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Found 41868 results

  1. Funkmaster Rick

    Upcoming aircrafts discussion

    I'm not entirely sure, but I think it's safe to rule tanks and APCs out, at least in the traditional sense. I do vaguely recall talk of being able to modify vehicles, even perhaps up to Mad Max levels, so we can probably expect up-armoured cars, but I imagine it won't be anything like you see in modern up-armoured civilian vehicles. I wouldn't be entirely surprised if they include HMMWVs, but that seems a bit unlikely to me. They did have rocket launchers in the mod, and given the plans to allow vehicle modification, I actually sort of expect to see them come in eventually. Perhaps not armour-piercing, anti-tank weaponry, but RPGs for clearing out buildings or disabling civilian vehicles with a bit of armour are probably in the cards. I think we can almost certainly expect M203 and GP-25 launcher attachments. Just speculation, of course.
  2. thunter

    Wasteland Tractor

    I think this design aligns more with Rust than DayZ. With that said, did you play the mod? The tractor was one of the most incredible vehicles in the game. There was nothing better than running through the northern fields and stumbling upon a tractor of your own. So what it only had one seat. It was incredible!
  3. sneakydude

    Upcoming aircrafts discussion

    Well from what i have been seeing, i don't think we will have to many running vehicles at all, it would be up to you to repair it.
  4. thunter

    NE AIRFIELD

    You've basically got it figured out, but the NE Airfield was more in line with the Balota Airfield in design. A few hangars, a military prison, and a few other military-esque structures. NEAF was actually my favorite airfield in mod. You were never positive that there would be other players there, but the ones who would hang out there were always decked out in pretty sweet gear. It was more of a surprise than NWAF where you knew that you would find guaranteed trouble. Not only was the pvp good, but it was also the best place to find air vehicles. Man, I really miss hanging out up there.
  5. FlimFlamm

    Mini Game Scenarios rather than just Open World PVP

    So I have a couple ideas for some "minigame" events, but they all involve a modicum of stability. To seamlessly implement them you would require one massively powerful clan to run security and setup, if admins can facilitate this then that would work. Idea #1 The Race track: At some place like NEAF tents, barrels, torches, fires, tires, (whatever works) can be used to outline a race track. Vehicles can be provided or players must bring their own, and races can be held for various prizes and the benefit of spectators. Idea #2 Marksmanship contest: Similarily requiring security of some sort, a social event can be held with sniping contests, pistol contests, and bow/arrow contests for various prizes and the benefit of spectators. Idea #3 Stanford Island Prison Experiment Players wishing to participate come to an appropriate location, are blindfolded/head-bagged, stripped naked, and brought to the prison island (maybe they need to get there on their own). Once in captivity they are sorted into one of two groups, guards and prisoners, and are placed in cells/given appropriate clothes and placed in guard rooms with thew appropriate equipment and uniforms. The guards are directed to run an efficient prison. Their pension plan (their reward) will be reduced for expenses incurred to the prison, which includes loss of prisoner or guard life. The prisoners are not offered any award or given any direction beyond : you are a prisoner.
  6. The Dead Return is the sequel to The Dead Walk. The previous server host sucked, so I moved and rebuilt! If you played on the old server, then The Dead Return will look very familiar. Ski Goggles is your owner/admin/dev and I'm always looking to add new features that promote better gameplay. Gameplay is PVP and Survivor and the server has a decent mix of heroes and bandits. No matter if you are new to DayZ Mod or a veteran, if you are solo or part of a team, you'll be able to get on, gear up, find vehicles and get have some fun. Traffic has been a bit light since the summer started, so come on over now and get going! We are always looking for new players. The Dead Return is based on vanilla with some mods: Walking+Running Zombies (sometimes they run just to keep you on your toes) 20+ AI Missions (Customized DZMS) 20+ Map Additions (New Cities, Towns, Military Bases and more) Starter Loadout (based on Humanity) Plenty of Loot (Much more than Vanilla) Group System (DZGM) Increased Max Vehicles to 100 Custom Spawn Inventory for all vehicles. New Vehicle Spawn Locations. Turned off the heat/temperature requirement. Added all allowed vehicles to the game and missions. Visit the website at http://helpthedeadreturn.wordpress.com - for info about rules, spawns, missions, weapons and more. Active admin. Max Players: 40 Max Vehicles: 100 (6 helis, 6 Boats, 1 Airplane) Physical Server Location: NY Restarts: Every 6 hours (3am/9am/3pm/9pm ET) Battleye: Enabled IP Address: 192.223.24.141:2302 Any questions?
  7. Richard III in Leicester

    Upcoming aircrafts discussion

    Thank you for being polite. It's not that I want DayZ mod; that was then, this is now. And I only speak of DayZ vanilla mod as well. None of the Epoch stuff I never really liked any of those mods of mods of the mod... To be fair I don't play DayZ or any games much anymore I don't have the spare time. But the mod was excellent while it lasted. And that's the hope of the SA isn't it? To grow from the feel and the experience of the mod but into a better, bigger, harsher and more challenging version I thought? (Without the hackers as well) No I don't want a pew pew shoot fest at all, not really, but it does need to have that element in the game it's still a key part of the experience I think. As for flight yes I do want the aim of or chance of seeing a heli in the standalone.. I can tell you this, as the OP asked about being able to hide bases currently, and helis making it easy to find them - hiding a heli was usually just as much trouble as getting the thing airborne in the first place. Also flying and maintaining one would be far more difficult now than the mod; we can already see that with the vehicles we have so far. Which is a good thing isn't it. Having a heli should be a near impossible feat. And piloting the thing should also be difficult and take a lot of practice. Even in Arma2 & mod the heli flying took some practice, but as standalone will be taking the 'take-on helicopters' or Arma3 set up it probably will be very difficult and take lots of crashing and dying before mastering flight lol, & be a far rarer thing for someone to be able to fly well and keep a heli going longterm and so on. That's why I say it won't be game breaking, it will still be a hugely rare thing I think to hear or see a heli going by. But as a survivor on the ground it is another thing to be wary of and that's fundamentally what DayZ is, and needs more of to make it have the feeling of imminent doom and the adrenaline that made it so great an experience in the first place. Another reason why bases shouldn't be safe, to take it back to the OP question. There shouldn't really be a great safety net that all players have. Even when you do get a good cache of weapons and gear stashed somewhere it should always be under some kind of potential threat shouldn't it? It would be boring without that.
  8. FlimFlamm

    Upcoming aircrafts discussion

    On the DayZ mod, aircraft were my thing, and as a result I have a pretty clear idea of how choppers in DayZ SA will impact gameplay... (and planes... everybody discounts the trusty plane) At first, there are going to be 2-4 aircraft per map. One plane and one chopper, maybe two of each if the devs so choose... Initially, aircraft will be so rare that seeing or hearing one in the sky will fill you with a sense of excitement. It was this way in the early days of the mod. They will quickly become owned and operated by only the largest and most powerful group(s) that exist on any given server, except for when they exist in the hands of random survivors, for short periods of time, when they get stolen/destroyed/respawned from the large groups who will monopolize them. When only a couple aircraft exist, actually owning, maintaining, and defending them becomes an extraordinarily laborious affair simply because the entire server is basically willing to sacrifice their lives for an outside chance to steal your helicopter from you (in many cases they aren't worth the effort of keeping them). If people see one, they follow it; if they find where you land it's only a matter of time before they destroy or steal it. When aircraft are extremely limited (2-4 only per map) they become the most valuable objects in the game due to their rarity and unique utility, and for this reason, 90% of all players simply will not give up on hunting for them after they exhaust the other gameplay focuses that DayZ offers. Paradoxically the rarity driven value of aircraft on a server where only two exist is so high that protecting them exceeds and interferes with their functional utility value; you're better off not wasting effort in trying to find or keep one and just use them opportunistically if you happen to find one. Given that aircraft themselves in this scenario become so incredibly valuable, flying them around and landing in random bases becomes far too risky, even landing in your own base has the risk of attracting players. The way helicopters will initially be used, as they were on the mod, will be mostly for picking up friends across Chernarus, especially fresh spawns, for transporting items over long distances, and scouting. I am extremely confident that the above assessment is precisely how aircraft will play out initially; their impact on game-play actually winds up being negligible because your odds of seeing one, interacting with one, or being exploited by one are very very slim due to their rarity and how greedily they will be hoarded. Which brings be to the next reality that played out on the mod which will absolutely play out on Vanilla SA too: you will be scrolling down the vanilla server list, when suddenly, "1000+ VEHICLE SERVER / TONS OF AIRCRAFT / CLAN PVP JOIN OR DIE!!!!!!!!!" Since aircraft were so highly prized, and since it sometimes took 3 months of playing the game to organically get your hands on one, essentially people got tired of not having a reliable means to enter "the end game" (aircraft ownership, at the time...) and so favored joining servers which severely cranked up the number of vehicle spawns. These servers became the most popular servers until the DayZ mod "mods" themselves arrived and brought with them supplementary forms of vehicle acquisition such as makeshift vehicle construction (bicycles and mozzies, etc...) and automated safe-zone NPC vendors (not that I want them). The real problem with cranking up the number of vehicle spawns is that it makes them very easy to acquire which cheapens their value and goes on to impact the game-play experience in multiple negative ways: It becomes to easy to project power at low levels with easy vehicle access, and they become cheap/disposable due to the fact that more will always spawn and they will be easy to find. Kamikaze'ing becomes attractive in this vehicle laden environment. So it was, so it is said, and so it shall be... The best solution to this, IMO, and the one I predict the modding community will provide upon beta, is to have some form of constructable vehicle system. It sounds like too much, but the alternative is to either have vehicles (especially aircraft) be too easy to get or not reliably getable whatsoever due to rarity. Constructable vehicles such as bicycles, go-kart like creations, ultralight planes and "mozzie" helicopters, could be difficult to create without requiring the extreme luck factor needed to stumble upon them if they are ultra-rare. It trades a hard upper limit on number of aircraft per server (defined by how many spawn in traditionally) for a soft upper limit determined by how much time people are available on a server, and are willing, to invest in the extensive resource requirements for vehicle construction. It might require many weeks worth of hard work for a lone survivor to gather, stash, and work the required materials into an actual working vehicle, but at least at the end of the weeks of work the chances of success become much higher (approaching 100% if you play carefully enough and don't get robbed during the process). Additionally makeshift vehicles are inherently weak things. Ko-karts can go fast and could tow a wagon if they have a good engine (relatively) but they have passenger and weight limitations. Ultralight aircraft would be good for transporting the pilot, scouting, and carrying compact and very light cargo, like blood bags, and that's about it. Makeshift vehicles don't make traditional vehicles obsolete, they just supplement vehicle access and lower level vehicle utility. Again, they sound like a bit much, but in reality what we're about to see is "a bit much" in the form of extreme aircraft rarity (i.e, spend three months trying to get an aircraft before just giving up) followed by "a bit more" in the form of extreme aircraft prevalence when every server and it's grandmother server jacks the spawn rates, until finally (or when) the beta gets released, at which point the entire community becomesa keenly aware of the "how many aircraft should each server spawn" dilemma and then it will be left either for the devs to address it (likely no because content wise it might prove to be too much extra work) or the modding community itself to address it, which it will, for better or for worse. My hope is that some great mod gets released which uses constructable vehicles to address the issues that are inherent in hard upper limits on vehicle numbers and then gets scooped up, refined, and incorporated into the release of 1.0. Vanilla is going to have all the same problems of the original DayZ mod if we don't learn from it's history. And to those who fear the imminent onset of full blown aircraft-syndrome, don't. DayZ players will in the end gravitate toward whichever kinds of servers do the best job, and so whatever becomes popular will be the best available version. Aircraft won't be the end of the end of the DayZ world, even if that means servers just disabling aircraft altogether. Not everyone was there in DayZ olden times, but many of us were, and those who were remember that in the end it was not super rare aircraft that was popular, nor super prevalent aircraft. Those were just pit stops on the way to new forms of the original DayZ mod which incorporated supplemental vehicle access in as many forms as the hard working modders could manage. The new mechanic of having to repair vehicles using an intricate and hard to satisfy system allows DayZ SA in it's current vanilla state to jack up the number of vehicle spawns without making it as easy to actually get vehicles as it was in the original DayZ mod, but the hard upper limit can still become an issue for high pop servers. The comments of SMoss (bless him <3) in this thread are in line with my predictions for the first stage of aircraft in DayZ... Mark my words!!!
  9. eno

    Upcoming aircrafts discussion

    Yes. Definitely a staple of all open world survival video games. Or no. It's been a year and a half since they introduced the V3S into DayZ and all vehicles are currently, erm -Please be patient with me as I try to word this as politely as possible- broken as fucking all-get-out (nailed it). I have very little confidence in any "realistic helicopter" operation any time in any future considering what little it's going to add to the experience other than a glitchy diversion that will get old much sooner than it finds a stable configuration. If you guys want dayz mod so much- then go play that. I wish people would stop trying to transform DayZ SA Vanilla into what the Mod was. I'll concede that there is a bunch of new tech that can benefit gameplay so someone taking SA and modding it down to the basic pew pew fuckfest would have benefits for those pursuing that type of experience. Why they're wasting any resources on choppers for vanilla is just further evidence that the dev team has lost sight of its original destination having spent too much time staring at the roadmap in search of tourist traps instead of paying attention to where it was going.
  10. Richard III in Leicester

    Upcoming aircrafts discussion

    Yes if a heli flies etc etc I know. I used to run DayZ mod servers and part of the game was searching for camps in helis. That's part of the risk with any camp and part of the reward of finally getting a heli airbourne. We had a base once with over ten vehicles and 5 helis on my old mod server (the good old days ;) ) but we knew it was stupid really hoarding all that and one day we logged in and they were all destroyed, it's to be expected in DayZ. But the most fun was in finding who had done it and getting revenge; and then rebuilding of course. As for hiding them better, there are still places around Willow lake that can hide things and they won't be seen from above, under the willow trees there. That's just one example. Doesn't persistence also allow rifles and weapons to be stashed on their own under a bush or something similar and that would be very well hidden? Crates are a good idea for something like this but more permanent. I would store things strung out across the map, with tents south of Lopatino, another stash up North past devil's castle, rescue stashes around other spots like Willow lake or around the road South of Krasno and more across to Berezino in a spot along the coast there just South of the city. If it's spread out you keep from getting everything taken at once. Anyway that probably doesn't answer your original question, but I don't think helis will ruin the game at all, it would ruin the sense of safety that some might have though at the moment and I suppose that's what you might be on about. But I think that's a good thing. This is supposed to be the end of the world and there should be no safety really. Yes they should develop the stashes again like we used to have. Standalone needs them. Did you not play the mod? They would just show as a manhole cover basically. Could put one under a decent tree and from more than a few metres away could barely be seen. They couldn't hold much but were useful for vital small things. The oil barrels are a bit similar and can be hidden well in trees I thought. We used to have 4 little birds, 2 Mi-17 and 2 Hueys on the old official DayZ mod servers I used to run and that wasn't too many. And the map was more restricted then, far less player spreadout because there were less areas of interest and less towns and less loot spread. Supermarkets and firestations were pretty much guaranteed to get a shootout. You would be running into players a lot more often on the mod, but nearly everyone had some form of transportation or a friend with something even if it was only a bike. Now it's still mostly the endless running without getting tired. But, still developing etc etc... So I wouldn't worry too much. Yes if you've got a big tent city you're going to get stung. But that would happen in reality wouldn't it, sooner or later? I think this all adds to the immersion and the fear that is supposed to be there with DayZ. The first times you're out running in the woods and hear a heli flying towards you you shit yourself and run for cover. The next time you take position and wait for them to come into firing range. That's part of DayZ life hehe.
  11. Mookie (original)

    How was your Day(Z)?

    Surprisingly, I survived a full coastal run, on hi-pop servers. I did get shot up a couple of times by saddos sniping from the hills overlooking the coast road, but I didn't manage to catch any of them.There were fewer encounters than I expected, or would have liked. Most freshies are really just people who have died at NWAF or elsewhere and are running back to their mates and gear. Nonetheless, I did manage to help a few people out. Someone who seemed friendly and genuinely new to the game got my fully kitted AKM, with mags and ammo (left 500m up the road as a precaution), while I made quite a few improvised backpacks for others. Predictably I also had people trying to punch me out/assault me with fire extinguishers/run me over, and sadly had to summarily execute one or two who really were beyond the pale. Shooting up vehicles with an ACOG/bipod M4 is great fun and quite cinematic. I carefully avoided the big coastal towns and spent most of my time around Kamyshovo, Nizhnoye, etc. If you're bored with looting it makes a refreshing change - just don't take your best gear.
  12. Wili

    Loot balance and locations.

    Once a player goes to military bases there are no incentive for moving to other areas other than helicrashes or other military areas, you will find plenty of food in military bases, lots of tents (I think the only tent that should respawn there is the military tent), best clothing in game (you will find any type, colour and condition you want), best backpacks and best weapons in game. Please consider making a shopping mall as suggested many times where you would find best tents in game, best backpacks,good clothing so the players have a real incentive to go there. Gun stores would be another incentive to move around the map, scrapyards (with a good chance of finding barrels and basebuilding materials for example), etc, the game needs more unique locations with exclusive loot in it. The loot in the residential areas is too plain, no matter which city you visit, the loot is always the same, there is no "north airfield" for civil equipment, if you're after civil loot you can just visit the city near your favourite military area (at the moment there's no need for civil loot after you visited a military base) I think the concept of travelling north for progressing is wrong, players should be moving around the map, most of the map is wasted because of this idea, there is no progress anyway, once you get into a military area you will find the best of everything and plenty of it with the exception of maybe vehicles, so why bother going anywhere else?
  13. Noctoras

    Dayz Reviews on Steam

    And since we are at it, the whole "survival" part is why I lately decided to write a - negative - review. It simply should not be advertised as any sort of survival game, because to me it is moving away from a survival game at an enormous pace. Sucks, if you bought it as a survival game. Pretty much everything which has been added over the last year has been pretty much designed to optimise the PvP aspect. The introduction of (never needed) farming is back how far? one and a half years by now`? Since then, apart from the needed player controller all I hear is: - gun sounds, weapon sway, damage box, loot economy (mostly related to which gun is where), vehicles and how to shoot from them, barricading and how to use it in PvP, obviously new weapons and ammo, gun jamming, reloading animations. I never hear about: - rework or expansion of the medical system, the rudimentary skill system they maybe want to introduce (if I only can chop wood quicker, better leave it out anyway), ways to actually make guns /ammo / food more rare. Now, I have clocked hundreds of hours in this game, yet after the first 10 hours I have NEVER, I repeat, NEVER died to a zombie, hunger, thirst or anything survival related. As long as a zombie means to run 200 meters and be safe, no matter what, is it a threat? Dying of hunger or thirst is an achievement and dying of hyperthermia is easily avoided if you don't feel the dire need of walking around like a fully armored yeti. Yes, I know, zombies are still in the works, other aspects of the game as well. But a review can only encompass past experience and realistic outlook. Currently, as you say, we have a jogging simulator with no real threat apart from the bullet in your back. Now, if I want a PvP-only game (can't call it FPS for obvious reasons), I choose a game where it does not take me 3 hours of walking to actually get this PvP. If you get it at all, sometimes after 3 hours of walking you get a "you are dead message" - whether that is a sniper, a sheed or a stair doesn't matter too much to me. If I want a survival experience, I would definitely look elsewhere. That doesn't mean I do not enjoy playing it every once in a while. But I would not recommend buying it. And personally I will refrain from early access in the future. Just my 2 cents.
  14. Kronons

    Status Report - 19 July 2016

    Glad it made sense. More or less that is probably what is happening. I have noticed the vehicles position work for the first server restart. But any server resets after the first one the vehicle disappears.
  15. Kronons

    Status Report - 19 July 2016

    I think I can help clarify. Basically the issue is not with vehicle persistence. Vehicles will persist through server restarts. What is causing the issue is vehicle location and orientation. It means the last vehicle coordinates are not working as intended. So although the car did persist it is not in the same location and not in the same orientation it was last left off. This is how I interpreted Hicks response when he clarified for me. I am not sure if the latest hotfix patch today is suppose to fixed the issue. But all we can do is test and see if it works. Edit: Latest patch most likely has no fix for vehicles. Just saw this "Small Stable branch update incoming (fix for missing warning/error messages). "
  16. thebaddestass

    Status Report - 19 July 2016

    So does this mean vehicles don't disappear anymore as they have been throughout the entire stable build of .60? Or is the position/orientation issue the reason the vehicles do disappear?
  17. MrAerospace

    Chernarus Needs Fire Stations

    The whole copy-paste feeling of Chernarus is what really throws me out of the experience. Even a little bit of variety - such as re-skinning certain vehicles/buildings and/or interior decorations would go a long way to breaking up that monotony. This need for variety applies even more so to unique buildings like the fire and police stations. Re-skinning these buildings won't be enough. Considering their strategic value (for people to obtain weapons and vehicles) They'd make good candidates for "destructive passes"...and/or the large empty garage is a great place to spawn fire-trucks.
  18. MrAerospace

    Chernarus Needs Fire Stations

    You mean we should have emergency vehicles like these?:
  19. BAHADIR

    Status Report - 19 July 2016

    I also wonder that. Persistance is okay but position/orientation is not. That means vehicles stay where they are now ??
  20. sneakydude

    Info game and modders

    No there is not enough info in regards to modding yet. Not one of us can really answer it, we still do not have basebuilding, and operational vehicles (deathbugs) PVE, PVP, RP, PVP/PVE are going to be typical of any servers. If enough want 1st, pvp/pve servers, i expect a solid hardcore clan establishment. Private, clan invite only servers will be popular to PVP.
  21. I am very much in favour of persistence in the game, be it bases, vehicles and tents. However, one thing that comes to mind, are the gasoline cans (Jerry Cans), they really should be persistant. Not only would it be beneficial for actuall game play, they also look really cool. I would love to be able to put a few around my barrels. When we are talking about containers, I have been thinking of ammo crates (not the small we have now) but larger ones. Weapon crates, what ever crates really. The use could be extended for base building, lets say that you could stack them, fill them with sand or to create walls (just like I hope that you will be able to do with barrels).
  22. FlimFlamm

    Make Chernarus an Island??????????

    O.O Are you talking about the conflicts in and over Ukraine? Or a source for DayZ lore which proposes a fictional civil war? I admit that I've never encountered such a story, not that Ive encountered much DayZ lore whatsoever though. (as you say it's severely lacking). To be honest I really don't like the idea of pitting Czechs vs Russians against one another in the lore unless we absolutely must; it's too political. In a civil war we would indeed expect to come across large stockpiles of food, weapons, and clothes, but there are no large stockpiles in DayZ aside from player accumulated ones; survivors scavenge bits and bobs from hundreds of buildings in order to get the gear they want; resources are sparse and scattered. I think it would be a much better conceptualization of why there are scattered guns and supplies laying around on the ground in barracks and shit to simply envision what would have taken place in an actual global zombie apocalypse. Outbreaks would spread from one region and expand, pushing survivors, including military not willing to waste ammunition on the walking dead, away from the major population centers and towards countrysides, like Chernarus. The prevalence of both Russian and NATO weapons can be explained by Russian and NATO forces deciding to work-together and hold out at the military bases of Chernarus (hence they brought with them their guns, clothes, gear, ammo, and whichever appropriate vehicles), before finally succumbing to the airborne infection once it reached them. ------------- Lore aside, Right now when you come to the edge of the game world, you see a wholly unnatural line which is perfectly straight and delineates life and no-life. It's incredibly immersion breaking and there's no point in ever going out into the debug zone other than foolish or morbid curiosity. If the suggestion of this thread were implemented, instead of coming to the existing straight unnatural boundary of life and death, you would simply keep going as there would be about 20% more actual land mass (the world would be bigger) and instead of coming to an unnatural and hellish sight you would come to a beach. Not so immersion killing when it's put this way... You like larger worlds by the sound of it, so why not? This would also enable a possibility for 360 degrees of islands, large or small, being placed off the coast, which further enhances the playable world size. There would be no one "end game island" (save for maybe a defacto largest and most resource plentiful northern island), they would all be a part of the same open and freely explorable world with no unnatural boundaries.
  23. liquidcactus

    Persistance - suggestions for items

    I havent really bothered with vehicles or jerry cans at all but i think the j cans being persistent is a really good idea especially considering you can use them for water also
  24. FlimFlamm

    Solo mode

    If you had asked the Devs this question 1-2 years ago, they might have told you that we would be in beta by now :D. But you know, problems arise, ensue, and are being overcome! I'm betting that beta is going to be out sometime around the end of this year, with most estimates putting beta release around February 2017. And yes, there will definitely be "solo mode". There is some really good news though: If you're tired of being stuck to the run and gun playstyle, just wait about two-four months until we have bonafide base-building and air-vehicles. This will enable a new tier of permanence and incentives for player interaction. And let's be honest, DayZ is nothing without player interaction. Even before beta DayZ is going to explode in terms of long term play-ability, and that moment is ever approaching. Right now the devs are working their flattened butts off doing things like programming new movement animations and sounds for every little thing with the new technology they just finished/imported. As a programming strategy it's better to finish all the universal systems that will govern individual and modular actions and entities instead of adding in those entities first (things like permanent player built structures, placement mechanics, etc...) and then have to re-work them all and de-bug them a second time when the actual programming format gets a necessary upgrade. A somewhat under-expected ramification of this strategy is that once the core systems have become finished and refined, there is going to be a (relatively) explosive phase of new content being added in what will to us seem like rapid and insane succession. Content we aren't even expecting is going to get thrown in once the bulk of the dev team starts focusing on adding new content instead of fixing and polishing existing features. Did you know there's going to be a simulated radio system (usable radio towers for broadcasting) and a simulated electrical system (GENERATORS N SHIT!). Hmmm... Maybe I'm rambling but it's indirectly on topic!
  25. Do you still remember DayZ like it was "back in the days" - like it was until Patch 1.7.7.x? No bloodtypes, no search for food and water every 15 minutes, no Standalone-like Survival-Crafting, no buildable staches, no wild-spawning Zombies - but still a nice balance between Survival and PvP. Do you dislike all or some of the "new" changes that were made since then? The constant fear of getting spotted by an AS50 Sniper when crossing an open field, the enjoyment of finding a well hidden tent in a small village, intense firefights and sometimes dark nights that required a flare, chemlight or an flashlight - and finally AS50/M107/LA85 AWS and things like the coyote backpack as "endgame items". Did you like that? Then maybe our idea is something for you! This post serves as a survey for the community, as we want to be sure to get at least a small player basis to start with. The server is still in the planning phase. Many players didnt experience this time, the most glorious time for DayZ when it pushed the survival-genres popularity to its limits. We want to bring back the "original" DayZ Mod experience, that brought the masses to play one of the best survival-pvp-games that was every created! But not only that, we want to do little tweaks and fixes to the game, that were annoying back in these days. A few facts about the idea as it is at the moment: based on DayZ Mod Version 1.7.6.1classic backpack system from 1.7.2.x (removed British Pack, Czech Backpack 16 Slots, Coyote 24 Slots) to increase the "endgame feeling".classic debug monitorAS50 & M107 are in the gameabusable lock-on bug of AS50/M107 (like it was a javelin) gets fixedL85 AWS is in the game"oldschool", vanilla Chernarus mapno wild spawning Zombies ( not like in newer DayZ Mod, Epoch, Overpoch etc)Vanilla Vehicles, Weapons and Loadoutfurther little tweaks and adjustments, in coordination with the players We want your opinion on this - would you play on a server like that?
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