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Showing results for 'Vehicles'.
Found 41868 results
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I doubt they can release the singleplayer, because it needs dialog, cutscenes, triggered events and a bunch more. We've also seen with Source Mods, how the code was broken each time Valve released an update every single mod was broken for weeks to months. I anticipate modding tools too, but I'd rather have some decent documentation or at least a bit of info on the tools, first. I have no idea what TKOH is, bu if you just wanna test models you might as well look at some of Arma's models and up the polycount slightly. I don't know if Dayz SA models use a proprietary format, but as long as you save as *.obj for now it should work easily with a model importer. They might even use *.fbx, but if they don't even wanna license Physx for vehicles, I doubt they will want to license anything from Autodesk. What I would like is some more info on modding in general. It'll probably be very similar to Arma modding. Yet, the main modding thread here is closed and the others are not really active, either. I would like to work on an American Style map, like in State of Decay, but smaller and with an suburban area to try out a few things. I can concept, model, texture and am looking for like-minded people. Most necessary would be a coder, who knows their way around Dayz modding. However, I think the modding train hasn't started yet. I'm sure there will be more info when it becomes important. For now the people above me said the right things. It's not really making much point introducing modding tools at this point. It would just be annoying if an update broke most of the work we do on a mod. I rather wait a little while longer.
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The mirrors kind of work in Arma 2, and do work in Arma 3, I think they're waiting on the new renderer for implementation. I think I read something about reflections but I can't recall where, I doubt this new engine would be a regression on their part. I read the post about loading a shipping container with a winch and like the idea in principle but that's a little easier said than done without one of these. It can be done but it takes an earthen, metal, or wood ramp but then getting it off is another can of bullshit without a crane. I've never been allowed to try it but have a feeling the trick with chaining it to an immovable object and driving away would have some serious consequences for the container and truck. Securing it on the a cab and chassis would also be a bit of a big deal, the steel on steel of the container and frame rails would seem secure on flat ground but any acceleration, turning, side hill, etc. would cause it to move, loose the load and possibly flip the truck. How about a V3S or Ural with one of these decks? **edit** @ S3V3N About the sound diference between first and third person, whichever dev was showing off the new .59 vehicles in a video mentioned it was on the list and how annoying it was.
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Dresses are laying all over the place guys..rock one with pants and feel beautiful, There's down pours Days with showers Days with a few minutes of rain every hour and all out rainy days It could be changed but it seems balanced to me, I think if the server restarts could be moved to just once aweek in the end and make it where we can fix cars/vehicles to a larger extent instead of them sitting broken down until a restart on the side of the road or until the 45 days is up would be great...we do have wrenches and the loot system seems to be getting into check doing its on thing with out restarts..
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Hello there You can probably expect Avatars and vehicles to be able to travel so quickly overland. At the moment its far too fast. also, theres a new interview coming up where Hicks will describe "No go zones" (radiation?) etc. Keep an eye open for that. Rgds LoK
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AngryZ|DayZChernarus|1.8.6.1|UTC-11|Spawn w/Gear|Veteran+
jbraddock replied to jbraddock's topic in Mod Servers & Private Hives
How long can you survive? If the zombies don't get you the bandits might. We're wide open this weekend and looking for more players to join us. Our server has no rules about base raiding. If you find a base and can break into it, or just decide to trash it ... have at it!!! Anything goes. You won't get a ban for emptying someone's base and/or trashing it. The only thing you'll have to worry about is dealing with whoever the base belonged to if they find out it was you who took / trashed their stuff. Same thing with vehicles. No one truly 'owns' anything on our server. If you find it it's yours if you want it. The question is are you good enough to keep it? If you take a vehicle someone else was using, it's that player you have to worry about, not the admins... Jump on in this weekend if you're looking for a new place to play DayZ Mod. -
Looking at patch .58 In General, What has changed?!
snipper_cr replied to venkman302's topic in General Discussion
In my opinion only, DayZ SA is finally at the minimum point I needed. Ive played a bit through the time its been in Alpha but finally the two big things I needed to play are: WORKING persistence. What we had before did not count. Now for the most part, persistence is working the way it should. And the second thing: Vehicles. The ability to traverse the map at higher speeds (even if at great risk) was needed. Mind you, vehicles right now are too easy (basically spawn 100% minus battery and glow plug which I just carry around with me) but I finally am getting "invested" in DayZ again. Zombies would be nice though but I understand the reason. Also... I did run across 2 zombies yesterday on the road leading to the east of Novo. Scared the beans outta me. -
Ok. Some solutions to the problem. Via config in your server you could (once programed in): - Spawn animals and ponds in debug area, around the vicinity of the player. Despawn once player leaves the area. Same system as it is in loot atm but configured for ponds and animals. - Restrict items, vehicles as per config setup for debug area. - Via config timers could be set for duration of tents in debug area or none at all. // This improvement "could" introduce 200-500 player servers in future. This would introduce fixes, which are players talking in this topic. Some players are seriusly short sighted and cannot find the fix for the problem. They instantly crush it with 10 ton hammer. This would eliminate some of the problems. I fully support nomad's gameplay.
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Hunters Cove DayZ Overpoch Survival Server aims to bring you a fun yet challenging DayZ environment to play within. We welcome players of all abilities be it new comers or DayZ Vets, the idea behind the server was to bring back that old school DayZ Survival experience with modern updated features. New Players: All new players will receive 1 Briefcase worth 100k coins & ATV & Small Building package. New Groups of players/clans joining with 4+ players will receive 1 Briefcase each & 1 Extra Briefcase per every 2 players & 1 x SUV per 4 players & Large Building package Scripts/Mods: DayZ Overpoch (Epoch & Overwatch, -mod=@DayZOverwatch;@DayZ_Epoch) Custom Buildings (Imgur Album of NWAF, NEAF, Balota: http://imgur.com/a/bCB5x Plent more to be added ! ) Single Currency Coin System With Banking Advanced Trading Door Management & Plot Management Group Management Snap Build Pro & Vector Building Self Bloodbag Suicide Towing & Lifting Wicked AI Missions Dayz Mission System Epoch Mission Events Sector FNG With 50 roaming AI and 6 M2 Gunners Service Points Rearm Repair Refuel Monthly PvP Events 80 Meter Plot Pole ! Destroyed Vehicles Drop Loot Salvage Vehicle Parts & Siphon Fuel Server Info: IP: hunterscove.duckdns.org Name: Hunters Cove Overpoch (Search DayZ Launcher !) Max Players: 40 (can be upped if server gets full and players want to join) Vehicles: 80 Physical Server Location: United Kingdom Restart timer: 3 hours GMT+0 Battleye: Enabled 3rd Person: On Crosshairs: On Veteran: On Persistance: On Private/Public: Private Hive [Chernarus],[Overwatch],[Epoch]
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What is the scrum schedule again? What will the next group be focusing on? Could make it a podcast. In regards to the weapon sway, seems like they are eluding to some kind of UI or queue to tell us when we would experience sway. But isn't having and seeing the sway an indication enough that you have sway? Do we need an UI icon to tell us this, similar to the old sound icon of the mod? Even if toggle-able would it create a grind to find the sweet spot in stamina, running, aiming? Like most additions, we'll have to see it first. Can't wait for more experimental branches to come out. After the long stretch of exp. for .58, I got addicted to them. Can't wait to see all those vehicles driving around carrying kill teams or saviors. Every time I see a video of NWAF I always think that I'll see my own death at some point. NWAF is definitely the place to go when you want action and to test yourself. Especially when you get bored and want a valiant way to go out before starting again. :)
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From what I remember, super rare items will only spawn on certain servers at certain times (CLE and all that) so you'll need to be able to jump servers to get this super rare item, such as things to fix high end vehicles like choppers and shit when they get implemented.
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Always loved servers like that, but they are few and far between ;) Might check it out, not sure if my BP/Exile days are over though. True, persistence will make a big difference, especially when barricading comes into play. Tbh tents, vehicles and barrels arent enough, for me at least. I guess im gonna have to see it before i believe it :) And i am of course talking about playing on your everyday average DayZ public server, when i say stuff like i did in the previous posts here, just in case it wasnt obvious hehe. Its a difficult topic.... I truly love the perma death aspect of the game and the fact that you can loose everything in the blink of an eye, but at the same time, it would be really nice to not loose all your stuff everytime you try to trust people or help out another player :) I dont know the "perfect solution", dont even know if it excists, but many other games have tried before DayZ and not quite hit it right. I hope the devs look at the other games and take notes, to try and make DayZ different. It feels like they do exactly that tbh.
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Okay this came in my head. Im not sure how much money dayz has. But here is my idea. If the creators of dayz has so much money this is what they should do. The creators should buy "abandoned" town or make a town lets say about 1 mile long up and down. If they can figure out that ^^^^^^^^^^^. Lets Continue After they do that setup a large fence or barrier around the town. "Make sure no one can get in without going throw an entry point." Make sure you leave air soft guns or laser guns with suits , backpacks, clothes, food, water, tents, bikes, maby cars around the town. For the guns. They do just like they do in airsoft they say they got hit, also you could try to make suits to indicate that they got hit. If there is a suit that can indicate what part the body got shot on. If you get shot in the arm or leg you have to lay on the ground for three minuets. If other players come up to you they can take your gun search you and go through your backpack. If you get shot in the chest or head. You have to drop everything on your body where you get shot. Every player gets a pair of shorts and a tshirt so if they get shot they can wear those when they die. Monitoring: Of course you will have cameras around the town to keep an eye on things. and the players. If you want all players are requried to wear a chest plate with a camera so we know if they got shot or not. "Cheating" If players do cheat or lie they dont get to come back to the arena for 1 month. players start off with a pair of pants and a tshirt or a pair of shorts. There choice. Also players can find clothes in the town. Costing: Im not sure how much they would pay to get in but i was thinking about 100$ a day but if you die and want to drop all your stuff and restart it would be like 25$ after that.. You could also pay about 25 extra to bring a go pro in the game to record. If you have to leave during the game. You have turn on a green light that you start with and if its on you must goto the entry and they put all the gear that you had into a tube and whenever you come out they bring the tube out and you can put all the gear you had back on. and continue. Over time you could make multiple entrie areas and make a bigger map. About the vehicles you leave a few vehicles around with just a enough gas to drive but you cant not hit any player. 4wheelers are a option too and bikes and other things. You can find gas cans laying around to fill up the vehicle but the keys must be glue in the car or watever so no once can take them. Of course some players are going to team and there are going to bandits. I would leave handcuffs and keys laying around but for the handcuffs have the keys on a chain with the handcuffs so u cant just handcuff someone and leave them there. This would be a great way to earn money and have fun. Over time also make multiple places around the world. I have other ideas but i cant type them all. If you have questions about this ill come up with the sultion and let you know.
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What kind of economy are you referring to? IRL, an economy is based around the production, trade and consumption of goods. It has nothing to do with "personal circumstances". Here are a couple examples: Finite resource: There is a specific resource (e.g. gold) that will only spawn a fixed number of times. Players must trade or kill each other to get it. This is the easiest system to balance since inflation/deflation only needs to be taken into account based on player activity (i.e. players logging out with gold in inventory). Player-driven resource: There is a specific resource (e.g. bullets/fuel) that players can create and consume. This system is harder to balance since the economic resource cannot be finite. Players will have no reason to trade with other players unless the creation process is time consuming/boring or based on a finite item in some way (e.g. bullets can only be created in a workshop and do not spawn).Players can also provide creation/repair services as the basis for an economy. Player-driven resource generation example: Bullet press only spawns a fixed number of times. Players that owns the press can exchange finished bullets for the raw material necessary to create them. Vehicle repair: Make advanced vehicle repair (i.e. anything but fixing a broken tire) require a workshop building. Only players that control the workshops can repair their vehicles. A tow truck would be necessary for this to work. Since there are a fixed number of workshops around the map this creates value for this service. Item repair: Make workshop be able to repair all items to Pristine status. See above. Job class item creation: If players are spawned with a fixed skill that allows the creation of a specific item this could provide the entire basis for an economy. Some players can create vehicles from a specific finite resource (e.g. vehicle components, weapons components, etc.) Trade would be based around these raw components.
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Just to let you know- we made some modifications to our own camp areas and have virtually eliminated the desync around the camps. I think it was containers in containers and containers in vehicles that was causing it. Suffice to say we have two very large camps going and I haven't heard a complaint about it since we saw the fixes discussed. That's definitely the higher road than I would have gone and I'm usually a pretty nice guy already. I mean, if he decides to work together than his lost barrel becomes his (also) again anyway so it's win win for him if he chooses the equally high road. Seeing your play style does help keep me grounded since I'll always have a reason to reflect on the fact that the lone guy I'm shooting while we're hopper hunting could just be a dude running around rummaging looking for food for someone ELSE's barrels. Talk about a class act!
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DYNAMIC CAR WRECKS FOR A BETTER SURVIVAL ENVIRONMENT
Thumper1999 replied to thefriendlydutchman's topic in Suggestions
what about taking car parts from wrecked vehicles all over the map. -
Ultima-Weapon's Universe - 2x NEW SERVERS - 50+ Addons | Lingor & Napf | Overwatch | Origins | Epoch
andrew_ts replied to andrew_ts's topic in Mod Servers & Private Hives
Claiming vehicles will now cost 1 kilo of hemp. -
I am a fan of BI, they have the type of games I like to play. I started playing DayZ as a mod of Arma 2 and loved it. I have read where they want to take this game and it has disappointed me. The stand alone had some Huge shoes to fill and thus far I don't see those shoes being filled. Dayz mod was gritty, there were a lot of powerful weapons with different rarities there were different uniforms but more for utility than for style (now it seems like a fashion contest). There were vehicles you could find repair and use. we just received vehicles a few months ago and still no aircraft. (what has it been a year and a half since release?). The loot system seems messed up all the time every new versions screws it up more. I see a bunch or New players defending it because its the best game of the Genre (which I still believe, for now.). On the other hand. there are some Heavy hitters coming for the title that aren't as stingy with their loot system, and they have Highly contested areas that have High value loot. something they took away Back in 0.57 by making the military bases a place you no longer needed to go to get Higher end guns. why even travel the map anymore when you can stick to the water front towns and battle it out like in CoD? I see a lot of people defending the direction the game has taken but they have taken a map with hot spots with the potential of high end loot spawns. and turned it into a map with out any flavor. I do not understand why people battle it out in Berezino other than the trolls that just like to kill new spawns, there is nothing there worth fighting for. This game has taken alot of the tactics out of the game the whole reason behind having the hot spots was to find a way to get a group together to take over and control the areas to control the loot that spawned in them. For example: Chernogorsk has 2 hospitals a fire house and lots of elevated positions, to control the hospitals you control the medications (they have added more hospitals since the mod so adding hot spots/options) Electro has 2 firehouses, a hospital, and a few elevated positions including a hill (sniper hill) to control electro you control a small medication area some starter weapons/armor and Fire axes. Balota Before they changed everything used to have a chance to spawn a helicopter, a few high end weapons and some starter gear. to control that area you controled who got the high end weapons on the south coast. Berezino had a small military outpost 2 stores and a hospital, this was the chernogorsk of the east coast but didnt have the elevated positions. If you controled this you could survive and control some of the traffic to Krasnostav. Krasnostav Airbase (NE Airfield) had a chance to spawn a helicopter and some High end weapons. to control this you controled who got the high end weapons on the east coast. Stary sobor had a store and a military camp that spawned High end military gear, cars, and was basicly the last stop shop before you get to NW Airbase. If you controled this you saw at least 60% of the people going to NW Airbase and could slow the flow somewhat. NW Airbase had the most High end military gear spawning areas, Helo spawns, Vehicle spawns, If you could hold this for an hour you were doing good and there were no shortage of groups sneaking into this place to take control of it. See they changed the Loot lay out before they have enough guns or vehicles to support such a move and keep people interested. that is why the servers are at all time low populations. But this is just my opinion and I am sure someone will come along with a different viewpoint but then again maybe they have never played the mod or seen the promised land of squad tactics in this game.
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Really, in my (wilderness survival-trained) opinion, having water wells in literally every fucking town makes survival trivial. The "real" limitation on long-term survival, even in a temperate deciduous forest, where water liquid water is readily available, is "potable" water, that is, water that is safe to drink. Water taken straight from a stream, a pond, or some ditch alongside a road is not safe to drink, not "as is". You have to treat it before you drink it, through boiling, filtration, chemical treatment, etc. So, what does this mean for the wells in Chernarus? Firstly, there are a fuckton of "natural" water sources all across Chernarus; streams, small ponds, even ditches alongside roads. I am willing to bet that 99% of the time in-game, you are within 5 minutes of a water source. There is plenty of water "available", so all of the water pumps are really just extraneous. Relatedly, almost every settlement in the game is less than 5 minutes away from another one. Not just big cites/towns, but the tiny little hamlets on a side road. And, 99% of them will have at least one hand-pump. Many have more. For, really, no reason. So, what do the above points mean? That the number of wells in-game need to be cut back, significantly in my opinion, if the devs want to take "survival" in any way seriously. Chernarus isn't some Third-World country. War-torn, rural, yes, but not objectively poor. The houses are well built, and people have personal vehicles, TVs, electricity, etc. Now, does this mean every town is hooked up to municipal water? Probably not, considering Chernarus doesn't have a Water/Wastewater treatment plant, but it does probably mean that most houses are hooked up to private wells. Wells that require electricity to function. Electricity that, after the apocalypse, is no longer available. Therefore, immediate access to potable water is cut off. So, what does the removal of 95% of the wells mean for the game? 1) Players will move more "slowly" across the map, as they can't just sprint from well to well any more. They have to stick near water sources, and when weight gets implemented, will find out that water is heavy. 1 gallon of water weighs about 8 lbs. 2) Safe drinking water becomes more of a priority. Now, instead of gulping down some water at every town, you would have to plan ahead, look at a map, and think "now, there is a valley between those hills, there could be a stream there....". You would also have to treat this water, either from boiling, filtering, or chemically-treating the water. This makes fire-building + water-boiling / filter building / the supply of chemical tabs an actual important thing to think about. You would have to carry around an empty pot for boiling, or save some charcoal from a fire to fill a bottle with to serve as a filter, etc 3) The remaining wells would become valuable. Anyone play the first Fallout game? It had a faction of "water merchants", that traveled across the Wasteland trading water for things. SO, if there is only a couple of wells across the map, clans would actually have something worth fighting each other over, and would serve as something to build a base around. They control the water, and "charge" (in various forms of loot for barter" for use. Freshspawns could trade for water, or go fuck off and boil pondwater. Other clans would attack in order to take control of the well, in order for that golden teat, and the controlling clan could sponsor "water merchants" that travel between settlements, in return for a cut of the profits. Hell, the devs don't even have to actually remove the wells. Just make them "broken" and missing necessary parts, like the trucks/vehicles. That way, they could include "parts for a hand-pump well" as part of industrial loot. Some enterprising loner or unaligned clan could find these parts, "fix" a well, and compete for the "water trade". Or, you know, hoard the parts in their base, and use them when they want water at a broken well... TL;DR: removing/"breaking" the overwhelming majority of the hand-pumps across Chernarus would be of great benefit to the game. It would make the game harder, for one, and prompt various forms of interaction.
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ZombiehunterZ|Custom Buildings|unique AI Bases|Trader Safezone|indestructible Bases|Starterkit
Blackc0bra (DayZ) posted a topic in Mod Servers & Private Hives
We are hoping for a lot of new players for our server! Visit our forum, TS or directly our game server J Server #1 IP: 5.9.98.18:3002 Slots: 50 Gametracker: http://www.gametracker.com/server_info/5.9.98.18:3002/ Forum: ZombiehunterZ.de (Registration necessary) Youtube: https://www.youtube.com/user/MrMeth1337 Specials: + Humanity System: Level 1-8 (Hero/Bandit Trader Level 1/3/5) + Humanity based Skins + 1on1 PVP Area + “The lottery” Win special and unique prices in stary +For longtime fun an goals, you can craft your individiual Base with a Refuel- and Repairstation, Barracks, Firestation, Sandbag walls/Castle walls, .50cals and so on. You can buy this things from the admins with Briefcases… Server Mods + 8 individual AI Bases from small to big, which will change every restart (3h) + Safezones in Stary / Klen / Bash + Antibackpack Script + 350+ Vehicles + 200+ Fix Custom Vehicle Spawns on the coastside + Selfbloodbag + WAI Missionen + indestructible Bases + fixed Trader prices + Custom Vehicles + Colour Correction + Custom Buildings + Cinder & Wood Trader + 90m Plotpole + Coin & Banking + Custom Crafting System Cheers Blackc0bra -
Questions About The Current State of DayZ
Whyherro123 replied to jovlon's topic in General Discussion
(Underlined emphasis mine) 'Stuck this moment in .58"? It just updated to .58 a couple of weeks ago, and .59 is on the way "It's unplayable: no zombies, no risk .... just boring can kill you" Let us not be melodramatic, here. Zombies and animals were removed to test things, for very good reason. If you find straight PvP boring, that is on you, but that has literally been what the Alpha has been since release, so there is no change from release til now, in that regard "No updates since months" " I think Day Z is dead" Oh Jesus Christ. It is readily apparent that 95% of forum-members have no clue on how Alpha-status and "early-access" works. Tell me, do you know how long it takes to develop a game, from start to finish? Alright, OP, let me address your points, one by one. 1) No optimization yet? Yeah, that is what Beta is usually for. Optimizing and bugfixing is pointless when there are still mechanics, items, animations and suchlike to add to the game 2) The team that makes the skins and animations is not the team that works on code. I used to make this mistake as well, before I was educated on the difference. 3) This is the first I've read about that particular bug. Regardless, did they report it on the "bug thread"? 4) A whole $4.99 in price increase? OH NO, THE WORLD IS ENDING. The game is likely to be $60 or so on release. Get it early, and you pay less 5) Not true 6) Weird, I haven't seen any hackers since the Battleye update a couple of months ago, and neither have I read about any on the forums. Is there still some hacking (read: scripting) somewhere? Probably, no game is 100% script-free, but, believe me, the game is much better now than it was a year ago. 7) Get used to running/walking. A stamina/weight system is in the works, and the sprint speed will be slowed down signifigantly, so you won't be able to sprint across the map. Also, there won't be 50 trucks across the server on release: A developer on Reddit (forget who, I think it actually may have been Brian Hicks) stated that they wanted there to be a maximum of 10-20 vehicles across a single server. 8) Yeah, that happens when all you can do is shoot people for a year and a half. Nothing happened to the game, people just got burnt out on doing the same (stupidly easy) thing over and over again 9) this is a result of lag/desync and the ability for clothing to "absorb" damage from bullets and melee weapons. Both of which are being worked on, and will be removed to the best of the developers ability 10) This is a result of the problems with the CLE and the need to test the server capacity, respectively. Basically, the reason zombies were removed is that, with the new (*in its "infancy", really) Central Loot Economy, you could either have 1) A decent amount/ a lot of zombies, or 2) a decent amount of loot. Also, with a lot of zombies, on the "old" renderer/server stuff-and-suchlike, the more zombies, the more lag. TL;DR Someone doesn't know how early access alpha works. -
Hi there DayZ community... The post im' making here is not about complaning nor telling the devs what to do, but i gotta say i do have some concerns ! Seeing the devs plan that community scrum makes me wonder, are they still working on zombies ? Has any improvement been made on that level ? IMO, it is a core mechanic of the game, even more than PvP, back in the mods, you would see most of the time zombies before you even see / hear another player, i don't know if im' the only one, but id' personally think that it would be a better idea to gather all possible ressources to work on that zombie problem and THEN, move on with less-important stuff... We don't need to know ALL the details, but at least some updates like, we or we didn't see any improvements and still working on it would at least, ease some concerns, some friends i have that bought the game since the no-zombie patch (Kinda) already asked for a refund (Since DayZ is advertised as a game with zombies in it they are quite dissapointed that there are none of them) We all do appreciate that the dev team is including us in the process of shaping the game or at least, give our insights, but a priority list should be established, to at least, make sure the core mechanics of the game are in a working state before trying to add more guns, vehicles and clothes... Please do not flame, im' just trying to be as constructive as i can within the limit of my spoken english haha ! Have a nice day all !
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Greetings, forum members! Earlier this week, a few of us (Odin Lowe, GaryWalnuts, and myself) made the journey out to Debug Island. It was my first time in 14 months, the last being July of 2014, and we were very excited to be able to complete the trip in the harsh conditions of 0.58. It was a voyage I never thought I was going to be able to make again, so imagine how happy I was to set foot on the island again especially in the company of two fellow adventurers. It may never happen again after 0.58 depending on how the game changes, so if you'd like to go you better do it sooner than later. Below I will include a guide on the island and how to reach it as of 0.58, followed by a recap of our adventures this week so you've got some nice visuals to go with it. Enjoy :) This will serve as a preparation checklist and guide to making the trek to Debug Island. As of the writing of this guide, DayZ is in version 0.58; as such, this guide may not apply to future versions due to changes made in weather, resource consumption, clothing stats, etc. About the Island Located approximately 11 kilometers out to sea from Skalisty Island, this place (also called "Schadenfreude Island") is one of the toughest PvE challenges a player can endure. Dedication, preparation, and a bit of good luck are all needed in order to successfully reach the island. Few have been there in DayZ Standalone as a result. Although accessing it in the Mod was considerably less difficult thanks to air vehicles, players in SA must swim there on their own. Although a very unlucky player or two has found themselves here as a result of an old spawn glitch, in the summer of 2014, a few forum members were able to reach it successfully on purpose: Gews, myself, and Weyland. Much of this is owed to the homework done by Gews, who calculated what would be necessary logistically to reach the island. This was done around the timeframe of 0.45/0.46, prior the introduction of temperature as a factor for player health. As such, the journey then was considerably easier than it is today. Despite a couple of brave individuals having made their way out to sea since then, the total number of visitors even today can still be counted on two hands and even fewer among us have made multiple trips. The island itself is roughly "285 m long, 130 m wide, and 25 m above sea level at its highest point (925x427x82 ft)" according to Gews. There is absolutely nothing here except what you bring along, though a few key resources can be harvested here. Most important of those resources is water, which can be collected in bottles during periods of rain. The ground is also just the right type for digging up worms, and is additionally suited for garden plots (though they are invisible to the eye here for some reason). Fishing is your only means of gathering meat here, but works just as you would expect it to anywhere else. Rabbit snares do NOT work on the island. Surprisingly, persistence IS functional here! It is possible to set up a camp and leave behind items just as you would anywhere in Chernarus, and you will still find those items waiting for you if you return. Fireplaces also work perfectly normal here, providing a source of light, heat, and a place to cook your food; your only limitation is how much firewood you can bring along since there is no source of wood or sticks here. The original forum thread by Gews can be found here: https://forums.dayzgame.com/index.php?/topic/201494-journey-to-schadenfreude-island/ Preparing for the Journey Before you can even think about making the lengthy swim to the island, you need to gather the necessary equipment and supplies to survive the ordeal. What you gather and how much will be determined by how long you wish to remain there once you reach your destination. Below, we'll talk about the bare essentials necessary to complete the voyage -- if you wish to bring more, consider how much inventory space you'll have available after you've got the essentials, because if you can't complete the trip then nothing you bring along will matter anyway. Now, onto the preparation. The biggest hurdle you'll face in making it to the island is the punishment the sea will impart on your poor, fragile body. If you attempt to swim there in standard clothing, you'll likely die of hypothermia before you make it half way. The water is cold and harsh, and the only way to keep from a watery grave is to repel the water completely. In other words, you need an entirely waterproof outfit. Ideally, you'll also want to assemble the warmest outfit you can in order to shield yourself from the cold. Below is a list of items that are 100% waterproof. You'll need one item from each category, except where "None" is listed; these categories don't have any available items that do not absorb water, and so unfortunately in this case, you cannot wear anything from that category (don't wear a vest or gloves is what I'm saying). Also note that as of 0.58, the only totally waterproof pants in the game are the Firefighter pants. Glasses do not seem to have any effect, negative or positive, so wear them if you like. The lists below are ordered based on insulation factor (listed as "i") and number of inventory slots. Tops:1. Firefighter Jacket (i = 15, slots = 6)2. Raincoat (i =15, slots = 4)3. Dress (i = 15, slots = 2)4. Prison Uniform Jacket (i = 9, slots = 2) Pants:1. Firefighter Pants (i = 3, slots = 4) Backpacks:1. Drybag (i = 1, slots = 28)2. SPOSN Tortilla Backpack (i = 0.08, slots = 28) Hats/Helmets:1. Motorbike Helmet (i = 1.2)2. Pilot Helmet (i = 1.1)3. Gorka Helmet (i = 1) (same w/ and w/o visor)4. Firefighter Helmet (i = 1)5. Hard Hat (i = 0.9)6. Skate Helmet (i = 0.5)7. Scrubs Hat (i = 0.5)8. Ballistic Helmet (i = 0.13)9. Leather Hat (i = 0.13)10. Headtorch (i = 0) Shoes:1. Wellies (i = 3) Vests:None Gloves:None Masks:1. Gas Mask (i = 0.8)2. Respirator (i = 0)3. Dallas Mask (i = 0)4. Hoxton Mask (i = 0)5. Wolf Mask (i = 0) Miscellaneous:1. Armband (i = 0.2) Total possible insulation: 24.2Total possible waterproof capacity: 38 slots Getting yourself a waterproof outfit is the most important part, but your journey will still fail if you do not adequately prepare your body as well. Prior to jumping into the water, you will want to be bright green energized, bright green hydrated, healthy, and free of any negative status indicators (cold, fracture, sick, etc.). Even once you are "fully" energized and hydrated, it is advised that you continue to fill your stomach with water as much as possible without making yourself vomit in order to make your hydration last as long as possible. Of all your vital stats, hydration will likely take the biggest hit on your journey. If you wish to remain on the island for any length of time or make the trip back safely, at the minimum you will need to bring some food and water along on your swim. It is advised that you bring at least three bottles of water and a few cans of food or packets of powdered milk. Anything else you take with you is "extra," but if you've got the space there are many useful things you can include such as farming supplies that will allow you to stay on the island longer. One additional item you will absolutely need: a compass. I recommend a traditional (metal) compass rather than the plastic cereal box variety as it is easier to be accurate with it, not to mention it tends to be more common. Making the Voyage When you are certain that you're ready for the swim, head to the southeast corner of Skalisty Island. Do this immediately after filling up on water so you waste as little as possible. While you're still standing on land, set your compass heading to approximately 106° (East-Southeast). Once you do this, put yourself into "free look" mode (double tap "Alt" or use the asterisk (*) key on the numpad by default). By entering free look, you are preventing yourself from accidentally becoming disoriented if you bump your mouse or keyboard during the swim; if you get messed up you may never see land again because there is no way of re-orienting yourself if you deviate from the course. Keep a close eye on your status indicators as you swim -- both the text in the corner of the screen and your colored inventory menu indicators. You will gradually see your hydration drain down to yellow thirsty by the time you arrive, but the other stats are more important to pay attention to because they will be the earliest indicator of imminent failure. Wearing the proper clothing, you should never get any worse than a yellow "Cold" indicator before arriving at the island; if you dip below that it is likely you are not going to make it to the island before dying of hypothermia no matter how much you warmed up beforehand. Likewise, in proper conditions, you shouldn't see your energy drain much at all (it's entirely possible to arrive at the island still bright green energized). The server you are swimming on can have a massive impact on your body's ability to withstand cold, which can indirectly cause you to use all your energy to the point of starvation. If you find that your vitals are draining quickly as you make your way out, you may want to try another server with more forgiving temperature conditions. Unfortunately, there is no real way of telling this without simply going for a short swim to try it out on each server and observing the effects. The swim itself takes about 1 hour and 45 minutes, give or take, depending on how accurate your bearings were. At around the hour-and-a-half mark, you should begin seeing the underwater mountain. Shortly thereafter you'll start to see the island above water as you approach it. You'll come to the tall, narrow end of the island first, and once you scale to the peak you'll see the rest of the island in front of you. ----------------------------------------- The following is a recap of Odin, Gary, and I's adventures from the last few days: Hope you've enjoyed the guide and the album of our journey. Stay safe out there, survivors! ;)
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What i say is basically my observation or my understanding from devs tweets and reports, thus this may not be 100% right: 1. Servers restart every 12 Hours now, items do respawn anytime. so the idea is, items have a nominal/minimum/medium/maximum count on a server and if the item reach its minimum number, there is a 50% chance to spawn in any spawn point in the map in any given time and if it reach it's medium loot spawns in priorities, also (not confirmed) i think if loot reach a nominal count it will be force to spawn somewhere and if it reachs it's maximum it won't be respawned anymore. the item's count per server reduces when someone drop something in the map and CLE (Central Loot Economy) will clean it up. (obviously this is how it should work which is not right now due to some clean-up system bugs) also worth nothing to mention that, items in players inventor/tents/barrels/backpacks etc won't count into account for CLE (YET) 2. since you were away from the game for such a long time, you may just not know what spawns where (ofc, item's rarity is control by devs through CLE in real time which mean they can change numbers in CLE without an update, etc..) so for your info, jail houses (AKA camo building) and vehicles with no intractable parts do not spawn loots at all. you can only find civilian guns and pistols in cities. Old Barracks building which had a shower room seems not to spawn any gun to me, only military grade clothing. new barracks building which there is a great number of it at NWAF and military tents seem to spawn any guns with exception of NATO guns. police cars only spawns SMG and Pistols. Heli-crash sites and officer tents do spawn NATO weapons (AUG, M4A1 and AK101) and mags for them. so this is basically the main thing you wanna know in order to find your preferred gun. Also weapons have a 3 day timer before the clean up, so there is a great chance if you can't find a gun, it's because it is somewhere on the ground. 3. i can't say for sure, but it seems loot is spawning anywhere regardless of players.
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What are your thoughts on the state of the game?
spartacusrex replied to reiber's topic in General Discussion
I have no complaints, am loving .58. Only bugs I've gotten are the duplicating crafted stone knives and the "I cant pick up this item unless I walk out and then back in" bug. Those are mildly annoying and yes I miss the zombies but man... private whitelisted servers, loot is fixed, persistence works, I have a camp (filled up barrel in a bush so no one will ever find it, but still), no desync, no audio glitches, no lootsplosions, CoD KoSers having to explore and earn their gear, game runs better... I'm having a blast. I'm sure they'll fix those minor bugs soon enough and bring back the zeds, and aren't they working on more vehicles/air in .59? What are you complaining about?!? -
"I just soiled myself" and other notes on 0.58.
tux (DayZ) replied to Kirov (DayZ)'s topic in General Discussion
On the topic of persistence, nobody's seem to have gone in depth about this yet. Some developer (Hicks, I believe) said that they were working on a way to refresh an entire camp, opposed to requiring the need to interact with each individual object in order for it's cleanup timer to reset. This isn't that important with the current base-building system, as there are only really tents, barrels, and vehicles that make up the camp. Once barricades and those sand filled walls are introduced, interacting with every single one to prevent them from being cleaned up would be too tedious. EDIT: From the dayz subreddit on dyes: