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Found 41868 results

  1. seriously, they can't even synchronize infantry movement. how are they going to sync flying objects? I just fucking died after shooting a guy 5 bullets SKS in head and chest from 4 meters distance using a PU scope, after that I hid behind a corner. Somehow I still got hit by his sporter even behind the corner, going unconscious and he is fucking unharmed...they work on fucking vehicles now but how are we going to ever hit a vehicle that drives with this kind of desync, let alone with the ridiculous "sway", which should be called swing, of the weaponry. I don't see them implementing vehicles in any semi functional way by the end of the year, or even next march.
  2. over9000nukez

    I have a dream!

    Id also like to add on to that risking your life so many times, you'll eventually get killed by the bigger and badder murderer/"bandit". But the only way we can get that goal you said (which i would love dayz to get to) is if they add private shards, and communities that get built on them. You'll have the notorious "blood mist" sniper of Electro, who instills fear over the city, the slave traders of Zelenogorsk, who have the city walled up and take unsuspecting people hostage and trade them for supplies, Vince the vehicle trader who travels around with his caravan of folks to trade parts and finished vehicles. You'd be able to make a story out of what you do, and that (above) is just a glimpse of what could be done.
  3. a_ruttle

    The First Dayz DLC....

    Expanding Chernarus plus to cover ALL of Chernarus would be nice, and provide a map in which vehicles are essential not just a luxury. Of course you'd need at least 80 player servers for it to be good. http://i1334.photobucket.com/albums/w647/XTRALarsiano/screenshot20091107at628_zps73fa005e.jpg
  4. gilgamesh333

    Creating a End-Game for DayZ - How to reduce BanditsS

    I see all of your guy's points and think that they are all solid ideas. I was simply suggesting my own ideas. However, I did not know the devs had already talked about Insanity, so it is my fault for ignorance. That is why they are devs, and can decide what to put in the game. I'll keep playing no matter what. As for vehicles and base building, I am aware that they are already planning on this. They are currently working on a V3S Transport Truck and on the ability to barricade doors. However, I was simply saying that I think more emphasis and time should be put on developing these more core aspects of the game rather than "tangent" developments. For instance, as cool as it is, I believe that throwing was developed way before it should have been. That was a non-necessary part of DayZ that could have been implemented later after the game was a bit more solid. Again with insanity, that was just one of my ideas. You guys have given very good reasons against insanity, and I respect that. I still believe that it should be a bit more of a punishment for killing players in DayZ though. What do you guys think? Keep it as is or try and change it? I would greatly like to know your opinions.
  5. Halven (DayZ)

    Horses, the almost perfect "vehicle"

    Would actually rather see horses then vehicles. Cowboy hat + horse + "the repeater" = awesomeness.
  6. TheWeedMan

    Zombie types - Ideas

    I think I'd rather see Zombies being specific to areas above anything else and have variations of each. For example:- Doctor and nurse zombies. Firecrew zombies. Police zombies. Pilot zombies. Religious zombies. Pensioner zombies. Child zombies. Office worker zombies. Farmer zombies. Construction worker zombies. Bus driver zombies. Industrial zombies. Most of these were in the mod. I'd also like to see them being placed (starting position) in vehicles and on hospital beds etc
  7. stielhandgranate

    The First Dayz DLC....

    None of this small map, can go anywhere in less than one hour bullshit. We need Altis. Its big enough that it would take an entire day to reach all the points of interests on foot and ground vehicles can't cover everywhere important without running out of gas at least once. You have more than three clumps of undeveloped land not used as a path to loot points to create player stashes and hide your vehicles. Trying to go to one big city or area on the other side of the map means bringing several supplies or risk dying of dehydration/starvation. Add some suspension bridges to the small island chains, bring in more buildings, remove or modify the future tech bullshit military buildings and you have a suitable dayz experience.
  8. OmpaLompa

    Would They Do It Again?

    I really don't understand some of the complaints about lack of upcoming content. To me it seems with the recruitment of a lot more staff new features and assets are getting put into experimental and stable every major patch. Vehicles were not even talked about a couple of months back yet we already have a model and mechanics on the near verge of going experimental. (end of the year I would assume) Considering what this game was 1/2 a year ago it has expanded leaps and bounds. I remember when the game wasn't much more than death match in electro using Glitched buildings and Mosin +m4 combos, with entire dupe brigades copying gear in full ttsko gear. Now no such thing exists anymore. If you feel that the game is getting nowhere just play something else for the near future, I took a few months off a while back and when I returned there was a seemingly gigantic amount of content added to mess around with. Things are speeding up people, don't get all mad that they cant do everything in a couple of weeks.
  9. I'd like to see unusable vehicles (due to their condition) all over the map but with usable parts still on them. Then make usable cars very rare, no more than 15 per server. Cars should also be more complex than being able to fix them with "engine parts", you should have to find specific parts and perhaps even tools. I also think that each car should require parts from a similar car. Some parts could be universal (spark plugs, batteries) but most parts would be unique to specific cars (or car types). Cars would spawn everywhere in different conditions, like, one might be smashed into a tree with a dead person in the front, this could also spawn loot kind of randomly (anything a survivor might have), the engine parts would be ruined but you would be able to salvage a wheel from it. A burned car would have no loot in it but you may be able to salvage an engine part. edit: some of these vehicles could also spawn like choppers do, like the crash example I gave, a few of those could spawn in random places across the map, on roads, in cities or even in forests. http://forums.dayzgame.com/index.php?/topic/212383-unrepairable-vehicles-to-spawn-salvagable-loot/
  10. BlueCollarhero

    How To Find A Tent! | DayZ Standalone Tips

    Tents are still relatively new to DayZ Standalone and were introduced in the experimental patch .47. You want to be looking in the town north of Cherno to the apartment towers. There are about 20 apartment towers. You want to be heading to the second to top floor and hopefully you'l see one of these! Other reported spawn locations are the deer stands but I think this is the best bet as all the towers are close to each other. Developers have suggested that there is only a 5% chance of finding a tent however this will percentage will grow as more patches are applied to the game! Personally I'm looking forward to vehicles and they Rocket and the developers have announced that those will be coming soon! The tents are dam rare but once found can be easily pitched and hold up to 63 items. The trick of course is finding one! If you hear of any other spawn locations please post a comment below! Once you have your tent you'l be sitting comfortably at the end of the world so get searching. See you out there!
  11. boneboys

    Private Shards

    It is important to understand what private shards entail for DayZ, and why they are different from "private hives" so well known from the Arma 2 mod. Can: Password protect the serverOperate a white list (using BEC)Ban/Kick trouble makersDefine and enforce server gameplay rules (eg: DayZRP, PvE only, etc)Can not: Access or modify the base game configuration (amount of loot, amount of dynamic server events, vehicles (when they are implemented), etc)Violate the naming convention declared in the hosting rules (these will be updated to reflect the new private shard capabilities)Have access to the database itselfOperate any 3rd party “Admin tools” aside from the approved BEC (BattlEye Extended Controls)Access debug logs (currently these are unavailable for both user privacy, and performance)Exceed current maximum player limits per instance
  12. Askelon

    Creating a End-Game for DayZ - How to reduce BanditsS

    I have numerous problems with this. Vehicles are already planned., and will be added whenever they are added. Limited amounts of building, I believe, is also planned. I strongly disagree with the addition of "insanity". It's been proposed before, and all it does is force players into a playstyle, which goes against the core of what DayZ is.
  13. Recently, I have been pondering over the question that everyone who has ever played DayZ before has asked: Why are there so many bandits in DayZ? Why is it that most of the players you encounter either try and shoot you or simply run away? Why has DayZ become a game based around fear of players? After thinking about this question for a very long, time I came to two conclusions that I believe are the reason that so many players in DayZ choose "the dark side". These reasons are 1) DayZ has a very weak endgame and 2) there is very little punishment for killing players in the game. Now, before I begin my thoughts, I would just like to say that I love DayZ. It's a phenomenal game. It has unbelievable potential, and is getting better every update. However, DayZ is plagued with aggressive players. No one can be trusted, and nothing can be counted on when dealing with other people in the game. While this adds a definite level of excitement to the game, it also encourages players to fear one another and in turn react violently when coming in contact with each other. I have narrowed the source of this problem down to two main reasons, being that DayZ has a very weak endgame and that there is very little punishment for killing players in the game. I believe, that by the implementation of just a few specific points, DayZ can be changed significantly. Firstly, the fact that DayZ has weak endgame. We have all been there. You have all the best loot, everything you could ever want, and you say to yourself, "Now what?" Obviously, there is only one option: begin interacting with players. And there are really only two current ways to interact with players in the game at the moment. First, you attempt to befriend them and help, or secondly, you hunt them. An overwhelming amount of players choose the latter. And thus, the bandit is created. Now, instead of trying to come up with a way of stopping the bandit, what if we tried to stop a person from becoming a bandit? And how do we do this? By creating endgame goals. I believe that these endgame goals can be concentrated in two main areas. 1) by adding vehicles, and 2) by implementing rudimentary base building. 1) Vehicles are self explanatory. Create a goal that players can strive toward, devoting their attention to the fixing and maintaining of a vehicle, rather than hunting other players. But it has to be done right. And by doing this, you do what DayZ is doing best - by adding layers. Make TONS of different vehicles, from sedans, to trucks, to vans, to SUV's, to ATV's, to bikes, to tricycles! Create a variety so that players do not become bored searching for one type of vehicle. Secondly, make them customizable. It would be awesome to drive around in your little SUV, armored with scrap metal, a custom zombie-crunching bumper and a skull and cross bones painted on the side. By creating vehicles, it gives players with high amounts of loot a goal to obtain. You all remember from the mod, desperately trying to find the right parts across the map with your buddies to fix up that UAZ you just found in a garage, hoping to high heaven that nobody else will find it and take it first. That moment of DayZ was infinitely more entertaining and satisfying than killing a new spawn. 2) Base building is another way to draw players attention away from unnecessary PVP. I won't go into detail with this (the imaginations the limit), but all I suggest is that the devs DO NOT make this into another "build to survive" game. We have enough Minecraft clones. Don't make it so that you chop down trees to build a cabin, make it so you find boards to board up windows and combination locks to lock doors. Maybe create barbwire kits to block off larger areas and barricades to block off doorways. The sky is the limit. But, by creating a way for players create a "homebase" and maintain it, it creates yet another large endgame goal. Secondly, I believe that the reason there is so much banditing in DayZ is because there is very little punishment for killing players. I mean sure, their gear in their shirt gets damaged, but what does that really do? It's a great first step, but I think that it needs to be taken further than that. I propose creating a way to limit PVP psychologically. Making it so that if a player kills more than, say, 3 or 4 other players, his character goes insane, effectively killing that character. This stops needless violence. Think of it as a meter, that the more people you kill, the more the meter fills. When it fills all the way up, you go insane. Now, you CAN lower that meter. You do that by helping people. By giving them a can of beans, you lower your meter a bit more. Help them a lot, and it cleans up your conscience. This means that for every person a bandit kills, they have to help another, or risk losing all of their gear. There are obvious loopholes and exploits that would have to be cleaned up, but the theory is sound. By killing other players, you are effectively killing yourself. But mostly what I ask is that the developers of DayZ keep up the amazing work. You guys are doing great, and I know that you will keep the best thoughts in mind when developing the game. Keep up the great work. Keep working on that V3S, eh? Well, my rant is over. A dev will probably never read this, but it still makes me feel better to have written it. If a dev does see this, and sees any flaws in my plan, I would greatly appreciate it if I could be told what my errors were. Also, if one of you (the community) read this and feel you agree or disagree, please leave a response with your question or comment, and I would love to further explain and expand my theories. Thank you for your time. Edit: I am aware that vehicles and limited base building are already planned. I meant this more as a suggestion to focus more heavily on these two areas of play, due to the fact that the core of the game needs to be further developed. As for the insanity idea, a large amount of people already said that the devs have stated they are not going to implement anything like that. I did not know that, and it is my fault for ignorance. However, I do believe that the killing of players needs to be punished more that it is now. What do you guys think? Yes or no? And if so, how would they do this? I would love to hear what you have to say. Your friendly Survivor, Gilgamesh
  14. Arm Of Kannon

    Would They Do It Again?

    Let's see some statistics on the numbers of the "silent majority"/"vocal minority". If people are complaining it's because they like the game and want it to be better, or you know, they wouldn't be playing it at all. If they are asking for new features like vehicles w/ rocket launchers, that translates into "I'm excited and anticipating what will be available when the game is finished. I can hardly wait." The worst Bohemia could hope for (in my opinion) is people stop talking about the game, especially with games like H1Z1 coming out.
  15. sapioit

    DayZ Aim type of servers

    *Bump* Noone else? I have discussed with a servers team and they might make a server to give this idea a shot, if they find enough people to play on it, before taking the decision. Also, because the name "Aim" is too... general, I think it might be a better choice using "Zaim" or "zAim" for the name. The mods which lets you shoot from the back haves combined: 151 MB Edit: This is a list of mods that could be added, to make the pack worth giving a shot for both those ones who want to be able to shoot from inside the vehicles and for those ones who want more vehicles in the game, in the order of what I find most needed to what I find least neede, in a new mod: - MB 5 - Gecko ATV pack * - MB 1 - Old Jeep * - MB 57 - Zil - Screwdrive * - MB 5 - Go-Kart * - MB 7 - RQ-8A Fire Scout * - MB 4 - Taser Mod * - MB 1 - Car Radio * - MB 24 - Alvis Stalwart - MB 10 - Sikorsky R-4 - MB 15 - USEC Bell 206B - MB 1 - Engineers Toolbox (For the places where you can repair vehicles) - MB 40 - AAC Gazelle - MB 34 - AAC Scout - MB 5 - US Coast Guard Boats Total vehicles request: 175 MB * Minimum vehicles request: the first 7 mods (80 MB) zAim = 151 MB Only shooting from inside the vehicles zAimC = 231 MB + few other vehicles (1 unarmed armoured, 1 helicopter unarmed) zAimCH = 364 MB + few more vechicles (4 helicopters, one boat, one amphibian unarmed armoured)
  16. glasscharlie

    Status Report - Week of 06 Oct 14

    Have the Devs even played .50?? They probably played on their private servers, but do they play on the public ones? If they did they would find out within 3 minutes of playing that the game in unplayble. ZERO loot anywhere. No food, no water, no clothes, no weapons for protection, nada, zilch, nothing. All of those coast spawn are either people dying of starvation, dying from zombies- on purpose, jumping off buildings because there is no food, clothing or any loot in that town, or getting other bambies to kill them in hopes of a better spawn. That one guy at Green Mountain probably got spawn killed by a server hopper looting the jail. Maybe he was AFK while a zombie ate him. :) I don't know if devs read these... I hope to god they do. I know it's experimental, I know there are issues, I know I know I know, but ya'll need to STOP making excuses for yourselves. Items do not respawn, fresh spawns have about a 2% chance at surviving longer than 15 minutes... like.... what the fuck guys? It's not playable. It's not fun. It needs to be addressed, like NOW. Put horticulture on HOLD. Put vehicles on HOLD, put everything that doesn't have to do with server architecture, respawn mechanics, and persistence on fucking HOLD! You want people to test your game in open Alpha and provide feedback right? Well I hope someone is reading this over at Bohemia because I have the solution to your persistence problems; see below. To fix persistence related issues: Make items despawn after 15-30 minutes of being on ground when dropped from inventory. Have CONTAINERS (IE: tents, boxes, vehicles) hold items and have those containers be persistant, NOT items on ground. Have the server wipe ground items upon restart like days of old. If you're worried about server hoppers looting on restarts then HERE is that solution: Make servers spawn with an initial low count of items, then as time continues have more and more items spawn thereby encouraging people to STAY on a server and roam the map looking for gear and other people. A note on Vehicles: I heard rumors about having a "global economy" for DayZ. IE: certain # of guns, vehicle parts, etc. on the hive/server, thus "Promoting player interaction and trading" It won't. It won't. It won't. The ONLY thing that will do in encourage server hopping and remove the immersion factor of the game that ya'll are working so hard to acheive, as well as make it nie impossible to fix a vehicle once you do find it. In the real world we don't server hop. If I got a flat tire and didnt have a spare then I'm walking my happy little ass to the next town ahead to find one, I'm not crossing dimenssional planes of existence to repair my vehicle in real life and I shouldn't have to do it in a game who's MAIN focus is on survival and immersion to simulate an APOCALYPSE. "I don't like this apocalypse... let's go to that one with all our stuff instead, it's called Pineback Mountain" A note on Chernarus: Stop adding cities. Stop adding new towns. Stop adding clutter to the map. I LOVED the empty wild expanse of the north in the Mod, now I hate it. I can't run 5 minutes without seeing a new city. This mapwas supposed to be a RUAL area, but with all these new cities and shit it's taking away from that and making it feel more like a neo-subarban-esque mini country. With a vehicle you would drive through 3-5 small towns within 5 minutes of driving... I don't know what "rural" areas ya'll have been visiting or basing your ideas off of but I don't fear the map anymore like I used to. Leaving a city used to mean "Are you prepped? Cause there's no garuntee we're gonna make it the 3 kilometers to the next city... you better be fucking ready man." And now it's "WEEEE RUn run city city, OHHH there's another lil city! NEATO, better check it out!" Please leave the south alone... Don't add any more towns or cities down there. Make the current ones better yes of course, but PLEASE don't take away the country side. It's so pretty and the cities are so laggy and not attractive right now. It's really interesting to see that Devs are collecting data on players and various things of that nature, I just hope they use them for good and not for evil. Why, yes it is fascinating that there is a large spread of "unique" deaths across the west and north west. Who would think that people would go out there? Who would think that someone would kill that random guy at Kamenka Base? Who plays DayZ? Sorry, just had to :P This data though would give some very important feedback as to what areas are highly trafficked, where to place loot, where to place vehicles, where to provide pre-existing farms (keep the bambies alive if cities are completely empty) etc :) I still stay hopefull for DayZ and anticipate great things. A few of my friends have given up hope, and I would be wrong to say their reasons were unjustified, but... I beleib. I second this. Starvation takes DAYS. Dehydration takes DAYS. Bleeding out sometimes takes DAYS. Hypothermia CAN happen in minutes (Like in the game) but only if exposed to sub-zero temperatures with no protection. Not saying make them take days, but how about an hour or two or three? Have our character only say something every 5 minutes or so. Maybe add sound effects instead of text :D Stomach grumbles with the animation of hand on stomach, coughing sounds and covering mouth is sick, panting or dry sounding breathing when thirsty, etc etc. I'm sure it will be implemented, or something to that end will be. I would hate to see blocks upon blocks of text when the final release comes.
  17. Greetings Survivors! Rotgut Dayz is looking for new players to join our community. Currently, we are a small group of regulars since day one. We mostly hangout in teamspeak, so join us if you want to be part of the group. We have two servers, both on Napf and they are working progress as they are fairly new. So you may encounter some issues while playing. But rest assure, admins are working hard in order to fix the problems. Also, the servers are PVP allowed, so we don't want to hear any people winging about their death during a fire fight. Server features will be displayed below. A brief description of ai missions will be provided for new players to have an expectation. Rotgut Overpoch Napf: >Ant-Hack >Hard Missions >Roaming AI >Self Blood Bag >Coin & Bank System >Active Admins >Loads of vehicles >AI Island & Castle >Pro Snap >No maintenance >No plot pole to build >Indestructible Base >Indestructible locked vehicles >Free refuel at any service station >Auto repair at any service station >Rearm armored vehicle at any station >Safe Trader Zone >Custom Debug >Lockable mission crates (Load them in vehicles and lock them at your base to save them) >Vehicle Tow >Heli lift Rotgut Overpoch Origins Napf: >Anti-Hack >Hard Missions >Roaming AI >Self Blood Bag >Active Admins >Loads of Vehicles >AI Island and Castle (Working Progress) >Origins vehicles >Origins Building >Pro Snap (Working Progress) >No maintenance >Plot pole serves as zombie shield >Indestructible Base >Indestructible locked vehicles >Free refuel at any service station >Auto repair at any service station >Rearm armored vehicle at any station >Custom Debug (working progress) >Lockable mission crates (Load them in vehicles and lock them at your base to save them) >Vehicle Tow >Heli Lift Missions: We have a large list of customized missions with custom loot. Difficulty from Easy to Insane. AI vary from 10 to 40 depending on the mission difficulty. Mission with Medium to Insane Difficulty tagged will have 50 caliber gunners protecting the loot. Mission with Hard difficulty or higher will have AI helicopter support. Including 10 airborne enemies. Loot: Easy difficulty - Medical and random supplies Medium difficulty - Armed air vehicles, Armed ground vehicles, Medical crate & Weapon crate Hard difficulty - Building Supplies & Gold Extreme difficulty - Weapons and Gold Insane!!! difficulty - Weapons, Gold and building supplies. Admin List: Rotgut (Owner) Donut2010 Beastman KILLKILLKILL Tictactoe TS3: tsla1.vilayer.com:10006 Website :http://rotgut.enjin.com/home Rotgut Overpoch Server: 199.229.255.204:2402 Rotgut Overpoch Origins: 69.162.104.189:2702
  18. blackberrygoo

    Status Report - Week of 06 Oct 14

    I would really love to know who it was that died at green mountain alone ... Kinda gives you chillZ :) I can't wait for horticulture Lockpicking/ barricading and of course vehicles and bases . This games gonna be so much more epic in the coming months than it is already .
  19. Death By Crowbar

    So I finally found a tent... any tips?

    You must have come from the mod. There are no vehicles in DayZ Standalone (yet)!
  20. Sleeves

    So I finally found a tent... any tips?

    So, some useful tips for setting up your tent: -Do not pick a place because it is cool. As neat as the top of the hill is overlooking Novo, other people will think so as well. Setting up in valleys or obscure places is a good idea. -Pick a spot on the map that is not traveled often. Sure that spot in the forest between [high loot are A] and [high loot area B] is convenient, but a lot of people will probably dash through that stretch of land while doing scavenging trips. -Make sure your vehicles can reach it. If you cannot get a car down to your place without ramming several tree and losing a few tires, then maybe the place is too hostile. -Finally, be sure to check up on the tent. After seven days of no attention the tent will move on to find a new owner. This was made up off of the top of my head. A little simple and thrown together sloppily, but hopefully you get the idea.
  21. Chaingunfighter

    More Spray Pain Color Options For Latter Please! :)

    "OH NO! THAT GUY'S GOT A PINK MOSIN-NAGANT! MY GAME IS RUINEDDDDDDD!!!!!!!!" That's how you're acting right now. In real life people would (almost) never eat rotten food, because you're more likely to get WORSE from eating it. However, it's in the game because it's realistic you'd find rotting food, and it MAY be useful to people in a pinch. Still, it's generally only used to troll and force feed people, and clearly only a few people would do that in a survival situation. Let's remove rotten food. In real life people would (almost) never use the child briefcase, because it's going to make you stick out. However, it's in the game because there were obviously children living in Chernarus at one point, and you can still store SOME items in it. Still, it's generally only worn by those trolling, and not a lot of people use it. Let's remove it from the game. I could go on with this. It's not at all unrealistic to suggest some spray paint cans (yes, even brightly colored ones) would be left around inside the various garages, stores, industrial areas, and houses in the region. If coloured spray paints were added, it would ruin the realistic experience the game is going for. If you ruin the experience, you might as well not implement some of the realistic ideas that other people are suggesting. First of all, who are YOU to dictate what the "realistic experience the game is going for" is? Don't act like you're speaking on the behalf of the developers. Second of all, "ruining the experience" and "adding realistic features" are two completely different things, even though it's wrong to begin with. That's akin to saying "Well, if the police are going to shoot a criminal who pulls a gun on them, then they might as well chop off his legs, too." Even if they did add new spraypaint (which they almost certainly will with the new shaders), why would that stop them from implementing vehicles or other realistic features? I can guarantee there are already a million instances of people doing things they wouldn't do in a real survival situation, and there are a million more that come from features legitimately intended to add to the survival. People mindlessly deathmatching each other, fresh spawns & ungeared players charging geared ones because there's no loss, people wearing full military gear w/ a SMERSH vest, backpack, MASKA helmet, a Mosin on the back and kitted out M4A1 in the hands, and hundreds of rounds of ammunition among other supplies, suffering no drawbacks and running with the same speed and stamina as someone with nothing on, and plenty of other things. People already do stupid things and will continue to do stupid things, and even items unintentional will become the victims as clever people find a way to use them. Variety in colors will NOT ruin the game or degrade the experience. If anything, it'll add to it. (Plus, I'm not saying we need every single color under the rainbow, but having some drab pinks/purples and a few brighter colors would not kill anyone)
  22. Schwach

    Status Report - Week of 29 Sept 14

    The meaning of vehicles in the mod was not to be everywhere for easy moving across the map, but the objects of hard achieving and fighting. Also hiding from helicopter or trying to shot it down is awesome experience too))
  23. Side chat with voice was disabled, as it brought more frustration than good. Players were constantly spamming side chat and misusing voice. very annoying. For teaming up with someone try using direct chat. Vehicles on the server are all vanilla vehicles. And there are usually between 45-50 of them (ground, air and water).
  24. So after playing Dayz standalone for a while I realized that the lack of vehicles really detracts from the game. That said I propose we introduce the ability to ride cows. All you would need is to kill a cow, gut a cow, then using a sewing kit craft the leather from said cow into a saddle. Next find a new cow as the one you just took the hide from is well.... kinda dead. We could add something to make it more realistic like having to train the cow and also even upgrades such as a feed back or burlap sacs to store things. As you progress later on in the game you can even outfit your cow with armor creating a battle cow! This would also give a use to the bayonet at the end of a Mosin as you could use it as a spear while riding the cow. So what do you guys think? Maybe a cow might be a little silly instead why can't we just ride the boar?
  25. Added more military vehicles and RPG's to the traders. Looking more interesting especially with the more clans joining the server. Hope to see you there.
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