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Showing results for 'Vehicles'.
Found 41868 results
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This should only be "endgame" for that lucky 1 out of 1000+ players and only if he/she decides to do this instead of doing something less boring. The game itself should be ~50% "early game" (trying to survive with that few scraps you got), ~40% "midgame" (improving your survival chances by getting better gear) and only 10% "endgame" (the phase after you got "fully geared" where base building,vehicles, ultra rare gear, cooperative goals etc. become the main focus). Meaning half of the players shouldn't even care about looting for better gear in the first place (having to find supplies and fighting the environment) and 80% of the rest would feel lucky to find high tier civilian or basic grade military loot, let alone sufficient ammunition.
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I played the mod extensively. You need .50 cal rifles because other players have .50 cal rifles, and vehicles. You must not have played many endgame scenarios. It was helicopter and apc warfare. Also, I raise you this: http://en.wikipedia.org/wiki/Red_Queen_hypothesis Yes, survival, in the broader biological sense, is in fact an arms race.
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Looks good to me, especially pleased that there are going to be interchangeable vehicle parts, this lends to the notion that vehicles wont be just "Oh I found a truck, a pristine, working truck in the middle of the apocalyptic wasteland, guess I'll hop in and go on a rampage!" Cause that would be silly and unrealistic.
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Anti Tank Rifles and RPGs Penetrating Heavy Armor Here are some average survivors - they are fishing, or maybe shooting at some food, like hunting a deer maybe, or blowing down the door of a foodstore ? They have the kind of equipment you need to stay alive and survive in a post apocalypse world ..they have warm clothes, shelter, food, hunting and fishing gear, they work as a team to help each other. BUT They better be careful on this food-gathering expedition, because there are other survivors also looking for fish, game, medical supplies and cans of beans, who might even try to rob them and steal their stuff.. If you READ any SURVIVAL MANUAL it ALWAYS tells you ... right there on page 1 in the list of basic stuff you need to survive: Warm clothes, foraging skills, good knife, fishooks, Anti Tank Rifle, cord, matches, axe or machete.. some kind of hunting and defense firearm, strong backpack, footwear, etc But the MOST IMPORTANT THING if you want to SURVIVE, is an ANTI TANK RIFLE, or at least a one-shot fire and throw away ANTI TANK MISSILE for penetrating HEAVY ARMOR So don't ever forget Right off the beach - DON'T look for Food Don't look for Clothes Don't look for an axe Don't waste your time seeking medical supplies Run like shit till you drop and starve or until you find an Anti Tank Rifle .. because that's what you NEED to survive. OK ? Have you ever heard of aircrash victims, or castaways, or lost campers, or any person left on their own resources Who has survived longer than One Day without an Anti Material Rifle or Shoulder Launched Anti-Tank Missile ??? OF COURSE YOU HAVEN'T !! Even the hardcore Preppies know an Effing Anti Material Rifle is thing FIRST thing you need, screw the food, the maps, the tents, the medical stuff Just ASK them. And DayZ is a realistic SURVIVAL Game, isn't it. You need full military kit, high powered weapons, and maybe artilery, airstrikes, bunkers, helicopters, armoured vehicles and surface to surface shit How you going to ever sit round a campfire at night roasting your FISH if you aint got those NECESSARY THINGS ? WTF
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it would be great to have explosive sniper rounds for vehicles. check this video out for what i mean https://www.youtube.com/watch?v=86BH8rd91eg
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Rejoice! 5.45x39mm is coming to Dayz
RoterBallon replied to KingOfTime's topic in General Discussion
I think the RPK will be mountable on vehicles ( I think Dean said so - not sure ). So RPK will have it's purpose for fire supriority in a fight / fighting back attacks. While it is too heavy to carry it around over huge distances it makes you to a "fire support squad mate". So it will have it's purpose if you are playing in a squad. -
AAAAAAAAAAAAAAHAHAHAHAHAHAHAHAHAAAHAAAA YEAAAAAAAAAAAAAAAAAAAAAAAAAH! after the vehicles hit the street, it's time for me to return to DayZ.
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The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
matus101 replied to d.walker43's topic in Suggestions
You would need a lot of sprays for that :D But I think you should be able to spray just some patterns on them similar ones to flags or full camo (black n green) something like battlefield 4 emblems. Because if you give players a free hand in painting their own vehicles, you gonna see a huge amount of dicks painted all over the cars across the chernarus -
Status Report - Week of 08 Sept 14
Papanowel (DayZ) replied to SMoss's topic in News & Announcements
They were talking about 2 vehicles if I red this correctly ;) An old one from A2 (did not mention the name) and the new one which is a V3S made from scratch. -
I believe they did the M4 early on as a way to nut out the tricky stuff with guns. Probably just following the same idea with vehicles.
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sounds great! I have 1 concern though. why is the first vehicle going to be a military vehicle? I was under the impression that it would be a bike, atv, or small civilian car. something that will be common. military vehicles are going to be rare. so why is the first vehicle in the game going be one of the uber-rare ones? doesn't make much sense to me.
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That's the tt-33, the cz-52, the c96, the ppsh, the ppd-40, and the pps-43. I think that's a fair amount of guns that could use the (fictional) caliber. The reason I like the 7.62 round idea is because it has a higher fps than the 9mm and .45 rounds and thus should penetrate armor, clothing, vehicles, and buildings better. Also, it's a smidgeon flatter shooting. It's just a unique fun round, and I feel this would be lost if they just went with generic calibers. The 7.63 mauser also comes out screaming at 1400-1500 fps. And the tokarev is anywhere from 1200 from the super super low end, up to 1600+ fps.
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https://www.youtube.com/watch?v=U7y6kXwMo_M ^^^^^^That, except with vehicles!@!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! WOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!! Of course, the devs are the dudes selling, and Im the one buying :P
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Vehicles...... Barricading Houses...... Dealing With The Teleporting Hackers...... :blink:
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I'd like to see all manner of anti-tank rifles. I'd like the see the 20mm Lahti and the Solothurn, and the PTRS-41, a repeating 14.5 rifle like an over-sized SKS. Keep it to a basic 20mm, 14.5mm and .50 cal for logistics, of course. (The .50cal being modern anti-material rifles and the Boys). Vehicles will be a major part of the game, and these rifles make things interesting. Back in the mod, I remember my buddy used to camp for hours on populated servers by this gas station. He'd take out the engine block, then start taking out the passengers. They'd scramble to figure out what was wrong, but ultimately, he'd snipe them all, then retrieve the loot. Needless to say, it didn't take long until we had piles upon piles, as vehicles are already fairly endgame, the passengers were usually well equiped, plus the vehicles often had LMGs and such. Good times. So no, these anti material rifles aren't just used for killing bambis and griefing. They're used to take on vehicles and their endgame passengers. If you want to go play survivor/loner in the woods, you need not worry. This was just for killing 3-6 man militarized squads.
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Should start tough, PvP and PvE big towns many zombies being a threat amongst a race for the best scraps of gear needed for long term survival. Police weaponry, strong melee weapons, food and storage before you leave town for the villages and forest. The woods should be your main source of food, animals, ponds, plants, berries etc. This should be sustainable PvE with occasional stalking and civilian weaponry firefights. Once the player has found good police/ civilian gear he is ready to blast his way through zombies and increasingly hostile players at airfields. This is how I remember the mod, the scuffle for starting gear, the relaxing Pv environmental effects in the middle. Then the grind for amazing gear, vehicles in the endgame before the eventual discovery of your camp by other players.
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EliteCombatGaming Overpoch Thank-you for taking time out of your day to read this post. We are a relatively new server that just recently set up. We configured most of the major portions of our server and are tweaking minor details based on our personal opinions as well as that of our future player base. Thank you again for considering playing on our server! Special *Event At 10 To 15 Players Currently, our server features: -Deployables Max Ping kick: 700 -Select Spawn Point -500+ Cars AND MORE!! -JAEM -Indestructible Bases -Take Clothes -Dance -4 Hour Restarts -No weight -Ai Bases -Air Drops -Refuel and Repair Service Points Throughout the Map -Towing and Lifting of Unlocked Vehicles -Build Snapping for Perfect Base Building Alignment -AI Missions -Custom Map & Loot -High Caliber Weapons & Vehicles (Balanced) -Overpoch Trader Available -Free Conquerable Pre-Fab Bases! -24/7 Day Time for all our Players -Active Friendly Admins -Debug Monitor -Tent Sleep Heal -Zombie Bait + Zombie Bomb -Suicide -DZAI -DZMS -Burn Tents -Drink Water (ponds) -Fast Roping -Safezones (With Overpoch Guns In Them) -Animated Heli Crashes -Bury Body -Regen Blood -Snow -Taunt Nearby Zombies -Anti-Zombie Emitter -Street Lights -House Lights -Tower lights -Animated C130 Crashes -Air Raid -Custom loading screen -Custom loot Again we are a new server. We need regular players, please consider us as your Dayz Overpoch Server and Thank-you. Server rules: No cheats/exploits! No combat logging! No voice over side chat No basebuilding at high value buildings (barracks, hospitals, supermarkets, factories etc)! Server #1 Overpoch Cherno (Hosted In Dallas) Server IP through ArmA OA: 69.162.122.162:9902 Server IP through dayz commander: 69.162.122.162:9903 Forums: Coming Soon Teamspeak: ts3-au.com:10040 Server #2 Overpoch Cherno (Hosted In Australia) Server IP through ArmA OA: 119.252.191.191:8821 Server IP through dayz commander: 119.252.191.191:8823 Forums: Coming Soon Teamspeak: ts3-au.com:10040 Owners Carl Bailey Ryan Zach Admins - - - - Mods - - - - -
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I really don't think vehicles will be as wide spread as you make it sound. You could probably go for a whole week before seeing or even hearing someone with a working car (if they're implemented right) No doubt the map will shrink due to vehicles but hopefully they'll continue to expand it by quite a bit in all directions.
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I think if it was added, it should be later. this should be one of the guns that could be added to vehicles and such, and should be implemented around the same time.
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Hey guys so we been working on a mod we call Overpoch RP. Me and some friends started to play some RP mods that are out and they are great but almost every time we came back in the servers everything was gone. So we thought Overpoch would be perfect for RP. So far we have redone the whole loot table to fit Russia. So you will find only Russian variant weapons in spawns. You will find all other weapons at Stary trader or missions and heli crashes. We removed almost all traders So you can only sell and buy guns and vehicles, you need to loot for everything else. We added The single currency/banking script and a detain mod, you need a wire fence and scroll on the person to detain them. We added master key and you need a scrap metal and key makers kit to make. We added custom missions to fit RP. There are patrolling AI in the sky and we added a communication mod to contact others just right click on radio. Plus we added Build snap pro and build vectors. We turned up the zombies just a bit so they hit about 30% harder and take more shots to the chest but head shots are still the same. We added Dayz journal and that's where you can find all your stats. There is health regeneration over time and a drink from ponds mod. Plus we made it so your body will disappear fast after you die so people don't try to get back to it witch is against RP rules. If you guys are interested in trying this out come to http://purepcgaming.enjin.com/ and read the rules and fill out the application.
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As far as saying you play the 'hero' role or wish to attain hero status, I have to disagree with you that the need to defend yourself is a show of lack of tactics. As a hero, I am able to either control the situation in a state that the other survivor is unarmed or is in a situation where it does not fit best for him to NOT COMPLY with orders given as a hero. Heroes are to only assist and not kill other survivors. If it comes down to 'defending' oneself from another survivor, than you should be punished for you murder. A murder is still a murder. Even in the eyes of having one standing their own grounds or being fired upon. I argue the point that you should not allow yourself to be in a situation that you risk yourself. If you must shoot, it should either to kill another bandit or to cause warning to another survivor to run away, however the latter rarely works, so I just observe and not let myself become a victim of either DEATH and NEGATIVE Humanity loss. Your playing style dictates to shoot and kill, that isn't being a hero. The amount of reserve you need to not kill another survivor is high and should be as it is currently. Another thing I noticed is that you mention killing bandits with POSITIVE humanity should not give you points. I don't understand this as being a bandit entails you are below the -2000 threshold. There is no positive humanity bandit. >-2000 are survivors. I may agree with the ability of killing zombies giving you humanity, but this should be VERY LOW, like 0.5 to each zombie. Farming humanity was already a problem with the pre-1.8.0 blood bagging farming. Heroes were there to confuse the community when they kill survivors. Another thing I agree is the ranking/stages of bandits. Different skins would be nice. This would also help identify newbs who "defended" but are still friendly. Hardcore bandits should have a distinct skin, like the hero skin, to give pride in the art of banditry. I respect banditry. But I follow a different ROE than most players in vanilla that believes killing survivors is a last ditch resort to a campaign or mission that ranks higher than humanity, like resources and vehicles. This is my opinion and a few others I know of.
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Focus for the development team over the last week has primarily been on resolving server and client crashes discovered during internal testing of 0.49. Rather than address the crashes with a potential hotfix after the update (given the impact of the associated central hive reset and the steps taken to address the more prevalent duplication and abuse methods) the choice was made to unlock the update from our regularly scheduled maintenance window of Wednesday and rapidly iterate upon experimental. What does this mean for the average chernarusian survivor? We will be pushing rapid updates to experimental and iterating 0.49 until the build is in a state ready for stable branch. We believe this will only be a matter of a few days. When the build is ready for stable branch we will work with our game server partners to bring stable branch offline, and update steam. Additionally, the programming and design teams have been working together to investigate and resolve several key cheating and bug abuse methods including but not limited to: Server/Character force re-initializationRapid micro player location updates (slide/glide teleporting)Community interest in exactly how the northern regions of Chernarus will be developed has been ongoing, and after discussion with Senchi our Lead World Designer we've put together a rough guide for the development of these regions. As you can see looking at the map above, the environment team has a clear plan for developing the north and inland regions. When work on the northern corridor has completed the environment team will begin revitalizing existing legacy villages and towns throughout the map. This means that once the villages and towns of the north listed in the above image are completed, the team will begin renovating the original Chernarus towns and villages to bring their look, feel, and layout more in tune with the reality of a post-apocalyptic world. Lastly, this Friday will be the first of our now weekly dev streams on Twitch.tv. Head over to twitch.tv/dayz at 18:00 GMT +2 this Friday and members of the development team will be playing DayZ and answering questions from the chat. -- Brian Hicks / Producer Peter / Lead Designer "This week there has been ongoing work on advanced weather impact, which is being expanded, partially rewritten and tweaked to provide better utilization and feeling. Also newly added mercury thermometer comes in hand if you are unsure about your body temperature. The prototype of the dynamic events system - the UH-60 gets company from the eastern camp, the well known Mi-8 helicopter. A few new items were added recently from the PAX showcase, such as the stun baton and balaclavas and they will be available for public in next experimental version. As well hunting will be expanded with the useful snare trap shortly. We are currently focused on cleaning and redoing configurations for all doors as their handling was fundamentally changed in the game engine. Improvements which will be noticeable at first is the easier interaction with them - forget about nightmare which door to choose from action menu to open those you want to while you are standing near to more of them as now it takes into account what your cursor is aiming at and it's not proximity based. The second welcomed change is related to the audio side - sounds of doors opening and closing are possible now and are already plugged in and you can really tell difference. (Although the variation in sound effects are not quite there yet) More sounds will come later for example for locked doors because with recent door improvements we can finally start working on barricading. We have already done some design outline and analysis toward barricading mechanics - to allow you to take existing structures and occupy them for your needs. First thing to come will be (un)locking the door's lock with a lockpick which will be expanded with different padlocks and even combination ones. Later the wooden planks, nails and other material come to use in combination with tools which gain other purpose aisde from melee only. Keep your ears open while looting... see you in Chernarus folks!" Chris / Lead Artist "Character Art Since the last update, the biggest change with character art has come with the creation of a new base body type with is ~10% more slender than the previous. It is more fitting for somebody surviving in a harsh environment and will help reduce the number of clipping errors between clothing/player bodies. Because of this and recent changes to how characters are assembled and to their animations, we have been doing a lot of bug fixing. Unfortunately that means pausing the creation of new items by some of our artists to fix the worst of these issues immediately, however, we're mostly past this and will begin again on some new clothing “sets”. Work on reshaping other items to reduce the severity of clipping will be ongoing. Weapons (or the AKS-74-and-U) Many of you were happy to learn about the AKS-74U and many asked me on twitter and on the DayZ forum which caliber it will be chambered for. Surely, we would not add a 5.56mm AKS-74U, right? I mean, they never *really* made a direct AK100-series equivalent for the AKS-74U after all. Well, you'll be happy to learn we are, in parallel, working on art for 5.45x39mm ammo. In other news, The MP133s animations have been finished and are now pending sounds and the lever-action repeater is ready to deploy, following implementation by design. Vehicles Friends, I am happy to report that we have officially begun working on the art for our first vehicle. Until this point, our working prototype has been an old vehicle from ArmA2 but now, we are working on a brand-new V3S with many of its components (i.e. wheels, doors, etc...) separated into different meshes to work in a similar manner as weapon attachments." Standup Notes for the week of 08 Sept 14 Art: V3S Transport TruckNew civilian zombieNEAF civilian hangarNew 55-gal drumDerringerAKS74U5.45mm ammoRadio Cassette playerRGD2 smoke (white, black)Waterproof packable bagWaterproof backpackAnimation:BugfixingGrenade, chemlight, flare related animations finishedRepeater reload animations doneThrowing animations in progressMP133 reload animation in progressArming/Disarming animations polishing in progressDesign:bugfixingconfigs and scripts for new itemsadded mi8 for random spawningadvanced weather impact on playerreconfiguring doors and adding sfxbarricading mechanic outlinefinalizing new controlsProgramming:Character and inventory items duplication fixingMelee combat tweakingShotgun shooting over network fixDoor reimplementation (now in internal testing and bugfixing)New gamecontrolsForced reinitialized playersDesync issuesBetter sound over networkCentral economy (type related cleanup and respawn, dynamic tweaking)New basic zombie behaviorPartial reworking of respawn / cleanup system according to required type-related implementation
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The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
hothtimeblues replied to d.walker43's topic in Suggestions
As long as we can spray paint them. I wanna see those cool unicorns/my little pony things in fantastic airbrush on vehicles. It would be a great distraction. -
Private Shards with 0.49? Features? Price?
Rauchsauger replied to seifeler's topic in General Discussion
I just checked a old instance of epoch servers - update queries are logged in the binlog. Since there is a replication of sorts from slave (gameserver) to master (hive) in the DayZ SA I suspect binary logging as well. (If they stuck to the old system and did not create something on their own) I think there is a major difference between mod and SA -> there are public hives! So players that are a bit more experienced will go to good, non abusive private shards and everybody else can still fall back to public hive. Even if there is someone selling loot/vehicles for money on their shard - it stays on that shard only. So just pity the one gullible enough to fall for that. I am saying that as long as a server is private there is no harm done since it does not carry over - and the public hive exists. -
At this moment there is many features/activities player can do (and more are coming), but not everybody reads changelogs or wiki to know how to do that. Now imagine new player coming into game knowing literally nothing. It would be nice if game had possibility to learn players how to craft a bow/arrows, how to fish, some medical basics, (later repairing vehicles), etc... If some of the books were readable (something like that diary in the mod) and were describing those activities with good explanation and nice pictures, it would be an awesome way to keep player in game instead of searching wiki, learning him about everything in dayz and it would give another use to books (and books are kinda useless right now) The names of books can be pretty diverse, but simply for example: First Aid (medical guide), Surviving in jungle (hunting), Scout guide (some basics for crafting, fishing, idk)... and many more can be created There could even exist books with list and description of weapons used on Chernarus and weapons used by western countries (heli crashes) I have so many ideas now what to put into books. What do you think?