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Showing results for 'Vehicles'.
Found 41868 results
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Baby steps. Rather than just working on the vehicle (bike) they now have to add in a means of fixing and fueling the vehicle as well. This way they get the basic physics for vehicles done more quickly, then they can work on the repair aspect. When that's done they can add in the refueling aspect. After that they'll add a car and it's physics, so on and so on till we finally get helicopters.
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Okay okay okay hold up, hold up! Did it occur to nobody else but me that the devs are working on physics for a bike right? But wouldn't it be so much less of a headache to have a small 50cc moped/scooter for your first in-game vehicle? It's a simple performance of finding a ignition key, grabbing some gas (bear in mind these things don't go very far, they will run on a full tank for about 6,7 miles depending on the moped), so that's where gas stations become handy. I'm just saying devs, why work on something that is going to cause headaches and migraines when you can just create a much simple design and that will give the community something to use while you guys work on the bicycles. This seems sensible to me, however yes I am aware that we are in Chernarus not in the more Westernised countries so something like this: is a little silly... however something like this: is much more appropriate. Let me know what you guys think :). and no, it isn't a suggestion so don't go whining to me that it's in the wrong thread, it's a discussion between you, I and the DayZ community.
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Dayz player-made city looking for a few more good players. Base established.
Dr.Dan replied to Dr.Dan's topic in Clan / Group Recruitment
Looted the new island last night for the first time. Got lit UP when crossing the little island between the two bridges. There was no one else on the server so evidently there are some AI keeping tabs on who's coming and going off the new island. Lost my truck and ended up stealing a little raft to finally make my way home. I found a awesome gun boat, with .50 cal mounted on teh front and a Gunship heli that Im going back for tonight. Jump and and let's go loot some mega backpacks from the alien zombie camp in the dead forest and then make our way to some rad new vehicles. Oh yeah, and I now have woodland, urban, and snow cammo guille suits! -
Very likely in fact. Because there are no "hidden world leaders" who planned the whole thing. The apocalypse would hit suddenly and without former warning leaving barely enough time for the "elite" to safe themselves (and probably not even this). So there wouldn't be enough time to secure any belongings let alone greater amounts of valueable resources. This basically leaves a lot of fuel scattered in a world ruled by zombies. Now you would still need to find and secure it (DayZ probably isn't set that far after the apocalypse so there should be usable reserves) - not easy but possible given you are resourceful enough to prevail. Surely nothing for a single freshspawn on the coast but for a highly geared cooperating group of skilled survivors. However, like any bigger goal the implementation would need to see the basics first - most of which most players won't associate with vehicles and cars at all.
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I have a DayZ 1.7.2.6 server to try and relive the good old days of dayz. But it doesn't work that well without players. At the moment we have a player base of about 4-6 on occasions but we want more to try and get the full experience. The server is vanilla but we will be having events to give players a chance to get some loot. So i hope to see some more people on there soon. IP: 94.23.200.92:2422 VERSION: 1.7.2.6 ARMA 2 VERSION: 125548 (latest) There are plenty of Vehicles and around 5 heli crashes every restart (which is every 6 hours). Thanks, CombatShades.
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No - the "endgame zone" should be the same as the normal world (thats needs to be more challenging on its own). Endgame objectives should be of the kind "takes a lot of effort and/or tools" passively requiring you to be geared and /or work in cooperation with other players. Something like finding and transporting parts of vehicles, finding tools to repair vehicles using said parts, actually repairing the vehicle without getting shot while doing so, finding and setting up fuel supply for your vehicle and then maintaining and defending it. However, basebuilding and player cooperation might turn some areas into temporal (nothing is forever, your base should be able to be destroyed and your hoarded loot should be able to be stolen) "endgame zones" where you would need high level equipment, cooperation etc. to do something about it. In fact base building and base destruction would be a pretty good endgame mechanics as well. Anyways there are other reasons to keep playing than "progress": You might go out to fight or hunt down other players or help them in their own progress by giving them equipment, trading or even protecting them. You might try to set up and enforce rules in cooperation with others (e.g. playing "Berezino Police Apartment") or other roleplay-related things. Or you might switch around your items, exploring the effects and the things you can or cannot do.
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leading zombie trains through a village is nothing new, ladders breaking your legs are nothing new, vehicles exploding because you hit sth arent new.. video disappointed. only good thing was the green potion logo.
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Agreed. But this (the issue of encouraging players to use more of the map and be mobile) is a very apparent problem with a very subtle series of solutions. 1. Loot Placement - Currently, there is too much decent loot near to where folks are spawning. Which kills any incentive to move inland in the first place. - They need to tier the loot bias, eventually, to favor inland locations. Especially with food loot, I cannot stress this enough. If I can find cans of pristine sardines and bottles of water, readily, on the coast... no amount of fun-as-hell hunting mechanics or survival mechanics will add any consequence to just lingering in the cities to PvP. Let me be clear, I love PvP, but only inasmuch as it results in a consequence to those involved which is more than just "You died and I lived." - Also, dynamic loot allotment would work wonders as well. Giving lease to smaller towns in having useful loot. - Moreover, there is too little of a gap between common loot and "high-end" loot. There is no distinct "high-end" yet, and most people can do well with a Mosin or SKS, which are to be found readily along the coast. So there's little incentive, even for those who only PvP, to get truly advantageous gear because there really isn't any to be found outside of the coast. 2. Fixed Map Resources - At least in the mod, the fact that gasoline was in infinite supply discouraged mobility. If there's a gas station by the coast, or in a fixed location, one never needs to adapt once that resource is expended. - If resources were dynamically allotted, then people would be encouraged/forced to search for things like clean water and gasoline to supply themselves and their vehicles respectively 3. Broadening Spawns - I can appreciate that we're spawning in the northeast to test the east-west axis of newly-added cities. But eventually, this will have to change. - With the string of high-value locations along the western border of the map, players will need to be correspondingly spawning along the entirety of the eastern shore (i.e. from Svetlo to Skalisty). 4. Vehicles, Persistent Storage, Horticulture, and Construction - Vehicles are a no-brainer in terms of mobility. They allow you to get to more places, quicker. But, they also tie into the "Fixed Map Resources" bit above in that they create a demand for a resource (i.e. gasoline). Likewise, they also create a demand for other resources (i.e. repair parts and perhaps modification elements). - Persistent storage/horticulture/construction, somewhat counter-intuitively, encourages mobility as well. It gives value to otherwise un-used locations, in being attractive for setting up camp. There's a false assumption that things like persistent storage creates a "settling down" effect wherein players get nice and cozy in their camps and never venture out. - Persistent storage/horticulture/construction also, like vehicles, create a demand for resources (i.e. construction materials, tents, loot to put in those tents, clean water, farming supplies, etc.) Likewise they allow the players an element of freedom in being able to populate Chernarus as they see fit, or as they deem advantageous. Which can make places like the un-used forests all the more useful. 5. Threatening Zombies - Making zombies more powerful, numerous, and threatening is not a one-stop-shop solution to encouraging mobility. However, it does (in keeping with the edict in my first bit) give consequence (not punishment, for fuck's sake) to things like firing a weapon. To this end, it would help in discouraging (not stopping) wanton PvP in areas which would be high-population areas for zombies, like in cities.
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To people saying vehicles don't mean much, I think it's like having a car in real life. Cars will be good because it's something you've earned and it's yours to do whatever you want with. When cars are in, I'll fuck about with them no end, no doubt ending in multiple fiery deaths and unfortunate road 'accidents'
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I agree... The speed increase from mod -> standalone is noticeable when you swap back and forth. I'd say it's around 1.5x faster to travel in SA than in the mod (on foot).. When vehicles are in, hopefully the run speed gets nerfed a bit. Also, the mod had stuff blocking roads... there's none of that in SA currently, but I'm assuming once vehicles get added back in they will throw the junk back on the roads to make transport more difficult. I think Heli's (if they will be in) are still a ways off. Also, vehicles, while fast, attract attention and cost a lot of time/resources to procure, and only a few groups per server may even have access to them.. Good luck driving from Balota to NWAF without having your tires shot out on a full server. Even better luck procuring a vehicle, keeping it in running condition, and hiding it for more than 24 hours on a relatively populated server.
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Hicks stated in one of his recent streams that the first vehicle will NOT be a bicycle. Maybe an ATV or Scooter perhaps? Regardless of what it is, vehicles will not be instant transport across the map as some think they'll be.
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Dayz need vehicles.Gathering parts to fix them will be new mission,and we really need something to do beside gearing. Helicopters, planes and armoured vehicles are too much in my opinion, but civilian cars and some army trucks are ok.
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Will be the nicest troll if after months we are waiting for them, they gonna add vehicles, but ruined and non functioning like others already existing in game....and then: "Yes, we added new vehicles"! xD
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Terror1, you really don't need vehicles at the moment. It doesn't take very long to get around the map on foot. I'm hoping they don't put helicopters and such in. Off topic I'm good with bikes, motorcycles, cars and some trucks but don't want anything else if I'm honest.
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IP of Server: 188.227.161.204:2402 Search in Filter: Outlaws New server for OverPoch on the much loved map, NAPF. Server is running the following: *Wicked AI Missions *DZMS AI Missions *Supply Drops *Vehicle Service Point *Self Bloodbag *Safe Zone Traders *SnapPro *Take clothes *Deploy bike *Tow/Lift *Infistar & Antihack (full version) *100m Plotpole Admins are always on! we have a dedicated TS support. Just ask ingame questions and they will be replied too! Have fun and enjoy your stay!
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Dayz Standalone is lacking a huge core piece in my eyes.
BadAsh (DayZ) replied to Zanders's topic in General Discussion
I really don't get why these people think "cars and boats" will make all that difference. If they added them what would keep you from getting the feeling that there is "nothing drawing you into the game" then? Why would cars and boats make such a big difference to you? I am really curious. Because this is being thrown around a lot by former mod players as being, well the end game to use a tired old cliché. But why? As soon as vehicles are in, and as soon as you have tried assembling them and driving them around for a bit, what is stopping you from getting bored? I really don't get this. In my view this is like askiing for a new hat, or a new gun, and saying this is really all the game needs to be perfect. This is not what makes the game interesting. What makes the game interesting is whether you can still get that feeling of exploration when meeting new players. You may have experienced that feeling back in 2012, and never since. I guess if that is the case, "cars and boats" are not going to make you relive it. You have grown calluses and become old and world weary regarding this game. There is really not much to be done about that. Cars and boats will eventually be in the game. But when they fail to satisfy your gaming experience, please take into consideration your previous condition, and that it may not be a problem to other players. Other mod players who managed to get a kick out of meeting other players in the game even after all this time, as well as new players, who have yet to even experience the sense of repetition you might feel, when playing this game. This problem of old mod players being burned out on the game seems to be a recurring one, at least it seems so from many many posts on these forums and elsewhere. But you have to realise that this is your personal subjective problem, dependent on your approach and your experience with this game. And that this is far from necessarily the same with most of the other players playing this game. -
Dayz Standalone is lacking a huge core piece in my eyes.
Karmaterror replied to Zanders's topic in General Discussion
I think tents/ persistence + vehicles will solve what you are taking about. Doing something meaningfull as a group - Vehicles are great for that, you can all split up and look for the parts, and its a great reward if you succeed. Carving out a community - Tens will facilitate that a bit, add barricading and you can make a nice place to call home. With a group that can grow fast, but as is the nature of the game it can all be lost in an instant. We even getting horticulture to add to that now. Trading - That's already in, I like that its not all packaged....like enter trade mode and no one can shoot or something. Adding items only increases the trading options. Services - Say you fix a car, or heli then you can offer transport. Its risky as hell but again I like that ist realistic, at any time you could be backstabbed. That helps towards the tension and fear. I want all the same things in game, I just think that the current plan will deliver it all :) -
My clan is solely dedicating themselves to finding other campsites, vehicles and trade posts to take out and claim for ourselves. Cya on the flip side suckas!
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-=GMA=- EPOCH origins overwatch CHAOS! I -mod=@dayZorigins;@dayzoverwatch;@dayZ_epoch I many mods I friendly admins I custom areas I
Past0ri replied to imaplainbagel's topic in Mod Servers & Private Hives
Great server. Lots of looting and building going on. And shaking. When your in low health. Huge variety of guns to fight the zombie apocalypse. All the cool vehicles to help you survive and carry you luggage. Several raid areas with lots of npc:s. Different "happenings" including; kill the admins! Which is kind of sad, since they are very nice people :rolleyes: -
IP of Server: 188.227.161.204:2402 Search in Filter: Outlaws New server for OverPoch on the much loved map, NAPF. Server is running the following: *Wicked AI Missions *DZMS AI Missions *Supply Drops *Vehicle Service Point *Self Bloodbag *Safe Zone Traders *SnapPro *Take clothes *Deploy bike *Tow/Lift *Infistar & Antihack (full version) *100m Plotpole Admins are always on! we have a dedicated TS support. Just ask ingame questions and they will be replied too! Have fun and enjoy your stay!
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(aCw) Resurrection Epoch chernarus (1.5.0.1/125548)
thegovernor001 posted a topic in Mod Servers & Private Hives
Server ip : 50.241.193.12:2302 http://www.gametracker.com/server_info/50.241.193.12:2302/ Teamspeak : 23.24.230.177:9134. Pass:aCw You can get a channel for you and your team http://www.gametracker.com/server_info/23.24.230.177:9134/ Website:http://l.facebook.com/l.php?u=http%3A%2F%2Fwww.DayZ.aCwGaming.com%2F&h=DAQHRyH9u&s=1 Rules 1 No offensive language/flame/racism against players admins or our community. 2 No cheats, dupe or exploits, the anti-hack will detect. 3 NO INVITING TO/OR “NAME” OTHER dayz/game SERVERS 4 No reporting hackers on side chat. 5 Use our faceBook or our TS3 help channel for help or to report hackers! NOT SIDE CHAT! 6 No stealing in safe zones or leaving vehicles on the spawn points. 7 No destroying vehicles in safe zones. 8 Watch your language 9 No trolling 10 Do not ask us how to run a server! 11 No building in high value loot zones the base will be removed 12 No begging for free items or TP's 13 Do not corporate with hackers report them if you do you will be banned as well. F.A.Q This covers in game and TS3 Q: Can we donate? A: Yes go to out Facebook and click the tab that says Help Outreach The World. Q: What will you do with the donations? A: We will use them to do drawings and give players prises help family's in need give to charity or to upgrade the game servers. Q: Who dose your hosting? A: We do our own hosting we use real servers not normal PCs. Q: What dose aCw stand for? A: A Cloud of Witnesses. Q: I do not understand the admin ranking system. A: The admins with the (aCw^) tag are the low admins. The admins with the (aCw*) are the higher admins who are the overseers of the lower admins and some times become server developers. The people with the (aCw) tag are the main founders of the community they have all the powers of the admins but are the highest in command and make all the decisions. Q: Alright so how do I gain ranks? A: This is also simple remain faithful to the community you can show this by using the Teamspeak as much as possible and be active do not use other Teamspeaks. If you require a team or clan channel one will be provided free of charge as long as you are not a member in probation. Q: My team channel has been moved to something called scheduled for deletion! A: If you or a team member dose not use the channel for a full week it will be moved and will be removed if you do not return this ensures that there are no channels unused. Q: But what if i need to be gone more than a week or stop playing DayZ? A: Please let us know via Facebook or Teamspeak that you will be gone and wish to keep said channel please let us know when you return as well. Q: Okay so what about ranking up and what dose each rank entitle? A: The green alien head means you are just a visitor and you have no power you can not move or see any one. The red P means you are a member in probation you can not interact with any one but other probation members and are restricted to the game channels only. The purple M means you are a full member and can move about feely and can also request a free channel. Q: So can I become an admin? A: Yes you can be an admin but do not ask us we will pick you to be one at random if we need admins. Q: Okay so what about a Teamspeak moderator? A: We have not yet implemented this but may in the future. Q: Ware can I find a list of your servers? A: Here --> http://www.gametracker.com/search/?query=%28aCw%29 Q: Teamspeak says I do not have a password? A: The password is aCw Q: I cant move and I have an alien head? A: this means you are a guest and have now power to see or do anything If you have any questions please go to our web site at http://www.DayZ.aCwGaming.com/ and post on our forums or message us on Facebook at https://www.facebook.com/ResurrectionCommunity Features SSD Active admins Events Lift/Tow Custom Loot Deploys Elevator Help menu Colour corrections Snap Build pro Service Points 3 hours restart infiSTAR anti hack Safe Zones Bury Body Cannibalism Take Cloths Custom Buildings DayZ Mission Systems Custom SQL Clean up scripts Best FPS Donor perks Secret airfield More vehicles in traders gunship jackal etc..... Sucide option lots more -
COLONIES PVP OVERPOCHINS! Here is some information about our pvp server. This server has merged 3 different dayz mods, DayZ Epoch, DayZ Overwatch and DayZ Origins, hence the name Overpochins. What it takes from each mod. DayZ Epoch: Everything from The Epoch mod as it is our main mod. DayZ Overwatch: Vehicles and weapons off the overwatch mod, still working on getting skins to work. DayZ Origins: The origins version of Taviana Map, + Vehicles and buildables. Server scripts: - Body bombs (You can attach a grenade to a dead players body, you need a toolbox and a regular grenade) - Knockout players(You can knockout players if you have a crowbar and a weapon on you, this feature is buggy at the moment) - Car Towing and Heli Lifting (Almost all vehicles should be able to tow and lift other vehicles) - Refuel/repair/rearm at gas stations(refuel for free, repair and rearm will cost you a bit of gold) - Snap building pro(Build your base like a pro with the awesome snap script) - Elevator script(create elevators using metalfloors, you will need certain items to make this) - SafeZones at traders(Self explanitory) - A.I Missions - Sector B with A.I and Loot - Custom Areas(These will be added frequently) - 350 vehicles spawn around the map - NO plotpole needed(But recommended to have if you don't want others to be able to build at your base) - NO maintaining bases. More scripts will surely be added in the future. To connect to our servers you will need to have the latest versions of DayZ Epoch, DayZ Overwatch and DayZ Origins installed. If you have that, all you need to do is add this to your startup parameters "-mod=@dayzorigins;@dayzoverwatch;@dayz_Epoch" IP:144.76.82.236:2562 Hope to see you ingame! Happy hunting!
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Ah, there are many very good private Hives around. It's just a matter of finding them and getting connected with the folks there. If there are active admins, doing actual admin stuff and not interfering in the game, then you should be fine. As soon as there are donation perks involved you got to be careful. There are some private hives holding up to 100 player slots, which is pure insanity and brakes the game for me. I wonder how those admins pay for their machines. Donations, most likely, which is shite. Feel free to hop on our server. It's got more vehicles, sure, but only a handful of scripts running. So it's pretty much vanilla.
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I mean, either way, the assertion that the forest is always and will always be devoid of worth, player interaction, or utility is just categorically false. The mod's forests were practically high-traffic areas, simply owing to vehicles and tents. Add hunting, additional construction, horticulture, etc. and we'll see plenty more folks opting for the forest at least some of the time.
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Mod, especially DayZero. You might get better performance in SA compared to mod server with 1000 spawned zombies and a buttload of vehicles, but on the other hand SA server in such situation would just melt your PC.