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Showing results for 'Vehicles'.
Found 41868 results
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Fight4Life|OverPoch NAPF|Missions|AI|Custom Coder|
adamg posted a topic in Mod Servers & Private Hives
Server has been updated up to standards with other servers around and is currently one of the best servers around if you look at the features. We have spent the last few days(29 hours) Coding new things to the sever and the general reviews of the updates are awesome. Although our website name is playoverpochpve we have now decided to port the pve over to PVP to attract more players. We are lacking and I've spent 230Pounds on this server and we need players! Rules are LIMITED Rewards are HIGH Join now! www.playoverpochpve.com Use DayZ launcher(Works best for most players that way) Server IP: 109.70.148.30:4320 Server Name: Fight4Life|OverPoch NAPF|Missions|AI|Custom Coder| Over the years, I've hosted, owner, co owned, managed so many servers that I cannot even count. I've always however come across one issue that I always wanted to fix, myself. The odd person/people who join servers and break rules, it ruins the game for everyone. But ever so often I see myself on servers where owners are all about MONEY, they want DONATIONS, otherwise "SERVER WILL DIE" Me ? I'm nothing like that. My aim for the server that I'm coding/building is to create a unique enviroment for players, where hackers are not welcome, rule breakers are dealt with fast and efficiently, Admins don't abuse(Goes for owners too :P ) and the community is friendly, wether players are close or not, they all give the same respect they should to each other. Brief of our rewards system: The more I see you online, the more rewards you receive. My server is not a Pay to win game. its a PLAY TO WIN game. The more you play the more you get rewarded. Rewards consist of the following 1x Vehicle of choice Tier 1(Non Armored) for 1 referral to forums & Server(of a new player) 1x Vehicle of choice Tier 2(Armored) for 2 referral to forums and server(Of new player 1x Vehicle of choice Tier 3(Armored with weapons) for 3 referrals to forums and server(of new player) 1x small building pack for playing on the server for more than an hour 1x medium building pack for playing on the server for more than 5 hours(Minimum 5 hours in 2 days) 1x Big building pack for playing on the server for more than 10 hours (Minimum 10 hours in 3 days) 1x Admin on the server for dedicated to the server for over 20 hours played in less than a week. Ported to NAPF Weed dealer Masterkey More Ai IKEA missions Custom missions Custom vehicles Overwatch trader with every weapon Custom building(Build 1.3) Custom vehicle building UK Host 24/7 Up time no Lag 4 Hour restarts High loots Custom Loot table There are more, but I don't want to drag this on. -
Not entirely sure what you're trying to say here. I linger around some of the most unpopulated places in the mod (see Myshkino, Skalka, Petrovka [which is no longer there]) and I see players, vehicles, tents around all of the time. To the point where it's actually a problem for me to put up a tent, because all of the usual spots are taken. And the issues you cite with gear/loot priority, in being able to circumvent the entire process via server hopping, is an issue to do with server hopping itself. In-transit encounters are different from just plain encountering folks in the woods. I have never really encountered many people on my way to a place. Point being, the forest needs to become more of a destination unto itself.
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I disagree. I had plenty, plenty, plenty of player interactions in the forests in the mod. Once persistent structures/storage, vehicles, horticulture, and hunting are fully implemented (along with other ambient changes like lowering the available food item loot in towns) then the forest becomes a much more attractive option. When people can hide/live in the forest, and actually sustain themselves, I doubt they'll be as desolate as they are now. It's fine to say that the forest doesn't really work for player interactions right now. But to say that it can never do so under any future circumstances, ever, is just lazy.
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What would be a better idea is to scale back the new settlements, yes scale back and expand existing cities like the in the south. Most of the new villages are uninspired, repeat the same buildings and do not spark curiosity, Novo being the exception. The defaulted settlements from the mod were too small to begin with and the new podunk villages will erode player base building efforts as it will be harder to locate an area off the beaten trail and this will increase when vehicles are implemented. If there is a dev department that will be underused as a result, then their efforts should be to expanding the map with engine limitations being lifted soon. Anyone who played Breaking point for ArmA 3 can attest to how very large scale map enhanced the experience. Trying to hunt player bases in the remote island chains or break player made blockades at the land bridge to safer lands or the satisfaction of sending someone back to the spawn area from the western sector were very fun moments. Such events could be recreated in standalone, imagine trying to scale a mountain to cross the Chernarus Takistan boarder or boarding the beached wreck of the USS Khe Sanh on Utes Island.
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Hi guys, i know this is a strange one, but has anyone had any luck with getting a steering wheel and pedals to work on Dayz standalone? The reason i ask is because on a Friday night when i play this game i sometimes find myself dead and have to run miles to get back to my mates. I thought to myself instead of holding down the "w" key for the next 1 hour, i will connect my steering wheel and use the pedals as i did in the Dayz mod. I found that Dayz does not recognize that it is there. I see's my track IR but no steering wheel. I know that there is no vehicles and no real need for such a device but i only really want to use the pedals. Any one else have this frustration or a work around?
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What was the endgame in the Mod ? well, in the vanilla mod.. at the end (leaving aside the scripters) how all the long-term players ended up was: 1 ) Collecting gear and hiding it in tents .. so you had 2 of everything, and maybe 2 or 3 main tent locations probably on more than one server 2 ) Repairing helicopters, fighting over them, hiding them.. then maybe flying them but not a lot, because everyone else wanted to destroy them, or track them down and steal or destroy them on the ground 3 ) Same for vehicles (but vehicles have less class than helis) .. players who wanted vehicles could get them, collect them, and maintain them and hide them.. it's a way of life (and like helicopters, there's not a lot you can do with them except joyride) 4 ) Looking for other player's tents or helicopters or vehicles and destroying them and stealing stuff ...... AND - if you were often on a server you came to know most of the other local players, so you did not shoot them on sight because that was impolite.. you know each other. So there was a general feeling against strangers who showed up, because they were fair game.. and they were hunted. This is the case on all servers I played, not just one or two. AND - when you knew more or less everyone, you could have gentlemanly agreed wars and shootouts, between clans or groups, as a kind of sport. Some servers did that exclusively, much more than others, so some well-known servers were 40/40 pvp, everyone in the same town, just .. fighting .. that pvp continued from the start of the Mod right up to the start of SA.. so no endgame there, just a style of play. SO - what fits with "endgame" in all this ? = Collecting loot and fighting over loot collections, or just stealing loot collections from other players. (and some players got really pissed if they lost their tents - I know one admin who had his helicopter stolen and crashed - he ranted all day and then closed down the server for ever . So posessions was a key thing. And you can steal other player's stuff without them knowing who you are. Or you can call them out over it. so together with the day to day excitement stuff, the endgame was LOOT, I guess .. what else could it be ? You already know how to survive.
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I would like to keep the basic game mechanics (damage, stamina, hunger, thirst etc.) the same as in regular as well as keeping environment interactions (zombies behavior, health and damage, trees, vehicles) in the same way but make certain aspects more difficult. Basically a harsher world that still follows the same natural laws. base mechanics unchangedweapon properties unchangedplayer and NPC properties unchangedvehicle properties unchangedSo features related to the above should be implemented in regular as well. BUT: overall loot rarity increasedcertain actions might take more time (like fishing, giving/taking blood etc.)less luxury features (e.g. seeing player names)more zombiesless wild animalsless wellsless vehiclesonly choosing a hive/shard to join and then getting assigned a server based on player count (exception: joining after/with friends)maybe 24 hour cyclesless forgiving weatherin case of added plague sources" (like mosquitoes) they might be more commonmaybe randomized professions/talents restricting what a single player can dorandomized character appearance including height (choose gender only)maybe a small chance of spawning with a random drawback (limp leg, heart condition etc.)a huge penalty for biting the dust (compared to a significant but still lighter one in regular)having to wash yourself frequently to avoid sicknessa chance of tripping when sprinting down (very) steep hillsIn short: It mostly plays like regular but is less forgiving and not fair at all.
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BREAKING NEWS - New DayZ SiNZ News Channel.
Grey Beard posted a topic in Mod Servers & Private Hives
DayZ SiNZ Overpoch server is now the first and only server to have it's own News Agency. Gathering news from all over Chernarus, from all sides. Zombies, AI and Survivors, they all need a voice. Stay tuned for our daily news reports, in depth analasis, and interviews from they key clans. https://www.facebook.com/dayzsins Come and have a look and come and play the best Overpoch server in the Northern Hemisphere. Join in on our admin hosted events,win briefs to exchange at our custom traders for jewels to be able to purchase our custom vehicles at banit an hero traders. Weekly challenges inc: Running the AI island solo for Large reward. Keep up to date with the server an new features on our facebook page. Custom Scripts include: DZMS/WAI Mission systems/custom configs. Overpoch Trader. Custom traders. Deploy Bike/Anything.Custom Config. Snap Building PRO. Custom AI Island. Custom Map. Animated Heli/Jet Crashes. DZAI/custom config/roam/ambush/patrol/paradrops. Abandoned Airbase. Cave systems. Take Clothes. Self BloodBag. Tow/Lift. Refuel/Rearm/Repair. Trader Safe Zones. Custom LootTable/Custom config. Custom loadout. Suicide. No Plot Pole. Indestructable lumber/cinder. 1 Step Building. No Weight Limit. Chernarus Server IP 178.33.226.75:2673 If using DayZ Commander it may show up as 2673 so just search for SiNZ and you will find us. TS IP: 212.187.247.41:9103 Facebook Page: Dayz SiNZ 24/7 Admins/Help. Admins: Talismans|Elysium|super6one|noah. Parameters: -mod=@DayzOverwatch;@DayZ_Epoch; Thanks guys an hope to see you soon. -
I've said it before, and I'll say it again: Hard alcohol is the way to go for a non-metal-based system of trade. Clans can use moonshine to power their generators and their vehicles. Doctors can use moonshine as an disinfectant, antiseptic, and painkiller/anesthetic. Other people can use it as water treatment, industrial solvent/lubricant/cleaner. Plus, it can be made pretty easily, and quality can be controlled via licensing/standardization. It's value is both controlled by its uses and by the value of the land (which supplied the crops to make the moonshine), limiting inflation to an extent. Moonshine should be the basis of American currency today!
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nothing about vehicles. ;(
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Does the game become worse every update?
BadAsh (DayZ) replied to Bearserk's topic in General Discussion
I figured the OP for an Epoch player. You know, only wanting "progress" to be addition of a million guns and vehicles, preferably where you spawn, and less zombies generally, and those which are in the game should pose no threat at all. -
That is utter bollocks. There isnt a single PVP enabled game where the NPCS are a bigger threat then actual players and you know it. Zombies don't shoot back, don't hide, don't sneak up on you, don't snipe you, don't want your loot, don't use vehicles, don't team up, don't use tactics and the list goes on. Zombies are a annoyance and a possible threat when caught offguard nothing more, nothing less. The real danger is and will always be fellow survivors. You can argue all you want but it's a simple fact. Game AI will never be as resourcefull as a human nor does it have the ability to adapt. Current game mechanics simply do not provide for or allow an advanced enough AI to make zombies the threat you make them out to be.
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Allow Vehicle Quality/Quantity Modifications on Private Shards
bonesnap replied to bonesnap's topic in Suggestions
I take it you've never seen shows or movies like 28 Days Later, The Walking Dead, etc? There are vehicles EVERYWHERE. That's one of the signs that chaos occurred. Broken down or working but out-of-fuel, abandoned vehicles everywhere. Besides, if you don't like it, no one would be forcing you to play on such servers. Do you just scour suggestions forums waiting to bash everyone's ideas? edit: Also, generally speaking, probably half of the population of non-3rd-world-countries own their own vehicle. For how many zombies there would be, there should be quite a bit of vehicles. What would all the roads be there for if there is 20-40 vehicles on the entire 220 square kilometer map. Would make zero sense. We can't say for sure yet how many vehicles there will be since they are not yet implemented, but really there should be a half dozen vehicles even around the small towns. No one said they had to be mint condition, or even have any fuel at all. I still think admins should have some control over vehicle quantities, granted they aren't allowed to do silly things like spawn them on the spot. -
Adding new towns doent mean they will destroy forests. Land is already cleared, and most of the roads are placed. If you check on google maps, northern high way and town and villages around it are copied from real area in Czech republic. Even tree lines are placed on same place like in real-life area. New towns will bring more trafic to them and less wondering in woods, so your camps will be safer. Once we stop playing PvP deathmatch and more surviving (and when vehicles are in game) you will need more suplies from towns. Not food and drink, but bateries, knives, ropes, gas canisters, jerycans, car parts, ammo, medical suplies. All the things you cant find in wilderness. Hopefully, towns will be swarmed with zombies, so every trip to town to get suplies will be real risky adventure. More town you have to check for sparkplugs or engine oil, more you things you have to do other than siting in front of tent and chewing boar stakes.
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Hello. I just started my new server. I would like to add a few features to my server but simply do not have the time to try to code all the things in. I will be paying good money on a agreement basis with someone who is willing to help me. I have a lot of experience with hiring coders, so there will be conditions that the coder will have to abide by and also I will have to abide by. We will only commence the deal once we have come to a conclusion of these conditions. Payment will depend on the things you can do. I can pay a small upfront payment for the project, once we have made our conditions. Full payment will be sent to seller once project is complete. Please send me a private message or Add me on steam below: http://steamcommunity.com/profiles/76561198145621757/ The aim: To have a PVE Overpoch server will generally most of the scripts that other servers are using To have a fully working admin system(that actually works) To create a unique server for people who only want to play PVE The specifics: We need indestructible vehicles when locked, indestructible buildings that players make. The admin system fully working(Godmode etc) which to my understanding "Is broken" at the moment. Battleeye filters fixed. Coin currency More weapons at NPCs A few extra unique missions And more. My budget is from 15 - 40 Pounds. However, I would like to negotiate everything before we agree on a payment. Requirements for job: Mature Experienced coder(With some proof if I have any doubts) Preferably live in the UK so time zones aren't a problem however this can be worked around. Thank you. p.s I hope this is in the right section
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You do know that the pig is made by an entire different studio than your desired mechanics, right? The animal studio isn't going to change their focus on servers or vehicles because that is not their job and isn't their field of expertise. Their job summarizes in: Programmers: Make realistic behavior for animals.Artists: Make Animals pretty like princess.
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Ahhh but according to a tweet, I think it was a tweet, from Mr. Hall, we'll have boats as well as other vehicles. We don't need destroyers and aircraft carriers just to have water, aka the ocean/sea.
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With the possibility of people/clans/gangs Taking over and holding persistent towns and setting up Trade shops. What do people think would make the best currency? Ammunition is the first thing that comes to mind. I'm guessing we'll need a rational benchmark for costing things. Bullets = Bucks.? I think constant trade haggles will just end in bloodshed.. If everyone knows the approx. set price for say a fresh apple, there is wiggle room to barter but without the contention (theoretically). I'm guessing most valuable will be: Vehicles (when introduced)WeaponsAmmo (clips, ammo boxes, etc)Attachments (Scopes, suppressors etc..)Misc items (binoculars, compass etc..)Medical supplies.ClothingFood (variations on Fresh and canned)Well access (water)I hope this happens, I think it'd be cool to walk into a trading Post town, knowing you have several scopes trained on you, as you walk into town arms up... head to the Trader to get some needed medical supplies or buy that scope you can't find. Just putting it out there..
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Will there be cars helis and plains like origins?
Bororm replied to 521999's topic in General Discussion
I'm only a fan of armored vehicles if they can be disabled (shoot/otherwise destroy tires) and have slots/windows in which you are capable of shooting the people inside, with good aim/positioning. Otherwise you end up with invincible folk who can just drive around with impunity which is no fun for anyone else. Even if anti tank weaponry like RPGs or something were added, I still think you should be capable within reason of stopping any vehicle/driver with regular guns. -
Will there be cars helis and plains like origins?
Bororm replied to 521999's topic in General Discussion
They already have plains all over the place. Sorry, couldn't resist. But yes, I think they intend to have all of those vehicles. I'm secretly hoping they made the neaf larger just for that purpose, although that's probably just wishful thinking. I do expect they will eventually have planes though and much more likely helicopters will make it in, especially with the engine largely originating from take on helicopters. -
Allow Vehicle Quality/Quantity Modifications on Private Shards
Evil Minion replied to bonesnap's topic in Suggestions
This should be answer enough. Vehicles are gear - very high value gear in fact. And they should be something you work hard to get and to maintain. As in "difficult and rewarding". Making them easy in any way would pretty much destroy the apocalyptic atmosphere turning the game in some kind of theme park. -
Gold AKM for Loot Management System?
Chaingunfighter replied to Chaingunfighter's topic in Suggestions
In your quote the devs specifically say that weapons of that calibre exist, did you not read your own sourced text? Yes, I know that .380 Makarov IJ70 pistols, manufactured by Baikal, exist. I know that the PM-73 RAK is a real .380 Auto submachine-gun. However, my point was that these are not the realistic variants that should be in Chernarus. The Makarov PM, the most common Soviet sidearm, is chambered in 9x18mm, and is way more popular than the Makarov IJ70, which only uses .380. The PM-73 .380 variant wasn't popular at all in its trials, and few organizations ever used it as a mainline weapon. They're not impossible to any extent, but if they were more concerned with realism they would've chosen the 9x18mm variants. My point is that these were deliberate design decisions, as you can see in the quote, to benefit gameplay. Sure, there is realism involved, in the fact that they made a compromise so they could still have those Eastern European weapons without breaking their own caliber rules, but said compromises shouldn't exist in a simulator. Morphine and optics and the effects of attachments on weapons are all placeholders, I specifically remember hearing something, somewhere about the morphine and how they're going to fix it up to match logic, they just have a lot to work on at the moment, such as a gameplay-prohibitive realistic helicopter engine, for one. If you can find me a source to where the devs mention that morphine or the dispersion-affecting attachments are placeholders, I will drop the argument. I'm not taking it on a whim anymore, because most of your arguments insist that everything that is wrong with the game is just temporary or a mistake, so now I'm asking for proof. The decision to move over to the Take on Helicopters engine was done for more than just to give better helicopter gameplay. The engine was more modernized and optimized than ArmA 2: Operation Arrowhead's, and it featured a lot of robust and redesigned features that better suited DayZ while they could still reuse assets from ArmA 2 without screwing up, like using ArmA 3's engine would've. The helicopters will (hopefully) use the flight model from Take on Helicopters, although we've had no real word on them save for that they'll be in and be more difficult to utilize. I'm not disagreeing with the fact that taking a more realistic approach to the flying model is a good idea, ArmA 2's flying was pretty bad and it was too easy (and too clunky) to fly around. I'm just not making it for the sole realistic argument. I want it to be realistic because it encourages people will spend more time and be more careful with their helicopters, rather than just taking off and crashing inside the hangar as has been done hundreds of times before. Sure, the fact that it's realistic is also a bonus, but it's not the sole reason I'd ever make a design decision. But trying to argue weapon inaccuracies still doesn't make them any sort of concession to gameplay over realism, they're just errors. You might as well say that wall clipping glitches make the game not a simulator, they aren't intentional flaws! Errors are NOT concessions. If Microsoft Flight Simulator has a wing fin tip the wrong colour on a plane or something, it doesn't make it not a simulator. You're still running under the assumption that everything here was unintentional. And no, bugs are not the same as incorrectly (if you want realism, that is) designed models. Mistakes can be made, but it's really hard to argue with someone who's insistent that the devs have made zero concessions towards gameplay and everything that could possibly be unrealistic is just a placeholder. Your comments about the environment being rather shitty have a point, but it honestly is that bad in certain parts of Eastern Europe. Fortifications and barricades will go messy, say if you imagine the center of the city in the movie Zombielands where they tried to establish barricades and people crashed cars through it and stuff. I already explained the abandoned apartment buildings-- do you think there's enough work in towns the size of Chernarus for all those apartments? The Soviets used to build completely useless tower blocks all the time, hence they would get abandoned. There's an entire military camp near Balota full of tents, they would have blown over in a strong wind after a few weeks with the way the winds are on the coast. The fact vehicles are planned means that the game definitely can't be set more than a few years after the apocalypse because petrol has an expiry date. DayZ is called DayZ because it's set DayZ after the zombies began. Thus, the presence of fresh fruit is not unrealistic; just assume the fresh stuff was unripe when the apocalypse happened, taking a week or two to ripen, and the rotten stuff was ripe a few weeks prior. Everything looked disused because it really is IRL in similar countries to Chernarus. Rural Eastern Europe, not Model Homes Showroom. Well, I'm just saying that it's fairly inconsistent. Sure, the blockades could be run down, but I find it hard to believe that it happened the same EVERYWHERE. Even if the tanks were burned out, they still wouldn't start to rust only a few "DayZ" after the apocalypse (and there's no evidence towards any time after the apocalypse in which DayZ takes place). And I wouldn't say the apartment blocks were already abandoned, Chernarus is much larger than the map we have, which is of a region called South Zagoria. The town of Chernogorsk has relatively few large apartment buildings directly inside (the largest is a hotel), so most of the people living inside probably worked at local shops. The apartment buildings were likely those who were sent to the industrial centers and docks of Cherno/Elektro, and they're definitely large enough to accommodate a few hundred workers (each). Sure, they may not have major use, but there's still clearly furnishings and stuff which would've been looted out before the apocalypse occurred, so I honestly doubt they were supposedly abandoned beforehand. Fresh fruit can only last for a few weeks if it's kept in stable conditions, but inside the damaged interiors of old homes, where the temperature is no longer regulated, the fruit will start rotting anyway. Sure, some may have survived, but go even 2-3 weeks and unless there's a supermarket with power spraying the fruit with water, it's all going to be decomposing. Have you ever left your home in this country in which you live? Have you ever seen the burnt-out wreck of a car? Do you not know that this happens all the time and is a hallmark of poor areas [the kind where you don't find golden AKMs]? Can still find them anywhere. They were in ArmA 2, so clearly the region did have them at some point. Even if your argument is that someone "would've sold them for a plow", which isn't necessarily true, what would've happened to it? Would it just be in a never ending cycle of people selling it for plows? It's got to end up somewhere, and frankly it's very well possible a few people kept them and died, leaving them wherever. "Abandoning an old car without a licence plate in a remote area used to be a common way of getting rid of an unwanted vehicle here in the Czech Republic." and They look like they've been sitting there since the 80s? Hell they might have, that's exactly what ex-Soviet areas are known for, civil strife and such. Chaingunfighter tells me that the game is also linked to ARMA canon, giving us plenty of reasons for blown up tanks, and if you've seen any zombie movies at all you should know by now that panic, rioting and explosions are the order of the day when zombies show up. Use your imagination. And btw anyway, you only need to say "btw" or "anyway", not both, it's really irritating. Yes, the cars that are sometimes just seen rusting on old farmland or in the wilderness are acceptable, but half of the rusted out cars and vehicles in the game are sitting right in the middle of the road, sometimes even on highways, or in major cities. It's extremely doubtful that cars would be sitting there long after the recovery from ArmA 2's invasion, let alone the 80s. Sure, there'd probably be a few wrecks here and there, especially in the woods, where they're not in the way, but you would be very hard pressed to find any in the middle of a bustling city. Rioting can get pretty bad, but in order for modern battle tanks to get destroyed, and have their turrets blown off, you're going to need some pretty high powered explosives. So, unless the civilians were running around with Konkurs and tons of RPG-7s, most of the armored vehicles would've been relatively okay. Some may have been destroyed, but every T-72 wreck on the map looks like it had a 2000LB bomb dropped on it, every BMP-2 looks like it rolled over an IED, and every BRDM-2 looks like half of its body was blown out. If you're going to make the argument that people did hold onto RPGs and explosives, which would be practically useless in self defense, then why is it so implausible to you that someone kept their gold-plated AK? -
Allow Vehicle Quality/Quantity Modifications on Private Shards
bonesnap posted a topic in Suggestions
I have absolutely no problem with not allowing private shard server admins to modify loot tables.. But I highly recommend allowing changes to vehicle quantities/qualities when they are available. I do not own a server and never have, so this is coming from a player's perspective not an admin's. Some of my best memories of DayZ mod were on the very-high vehicle-population servers. It was much easier to meet up with friends, and vehicle-initiated gunfights were very interesting. Quick example: One time somebody hit me with his car, I went flying and my legs were broken. He did a 180 turn about 20 meters away, and got out of his car to try to gun me down behind cover. I lobbed a grenade at the car, it exploded and I won the gunfight, when odds were strongly against my favor. It was exhilarating. Needless to say I attracted more attention, and things escalated, which added to the fun. Sorry for the long post, but please consider allowing admins to alter vehicle quantities/qualities on private shards. Thanks for reading. P.S: I understand many people do not like high vehicle-population servers. This is subjective, and you do not have to play on these servers if you do not like this feature. It is also worth noting that my suggestion does not go against the realism aspect of the game; as in a post-apocalyptic scenario, there would be immeasurable amounts of both working and broken-down vehicles all over the place from survivors trying to flee the country. EDIT: Damnit. This whole thread is butchered, sorry. A forum admin explained private hives and private shards in another thread, and I interpreted shards as hives. Since "private hives" will allow admins to modify loot tables, including vehicle quantities, this whole thread is kind of pointless, as I originally thought these private hives were going to be heavily restricted. "Private shards" are just vanilla servers with a few extra controls like passwords and the ability to ban players. If an admin is reading this, please delete my thread. -
Unicorn Funland Dayz Epoch Hello! Unicorn Funland aka UFL is looking for more players to join our awesome server. We can offer almost everything a player would want on a server such as: -Stable Server -Nice community -Friendly and nice players (Also alot of bandits wich we will kill togheter) -Active and proffesional admins -Teamspeakserver with adminsupport and of course rooms to chat with fellow players. Server Scripts *Safezone in trader citys *AI missions (building materials, Weaponcache, Vehicle drop e.tc) *Heli lift (Lift certain cars with your helicopter) deppends on what kind of helicopter you are driving ofcourse *EndGameCurrency (Rubys,Obsidian e.tc) These gems will act as currency larger than briefcases. *BuildingSnapping (to make it easyer to build) *Viewdistance (1.5k) *Servicepoint (can repair your car at gass station for a little fee + autorefuel) *Higher loot spawn (Gives us the oppertunity to reduce/Increase certain loot to spawn diffrently) *Teamspeak server (tsde1.vilayer.com:10007) *3 Custom military loot bases across the map *Custom buildings around the map *Deployable bike (with scrap metal you can deploy a bike with your toolbox) To come -In the closest future we will add SuperHero and SuperBandit traders that sells greater vehicles and weapons. -Will be adding a new trader wich sells weapons/vehicles for a lower fee than the normal traders, but this trader wont have any safezone so this will be at your own risk! -We also want our players to choose what they want on the server, post what you want on the forums and we will take a vote between the admins and the players and maybe make it a realistic wish. Unicorn funland is hosted by Vilayer, We use Infistar as our antihack and admintool. Cookiemonster (me) got alot of experience running servers from the past as we had top 5 server ranked in the world in regular dayz called "DayzNorge" wich at the start was a Norwegian server but when we topped the lists we went international. (we acctually hit first place in the world at some point untill we got ddosed out of hell so our host took down the server) Dont worry that wont be a problem with our new host, good ddos protection! We are now going to do the best we can for our players and this server to make it one of the best Dayz Epoch servers and why not make it THE best? to do that we need the help of our players and create a good community. Server IP: 93.190.140.147:2302 Teamspeak IP: tsde1.vilayer.com:10007 Any more questions dont hesitate to PM me or comment below
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DayZ OverPoch Lingor Server IP: 69.162.123.186:2802 TS IP: TS3.Bambi-Killers.com Features include: -Right click on Bloodbag to use -Right click on toolbox to spawn bike -Right Click on Radio to open group management -Take Skins Script (Coming Soon) -Toggle SnappingPro when placing walls, floors etc. -Gas stations are refuel(free), repair(Cost gold) and rearm(costs more gold) -Tow/Lift Scripts (Coming Soon) -60 Meter Plot Pole -No Decay -Cinder Blocks are Indestructible -2 Hour Day 2 Hour Night (Coming Soon) -Trader City God Mode. -AI mission system -Active Admins -Custom Loot Table -Para-Drop Spawn -Custom Anti-Cheat -JSRS -Custom UI How to join: Download Dayz Launcher from their website - http://dayzlauncher.com/ Install it and when finished click the mods tab You will need Dayz Epoch 1.0.5.1 | Dayz Overwatch 0.2.5 | Lingor 1.5 (NOT DAYZ LINGOR 1.3) When the download finishes for those three items head to your Arma 2 Operation Arrowhead folder, If you use steam it is C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead Once there look for a folder called @Lingor Rename that folder to @DayzLingor When finished close the folder window and head to Dayz Launcher Click the Launch tab and launch OverPoch Lingor To find the server: In the Multiplayer Network Game List Click the Remote option on the bottom right of the page Paste 69.162.123.186:2802 into the address and the port should empty then click ok Media: Custom UI : Trader Safezone: Better Map Icons: AI Missions: Vast Array of Vehicles: Radio Group Management: Deploy Bike: Snap Building Pro: