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Showing results for 'Vehicles'.
Found 41868 results
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If you consider the world as a "realistic" outcome of whatever happened then the lack of deer could simply be down to a lack of time to breed up numbers. Looking through the buildings you find almost no contents, not in a "picked over by survivors" way but in an "virtually everything" way. Couple this with the lack of vehicles and it could more accurate to assume that the majority of the population has actually been evacuated rather than died of disease. The level of decay would also indicate that not too much time has passed since the human population left. This would leave insufficient time for a native animal population of any kind to expand by the time our survivor rocks up on the beach.
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I think SA is coming along just fine and hopefully in a few more updates will surpass the mod in terms of zeds and vehicles. And btw as an Aussie I remember most of my roots just fine.
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I don't know what number there "should" be, but just remember, these vehicles in SA are not like other games. It's more about how detailed each vehicle is, one vehicle in SA has as much detail as 10 of the mod. Working parts and functions, this matters more than the total number.... I would rather have them get each and everyone of these parts modular and functional, than put out 15 A2 crappy sedans. Looking at this picture I was thinking, something like brake fluid would be fun. :)
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I think that there should be total of around 15 of vehicles aside of bikes. It should include 1 plane/heli and 2-3 boats. There should be also another 30 bikes. However to balance the bikes there should be stamina and ability to ride only over hard terrain like roads or dirt roads and not grass or sand.
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I would rather a motorbike but any addition of vehicles is good. :) EDIT: I'm thinking the tractor is probably on the way... :)
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At first I expected that SA will mostly just move the mod to the new engine and eventually maybe add some new features. I don't mind more complicated mechanics as long as they make sense and work at least decently. From my point of view the major improvements are: opening buildings, inventory system (that is still far from perfect) and that is pretty much it. They have worked on zombies and failed. Old mechanic of zombies spawning in the proximity of players was still better than empty cities and villages. Working on persistence and loot spawning was the right move, but so far it is a mess. Turn on persistence and loot spawning gets crazy with entire empty cities, yet lootsplosions in other places. New melee, to my surprise, is as bad as the old system. Medical system is just different, not more complicated. Crafting is fine. Vehicles are about 1 year behind the schedule. Hunting/fishing/farming is not far from being acceptable. One of the trully new mechanics is the equipment getting damaged. So far that system is broken as fuk. Right now it's difficult to say what future holds for DayZ. Status reports are always full of supposably brilliant new mechanics that are WIP, renderer is comming or not, nobody knows at this point. Hopefully, 0.59 will come soon and with awesome changes.
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Roadblocks, hills, cliffs, all suggested before. However, I really like the SAM site idea. It's an elegant way to stop aircraft rather than "radioactive... bio... fog?" It wouldn't stop people from bailing out, though. Maybe the off limits part of the map could prevent players from leaving vehicles? Seems like a simple but effective solution to that problem. Pilots should have fair warning before they're shot down. It'd suck to put one toe over the map boundary and just explode.
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Disclaimer: I realise that a few threads have suggested ideas for the edge of the map, but I think none have really worked out. With vehicles (and aircraft) becoming an increasingly important part of the game, and the tendency for people to park them off map when they log out, then this is probably a good time to renew the discussion. I really want to trawl the community for ideas that the devs can draw from to fix the edge of the map. I'm sure they have already thought (and perhaps argued) about this issue. I think that multiple forms of 'barrier' should be used to preserve the sense of being in a fairly realistic piece of country and prevent jarring encounters with the edge of the world. Previous suggestions that have been posted include - making Chernarus an island, having a range of tall mountains and an invisible barrier around the map. My suggestions (not claiming originality on all of these): - make the edge of the map jagged rather than clean, straight lines. - use a mix of 'barriers' to keep it interesting. - hills, rock-formations, cliffs and sure, even mountains in some areas. - roads leading off-map - blocked by a combination of road blocks, barriers, mines (perhaps with warning signs), rock-falls, etc. - use of radiation (say that in their desperation to stop spread of the virus, governments used nukes or some such) or biological toxicity (as the devs have discussed for the new military area in the north). - for aircraft - this is trickier - perhaps SAM missiles (the lore could be automated SAM launchers essentially left to their own devices) - maybe an audio cue of a missile lock warning might do the trick, followed by a missile strike if people push too far. I imagine that a fringe of low-detail wilderness around the edge of the map would be useful so that people in aircraft don't see an endless sea of surface. - increasingly stormy seas, or sea mines for those trying to leave the map by sea. I'd hope for a boundary that feels like you are both trapped in the play area for the duration, but also are part of a larger world that you just can't access. This would stop metagaming by parking vehicles off map as well as getting rid of the jarring experience of suddenly coming to boundless emptiness. Cheers.
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Personally I've always liked the fact I can just walk off the map. I don't care if they visually and physically obscure the edge of the world as long as they don't fully prevent the determined from making their suicidal expeditions. SAMs, mines, invisible barriers, "return to map" scripts, poison gas or other impassible obstacles... meh, no thanks. The best way to stop debug camps and hoarding is to either move objects and vehicles placed that are placed outside the map (but not players) back within the boundaries upon restart... or just delete them. This world boundary was really not a problem in the mod... but now there are major cities, military bases and other points of interest right next to, even within sight of the world edge, so...
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Ah, alcohol. The reason for the development of human civilization, the cause and solution to all of life's problems. Long thought of as symbolic, symbolic of fire, of light, of blood, and even of life itself. From the very beginning of our ascent as man, to the modern day, alcohol drives us, from the gamut of beverages to the biodiesel that powers our vehicles and cities. Humanity wouldn't be as it is without the magical liquid. ...... I'm sorry, I might be tearing up -ahem- So, asides from the poetic soliloquy above, what could alcohol, and the means for making it, mean for Day Z? Many things. Alcohol could be the very impetus for civilization to make its return, in all seriousness. Alcohol, in its varying concentrations, can be used as a water "purifier", as a medical disinfectant, as a solvent for industrial processes, as a fuel, for lanterns and vehicles, or even as a currency. Clans could gather in a base, not to stock up ammunition and firearms, but instead to distill out ethanol for their vehicles. Traders could carry gallons of hard cider instead of bullets, as a medium of exchange. The possibilities are literally endless. So, let us discuss the possible means to make alcohol in-game. I will divide these into two broad categories, dependent on the amount of effort and time it takes for each. (note: the methods are simplified from real life) -Fermentation :This is by far the oldest method of producing alcohol known to man, dating back to the Neolithic period, easily further (9000 years +), and is remarkably simple, for its effects. Simply take any fruit that contains a decent amount of sugar (berries, grapes, apples, etc), mash them up, strain out the chunky bits, and set the juice aside in an airproof container for several weeks. Over the mouth of the container, insert an airlock, or even a balloon with a hole pricked in it, to let the gases escape and oxygen to stay out. Neolithic peoples used pottery, modern peoples use glass, or you could even use a large plastic jug, like a gallon milk jug. After a couple of weeks, depending on the temperature, the primary fermentation will be done, and you can either drink as-is, or transfer to another container to clarify. The fermentation results from the natural "wild" yeasts that live on the surfaces of fruits. Fermented beverages are solely for drinking. Below, let us discuss the three "major types" of fermented beverage that we could make, with only the things we see in-game.-grapes: Now, I know that we don't have actual grapes in-game, but that doesn't mean that they couldn't be inserted at a later date. They don't even have to be Vitus. In New England, which is a temperate deciduous forest, much like Chernarus, we have what are called "Concord Grapes" native to the region (https://en.wikipedia.org/wiki/Concord_(grape). They are actually used to make wines, and can be found growing wild in great long vines in certain areas of Massachusetts-apples: yes, cider! I personally make hard cider at home using little more than a plastic milk jug, unpasteurized cider, and a balloon. Comes out excellent. You essentially cut apples up very small, mash them up, strain the juice, then proceed to follow the general fermentation steps as outlined above. With the amount of apple orchards you can see in South Zagoria, I am rather surprised that there isn't (er, wasn't) a cider-making tradition in the region. Anyway, there are plenty of apples and it wouldn't be that hard to gather them.-berries: generally, any berry that is safe to eat will have at least a decent amount of sugar in them. Elderberries are actually renowned for making a good "fruit wine", and I personally am currently making a wine from mashed "Autumn Olive" berries. -Distillation :This is the more complex method, which is done after fermentation. Essentially, fermentation will only result in an alcoholic solution that is roughly 10-20 proof, or 5 -10% ABV. Distillation raises the ABV by removing water. This is accomplished by taking the fermented mixture and heating it to boiling in a closed system. The alcohol boils out of the solution earlier than water, and then travels into a tube (which is usually surrounded/suspended in cold water), and then into a different container. This distillate is pure alcohol. This pure alcohol can be burned in lanterns/stoves or in vehicles, used as a disinfectant for water or medical operations, or mixed ("cut") with water so that it can be safely consumed.-corn (read: moonshine): Come on, who doesn't know about moonshine?! -Supplies: So, while we could feasibly rely on what Gaia provides for fermentation, we could require some supplies for distillation, or even if we want to make the fermentation process even easiercontainers: on our travels, we could find some glass jugs/jars/what-have-you, that we could use to hold the solutions. airlocks: we could find a "real" airlock, or just some spare, tight-weave cloth or a balloon to use in placetubing: to direct the travel of the distillate gasbrewers yeast: add this to the fermentation mixture to "kick-start" the whole process, and have a more even product when done. What does everyone think?
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Agreed. There is still some variety within what you listed, too: dirtbike vs bicycle, variants of truck, etc. In other words, every necessary niche is covered. It's unnecessary niches, game-breakers, and vanity (variety for the sake of variety) that they probably won't bother with. An example of unnecessary, in my opinion, would be large boats. Without a long-distance water destination, there's just no need for such a vehicle to exist. For game-breakers, think something along the lines of a tank -- it would ruin power balance, and adds nothing to the game really. Vanity would be having two vehicles that do the exact same job... like two different hatchbacks, for example.
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That makes sense to me. I think some of the first factories where for making beer in the days of Ancient Egypt... Also, in the early days of petrol-engined cars, many where built to be able to use alchohol as fuel. Fords where built that way until Prohibition (rather certian) and I think a number of Soviet era vehicles where equipped to do it...
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O rly... is that a bug/something they intend to change? If I am scouting for a camp, doesnt make sense it could be in the middle of a field if I was 201m away and not see it. Vehicles you can see from very far out.
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I hope before they add stamina they add more vehicles and/or more places on the map. Walking over a gigantic field of nothing for 30 minutes is gonna be quite boring.
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Simple formula and idea Sprinting X distance tires you Forced reduction into Jog Jog for X distance tires you more Forced reduction into walk. Fuels off Stamina meter +Energy meter Stopping to sit and rest (F3) recovers stamina over time. Other poses ( prone, crouch,standing) recover stamina at different rates. Too low of Stamina + Energy = results in passing out Higher weight penalty on large items in inventory increases stamina consumption So you can no longer toggle sprint across the map with a inventory full of car batteries , weapons and gear. Pros : Long distance travel requires more forethought , Vehicles gain an increased value beyond , just convenience.
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I really think the devs need to be made aware of this, because it could possibly be the way to a solution. Seems the client has to be disconnected before the host, in oder to spawn back near or next to a truck. Because the fking hikes after trucks really need to be undone and resolved. That's possibly a task for Beta rather than Alpha. Along with the trucks turning into North-East after a restart, these are two two most annoying things with vehicles. I'd also vote on having a function similar to Euro Truck Sim, where you can lean out of the Window and look backwards with one ellbow out the window. Otherwise people on First Person servers will have a serious disadvantage when driving backwards. It's either that or making mirrors work and this solution is simpler to do than Mirrors and costs no rendering time.
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There are no more Vanilla DayZ Mod servers with alot of players like before, I know that US 434 is a vanilla server (I think its called that) but I'm banned from it! Never even joined it! All the other "vanilla dayz servers" are too easy, with buffed loot, more vehicles, etc. I just want good old vanilla DayZ no increased loot, no base building (aside from whats in already) no epoch/overwatch and not 1,000,000 vehicles because vehicles are supposed to be rare right? isn't that what dayz is about finding rare gear then risking loosing it, thats what makes it so fun plus the player killing, the intencity and the fact that sometimes zombies will one hitter quitter you thats what keeps it amazing. (psst) i'm australian so I cannot play on DayZ Europa (trust me I tried)
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Hi all, I once played on a server called 214HQ|Overpoch Taviana....(https://goo.gl/IAExO5) and learned that it been shut down'd so now i'm looking for a server to call home that i and few friends can play on that has all or some plugins that are listed below: Server details Chernarus or Taviana but preferred Taviana Overpoch mod Active Plugins Self Blood Bag Blood Regen Overtime Deploy Vehicles from toolbox (ATV, Mozzie, Bicycle, Etc.) Vehicle Towing / Chopper Lifting Plot Management Master Vehicle Keys (Retool all vehicles to 1 key) Single Currency & Advanced Banking Service Point SnapPro DZAI Patrols DZMS Missions and Hotspots AGN Safezone Commander 4 hour restart Group Management SlowZs please post your server's IP so i can check them out Thank you p.s. Sorry if this post is in the wrong area, please move it to right spot if needed.
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Where do you even need all of the different vehicles? Truck, bus, car, bike, chopper, plane, and boat. One of each would be more than enough for this game because DayZ isn't about vehicles. If the vehicles are customizable then it's even better.
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List of ideas i have came up with over the past 6 months i started playing day z SA Some ideas may have been mentioned soo dont repeat this line Hold interaction: which has been previwed by the the devs with an example of rice but what i suggest is for alot of stuff like picklocking doors you have too hold the interaction key down when opening a door you can slightly open it by holding the interaction key and moving foward slightly to get cheap shots through doors same with vehicles and windows in vehicles in the action menu where it has raise window/lower you hold either selection done and it starts going up or done for instance (this isnt important) for starting a vehicle you must hold enter on turn on engine and then press w too accelarate too start a vehicle aiming weaponary out windows or vehicles, i reckon this should be released early in the stages of vehicles ild like too see early vehicle warfare, and also meaning you dont nessisarly have too exit a vehicle and be shot up too defend yourself, i reckon guns should not be limted, you should be able too hold a rpg out the side of a car, you should be able too right click while in first person too unholster a gun, in a vehicle and press shift too hop out the car window and aim over the roof in vehicles you must be carful why shooting guns because shooting the vehicle from inside will damage, and injure other players inside the vehicle crashing, i know its too much memory and other issues too use beams or soft physics but i reckon Gta 5, + extra effects like AIRBAGS, and applying seat belts can stop damage or death from crashes but when it comes too visual vehicle damage it should be noticable like scratchs dents, basic deformation and collision physics, crashing is extremly loud, and there should be extra effects like dizzyness, loss of conciouness brocken bones, and remember with out a seat belt, well who knows where end up, inside or out of the vehicle, fire should be a big factor in the game for vehicles and structures, i reckon they should have burnable props from clothes catching on fire and having 3 seconds too take it off before it spreads or in a house were someone, has throwen a molotov or let a torch, thats on fire accidently touch a curtin or something that can catch fire easily without actually pressing a key or interacting too do it applying this can cause serious lag, but if done right with a minor effect, itll be fun too set a house on fire with someone tied up in it or someone blazing up house and corn feilds and forests with a flame thrower fire attracts large zombie attention including smoke being visible from a distance Smoke helping as a extra signalling device? sharpnel, and other bullet effects in fire fights guns and bullets should have more than just a killing effect, like supression, from sharpnel supression can cause blindness or injures, after death body aging, even knowing this prosess can take years i reckon it should be added we body can decompose and start aging leaving a very bad smell. this goes for items, items age without being held senses, smelling, should have a visual affect and ingame affect, where it has certain colours and player interaction like smelling dead corpse has a black blur screen affect on the edge of the hud, or something like gun power mabey not a full screen visual effect mabey some indicator in a corner with a circle that changes colour around certain smells ranging from petrol, zombies, smoke, bad smells can cause vomiting i havent gone far in this subject. climbing trees (auto animation too a good spot in a pine tree for instance if climbablee too snipe?) garages, why isnt there garages with movable doors too? powerstation, too edit and control power in towns, from housing too street lights, too gas pumps also talking about power workable light switches, eletronic security?, if that was around during the time frame cameras? vehicles modifaction, wheather its speed, aromour or fire power you are looking for this should be added attachable door light machine guns replacing the mirror to be able too aim a LMG out of a sedan would be cool , lets not make this a racing game but ability too modify the engine and parts, and also adding fortifaction, or even spikes around a vehicle or a plower on too a truck, stolen from a train? heavy items that require more than one person too lift giving the indication of having a squad like a player on a strecter or carrying people too safty or vehicle part like a hood or trunk of a car or furniture for base building taming aminals should be added** random spawn scenes, respawning] like waking up in a crashed car on fire and having too smash your way out, or in a bed, too be found woken too a zombie trying too break in, or wake up lying down on a beach on spawning random generated equipment too, too have a good start like being a military soldier, woken at a crashed heli with a broken leg but with weapons ammo and clothing housing and storing stuff should be very imortant in this game with have closets too put clothes in or houses with a basement? load the walls up with guns too choose from and stockpiling food and ammo storing items in vehicles should be free form, meaning you have too open the trunk and try jam stuff in there, though this can cause large lag issues but means you can have fun placing objects in vehicles like quick access with a gun on the seat or glove box Thanks for reading part 1 part 2 coming soon
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I do not agree with people who defend the RPG options in this game.From what I remember it announced Bohemia this game as Survival, where the main task will be to survive on an island full of undead and other players as well as other wild and dangerous animals. Forgive me but I what to play Survival in common with tanks, rocket launchers? what is the point in the Survival option then?I can understand the weapons, even I can take a variety of vehicles but not tanks, helicopters and rocket launchers! The game then does a typical action game and what is the point of fear of zombies?I think that is too much and too much this game gets toward the ARMA.It is, or was supposed to be a game of survival and they are doing with the typical action game.As I was initially thrilled project of this game and what she had to offer it now gets more and more skeptical ..I thought, in the end game in which man will at every step he feared wild animals, zombies and tp But the emergence of rocket launchers, grenades and tanks that are no longer elements of survival!Already in DayZ feel more climate action games and not just come Survival little empty server, and within an hour you have a nice weapon with all the improvements and only what you is to shoot everything that moves .. I just had to look gra Survival, but no what to do..I absolutely could not believe I'd creators of this game! just announced the creator of Payday 2 that will never bring micropayments and now what? they judge it as you believe in ensuring game developers
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ya the actual game is in a pretty sucky rut right now. They have set the officers tents to "attract children" mode to keep up interest and NO ONE is driving trucks just hiding them. But presumably those things are deliberate by the devs. As to the RPG 7, its utility depends on the utility of vehicles. If vehicles actually start to be used in the game by clans instead of simply being hidden then a means to raise the risk of putting 8 guys in a truck for a raid is a good idea.
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Wait, what? Can you clarify on what you mean & tell us roughly how many vehicles we will actually have at release? Nobody expected DayZ to have dozens of vehicles like other big releases these days - but I hope Bohemia realizes that they will be tarred & feathered if they release DayZ with ~5 ground vehicles. DayZ mod initially had maybe ~15 vehicles total, which most players don't consider a "large variety", but the bare minimum...
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Test Left Ctrl+Mouse movement. That way you can move your head position inside vehicles in Arma. Maybe it's also still in Enfusion. That could help until the problem is solved.
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Basically. While I can certainly see the "uses" for an RPG: taking out vehicles, taking out bases, taking out large groups of enemies , I ..... can't exactly see the "need" for an RPG. Taking out vehicles? Wouldn't it be "more efficient" to stop the vehicle (with a roadblock, which would be pretty easy to make), shoot the driver, and take the vehicle? My plan: a running truck, all for the cost of one bullet. RPG: ruins of a truck (all that fuel, all that gear!), for the cost of an RPG round Taking out bases? Wouldn't it be "just as effective" to starve out the defenders, or set their gate on fire? That way, you don't waste a RPG round, and all the stuff inside doesn't get destroyed..... Taking out large groups of enemies? If they are players, and group up like that, they deserve to die. If there is a group of infected that large, 1) you fucked up, and 2) small arms fire will be adequate Meanwhile, we don't have a realistic clothing system, or even one that makes sense. Nor working temperatures, nor "survival mechanics".... But, you know, helicopter and RPG :( I am seriously concerned about where this game is going