Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
Its really starting to come along nicely now, more survival gear a couple of new weapons.....lovely, not to mention the prototyping of vehicles of some kind may be soon in our future.
-
DayZ Development progress makes no sense
sausagekingofchicago replied to Doomlord52's topic in General Discussion
Quotes the definition of Beta including the phrase "feature complete" then suggests vehicles and other features shouldn't be added until Beta.... Righto. -
From what I took from you thread, you built an argument about your belief that dayZ is actually in a pseudo-beta state and by following that logic: "As it stands, the current Steam page is a lie: It states that DayZ is "in alpha" and that you shouldn't buy "unless you want to actively support the development of the game". Neither of these statements are true. As shown above, the devs (somehow) belive that DayZ is in BETA, and they do NOT want people actively supporting the devlopment of the game, short of giving them money. If the statements were true, we would have far fewer guns/shirts/hats and the initial stages of the vehicles available for play." And this is the crux of your argument - this i do not agree with. Up till this point I was could understand your logic, I think anyone can see that there is a slight blurring of priorities between what needs to be done to advance the game and what needs to be done to keep the angry, spitting maw of the masses pleased. I have also seen post suggesting that the team is too focused on the "alpha" build and should in fact try harder to "re-pioneer their pioneering approach to early access" (not my words) to incorporate more aspects of beta! So while I don't think some of the comments in this thread are helpful, I can completely sympathies with them. Sometime this shit just starts to get to you :( .
-
Edit: As some of you pointed out, I accidentally said vehicle prototyping should be done in beta. I meant to say Alpha. This was my mistake, and it has been corrected. Sorry for the confusion this caused. DayZ Development progress makes no sense Firstly, this isn't a "this game is buggy" post. This is the exact opposite of this: it's a look at how the devs are handling the game, and how their actions don't fit that of a game that IS in alpha. It's also a look at how the game has been progressing, and how they will likely continue in the future. Firstly, let's quickly look at what an "alpha" is. From the so-often cited wiki page, "The alpha phase of the release life cycle is the first phase to begin software testing". What this means, is that your product is at the point where it's playable (ignoring crashes, bugs, etc.), and you want to start getting feedback on mechanics: "Does movement feel good", "does combat feel right", etc. It's also the point at which you expand on mechanics to some degree. If your game starts Alpha with only a semi-auto rifle, you might want to add in variations like an automatic rifle or a pistol. Similarily, you might want to add in new mechanics, like vehicles, or base building - basically things which aren't just expansions of already existing gameplay mechanics - things which need to be made for the ground-up. Secondly, let's also quickly look at what a "beta" is. Again, from the same wiki page: "Beta is the software development phase following alpha. It generally begins when the software is feature complete". Basically, once your game works from a feature standpoint (i.e. I have my SMG, rifle and pistol mechanics and my movement mechanics, etc.), you polish them. This ranges from improving art, to refining balance, and increasing variation (i.e. low RoF, high damage SMG, high RoF, low damage SMG) and of course polishing them from a technical standpoint (performance, code cleanliness, etc.). So, we now understand what alpha and beta phases are - so, which is DayZ? Well, it's an akward limbo between the two, where it seems like one group belives it's a beta, and the other belives it's an Alpha. Why? Well, look at the patch notes as well as the existing stuff that has been added since the December release. Let's start with today's status report, which basically demonstrates my main argument: that the dev team has no idea if this is alpha or beta. The first topic is loot distribution and adding "more granular control over the quantity of each type of item that spawns". This isn't a feature, this is feature refinement - balance adjustment. Fine tuning the amount and types of loot that drop isn't a new feature, it's a variation of an existing feature, and a minor one at that. This is something that should be happening in beta - not alpha. Further down we have "The Rossi R92 is finished being animated. We're just waiting for sounds and then it'll be good to go. The animators also began work on the M133 earlier this week so it won't be too far behind the repeater.". Again, why? This is a new weapon - a variation on a system which already works. DayZ has weapons, the weapons work as weapons. Hence, that feature is from an alpha standpoint, complete. While an argument could be made for the weapon feature to be truely complete it needs to have a larger variation of weapons, this simply isn't supported by the dev actions. These weapons are being rigged, textured, and in the case of the AK101, re-textured. None of this has any place in an alpha - this is all stuff which should be happening in early beta. If it were truely an Alpha, weapons would only exist for the sake of feature testing - not art. As a result, they would likely be borowed from other BI Games (i.e. ARMA2&3). Scrolling down further on the status report, we are just left with item after item of what would be beta-status changes: New 55-gallon drum art, New zombie skins, AK101 retexture. Of all these art changes, the only ones which make any sense are the addition of the smoke grenades (new mechanic - smoke nades) and waterproof bags. Every single other art change is something which should be occuring in beta. The animation changes are also what should be done in beta: "BugFixing" - this is a purely Beta+ feature. An alpha, by nature, SHOULD be full of bugs, since fixing them isn't the top priority. Beta is when you remove bugs and increase usability. "Bow animation polishing" - I don't even need to comment on this. Scripting is the one area which gets some actual credit: Vehicle classification prototypingVehicle component prototypingThis is what SHOULD be done during a alpha (this used to say beta, I typed wrong - SORRY). Prototyping and addition of new features. However, our good friend "bug fixing" is still there. It's also there in programming, which has another DayZ-"alpha" feature, 'Code cleaning and optimizations' - something which, again, should only be done once the game is feature complete. Lastly, I want to bring up something that everyone has been asking for for a long time: vehicles. The approach taken on this also makes very little sense. From what we've heard from people like Dean, the idea is to implement vehicles, vehicle repair and vehicle 'combining' (red door from one car onto other blue car). This isn't how you would do an alpha feature implementation. From a logical standpoint, the first feature which is required for testing is vehicles. As such, what you would implement is vehicles which spawn. In a true alpha, these vehicles would be pretty basic in terms of gameplay. Initially they would be invincible with infinite fuel, but once features such as fuel and damage were implemented, they would take on those characteristics. As mehcanics such as using parts to repair were added, the vehicle mechanic as a whole would advance, until it is feature complete. However, this isn't how the devs are handling this. They instead want to one-shot the ENTIRE vehicle system, with repairing, fueling, combining parts, etc. This is NOT how you do an alpha. So where does this leave us? Well, it leaves us in a situation where there's realistically very little hope of the game being even feature complete any time soon. If we're lucky, we'll hit that point at the end of 2015, meaning that it'll have taken over two years to get out of alpha. However, this shouldn't be the case. DayZ is built upon an already existing framework. Adding new features, such as vehicles, should not take all that long to implement. As it stands, the current Steam page is a lie: It states that DayZ is "in alpha" and that you shouldn't buy "unless you want to actively support the development of the game". Neither of these statements are true. As shown above, the devs (somehow) belive that DayZ is in BETA, and they do NOT want people actively supporting the devlopment of the game, short of giving them money. If the statements were true, we would have far fewer guns/shirts/hats and the initial stages of the vehicles available for play. Basically, I don't want my money back: I want to know what the ~$75 million in sales has gone, because it sure hasn't gone into making an 'open' and 'community supported' development cycle.
- 164 replies
-
- 25
-
-
Its an overpoch on chernarus. I am the only admin and I mainly play on a different account without admin abilities. Made this server because I got fed up with admin abuse and wanted a server that is 100% legit. Great FPS on server little to no lag. Added custom cities and custom spawn points. Skalisty Island is one big city. Moved the trader city from Stary to skalisty and added the tents back to stary. Already have a few regulars on the server but I would like to see it get even more populated! Server IP: 192.111.147.34:3801
-
I never said it would have to take up the whole map. Make it curve around and such so that you can get around the map, but have to go extremely far out of your way to get there. Also, its kind of the point. In a zombie apocalypse, you shouldn't be able to just sprint at full speed through towns and forests and such without attracting attention. this would make people actually plan out their journeys a bit more, you would have to actually think about how your going to survive a supply run. Remember also that when land vehicles are added, you will be able to get around that way. you could just go crashing through the bridge choke spots. its wayyy to easy right now to get supplies and such, it wouldn't be this easy in reality. It wouldn't be a matter of who had the best guns, while that would influence it im sure it would be a matter of who knew more about survival.
-
He is suggesting a direction he wants vehicles to go.This suggestion has depth, by suggesting a type of vehicle. If it has not been confirmed or denied I see no problem with his suggestion. A nice moped hasn't been mentioned by the devs as of yet.
-
This rifle is beautiful in it's simple function driven form and a solid suggestion based on region it would seem. IED's/Sticky bombs are fine for anti-tank. Any kind of light/medium explosive, even Molotov cocktails should hinder/destroy most vehicles unless they are armored. To me, sniping is as fun vs Zeds as players, and I don't really care for your gear, so you might imagine that I'm somewhat ambivalent towards modern long range sniper rifles in DayZ. That being said, there probably should be a modern long range rifle in DayZ but I also believe that long range sniping should be made extremely difficult given all factors involved (weapon condition, wind, bullet drop, and even temperature/humidity can likely effect how a projectile travels).
-
I actually think an RPG-7 fits the game best for this purpose. Anti-materiell rifles would be too precise and either too rare as anti-vehicle tools or too common as anti-personnel-overkill tools. Still a .50 cal precision rifle would be interesting - but ultra-rare (rarer than most vehicles and probably the rarest gun of them all), with ultra-rare ammunition that is also used by a slightly less rare heavy machine gun. Also it should be almost impossible to use in anything else than prepared long range fights. And I would like it to be a bolt-action so something like: AW50M95M99 (single-shot)KSVK 12.7It does not make sense to add two heavy calibers or even two AMR's because of the basic rarity involved. Getting to fire a single shot out of that baby should require a lot of effort beforehand.
-
Dirty Ole Bastards IS RECRUITING PLAYERS!!! Our home is an Overpoch Napf map with HIGH FPS that you will not find anywhere else since we own our own dedicated server. Our map has custom missions including Hero and Bandit AI missions; we have scripters and a mission system that allows us to create our own custom missions (new complex and difficult missions every week). Our server is setup to challenge even the most veteran players (roaming and patrolling AI/missions with varying difficulty AI, varying difficulty situations, and varying difficulty weapons/vehicles to face). The next stage of development which is coming in the next week is a super-trader which will offer more advanced militarized vehicles and weapons to players with a high (+/-) enough humanity; this will be introduced simultaneously with even more difficult missions which will include APCs/armed helicopters/tanks and harder AI to face off against. We are using excellent scripts in working shape including: Snap Building Pro, self-blood bag, towing/lift, auto-refuel/repair, deploy bike, etc.. Our map also includes beautiful custom building and landscape additions to the "Hero" and "AWOL" trader areas and an AI city on Suhrenfeld Array Island. We are a PvE server, however we also enjoy PvP. On the Napf map, there is a PvP Island that is a custom addition off the western coast; we also hold PvP events, sometimes several times a week. The events are usually team based, themed events that include prizes/rewards for everyone participating. We ALSO run and play on an Origins Epoch Chernarus PvP map which runs on our server and is administrated by our PvP brothers. In addition, our game master and server owner has decided to add a PvP/PvE Hybrid Taviana Epoch Origins map this upcoming week to our server!!!!! IF YOU ARE HAVING TROUBLE GETTING INTO THE SERVER, JOIN OUR TEAMSPEAK PLEASE!! http://ballzdeepgaming.enjin.com/home/ OVERPOCH NAPF SERVER IP: 162.248.89.103:2302 TEAMSPEAK IP: 162.248.89.103:9987
-
Yes to this, helicopters, tanks, heck even yes to self-propelled howitzers. But it should come at a high cost: ridiculously hard to findridiculously hard get running in the first placeridiculously hard to supply with enough food fuel and ammoneeds a realistic crew to operateTo get those high end vehicles groups of survivors would have to put in a lot of effort and time and also require a quantum of luck. And then the core rule should be "nothing lasts forever": Your crew gets slaughtered, the vehicle taken away from you, it breaks down and you cannot affort repairs, you run out of supplies and cannot find any or someone just uses explosives/rocket launchers/mines to blow it up. So in order to get an awesome vehicle players should have to pull up awesome logistics. And then better enjoy your reward it as it won't last. If it gets used to terrorize the coast shooting freshspawns until some hero squad blows it up or as a "superweapon" to break into or destroy another teams base (nothing lasts forever - remember) so be it - its up to the players. In the end those vehicles should be something like the "Deathstar of DayZ" and even extremely durable survivors should rarely see more than two in their entire life.
-
As50, is that a .50 caliber sniper rifle? I didn't play the mods much but I heard something about them. So I see your point. Those should be able to penetrate an engine block. But did those really bust up the vehicles in the mod, or helicopters? If so, then I'm OK with that. But because we are adding barricades...... if someone has one or two plates of steel then .50 sniper rifle is not as useful as a anti tank rifle. Especiallly a modern anti tank rifle round that I would think uses depleted uranium. Only depleted uranium is gonna go through any barricade in Dayz. With a depleted uranium tipped anti tank round.... someone who just spends days collecting multiple layers of heavy plate steel and just wants to camp can be killed with my suggestion.
-
Since it is already discussed to have surplus WW2 weapons... I would love an anti tank rifle. (like my photo). When we tie zombie together in the final release, shooting them will be interesting. They should be rare since an anti tank rifle round should go through any barricade except if we can stack multiple layers of heave plate steel. I really think an anti tank rifle fits the game better than an RPG for anti viehcles because Dayz is supposed to be anti COD or Battlefield. So instead of rockets for making vehicles a little nerfed.... Anti tank rifles when shot into the engine block is a much better fit for Dayz. any comments?
-
As promised, I'm trying to add positive ideas/posts. I would like the ability to tie zombies together. Either in pairs, or even a chain of zombies. We should be able to round up a zombie if we have a net or a dog catcher's tool. Then, we can tie zombies to stakes in the ground and thus form perimeters. If we tie up 8 zombies together, then set them on fire, they should go crazy and try to run in different directions. It could be used as a distraction if you want to sneak through a city or base at night. Or you just use it for pure, god damn fun. When vehicles come, we should be able to tie zombies to a bumper and drag zombies. The ability to create different lenght ropes is the key to having fun with the physics here my friends. Hours, and hours of pure god damn fun my friends. At least some great youtube videos.
-
DayZ Overpoch Cherno - 192.99.16.39:2372 (1.63/125548/1.0.5.1) TeamSpeak 3 Server: 70.85.251.53:8201 HIGH PERFORMANCE (Vert Hosting) Server Restarts Every 3 Hours and Every 3rd Restart is a Full Night TIme Cycle Server Events Every Friday @7:00 PM EST FEATURES Starting Loadout: USP with 2 clips, Flashlight, 2 Bandages, Toolbox, Painkillers, Morphine, Scrap Metal, Toolbox Gold Coins: No more needing to convert Silver to Gold, All traders sell and buy in Gold Coins, Safes and Lockboxes include online banking, Banks can be accessed at Building Supply Traders 500+ Vehicles Self Bloodbag (Right Click Bloodbag) Set View DIstance: Right Click on your Binocs and set view distance from 250-2000 meters. Lower View Distance for increased FPS for people with older rigs Ai Missions: Ranging from Easy to Extreme in Difficulty, there is 3 missions running at any one time with lots of loot. Free Refuel: At all Fuel stations, simply scroll wheel and select refuel Repair & Rearm: At all Fuel Stations, they cost gold so come prepared (Have to be in gunner position) Deploy Bike/Motorcycle/Mozzie: Bikes are free when spawning in, Motorcycle and Mozzie require additional parts Safe Zones: At all traders marked on the map, includes god mode, speed limit, backpack safety, zombie free, and Ai Free Restart Warnings: There is 1 Hour, 30 Minute, 5 Minute, 1 Minute Restart Warnings Custom Player HUD: Shows zombie kills, murders, bandit kills, gold coins carried, bank amount, uptime Take Clothes: Remove clothes from dead bodies (Ai, Player and your own dead body) Fresh Database: Database is less than 2 weeks old with only a small number of player bases Overwatch Weapons: All Overwatch Weapons are at traders Build Snapping: Get tired of constantly having to try and line buildables up? Use build snapping Lift & Tow: Works with most vehicles and more being tested, no daisy chaining GEM's: All Gem's are trade able at traders Custom Buildings: We have added Custom Buildings to key loot areas and are working on adding an Ai Base NO LAG: Many optimizations have been made to the server, we use Vert Hosting which has the highest quality of servers, and we do not lag like the other "high end" servers Getting On DayZLauncher.com Fully works and we recommend using it Mods needed are DayZ Epoch 1.0.5.1, and Overwatch 0.2.5 DayZ Commander Launch Parameters I use and work are -noSplash -noPause -cpuCount=8 -exThreads=7 @DayZOverwatch; If you have problems getting on message me or post on this topic
-
If so i hope yo are right. But for now as many things they are adding, as much lagg exist on the game and some towns aren't even crossed because of that. More object and items to load in. Personally my roadmap at this point would be: after the 0.49 update, focus on the engine! Even if it will take 2 month of works without any other update, but it must be this. You can't add vehicles on this status!
-
Come join us at: IP: 192.99.16.7 Port: 2452 Looking for a great PVE server? Look no further! At the Wolf's Lair we have Snap Build Pro, WDP Action Menu with self bb, flip vehicle and deploy vehicles, Dayz Mission system, WAI runs a hard third tier mission and the AI at Lopatino Fortress, DZAI static spawns as well as one random vehicle land patrol, helicopter patrols, trader safezones with vehicle god mode, refuel repair rearm, tow/lift, and take clothes. Every trader is loaded with extensive Overwatch gear. Custom loot tables, which the AI have access too. There is a skin trader in stary where you can buy any skin compatible with Overpoch. A Special Forces trader where the best vehicles and gear are located has a 20,000 humanity requirement. The Hero Trader has tanks and RMOD vehicles. Aircraft dealer has jets and rmod planes. All the best gear can only be purchased with our higher currency. The Wholesalers have Kilos of Hemp that can be purchased and will be your gateway to M1A2 Tusks, ZSUs, etc, etc. How do you connect? Easy! You need to download Epoch 1.0.5.1, Overwatch 0.2.5, and RMOD 2.1. All of which must be installed properly with the following launch parameters: -mod=@DayzOverwatch;@DayZ_Epoch;@rmod2; Elektro and Cherno both have crates that will help any new survivor get started, as soon as you find them! NW Airfield has two mission crates for you to loot and poses a medium difficulty challenge to acquire! It is worth the effort! Lopatino has been fortified by a militia of AI that will defend their territory tooth and nail. Requiring between 4-8 players, once the village is breached and taken there are many reward crates that make it well worth the difficult effort! So come join us at the Wolf's Lair! All new comers that register with our web site receive 2 briefcases of gold and a free one time port to stary to help you on your way!
-
Primacy Gaming - |Coins|Weed|Skins|Missions|Groups|AdvancedTraders|DeployBike|AutoRefuel |Tow/Lift|Self BB|TakeClothes|SnapBuild|
lfalletta replied to lfalletta's topic in Mod Servers & Private Hives
- Updates - (9/5/2014) ** Updated to the latest infiSTAR.de - (Released 9/2 by infiSTAR **AH334D**) ** Updated the weed script to allow multiple hemp within the inventory ** Updated the system text when collecting weed ** Added dzgm Group Management (Right-click your Radio) - Latest 9/3 script by ebay ** Fixed Tow/Lift system - (vehicles now have a 2 feet gap between eachother when hitched) ** Fixed a few issues with gear disappearing when being kicked by InfiSTAR.de -
What kind of food recipes do you want in DayZ
blacklabel79 replied to Pokerguy12's topic in General Discussion
nah, crafting Food and soups and the like HAS to be in. Cars will come ...just be..Patient... I dont see how implementing cooking and the like whouldent benefit the crafting part with vehicles... Here is a Little overview how it works in Project Zomboid to give you an idea: http://pzwiki.net/wiki/Cooking -
What kind of food recipes do you want in DayZ
captain_finnish replied to Pokerguy12's topic in General Discussion
Smells like more development time. I would rather take vehicles than soup :) -
Was no one at PAX who saw the new build?
hothtimeblues replied to cartire's topic in General Discussion
How can they have vehicles if the just recently realized they have to rebuild the engine? They might have models but I doubt they have vehicles working in any of their builds. If they do then they really picked up the pace compared to the last eight months. -
And in real life, if you run around in the rain, you die from hypothermia. Such as it is in Day Z. You run around in the rain, you die from hypothermia. Don't like it? Go join the rest of the server-hopping brigade. I, for one, want as much "realism" stuffed into the game as possible. I want weapon maintenance (that takes a considerable about of time). I want weapon jams if maintenance is not done. I want shoes to wear out (and to be a whole slew of different sizes AHEM REALISM), so the hunt for new shoes is almost as pressing as the hunt for more bullets. I want worn, ill-fitting shoes to cause foot pain and blisters, slowing you down (not until after vehicles/alternate travel is implemented, of course). I want shelterbuilding, to get out of the rain and to store stuff. I want trapping/foraging, being able to trap squirrels and rabbits, and eat plants other than berries (there are pumpkins, wheat, etc everywhere in Chernarus). I want horticulture, I want ammunition reloading, I want complex vehicles. I want a goddamn SURVIVAL game, not just a point-and-click-TPS/FPS-with-added-survival-elements.
-
Positive posts only: what feature are you looking forward to
GhostDivision (DayZ) replied to aviza's topic in General Discussion
1. Performance up to par with modern games 2. Server stability resolved 3. Zombies 4. Vehicles 5. Bugs fixed 6. New studio -
Instead of adding Tanky vehicles, i would agree if during the year devs will make DAY EVENTS where Tanks can only exist on that day and for specific circumstances.
-
I actually suggested something like this on forums no to long ago. I said how it should be made as real as possible, in order to fix a car or something you should need to either know basic knowledge of it or look it up. It should obviously still be do-able, but very realistic. not hard, but realistic. My man reason for these thoughts at the time was that if I have some prior knowledge of survival, hunting, vehicles, etc. I should be able to use that to my advantage in-game. Good to know others think the same way.