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Showing results for 'Vehicles'.
Found 41868 results
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No. still no vehicles and tents not working since months. clearly NO
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Yeah well I like to keep my expectations high since they've had over 1 year of alpha testing and I want my cars :( No but seriously, this is the way me and 90% of my 10~ something friends that own this game feels when playing. Game is OK, its Alpha but really fun already. What makes us stop playing is that when we finally spend more than 1 day, is that the end game has no "sub goals". Sure we get fully geared within 3 hours easilly if we're a group of 3-5 people. And then what? We raid an airfield, sometimes there is 1-2 campers which always gets one of us with a sniper, we take him out, hold the area until our friend arrives, then continue walking.. and we always wander around asking eachother, what should we do? It usually ends up in raiding stuff or camping a big city for bandits, but after an hour or so one by one quits the game saying "actually, this sucks, I cant spend hours with the only reward being 1-10 min gunfight. Then wait AGAIN. If there were vehicles in the game we would find one, and fight for it, while some people hunt for parts, it would make the game so much more enjoyable. But well, guess fanboys will be hating again but sure go back to your clown masks, fish gathering (which is so pointless since you can loot food for weeks in 1 small village) and running marathons to move to another area. Im out. In other words, I'm tragically in love with this game.
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Oh its not random.. I see welding (to fix vehicles) in our eventual future. Youll have to find the parts, the vehicle, the welding mask, and the welder as well as other things probably just to think about fixing certain issues.. going to be a nightmare, and a blast. :)
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
danceswithzeds replied to SmashT's topic in General Discussion
I really don't understand why they didn't add the same damage and resulted animations to zombies that they already have implemented for players. It would make the game much more interesting while we are bored out of our minds with no vehicles or hordes of zombies. One city with 2 zombies that are either walking or flat on their back (before they disappear in 10 seconds sucking the immersion out of the game) is just not cutting it. Now a city with 2 to 4 zombies that we can shoot in the knee cap and make them surprise "ankle biters" while crawling around.........? Now that's something that can get us through these extremely boring days. Sorry for the typo in the OP title... "Addred" what the fuck is that? LOL I meant "added" -
Ruthless Toothless Gaming - Vanilla DayZ 1.8.6.1
RRP47 posted a topic in Mod Servers & Private Hives
IP: 199.101.98.77:2312 Filter for RTG We have opened a Vanilla Dayz server, with minimal scripting to keep the vanilla experience intact. FEATURES: Headshot Zeds Zeds do more damage...they're supposed to be a threat ;) Night Fog House/Street Lights at night Auto Refuel Custom Loot Custom Buildings Ghillies, soldier clothing, bandit/hero skins will keep you warm. Each has a different effect on temperature. Ghillie being top dog. Sector FNG with Military guarding an Mi-17 and lots of loot in the Sector. Skalisty Castle with Bandits guarding 2 special loot stashes, and a Camo Huey. That is the ONLY ai you will encounter (should you choose to attempt it) in this server There are 70 vehicles total in the server. This is the maximum we will implement. This is Vanilla DayZ, not 1000 vehicles Epoch. Server Restarts every 3 hours. Admins of this server are RRP47 and Days. Admins do NOT play in the server. If they are in the server they are performing Admin duties and will have an admin tag in their name. They will perform their duties, and log out. Simple as that. We do NOT play in the server. We watch from outside, need one of us? type "admin" in side chat, and DaRT will notify us. You can also use our Teamspeak to contact us, as we sit in the ADMINS channel. Just give us a poke. Scavenge, slay, and survive. Come join us for some OG Vanilla DayZ, we'd love to have you. As always with our servers, PVP is more than welcome. PVE players are welcome as well, we welcome all breeds of players. Please keep in mind that if you prefer PVE, do not complain if you are killed by another player. We do not run PVE only servers, never have, never will. You want to kill zeds and avoid players? By all means do so. But you are at risk of PVP at all times in our servers. The server locks itself 5 minutes prior to restart, and will remain locked for one minute after restart, after which it will unlock. So fear not if it appears locked immediately after restart, this is intentional. -RRP More information available on our website, ruthlesstoothless.enjin.com -
He is not the first guy saying this. It's popping up on this Forum literally every day. This is mostly down to the fact that people are uninformed about how the process and development works. I do not and I hope they're going for it in one way or another (or rather know). But Basebuilding is not what Epoch is or what made Epoch. Epoch is: 1,000,000,000 vehicles / serverRidiculous Sky-BasesRocketlaunchersGunshipsJetsTanksDonatorperksTraders with unlimited StockGodmode-SafezonesAnd I truly hope this won't come. Epoch was never survival-esque basebuilding. That's what I meant with my post. I hope that none of the single voices in the community (not even mine) will make a difference in a game over 2.5 million play. The community as a whole is something different, though.
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I agree this is the way to go. When you say "the community", do you mean the guy who started this post? The guy who got almost everyone who replied against him ? Hardly seems like the communty`s "demands". But the communty IS right to question the way the dev team is working, adding vehicles was a long sought after addition, and it was to far down the list. I belive it is important to give people addons that will keep them in game, and keep the game "hot". We all hope more and more people will buy this game so that we can get even better mechanics and items. But for that to happen the updates need to make a difference. But it is better to do it slow and right, rather then fast and wrong. You highly doubt the dev team is going for base-building? You are on the dayz forum team :) You should know that this is something they are aiming for, they even said that best case scenario is base building under ground. And that is what epoch is, base building, perhaps not the safe zones and traders, but that is only a small part of it, and reading about what way Hall and the dev team want to go it seems fairly close to epoch. What you or I say will not affect the Dev-team (I hope) but as a community we can make an impact. Best Regards.
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I think it's very wise of them to expand the map in the manner that they're doing so now. We've got both barricading & vehicles right around the corner. A larger map simply justifies the need for a vehicle even more, especially considering that once they're implemented, running speed will be drastically reduced. No sense in providing us with vehicles if there's very minimal land for us to drive them to. Same goes for barricading. It'll be more difficult to reach the more Northern parts of the map upon spawning, so when choosing a location to barricade yourself in, the North would be more ideal than the high-traffic coast. If you've been keeping yourself up to date with recent dev feedback, you'll see that they're working on more unique structures & locations. Namely the prison & the underground military bunker just North of Severograd that's currently in experimental. Supposedly the bunker is "not suppose to be there". But regardless of whether it is or not, you can see how it sets itself apart from any other military base in game. Furthermore, most building models that are currently in-game aren't finished. The devs intention is to rework the look & atmosphere of every town to better suit a post-apocalyptic setting. For what it's worth.
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Can confirm vehicles are not DLC :)
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I have giving a lot of thought over this vehicle everyone is leaving for epoch renting a server in the current state of dayz is pointless my population numbers have dwindled with the release of epoch two weeks away it will only get smaller. This will be the last month of my server until vehicles are released hope it all pans out best wishes Dean and Crew.
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Vehicles will come as a DLC for purchasing Half Life 3, I can feel it in my bones
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[Standalone] Servers do not refresh / show up
DrunkRedneck replied to aPanzerIV's topic in Troubleshooting
they will be up in ~1 hour, without vehicles https://twitter.com/eugenharton/status/530020933638320128 -
So, are vehicles coming in 0.50 or not?
Schweinsteiger replied to haxborn's topic in General Discussion
Wow! You're really deceiving yourself. You want it so bad you've convinced yourself it is imminent when it's not. We will not see vehicles for at least two more months, i.e., after the new year. That's my estimate/opinion. It would be nice if they arrived sooner but don't kid yourself, think later rather then sooner. If you keep your expectations down you be less likely to be disappointed. -
Adding extra items works perfectly parallel to AI and persistence. And persistence is required for both vehicles and base building so you can hardly call those core elements. In fact its impossible to start with them because they need so much to be done first. Persistence is core - and map development is arguably core as well. Then we got the loot econemy and survival elements - core elements that are worked on but still aren't done - thats why we got the "walking simulator" - to break your bubble: vehicles won''t change much here and average movement speed is likely to go down. Now as written above there are different team working on different things - some are more visible, some are less visible. What you are saying is something like "The art team should stop being productive until the much more complex mechanics that require lots of planning and basic elements to be done first are 100% done".
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Hello and welcome to the Forum, Sadly, this is not the way it's working, as: The Animators / designers aren't the one fixing bugsSame goes for Map-DevelopmentYou can't tell a Map-Developer to go fix the Zombies.It was published that adding content will have highest priority before fixing content, to make sure nothing will be broken when adding more contentHopefully we will never get anything "like it was on Epoch Servers"As far as vehicles / transportation goes - it's currently being hyped. Which is why I suggest you read up on the Dev-Tracker / -Blog first. http://forums.dayzgame.com/index.php?/forum/138-devtracker/ http://forums.dayzgame.com/index.php?/forum/134-development-blogs-status-reports/ Vehicle Preview: http://forums.dayzgame.com/index.php?/topic/214343-twitter-peter-vroom-vroom-vehicle-preview/ EDIT: Please don't advertise this thread by posting in other sections. This is crossposting and against the rules.
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Vehicles everywhere !!! Well, he is teasing us so much that i am confident Exp. 0.51 could be the patch so many have been waiting for.
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No, I think most people are referring to the increase in buildings and ever decreasing rural areas. You can't dictate where people will go but why do we need more towns? We used to have a mass of wilderness up there where people would hide all sorts of things. You might think the map is huge but as a veteran player who roamed every square inch of that map and often ran the entire edge of it looking for people camps, tents or vehicles (with a friend it's surprisingly good fun if you have an appreciation for the work done on the map, like walking the outdoors and have a good conversation). Once you walked everywhere and then you check the heat map showing peoples movements (and taking into account the way tents stood out like a sore thumb past 100m), you found there were very few places to hide things. Some players will go looking for your stash and one of our friends was brilliant at looking for obvious places and going "I bet there's a tent here" and sure enough, most of the time he was right lol. Now there is no wilderness so to speak of, where are you going to hide anything. All that has happened now is the available farming, base-building and hiding spots has shrunk massively. So when it comes to you finding a spot to hide something, chances are you're going to find someone else's stash there or they're going to find yours. They didn't even make the tents green or brown, either. That "vacant field" you're talking about is probably where they cleared the area to add the town in. Before that it probably had something in it and even if it didn't, wtf is wrong with a vacant field? Have you ever looked at the countryside? When we say copy and paste, we mean the buildings are all the same, not that they highlight an entire town and then "ctrl - c'd" and then "ctrl - v'd" lol. Every town pretty much feels the same, just in a different order. They say they're adding in 4 unique locations. Personally, I don't see the attraction of a shit ton of cities everywhere - why do we need so many and what are you doing in them that's so much fun - cocktail parties? I would have added a few extra cities. one or two up north and maybe combine novy and stary - there, job done. Then I would have added in at least 10 unique locations including a mine/cave system. New buildings for the the cities in the north that had a completely different feel and each city would have something unique about it, like the hotel in cherno (which would have been enterable all the way up to the plane crash). Yes we know they are - we just don't find a town with exactly the same buildings in it as the last 5 towns are boring. They should have designed new buildings for the villages as well so they felt different. Maybe they will - why don't they hold a competition for modders to design houses to put in the game? Loads of people would sumbit buildings and they'd pick the ones they really like. Face it, DayZ/Arma2 buildings really aren't all that.
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I seriously do not understand the hate for skills and skill progression. It is both realistic, and would add value to your character. It would also give us an actual reason (beyond enjoyment) to read books in-game. Not like "Fallout skill books", but a maintenance manual for a vehicle, or a generator, would provide a boost to skills, allowing us to repair/maintain those pieces of equipment faster/more effectively. Or a medical manual (with practice) would allows you to suture wounds closed, or perform minor surgery (iffy on that one.) Everyone could start with 1st Aid, and another skill (not combat-related). This would both give you value ("Don't kill me, I'm a mechanic!"), as well as giving you some sort of backstory (If you are into that) Possible skills: -Medical -1st Aid: bandages faster (Everyone starts with this) -Bone setting: sets broken bones faster, lessened chance for infection -suturing: you can know suture wounds shut, faster/more effective with higher skill -recognize disease (obvious, recognize a disease and the best form of treatment) -surgery (remove bullets, minor surgery) Mechanical: -Vehicular repair/maintenance (obvious, with maybe different "minors" in different types of vehicles? Sedans, trucks, diesel, tractors, helicopters, etc. Only someone with that skill can repair/maintain a vehicle of that class. Discuss?) -Generator repair -Carpenter -Electrician -Plumbing (not just "greywater", but drinking water as well) Weapons: -Firearm: Now, does anybody here play World of Tanks? IMO, that game has the best skill system I have ever seen. Essentially, each tank has certain characteristics (rate of fire, turn speed, top speed, turret turn speed, horsepower, etc). However, when you start out, you don't play with those characteristics, you start at 50% due to crew inexperience. AS your crew gets more experienced, you gradually reach the "stereotypical performance" of the tank (ex: you load guns faster, up to the max rate of fire, you get more accurate, to the max accuracy of the gun and the shell, etc) and once you reach 100% crew training, you don't get any better. Firearms in Day Z could act like this, with each player getting better and better with a specific firearm as they use it more, up to the gun's in-game statistical performance (raw accuracy, sway, effective range, etc). This way, players who stick with a firearm will be rewarded for surviving, but not to the extent that they will necessarily overshadow anyone else. Someone could be really good with an AKM, for example, but just because they are really good with it doesn't mean they will be outranging an SVD in the hands of a beginning player (of course, the experienced AKM user would be more accurate with his weapon than the beginner with the SVD, but only up to the AKM's base accuracy.) -Reloading: reloading spent ammuntion (small pistol, magnum, small rifle, large rifle. Reloaders, chime in on this) -weapon maintenance. Obviously, I like the idea of skills. It is both realistic and flavorful.
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Game would be fun if they had a smaller boundry
Geckofrog7 replied to Frost20's topic in Suggestions
The alpha isn't a game yet. It's gonna be a lot harder further on, but our main job right now is to test stuff for bugs. Of course it's gonna be more boring right now..but that's why it's not considered a full game yet. Sounds like taking a break from SA might be a good idea, maybe go play the Mod for a little while until vehicles are in. Nothing wrong with that. -
Game would be fun if they had a smaller boundry
Geckofrog7 replied to Frost20's topic in Suggestions
Ahahahahahaha no. The point of this game is to be a huge open world for you to survive in. You're not meant to be shooting people very often. Unless you've made that your goal in this game, in which case, knock yourself out..but you're not gonna get much action out of it. And even for testing purposes until we have vehicles, no. We're here to test until the game is released..not necessarily have fun. (though of course you can do both with the right mindset.) -
As 0.50 is pushed to stable branch today, it is important that survivors understand a few key points about this latest update in the DayZ development cycle. 0.50 and features specific to this update, as are as always - very early prototypes. While we do iterate weekly on experimental branch servers for both functional, and gameplay reasons many systems behave very differently when exposed to the much larger audiences on stable branch. Additionally, as we blaze ahead towards our end of year goals we will see performance server side bounce back and forth. We here on the DayZ development team endeavor to finish off the year with not only the additional features mentioned in last weeks status report, but with a healthy and steady server performance rate. As always, please use the feedback tracker when reporting issues and make sure to work with your game server provider's support if you are a DayZ server operator. That said, lets revisit last weeks comments regarding changes to how project updates and development info on DayZ is communicated to the Early Access survivors. As mentioned last week, we will be rolling out some changes to the DayZ.com website: Project CalendarExperimental & Stable branch updatesDev StreamsMaintenanceStatus ReportsEventsDev Hub will be moved to the landing page of DayZ.com to allow easier access to the latest news and updates about the development of DayZServer Status widget/block - (This displays the current status of Stable and Experimental branches eg: Online / Offline)In addition to the changes to DayZ.com - we will be reapproaching how we handle the dev streams. We will continue with the dev team play sessions - however we will replace the alternating week play session / Q&A frequency with a dev blog / commentary style video that covers the teams commentary on the previous play session as well as discusses and shows things upcoming to experimental branch. As we roll these changes to DayZ.com and our dev streams / blogs out we will as always engage the community for feedback at the official DayZ.com forums. Lastly, as many may be aware - our game server partners recently started rolling out support for the renting of private shard servers on stable branch. To celebrate this, and coincide with the upcoming Christmas holiday we are looking for the best / strongest / most epic / generally most awesome communities. Do you have a DayZ squad, clan, server community, or otherwise group of rag tag survivors? We want to hear about it, and you. Tell us your tale at [email protected] and the top three entries by December 1st will win free server hosting for their group for a year from Multiplay Game Servers, as well as the option of private shards (also free) to go with it. (Subject: DayZ: Private Shard contest) Winners will be announced December 3rd in that weeks status report. - Brian Hicks / Lead Producer Peter / Lead Game Designer "With the delay of releasing stable version caused by crashes last week we entered a data freeze mode thus not many new things went into the experimental - mostly safe fixes or tweaks from our side. However work didn't stopped for the team. Currently we are working on enhancement of horticulture with fertilisers and protection against pests. Cooking is being prepared for refactoring and at the end gas cooker and fireplace will offer similar possibilities. Apart from that there are ongoing discussions about construction (base building), zombies AI, inventory and other aspects of the game. Vehicles. As nearly everyone is looking forward to them so I would like to disclose the current status of them a little. Vehicles implementation in the engine itself like handling, physics and other parts was completely written from scratch. We (design) finally got our hands on them as the programmers finished their work on basic needs and they will continue further with their work in parallel with ours. So far we have a driveable V3S with basic configuration in game along with some basic controls and our main focus now is to bring the initial implementation to the public as soon as possible. Of course as it will be just basic stuff for now I would like to point out that it will be not wise to await advanced features like complete repairing with full controls, all parts, upgrading, mounting points, shooting from vehicles and such. All this and much more will be ongoing iterative process like with everything and it will take a while to reach the final implementation so bear with us. Meanwhile you can refresh your knowledge of traffic rules... see you in Chernarus folks!"
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Do we really need more towns?
Grundlesmuggler replied to stielhandgranate's topic in General Discussion
I find it funny that there are complaints about map density being too high already and adding town would "clutter" even more; however if you log onto servers you rarely see someone outside of the big coastal cities, maybe catch some action at NWAF, and might run into someone else server hopping if you are server hopping yourself. I get that you are angry that the building will probably look the same. That's annoying. But stop trying to take the premise that the map is too small and too cluttered right now because it really isn't. If you spent 8 hours running from Vavilovo, to the new tents out west, down to Zelenogorsk, and ended at Kamenka. Then server hopped and ran back up my guess is that you would see maybe 3-4 people. But if you spent 8 hours going from Cherno to Berezhino you would see 40-100. The "density" you speak of is a product of a few things. 1. Lack of gameplay options. 2. Server population being so low. 3. No vehicles. 4. (and the biggest reason) The community dictates which parts are the most dense. I fully expect that once 1-3 are addressed that the dev team will be required to have already or at the same time: expand the map with islands or distance/wilderness and revamp buildings or risk people losing interest and stop playing. -
This is exaclty how I feel aswell. Had a break for a while, startet up again now as they will be adding vehicles soon. And also got a few new friends with me, their complaints are not the bugs (and we all know there are a few). It`s not beeing able to play with the people you bought the game to play with in the first place. But it`s not just new players who comment on this, old players who played with me in the early release of the mod also says that with the new temperature and the little to no loot (something I love btw) it`s hard to meet up with your friends, and this is a multiplayer game after all. Just last night we hade 3 players just playing arma 2 since they died 3 times before even meeting any of us. Keep it hard. Keep it challenging. But let me play with my friends. Glad to see there are atleast a few others who find the idea of a better solution to spawn is needed. And perhaps the best one is not even suggested yet. I got 2 great ones just by posting in here. Best Regards.
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OH NO I TOLD EVERYONE THE SECRET PASSWORD! Blue Collarhero here in the city of Svet up on the north coast. If your wondering what I'm doing - I'm guarding the church door while my buddies behind me ready up. They asked me to keep guard and should anyone not say the secret password of MONKEYFUCKER I'm to shoot them on sight... lol. Anyway what I wanted to discuss with you all is the thoughts on the limp animation that is incoming. For those of you who haven't seen the preview of it yet here it is. Looks pretty cool eh but how practical is it and how will it effect gameplay? I always like to include the realistic aspect in these discussions, realism after all is what all survival games should be striding to achievement. Initially I'm thinking yes this limp animation is a brilliant idea but the one thing they haven't said is at what stage will the limp animation affect you. Will you start limping when the "leg is in pain" message appears or perhaps it will affect you when your leg is broken, instead of simply falling to the ground which currently happens now. I know the game designers and also excited about the concept. Here is what Viktor leader animator said in a recent status report: "Last weeks we had many discussions about some great stuff coming to the game. One I am most excited about is the injured player also known as limping animations already showed a while ago. It wasn't the right time to bring this to the game yet because it is very tied to many systems and most of the default animations have to be done and finalized first. We have agreed on how many injured stages there will be and also we would like to represent some illnesses with an animations like cough, sneeze, fever and more. To be clear this is something we won't get sooner then sometime next year. But I'm sure it's worth the wait." He briefly mentioned about the timing of the limp animation and I like the idea that it wont be beating vehicles being added to the game. There's nothing more horrible than the long walks, let alone with a limp lol... What do you guys think let me know in the comments below. Thanks for watching, see you in the next one!
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Dayz has always been a niche game, I think a lot were drawn in by you tube videos of thrilling engagements....but not the hours of gameplay that led to that. It went as far as to earn the "antigame" reputation for its realism. Nothing is "a mess"....well maybe the way some approach the game. If you spend more than 20mins respawning for a better spawn its illogical. The map can be traversed in under 30 mins,, by traveling and looting specific POI's you can beat your target location with some basic gear in under 1/4 of a 2 hour play session. Traveling and looting is a much more effective use of the time than respawning over and over. At first the map can seem daunting, like respawn is the only viable way to make the distance. But stick it out and you will be surprised how much more efficient looting towards each other is. Also vehicles will come along soon enough, there will be the possibility of hitching a ride, hijacking a car, finding one and letting the guys loot industrial spawns as the converge. Basically if you are spending an hour trying to get a better spawn your wasting your time, you could have met your friend, then another, then another in that amount of time :)