quite some dev time. Speaking about deadlines, people often take it as set in stone when one of the devs say things like "we aim for...." or "we think we can make it until....". Thats not a deadline, thats an assumption. Actually, i can't remember if any dev ever communicated an internal deadline to the community. -
Work in progress below, Just making sure the devs don't winge RE: conceptual rights. Updates will be found on: https://graliv.com/blog/ if I get around to any. It seemed like i’d spent days in the water, after jumping the rail from the ship, the infected were everywhere and I had no other options. Scrambling onto the beach and panting on the shore, just thankful for being alive but starting feeling the cold wind beginning to bite. In the distance the dull thud of a shot gun tells me all I need to know, the infected are here. Picking myself up, throwing both arms around me and shivering, looking up the shore I can see a small house a hundred yards to my right, keeping low, praying not to be seen, I creep closer, very aware that the t-shirt and jeans I’m wearing are lethally inappropriate for the late autumn weather, the only positive thought in my head: its not raining. Slowly staggering to just outside the gate of the one story fisherman’s house I listen, the only sounds now are the birds and brisk wind, opening the gate wincing as it gives a loud squeak free swinging out of my hand and abruptly juddering with a loud tang against the metal stop. No point waiting, I need to get out of the wind, even though, as I just noticed half of the windows a broken, stumbling forward I try the closed front door and with a sigh of relief find its unlocked, opening the battered tarred door quietly my eyes instantly fall upon an old black woolen coat hanging on a hook to the right. Keeping it quiet and assuming from the broken windows and the stillness, there’s no residents, I pick up the musty coat and slip into it, as gratefully as I’ve even donned any garment. A thump against my thigh sets me to fishing inside the lining of one of the pockets: a care warn Swiss army style multi-tool with attachments. Starting to take in my surroundings, I note I’m probably not the first visitor, the food cupboards by the old iron stove are all open, one hangs swinging on one hinge. Looking further I see a table and chairs and door leading to internal room presumably a bedroom. On opening the door, the unmistakable stench of something rotten hits me, so quickly its closed. Just as I’m pondering my next move, I hear the pounding of soft shoes and a rasping of breath from outside, without thought I open the back door and run!!! Five Minutes later and thankfully warming up from exercise, I have to stop, crouching, fighting for breath, just behind a holly bush. During my frantic dash I’d passed signs of societies breakdown, several cars abandoned on the road, i’d pounded across to get into the trees, with doors open and windows smashed. There’s an old grey pick-up just ahead. Pausing for a few more minutes while my breathing normalizes, to make sure I’m not being followed and to confirm there was no signs of anything else out there. I reflect on my options, practically naked and alone, with what only can be described as predatory human beings who’ve been infected by the virus that’s swept the planet, I can either give up and die of fight to survive, the radio had said that any contact with bodily fluids: blood, saliva can lead to infection so: don’t exchange fluids with the infected. “ha ha ha” I’m loosing my mind, or am I returning to sanity, anyway “I must survive”, first a weapon, I feel the desperate need to get something to drink, as I’ve got stomach pains due to the salt I swallowed during the swim. That pick-up may have something useful, so risking a mad dash into the open I end up sat down on the forest side with my back to the drivers door, thankfully there’s no dead, looking up and down the road, I open the door, the first thing I see is a half empty bottle of mineral water, in the door pocket, opening it greedily, i swash it all back. Putting the empty bottle in my pocket. Next a rummage of the glove box brings up nothing but an old paperback, try the other side pocket, again nothing. Back seat nada. Jumping out, checking left to right to see I’m still in the clear, I stand up to have a look in the bed, again nothing, there’s is however a built in tool box just behind the passenger compartment, I open it and inside an old flat head screwdriver. It’ll do more damage than my bear hand so I grab at it and shove it in my trouser pocket. Thinking I’d spent enough time in the open I run up the rise of the roughly forested hill and start jogging using the cover of the tree line keeping watch for more abandoned vehicles, other survivors and shuddering at the thought the infected. Graeme Livermore
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So, are vehicles coming in 0.50 or not?
BeaverProductions replied to haxborn's topic in General Discussion
Because they wanted to make the most complex vehicle to make sure everything was working before developing simpler vehicles