Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
Sure if they can get more then 10mph in 1st, they should be able to carry tons of items. I assume that is why your taking all the vehicles out of .61? is to fix them all.
-
For me it is a PVP game, not survival. What is there to survive from, if not other players? Not hunger or thirst, just pick some apples and find a well. Not the infected, they are useless and easily dispatched with rocks, pointed sticks or even base hands, but only if you want to, since they can't catch you anyways. Not the weather, it's always been pretty mild and it is especially hard to freeze in this patch. Stairs, rocks, ladders and glitchy vehicles, I guess? There is the so-called "survival" which is not really about surviving, but about crafting all the homemade items like bows, fishing rods, stone fireplaces and leather clothing. All of this, of course, being completely unnecessary, and making it harder, not easier, to keep your character alive—although that's only due to the inefficacy of the crafted weapons against other players and the time spent sitting next to bright campfires. Which is fine, it can be a fun challenge or a peaceful activity, but it's not "survival". Anyways: my favorite PVP is when I come across people unexpectedly in remote areas. Unfortunately it doesn't happen that often. I prefer clean kills, which means ranged weapons and getting the drop without them noticing until it's too late. Melee is too hectic and not very satisfying. Why this game? Because the long gearing up process creates more excitement and fear of death on both sides.
-
That remains to be seen. The issue with vehicles being at the number they are right now (around 15 total) is purely due to the fact that we haven't really done too much server side optimization. Once we start switching our resources from mostly feature work, to mostly bug fixing - I expect to see more attention focused on that area.
-
We're all very much aware that network sync of vehicles in current Steam branches is not working as intended, hell - you could say that outside of a perfect situation it is just plain not fun. That said, we've been working on it - and will continue to work on it throughout Early Access. Helicopters really require this to be at an enjoyable state, because -NO ONE- wants to deal with the rage that would come from losing a super rare functioning helicopter... to sync issues. :( Hang in there, we'll get it to an enjoyable point before we release. :)
-
There is no noice! Okey, i admit it was a bit out of hands before the 060 was released. I dont want that and iam sure the dev. dosent either. But now it feels like its just, silence. But i gues now is the time to be patient. When the new sound engine is implemented in 061. Than its "just" the new animation system left(wich they already have put alot of work in) and the same thing about the vehicles. Its gonna be epic to start seeing helicopters in the sky! Hope we gonna see the infected back in 061, or else i might sit that version out to... Best Regards!
-
There was talk about getting them before Christmas, alas they're still not here. I wouldn't hold my breath either, vehicle desync will be fixed before they bring in new vehicles.
-
With any luck, hopefully .61-->.62 will be a comparatively short cycle, given what we have seen for the start of this year. Otherwise, without the vehicles, we'll at least get a few good weeks of getting attacked by wolves while traversing the map on foot. Though I can't really get on board with forcing stamina system on a patch where vehicles are non-existent. Getting the scopes working on the FAL should stretch my enjoyment of the game for at least a few more weeks.
-
Hey guys, so how does everyone see the Dynamic Spawner working out for DayZ? I had a few ideas on it and thought it'd be a worthwhile discussion to have. Spawning Placement 25% Inside Buildings/75% Outside Wandering Spawn Ratio On Recycle, Spawning Infected surround the city and walk inwards to their respective spots of sentry. General Spawning (Recycled every hour) City Sites: 25 Infected Military Sites: 20 Infected Village Sites: 10 Infected Farm Sites: 2-5 Infected Dynamic Spawning Dynamic Infected Spawn - In Towns (Per Player) - 5 Infected Spawn whilst entering Town radius (In/Outside of prominent buildings) Dynamic Town-Horde Spawn % (Per Player) - 5% Chance to Spawn 20 Hunting Infected (Patrolling one end of town to the other) Dynamic Wandering Horde Spawn % (Per Player in *sector* of Map) - 10% Chance per player in a large radius of map to Spawn 20(+Amount of Players within Sector) Hunting Infected (Patrolling through designated paths of town-to-town) Dynamic Animal/Predator Spawn % (Per Player within larger woodland radius) - 20%/10% Respective chance to spawn appropriate animal type and predators in woodland area Dynamic Spawn Timer (For Infected/Hordes/Predators) - Per 15 minutes recycle Spawn node and spawn again. Exceptions Spawn Timer is halted for 3 hours when all Infected are cleared out FOUR times. (4 Dynamic Spawn Checks = 60 mins) Military Sites cannot be cleared out to halt the Spawn Timer. Dynamic Wandering Hordes are calculated from FOUR sectors of map and the players that are within the area, consistently happening despite Spawn Timer halt. Other Spawns *Situation Corpses* that resemble players that hold gear. Resource Caches that are a collection of goods a lucky survivor can find (Weapons, food, survival) Crashed (Yet functional) vehicles with corpses of gear inside.
-
Reddit is a source of poison and oppression. It's infection is worse than Chernarus'. I'm looking forward changes to the engine like the new shadows, and new sound plugin. I've been playing DayZ for so long, that even small changes make a difference to me. I just don't take as seriously as many, since it's just a game. It's shaping up nicely, as the engine gets polished and defined as it's own, and not old legacy ArmA2 engine/code. If they remove vehicles because they don't even work properly, than it's far better than letting them sit around for nothing. Players currently run too fast, and never need to stop anyway, and they never needed vehicles to go from point A to B, so it's really just comes down to some whiny spoiled kids who wants more toys, but already have their room filled with toys. Come on, no 2 games have the same development process. I've tested/applied for early access games/alpha/beta for more than 75 games for the past 12-15 years. One of the first ones was the closed beta of Söldner:Secret Wars back in 2004. And since then I never stopped, and noticed that no two game development is alike. After playing video games for 29 years, I don't follow hype trains and don't follow the young generation's trends of Facebook/Twitter/Instagram/Reddit of over-consumption. Now take your negativity and gtfo. You really don't seem to appreciate DayZ, or it's development, so what the hell are you doing here??
-
From what I understand there will be no vehicles in .61, broken or otherwise. I personally wouldn't mind if they also implemented stamina at the same time and made everybody walk everywhere. Sorry not sorry, I have very little sympathy for the "I only have 2 hours to play", crowd.
-
Yea im not gonna hold my breath for this week , even if it does come out it's gonna be like this : broken vehicles (maybe non at all) maybe wolves (probably not) "dynamic zombie spawns" that is supposed to bring bigger numbers and better spread of zombies , which seems like the only thing that will actually be exciting for the next update . Maybe the new sound engine will be in , overall I just want to get done with .61 so we can go back to at least having vehicles work (big bummer that they are all fucked up for sooo many patches now).
-
Seems we have different opinions on game development. That's legit, albeit I cannot see what makes it "take shape" and "come along nicely", if you basically only remotely care. But people see things differently. However, coming aloing for me means something different than (I just quote someone from reddit now): And by the way, vehicles will be removed with the new patch as well. Shaping nicely? Well ... matter of perception I'd say. And if they ever want to make it in some sort of timeline, a lot of planned content is just going to go down the drain. And for me, one of the worst parts in this SURVIVAL game is (I am lazy and go quote someone from reddit again) I agree with you on the money though. Timewise I definitely got my money's worth. This doesn't keep me from doubting the direction of and commitment to the game. This game also serves a good purpose: It could stall this unhealthy early access concept, which came about us like a natural disaster. Many of these games show that this model doesn't really offer incentives for companies to keep comitted with huge resources. Understandably. For me, it most likely was my last Early Access game. That said, there is a real good example of dev communication on Reddit for those who missed it (from Eugen) : http://www.reddit.com/r/dayz/comments/52lrz3/status_report_13_sept_2016/d7lgbqg Definitely worth reading and whilst I do remain sceptical, I appreciate answers like this.
-
No offence, but this in a similar wording is posted by the same few people over meanwhile more than 5 months from the last experimental. I'm far from this hype train by now, we're more than 9 months into 2016 and have seen ONE update so far. Yes, it's the enfusion engine and yes, some things take time. I just don't really feel confident for the whole project anymore. Zombies are no threat since ages, vehicles will be removed now, survival has not seen anything new since farming, we basically have a survival game without survival, medical system is underdevelopped at best, skill system will only be a slight speed bonus, apart from PvP there currently is nothing and PvP mostly means a sniper bullet in your back. Yes, this is the negative side of things, but since I've only seen the "yay, hooray" comments so far, I feel the need to shed some light on the dark side of things. :) Good night :P
-
As for the population fluctuations, I think Rick got it right with calling out summertime. It's almost like some folks don't know how to expand the timeline of a graph to see what the seasonal pattern is. I guess I took for granted, the understanding that yearly usage fluctuates on a fairly consistent month-to-month basis--much like my utility bills. The protracted development process is another thing. I understand that this is a very complicated, technically specific, undertaking. It is quite a different thing from simply designing a game in an existing engine, or even developing an engine from scratch for a game that doesn't exist yet. They are building an engine not from scratch, but from scrap and scratch, while the game is still running in an online multiplayer capacity. I have used the analogy before, of a mechanic doing a complete restoration/customization overhaul, while letting the customer still use it as a daily driver. So if it has been this obvious to me from the beginning, how big of a job this is, then why hasn't development seemed to have caught on yet? Maybe they are being overly optimistic, or they know that people are better off getting the answers they want, instead of the hard truth up-front. After the introduction of vehicles, and the following few patches, I knew better than to think this was going to be anywhere close to the predictions being made. Objectively, the time it has taken so far, combined with the rest of the time that it will take before the 1.0 release seems pretty average, especially for a proprietary engine. What scrambles me is why the developers didn't just say "it's going to take a few years." Looking back on 2015 and the cynical responses to the roadmap predictions, 2018 seems like a pretty reasonable estimate that was flippantly foretold by a few people. Perhaps in a couple years, I'll be handing out some beans. Wait. Where the f*** are the beans? Hearts? Still? No wonder so few people hang around anymore. All this PC, progressive BS... They could always just shelf it for a decade and release it in 2027 as "DayZ Forever."
-
All Time Low Population
Samuri_Bake_Pie replied to Weyland Yutani (DayZ)'s topic in General Discussion
My whole issue is this. The game came out, it was popular, the Dev's made money, it was great. I put in around 800 hours in the first 3 months. I had no life other than DayZ. I loved the game, updates were coming out, people kept buying it, and at some point, it just stopped. Now, I'm not saying I expect an update every week. But 6 months, without a single update is ridiculous. Now, I know nothing about games, or making games, but with the amount of money they made I could hire a staff to do it. What I still to this day don't understand, is why they didn't expand the team if they were so swamped with work that they couldn't update it once every 2 months even. I get it, they all have lives too. But seriously they made so much money off this game its not even funny. The timeline was set, and it failed. another was set, it failed too, and now we will be in Beta in around 8 months? I feel like every time I come back to this game it just keeps disappointing. Don't get me wrong, alot of the stuff they added was great. Alot of it was bad. A small amount was game breaking. The issue for me is that they keep releasing new stuff, locations, audio, when we can't fix bugs that have been out since day one. You have to mash buttons to pull a weapon out, you die climbing up ladders still (albeit alot less often now) and you can't properly jump over a fence successfully half the time if not more. I realyl do appreciate all the work the Dev's put in, and I defended them from the start, but its crazy at this point. Alpher this Alpher that. I get it trust me, I've logged into that screen more than the vast majority of people. But its been how many years and we are still in Alpha? If they Dev's had set up a more reasonable timeline, I wouldn't have any issue. What gets me is the timelines that keep changing. We still don't have bases, boats, functioning vehicles, barricading, survival, not randomly dying do to the terrain bugs, synchronization bugs, and we still can't pull out a weapon without having to stop and mash buttons. Inventory items STILL randomly glitch out and force you to relog and risk death. Persistence was nice for a while, being able to set up a camp. I didn't expect to be able to keep a base from say 2014 to the day it came out, but its silly that they wiped rarely when a server restarted. I was so into this game and the opportunity it brought, the customization of vehicles, clothing, characters, your own story and your own mark on the world. I guess the opportunity was missed as hardly anyone plays anymore. Maybe one day my kids will be able to play the full released game. Edit: Logged on to try and play, and guess what? Takes 5 minutes to log the main screen, I can't even click on stuff on the main menu without a 2 minute delay. Thought this was just my internet being shitty, but nope, same issue with my buddies. GG. -
Character skills from before the Zeds, learning skills
MaxTheSurvivor replied to Bard Wangen's topic in Suggestions
Would be nice, but honestly I think it would just end up as with the Vybor spawn, 98% of the Bambis committing suicide until they get the, guess what? ... The guy with the military background. It would get old real quick as the other skills would be under represented which of course would end up with 98% of the people complaining that there are not enough medics to correctly heal the wounds of the guys with the military background or not enough mechanics with the skills to repair the vehicles. Actually the very same guys that forgot that they are those who systematically killed those who decided to play with the medic or mechanic skills because that was so easy and so much fun. -
....except no vehicles. :P
-
omg... igor... what have you just stated? the truth? DAMN SON! :P I've been saying that for several MONTHS if not longer... the devs have been slacking off and off and off.. delaying all of their progress to a grinding halt.. because 'PROMO'S!!' we've had the exact same thing like -gews- said in the RP community... event is announced... event is held (25-30 people show up) event is over (25 people leave) average pop/day is around 6 atm average pop/week is around 4-5 atm average pop/month is around 10 atm this is a 30 (was a 40) slot server... so yeah this game is SLOWLY but SURELY bleeding to death.. you can't make a game.. 700 promises and promo's climb mnt. everest every month and go to PAX east/south/gamescom etc. etc. for about 2 years and expect people to still give a shit about your game.. there are so many games (H1Z1/rust) that MIGHT not look as good.. but they make a TON of progress in a short term the devs work... sure.. but they'll never make that deadline hicks has said at gamescon 2016 'We don't have an exact date... but I THINK... we'll nudge to beta in about 6-8 months (so this game coming out in 2016 is total BS) 6-8 months means... this game will PROB. hit BETA around spring May 2017 that's BETA.. then everything gets 'fixed' (is that even possible) and very little else will be added.. so what he technically says: we're going to add all the last features in the coming 8 months - more zeds - base building - more land vehicles - soft skills - more predators - boats - aircraft (helicopters) - stamina system - new UI/player controls - weapons - MORE survival aspects - steam workshop (which they have to give the OK for to be in there!) - improved weather systems? then after all that has been pushed into place somehow (without breaking the game entirely) they'll move into beta and start fixing all their 'bugs' (broken cars/mechanics etc. etc. etc.) so prob. NOT going to happen that fast.. thus their going to lose even more of their audience sadly for them.
-
This topic will be locked soon, as soon as Boneboys wakes up. Game pretty much staled after .59 and new vehicles (that barely work after year and a half). New render is cool and all but this game needs new stuff to keep players interested. All this stuff we now have were in dayz mod back in 2012 when the whole concept was new and exiting. If you look around, there arent even new dayz clones around. Players went to "king of the hill" type of games. Devs really missed their chance to keep the game alive sometime in early 2015. I will probably be banned again for writing this but I dont care any more. Dayz iz present for 4 years in one shape or another and since changing from mod to standalone it really didnt give much new content. New weapons and new towns are cool, but nothing really changed the way people play this game (spawn-gear up-coastal PVP-repeat). Im affraid BI wont sell more then 50.000 copies when game is finished, no one will be interested any more.
-
From what i just read, no vehicles either.
-
I'm not even gonna speculate how long Cuz at this point we are gonna go well over 3 years (just for alpha , not including beta). some things me and my team have been waiting for since day 1 that still need to be added : Predators barricading base building advanced vehicles dynamic zombie spawning shooting from cars (mentioned b4) electrical generators fridges w/ persistent storage LTL weapons (less than lethal) Wounded/limping animations dragging animation many more things that I can't even rememeber anymore . I just hope the pace is picked uP soon so to speak .
-
DayZ: Battle Royale Info/Discussion thread: Set on a new map Isola di Capricia, Battle Royale is a new mod based roughly on the Japanese book/movie of the same name and is essentially a Hunger Games gamemode for DayZ. Games last 60 minutes and players only get one life. If you are killed you will be removed from the server and cannot rejoin. Over time areas will be marked on your map for carpet bombings and eventually the playable zone will shrink until only a small area remains. Last man standing wins, if there is more than one player alive at the end of the game nobody wins and all the remaining survivors are killed. DayZ: Banjaxed Info/Discussion thread: DayZ: Caribou Info/Discussion thread: http://dayzforum.net/index.php?/topic/3122-release-dayz-caribou-01/ DayZ: Epidemic Info/Discussion thread: DayZ: Unleashed Info/Discussion thread: DayZ Unleashed brings another map to DayZ - Napf Island. A huge 22km x 22km map featuring two large cities (bigger than Chernogorsk), 40 villages and small towns, an airport and a military base. Unleashed also introduces a new zombie AI/movement system, selectable spawn zones, classes, enhanced fog system, AI players, drug effects, vehicle bombs, new sounds, weapons, vehicles and there are plans for base building and a hero/bandit levelling system. DayZ: Aftermath Info/Discussion thread: http://dayzmod.com/forum/index.php?/topic/142471-dayz-aftermath-mod/ DayZ Aftermath is a new mod for DayZ set on Chernarus. Over 800 man hours have been spent redeveloping the landscape - adding in new roads, towns, cities, unique buildings, even some caves as well as a host of new features never seen before in other DayZ mods. Boxes, wardrobes, desks and vending machines etc are now searchable for loot using a crowbar, you can harvest crops for food, craft items using a tool chest, treat infection at the cleansing center and search for military look in the new prison, read dead players diaries and burn their bodies. Hundreds of new weapons have also been added, new vehicles, dynamic helicopter crashes, new zombie and player skins and lighting and sound effects have been completely overhauled. DayZero: Podagorsk Info/Discussion thread: DayZ: Hunting Grounds Info/Discussion thread: DayZ Hunting Grounds is the latest version of IceBreakr's Lingor Island. This version was made to solve some annoying problems on the existing versions of DayZ Lingor and to add some new features in the future. You may ask now what the difference between this version and already existing versions for DayZ Lingor is. Well, the way it works is pretty much the same, it is still DayZ for Lingor Island. We just fixed some major bugs and problems so far and added some stuff. But we are just at the beginning and we are already working on new features like a improved humanity system. DayZ: Overwatch Info/Discussion thread: http://dayzoverwatch.com/ The plan for Dayz Overwatch is to stay true to the military theme. Chernarus has had substantial changes made to it expanding the map with military bases where suitable, adding new buildings as well as a bridge to Skalisky Island (pictured below) Many of the sounds have also been changed, new clothing items added, many new weapons, new vehicles and choppers, self bloodbagging, ability to take clothes from dead players, hit detection improvements, streamer friendly UI. We will also be adding cryptic clues to what happened and how the outbreak happened. Threes a lot of things I want to do with this mod, but very important to me is stability, I want players to have an enjoyable experience playing Dayz Overwatch. So bug fixing is going to be a big priority, so plan it’s to release new content in small chunks at the time so that we can test and fix things before we move on to add more content. We also have a focus on keeping the mod streamer friendly we have already made some tweaks to the UI. DayZ: Trinity Island Info/Discussion thread: Trinity Island is a 12x12km map ported from the original Operation Flashpoint with a Mediterranean/European feel. It features two airfields and a number of military bases around the island - the largest of which includes 9 barracks. The map also includes a number of custom weapons (Famas, P99, MP7) vehicles (Lancer Evo, Nissan Skyline) buildings and custom skins. DayZ: Civilian Info/Discussion thread: http://dayzmod.com/f...rk-in-progress/ DayZ Civilian is a mod focused on adding more weapons, buildings, vehicles, and revamp the whole friggin experience of DayZ! Chernarus is being redesigned to focus loot more torwads the middle of the map and give CQB a huge role in the gameplay. It also makes the big cities like Elektrovask, Chernogorsk, and Berenzino look like real cities. DayZ: Fusion Info/Discussion thread: DayZ Fusion takes place on a 20x20km map called Varkgard that consists of two main islands with a similar feel to both Chernarus and Taviana and as suggested by the name, the mod is a fusion of elements seen in other dayz mods. The mod includes overhauled loot tables, random skins on new character creation, a range of random vehicles/aircraft, tweaked zombies, tazers on starting loadout, a range of different weapons and skin parcels. Planned features range from AI patrolling / guarding high value areas (coming next patch), adjusted & custom sound effects, 2hour night/day cycle, fog & sound triggers at key points on the map, base building, weapon / melee attacks (hitting with butt of rifle for example), player emotes, lighting effects on some buildings at night, full moon nights, vehicle building, treasure finding and more. DayZ: 2017 Namalsk Info/Discussion thread: DayZ: Breaking Point Info/Discussion thread: Set on the Chernarus. Breaking Point builds on the existing DayZ mod and has added over 600 new weapons, 20 new player skins, 175 new vehicles, new zombie types and sounds, an electrical power grid that powers the cities houses and streets and can be turned on/off/repaired/destroyed, tasers, dogs, player animations including blind fire (SMK lite), vehicle towing, a number of changes to the map adding new towns and buildings as well as an iconic night time fog/mist giving BreakingPoint a unique eerie feeling. Note: Breaking Point requires a separate updater/launcher to play. DayZ: Mercenary Info/Discussion thread: http://dayzmod.com/f...-mercenary-map/ DayZ Mercenary builds on the existing DayZ mod and aims to add a greater focus on survival by bringing new challenges and realism. Quarantine NPC Squads roam the map and will kill any zombies or survivors they encounter, while they carry rare loot there is also a strong chance you won't survive. Military and custom loot spawns have been added to less frequented parts of the map, more zombies have been added and they now spawn throughout the entire map including forests. A weight and fatigue system has been implemented. Loot rates lowered along with new new skins, vehicles, weapons/items including radios. Mercenary is sure to keep you on your toes, one will have to be always aware of their surroundings, no more running away from zombie hordes, you will have to be smart, and play smarter than other players. DayZ: Epoch Info/Discussion thread: DayZ Epoch brings a greater roleplay element to DayZ. Set in a future time on Chernarus, humanity is slowly returning to the wasteland and industrious survivors have begun to join together in small groups to rebuild society. Small camps of merchants have started to pop up to do business with survivors who collect goods from the wasted remnants of civilization. Wholesalers have landed on the shores offering imported goods to aid the rebuilding effort. Survive, explore, build wealth, make your way through the harsh environment and assist in the effort to rebuild, or burn it all down its your choice, live in the Epoch. Some features include: playing as infected, NPC trading cities, additional clothing, crafting system, fuel siphoning, friends indicator, part salvaging, personal safes and vehicle ownership (tied to your account) and much more. DayZ Origins Info/Discussion thread: http://dayzmod.com/f...igins-released/ DayZ Origins is set on a modified Taviana island and offers a unique experience with the ability to create and customize your own vehicles along witha new system for salvaging parts. There is a story-driven factor involved too giving the world a new depth and conflicts to face - a closed city protected by high walls and NPC mercenary guards can actually be infiltrated given a talented enough player. Unique zombies (patient zero - a "super zombie" that you can hunt and kill and find a cure from), mine and collect resources to build and customize your home, upgrade it by finding blueprints, add security and link up with others to form a village and a persistent levelling system including 24 new skins makes the newest addition to DayZ one of the most worthwhile yet. DayZ: Invasion 1944 Info/Discussion thread: http://dayzmod.com/f...-invasion-1944/ DayZ: Invasion 1944 is an intense World War II themed overhaul of the original DayZ. A collaborative effort sandwiching together two of the most innovative mods to grace ArmA. Can you survive the onslaught of the undead Third Reich? Over a 100 pieces of authentic WWII gear available in-game, including weapons, backpacks, tools, various skins and more! 23 classic WWII vehicles for you and your fellow survivors to command across the wastelands, including 2 different fighterplanes. DayZ Podagorsk Info/Discussion thread: http://dayzmod.com/f...rver-is-online/ A 10x16km map with a river running through it, featuring six cities/villages, a railway line running through a canyon, a number of small islands and lakes, new vehicles, two tiers of hero and bandit skins as well as a variety of new civilian skins. DayZ Oring Info/Discussion thread: http://dayzmod.com/f...w-map-released/ A beautiful tropical island with a WWII setting including forts, bunkers, ruined villages, four airfields and canyons. A large fortified island city in the middle of the map as well as a number of small neighbouring islands give the map a much greater emphasis on boats and helicopters. DayZ: Ovaron Info/Discussion thread: http://dayzmod.com/f...release-thread/ A 10x10km map with plenty of connected rivers throughout. DayZ Sahrini Info/Discussion thread: http://dayzmod.com/f...ort-version-01/ Sahrini is a 20.3x20.3km map (104km² mainland) originally from ArmA: Armed Assault. The map is divided into two countries and as such the landscape and terrain varies quite significantly. The focus so far has been on converting the original ArmA buildings into ArmA 2 buildings and adding ambience to the map, although there are a number of additional features planned. DayZ Isla Duala Info/Discussion thread: Isla Duala is a new 10x10km African-style DayZ map and offers a change of scenery from the usual maps. The map is divided in two by a river (Afrene in the South and Molatia in the North) African vegetation and wildlife can be found all around Isla Duala, including desert areas, jungles, savannah and towns as well as weapons for what seems to me as guerilla warfare between factions. The land looks very high value spawns and I expect to find a lot of military areas as well. DayZ Thirsk Info/Discussion thread: http://dayzmod.com/f...files-included/ Thirsk is a 5x5km map and offers another snowy environment like Namalsk, but a bit less military and more rural. Frequent logging stations are found around Thirsk and it features a dynamic temperature system (similar to Namalsk) and winter ghille suits. DayZ Taviana Info/Discussion thread (dayzland.eu version): http://dayzmod.com/f...-by-dayzlandeu/ Info/Discussion thread (dayztaviana.com version): http://dayzmod.com/f...com-20-release/ Two large islands in the Baltic Sea, connected by the famous Bratislav Bridge (over 2.5km long) - a hotspot for ambushes. The playable area is similar in size to Chernarus with large cities, highways and massive agriculture areas surrounded by thick forest belts dominated by mountain formations, snowy peaks and volcanoes. The core functionality is similar to the original DayZ mod, with a strong focus on vehicles given it's size. Taviana remains one of the most popular maps to date, a testament to it's map design and level of detail, right down to working doorbells. DayZ Namalsk Info/Discussion thread: http://dayzmod.com/f...1-dayz-namalsk/ A 7x7km island in the Bering Sea/Russian Federation, it primarily consists of sub-alpine forests and snow covered mountains to the south and has a strong military/PvP focus. It's the only map to feature underground tunnels/buildings, has functional cold weather clothing, new types of infected and super alien/zombies, deadly energy storms as well as some new weapons and vehicles add to a seriously atmospheric, post-apocalyptic vibe. DayZ Panthera Info/Discussion thread: http://dayzmod.com/f...and-discussion/ A 10x10km lush green environment based on NorthWest Slovenia with mountainious regions, valleys and rivers running through it. The map is littered with small towns and villages. DayZ Celle Info/Discussion thread:http://dayzmod.com/f...also-available/ A 12x12km map, based on a town in the north of Germany, you can see the autobahn in-game. Features descrtructible bridges, gyrocopters, deployable camo nets and new types of zombies. DayZ Lingor Info/Discussion thread: http://dayzmod.com/f...land-chit-chat/ Info/Discussion thread (skaronator.com version): A 10x10km South-American inspired tropical island set in a lush jungle environment with thick tropic vegetation. DayZ Fallujah Info/Discussion thread: http://dayzmod.com/f...h-map-released/ A 10x10km map consisting of a huge city in the middle and an airfield at the south east. The airfield contains 28 Barracks and up to 10 Helicopter spawns. With a large amount of industrial and military spawns, expect a lot of vehicular warfare. DayZ Takistan Info/Discussion thread: Info/Discussion thread (vrnemesis version): A 13x13km desert map surrounded by hills and valleys, it features a large city, 4 towns, 24 villages, 3 airports, a large coltan mine, and several large oil fields. DayZ Utes Info/Discussion thread: This small 5x5km island is perfect for PvP gameplay. Utes Features two small towns, several crashed heli spawns, and a high traffic airfield in the centre of the island. Taking only 10-15 minutes to run around the island, players can expect frequent conflict. DayZ Zargabad Info/Discussion thread: Zargabad is another PvP-focused map with a city in the middle surrounded by mostly empty desert. DayZ + Info/Discussion thread: http://dayzmod.com/f...-dayzcommander/ Set on Chernarus and featuring construction/base building, new types of clothing (woodland ranger, bandit, soldier, urban, ghillie etc), new weapons, less high-end military loot, changes to backpacks and weapon damage tweaks, increased zombie damage, new loot tables and item spawn rates. DayZ 2017 Info/Discussion thread: Set on Chernarus five years into the future, weapons, food and medical supplies are now a scarce commodity, survival is hard and living off the land a necessary skill, 2017 has removed almost all military loot and as such you will more likely be killed by a machete then from a sniper. It also brings a host of new player skins and vehicle models to give it that gritty survival feeling. DayZ Redux Info/Discussion thread: http://dayzmod.com/f...erly-dayz-diaf/ A fork of the original DayZ mod which aims to fix a lot of the bugs and exploits, as well as implementing new mechanics that might appeal to 'DayZ purists' who are looking for something in the spirit of post-apocalyptic survival. rMod/rMod2 Info/Discussion thread: http://www.tunngle.n...ayz-experience/ rMod is a server mod that will unlock almost all vehicles available in ArmA, over 900 weapons and items, skins and NPC's blocked by default in DayZ. This includes things like Abram tanks, jets, predator drones etc. In order to use it, it must be installed by both the client (you) and the server. It's compatible with every map DayZERO Info/Discussion thread: http://zombies.nu DayZero builds on the original DayZ/Chernarus experience but with huge focus on improving performance and smoothness, many of the systems have been entirely rewritten from scratch to squeeze as much performance out as possible, weapons have also been entirely overhauled to improve both their balance and authenticity, some new vehicles (including a glider) have been added, combat logging system has been entirely replaced (AI now replaces the player if they combat log), new zombie skins, working streetlights, improved indoor mobility as well as the addition of kill claiming via the study body feature. If you want a mod that stays true to the vanilla DayZ experience but with a huge focus on performance, you can't go past DayZero. Day Downstream Info/Discussion thread: http://dayzmod.com/f...ayz-downstream/ DayZ Downstream is an adaptation of original DayZ mod with all of the popular additions people like to see, without taking it too far from how it used to be. You may think that a number of the features mirror what has been seen in Breaking Point, the reason for this is simple. The creators of each were working together on the mod before parting companies. DayZ Retro Info/Discussion thread: Feel free to PM links to the other threads/maps/mods, I'll add them as I find them. Special thanks to Neko-san for helping with some of the descriptions.
- 31 replies
-
- 31
-
-
Unfortunately, our team has had the same approach with the current build. I really enjoy vehicles, but am constantly telling myself "DON'T DO IT!" With DayZ's exciting and somewhat realistic combat (aside from the random exploiter swimming through Cherno streets...), I wish developers would focus on getting what's in game working properly rather than adding new functionality. Adding to the broken code will not miraculously repair what's already broken, but may compound the problems. Hopefully things will pick up pace soon, but I'm not holding my breath.
-
Well looks like im sitting out .61... I hate how the vehicles are suddenly broken again , it just makes a terrible play experience for me as that is my first goal as my team is always driving around instead of walking (not enough time to walk everywhere when we only have a few hours to play together ). heres to hoping they can fix the sync issues with vehicles for .61
-
Howdy, Lets get this started! Our website. dayzdecay.com 2 Helicopters 65 Vehicles 2 Planes Night/Day Style GMT+2 We offer side-channel until we grow (again) then disable on further date. Server IP : 5.39.98.216:2302 Discord https://discord.gg/D8Zm5MJ We are a pure vanilla server and we hope to provide a good experience for players.