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Showing results for 'Vehicles'.
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This server has just opened To join us one address: 37.59.90.85:2302 Additions that have been made: - Self Zone - Lift / Tow - Safe Zone - Patrol AI - Missions AI (DZMS and WAI) - All custom trader - Custom map - Enhanced Anti-Hack - Even more to come ... Our more: Admins and active listening to all players. A few simple rules: - PVE Server - No offensive language: insults, threats, all forms of racism and discrimination - No stealing bases, vehicles, etc.. ... - Respect and courtesy - Mutual assistance between players - No building within around 1000m trades (any non-compliance will result in removal of the base) - No winching, vehicle towing obviously already owned by another player (Lock or not) - No squat market areas - No diversion of the normal use of the game, known exploits of the game will result in a permanent ban
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when do you think we will get the chainsaw from the trailer
fluxley replied to gannon46's topic in General Discussion
The chainsaw was mentioned in a dev livestream a little while ago, something about they need to implement new functions before it can be added in game. My guess is the issue is fuel, so maybe once vehicles are added we'll get the chainsaw. -
Well, this game is currently very basic and there are no vehicles you can't really do anything with groups other than run together to loot or kill everything. If we had cars and trucks and boats and helicopters a lot of play styles would open up. A lot more zombies that aren't glitchy would increase cause for better tactics. At this point there isn't anything to do other then loot then go on a killing spree. I've helped people, usually get killed when I get them a gun, you can't really do anything but force feed or kill people. Surviving is pretty simple with the amount of food and low lvl zombies so only thing that is challenging and fun is pvp hunting, but even then it's pretty rough with DESYNC!!! I kill 4 people then the last person I kill dies and his gun is on the ground and it shoots and I get killed...talk about bs. It's too hard to trust people unless you know they are new and clueless.
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DayZ Mod really low fps lately? Any help?
plexico replied to BUckENbooz's topic in DayZ Mod Troubleshooting
Epoch/Overpoch servers usually have really shit frame rates for everyone. That is because of a massive amount of bases, unoptimized scripts, vehicles, and players in the map. I can get 40-60 FPS average in the original DayZ mod but I hop onto Overpoch and get like 20 everywhere :( -
Added Spray Paint Vehicles to Cherno
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I'm not sure I'm following you...let's try to look at all the issues Player Super Saturation - As long as the gameplay stay the same you're right: adding more players would over saturate certain areas of the map. Cherno, Elektro, Berezino, the military bases....it could be a nightmare. But at the moment those places are crowded because there are, realistically, only two things to do in the current alpha version of DayZ: killing people and searching for tools to kill people faster. We've already seen some changes in gameplay with the latest patches: respawning zombies and loot scarcity are helping decreasing (not cancelling) the frequency of deathmatch-style gaming sessions. With more stuff added to the gameplay (weight management and stamina for example), things that now are common - like quick marathons to Airfields/Bases and lugging around entire gun shops in backpacks will not be seen anymore... and people will, inevitabily, spread out. TLDR: now having 100 people per server will bring us DayZ: Battlefield Edition. With a more fleshed out gameplay, it could be an extremely interesting idea. Loot and Item Scarcity - As far as I can understand the new loot system can handle multiple players in the same area - and considering what we've already said, that in the future players will not be as clustered as today...IMHO that's not really an issue. The only problem could be for newly spawned players...those will be the only one forcefully crammed in specific zones. There are a lot of possibile solutions, however. Some simple suggestions: * increase spawn rate of basic clothes and low calories food in spawn areas. Strategically place ponds and/or fountains in those areas * let people spawn without hungry/thirsty status, and with a long sleeved shirt instead of a t-shirt * create virtual paths for new players - i.e. slightly increase the spawn rate of low-end good quality gear in certain areas of the map, in order to create "corridors" new spawned players follow more or less consciously to help them relocate inland Those are not, obviously, the only possible solutions...merely some examples. Server Hopping Would Skyrocket - At the moment server hopping works because there are no private servers. It's an alpha, after all. In the future, when DayZ will be in commerce, there will be private servers...and server hopping will not be possible, considering that player avatars will be saved serverside. On a more general note, I agree with you when you propose adding more points of interest...something that is NOT a military base, an airstrip or another city. More rural buildings/areas should be a priority - especially if they really introduce a weight/stamina systems: we need some kind of rest stops if we want to navigate Chernarus with such limitations. More "scenery" should be a priority too: add more (way more) blood in buildings and outside them...more car wrecks, add streets cluttered with gridlocked cars and trucks...add areas where remnants of police and military vehicles imply a bloody battle against the infected. At the moment Chernarus doesn't look like a country devastated by a bloody and futile resistance against hordes of diseased killers - it looks like country-sized version of Chernobyl. It's an abandoned country, not a murdered one. Not sure about spreading spawn points everywhere. IMHO clustering them on the coast helps the developers (and the players) better managing the map zones.
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Anybody remember when Dean Hall said...
sausagekingofchicago replied to Weyland Yutani (DayZ)'s topic in General Discussion
Now that they shifted spawns to all across the coast, and some inland, my stomping grounds feel a tad crowded with even as little as 50. I'm the kind of player that wishes Chernarus was four times the size it is now with more room for survival players while keeping the pvp hotspots mostly towards the coast.. Maybe a 150 would work on a map that size but that's just my opinion. If the PvP kids want to come get me they should earn it. The map is going to feel even smaller when vehicles start rolling about. -
Anybody remember when Dean Hall said...
heradon replied to Weyland Yutani (DayZ)'s topic in General Discussion
Not for me, because I'd like to hide my tent, vehicles and my stuff. There is less wilderness in SA than it was in the mod. Which means you can't even hide a can of beans in a bush with almost 100 people on the server. Less wilderness, and with 80-90 players which is almost twice as many compared to what we had in the mod. Even with a 50 slot server it was impossible to hide a few tents in the mod. Not sure if ppl used hacks to find em or not. Coz the first camp we had on our 50 slot server. Wasn't hidden well and it was huuuge. Still it took 3 weeks before someone with maphack to find it. Btw they won't be expanding the map any further. They said so in the first stream. They will only make improvments to old cities like Cherno and add more apocalyptic feel to it. -
Over the last week core members of the development team have been focused on investigating, and addressing server and client crash issues introduced with 0.49. These include issues with the processing of persistent objects on server initialization, player rag dolls, and the clean up of trash (expired) objects. In addition, the programming team continued their work on addressing exploits related to rapid player position updates. (Sliding/Teleporting) As these updates make their way to stable branch we are also working with our game server providers to put the finishing touches on the systems needed to properly support the renting of private shards of the central DayZ hive. As mentioned in previous status reports, this option will continue the initiative to progressively increase the customization options allowed to server operators and communities, while still protecting the core vision of DayZ. This tied with our continued collaboration with these game server partners to analyze and track data related to the optimum software/hardware configuration for DayZ server instances should allow us over the next month to greatly improve the play experience on all DayZ stable branch servers. Throughout this process we will endeavor to share data and statistics related to this whenever possible in our weekly status reports. Those experiencing issues with respawning, or spawning into (any) servers should also head over to the official DayZ forums and read the information contained in this post. Anyone still having issues is strongly encouraged to reply to said post, so we can continue investigating the root cause of the issue. - Brian Hicks / Producer Peter / Lead Designer "Weather impact on the player character is still being worked on and body temperature is now dependent upon character movement. Drowning characters also received some attention and is now working like you would expect. There is also a new waterproof bag, so anyone who happens to find your soaked dead body will be able to use your dry things. There are two traps ready to be released shortly - snare trap for small game as I already mentioned and one used for catching small fish. Apart from that we are refining design for barricading and vehicles. Some nasty bugs which were affecting gameplay were fixed, such as the lack of ability to be in both restrained and unconsciousness state at the same time or endless usage of consumable/food/drink items. By the way if you missed live stream of Brian, Chris and I playing DayZ head over to our twitch.tv channel and check it out... see you in Chernarus folks! " Chris / Lead Artist "Much of what I wrote about last week is still WIP and there isn't a whole lot of new stuff to talk about right now. The prison uniform and medical scrubs are almost ready, as well as the first item of woman's clothing - 3/4 length pants. The art and design teams have agreed on a series of sketches related to the creation of leather craftable clothes so work on the models is underway there. We decided to make a command variant of the V3S and work continues on the vehicle parts. A hermit zombie was completed and I think the first time you see him coming at you, its going to be good for a scare. We're also working on a lock picking kit related to the barricading feature Peter discussed during the Friday dev stream last week. Also, a new large, military tent is WIP which you will be able to persistently store your gear in." Viktor / Lead Animator "Last month we added new zombie run variations. Now we've started to focus on other areas. After going through many already mocaped animations we were still missing some important moves we want to improve the zombies with. To be more specific I'm talking about zombie attacks and hit reactions. The mocap session happened on tuesday and we have mocaped some awesome attacks and reactions for zombies. I truly can't wait to see it in game. This will be our immediate goal. At the same time we have started changing pistol moves a bit. Although it will take some time to have it fully polished there is a new pistol lowered pose and moves for standing, crouched and proned player. And one more thing... it's one handed! The MP133 reload animations have been finished, however there are some minor issues we need to fix. And as usual we are looking into bugs. Last week many minor issues in the animation graph were fixed." Standup Notes for the week of 22 Sept 14 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: Prototyping procedural color changing for weaponsPolishing bush rag and 3D camo for weaponsV3S Command Vehicle variantNew fishing related itemsLock Picking kit55 gal drum for dying leatherNEAF modelsVarious car partsMedical ScrubsWoman's clothingSteyr AUGOld man ZombiePrison UniformLarge military tentNew outdoor (picnic) tableBugfixing environment modelsAnimation: Player animation graph bugfixing Rifle raised walk MP133 reload animations polishing Zombie MoCap Processing Lowered one handed Pistol Animations Design:Bugfixing (restrain issues, endless usage of items etc.) Configs and scripts for new items Traps for small game and fishes Drowning playerWeather impact implementation Vehicles and their parts design and implementation Horticulture implementation Barricading design and implementation String tables Programming:Client and server crash fixesDoor reimplementation (bugfixing)Security on player location updatesPlayer respawn/connecting fixesTents positioningNew basic zombie behaviorSound-over-network enhancements & optimizationServer fps optimizationsSupport for better weapon animations
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Axes: With the introduction of hypothermia/hyperthermia the importance of having an axe has been increased (making a fireplace). At the same time the chance of finding an axe has been decreased. New items such as the cattleprod have decreased the chance of an axe spawning on those lootpiles (correct me if i'm wrong). Vehicles do not seem to spawn loot anymore (i often found an axe on the hood of a car) and little garden sheds/shacks also seem to have lost their lootspawn. On another note i find axes get ruined far to quickly. 10 or so zombies bashed, 2 trees cut and your pristine axe is now ruined. Compass vs can opener: I'm finding compasses everywhere, houses, garages, military bases. I just found 6 compasses in Cernaya Polana and i didn't even searched half the houses. At the same time, finding a simple can opener seems as rare as finding a mp5 (which i never found btw). I do believe can openers are and should be a more common item than compasses in any household.
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Adult Gamers DayZ OverPoch Custom NAPF Server http://adultgamers.enjin.com/ http://www.gametracker.com/server_info/192.95.33.51:2402/ Server IP 192.95.33.51 Port Query 2402 Search Adult Gamers PVE in Dayz Launcher Info: Max Players: 30 Physical Server : West Coast Canada Restart timer: 4 hours – 1.5 hr Day / 1 hr Night / 1.5 hr Day. Battleye: Enabled 3rd Person:On Crosshairs:On Now you can have all the Overwatch Weapons, Vehicles and everything Overwatch combined with the base building capabilities of Epoch. The Wicked AI (WAI) system plays perfectly in our PVE Co-Op style server. High value loot is the prize for working with others and completing your mission. Gather your friends, family and countrymen to defend NAPF Island from the oncoming hoards of Zoms and Bandits. Like to solo? We still have the DZMS mission system for you to plunder. Some of our features include the Dollar / Metal Bar currency system. WAI Missions which include hero and bandit high-level missions. Dead AI drop money, so check those wallets! Find a vehicle you just love? Claim it now for just a few bucks and keep it. Master key all your vics so you only have to carry 1 key! Build your God Mode protected base with the Snap Build Pro System. Or have a Super Base built for you!! And when we say PVE, we mean PVE. We have coded our own scripts so you cannot be killed by another player. Bank your hard earned money at any trader or at your personal safe. We have all the scripts you’re used to having plus many more exclusive ones that you will only find on AdultGamers Server Features * Single Coin Currency. *Custom map marker ( marks your name when you mark something) * 3 Different loadouts depending on your humanity (if your not a donator) * Friendly Fire Script (Protects you from damage from other players). * Wicked AI (WAI) Hard ai missions. * No bank limit. * Custom Loot * Custom Traders * Online banking (bank at your safe). * DZMS (Dayz mission system) Easy missions. * Deploy Bike (From toolbox). * Protected traders (god mode ). * Trader Stations also deletes any ai that walks into zone. * Protected Vehicles near plot pole ( God mode). * Key changer ( master key ) 1 key for all your vehicles * Eyescan Door ( not more codes for doors). * PlotPole 4 life ( place it once and your done). * God mode bases. * Overpoch traders * Service stations (refuel, repair and rearm). * Snap pro (more snapping options). * Elevators. * Custom Events. * Custom Areas. * No fall damage or freezing. * Zombie shield generator (turn a generator into a zombie shield). * Tow/lift (even overpoch vehicles). * Custom Mining (go to the mining nodes on map and start mining). * Locate vehicles ( locate your vehicle by right clicking your map in toolbelt items. Make sure you have a key to the vic in your toolbelt). * Fast trade ( No more animations ). * Smelting. * Instant upgrade and fast build. * Customized Anti Hack. * Generous Perks for players that donate to the cause * The best and friendliest admins on the planet. http://adultgamers.enjin.com/ http://www.gametracker.com/server_info/192.95.33.51:2402/ Server IP 192.95.33.51 Port Query 2402 Search Adult Gamers PVE in Dayz Launcher Come join us! Awesome People Playing Awesome Games.
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[Virtual Tour] Myshkino Military Outpost
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in Gallery
Good point and thanks for the question. As you can see in the pic there is a blown out tank on the left. There are also some other military vehicles. If this was truly a camp for infected you would see a lot more medical tents instead of just one. Just my opinion though… There isn't much military loot right now which supports your argument, but that might be because its a new location. I would expect more military loot in the new update or so. -
Well we know for sure we are getting "private shards", but we also know for sure we wont have any kind of database acces or acces to the loot table, on those servers. The question is, do they want to completely release the server files for "true" private servers, like we have in the mod. Im not really sure. Dont get me wrong, i love private servers, and the ability to create a community, i did that in the mod and loved it. But it also has the potential to completely rip the community apart, because we will get the exact same server hell and abussive admins, as we have in the mod. By releasing the server files to the public and giving us complete control, like in the mod, they are basicly saying we can do what ever we want, and very very few people can handle complete freedom, without abusing it in some way. Even though the private shards arent connected to the public HIVE, it will still be under the influense of global loot economic, meaning Bohemia will control exactly what vehicle and how many parts will spawn. They will most likely still make the military land and air vehicles rare as hell, and extremly difficult to maintain.
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You're probably right. I have nothing against ammunition but with that said perhaps concentrating weapons and ammunition by type and quantity in a few specific location acts as the sweet smell of a turd to a cloud of drooling shit flies. It seems to me that only if the players know exactly where the loot spawns are is server hopping a profitable enterprise. If they have to create many more random loot spawns like the helicopters in the form of over turned trucks, damaged landing craft, a crashed C-130 or an AN-12, ruined civ and military vehicles, abandoned UN and Chernarian check points etc etc etc. Not having a known and potentially lucrative and easy target to hop to takes away the incentive. And at the same time spreading wealth across the entire map will make people spread out and search instead of hunkering down in a barracks or Jail to suck up easy loot. Have some Beans :beans:
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BASIC SERVER INFORMATION: Server Name: =167= Epoch – [Dynamic AI Missions][Wandering AI][safe Zone Traders with Anti-Theft][unlimited Trader Stock][300 Vehicles][Full Moon Nights](UTC-8) Hosted by the =167= Clan | 167clan.net Server IP: 173.224.112.78:2602 Location: Kansas City, MO Time Zone: UTC - 8 Difficulty: Veteran 3rd Person: ON Nameplates: OFF Crosshairs: ON Waypoints: ON SERVER FEATURES & PERKS: We'd like to extend an open invitation for everyone to come check our server out and play with us sometime! Sound like a good time? Come join us and let's conquer the infection! Want to know more about the =167= Clan? We are recruiting! Feel free to visit: Our Website: http://www.167clan.net Our Membership Application: http://www.167clan.n...ip-application/
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=167= Clan Recruiting [Epoch Server] [Teamspeak] [EST. 2003]
Rick167 posted a topic in Clan / Group Recruitment
CLAN INFORMATION: The =167= Clan is actively recruiting new troops to join the fight in Chernarus! We are a US Army based clan that was formed back in 2003 and we have been running strong ever since. We currently have several members who are retired US Army and we are constantly training and utilizing real-world tactics, or modified versions of them. We communicate in Teamspeak while we play DayZ, and when we split up, we go into separate channels so we can communicate the little things with our squadmates, such as "Zombie to your 11 o'clock." and "Do you have any water?" without interfering with another squad who may be operating 5 km away. We have whisper lists setup in Teamspeak so that we can communicate cross-channel to the other squads when necessary. Think of this as a two-way radio. When we communicate cross-channel we utilize call signs, code words, and phrases to give a more realistic feel to the game play. This will be especially impressive when we start pumping out videos. We are much more than just some friends playing games. We have plenty of structure, opportunity for advancement, and we treat each other like family. Here are just a few reasons why you should join =167=: Solid Leadership. We've been running for 11 years and our leaders have accumulated quite a bit of knowledge and experience along the way. We also have a very extensive week-long leadership training program that all officers must attend. Teamwork. We train our members to work together as a cohesive unit by promoting teamwork and selfless service. We will often recognize clan members for performing outstanding activities that positively affect their team, even if these activities are out of the limelight. Member Recognition. We are always on the lookout for members doing outstanding deeds. We have custom-made ribbon awards which we issue for a broad range of things including attending training, performing service to the gaming community, volunteer efforts among the clan, and much more. We also publicly recognize members and their accomplishments through promotion in rank and delegation of responsibility. Hassle-Free Organized Structure. The =167= Clan has always had a very organized, military-like structure. This can be a huge benefit for those who wish to advance in rank, learn how to lead, and take command of groups. However, there are people who wish to come online, play with their clan, then log off with no more responsibilities than being a team player. We understand and respect this fact. We will never pressure members to advance in rank or take a responsibility that they don't want. Good Times with Great People. Everyone in =167= comes on to have fun and enjoy each others company. The environment in Teamspeak is very friendly, and usually involves a lot of laughing and people having a good time. We can get pretty serious when we need to be, especially during a firefight, but everyone treats each other with respect and has a good time, whether we're horsing around or we aren't. Does this sound like a good time to you? Do you have what it takes to join =167=? What do you have to lose? Find out more and join the family! Visit our website for more information or to submit an application. BASIC SERVER INFORMATION: Server Name: =167= Epoch – [Dynamic AI Missions][Wandering AI][safe Zone Traders with Anti-Theft][unlimited Trader Stock][300 Vehicles][Full Moon Nights](UTC-8) Hosted by the =167= Clan | 167clan.net Server IP: 173.224.112.78:2602 Location: Kansas City, MO Time Zone: UTC - 8 Difficulty: Veteran 3rd Person: ON Nameplates: OFF Crosshairs: ON Waypoints: ON SERVER FEATURES & PERKS: We'd like to extend an open invitation for everyone to come check our server out and play with us sometime! Sound like a good time? Come join us and let's conquer the infection! Want to know more about the =167= Clan? We are recruiting! Feel free to visit: Our Website: http://www.167clan.net Our Membership Application: http://www.167clan.n...ip-application/ -
DN | DayZ Community - Epoch - Overpoch | Gold Coins & Banks | Respawn Menu |
Kimzer (DayZ) replied to Kimzer (DayZ)'s topic in Mod Servers & Private Hives
Paint your vehicles added today! -
I heard it was closer to 30, but you are probably more correct. Thankfully when vehicles and the rest of the loot economy are gone you wont necessarily have to run 10k to get anything! It will also make foot pursuits more interesting when they pass out from exhaustion either because they dont have the energy or because they have 100lbs of junk in their pack!
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So we now know the first vehicle will be a big-ass V3S. I would assume finding all the parts to fix that beast will take a lot of time and footwork. Not to mention the fuel consumption...I'm digging it. For me, the most important thing about vehicles isn't to have a vehicle, it's the process of finding and fixing it. It gives you a goal, something to do, with a purpose. No more twiddling thumbs once you have the gear you want or need. We've a few of those things coming. We've got horticulture on the way...and while it's currently not really necessary, cause it's not hard to find food, it's still something to do. Same thing with the barricading that will follow. I remember the times of the mod, just vanilla, no anypoch, with limited vehicles. We had quite a few cars and trucks over time, but we still often went on foot. We only used the vehicles when the whole group was together. But the yells of excitement in TS when someone found a car for the first time...and the journey to find all the parts, these were the moments that made the mod glorious. Not to mention all the battles we had with other clans about a damn Ural. I think that thing traded owners about a dozen times, always with a bloody battle attached to it.
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Maybe in a later future they will add something called "private servers" that are not connected to the hive and to the global economy. Items you find on that server stay on that particular server. Agreed. No DayZ without vehicles. There are light vehicles going to be implemented like ATVs and bicycles that are easy to maintain, but they lack speed. Other vehicles are military and civilian motor.
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Yes, there is no real DayZ without vehicles.
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The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
grodon replied to d.walker43's topic in Suggestions
Not too much american vehicles. Remember this is an ex-soviet state, a 2nd world country where they basically despise american cars. Personally I'd like to see soviet-state limousines, such as the GAZ M13, GAZ M14 or ZiL. Other vehicles that would fit the scene but dont really have prio for me; ural 4320 truck ( the one from the mod ) - UAZ van UAZ jeep Lada Niva these are all very common in todays russia and would be very likely to see them in chernarus in whatever state. -
The War on Wilderness - Reclaiming Myshkino
Katana67 replied to Katana67's topic in General Discussion
This is exactly my grievance, this whole approach of "make a POI or nothing!" Not every POI has to be a damn themepark a la every-game-in-existence. And not everything has to be a point of interest, we can have areas of interest too. The woods, themselves, should be made into an attractive location. Not have the caveman solution of "put military bases there and people will go there." For one, this solution is flawed from the very start... it doesn't encourage people to go to the forests for its own sake. It encourages people to go to fixed loot locations that just happen to be surrounded by forest. The POI is still the military base, not the forest. Second, there are much more elegant and subtle ways of encouraging people to just use the forest as is. Like in the mod, where we had things like tents and vehicles to store. The effectiveness of these mechanics was almost exclusively owed to the forest (i.e. an isolated hideaway which players could use to create freeform bases/camps). It really is that simple, add valuable items... give them a place to be hidden effectively... and people will use the woods for all sorts of things (which I'm actually drawing precedent from the mod, vice just making shit up). Third, adding fixed high-value bases in what was previously the only real untouched wilderness left in Chernarus+ thereby reduces, significantly, the effectiveness of freeform player creation. Again, I'm not going to waste time crafting a cool base if I can't find a place to guarantee relative safety from intruders (not absolute safety, if folks don't know the difference then that's their own fault). Fourth, the woods themselves should (*gasp*) be turned into a (*gasp again*) ecosystem. If the forests were more necessary for survival (i.e. foraging, hunting, fewer zombies, etc.) then they would be attractive. I think once they limit edible food spawns, people will be forced to live off the land moreso (rather than just go to the proverbial/literal supermarkets of Chernarus). Fifth, as I've said previously, adding things like player construction (i.e. freeform resource placement) would encourage the use of isolated areas. In short, putting POIs in the wilderness is a simplistic solution. It is a solution that inherently short-changes a variety of gameplay archetypes (i.e. freeform/open-world resource placement, woodland survival, etc.) Not to mention, that the argument can be made that we've got enough military bases in Chernarus just from a map balance perspective. Likewise, there is this massive misconception that Chernarus is so huge, that it couldn't possibly be the case that the wilderness is being marginalized. Open space is good, it doesn't have to be filled with cities and bases, let the players fill it. Moreover, Chernarus isn't that big. Even just on foot now and in the mod, I can survey the entirety of the western forest in something like an hour. Also, just the narrowing of potential hiding spots is the problem. Sure, we've got some woods... but if they're just irrelevant preambles to the next massive city 500m away, then they aren't a part of a wilderness. -
The reason to move around will come soon enough: private hives = no serverhopping. Inability to hide valued vehicles will cause major frustration. The reasons to move around are only crashsites and hidden player's stashes or hunting players. Crashsites loot is not exacly great at the moment, stashes are none-existant with only partial persistence. Moving spawnpoints around won't encourage mobility, it will encourage more suicides until the desired spawnpoint is taken. Therefore, not silly. Unfortunatly in the standalone there is no reason to go anywhere specific unless its a military location. Hospitals and supermarkets don't mean shit now, and every town has basicly the same loot, unless there is a special building there like fire-or policestation. Again, imo random spawnpoints won't do anything to get the people off the coast. At this point, I don't see why we would waste our time in towns tbh. The only reason I loot towns is because I DO NOT want to look military, I wanna look civilian but in favourable brown/green colours. However, it takes way longer to loot a city for proper clothes and weapons than a militaryfacility. In the end it's always better the go there timeconsuptionwise, and if you're not up for trouble, leave again. In dayzero it's kinda great. You have the people who have nothing to lose on the coast. There you can practise. The further inland you go, the better armed the players are that you meet and also their skill and organisation, aswell as squadsize rises the further you go. Imo this is the best possible thing that can happen to dayz SA. I hope it develops similarly, but I don't think anyone can predict how the game will turn out and how future designchoices will influence player's behaviour. Also keep in mind that when vehicles are introduced, we will have to look for parts for them. So cities with industrial facilities will suddenly become attractive to those looking to fixing up a car.
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New renderer + vehicles and im happy!