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Showing results for 'Vehicles'.
Found 41868 results
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Two big things have to happen for vehicles to be an improvement from the mod in my opinion... 1. Parts can't be generic. No more generic "tires" that fit on everything from a rickety bicycle to a Ural. No more generic "engine parts" that can be applied to everything from a motorcycle to a UH-60. 2. They must be bereft of most parts upon spawning. No more M240s with a few respawning belts on helicopters by default. These items, in addition to basic items like engines, tires, and the like, must be found in the world. There are also other aspects which are important, like having gasoline be a finite resource in DayZ (or dynamically allotted, which might be a good way of integrating the "loot management system"). That and decent camouflage options for vehicles are a must, real... customizable... player-created camouflage options. Ones that can be tailored to a specific location, as to not make one's truck stick out like a sore thumb. They also need to revamp how damage is done to vehicles. The "insta-charcoal" effect of a vehicle's demise needs to be a seldom occurance. The last time I checked, cars didn't always burst into flames when they are disabled. Similarly, the performance of vehicles needs to be varied so that off-road vehicles have an advantage (gasp) off-road. This was sort of the case in the mod, but it was purely based upon speed rather than handling. Personally, I'd like to see some advantage to using a road (both on foot and in vehicles). Be it lessened tire wear (or, if you're on foot, slower footwear decay), or markedly increased speed, whatever. Roads should be choke points, and using them should be both advantageous and a vulnerability. There's no real incentive to use roads in DayZ, and a lot of cool player interactions (i.e. setting up roadblocks and checkpoints) are short-changed by this. That and I'd like to see vehicle repair be less of an "action" and more of an "activity." I don't really like the approach of "click X to repair tire." You should have to find a freakin' jack, pump that bitch up, take off the deflated tire, mount the new one, torque down the lugs, and set the vehicle back down again. It shouldn't just be a "clickable" action that you press one button, and your avatar just goes about fixing the vehicle automatically.
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First of all I highly doubt they'll let cross server vehicles. More than likely vehicles will be persistent to the server. As for the looting...yea they are still working on it and balancing it out. I'm not sure how they are going to do it, but I'm sure they'll find a way to solve it.
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Especially the wheels.. fucking chicken wire fence with sticks can take out MRAP reinforced tires for gods sake. I also really hope for a proper suspension and traction system. Not asking for a Racing simulator but Arma engine vehicles have a disgusting history of being stiff as hell and have 0 loss of traction/drift when turning at high speeds.
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Just please please PLEASE do not make them as fragile and explosion-prone as the Arma 3 vehicles.
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Speculation about "coming" loot system(s)?
Insane Ruffles replied to Zeppa's topic in General Discussion
So there is supposed to be loot spawning across all the servers, with all Public servers acting as one big loot table together.... so what happens when your helicopter or other vehicle needs a part.... but that part isn't even on that server and wont spawn there for a very long time? You're screwed, unless you can bring your vehicles with you when you switch servers, which would be pretty cool. I honestly think this new loot table idea is extremely stupid, no offense to the author of it. I can already foresee servers lying about their loot, and server hoppers amassing even more than before. "Let's hop servers in this one military place because one of the servers will have something good that no others will." It will become a nightmare. Want to have a chance at finding a rare weapon? Too bad! The people who have it are untraceable and may even go offline for extended periods of time. -
I know this thread is old but while searching for people's tents I was up north of Svet, the whole area with the rocks and also the woods is really well done. The forests up there, while not necessarily denser in terms of trees, have more stuff going on like fallen logs, bushes, even some brambles I haven't really seen too much any where else. I recommend checking out the area. It's just a shame there's not a ton of reason to go up there, but as tents become more popular and eventually base building/vehicles I'm sure more activity will hit the fringes.
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As far as I know the first vehicles to be implemented will be bicycles. And it does sound like we'll have to hunt down small parts (sparkplugs have been mentioned) though I'm not sure how 'intense' it'll get. It sounds like we'll be able to remove parts from vehicles like doors. IE you might be riding around in a running S1203 Van, see another van on the side of the road and notice one or two of the doors are in better condition or that the front windshield is intact. So you pull over and remove the parts from that vehicle. It might even be possible we'll be able to scavenge parts from the static wrecks we see scattered around and can loot from already.
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I'm tired of get KoS. Wanting a group/individual to play with.
Kronons replied to iBlaze223's topic in General Discussion
It's like that now, but when they start to implement more pve features it'll force people to work together. For instance increased zombies, smarter zombies, base building, vehicles, etc...For now there is KOS, but it'll improve over time. But in my experience I've never ran into KOS. Most people I meet are nice and I help them with food and water and vice versa. Try to go into servers that says pve or doesn't have pvp in the servername. Also if they are broadcasting berizino then get out of the server... -
DN | DayZ Community - Epoch - Overpoch | Gold Coins & Banks | Respawn Menu |
Kimzer (DayZ) replied to Kimzer (DayZ)'s topic in Mod Servers & Private Hives
Updated: 20/08/14 All Servers Specific: Fixed: Check wallet. Now displays amounts correctly. Fixed: Animated Heli crashes. Now displays the correct vehicle type. Fixed: Proper money saving on quick logouts. Fixed: Maintenance. Fixed: Overwatch Skin trader. Fixed: Gold Coin and Bank icon optimized for bigger resolutions. Fixed: Safezones. Added: New respawn method, no need to exit to lobby anymore. Added: New map logo for the new respawn method. Added: Extended version of Cherno. Added: A new military base. Added: An oil rig. Added: Kicks for people using racist nicknames. Changed: Maxbank amount: 5 Million. Boosters: 10 Million Changed: Max deposit/withdraw per time: 999 999. Changed: AI Missions timeout increased to 20 minutes. Changed: Allowed more helis to lift vehicles. Removed: Arrows surrounding the trader area. Removed: Bunny Ranch mission. Removed: Unused files. Lingor Specific: Fixed: Traders not displaying menus. Added: New Corazon Trader. Added: New Calamar Trader. Napf Specific: Fixed: Traders not displaying menus. -
Different types of "Helicopter chrashsites"
byrgesen replied to Arthur Dubrovka's topic in Suggestions
I would love to see medical vehicle crashes aswell. I think its safe to assume, with the outbreak, there would be alot of medical response teams driving around and crashing :) Perhaps a medical chopper, ambulances and other vehicles with low or high amount of medical gear in them. -
The vehicle component system seems like it is intriguing a lot of people. I guess certain things, like Oil filters could be added, since a car will not run without one and since they only fit a limited number of engine block types, they would be vehicle specific. The opposite of the component scale would be parts like air filters, since vehicles can run without them and they can be 'bodged' to fit different engine types. But they would enhance the reliability and life of the engine. In the same way, lead-acid batteries would be universal. but heavy objects to carry around. The other major items engines need, would be fuel, oil (which for scooters, etc, could be specific, like 2-stroke oil, for best results.) and, for larger vehicles, water for cooling. Then, there would be aviation parts for helicopters which would make then very highly desirable.... A shrewd player could be making a lot of profit as a trader in future builds of Day Z, provided they do not get shot....
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Rocket already stated before that vehicles will be "end game" material. Vehicles will definitely need multiple parts to get it working. Once you get it working it will take quite a bit to maintain it. But do keep in mind that previously Rocket has stated that vehicles will be one of the last things implemented. I'm not sure if the road map changed, but I believe next patch will lay the foundation or be the initial implementation of vehicles, but vehicles themselves won't be implemented. But I could be wrong. At the most I can only see them implementing bicycles.
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From the 0.49 dev blog update they are talking about Vehicle component design. Does anyone have an idea of how they will implement vehicles? I hope to death, that I will not be able to find a brand new car and drive off. I sincerely hope that you will need to find parts for it to work. At the very least you should need to find gas and oil, maybe tires. But more components would be nice. Like with guns, that you can add elements to it, to work better. And I want them to break down, and be fixable, but also possible to ruin.. Thoughts?
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Complete list of features already in-game (stable build)
shutupwalter replied to tingkagol's topic in General Discussion
No vehicles, no base building, hunting is poor atm, cooking is somewhat implemented, persistence is implemented and abused. -
Complete list of features already in-game (stable build)
tingkagol posted a topic in General Discussion
Hello guys. I've been away from the game a few months now and was wondering if there's an existing topic that lists all the features that are already in the stable build of the game. Reading through all the changelogs is a pain. I'm looking for a more simplified list without all the minor details (animations, clothing, guns, etc). I'm talking about major features like vehicles, base-building, hunting, cooking, persistent stash, etc. If you have a link please share. Hopefully this thread will be useful to other returning players as well. Thanks in advance. ============== Animals - / Hunting - / Fishing - / Cooking - / Persistence - / Respawning Loot - / Camping / Tents - / Vehicles - X Base-building - X Fixed Zombies going through walls - X New Game Engine - X -
This pretty much.. Imo.. Until vehicles become available, you will most likely just have the well known pvp areas as the place to find some kind of interaction easier. Once we have vehicles though. I would imagine it will go back to somewhat like the mod. While the bigger cities along the coast are and still will be pvp havens. You will also have alot more encounters inland in small towns across the map, alot more compared to now... Least that was my experience. Didnt matter what area I was in. If you were on a decent sized server, it seemed that there was always someone near. Storage should help with this as well.
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I'm not exactly sure what your point is. Making the game ultimately hardcore and difficult with a myriad ways of getting you killed, was what DayZ started out to become. I hope that they stand by their game and not give in to the easygoing mass that just wants vehicles "or at least a bicycle" nao. Further down the line stealth for getting past zombies will be added, current survival mechanics will work better, therefore warranting a harder gameplay for fear of making the whole thing a walk in the park. By the end of the year I expect, the game will have to become harder or face many of it's mechanics becoming obsolete. Who will go fishing/hunting if he can just find tons of food in the general store? Who will plant vegetables if he can just hoard tins in his tent? As you say survival is acting smart, but in the game as of now, no smartness is required since you can find mostly everything vital pretty easy. Smartness now in DayZ is just common sense. When it becomes hardcore and difficult that is when real smartness will be vital.
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I think most people classified as "car whores" have never actually played the mod and have no idea how it will work. Let me clear that up for you, it won't be possible to just hop in and drive every car you see on the street because they are static objects and that won't change. Cars will have limited spawns (2-3) per server, not only that but they also will be in pretty bad condition when you find them. Since in the mod you could just pick up the rotor (of a helicopter) or an entire engine and put it in to backpack :D, it wasn't a big deal. In standalone however it will be a lot more pain in the ass to gather required parts because of the new inventory system, im pretty sure you'll have to hold bigger items in your hands (too big for backpack) and run across the map to finally install given item. When vehicles are out they will add yet another purpose to run around and explore but the game itself won't change so i would't count on that. On a side note, i wouldn't want to be in developers skin when they finally release vehicles and the tsunami of shitstorm and rage hits these forums because this game didn't turn into GTA which most "car whores" think it will
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As mentioned in last weeks status update, work continues in refining persistent storage and ironing out any potential issues related to protecting user storage, and preventing abuse of the system. DayZ version 0.48 was pushed to stable branch during last weeks maintenance with the goal of addressing global voice abuse, camera collision abuse, global item cleanup, and the deployment of the player storage to limited DayZ dev hosted servers. As we progress towards the August milestone goal of 0.49 at the end of the month, we will continue to iterate upon the experimental branch with bug fixes and 0.49 intended features. Additionally worth mentioning is the intended cleanup of the stable hive to coincide with persistent storage and private shards being offered globally across stable branch. It is our intent once we have addressed the core issues with abuse of item duping, as well as resolved issues with the protection of player storage and opened game server providers rental of private shards, to wipe the stable branch clean. This will allow us to ensure a clean start on player storage and camps, as well as remove issues such as: Bugged ammo quantity magazinesCorrupt charactersDuplicated items and ammunitionPeter / Lead Designer "Greetings fellow survivors! I’m pleased to see you all enjoying the latest stable update which delivers the long awaited and needed item persistency. Here in the design team we have had a very hectic week. We’ve focused on general bugfixing and the implementation of several new features - burlap sack/grass camo for Mosin-Nagant, sawed-off version of Mosin-Nagant, big leather sack, crafted arrows and others. These of course are already in game and you are probably asking what's going on now? We have currently extended our medical mechanics with cardiopulmonary resuscitation and they tie in nicely with the addition of the cattle prod, which can cause a player to be unconscious. One more dedicated melee weapon was added, the telescopic baton. We are also making progress also on advanced weather impact on player characters, soon you will be happy to have your raincoat packaged and to have pair of waterproof shoes. Apart from that we focused on vehicle design. Things like how they will work, from what parts they will consist of, which vehicle models we bring in and other crucial questions were raised and answered. I'm sure everybody will be happy when vehicles hits the roads of Chernarus as we will have managed to bring nice mixture of mechanics. I will keep you informed how vehicles comes along but meanwhile... see you in Chernarus folks!" Standup notes for the week of 18 August 2014 Programming Centralized loot economy Centralized economy statistic tracking Object persistence bugfixing Network optimization Melee system redesign and implementation Inventory bugfixing Audio system bugfixing Animation Completion of searching for berries Completion of fishing animations New restrained pose for crouched Restrained crouch walk animations Two handed throwing animations Standing/Aim/Run Bow animations Design Initial implementation of horticulture prototype Adv. weather player impact design Cattleprod & Telescoping baton configuration Vehicle component design Cardiopulmonary resuscitation design General bugfixing Art Balaclava models Tree/Vegetation models Horticulture containers MP133 model Improvised camouflage experimentation Vehicle model design & discussion
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How would I not get one if they were out, are you implying that they would be craftable or farmable? Your comment is stupid thanks for nothing. And ya, i'm not going to play because of lack of vehicles. The game is dry and boring without.
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Nice post. Killing on sight is standard protocol because there is nothing else. Until better communities are formed through more server control, persistent items, barricading, and vehicles, there will only be people shooting at people.
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JustcHiRp Epoch 1.0.5.1 1-StepBuild | More Vehicles | BetterStartingLoadout
Arkyfox posted a topic in Mod Servers & Private Hives
Current Features: (Soon to be more) 1-Stage Building, Extra vehicles (Including military), increased building limit size (500 within 30m plot pole), Zombies attach vehicles, Starting loadout edited to add morphine/hatchet/backpack, Self Blood bagging enabled, AmmoBox/MiningVeins/CrashSites/Vehicle spawns increased, Zombie numbers per player increased (more incentive to be careful), God mode bases, annnnnnnnnnd build on roads enabled. Server is currently running infiSTAR antihack, full version. Another thing to note, and this is only as a second chance thing. BattlEye is disabled on my server for the time being. This is your Second Chance however if you are banned by the servers antihacks, that's on you. Server Details: Name: JustcHiRp Epoch 1.0.5.1 1-StepBuild | More Vehicles | BetterStartingLoadout IP: 192.111.147.41:5802 As always I'm open to any suggestions or ideas, as well as new features like deployable bikes and what not. Also looking to take on admins if this server gets popular. -
Not playing because of lack of vehicles? Really, come on:(
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Humping them around would suck but it is do able, although until vehicles are introduced I don't feel the need for any machine guns. I'd love to see those crashed HMMVs with a 240 on it and crashed vodniks with PKMs. Of course they'd be in horrible condition so you only scavenge the working parts off of them. As for CDF gear.... gloves? Need moar gloves
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[UG] United Gaming Overpoch |Custom Locations|Custom Traders|AI Missions|Snap-Building|Care Packages|Extra Loot]
EpiGamer replied to EpiGamer's topic in Mod Servers & Private Hives
New Update: New items @ TradersLocked vehicles @ bases are now indestructibleSoon: Lock Vehicle soundsNew Vehicle SkinsCustom Oil RigVehicles TP from Safezone on restart.