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Showing results for 'Vehicles'.
Found 41868 results
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I've said it before and I'll say it again... They say they have some blockers preventing release of .60... and if the state of vehicles now wasn't a blocker then something must be really and truly fucked to prevent it from at least launching to experimental. Like, start over from scratch type fucked. I'm a DayZ supporter... but when I saw that one of the big issues was the fact that some new "thing" needed to be worked into every gun in the game I thought to myself "Well, fuck you then for adding so many god damned guns before you developed the other content." I smile when I say that- I don't mean it in a fist shaking way- but now whoever's bright idea it was to add 10 guns to any new survival content item is now reaping what he sows. Anywho...
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I was aware of items spawning inside containers like the oil drums, vehicles and wardrobes (soon to be expanded upon of course) but never heard any confirmation or discussion of items spawning in clothing. I did not mean for this topic to sound like a balancing discussion. I think live infected around crashes would be an excellent thing to bring back, it would make it a bit more difficult to loot the crashes and would draw attention if you tried to clear them out. The idea of infected carrying higher tier items near crashes is a unique way to bring some diverse looting so the game feels more interesting. These high tier infected could have their own models to highlight their significance among common infected (e.g. UN infected and US infected.) I suppose it would be a bit more streamlined to have high value loot come straight from those infected, rather than from the vests and tactical gear scattered along the crash site. (The idea I was trying to get across.) So.. what about pilots gear being around the crash site? A modern pilot helmet and a pilot's survival vest would be cool additions. I know the M11 is kind of the elephant in the room. Why should we implement another 9mm 15rd handgun when we have the Glock, CR-75, and the Red 9? The M-11 could be another high tier handgun, as desirable as the FNX. It could have lower recoil and higher accuracy because it's quite heavy with its all steel construction, and it's Sig's excellent track record. Any thoughts?
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There has been something on my mind for a while that I would like to discuss with the community and the devs. I posted this to reddit earlier but haven't gotten a good response so i figured i'd re-post it here and see what you all had to say: With all of the hype surrounding the upcoming exp patch .60, I have been wondering moving forward what is going to be done about zombies. To my knowledge they are being reworked, but I am not really sure what that means. I know the dynamic spawning system for them is being worked out, however my questions relates to the level of danger they present to the player. More numbers will surely make the game more interesting, but I feel that more needs to be done to make them a real threat. I know I am not the first person to air this concern, but I have played Dayz since the mod days and I have yet to hear anything that has made me go, " Huh that will really change game play." I remember at the beginning of development all of the green screening and animation work that was being done, was it ever implemented or is it still in the workshop? I'm just looking for clarification and discussion! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Most can stop reading here and simply reply to what I posted above but I'd like to write about my experiences in the mod and my personal suggestion to fix zombies, and if you'd like to respond to this as well feel free. Mod Experience The first time I played the mod I knew I had stumbled on something amazing. Clunky, laggy, and shaky as it what there was a certain allure that consistently had me coming back for more in light of all the inherent issues that were present. My general play style had me starting on the coast as a bambi, doing my best to avoid zombies, getting just enough supplies to survive as I headed north ( matches, axe, knife etc..) It was hard to just get those supplies together because the zombies were a real threat to players just starting out. I knew that if I could get those supplies I could survive in the north long enough to get to a military installation and get a decent rifle/ammo. However, even then the zombie threat level still hindered us from readily gathering supplies and repairing/obtaining vehicles. The SA really lacks this element, however, that said, everything else has improved ten fold. I could care less about FPS and desync as I know they are being worked on(.60 looks great btw) and they will most definitely be improved in the future. However, the zombie element still seems to be a gray area without any real additional discussion going on. I am not asking for op zombies , but I want to feel as if I cant just stroll through elektro. Sure we calculate our moves based on where we think players are but I want zombies to pose that same threat. I want to feel like if I enter a city or town I am risking what I have because the zombies. I think a lot of players, especially those who enjoy the pve element of this game can sympathize with this. My Suggestion to Fix the Zombie Issue Rather than go on and on about what I feel is wrong with the zombies I'd like to offer a suggestion. I think game play would change a lot if we had a tiered system of zombies. Meaning that similar to the way loot is distributed(rarity) certain zombies were more powerful than others. We as players wouldn't know which zombies had increased attack/speed but it would deter us from believing that all we had to do was trounce through a city slashing with our axe. Increased numbers are definitely going to be a plus but making a few zombies better than others would make a player think twice about just running around in a city/town all willy-nilly. Perhaps more of these powerful zombies could be present at military locations, or around crash sites. Thoughts?
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The Drunken Zed - New Sauerland Overpochins 1.0.51, 0.2.5, 1.7.9.5
MajStavy posted a topic in Mod Servers & Private Hives
Come join us on our new Sauerland server The Drunken Zed. Anyone can join our OgV TS we have a DayZ channel. 72.5.102.13:29300 no password or visit us at TheDrunkenZed.com. If you cant find it by name the ip is 199.101.98.77:2332 Custom Server Scripts: * Coin system * Safe/lock box and vehicle, coin banking * NOS Turbo Vehicles * Snap/ Vector building with precision build script. * Walking Zeds * Radio Groups * Random AI patrols/ Heli's (AI and Zeds attack each other as well as players) * Custom AI missions * Select Class with Hero, Bandit, VIP & Donor load outs * Select Spawn ( Ground or C130 Halo jump) * Custom Loot * Base Jumping * Vehicle Service Stations * Elevators And more!! -
I.B Overpoch | 300kStart | Militarised | Custom Missions | Loyalty System | 20+Mods
ckto1993 posted a topic in Mod Servers & Private Hives
Inglourious Basterds You need both Epoch and Overwatch to play on this server. IP/Port: 45.58.126.235:2302 Event: If you invite more than 2 friends to play on our server, talk to the admins and receive a safe with a lot of constructions items. Hosted by: Vilayer Links: Epoch Mod: https://drive.google.com/file/d/0B-h0WDOb0KuZTWtuNnFnQ0tUUUk/edit?pref=2&pli=1 OverWatch: https://drive.google.com/file/d/0B_6Vd05LE6bFMGRFX2xraHNGbW8/view?pref=2&pli=1 Features: Custom Missions with amazings rewards Loyalty System (15k coin for every 1/2 hour played) Plot pole manager Snap Build Pro/Vector Building Eye Door Management Advanced Trading Self Bloodbag Group Management Lift/Towing Rearm/Refuel/Repair Convoy Patrol Depoloyables/Bike/Mozzi/Bell/Motorcycles/ATVs Lock Vehicles from insid God Mode Vehicles Locked in Plot Radius Vehicle Locator Fugitive Wanted Enhanced Spawn System/Halo Ear plugs Dynamic Weather Just another Evac-Chopper Elevator Anti-Duping -
standard is the default vehicle in North America, you actually have to pay to have it upgraded to automatic. I believe most companies charge 1000.00 for that in Canada. So i am not sure what Texas sells their vehicles for, or what is standard options there. Most vehicles are standard, we choose to be automatic. We do forget this. What am i talking about, in Texas you drive horses :) jking
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I agree the gear shifting is a bit awkward, but I disagree that the arrow keys should be used. For me personally, I use the keyboard to steer. If the arrows were used to shift, I would either have to move my mouse hand to shift or not be able to steer as I'm shifting. That would be even more awkward, at least for me personally. Maybe a middle of the road solution would work, where you can shift with q and e, and the arrows. Similar to how you can steer either with the mouse or keyboard. That way you can drive and shift however your comfortable. I wonder why they made all of the vehicles manual to begin with. Only trucks and buses should be manual in my opinion.
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Well, this thread brought out the good in people didn't it? I'm kinda happy someone closed the other "rage" thread, where I wanted to post it. The thing about forum rage is: it is so tempting, but it only vents our anger for a brief time; and that anger is usually just frustration. This is much better! We hear more about concerns here, and I find that I can understand other people's position better. Dayz could be made a textbook example of how a conversion mod-game is more problematic than starting from scratch. The reasons Dayz went into Alpha-funding are probably varied: to stay ahead of the (free) mod competition, to release a new standalone game, to use the hype to get funded... There are pretty plenty of good and not so good reasons why Dayz was put into Alpha-funding, but it wasn't the way to go with this project. It seems awesome at first glance - this contracted bond between gamer and developer. The closeness and involvement with development we have. But fact is - even normal game developments don't run so smoothly. And gamers don't understand that and don't want to know or hear about it. Looking for bugs in a game is a tedious and time-consuming process. The process Dayz is going through seems twofold. For one they have to deal with problems in Arma's legacy code, for two they have to make the old systems work with new ones and replace what they can of the old. There is just something begging to go wrong. And then there is usually a long problem of elemination: is the error in the code, is it in the model, in the folder-structure, or the AI-instructions? The thing we often believe is that computer programs and systems are stable. Because that's what the consumer end looks like and aims for. Yet, in development, there can be moments where the software cocks up. This can happen even, if on the paper things work out. There is a bit more character in advanced 3D software than most developers would wish for. That's why big developers love their annual franchises, where they know things will work as anticipated. When Assassin's Creed switched to Unreal Engine 4, they had quite a few problems and created one of the weaker games. Now they have it under control and are back to old standards (which still isn't very high, just highly polished). So this happens to everyone, except these huge games are on a tight budget with hundreds of developers and can't take much risk. Dayz takes a risk with its development. It wants to get features right, instead of just getting them in. That is the theory. The renderer is one of those features. In practice we've seen lots of placeholders so far and are waiting for the "right" things to get in. That concerns almost every aspect of the game and those systems, which have been renewed (like the vehicles) are still heavily under construction. And since all these features seem to hinge on the success of the renderer, we don't feel reassured when things like that get delayed. In theory, Dayz's development is excellent - except in reality it isn't. And like I wrote, there are many reasons and possible causes for this. It's collateral in the creation process of a game. But I really do hope the devs take that challenge to heart. They have come this far and completed the one main feature that carries the rest. Now should be the time to hammer away at it and set the development on fire. We all deserve this to end well! Perhaps April will help with regaining strength and motivation. April is the new intern ;)
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Pinkys Adult Playground - [1.8.7 / Private Hive] - RECRUITING !
sisirk posted a topic in Clan / Group Recruitment
Welcome to the Pinkys Adult Playground DayZ Mod The server is run and maintained by ugN Gaming We are a friendly gaming community playing DayZ Mod, ARMA3 Exile, League of Legends among other games. We pride ourselves on creating a fun and fair environment for our members to play the games they love. Our servers have active, fair and discreet admins. You are welcome to use our TS3 Voice server: IP: 81.19.212.152:9023 PW: access We have many male/female members from all over Europe and the USA. ugN Gaming are recruiting and everyone is welcome. Website: http://www.ugn-gaming.com Steam Group: http://www.ugn-gaming.com/steam Our DayZ Server is named: Pinkys Adult Playground (Noobs and Boobs) Features: Extra Buildings / Always Day / Starting Loadout / Self Bloodbag / Ai Missions / Deployable Bike / Debug Monitor / Active Admins / Auto-Refuel / Extra Vehicles / Suicide with Pistol and more...... ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Fancy some ARMA3 ? Try our Exile Mod Server - Pinkys Adult Playground (Chernarus) - |*** SURVIVAL SERVER ***| Features: Always Day / Starting Loadout / Zombies / Rank System / Ai Missions / Deployable Bike / Status Bar / Active Admins / Auto-Refuel / Extra Vehicles / High FPS and much more...... -
[The Origin Apocalypse] New DayZ Origins Server [Fresh DB] [UK]
Mymo posted a topic in Mod Servers & Private Hives
Server IP:37.187.143.216:3779 TS3 IP:178.33.135.114:10115 To play DayZ Origins, you will need to download the Official Origins Launcher from their website. Server Details: - 3 Hour Restarts [3-6-9-12am etc..] - Server Difficulty = Veteran - SSD - Lockable Vehicles - TraderCity is a safezone - All vehicles are repaired every 2 Days - Max Weight - Day/Night - Skills System = OFF - AI Missions spawn every 60 Minutes [Humanity is given] - AI Air Patrol [All AI are on hard difficulty] - Death Messages - Awesome Starter Gear - Custom Loadouts - Active Admins - Server Events Server Rules: - English / German in chat only. Let the Banditry Begin! -
I checked my base, everything's still there along with our vehicles.
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I don't have any ideas mixed up and I understand perfectly well what scarce means. Comparing items with vehicles doesn't help your cause. You want to search for X items in player tents, fine, I don't and I'd wager most other people don't, either. We don't need a "search woods" simulator. It is simply not a good idea to limit "essential" loot (I imagine you want guns to be this way...) to whoever gets it first. In the case of vehicles and containers it does, because they are neither essential nor can and should they exist in larger quantities, plus they are persistent, so they eventually get passed on to other players. Empty phrase. Give an example of how, say, having only 20 Aks spawn across chernarus and including tents and player inventories (which can be logged out aka safe stashed) would be a good idea. There is people that loot up and then never log back in. There is people that have 2ndary accounts to stash loot. There is people that would grief by glitching tents and barrels away with rare loot. Like - waht do you actually want to make scarce that isn't actually scarce already? An SVD or FAL can take days to find and that is with the current helicrash respawn timer which respawns helis 8 times as much as intended. How is that not scarce? How would making an SVD any rarer make the gameplay any better whatsoever?
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So we can have some griefers run into the server right after it wiped, collect all items of X sort and then hide them or worse, logout with them? Sounds extremely toxic and anti-fun to me. It's probably the worst idea I have ever heard. Also I already do (1st person private hive). As opposed to you I guess. No doubt, that is what freedom of speech implies. The question is just - why the pointless negativity? There are plenty of scarce things that are hard to find and desireable. Want me to list? Okay, sure. All guns from helicopters. Smersh vests are ultra rare. Boar pelts are somewhat rare. Ghillies are super ultra rare. M65 jackets are rare. Swords. Knight helmets. Nettings in general. Drummags. Silencers. 5.56 ammo. .308 ammo. Tires are rare - at least the ones that you need for your car, seemingly. Scarcity is a complicated topic. I don't want scarcity if it results in monotoneous, dull gameplay, that's for sure. There needs to be a balance. Removing all canned food from the loot table or having X item only spawn a couple of times isn't a solution to anything really. Player choice.. also: what goes around, comes around, right? I have shit stashed and still get an adrenaline rush when I get shot at. Besides I dare you to get a camp going on a populated private hive.. I bet you are one of them peeps hiding their shit on a low pop public. Well guess what, on private servers your camps usually won't last very long unless glitched or hidden super well and barrel, protector case and ammo box spawns are depleted after like a week within wipe if not way faster. That dynamic goes out of the window on public. In short, the problem is with you. Noone forces you to play like that. And most of those problems are fixed on a private. Hiding shit on a private for long is hard - and that is with a "severe" lack of vehicles and 50 pop max. Wait till that gets fixed.. then I'll say: good luck to having a stash or camp. :) Maybe because it isn't particularly exiting to watch someone find an item? But there are a couple of videos of that out there. Because that is all there is to do right now, essentially. Lack of features is what you signed up for in an EA title tho, isn't it? First of all, the game is what you make it to be. If you decide to sink a massive amount of time into it and do just that, then yes, that is what it is. See above. More precisely tho, the game is unfinished and in alpha stage. I think you are overanalyzing honestly, but can't really blame you for it.
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Yes because that would mean the grenades were stashed in a tent on the server. This is the same as players grabbing all the vehicles and hiding them away. We play that way right now. I guess you KNOW Buakaw - being well informed on the game - that the absolute minimum number of items on a server for it to be "playable" is (Dev statement) 20000. So how many tents would you need on that server to stash away ALL the loot until no more loot spawned? Do the math dude. With a normal spread of players trying to grab loot, that would be at least 500 tents with 40 items stashed in each one - and Buakaw, you couldn't find any of them ? [I don't understand why you say <<Maybe it would be healthier for you to move on and let the game go for a while. And this forum.>> Is that 100% off topic, or you're covering for not following the discussion on scarcity for the last 2 years? There's has been a lot about it. Read it, and then make a contribution when you are up to speed] Rare Items in DayZ
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Odd / Random FPS "deadzones".. does anybody else experience this?
[DGN] Johnny replied to Irish.'s topic in General Discussion
I've noticed FPS tracking is a method of exploit to track Camps and Vehicles. Not sure if that's what you're running into though. Somehow doubt it. ^.^ -
I have spent the majority of .59 avidly searching for vehicle spawns, recovering found vehicles, and occasionally swiping a poorly hidden ride from a fellow survivor. Vehicle wheels were persistent since a couple hotfixes into .59 stable, and I have a protocol-much as I have seen on other servers- of positioning any looted wheels next to the roadway, or in a common building for later collection. I can't be exactly certain, but I figure somewhere around a week is their decay time for CLEanup. About a week ago, I noticed that wheels left nearby a stranded vehicle (removed for safekeeping when the server restart re-orients the vehicle, so I wouldn't come back to find an un-stuck vehicle whit all ruined wheels) would disappear by the time I came to recover the vehicle. This has not been the case in the past. What has changed in the last week, and has anyone else found this to be an problem? TLDR: Wheels left on the ground next to vehicles, outside of tents, will despawn on server resets; while wheels in the middle of the streets, or on the ground in tents with a parked car nearby, do not appear not despawn.
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HARDCORE | FINALdayZ | Epoch Survival | The TOUGHEST Server in DayZ
LO0TC1F3R replied to Cartoonrboy's topic in Mod Servers & Private Hives
So after some hours of this server I have come to the conclusion that this is just awesome. the survival challenge that dayz loses after a long time of playing gets just as much of a revive here as the myterious feeling of exploringg unknown territory and scavanging. the crafting system ist just great and the AI implementation worked out extremely well. admins (which also seem to work as the traders) seem to be very dedicated since they provide their services at almost any given time. one thing that I havent gotten yet: the vehicles the AI (even the week one up North) drives around with are always locked and cant be used. is it meant to be this way? -
I guess I have a fundamentally different playstyle. My main focus has been on logistics; with vehicle control as a major focus. Between myself and ColdAtrophy, before patch fatigue claimed him, we set up a number of major camps and outposts with loot collection and redistribution points. At one point, I believe that slightly more than 60 percent of the vehicles on a server could be accounted for, and the ongoing maintenance was hard enough without the tires lacking persistence qualities as they have for much of this update. Much fun was had intentionally trying to cause problems with vehicles. Keep in mind that a number of the vehicles we controlled were initially scouted for, swapped tires from working vehicle of same type and hidden new vehicle for safe assembly when convenient. We would ferry wheels to new vehicles while starting a helicopter circuit, and part of the foot looting routine was to lay out wheels for future collection with vehicle space available. Now that the patch has gone stale, I use the remaining vehicles to scout for player activity on my home server; and steal-and-ransom or despawn and recapture stranded or ruined vehicles. (People still don't read notes; we really need a new inventory model to distinguish paper from written notes). I don't see how wheel persistence negatively affects gameplay. If someone finds a vehicle of mine, three questions come to mind: Is it in one of my camps, or stashes, ready to go? Is it stuck? Am I currently using it and will be soon to return? In the first case, they have earned a vehicle by cunning exploration skills. In the second, they have a race against time to recover the vehicle before I do, usually requiring either the expert use of a bow or another vehicle to right it; or a number of tires + plug and/or battery. In the third they run a risk of being shot, as I will know exactly where I left my vehicle. Regarding persistence in .59 in general, I have discovered that tents and barrels will get cleaned up after 45 days of daily use, unless at some time within that 45 days, that each storage item is completely emptied out and picked-up, then redeployed. In any case, the purpose of this thread was to share the information that I had recently learned, concerning the conditional despawn of tires, when laid near a vehicle. In this specific case, it is a new vehicle full of canned food and a barrel, as a reward to someone who, in a roundabout way, responded to the care package that I left in place of their stolen sedan. I parked the brand new replacement vehicle in a somewhat safe place, after destroying and reclaiming their damaged ride, but due to my having used borrowed wheels, it is now stuck in a place on the map where, at every server restart, the re-deploying of the vehicle oriented to the north, results in a ruined wheel and the vehicle sliding into a place which requires four pristine wheels to get back onto the roads.
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Here are some of my best epic jumps and epic fails with the new vehicles added in 0.59 I hope you guys enjoy :D
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Have any of your tents or barrels sat in the exact same position for more than 45 days? I would be very interested if they had, yet were not affected by CLEanup. I do understand the concern that you have with tires being persistent, but I strongly disagree. As I have often seen, many players simultaneously and independently started placing spawned tires along the roads, so that when they needed them, they would know where to find one that they had previously seen. Have you ever crashed a car, and gone looking for tires, only to find two of them in a town fifteen minutes away? If your answer is yes, I'll be willing to bet that after you brought the first tire to your wrecked vehicle, and went to fetch the second one, it had despawned. I find this to be a terrible experience in a persistent, open-world survival simulator, that you can locate a useful resource in passing, yet return to find that it had "despawned" for some magical reason. It is worse that a helicrash vaporizing out from under you--because you had wasted the time running back to where you *knew* that said resource was in a certain location just a few minutes ago. I actually like the idea of having roughly one week persistence on tires, because if I am operating a base out of a certain region, then I can efficiently gather resources for pickup by a partner coordinating with a vehicle. You arguments against it are fairly weak, in my opinion, as having found tires left in a certain area for a few days will force more player movement--which I consider to be a good thing. Your concerns about car theft are pretty inconsequential. If I don't have a vehicle, I will most likely be carrying one of each type of battery and plug, as well as a tire belonging to the sort of vehicle I most wish to find. I have "stolen" many vehicles, and almost all of them were either fully operational and stuck, or had busted tires and a removed plug or battery. By the time I can find the means to replace the wheels, I would also have found a battery and plug--hoarding makes this much more of a certainty. By the time that I could return with another vehicle to knock-loose the stuck one, I will have made sure to bring any missing pieces--in fact, I usually bring an extra, because I have returned to recover a vehicle out of gas, only to find that someone had taken the battery sometime within the last hour that I had taken to return with fuel. Not a very good argument when put against the frustration of having a wheel that you had touched a half-hour before, no longer be where you left it. That's why I am definitely in favor of wheel persistence being at least 48 hours. Persistence probably won't change much, but dynamic behavior of small-items in the environment will eventually be a thing. If you can crash a car through fences and shove around picnic tables, it would probably follow that bus wheels would just become ballistic clobberin' balls if you hit them with another vehicle.
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Yeah, it is just about time to call time-of-death on .59. Nevertheless, I still believe that it is important to understand any anomalous happenings related to persistence. For instance, I've still never known of a severely damaged vehicle to despawn in the vicinity of a barrel or tent; but I am sure that it would be unfortunate if such an event triggered an errant cleanup of someone's camp. I like to kill time and unwind by just running around the map, reading the news on second monitor, and playing with my dog; any animals or vehicles I find are the gravy, but the meat of the matter is testing long-term persistence behavior of a complex supply network. I wish the devs could make it a little bit more clear, when reporting bugs on a patch is completely pointless. Somewhere, a high-school physics teacher just had a stroke because you typed that. I hope you are happy... I have seen about two-dozen barrels and an unholy amount of tents disappear over the last few weeks from the 45-day CLEanup. <<--I made a thread about it. You absolutely must empty, pick-up, and reset any tents or barrels every 45 days to prevent their disappearance. This will become one week once base building is applied. So said Hicks. I'll have to disagree with you about the persistent nature of wheels. At the first few iterations of .59 on stable, there was only general item cleanup timers associated with wheels; and since a barrel would only fit one wheel, the hatchback required either three people, or three barrels to complete it without creating an unnecessary risk of facilitating someone else's taking of the vehicle that you were in the process of assembling. They eventually granted wheels a sort of intermediate persistence of around a week. I never took good notes on this issue, because I went through quite a few wheels each week, and was helping to supply a couple tire warehouses for a few weeks. I had access to so many cars at one time, that if one flipped, I would just remove the tires, set them a few meters away in appropriate cover, go pull another car out of a hat; and then after a few days I would usually remember and go recover the car using the wheels I had set aside in the bushes. Tires were definitely very persistent, at least for five days, under any conditions. The only problems I noticed were if you put more than a dozen in the same room (major visual crunchiness and impossible vehicle lag), or if two people managed to pick up the same tire at the same instant--which would crash the client for everyone in the vicinity when both players tried to remove the tires from their hands.
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Hey everybody! Everybody knows the 0.60 patch should be coming out soon. Hopefully everybody knows that there will be a wipe along with it. Since our community has put so much time into gathering gear on our private hive we didnt want it to go to waste. We decided to load up all the trucks and head to Novo where we will be hosting a Hunger Games style event. Best of all, everybody is invited! So if you are interested in taking part in this massive event, please read below! DayZ Hunger Games! Day: Saturday March 12, 2016 Time: 3:00pm EST, 8:00pm GMT Server: TAW.net Private Server Password: will be announced on day of event Basics: Food and water will be provided. We will be operating inside the city of Novodmitrovsk (See below) PHASE 1: https://goo.gl/Yk8YTg PHASE 2: https://goo.gl/n2GcNd PHASE 3: https://goo.gl/PVWdcJ / https://goo.gl/Qj7vyr PHASE 4: https://goo.gl/HTUqpK / https://goo.gl/8XH1mI PHASE 5: https://goo.gl/HKVUCA / https://goo.gl/QnV6mW PHASE 6: Inside the fence surrounding the courtyard of Novo Tower. The server will be locked from now until the event ends. Event will be held on the TAW Private Server and will require a password to join. Once the event begins, all players are only to use in-game communications. You may team up with another player, but must ONLY use in game chat throughout the event. NO Respawns. Once you die you will be asked to leave the server. If you refuse you will be banned. Last player standing is the winner. Event Specifics: You must show up as a fresh spawn and be wearing nothing but your shoes when the event begins. We will open the server to all participants approximately 2 hours before the event begins to allow you to transit. Vehicles will be traveling from Solnichny to Novo. Gear will be dumped in a central area and everybody will spread out evenly in a circle around it. When the event begins, you can choose to rush the middle to get a head start or you can run away from the chaos that will happen immediately. All participants must remain within the pre-determined boundaries or face disqualification. Novo Tower, all tents, and all vehicles in the area are OFF LIMITS at all times and should not be entered. Hidden stashes and their locations will be announced periodically throughout the event. When the number of participants start to decrease, the Area of Operation will shrink. There will be multiple phases, and upon announcement you will have 10-15 minutes to move into the condensed area. If you do not make it you will be disqualified. The area will continue to decrease in size as time progresses to keep the competition interesting and to discourage camping. ANY RULE BREAKERS WILL BE BANNED FROM THE SERVER SIGN UP HERE: Event Over Since we have limited space, and we expect there to be more interest than the server can hold we are asking everybody to REGISTER for the event. At the time of this posting, we have around 15 slots available. We may not be able to take everybody who signs up, but we will go through the list and reach out to as many people as we can possibly fit in. Sorry if you don't get chosen this time around, we'll try to get you in our next one! SIGN UP HERE: Event Over
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If you wanna quote production cycles, Dayz isn't a good example. One problem with Bohemia games until Dayz is that they are a smaller studio with their in-house engine. So they can't just hire ten new programmers to get it done. They would have to learn the engine first and EnFusion now adds a different set of tools and options altogether. I think the programmers at Bohemia must have lots of interaction - but they don't always have time to solve a problem (because they work on more than one game). So there is that and I'd count that as a thing that can't be changed. At least not on the short run. But there are things that can be changed. Like telling us the true state of 0.60 and keeping us informed when updates have serious delays. We only get informed when things are overdue anyway and even then the info is sparce. And I' like some more info on vehicles mechanics, for example. Will there be attachments (I think so, but maybe just not right now); will we ever get a car-jack. Questions like these come up all the time and aren't hard to answer. Idk if the devs don't see or feel this same trouble, or if they just don't want to comment. I'd like to see them involved with the game, as well as with the community. If we know they know that already helps a lot; most of the time we don't know they know, or if they even care. Development moves on, but Dayz is now at a stagnant point, where most things that were introduced in 2015 work and we are waiting for the next step. If it were just any other update, I would not even bother. But this update is meaningful for the game and for the iteration of core features. It's the one update I expected them to get right and ship out in a timely manner. And the last piece of info was that things are fine with the renderer, just some details and optimisation are still worked on. If that was the case, why the delay and if the delay continues, why no new info? We are either so close to release that they don't bother making news about delays, or we are that far away that they don't dare to. Let's hope it is the first one. I don't want to continue o n 0.59 right now. Despite it being an alright version, with so much impending change and the months its been running, things are ripe for change.
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Nope, the current narrow focus on gun related stuff is a mistake in my book. The game itself would have great potential, if survival elements were developed with the same itensity as weapon sounds, weapon sway, gun attachment, gun damage system, shooting from vehicles ... and so on. For the time being, yes, the game is broken for me ... so I look what I can get from the game in the meantime. I am by no means a fan of PvP, but I cannot play survival at the moment, since the game lacks these elements. And yes, of course I paid for it ... actually bought my brother a copy too, so in fact I paid twice even - but that's not the actual point. And yes, it's fine if you think the direction the game is heading is good. I do respect different opinions, but and I don't expect you to think the way I do. I just do expect you to take it as my opinion and that's about it.
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Different argument. Not everyone has days of spare time at hand to search for equipment just to be killed by someone he doesn't even see. So some people might just look for the quick gear and action stuff. Since there is no survival element in the game, I have actually come to do so myself lately. I want to have some fun, but can't sink hour after hour into the game. I cannot play survival, so what option do you have? That said, on private hive, as soon as an update comes out, clans hunt for the vehicles. If you only find time on the fourth day after a new update, forget about vehicles and some other quality stuff. So yeah, I do understand your point, if time is not an issue. If time is precious, private servers can be bothersome.