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Showing results for 'Vehicles'.
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Hey guys I know we are new here, we are currently growing our community and server. And you are welcoming you too it new dawn eden is the server name here is our discord https://discord.gg/TK5zTE8S4W we have a lot too offeR Looking for a new Dayz server? Come check out New Dawn Eden. New Dawn Eden is a friendly Dayz server looking for new members. We offer many things, -Bunkers -Traders -Black Market -Custom Locations -Active Admins -Events -Factions -PvP -24/7 Raiding -32 Slot -Boosted Loot -Fully Built and Kitted Vehicles -Killfeed
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i see what you mean. especially with the timeline inconsistencies with the rusted vehicles and such. but i dont think this was always the case or even is the case. as the game is meant to be set in eastern europe. a pretty shit part of the world where i would think rusty cars are pretty common and such. that is how it started. so i would say it is very inline with the timeline of the game being well within the first couple weeks or even days the of the outbreak
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Hey i'm a new fan and player of DAYZ. My friend got this game after we have been playing PUBG like non stop and watching him it immediately caught my attention! Picked up my copy on the xbox store and have been enjoying it since. Just curious if there is plans to add driving vehicles at any point? The map is very large and though i enjoy traveling and surviving, i cant wait to put this car battery i found to good use. Finding my friends in game and meeting up is extremely hard, usually having to figure out where the hell we are by signs and then ending up having to walk miles just to meet up, every single time mind you since people are constant playing and moving. Cars will really help with player to player interaction/ squad interaction.
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No ! Read carefully everything I wrote, Wipe is NOT needed for stability! I've had a vanilla server since the beginning of 2020, I've started to get to know it and modify the configuration files. At the beginning I played it a lot, I have a base that has grown over time, and also modified (I have the game structures inserted via code in the "init.c" file). I started this server from 1.06 and I updated ALL the patches, 1x1, every time WITHOUT ANY WIPE! Everything works like a normal DayZ, with its specific defects that every public DayZ has... Nothing more, nothing less... THE WIPE DOES NOT SERVE FOR STABILITY! Now I'm behind on the last 2 patches, because since last summer I dedicated myself to another modded server and I have some health problems which obviously have priority... but if you want, we can organize ourselves, I update the last 2 patches and I'll let you try it. So you can see for yourself that I'm not telling lies but it's the reality of the facts. You don't really play DayZ, or you've played very little. You can't see the start of the pandemic if the server resets... it's bullshit. In DayZ you will never have a real beginning, because the game DOES NOT have its own logical temporal thread... it seems like a jumble of new things, old things and rusty things ALL together. It makes no chronological sense. It's one of the main "structural" defects of the game decided on the table (out of indifference, I say). The spawning of the objects has NOTHING to do with a possible "start of the story". Those who claim this have understood nothing about the game... of DayZ as "pandemic survival", obviously. If you consider DayZ as an "exotic variant of ArmA" it's another matter... but it's really another game. Furthermore, even if we only want to consider the spawning of objects (the one that everyone talks about and complains about), then... for those who play a lot they should have already understood/seen it for a long time... ALMOST EVERYTHING spawns cyclically anyway... YOU DO NOT need a Wipe to "put things in place"... Even motor vehicles (which always work like shit anyway; THIS would have always been a real problem!) are still in "circulation"... every now and then you still find some, because they break and are reborn. And in any case, you CANNOT maintain a game "always and only at the start"!!! What a shitty game that would be!!! Unfortunately I've started so many times now... there is NOTHING different about the game other than finding more cars and more barrels/trunks. EVERYTHING else has the same spawn as always... it's just you who has to restart as if you were dead even if you're not. It's a rip-off, it's NOT a "real start of the pandemic"... DayZ does NOT foresee a real start of the pandemic, it's not structured for that. You always find all the things, well mixed between new, old and ancient (rusts)... There is NEVER a real "start of the pandemic"... It is NOT possible in DayZ... You simply get killed and robbed of everything from the company that manages it... as if they were bad cheaters... there is NOTHING else. And if you've never seen it, I can assure you that even the beginning of the game (NOT the pandemic), where you find more cars, is just a hoarding race... which lasts a maximum of 1/2 weeks... then everything has already been found and hidden. Really a great start. If you mean the "end of the game" as having the basic equipment... maybe yes, in a week or two, if you play all the time, you can have it, but this is NOT "the end of the game", but just the "beginning of the game", which is potentially endless... until I die IN THE GAME, not by decision of the managers! Here's the thing: you DO NOT play "DayZ: Pandemic Survival", you play some other kind of game, based on DayZ, but which is not the "real DayZ" (as it was advertised and sold). .. I don't know what you do exactly (are you looking for more wretches to kill?!?), but you're definitely not looking for "pandemic survival". You as many others, from what I read.
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Any realese date or time period when vehicles will be added to the game on xbox?
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Hi there! This is a new list of QoL (Quality of life) suggestions for DayZ Standalone. I have created several of these posts in the past, which I invite you to visit in the links below. The intention is always to come up with achievable ideas within the general framework of the game. What does this mean? It means that you will not find crazy new features that would imply a lot of development time, or requests that may break the original concept of the game. Although the complexity and feasibility of any of them can only be determinate by the dev team, I invite everyone to keep this same QoL focus in future suggestions because I’m 100% positive that those are the kind of ideas that could eventually make it into the game at this stage. Do you have to read everything? No, the titles are intended to be self-explanatory of the core idea, but be sure to check the brief explanation under the images to understand the context before commenting about them. Having said that, I hope you find this an interesting read! OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/259915-dayz-30-qol-suggestions-part-6/ HERE ARE MY +50 QOL SUGGESTIONS 1) Interactive actions menu | Disable them while running The game shows the contextual menu allowing us to “perform” certain actions while we are full sprinting, leading to unwanted situations. One of the most common examples of this is when we try to make a strong/running melee attack with a shovel or farming hoe and instead we end up getting the garden plot blueprint in the middle of a fight. Since most of the actions require an animation and that our character remains relatively still, the smarter thing would be to prevent these options to even showing up on our screen while we are full sprinting, avoiding this kind of scenarios. This would also have a visual positive impact since, as I think we all have the experience at some point, while running through a forest or hiding behind a bush you usually get the interactive pup-ups with bushes and trees right up to your face when it is clearly not our intention nor is it something we could do while running. Suggestion: Disable the contextual menu when we are full sprinting, cleaning the screen and avoiding any unwanted action to perform by mistake. Limit those for jogging or walking. 2) Burlap sack cover | Visibility according to its condition This is simple and cosmetic idea, but it could add to the gameplay experience. Depending on the condition of the burlap sack cover its the visibility it offers. Then, if it’s a damaged burlap sack cover, it will allow you to see through it with a soft overlay. Players can use this attrition for their own benefit, either by using it for their captives or on themselves, providing with more depth to this item than just having a complete black screen. Suggestion: The overlay of the burlap sack cover should not be completely black but should offer a level of transparency commensurate with the wear of the item. 3) Quick access limitation | Items inside containers Right now, you can assign a hotkey to any item, even if its inside a container (such as a bandage inside a protector case or any other items you want to preserve), and bring it out anytime you want. This is not only unrealistic but also allows you to abuse the system a little bit. The idea is that the items inside containers should not be visible (or accessible) through the hotkey bar forcing players to have to take them out manually or carry them outside the container. Suggestion: When an item is inside a container (protector case, cooking pot, ammunition box…), you can´t pull out that item by assigning a hotkey. 4) Weapon collision | Guns should retract I am a big critic of the weapon collision feature in DayZ. Not because of the concept itself since its somehow realistic and prevents some of the old clipping issues and shooting through walls that we had in the past. But because of the unpolished and very basic way it was added. Its current implementation is just a clunky animation and one of the worst allies of a smooth PVP experience. Having said that, I'm not proposing to get rid of it at all (although I welcome the servers that do so until there is a better implementation) but to improve it in a way BI has already shown that it can be done. Currently, when our weapon collides with a structure, the same animation is played where we raise the weapon upwards. There are no transitions, no retraction and no intermediate animations. When we peak a corner, we can raise and lower the weapon about 6 times per second simply by a millimeter of collision (Example). Trying to shoot prone on a surface that is not perfectly flat could lead into a disaster due the weapon collision (Example). On the other hand, if we see how the weapon collision has been applied in the company's games such as VIGOR, we will surely see an alternative perfectly applicable to DayZ. In the case of VIGOR, the weapon does not rise towards our head automatically when there is a collision (Example). On the contrary, it retracts (towards our waist) progressively, modifying the target of the gun from the center of the screen but preserving the aiming instance. This system is definitely the one that should be imported to DayZ, replacing the current crude and basic animation. 5) Military flashlight | Vintage L-shape attachable flashlight The standard flashlights are quite useless right now not only because of the vulnerability of not being able to use them as a passive illumination device (you must hold it in your hands) but also because of the massive superiority of headtorches and how common they are. The idea is to add a military L-shape flashlights (like a Fulton MX-99 for example), that can also be attached to our vest/backpack, same place than the Chemlight (aiming at the front). Suggestion: Add an L-shaped military flashlight that can be attached to the Chemlight slot on backpacks and vests. Credit to LAD for its implementation as a mod. 6) Watchtower | Turning a wall into a gate or alternative Another thing I’m not a big fan of is basebuilding, but since it's in the game I think it's better to make the best of it. There are a variety of changes to be proposed in the basebuilding system but the possibility of being able to turn one of the (3) watchtowers walls into a gate is something that every vanilla player wanted at some point and would be quite functional. This can also be achieved with a less restriction/limitation for building next the unwalled side of the watchtower, so you can build a nearby fence there and then turn it into a gate. (In servers where the building restriction is enabled, of course). Suggestion: Allow to turn one of the three walls of the watchtower (only for the bottom floor of course) into a gate. 7) Radios | Voice sound effect Whether you are talking to someone on the radio, in an open field or inside a massive underground bunker, our voice sounds exactly the same. There is no reverberation or significant distinction that allows us to identify the source of the voice. I think many of us have heard people speaking through an open radio and thought it was someone from our team until you realize that a radio was on. Taking Arma 2, Arma III and Reforged as a good reference, where this has been implemented in excellent ways, the suggestion is to add a sound filter (complementary to the white noise) that actually emulates how a voice would sound through a radio, clearly distinguish it from the regular VOIP player to player. I am not aiming at some kind of "militarization" of communications, but at an immersive and clear distinction between regular voice and voice over communication devices. Suggestion: Add a radio chatter sound effect to voices over the radio so they do not sound exactly the same as if we were speaking next to a player. 8 ) Inventory management | Slot highlight and combination clues I did enjoy my extremely hard and punishing learning curve back in the dayz when we had ¼ of the crafting recipes, ¼ of the diseases, features and tools that we have now. But I even when I think the game should be as challenging as possible, I definitely disagree when it became counter-intuitive for new. In many ways, the inventory management it still is, that is why I consider that these two changes/additions could be really useful in that regard: 1) Slot highlight: By dragging a piece of clothing (like a mask, a helmet, a vest, a backpack, a belt and such) from the vicinity/other players inventory to ours, the game should highlight the slot where it can be placed or the item that is currently in that slot. 2) Combination clues: We know that the orange edges on an item are the ones that indicates that we can combine it with another. However, we only see it when we drag that item to the right side of our hand’s slots. The suggestion is then to highlight the items that can be combined just by dragging one item around our inventory, giving a hint or clue of a possible “recipe”. Example: you have a gas cannister and a gas stove in your inventory. If you drag the gas cannister around, the gas stove will highlight with the orange edges. Suggestion: When dragging a piece of clothing from the world to our inventory, the slot where it can be places should be highlighted and, when dragging items around our inventory, if there is other item that can be combined with, it should also be highlighted with the classic orange edges. 9) Getting worms | Infected mass graves Previously suggested in these forums by other users. Right now, you can only search for worms (for fishing purposes most of the time) by using a sharp tool over organic surface. It would be interesting to be able to look for them with your bare hands (or by making them spawn like rocks/mushrooms/fruits due player presence) inside the infected mass graves assets around the map. It would make sense and would be functional for the early game. If it was an action, it could be accompanied by bloody hands to give it even more depth. Suggestion: Being able to obtain worms from interacting with the piles of corpses around the map. This can be either through an action or by simply appearing in the vicinity as is the case with rocks, fruits and mushrooms. 10) Spark plug | Make them spawn inside a box A quite simple suggestion that I really can't explain why it is not part of the game yet. The spark plugs for vehicles should spawn inside their boxes just like the headlight’s bulbs do. Having to resort to vicinity every time we want to find a spark plug, I don't think is intended. Common sense indicates that this is absolutely feasible and it will be a welcome QoL addition. Suggestion: make spark plugs spawn inside a box just like it happens with the headlights blubs. 11) Blocking melee | Penalties You can survive a horde of infected or turn a melee fight with another player into pure speculation just by permanently blocking. With the last modification where blocking is not 360 anymore but directional (so if can got hit by the side or back), this has been slightly mitigated, but it is still quite easy to abuse the blocking, mainly against AI.I’m fully aware that when it was implemented in a more "punishing" way suffering damage or cuts when blocking) the general reception wasn´t good so I think a good middle ground that implies blocking without taking damage but some kind of punishment would be this: The blocked attacks should/could be able to damage your clothes (gloves, vest, jacket, helmet…) and, while blocking, you should regenerate stamina way slower than normal. Of course, there is a lot more to explore about melee combat but these two changes I believe do not escape what would be a QoL improvement to prevent pure speculation regarding blocking melee attacks. Suggestion: Blocking melee attacks should prevent you from getting damage but it could damage your clothes and prevent you from recover stamina like you normally do in idle. 12) Underground triggers | Visible representation This can be difficult to explain for those who have not tried to set up a dark area trigger, so I will try to be very simple: Since 1.19 you can add dark areas to the map (like the one in Livonia Underground Bunker or A2 in Namalsk). You must assign a trigger/area where, when a player goes through, the screen will become dark. At the same time, there are different "levels of darkness" (EyeAccommodation=X) within the same area to which you must also assign a corresponding position and size (Breadcrumbs). While it is not impossible to do, the game does not offer many tools to have a visual representation of the size of these areas and everything must be calculated by eye, leading to tons of trials and errors to prevent the darkness from exceeding the desired limits. The intention is then to add the possibility of having a visual representation of these triggers and their areas ("UndergroundTriggerEdges= 1") after you place them (so you can see in-game if they exceed the wanted limits) or maybe just add a proportional asset (like the one from Dumpgrah) that allow us to estimate with more precision the ranges for X / Z / Y of these "blocks of darkness" while we edit those. Suggestion: Provide with a visual representation for the underground areas trigger to make it easier to set and to detect possible errors in the trigger size. 13) Gas Masks | Put them on/off by a quick access key By assigning a hotkey to our mask and holding that key we should get a contextual menu (just like when we hold our ammo or mag) to put or remove our mask. This suggestion becomes more relevant with the proposal of a new concept for dynamic toxic zones (or airstrikes) and the way we can interact with headgear inside vehicles. Suggestion: allow to put on and off the gasmask by assigning a hotkey to it. 14) Landmines | Disable vicinity view I think it doesn’t make any sense if landmines/claymore can be seen through vicinity when they are active. It is probably the way in which 9 out of 10 landmines are currently detected by players. You just see a landmine in the vicinity tab, you then try to drag it to your inventory, and if you can´t, you know that it’s an active one. In my opinion, these items – once placed of course - should not be visible for players in the vicinity tab, just like underground stashes for example, and only be accessible for eventual disarming through a direct action. Suggestion: Once placed, disable the explosive devices from the vicinity tab. 15) Gasoline cannister | 10L or 5L red jerry cans I think it would be convenient to implement a 10/5L jerry can to serve as an intermediate gasoline cannister between the 20L and a bottle or canteen. Even more considering the recent changes that the game had in terms filling up a cannister and adding fuel to vehicles (I’m referring to the time it takes). A yellow 10L gasoline cannister and a red 5L one would be a pretty good addition without much work involved. Suggestion: Add a 10L and 5L gasoline cannister. 16) Alternative Russian NVG´s | PNV-57 w/ tanker helmet I know that asking for a new item is a bit far from being a QoL suggestion, but since it would be something more cosmetic, according to the context of the game and that could enhance the use of an existent item, I don't think it would be too out of place. DayZ already have occidental night vision goggles that can be attached to the tactical helmet or by using straps. The suggestion is then to add some eastern night vision goggles (like the PNV-57) that can also be attached to the tactical helmet but also be use with the tanker helmet instead of the straps. Suggestion: Add the Russian PNV-57 night vision googles that can be attached to helmets but also to the tanker helmet (instead of the straps). 17) Effects sound overlap | Key bind for volume reduction I think everyone knows what I mean, even when though 5 posts of suggestions I had never really suggested this outright. But for those who do not know, most of the modded servers have different versions of what we call "ear-plugs". This simple feature allows you to reduce to 50% (or more) the sound effects of the game just by hitting a key. Although it may seem trivial, it ends up being quite decisive for interactions because it only reduces the volume of the sound effect, not the voices, making in-game communication possible even in the most adverse situations (loud vehicle engine sounds, wind, rain, ambience and such). So, this is definitely a QoL addition that should be in the base game. I must say that is no real way to exploit this in any way since while you absolutely gain a lot by facilitating interaction through VOIP, you lose a lot of awareness by not being able to hear the sound effects in full volume. Suggestion: Add an assigned key to reduce the level of sound effects to 50%, allowing to give priority to in-game voices at times when it is required. 18) Hunting scope | New reticle and damaged state The hunting scope is probably one of the least updated scopes in DayZ since forever. Even mid-range sights, such as the Kobra or the Kashtan, have been recently improved with 1.20. I do not intend to change its reticle to make it more complex or militarized, nor I pretend any picture-in-picture kind of feature. Just apply the same criteria that other optics have, avoiding it to be a simple black overlay as we have since the DayZ Mod years. I have already proposed that the hunting scope should not be full screen, with blurred edges and a dark vignette. Not only because of a visual improvement, but because this would allow to provide a damaged reticle states according to the scope wear and tear since, right now, you have the same view regardless its condition. Suggestion: improve the hunting scope so it can represent the wear and tear state through its reticle like the other scopes do. 19) Outdoors fireplaces | Extinguish with a shovel or farming hoe Add the ability to extinguish (sort of throw dirt on but with the same dig animation) outdoor campfires by using a shovel or a farming hoe. As I said, the animation for this should not vary too much from the ones these items already have. I think it makes complete sense and would add something different than having to throw water on top. Suggestion: Extinguish outdoors fireplaces by using a shovel or farming hoe. 20) Fresh spawns | Immersive (initial) spawn The idea is definitely not mine or even new, has been around for quite some time in several mods (the one from Zenarchist for example). The concept implies that, when you log in with your character, you do not just pop up standing out of nowhere but instead, you do it lying down and progressively opening your eyes as if you are waking up. While this particular implementation (which applies to all log-in and respawn cases) may create some issues with the player position or with the items you in his hands (due the lay down animation), it could definitely be applied to fresh spawns first spawn where you have no gear at all and the locations are already defined. In addition to this, and even when it’s not part of this suggestion, the idea of adding an overlay (to spawns that are not fresh spawns) such as an eye-opening vignette or yawning sound when logging into a server (as I have already mentioned in another thread) would be very useful as a method to combat ghosting and “X-ray views” due textures load delay. Suggestion: When it’s your first spawn as a fresh spawn, you should do it laying down and slowly opening your eyes like waking up. For any other log in, it should only limit to an opening eyes vignette. 21) Handcuffs | Break them only by force or key Maybe I'll get a little ahead of myself and this will probably be modified in the near future, but in the first 1.20 build, another player can free you from your handcuffs with just their hands. This seems fine to me for most items like ropes or such, but in the case of handcuffs it just doesn't make any sense. This item should be an exception to the rule and other players shouldn’t be able to free you simply with his bare hands. I have suggested in the past a higher punishment for this type of binding, although I understand that it is intended to prevent any scenario that could completely destroy a player's experience (even when you can still “scape/die” by logging out of the game). Suggestion: prevents another player from being able to free you from the handcuffs simply with his hands. It should be only through the key, pliers, lockpick or by forcing them (with significant time). 22) Gasoline pump explosion | Add shock damage I'm not sure when this was changed, or if it was even intentional, but right now if you explode a gasoline pump while being inches away from it (without any kind of protection), you will only suffer a loss of about 45% HP and will NOT take ANY shock damage. This means that you can destroy a gasoline pump, then another one, and you could still walk away after two explosions in the face. This needs to change. If the intention is to avoid an instant-death kind of damage, gas pump explosions should at least generate enough shock damage to knock us out for a good while with a nearby explosion (which would be the more realistic approach in my view). Suggestion: add shock damage of the gas pumps explosions and increase the HP damage to avoid ridiculous situations like people walking away like after an explosion. 23) Ghillie Suit | A new use for plant material The current ghillie suit can be repaired through sewing kit and duct tape, which considering the design of its damaged version, does not seem to make much sense. At the same time, it never seemed too realistic to me that we could craft a ghillie suite out of burlap strips and netting. But that's a discussion for another day. I think there is an opportunity to link and enhance the growing’s feature by giving plant material a new use. What would that use be? By allowing plant material to be used as a way to repair or patch (just like you do with the sewing kit or duct tape). Second, the possibility of crafting the Woodland ghillie suite (greener version of the ghillie) by combining a certain number of plant material (or a sub-item crafted from it like root web or something smaller that we could combine), with a certain number of nettings. This would make even more sense than crafting a ghillie by using burlap strips. Camo net could also be in the mix, allowing the three different recipes for the ghillie suit: Tan Ghillie Suit = 10 Burlap strip + 4 Netting | Woodland Ghillie = 10 Roots web | 10 Netting | Mossy Ghillie Suit = 10 Camo Net strips + 4 Netting. Suggestion: Plant material should also work to repair ghillie suits and, by combining it with netting, it could be a reasonable recipe to craft the woodland ghillie parts (greener version of the ghillie). 24) Gas cannister | Inventory size reduction A gas cannister (Regardless is a small, medium or large one) takes 4(H) x 3(V) slots in our inventory. When combined with a portable lamp or gas stove, its total size does not change at all (except in the case of the blowtorch which becomes 3x4). The suggestion is then to reduce all the gas cannister size to 3(H) x 2(V), and then became 4x3 only after attaching another item to them. Note: I really think DayZ also needs a serious reconsideration of weights and dimensions of many items with a criterion not only realistic but also functional for the gameplay. I don't understand how we can carry up to 3 rifles inside backpack, or how a Taloon Backpack can carry a 20liter jerry can when the model itself is 30% larger than the backpack. Suggestion: Reduce the gas cannister size to 3x2 when they are not attached to any other item (such as a portable lamp or gas stove). 27) Chest holster | Belt attachment In Livonia, the zombie (infected) that spawn in the convoy and could have the punch card to access the underground bunker has a pistol holster around his waist. It would be a nice addition to imagine this for players. Being able to opt between using the holster as a vest or put it in our waist (replacing the belt slot) could give another use to this item that is generally discarded immediately when finding any other type of vest. Suggestion: The chest holster should be also carried as a belt with a pistol holster. 28) Combat log | Offline punishment and logging out clue There are many unpunished practices that make public servers less attractive than the community ones, and combat log is definitely one of those. The absence of admins to control this through logs often leads to very unfair situations, and abuses. For more than a decade, no effective punishment has been implemented against those who uses disconnection as an escape tactic and I think there are many solutions that can be tried. I am not discovering anything new if I say that extending the time of the offline bodies (your body stays on the server) our character's body remains in the world after we force a disconnection is perhaps our best and only option. Many mods have implemented this with great results. But at the same time, I know that nothing is simple and it is necessary to evaluate its impact from more than one point of view. The suggestion is to extend to 5 minutes the time our offline body remains in the word after we log out if and only if we have taken player damage within the previous 5 minutes and we didn´t wait 1 minutes of logging out cooldown, forcing our disconnection. At the same time, logging back in to the same server should also have a cooldown punishment of 5 minutes to avoid any possible “offline body manipulation abuse”. This would at least discourage the quick disconnections after a PVP and force players seek for a safe place. And if they don´t, you just provide a punishment since they will remain 5 minutes defenseless. Suggestion: If you have taken damage within the last 10 minutes before you log out, you should have a 3 minutes cooldown to normally disconnect without any penalty. But, if you force a disconnection under those conditions, your offline body will remain up to 6 minutes in the server and you get a 6 minutes cooldown when trying to join the same server again. 29) PVE threat | Windstorms and extreme fog for Chernarus/Livonia I’m aware that storms and rain are already present in both maps but not really as an “event” and with the same incidence and representativeness that they could actually have. Intense windstorm with a severe temperature impact and a massive fog that only allows us to only see a few meters away would definitely be a great PVE condiment to the gameplay. The duration and recurrence of these weather events would clearly be key in determining whether they positively complement gameplay or become completely frustrating. Again, I’m talking about the kind of storms that force you to stay indoors or move from house to house as long as it lasts or that reduces your total visibility as if you were inside the movie "The Mist". Those which you can't speculate too much because the cold is too intense to pretend to survive outdoors and you could have dozens of infected within 50 feet without really being able to notice it until you get too close. Suggestion: Allow weather events (sporadic, extraordinary) that represent a PVE challenge, either with cold, rain or visibility through intense storms and/or fogs that significantly reduce our visibility. 30) Medical suture kit | A new concept for treating wounds An item that could provide variety to the medical system but without departing too far from what the game already offers would be a medical suture kit. Unlike the sewing kit, it would be already sterilized and would allow suturing wounds without the risk of an infection. Like the sewing kit, it should have a number of specific uses. In addition, I really thing the way we treat wounds needs some changes without implying an extremely hard and punishing system. For example: bandages should not close wounds completely, but simply prevent blood loss. But eventually the player should suture or cauterize the wounds so that they do not generate further infection. The bandages would then be an immediate solution, but not definitive, forcing the player to change them periodically (every 40 minutes for example) until the wound closes naturally (after 1 hour of play) or through a sewing kit or cauterizing the wound with a knife or item heated in a campfire. Suggestion: adda medical suture kit that allow to close wounds without the risk of getting infected. In addition, rethink the treating wounds concept making bandages a transitional method of stop blood lose, but not a definitive way to close wounds and prevent wound infections. 31) In-game map at nighttime | Flashlight effect A very simple detail that could provide some more immersion, although I can understand if it might be too punishing at times: When you open your in-game map, it looks absolutely clear, no matter what time of day it is. Ideally, there should be a continuity with the outside and how the map looks. The perfect scenario (already suggested) would be a 3d representation of the map (without accessing the full screen) or even better, the option to click/hold to access one viewing method (full screen) or another (3d map as an item). But until that happens, giving it environmental continuity when we consult the map could be an attractive change. Suggestion: when checking the in-game map at nighttime, it should have a darkness effect instead of being completely bright, providing some environmental continuity and immersion. 32) HUD customization | Enable/Disable contextual menu Linked to the first suggestion of this thread, since quite some updates ago, the game offers the ability to disable various HUD elements to make it more immersive and cleaner. Among them, we can now: 1) disable the HUD completely (everything that appears on the screen), 2) disable just the crosshair. 3) Disable just the quick access bar and/or 4) disable the server info. However, when playing without any HUD element, this could turn the looting/interacting experience into a quite frustrating one since there is no contextual menu popping up at all. Trying to interact with an item that has a very small interactive area (without resorting in the inventory screen) can be quite challenging, even more if we play with a console controller. Suggestion: The suggestion is to add a new customized option where, even when the HUD is fully disabled, the contextual menus could still show up on our screen. 33) Give action/emote | Hand to hand This idea comes from a recent mod called “Give&Take” by affenb3rt. This mod allows you to assign a key to “offer” (extend your hand with the item and making it visible for other players) so any other player can interact with it (among other minor features). Its's a quite simple idea and very useful to avoid having to drop/throw items on the floor when you want to make an exchange. Thinking about how it could be applied in vanilla, I think we should start thinking about a method to be able to voluntarily show our inventory to other players without having to be tied or having two players interacting with the same inventory at the same time (to avoid issues with synchronization and possible exploits). So it would be a good initial idea to implement an emote (give) like in the mod that allow us to share/show the item we have in our hands so other players can see it through direct interaction. The emote (like the rest of them) should block players movement and of course, inventory management. Suggestion: add an emote that allow players to give (show to other players) the item we have in our hands so they can pick it up by direct interaction. 34) Barrels fill with water | Tweaks and changes For those who may not know, the barrels in DayZ have a function that, while not the most popular, could eventually become a great element for basebuilding: with rain, they fill with water and allow you to store liquids. This water barrels suggestion involves at least three minor changes: 1) First, the rate at which these barrels can be filled, either manually or through rainfall, should be greatly increased. Otherwise, storing water or gasoline in them is just not functional at all. 2) Second, a barrel filled with liquid should not be able to move. We can currently carry a 210kg barrel with our hands and move it like a bag of potatoes. This could also prevent at some point the barrels thefts and griefers since they would have to empty them first. 3) Finally, and as a handicap, a barrel with liquid should transfer its humidity to the items inside of it. Taking advantage of the new features linked to this brought by 1.20, it would be very possible to achieve this. Suggestion: Barrels fill with liquids should have a faster refill, should prevent players from carry them when they have more than 20% of liquid on them and they should transfer the humidity to the items inside. 35) Sound reverberation | Voices What is a reverberation in the first place? It’s the reflection of a sound against an obstacle in a closed environment. If the area it’s a big area, the sound may take a while until it bounces back creating an echo effect. But when the area is smaller (a bunker room, a hangar or a church), the reflected sound is much quicker, creating a “hollow” or “rumbling” sound. In DayZ, we do have this when shooting a weapon in the open or inside a structure. The sound is quite different providing realism and a clue of the source of the gunshot. However, when we check how VOIP sounds, this environment simulation does not apply. In this way, the suggestion would be to apply the same environment simulation criteria (mainly reverberation) to the voices when they start or originate from players within large structures, giving more realism, immersion and offering a "clue" to the origin of the sound. Suggestion: Add reverberation (sound effect) for the voices (VOIP) of the players when these are given in the context of a large structure, offering immersion and allowing to recognize the possible origin of that voice. 36) Enable/Disable NVG´s and Headtorches inside vehicles It's probably a lot more complex than it sounds, but enabling some interactions within vehicles is definitely a road to develop. And a good starting point could be interaction with items involving a hotkey. This is the case, for example, with headtorches or night vision goggles. Being able to turn them on or off inside the car would avoid situations where one has to get out of the car completely to simply turn them off, which makes no sense at all. Suggestion: Allow to enable/disable some devices (Such us the NVG´s or headtorches) inside vehicles to avoid having to get out the car just to be able to interact with them. 37) Handheld Transceiver | Remote detonator holding animation + PTT There are two changes linked to radios that I believe would be very functional. 1) Holding animation: It would be very functional to be able to telegraph to other players what are we actually doing, instead of just hold a “thing” next to our waist. I would love that the animation of holding the remote detonator (Claymore mines) could be used as the default animation for the Handheld Transceiver (radio). Not only would it give ourselves (and others) a clear indication of what we are actually holding in our hand but it would be a hundred times more immersive than simply talking with the radio attached to our waist. 2) Push to talk: Right now, any communication device will just transmit all the voices around the device just for being on. We must turn it off if we do not want our conversation to be filtered through it. This is impractical and at some point, unrealistic. The suggestion then is to the communication devices push-to-talk using the default “caps lock” key (PC) of course. This way, even if we have a radio on in our hands, any voice around will only go through if we are holding (or have locked) the VOIP key. Suggestion: Add the remote detonator holding animation to the handheld transceiver so we can actually tell what’s in our hand and have more realistic approach to the way we would talk into a radio. Make the communications devices push-to-talk so you can actually control what goes through the radio and what not. 38) Epoxy / Blowtorch | Repair fishing rod and beartrap The title is kind of self-explanatory. Allowing damaged fishing rods to be repaired by using epoxy putty (you currently can´t). At the same time, allow to repair a damaged bear trap by using the recently added blowtorch. Both things just make sense, won’t imply much configuration and probably won’t hurt anyone. 39) Nighttime infecteds | Range and clothes visibility Many of you probably don't know this, but clothing in DayZ has a visibility stat according to how bright it is in relation to the environment. This - in theory - would make us less visible to the AI depending on the type of clothing we wear (a black raincoat should be less detectable than a red one in terms of AI aggro). I honestly haven't tested this feature exhaustively to see if it works properly, but the concept is very interesting and definitely has a lot to potential to be expanded. Something that I did test is how the infected, during the night, seem to have the same range of vision and aggro distance as in daytime. The difference, if any, is not too significant to be an attractive element (or advantage) for nighttime gameplay. It seems to me that it would be a good way to reward the night gameplay to drastically reduce the visibility of the infected during the night (even more, if it is already reduced, I personally didn't notice it) and link it to the visibility stats of our clothes. Thus, at nighttime, a player dressed in dark colors could pass in front of an infected at about 2-3 meters without being detected at all (the sound will obviously continue to be a conditioning factor). Suggestion: considerably reduce the range of vision of the infected during the night to encourage night gameplay and deepen the impact of the visibility of clothing under this same concept. 40) Vehicle HUD indicators | Background Blur This is an aesthetic and functional change. As Arma Reforger does, I think it would be quite necessary and would be aesthetically far superior to the current design to add a blur behind the vehicle indicators (dashboard symbols) to add to the aesthetics and visibility of them in all circumstances. There are times when the brightness or the background of our screen ends up taking away part of the clarity of the indicators and this could be improved with this simple modification. Suggestion: Add a slight blur behind the vehicle HUD indicators to make it more visible, clearer and with a design that will be aesthetically superior to the current one. 41) Helmets against melee | Increase shock damage reduction Whenever we talk about helmets in DayZ we are always interested in their ballistic protection. Will this helmet be able to stop a bullet of this caliber? Which helmet offers the best protection? However, we often forget that helmets offer different protection according to the nature of the damage we receive (Projectile/Melee/Infected/Frag). I think that in the early game the helmets should have a greater relevance distinguishing between the player who wears it and the one who doesn't, especially considering the reduction of visibility now offered by the overlay. In this sense, the shock damage reduction using helmets against melee or infected attacks should be considerably higher than they are now, offering a great advantage to the player who prioritizes it over the one who doesn't have it. This is not only realistic but would lead to more balanced results than the ones we have now (where an infected can make us lose consciousness with the same amount of hits to the head wearing a helmet as if we were not wearing anything at all). Suggestion: Significantly increase the shock damage reduction for melee and infected attacks, redefining the importance of this protection in the early game. 42) Low battery | Blinking effect (visual/sound) Mostly a cosmetic addition, the idea is to have an indication that our battery (either car/truck battery or 9v) is about to run out or has less than 10% of its capacity through a slight blinking effect and sound effect every few minutes. It is a detail that would simply add some more ambience, mostly when wearing NVG´s so our screen doesn´t just change to full black from one second to another. 43) Throwing animation | Allow jogging while throwing stance The throwing animation blocks our movement so that it only allows us to slowly walk while we are in it. Then, when we throw the object, our character completely freezes in that position until the animation is finished. I think there is an unnecessary double punishment in this feature. One and hand, the clunky movement limitation at first and then, a complete movement cancellation when throwing the item. Of course, the idea is far from resembling arcade games where things like "run throw" or “run jump throw” are actually a thing. The suggestion then just involves a fluidity request by allowing a faster movement (jog speed) during the initial throwing stance since the movement cancellation or penalty will still be there the moment, we release the click and throw the object. Suggestion: Allow a faster movement during the throwing stance to provide more fluidity to the gameplay. The movement cancellation when actually throwing should remain. 44) In-game server browser | Mods filter and warning Most of us here know that to join a community server (where a vast majority have some kind of mod) we must do it through the official launcher to detect and download the mods and, in case we want to join a different server, we should close the game and repeat the process. However, many new players who don't know this procedure just look for a new server where anyone would intuitively do it: in the official in-game server browser. The idea is there to simplify this by adding two things: 1) A “mods” filter in the in-game server browser so it discriminates the (community) servers that have mods and as a consequence can´t be accessible through the in-game server browser. 2) When trying to join a community modded server from the in-game server browser, a message should pop up indicating that the server has mods and that we must close the game and join through the DayZ launcher. 45) Check pulse | Lets enhance this feature With 1.20, the pulse check feature got a new animation and became a continuous action. However, the concept of this feature is not even a glimpse of what it could be. Back in the “DayZ”, the check pulse had three main functions: a) Identifying the survivor (by his in-game name). b) Know if he was dead or unconscious. c) Tell if it was a recent death or not. Today, all three things have become inconsequential for this feature. You can´t identify a survivor by his in-game name (PC). You don´t need to double check if a player is dead or unconscious because its body position already gives this away. And the state of the corpses informs us about the time of death. So how could we turn this feature (checking pulse) into something meaningful? 1) First of all, the game should remove any state indicator in the contextual menu (red/yellow/green circle) on players bodies. 2) The game should only allow pulse checking on unconscious or dead players, not on conscious ones (Since the animation involves crouching). 3) When a player is unconscious, the pulse should provide some generic information about its state that allow us to obtain indirect information or conclusions. For example: Message after check pulse | Unwritten conclusion/player condition. “Very Weak pulse” = Unconscious survivor but with one or more of the stats (HP/Blood/Food/Water) in flashing red or red. “Slow pulse” = Unconscious survivor, regular stats. “Rapid pulse” = Unconscious survivor but with open wounds (bleeding). (The heart rate accelerates to compensate the blood loss). “No pulse” = Dead survivor. At the same time this could be: “No pulse, no violence signs” = dead by malnutrition/weather/drowning. “No pulse, multiple scratches” = infected / predator death. “No pulse, bruises” = melee death. “No pulse, gunshot wounds” = killed by gunshots. “No pulse, broken bones” = fall damage death. 46) Improvised shelters | Add camo net and attachments We know that there are three improvised shelters that we can craft, but in reality, the vast majority of players only use the most basic one (sticks and branches) because it is the simplest to craft and because of its high level of camouflage. The other two (Tarp and Leather), are mostly in disuse. I have already proposed incentives to differentiate these three types of shelter according to the difficulty to make them (more slots in some than in others), but in this opportunity I propose the possibility of adding attachment slots so that they can really work as a survivor shelter. What could be these attachments? 1) Camo net for the leather and tarp shelter. 2) Portable hanging gas lamp. 3) A slot to add a wooden crate, 4) Xmas lights, among others. The idea is that, when attached, these items have their visual representation inside the shelter and with the camo net attachment you can enhance the use of tarp and leather improvised shelters. 47) Raincoats and ponchos | A new approach I have already suggested in a previous post about the possibility of crafting a waterproof poncho from tarp. This not only exists in reality in the Russian army (Russian Plash Palatka), but it would provide with a new (and real) use to for the tarp/fabric. Given the 1.20 changes to rain and the impact of dampness/weight on clothing and momentum (inertia), I think that both items should complement the clothing (instead of supplant it) by taking the backpack slot (like the ghillies). A raincoat or a poncho should have a protective function, not really a cargo one is if they were a jacket, and the possibility of using them over your clothes with a much more comprehensive design (covering more than just our torso) It’s, in my opinion, the right way to go in a survival path. Suggestion: We should rethink raincoats (and eventually add tarp ponchos) as a survival item and not as a cargo option. It should cover he whole body from the rain by placing it in the backpack slot, similar concept to a full ghillie suit. This should be an auxiliary item of our character, not just another piece of clothing. 48) NVG´s handicap | NVG's | Very dim glow in eyes NVGs are definitely a controversial item. On the one hand they represent an endgame in itself for the player who try to obtain them through the different dynamic events where it could spawn and offers a unique advantage. On the other hand, it completely annihilates the possibility of nighttime gameplay by adding to the lack of incentive to stay on a server or explore the map when night falls. It is possibly for this reason that may servers (with a survival focus), notably reduce the amount of NVG's on the map or even eliminate this item from the loot table to justify the use of other means of illumination. This suggestion aims to bring a little closer to the necessary balance by offering a very slight handicap when using NVGs. As it would happen IRL, the googles should have a very faint glow so that it can be noticed by other players with a trained eye. Of course, it should be extremely dim so as not to completely counteract the functionality of this item. This would be a first step in balancing it out although - as I have suggested in the past - a real and efficient method of counteracting the use of NVGs may be with an overall improvement to the lighting where the light effectively "blinds" the NVGs. 49) Full stomach | Audio clue Most of the HUD elements in DayZ were progressively having their auditory and visual representation. This is excellent because it allows us to do without the HUD and to be able to interpret the sufferings of our character without the need to appeal to artificial indicators. Although there must still be elements of accessibility (because it is still a game), today we can identify a cut and bleeding by sound and visual representation, the damage of shock, a disease, an infection, etc. But one of the elements that still does not have a sound representation is the full stomach or "about to vomit". I think it would be a good quality of life addition to add a stomach sound (different from empty stomach) for when our stomach is stuffed and close to vomiting. Suggestion: Add an audio clue for the full stomach / close to vomiting state to be able to warn of this situation without having to resort to the HUD. 50) Chance of devices already spawn with 9v batteries inside This suggestion is quite simple. Just at least add a minimum chance that devices can spawn with a 9v battery already in them since, right now, no device can spawn with a 9V battery (nor has the chance to do so). While this may encourage the look for batteries around the map, in most cases it ends up ruling out the use of that particular item (e.g., radios, flashlights, etc.). 51) Reduce the sound level for crawling Currently, both the crouching and crawling animations generate the same amount of sound, which I believe is a mistake. Being able to differentiate between walking crouching (2 sound bars) and crawling (1 sound bar) in a situation where we don't want to be detected by the infecteds around would be more reasonable and functional for the gameplay. Even when we want to move inside a house to lose the aggro of the infecteds. It is common to see how they continue to listen to us even when we are on the ground. I have already suggested in the past (and I still hold this idea) that there should be the possibility to walk while crouching (holding the walk key), also making only a sound bar. Actually, whether or not we hold the walk key while crouching, the speed is always the same. 52) Splitting long stick | Chemlight click animation I always thought it would be much more realistic and less “frustrating” if splitting a long stick into three short sticks didn't require the entire 5-6 second animation. Instead, let's just resort to the same animation of splitting the Chemlight (with its 2-3 second duration) in order to do so. You can even use the same sound in the absence of a particular one. Splitting a long stick shouldn’t not be a ceremony. 53) Melee attacks | Hitting and freelook possible conflict Another element that I have personally noticed and once again I don't know if it is a bug or something deliberate is the direction of the attacks when using the free camera. It is as if the direction of the melee attack is not linked to where our character is pointing but to where we look with the camera. Let me give you an example: Imagine you are hitting a locked door or basebuilding fence to break in. You take out your axe and start hitting it. Our character looks straight ahead and hits straight ahead too. Now, with your character hitting the same spot, try to turn the camera (free cam, hold alt) to the side. You will see how your character will still swing straight ahead but it will not generate any kind of impact. I think that melee weapons should follow the same logic of firearms and continue hitting where their barrel - or in this case our character body – is actually aiming. Otherwise, there may be situations where no melee damage hits are not “registered” even when the weapon goes completely through our target. 54) Stealth attack with (attached) bayonets Another item that becomes extremely expendable is bayonets. Not only because they increase the chances of the (horrible) weapon collision system, but also because attacks using a bayonet are slow, consume a lot of stamina and offer no real advantage when used against enemies or infects. In this sense, I think this could be improved by allowing a stealth attack with the use of bayonets attached to the weapon. In this way, it would at least fulfill a specific function by being able to maintain the stealth level and eliminate infected in this way even with a weapon in our hands. I also think bayonets should be rewarded in other ways as well. In the past I have suggested reductions to stamina cost, multiple slashes or increased damage output. These are all ideas/modifications that I would still like to see in the game. 55) Dynamic toxic zones | A new approach Since the arrival of toxic zones to DayZ, they have been incorporated under two different concepts: 1) Static toxic zones, with permanent contamination and specific loot for those areas. 2) The dynamic toxic zones or airstrikes, where toxic gas bombs explode in the sky killing all life in the place and making magically appear NBC infecteds and related gear. In both cases, the full NBC suit is required in order to survive inside. While the static ones seemed to be a great addition because they create an attractive endgame by collecting the NBC an such, the impact of the dynamic toxic zones on the gameplay has been quite superfluous and inconsequential (At least in my experience). Mainly because: 1) They haven't really complemented the experience in the way they could do it. 2) They don't serve as a way to gather the interest of players (quite the contrary). 3) Their only real virtue is an eventual anti-camper method when they fall in military bases. 4) The airstrikes do not seem to have a concrete and rational explanation from the DayZ lore, because it is not known if the intention is to eliminate infected (which would be contradictory to the idea that infected NBC magically appear) or if it’s actually against survivors (. Clearly, we do not know who is throwing them either. So, my idea is this: first of all, I think it is imperative to distinguish static and dynamic in terms of the protection required. Only the gas mask and active filter should be sufficient to survive inside the dynamic toxic zone, making gameplay inside them actual feasible. Second, I would rethink their purpose. Instead of just ejecting players from an area as it does now (because absolutely no one plays with a full NBC equipment in their inventory), they should serve as a way to attract players. How? Simply by understanding that the purpose of these toxic gas attacks is not to clear the area from survivors, but to clear the area of infecteds for a supply delivery. And I know that the term "airdrop" may sound unpleasant to the hardcore gamer, but I find it more rational in the context of a war than a random toxic attack that make NBC infecteds spawn out of nowhere and add toxic related items inside random structures. Considering dynamic toxic zones in this way would not only allow real use to be made of masks and filters (which today is minuscule), but would also propose dynamic points of interest all over the map for players in all instances of the game (provided they have a gas mask). 56) Character comfort | A new passive stat This suggestion is not extremely complex or deep, but I don't want to extend too much in a thread that is already long. The idea of a "passive stat" (referring to an element of our character that does not have a visual representation in the HUD and that works simultaneously with the rest of the stats, as for example, the immunity level), that refers to the comfort of our character and that affects other stats, improving or worsening them as a consequence. This could well be a separate stat or a refinement of our immune system. What would be the purpose of this? To reward the in-game actions that are linked to the survival element of DayZ and that currently do not seem to have too much incidence. In this sense, elements such as campfires, being in-doors, the presence of other players around or being fed by them, the proximity to tents or shelters, the absence of infected or dead players within a certain range, the intake of cooked food, the combination of night and fire or lighting... all these should boost this passive stat. What would be the consequence of a high comfort stat? Mainly a bost in the immune system, increased blood/hp regeneration speed, lower the wound infection or diseases, faster regeneration of broken bones, higher resistance to cold, etc. I think you get the idea of what I mean. 57) Swap objects from our inventory | Objects must fall at our feet One of the most frustrating "bugs" for several years now is the one that originates when replacing a garment or object with another one that we have in our inventory. The game not only replaces the item but also its position, making that sometimes, the item that goes to the vicinity remains under the structures (or above) preventing to access again to it or its content. Unfortunately, I don't really know all the technical considerations to make an informed suggestion about this, but I think that considering a fix or mechanism by which every item we replace falls at our feet instead of trying to replace the position of the item in the vicinity would be an excellent goal to accomplish for a problem that for years has not even been covered as such. I really recommend checking out the other suggestion threads. All of them are still valid and Im sure they would make excellent QOL additions to DayZ. THANKS FOR YOUR TIME OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/259915-dayz-30-qol-suggestions-part-6/
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I've been wondering since you've brought the game out on xbox preview when you will be adding vehicles to the game and what type of vehicles exactly as I've seen many versions of the game on PC and they've made the game incredibly playable. Dayz's map is just too big to be walking everywhere every time. By the time you've met you're groups that's already 2+ hours just walking. If you could answer anything that would be great
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BehindTheWire PVE/PVP Zones |NoRaid | Heliz | Blkmrkt | Drgz | 25kStrt
skyehighsymes posted a topic in Server Advertisement
BehindTheWire PVE/PVP Zones |NoRaid | Heliz | Blkmrkt | Drgz | 25kStrt We have a PVE with PVP Zones now UP and looking to populate a nice community, Just opened minutes ago Fresh wipe - No ban history Check although we do ask you play by the rules and not cheat we'll gather our own evidence and ban you according to our own team and don't use ban lists that being said cheaters will be banned so please don't do it playing with us! IP- 54.37.206.245:2302 - No Raiding - No Stealing outside PVP - Join DC (Join through our map GUI) - New Server - No Cheating - Balanced, Grindy and tons of rare items, rare Golden/skinned guns - More private mods to come - Active non bias mature admins / owners - LB Masters Sleeping Bags and virtual garage - Hard Boss Drops - Hard Boss DNAKeycard - Private Keys and Keycards -Patrolling AI Troops and AI at heli crashes ( will shoot on sight ) Not an easy server but something fun to play and work up for things! Lots of rares and private stuff not added in yet like special vehicles, Guns and loot what will be won at events only eventually -
Too much Arma confusing the bipod models and the years it's been missing from SA, excuse my slip. They could easily add the bipods, key to deploy it, just as in Arma 3 and Reforger and Mod. No speed loaders, no bipods, still haven't returned leather crafting and leather clothing, still no base building besides a fence, no birds, boats, or planes(even though they behave better than wheeled), still missing over 20 individual weapons from pre-renderer swap, and those shown to us and promised to be added "by time stable arrives". But they have time for sound changes that people have been used to for damn near a decade, changing melee and blade damage that again, were literally fine for forever.... seriously, "DayZ" has been the Pinnacle for over a decade, with less than it had in the last DayZ Mod update (let alone DayZ Epoch, Origins, Overwatch ECT), but they really do nothing to add QoL additions, no end game content, no promises kept.... remember turning out of vehicles? Trees falling from vehicle strikes? Chainsaw to tree to log to V3S to the lumber mill strictly to prepare planks? Remember "at least parity with Mod".....Rust and Scum, literal copies of DayZ in the beginning, are getting update after update of great content, hell, stuff we once had and were promised to return.... helicopters, planes, great base building, end game "missions" and stuff to stay occupied, electrical, irrigation, horticulture systems that make the tiny little stuff DayZ has look like a complete joke.... I mean, we don't even have Humanity anymore.... it's gear up, realize there's nothing left to do once there, kill, die, repeat. What ever happened to even fixing the completely broken "soft skills"?? We all know it's worthless, but it's completely broken AND worthless. Do they really need someone to remind them what we were supposed to have? What the competition has? They hired people for DayZ specifically, got an influx of Chinese money, got our money.... and we get a new can opening sound, and old gun without it's bipod or suppressor (great gun, nostalgic), and a hat.... yippee 🙄
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Ive got a newer server with a few people playing on it but im trying to bring in more of a population! its paid up for 6 months so its not going away anytime soon. its 20 slot now but will raise it when needed. There is a trader/black market but its dynaminc. so high tear guns/ammo etc. can only be bought if its sold and resets when the server restarts. Join Discord - https://discord.gg/PE3yzdcXUz Direct Connect 138.199.57.180 Port:2302 Den Of Sin PVE with PVP Zones,full Map PVP/Raiding Friday,saturday and sunday. Oh! and zombies,They aren't any stronger, but they sure are smarter! they have a small % of being able to bust open the door! if one screams all his buddies come for lunch! They can even smell you! so Defunk your junk! HaHa. Map:DeerIsle Mods: UnderGround Bases Groups up Air drops Snafu weapons MMG clothing Windstrides clothing pack RFFS Helis Rag Vehicles Trader Plus Drugs Plus Cannabis Plus Respawn/Bedspawn Breaching Charge and more... Come on over check us out!
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Join my dayz servers : XXX PVP LIVONIA WEEKEND RAIDS TRADER XXX PVP CHERNO WEEKEND RAIDS TRADER BASE KITS FULL VEHICLES KILLFEED ACTIVE TRADER
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Ive got a newer server with a few people playing on it but im trying to bring in more of a population! its paid up for 6 months so its not going away anytime soon. its 20 slot now but will raise it when needed. There is a trader/black market but its dynaminc. so high tear guns/ammo etc. can only be bought if its sold and resets when the server restarts. Join Discord - https://discord.gg/PE3yzdcXUz Direct Connect 138.199.57.180 Port:2302 Den Of Sin PVE with PVP Zones,full Map PVP/Raiding Friday,saturday and sunday. Oh! and zombies,They aren't any stronger, but they sure are smarter! they have a small % of being able to bust open the door! if one screams all his buddies come for lunch! They can even smell you! so Defunk your junk! HaHa, A lock pick is your best friend! Map:DeerIsle Mods: UnderGround Bases Groups up Air drops Snafu weapons MMG clothing Windstrides clothing pack RFFS Helis Rag Vehicles Trader Plus Drugs Plus Cannabis Plus Respawn/Bedspawn Breaching Charge and more... Come on over check us out!
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Loving the game so far but when will vehicles be introduced?
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Console 1.22 Update 3 - Version 1.22.156771 (Released on 4.10.2023) GAME FIXED A server without delayed respawn could result in players getting stuck in the respawn dialogue (https://feedback.bistudio.com/T175057, https://feedback.bistudio.com/T175151, https://feedback.bistudio.com/T175143, https://feedback.bistudio.com/T175193, https://feedback.bistudio.com/T175020, https://feedback.bistudio.com/T175143) Connecting certain electric systems could result in the disconnection of all items (https://feedback.bistudio.com/T175166) It was possible to move an armed explosive into the inventory Shots could not be heard outside of the shooter's network bubble Traps could be triggered right after their activation on a nearby player Fixed an exploit related to vehicles Shotgun pellets were not dealing full damage (https://feedback.bistudio.com/T175335) CHANGED Reduced the amount of damage infected deal to clothing and players MODDING Fixed: Objects with skeleton (houses, items) would not draw in diag "Enfusion World > Show bodies"
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US | PC | OutForArip PC OutforaRip|Traders|BBP|bedSpawn|Helis|Groups|StartGear|PvP IP: 172.96.142.17:2302 https://discord.gg/3mRxmqjaSY Great starting gear 5x Day 9x Night 24/7 Door only raiding Dedicated Admins PVP/PVE/RP Focus Chernarus+ PvP/PvE Arena Drug Dealer Bears+ Stamina+ Zombies+ Interesting Vehicle Spawns Loot+ Custom Traders Noob Friendly Carlocks with alarm system PVP zones PVE zones Bandit bounty System Trader buys pvp obtained dogtags Custom pvp military zones RUSForma Motorcycles RP/Safezone town, with available properties for purchase(safe from raiding and killing) Introducing “Outforarip” a new modded PvP DayZ server that will push your survival skills to the limit! Immerse yourself in a post-apocalyptic world transformed by unique and challenging mods, where you'll battle other survivors for supremacy. Loot powerful weapons, encounter droves of zombies, ruthless bears, and navigate treacherous landscapes as you strive to dominate the wasteland. Will you form alliances or go it alone? The choice is yours, but remember, only the strongest will survive in this unforgiving Server. Join "Outforarip" and experience DayZ PvP like you probably have before. Explore the vast landscapes of DayZ with the RUSforma vehicle mod and the RedFalcons flight system! RUSforma introduces an impressive array of vehicles, from rugged off-road beasts to sleek urban runners, each meticulously designed with unique features and storage capabilities. Step into the apocalypse on Outforarip, the Modded DayZ server where fairness and community thrive! Join our ranks and experience a gaming haven where administrators uphold integrity, ensuring that no one receives preferential treatment, like so many other servers. Every player is granted equal opportunities to conquer the wasteland and rise to supremacy. A server for the people, by the people, run by Canadians. 𝘏𝘢𝘥 𝘦𝘯𝘰𝘶𝘨𝘩 𝘰𝘧 𝘗𝘷𝘗 𝘢𝘯𝘥 𝘦𝘯𝘥𝘶𝘳𝘪𝘯𝘨 𝘪𝘵𝘦𝘮 𝘵𝘩𝘦𝘧𝘵? S𝘪𝘤𝘬 𝘰𝘧 𝘻𝘰𝘮𝘣𝘪𝘦𝘴 𝘮𝘰𝘢𝘯𝘪𝘯𝘨 𝘰𝘶𝘵𝘴𝘪𝘥𝘦 𝘺𝘰𝘶𝘳 𝘥𝘰𝘰𝘳? 𝘰𝘳 𝘚𝘦𝘦𝘬𝘪𝘯𝘨 𝘶𝘯𝘪𝘯𝘵𝘦𝘳𝘳𝘶𝘱𝘵𝘦𝘥 𝘙𝘗? over 20 dwellings in the walled town of rogovo, keep your stash safe, take a load off. 40 slots and will increase to however many we eventually need Mod List: WindstridesClothingPack EZKillfeed V2 AutoRun Dabs Framework RUSForma\_Motorcycles GAREA\_Leaderboard MoreMaskZ CannabisPlus LIGHTS Admirals Parachute Mod PVEZ Drippy Sneakers GCassettes Radio Unknown Ghillie Mod Disable Broken Legs bzReload Immersive Placing BaseBuildingPlus BBPItemPack Instant Flag Basic Territories BuildEverywhere Bed-Respawning-BSS Bed-Respawning-MSP Bed-Respawning BasicSpawnSelect No-Vehicle-Damage InventoryInVehiclePlus Airdrop-Upgraded BodyBags Repair Stations MuchStuffPack Code Lock BetterSuppressors Mortys Weapons BulletStacksPlusPlusEnhanced FlipTransport GoreZ RUSForma\_vehicles RedFalcon Flight System Heliz VPPNotifications Dogtags Flag Pack Animal-Pack Renegade Backpacks Modular Vest System Cl0ud's Military Gear Survivor Animations DayZ-Expansion-Name-Tags DayZ-Expansion-Core DayZ-Expansion-Chat DayZ-Expansion-Groups DayZ-Expansion-Book DayZ-Expansion-Navigation VPPAdminTools BuilderItems Banking Traderplus CF Join our server using DZSA launcher, as it will download the required mods automatically for you, no reading or searching required, it's really easy. Join our discord, we would love to hear from you.
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Our aim is to provide a unique and immersive experience with a strong blend of realism (as real as you can get in an infection outbreak world!) and a hardcore 3pp environment. We have numerous custom areas that you won't find on any other server, tasteful and immersive mods to enhance game play experience, realism is dialed up with REAL seasons, animal migration / hibernation changes as well as harsh weather cycles... We aim to offer hosted events for high end loot rewards.. Dayz Dog to help you survive this harsh world, Air drops, Air raids, in game traders (These are NOT Safe Zones!), modified Infected spawns, and relevant creatures - tasteful weapons and vehicles, harder looting, ammo crafting, several key "Routes to Survival" , NO OP Weapons, and NO supercars! Just enhanced realism / survival-based Mods and much, much more! Fully explanative Discord, Active admin, looking to build a friendly and involved community... Come and be a part of our up-and-coming server! Check us out on Discord or the website to get the server info: (https://discord.gg/eBhKyJGAGz) Server IP address : 104.234.251.169:2312 Server Name : R&RGaming2.0Enhanced
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US | PC | OutForArip PC OutforaRip|Traders|BBP|bedSpawn|Helis|Groups|StartGear|PvP IP: 172.96.142.17:2302 https://discord.gg/3mRxmqjaSY Great starting gear 5x Day 9x Night 24/7 Door only raiding Dedicated Admins PVP/PVE/RP Focus Chernarus+ PvP/PvE Arena Drug Dealer Bears+ Stamina+ Zombies+ Interesting Vehicle Spawns Loot+ Custom Traders Noob Friendly Carlocks with alarm system PVP zones PVE zones Bandit bounty System Trader buys pvp obtained dogtags Custom pvp military zones RUSForma Motorcycles RP/Safezone town, with available properties for purchase(safe from raiding and killing) Introducing “Outforarip” a new modded PvP DayZ server that will push your survival skills to the limit! Immerse yourself in a post-apocalyptic world transformed by unique and challenging mods, where you'll battle other survivors for supremacy. Loot powerful weapons, encounter droves of zombies, ruthless bears, and navigate treacherous landscapes as you strive to dominate the wasteland. Will you form alliances or go it alone? The choice is yours, but remember, only the strongest will survive in this unforgiving Server. Join "Outforarip" and experience DayZ PvP like you probably have before. Explore the vast landscapes of DayZ with the RUSforma vehicle mod and the RedFalcons flight system! RUSforma introduces an impressive array of vehicles, from rugged off-road beasts to sleek urban runners, each meticulously designed with unique features and storage capabilities. Step into the apocalypse on Outforarip, the Modded DayZ server where fairness and community thrive! Join our ranks and experience a gaming haven where administrators uphold integrity, ensuring that no one receives preferential treatment, like so many other servers. Every player is granted equal opportunities to conquer the wasteland and rise to supremacy. A server for the people, by the people, run by Canadians. 𝘏𝘢𝘥 𝘦𝘯𝘰𝘶𝘨𝘩 𝘰𝘧 𝘗𝘷𝘗 𝘢𝘯𝘥 𝘦𝘯𝘥𝘶𝘳𝘪𝘯𝘨 𝘪𝘵𝘦𝘮 𝘵𝘩𝘦𝘧𝘵? S𝘪𝘤𝘬 𝘰𝘧 𝘻𝘰𝘮𝘣𝘪𝘦𝘴 𝘮𝘰𝘢𝘯𝘪𝘯𝘨 𝘰𝘶𝘵𝘴𝘪𝘥𝘦 𝘺𝘰𝘶𝘳 𝘥𝘰𝘰𝘳? 𝘰𝘳 𝘚𝘦𝘦𝘬𝘪𝘯𝘨 𝘶𝘯𝘪𝘯𝘵𝘦𝘳𝘳𝘶𝘱𝘵𝘦𝘥 𝘙𝘗? over 20 dwellings in the walled town of rogovo, keep your stash safe, take a load off. 40 slots and will increase to however many we eventually need Mod List: WindstridesClothingPack EZKillfeed V2 AutoRun Dabs Framework RUSForma_Motorcycles GAREA_Leaderboard MoreMaskZ CannabisPlus LIGHTS Admirals Parachute Mod PVEZ Drippy Sneakers GCassettes Radio Unknown Ghillie Mod Disable Broken Legs bzReload Immersive Placing BaseBuildingPlus BBPItemPack Instant Flag Basic Territories BuildEverywhere Bed-Respawning-BSS Bed-Respawning-MSP Bed-Respawning BasicSpawnSelect No-Vehicle-Damage InventoryInVehiclePlus Airdrop-Upgraded BodyBags Repair Stations MuchStuffPack Code Lock BetterSuppressors Mortys Weapons BulletStacksPlusPlusEnhanced FlipTransport GoreZ RUSForma_vehicles RedFalcon Flight System Heliz VPPNotifications Dogtags Flag Pack Animal-Pack Renegade Backpacks Modular Vest System Cl0ud's Military Gear Survivor Animations DayZ-Expansion-Name-Tags DayZ-Expansion-Core DayZ-Expansion-Chat DayZ-Expansion-Groups DayZ-Expansion-Book DayZ-Expansion-Navigation VPPAdminTools BuilderItems Banking Traderplus CF Join our server using DZSA launcher, as it will download the required mods automatically for you, no reading or searching required, it's really easy. Join our discord, we would love to hear from you.
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AAAEXP 3XLOOT/3XLOOTLIV/50XLOOT/50XLOOTLIV/10XLOOT/HARDCORE
slippin12 posted a topic in Server Advertisement
We have been running one of Xbox's best and longest existing Dayz Servers, over 4 years old with 10000+ members! Looking for traders also https://discord.gg/AAAEXP -3XLOOTAAAEXP - 50 SLOT Chenarus -10XLOOTAAAEXP - 32 SLOT Chernarus NO RULES FIRST PERSON -50XLOOTAAAEXP - 50 SLOT Chernarus -3XLOOTLIVONIA - 32 SLOT Livonia -50XLOOTLIVONIA - 50X SLOT Livonia -AAAEXP HC (HARDCORE BASED FOGGY MAG LOW TEMP NO LOOT IN BUILDINGS) All servers are 3PP besides 10x, it is FPP. ❓️┃ABOUT AAAEXP SERVERS Balanced Rules for all servers. Build limits enforced. Active and helpful staff team. Server Trader on 3x and 3x Livonia. DayZ++ Killfeed and Bot Shop. Award roles and rewards. Factions get free base radar. Raid 24/7 on all servers. Vehicle wipes to prevent hoarding. Bounty system and Heatmaps. Events and fight nights. Discord Economy. Custom bases. Sorted and boosted loot. Boosted heli crash spawns. Useful modded items added. Custom spawn locations. Shortened night cycles. Vehicles spawn completed. Come try us out and see why we are one of the best and longest running on console -
Hey ladies and gents! Ive got a newer server with a few people playing on it but im trying to bring in more of a population! its paid up for 6 months so its not going away anytime soon. its 20 slot now but will raise it when needed. There is a trader/black market but its dynaminc. so high tear guns/ammo etc. can only be bought if its sold and resets when the server restarts. Join Discord - https://discord.gg/PE3yzdcXUz Direct Connect 138.199.57.180 Port:2302 Den Of Sin PVE with PVP Zones,full Map PVP/Raiding Friday,saturday and sunday. Loot high tier guns and collectibles. Build a facility to grow and package illicit drugs to Sell at the Blackmarket! Oh! and zombies,They aren't any stronger, but they sure are smarter! they have a small % of being able to bust open the door! if one screams all his buddies come for lunch! They can even smell you! so Defunk your junk! HaHa, A lock pick is your best friend! Map:DeerIsle Mods: Groups up Air drops Snafu weapons MMG clothing Windstrides clothing pack RFFS Helis Rag Vehicles Trader Plus Drugs Plus Cannabis Plus Respawn/Bedspawn Breaching Charge and more... Come on over check us out!
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PC - [RO/EN] DownTown PvE | 25K | Rewards | Helis | Boats | Loot + |
BogDT posted a topic in Server Advertisement
If you're looking for a friendly DayZ community you are welcome to try our server, it's a PVE server with one PVP area if you are into that and it's based on the DeerIsle map, in the future the PVP area might expand to more places if players vote it. Search for DownTown PVE on dayz/dzsa launcher or use the ip: 188.212.100.21:2422 The server has a lot of features and since 31.08.2023 it has custom freshy clothing that allow you to attach your guns and pouches on almost everything you have on you when you first log in, so if you're into grinding hard from the begining you're in the right place :). At the time i'm posting this the server has 100+ mods (which have all been tested and our staff members made sure there's no incompatibility amongst the mods). On the server you can find the following stuff and much more: -The loot is about 90% custom and also VANILLA loot is almost NON-EXISTENT, except building supplies and some other items that are really needed in order to play. -A big list of civilian vehicles, helis and military vehicles -Each trader has its own designated area on the map because we don't want money making to be too easy for you guys, it's not hard either but this way you have the opportunity to explore the map while traveling to the trader you need. Of course there's a general trader that has medical supplies, some guns, ammo and attachements, food and clothing but if you're into BM guns and clothing, tools and supplies, military vehicles and hunting you're gonna have to travel a bit. -A simple teleport system based on tickets that you can win in the daily reward system, you can use those tickets at any of the listed traders to travel from one trader to another. There are some special golden tickets aswell but are well hidden on the map and inside high tier military crates, those golden tickets have a lot more teleporting options than the clasic ones you get from your daily reward. -We have a kill reward system that's gonna motivate you to kill as many zombies as you can, at 1000, 3000 and 6000 kills you're gonna get a military key to use on the military crates hidden on the map from which you get high tier guns, ammo and lots of colectibles. -Black Market and Drug Dealer traders are hidden on the map and one of them is also inside the RADIATION AREA so.. you're gonna need to be prepared for that journey. -Custom bears (they have A LOT of HP so normal guns will only tickle them) that spawn in hordes of 6 to 9 at a time, don't worry, the bears are not on the entire map, they have some areas they roam but until you learn those you're gonna need to be a bit extra careful while traveling. -Our devs made a cozy community island and a custom bridge that links it to the Westbrook area, there you can find A LOT of CabinZ that are free to use for anyone looking for a temp base, there's tofu barrels inside so you can store your stuff untill you gather enough materials to build your own base, just bring a codelock and claim your own cabin on the island. -There's also an impound garage where non-parked cars that are found on a map and nobody moved them for some time, usually 1-2 days, are impounded and brought there, the owner of the car or basically any other player can go there and buy those impounded cars or even helicopters (at usually 50% of the market price). -When you kill zombies there's a 20% chance of them droping some nice stuff like gems and ingots that you can sell at the Hunter trader up in the mountains of DeerIsle for some really good cash. -We also have a "donator" shop which is accesible for everyone not just people that donate to the server, it's called a donator shop because there are some stuff listed there that don't spawn on the map and have really high prices, if people want the easy way they donate to the server and get a boost in their bank account to use at the donator shop or wherever they feel like using it. !~! It's not a Pay to Win server, we accept donations because it helps us keep the community up and running and that's it, there is no discrimination between normal players and donators it's just that if you donate you get the easy way around but that also means less exploring and getting bored sooner because frankly.. who would want everything from the start? what would be the point in playing if you get everything in 5 minutes? !~! -Basebuilding is not limited but it's a hard task because you can only find tools, nails and other supplies on a single island in the entire map and that island is from time to time nuked and filled with radiation so.. a supply run should alway be planned carefuly if it's to be succesful. Trader list that includes all available traders: -General trader - Food, Meds, Low tier weapons, Ammo, Civilian cars and Clothing -Supllies trader - Tools, storage, decorations and much more -Military vehicle trader -Aircraft trader -Watercraft trader -Spec OPS trader - High tier guns, military clothing and armor and some supplies for the radiation areas like showers and meds. -Hunter trader - for your pelts, meat and the gems and ingots you get from killing zombies. -Drug dealer [HIDDEN] -Black Market [HIDDEN] I'm not gonna write down everything there is to this server, just some basics that our stuff worked really hard on perfecting, if there's anything here that's to your liking we welcome you to try our server :). Don't forget to join our Discord server: https://discord.gg/Dn9cA3Rz3A Thank you for your time! -
Yeah much more only blah-blah-blah. Ya don't seen the game at 0.28 patch. Jeez those f... days nevertheless about 56%of game file still not implemented since old engine (last patch was 0.68), no new features except useless bul... I don't know but sometimes that game piss me off (drive off) away to the nothing. Also new patches increase the desynchronization, yeah thanks for new desunc experience that I am awaiting form dev team. Keep going on, well as russian i thought to buy the Arma Reforger, but after 10 years with dayz i wish to discard the purchase of dayz, yet one problem that Steam will not permit that. And as i supposed to find that dev team became more useless (if only the best what do they implement is few useless pack), god that team now ops with arma3, same useless bull... for nothing. Damn yet I still has only a good memories about DayZ Mod 1.6.4.4, those were days. That's sad that I can't back in time to play there, Gosh... I don't know but I think that BI shall create the mods that will return back items of 0.68 patch back into the game. No f... bags, no f... bull... just only the returning of vehicles, firearms (huw the f... I'm missing for Mauser C96, Icarus Bus, Kamazes (aka Truck02), Vans, Groza (not implemented), PKM (MG, not implemented), M249 (MG, not implemented), GP25 (underbarrel, not implemented), M203 (underbarrel, not implemented). Those items could make the game more interesting god, how the f... damn it was great to drive the bus around the f... map and get players to their destinations. What it could be and what do we got. Blah, to the hell all of that cpr about the game coz no f...ing desych anywhere and everything works "well"...
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Hello Survivors! And welcome to The SURVIVOR WAR We're looking for active players on DayZ willing to join a PvP focused server with the intention to cause some chaos! In addition to the PvP players, we have factions and groups for those PvE/RP players who want to find their niche in a solid community that grows with the players! With lore and an evolving story, we bring a little bit of something for almost everyone! some of our benefits Playstation - 42 slots (and growing!) HUB Areas to resupply Kits in Backpacks Tickets for server suggestions natural gameplay loop Full Vehicles Capture the flag areas for resources 24/7 PvP/Raiding on any and all players/factions Centralized Trader Loot table based on a realistic point of view A storyline for the PvE players to enjoy and get into Factions and territory claims Dream of a better world while surviving in the Apocalypse! Players can engage other factions in open warfare and PvP, and even "hire" or request the services of other groups to help them out if they want to! With endless options to carve out your own DayZ story, and many reasons to return to the server, We look forward to seeing you in our sights! If you think you can handle it, join the link below to check out the discord, or type in "Fight or Flight" to find it under the community tab! https://discord.gg/JTW6tYVQks - Discord Link See you on the battlefield survivors; Welcome to the War for Chernarus; where survival all depends on you Veni, Vidi, Vici The Server is currently looking for any players interested in starting up military/bandit factions and also players interested in taking over a community settlement for the RP! Join the discord or DM me on discord: Fateofthevalkyri#9820
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US|PC|Chernarus| BuildZRenegades|Trader|20K|Stamina|Loot+|Helis
Infrared posted a topic in Server Advertisement
Server was revamped completely since last post, sorry for double post. Hey all, join this server! Search BuildZ or directly connect to: 172.96.142.19:2302 Discord link: https://discord.gg/fBCqkuJmfm Most mods: - Unlimited Stamina - BuildAnywhere - Territory Flags - Autorun - Trader zone - $20K start - Base Building Plus - Loot++ - More Vehicles - Helis mod - SideChat - Morty’s guns (primary) - Snafu’s guns (secondary) - Heli crashes and contaminated zone loot modifications - Windstride’s Clothing Pack - Modular Vest System - BulletStacks Plus Plus - Inventory Plus (More Space) - Clouds military clothes - Mass’s Food (MREs!) - No Vehicle Damage - PvZ Dark Horde - All Pristine - Better Suppressors - GoreZ - bzReload - Paragon Armor REDUCED - Airdrops Upgraded - Code Lock - Much Stuff Pack - Underground Bases - Much Car Keys (assigned by admins as requested) - Trader Repair Stations - Unknown Ghillie Mod(changes ghillie slot) - Map modifications with Loot So I believe 42 total right now on mods. The trader is one area, and it’s a container fort! Currently contains only vanilla items. Soon will be adding a black market trader zone which the location will be hidden that sells higher end T3/T4 military loot. Aside from that, I’m the greatest admin there ever was and you should join the game so I can prove that! Thanks! -
PC =FRESH WIPE= Revolution 1PP|PVP|Quests|Helis|Carepackage|Loot+|RAID+
daredevall19-eb2856f54f4cdff7 posted a topic in Server Advertisement
``` PC =FRESH WIPE= Revolution 1PP|PVP|Quests|Helis|Carepackage|Loot+|RAID+ The new revamped Deerisle experience is here. The new revolution is upon us.. brand new custom made armours, custom AI patrols and now.. QUESTS! Never get bored again with low pop.. we have great quests to keep you busy and reward you for your efforts. Starter kits? Yes please.. every single player is entitled to 1 starter kit per wipe! And since we just wiped.. why not join and get that little boost to get you going? Over 1000 hours has gone into developing and perfect this wipe, from each item in the loot pool, to custom made AI loadouts and a specifically designed economy. You will not want to miss trying out what we have in stock. From blood-sacrifices and Jungle Temples, to breaking down the frozen gate to access the giant maze known as the Arctic Temple. There are so many secret areas around Deerisle for you to explore, loot and dominate.. so why wait? Server IP: 213.239.209.215:2402 Discord: https://discord.gg/bMY3Yw6zP3 Website: https://www.therevolutiondayz.com/?origin=business_manager Server Map: Deerisle Platform: PC Staff Activity: Active SLEEPING BAG RESPAWNS AI FORTRESS (DUNGEONS) - TEST YOUR PVP SKILLS GET REWARDED CUSTOM SPAWN SYSTEMS WITH OPTIONAL PAID (ingame) INLAND SPAWNS! CUSTOM INVENTORY SORTING SYSTEM CUSTOM AREAS, KEYCARDS, LOOT CRATES + KOTH & CARE PACKAGES! PvP and KOS 24/7 Frequent Events! (Creative with a story line! - Featuring the CDC) Base raiding with C4 and Jammers + More! VEHICLES / HELIS / BOATS BBP + Many Custom Private Mods including our own weapons, clothing + more! DRUGS+ Customised economy (very well balanced) Custom Traders + Robbable ATMs W/ STARTER CASH Many.. many Guns! + Armours Specially made with boosts and perks to your total armour values! ```