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Showing results for 'Vehicles'.
Found 41868 results
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Hey guys, I was wondering, it would be great to update the airfield a little bit, add more buildings, maybe enterable crashed planes with loot, custom offices, airport baggage vehicles.. It looks empty and boring right now. What do you guys think? What are your ideas?
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1) WHich is why 99% of most post-apocalypse movies are complete and utter shit. The reality of real life is that, without highly specialized knowledge and training, 99% of modern infrastructure(power, lighting, vehicles, fucking everything) would be gone. You can't just "fix something" if you don't know how it works. Tell me, do you know how to refine fuel from raw oil, how refrigerant chemicals work and how to make them, how to weld, how to make new parts for machines, etc etc etc, all without access to the internet and reading material? Like most of the population not trained in such matters, the answer is almost overwhelmingly no. ....... which is why I am so averse to such things, like fucking aircraft, being included in the game in the first place. 2) I know that the devs are planning on letting us hook up lights to generators in our bases. However, there is a very substantial difference between plugging in a portable stand-light to a portable generator (that is likely designed for that very task, mind you), and getting a power plant up and running. With the stand-light, you literally plug in the plug to the matching outlet on the genny, and pull the start-cord. Power plants require multiple engineers and a high level of knowledge to start, keep working, etc. It isn't something you can just "do", much like almost everything else involving modern infrastructure. Even a hydroelectric dam requires maintenance and a team of trained engineers. Do you know how to replace the governor on a water-driven dynamo? Do you even know what that is? 3) Where the fuck did I mention AKM's and hunting scopes in my post? 4) Yes, I know how gasoline and fuel-pumps work..... which is why I don't rely on them for my gameplay. Hang around this forum for a while, and you will realize that I am the poster who prefers the "primitive" method of almost everything in the game, for a goddamn reason. "Modern" things require a high level of logistics to upkeep. Firearms require ammunition, which means I have to go to a military base. Canned food means I have to go to a town to search for it. Meanwhile, leather clothing, bows and arrows, and friction-fires can be build in the middle of nowhere, with what we literally pick up off the ground. Peace. Come back when you hang around more and actually want to debate the topic. -deep breath- In my opinion, the terrain we have in-game is fine. We have realistic ranges of hills, forests and plains. I would love to see actually-realistic flowing streams and rivers, but the engine is shit for that, so I gave up hope on that long ago. I would like to see "seasons" pass. Right now, Day Z takes place in Autumn/Fall, which, while chilly, is still eminently survivable, with plenty of plant and animal-based food available. In winter, when the animals leave for warmer climes and the plants get buried under snow? Yeah, no. Best hope you dried some meat and set asides some firewood!
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Non-Militarized, No Admin Abuse Overpoch
RIPRnet Admin posted a topic in Mod Servers & Private Hives
No remaining DayZ Mod server fit my group's play style, so this memorial weekend I bit the bullet and learned how to set up an Overpoch server. I do not have the time to "babysit," so I settled on a playstyle and rule list for the server that is easy to admin, and that I think makes this server literally different (better?) then any existing server. Overpoch guns, but no AS50, m107, cheytac, or thermals. Coins, most vehicles can tow/lift except bikes, vector snap, plot management, radiogroup, AI missions. Destructible wood and doors, but cinder and metal floors indestructible. No militarized ground vehicles better then a minigun SUV and 50cal Humvee. No militarized air vehicles with rockets or explosives. Most building supplies come from Ikea events- they're very expensive in Stary, cheaper at wholesalers, but key items like metal floors only come from events. This setup keeps any one squad from having an overpowering advantage over anyone from gear/armor alone. A more mobile force of fresh spawns can overwhelm bolt action snipers. A M2 scumvee has weak wheels, an armored SUV has an exposed turret. Everything is a trade off. Most combat happens around key missions: IKEA for building, especially. Scarity of building supplies draws people into interacting- it also prevents massive skybases and sniper fap towers. (Anyone who's seen CCG or Deadcell knows that I mean.) Bases can be raided but not wiped out, encouraging "endgame" group play. As to the admin philosophy in the title: * No hacking, no glitching, no duping. Anything else is fine. Camping Stary? Sure, allowed. You're laying in a static position that can be overlooked by 3 hills, and players in god mode can look for you, step out, and blast you. You're gonna have a bad time. Talking shit in server chat? As long as it's not VON, sure. VON will autokick you. It's a game. If someone is doing something you don't like, find a way to beat them. Play smarter, don't go running to an admin. Because honestly, no one has the time for that. And finally, money isn't an issue. I'm adult, it's why I don't time to sit on the server and babysit. So I'm not selling perks, above the table or under it. And there is no other admin to abuse the players, or have any of the drama that dooms servers to go down. If any of that sounds good to you, come check us out! You can search us as: RIPRnet Overpoch Chenarus|No tanks|No Badmins|Anti-Hack|Tow/Lift|Spawn Select|Deploy Bike|Range Adjusting|Snap Building -
HARDCORE | FINALdayZ | Epoch Survival | The TOUGHEST Server in DayZ
apsinc replied to Cartoonrboy's topic in Mod Servers & Private Hives
Sorry for the late response. I'm a mod on the server, and the vehicles the roaming bandit AI drive are locked because they are not mission vehicles--they spawn and despawn at random, and this means that if you are driving a roaming bandit vehicle when the server decides to despawn it (because the patrol is over), you may die. Best to avoid getting in them, if you ask me. It's a consequence of the bandit AI being relatively easy to kill. They are numerous and provide decent gear (to start), but the server load would be unbearable if the cars stayed around. You will need to find some actual missions in order to get vehicles that survive a restart (or find one of their random spawns on the island). -
Emotions! Make the game like in your TRAILER and like you told all the time.
Troll_Hunter replied to FluzooTV's topic in Suggestions
I think there are still a lot of technical improvements to be done, a features to be developed. For instance the up and coming new player controller. This will hopefully make the animations and hand to hand combat smooth, enhancing the interaction experience. When the environment becomes a bigger thread, bears, wolves, bores etc, people will find that working together increases their opportunities to visit more dangerous spots. With the addition of base building and complex vehicles creative types will have a better outlet of their creativity. Weight carry limitations will make working together, sharing the load, more beneficial. You see there are a lot of variables that need to be tested and tuned to get an interesting player mix, that yields interesting interactions and stories. -
=NBK= DayZ Epoch Server : 81.19.216.157:2400 Check our website for further details NBK Gaming New Vehicles added......Pooks, KA60, WildCat, Recon Small Aircraft, FV510 Warrior and much more...... Weapons Added........ TWS Snipers, Rocket Launchers and much more......... FARP Craft IED's and Build Road Blocks 7 Level Humanity System. Fresh Spawn to Super Hero or Fresh Spawn to Super Bandit High FPS Server Free TS Channels for you to use. New Player Build Box 4 Large Ai Bases with large loot boxes WAI and DZMS Missions Deploy System Self Bloodbag Auto Refuel/Rearm/Repair Remove Clothes From Dead Bodies Ear Plugs Trader Safe zones Lift & Tow Snap Build + Vector Coin/Gold/Gems Trading Coin Storage Added Ai Chopper Patrols Ai Foot Patrols AND MUCH MORE........... Server Fun IED and Road Blocks
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I thought something that would be a nice touch would be this. For example, if there was a road block/area where traffic trying to get out of Chernarus had backed up (think the high ways in the early Walking Dead seasons with cars everywhere).. So maybe in a few locations across the map there is a build up of 20-30 wrecks, maybe they spawn loot as well but not as much as other vehicles. Now, whenever a car or bus or other vehicle is destroyed on the server, there is a chance that after the next restart (or whenever vehicles respawn) that it takes the spot of one of these wrecks on in the jammed up section. That way, it would be worthwhile always checking those areas as the potential for finding a vehicle there would be quite high, but then again, it would be time consuming to get it out of there and also to get it up and running in a potentially dangerous area. Not only would it be a hot spot for other players but perhaps there could be a higher concentration of infected around these blocks of vehicles to represent their previous occupants. Obviously vehicles should also still spawn elsewhere, I just thought that would make a nice dynamic.
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Imagine if the drivable vehicles in Chernarus looked just like the static ones and all vehicles spawned randomly. No matter where you went you would always be compelled to check every vehicle to see if you’ve discovered a keeper. You could be rolling past a parking lot and find that one of the many derelicts was actually a fixer. Wouldn’t that be nice little treat? Kinda like the bus is now. It looks like the other non-drivable buses except we know where static buses sit, but once in a while I’ll turn a corner and think to myself, was there a bus in that spot before? Granted its only a split second but for that quick moment I’m a little excited.
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It definitely should be that way. I can't say I'm hopeful, though; that's a lot of dynamic events, and a clever way of keeping these vehicles looking like background as many of them do now. It's also worth noting that many of what I'll call the non-active vehicles are write-offs, with rusted frames, broken axles, or basically destroyed engines. To even consider repairs for most of them would require access to certain kinds of metals (or their ores, and a smelting factory), fairly delicate machining (which itself requires somewhat sophisticated tools), raw rubber, and the strength (or a clever, strong pulley system) to mount/dismount an engine, and lift the vehicle up at least partially for underbody work. I really like the idea of being able to find a spare tail-light or electronic parts in these wrecks, maybe strip them down for things like the platinum or palladium in a catalytic converter.
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DayZ Standalone Base Building is almost here! How do you plan to use it?
ZomboWTF replied to DR. IRISHMIKE's topic in General Discussion
i have played both dayZ origins with it's "impenetrable" houses and clan fortresses, and the approach of building bases with singular parts and a plot pole from DayZ Epoch, both had it's flaws, and that was even without the complications of sharing a hive with another server and ghosting into a base if bases are easy to break in to, they will serve as a way of getting combat advantages, and thats the only thing they should be used as bases to store stuff safely, for example gear and vehicles, should never be a thing, they simply can't work well in a game like DayZ 1) You can't make storage bases to well protected, they become impenetrable when defended, and attackers simply wont bother, resulting in a game like Rust oe DayZ Epoch 2) You can't make them to little protected, because then an attack during which every clan member is offline is to easy, since you aren't actually "sleeping" in the base, realistic weak materials aren't translated well into DayZ The only real option would be well hidden bases, but then again you have the problem of hackers being able to see where these hidden bases are with some kind of overlay, which is very hard to detect and even harder to reasonably say "that guy hacked because he found our base", you never know, maybe he just got lucky the length of this discussion should point towards how many aspects basebuilding, in the way the devs want to make it, has permanent bases are just either completely useless or OP, there is almost no middle ground due to the nature of the game and people having real lifes besides DayZ the only thing that would make weak bases for storage viable would be NPC defenders, but that goes way beyond what DayZ should be IMO i think if the devs should concentrate on the core mechanics, zombie and playercount, performance, survival and the difficulty to survive WAY before even touching basebuilding -
DayZ Standalone Base Building is almost here! How do you plan to use it?
smoq2 replied to DR. IRISHMIKE's topic in General Discussion
I'm not sure how will I personally use the feature... In Arma mods where basebuilding is a feature I always build some form of a base, but in the end I always end up playing solo. The groups I played with disbanded sooner or later and maintaining bases and vehicles becomes simply tedious. Nowadays, I see that in the long term 1-2 stashes of some form of container and one smallest possible vehicle is enough for a lone wolf. Everything else simply draws unneeded and uncontrollable attention. Since I don't see any potential groups among my friends that will bank another 1k hours into DayZ as I will after release, I also don't see the need to build anything, apart from something small and lockable to park my smallest vehicle for the night. Ergo, basebuilding is a feature I consider to be profitable only for groups. Of course, I am against any artificial measures that would prevent a lone player from building a sizable fort, should he/she wish to. [EDIT] I forgot to mention one thing that puts me off - exploitable design flaws. Exile and Overpoch left a bitter taste due to the fact that hackers or glitchers can penetrate bases with relative ease. I don't know if that will be the case when DayZ hits 1.0, but it's safe to assume it will - hacks will always exist, exploits will also always exist. Another reason why "safety = concealment" and "safety =/= walls" in my book. -
DayZ Standalone Base Building is almost here! How do you plan to use it?
emuthreat replied to DR. IRISHMIKE's topic in General Discussion
My playstyle has always been persistence-based; and since the addition of tents, barrels, and now vehicles, I would describe my in-game goals as mostly logistical. If you do it right, a random death in a non-critical area, is simply a free excuse to grid a different quadrant of the map for fresh vehicle spawns. -
DayZ Standalone Base Building is almost here! How do you plan to use it?
CornProducts replied to DR. IRISHMIKE's topic in General Discussion
Bases are a great way for players to gather all of their loot and vehicles in one conspicuous spot. As an avid "borrower" of items, I approve. -
DayZ Standalone Base Building is almost here! How do you plan to use it?
Whyherro123 replied to DR. IRISHMIKE's topic in General Discussion
I'm not averse to technology per se, I just am not a fan of relying on hard-to-maintain "modern tech" in the face of a society-ending apocalypse. It is "unsustainable" and will, most likely, end in ruin when the required materials inevitably run out. "Down-techning", that is, using lower "levels" of technology that are simpler to repair and replace, is infinitely more realistic and believable Let us examine how sustainable some of the things suggested in this thread are: -generators: depend on fuel, which is refined from petroleum, and close-tolerance spare parts, which is dependent on the existence of skilled machiners. -lights: dependent on electricity, which is dependent on the above generator, as well as glass-making, wire-making, and the aforementioned spare parts. - electrical wire: ditto -barbed wire: by far the easiest of the bunch to maintain. -vehicles: reliant on fuel, oil, hydraulic fluids,spare parts, electrical equipment, as well as skilled labor. Versus: a fireplace: requires, well, wood., and provides both heat, a cooking surface and light a lantern: requires fuel, which can be anything from alcohol to animal fat a palisade of logs supported by thornbushes: a shovel, and axe and some gloves a log cabin: requires an axe So on and so forth. I also think it makes for a better game, as "magical" logistics is almost infinitely boring to me. Imagine how exciting the game would be in these two scenarios: 1) you and your clan take your truck down to the gas station, which never runs out of gas (due to server restart/reset) 2) your truck won't start, so you go out to look for some oil. After finding some (draining it from an abandoned car), you realize you are low on gas, so you stop by the gas station. The gas in the tank is expired, and has gone "bad" (gasoline is a highly refined product, and can last "only" up to two or so years with stabilizer added). You don't have enough in the tank to make it to the next town, so you send a clanmate with a jerrycan. He comes back chased by zombies http://tvtropes.org/pmwiki/pmwiki.php/Main/ApocalypticLogistics etc -
DayZ Standalone Base Building is almost here! How do you plan to use it?
Whyherro123 replied to DR. IRISHMIKE's topic in General Discussion
Wikipedia said 40 foot was the standard model for stacking storage, not I. Unless I missed something (and it is entirely possible), most of the concertainers in-game are stacked, and (granted, I never paid a lot of attention to them) from what I noticed, they weren't two containers linked together If you can prove me incorrect, then I cede the point. Regardless of whether a tow truck can lift them, I just don't think we should be relying on vehicles to carry our basebuilding materials for us, and therefore, anything that can't be transported by hand/wagon/trailer shouldn't really be a part of basebuilding, in my opinion. Granted, I don't think we should rely on vehicles for anything, but that is beyond the point. The second you rely on something to get something integral to the game done, it turns me off. If that makes sense. Which is partially why I am so against there being "loot-extravaganza's" in the game, or wilderness crafting/survival being ignored in favor of more guns n' such. Every "playstyle" should be viable, and if I have to scrum high and low for tow-truck spawns in order to build a base, then something went wrong. All of the things I linked to can be built by hand, using an axe and a shovel. No vehicles or power-tools required. -
DayZ Standalone Base Building is almost here! How do you plan to use it?
emuthreat replied to DR. IRISHMIKE's topic in General Discussion
I think Funkdoc makes a good point with regards to balancing base durability, with vulnerability. I'm leaning towards a doctrine of "only build as much as you can personally oversee." For instance, a single, lone-wolf player could conceivable secure a small number of vehicles, and use those to transport over time, a large enough amount of building materials to construct a base suitable for a clan of twenty. Should that player be able to assure the security of such a base on his own, facilitated solely through heavy-handed durability timers? Would that player not better suit xis needs by building a relatively small, and more hidden base, rather than a larger and *artificially more durable* base? Even five minutes of pounding on a wall with a sledgehammer seems like enough exposure and risk to reward the invading player with access. After all, they could have set-up concertainers outside the walls to give them a higher resistance to entry than the walls provided; or perhaps they have placed their concertainers hidden just behind the weaker walls--providing a surprise technical limitation to the invader who saw walls, and only thought to bring tools appropriate to destroy wooden/tin walls. If i show up with two friends, and we each have two grenades to put up against a single fence, and single row of concertainers, I would full expect that we should gain entry to the base; if we don't, I cry foul. Better still, if a lone player builds a base larger than they are personally capable of monitoring to ensure security, would that not be an opportunity to go out into the server seeking friendly players with whom to share this large base? I mean, that's what I been doing with my bases. When I get to the point where I definitely know that I have too much shit, I go looking for other players to wow with my massive stockpiles. All but one of the players that I have taken to my bases have been honest, and were even a bit hesitant to start equipping themselves from my redundant sotckpiles for a few days. I have to ask people to do chores like cutting firewood, and helping me cook, or hunting down spare tires, before most people feel comfortable taking anything that I've offered them from my base. And the one who lied to me and stole, was betrayed by his accomplice who later met me and had a change of heart about stealing from such a helpful player. The rat was passive-aggressively insulted for a couple days voice comms (while he didn't know that I knew it was him), eventually hunted down and fraudulently "friendly" fired upon at Stary tents, and then finally killed a second time and humiliated when we came to bring him back his gear from the "friendly fire incident"--all very good emergent gameplay too, I might add. -
DayZ Standalone Base Building is almost here! How do you plan to use it?
emuthreat replied to DR. IRISHMIKE's topic in General Discussion
I just know that the 8-day timer implemented on .59 in early March has been a disaster for most people who liked setting up camps. It drove me to hoard vehicles as non-decaying persistent storage, which just created new problems. I honestly believe that the only viable solution is to make the servers robust enough to handle prolific player activity, in the form of long-term bases--even for people who prefer to only use a couple tents and a few barrels in the trees, scattered across different locations throughout their chosen server. If they are to accommodate mods, then I would think they must leave ample headspace for additional elements to be added to the map. This is why limiting persistence as a means to free up server resources seems like a half-measure. In terms of loot economy concerns, I have none. Suppose that a group of people manage to hoard-up a significant enough amount of loot to prevent it from spawning. This would surely take up a lot of in-game hours, a noticeably large physical presence in the server, lots of ground covered, and frequent trips to certain areas for tents and barrels; this would create quite a presence, along with regular patterns of movement, that should be readily detectable by other players on the server. The bases would not be untouchable, but would rather require a concerted effort to find a base--which I think is a good thing to provide complex and organic missions generated solely by the players. If this were done on a low-population server, where no other players are around to detect the patterns of movement and track down the stockpiled goods, who cares? There is absolutely nothing about public hive game mechanics that would prevent any player on any public server from being able to diligently hunt-down an über-hoarder's base. Even if someone had managed to monopolize resources on a very popular server, all players would still be free to gear-up on other servers and hunt down the robber-barons of the popular server. Naturally private servers will be privately administered as the owners see fit. Tuning the game to make it consistently easy and predictable to find loot, by causing relatively rapid decay of active camps, is never going to be a feature I want to see in the vanilla game. It negates all of the risk taken by exposing oneself in the process of collecting that gear, of being careful to never be followed back to base, if the server just cleans it up weekly. I want to be able to run around a server finding completely empty military zones up and down the map, and from that experience of finding very little loot, know that there is a high-density pilfering opportunity hiding somewhere on that server. Doesn't it seem more organic and immersive to walk onto a server with sparse resources, and be able to take that as a sign of the high intensity of looting activity on that server? What if a clan wants to establish a seed repository, and does the work collecting all packets of seeds on an entire server, to ensure a monopoly on their chosen item of trade? Should the game makers preclude them from that opportunity because other people need opportunity to find the seeds freely? And yes, Luc, I know that last bit is pretty much laissez faire capitalism, but it's just a game. : P -
The current player speed is high, because there are too few vehicles. In general you're right off cause. There is no game that is as brutal as reality. I think in order for a game to work it needs good player feedback, as well as fighting chance to avoid and escape a danger. I would like to see a realistic arrow damage. You see arrows, especially with bladed heads, do a lot of damage when moving after been hit. (see bow hunting).
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You can argue all you want about it but you should be working for your vehicles and gear. There shouldn't be 10 or 20 cars on a single map to pick up as you please. Its pretty much what ruined the survival aspect of Dayz mod.
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a few low key vehicles (dirt bike/quad/scooter/bicycle) ^ vehicles that hold 3-4 slots (MAX) of inventory space.. so it doesn't become a pack mule but rather a basic transport utility. getting from point A to B.. as quickly as you can.. a quad or dirt bike aren't that valuable at all (not to the people that use transportation to stock up their bases with enough guns to start 4 world wars in the next 3 months) plus the fact like you've said dayZ is rural country.. so what do you need in a country like this? a lexus IS300? with 700 BHP to drag race? NOPE.. you need something sturdy that'll go off road, through the woods to take you places you'd never go on foot (or would go but it takes ages)
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Not to mention all the trolling ppl could do with X amount of vehicles. Id rather have very little than a whole lot anyways. Were playing a survival game after all not a GTA simulator.
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Day Z doesn't actually take place in an entire country, actually. That is a very persistant myth. Day Z takes place in the South Zagoria region, a province of Chernarus that is notably poor, underdeveloped, rural and has .... problems between different ethnicities. Hence the Civil War in ARMA II. That is the whole country of Chernarus. We play in the upper right-most section. And, there were more than 10 cars, 3 bikes and XXX working choppers.. before the apocalypse. You can see them in-game, the rusted/bombed-out hulks. They were destroyed in the Civil War, or during the riots and breakdowns of society that happened as a result of the Z-apocalypse. IMO, We don't need that many vehicles. Having a small amount of vehicles gives the playerbase something to strive for, fight over. If every po'dunk clan could have multiple vehicles, or even just one, that severely lessens the "value" of owning one.
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You would not need more cars, but a different spawn system. With the current system, within hours after server start, big groups will take all vehicles they can take for their base. Log in a day later and you will not find a vehicle unless you rob a base. All vehicles spawning at server start might not be the best solution.
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hej guys, is this still happening? otherwise still another batch of questions: vehicles: there will be sooo many steps in order to get a vehicle running. Will maintance be in - the end - as "tedious" as the initial effort? meaning: constant replacement of fluids, battery acid levels, lights, etc. ? Can we expect also other dynamically spawning sites and elements around Chernarus in addition to police cars and helos? just some quick ideas: small road-works, road-accidents, small little abandoned camps or bonfire sites... huge hay-stacks and hay bales all around Chernarus: will there ever come something out of them? just a short batch of ideas being able to hide loot and yourself in a hay-stack being able to take hay with you (for fire or for animal traps/lure or to create makeshift clothing with bags and duct tape) from bales and stacks being able to move hay bales (walls for base maybe) with vehicles Will bigger mammals like deer, cattle, sheep or goats be rarer to find and more depict an Endgame for hunting efforts? And will therefore more critters and smaller animals like rats/mice, poultry, squirrels or other animals like birds or ducks be more prevalent? currently zeds can overcome smaller and even higher walls/fences pretty darn effectively. some questions here what are the implications for our player-characters? will we be able to overcome such obstacles in a similar way (also e.g. climbing platforms at train stations)? what are the implications for zeds? will we see more basic motoric stuff from them: climbing ladders, opening doors, holding and even using weapons/objects (ineffectively)? should zeds be even able to perform these actions as effective as designed atm? shouldn't they more stumble and fall over fences and also barely if even overcome higher walls/fences? cheers
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The servers with the cars having parts indicates that vehicles were never ruined on that server. As far as I could tell, after a couple weeks of heavy usage, the cars woulds never respawn with doors, trunks, or hoods again. It seems that if you take off the ruined parts, and then they despawn, they are gone for good from that server. The servers with the fully assembled cars just never really got that much play for the past six months.