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Found 41868 results

  1. haknslash

    And yet again...I log out in disappointment.

    DayZ doesn't "desperately need" vehicles and if you think vehicles are going to cure your skill and lack of understanding how to successfully play this game then you're just going to log out in disappointment again. BTW please stop server hopping to gear up. I can't wait for whitelisted private servers so we can start forming real communities and get these server hoppers and griefers out.
  2. blackberrygoo

    Status Report: Week of 04 August 14

    they will be separated from public which makes them so great - no server hopping and most likely no scripters/ hackers ... That is the whole point of private hives , to be private or separate from public . And the "strict" rules are there so we don't see this in private hives : MAX loot spawn with as50 backpack and matches ,1,000,000 vehicles pvpvpvpvpvpvpfestz. I really like how they are now imposing stricter rules for what you can and cannot do as an admin of a private server cuz when they start adding all this extra stuff it starts to become more of a battle royale instead of surviving , just like what happened to the mods that branched off from vanilla dayz .
  3. cels

    Private Shards

    Some new rules are set to come for "private shards" as they are now being called instead of "private hives". Not sure exactly why the name change if someone can explain? "Over the next few weeks we will be working with our game server provider partners to begin the final steps required for the central hive, and their respective back ends to support renting private shards of the DayZ central hive, which will enable dedicated communities to create their own private DayZ worlds. It is important to understand what private shards entail for DayZ, and why they are different from "private hives" so well known from the Arma 2 mod. Can: -Password protect the server -Operate a white list (using BEC) -Ban/Kick trouble makers -Define and enforce server gameplay rules (eg: DayZRP, PvE only, etc) Can not: -Access or modify the base game configuration (amount of loot, amount of dynamic server events, vehicles (when they are implemented), etc) -Violate the naming convention declared in the hosting rules (these will be updated to reflect the new private shard capabilities) -Have access to the database itself -Operate any 3rd party “Admin tools” aside from the approved BEC (BattlEye Extended Controls) -Access debug logs (currently these are unavailable for both user privacy, and performance) -Exceed current maximum player limits per instance (40, as of the time of the writing of this status report) We hope that in addition to the thousands of public hive game servers, these private shards (marked by the "Private" flag in the server browser) will empower strong DayZ communities to grow and strengthen their groups. More information on Private Shards will come as we get closer to this feature going live with our game server partners." Will be interesting to see what more they have planned. The part im most happy to see so far.. Not being able to mess with loot and vehicles. More info found at: http://dayz.com/dev-hub
  4. Last week, DayZ version 0.47 was pushed to stable branch servers. As mentioned before, this version and its accompanying build included fairly comprehensive changes to how the DayZ server operates, as well as a good deal of gameplay mechanics adjustments and additions. Work continued this week on addressing issues within this version/build for the hot fix intended to deploy to stable branch in the early weeks of August. Currently the target for this hot fix (0.48) is regular maintenance within the second week of the month. (Wednesday, August 13th). The hot fix is intended to address issues with melee combat, container contents, global voice manipulation, some camera clipping issues, as well as what we're sure many survivors are excited for, persistent containers and items. In addition, work continues on version 0.49 - our August update. Within this report, Peter our Lead Designer will be speaking on some of the design targets for this version - which include horticulture. (See below) Over the next few weeks we will be working with our game server provider partners to begin the final steps required for the central hive, and their respective back ends to support renting private shards of the DayZ central hive, which will enable dedicated communities to create their own private DayZ worlds. It is important to understand what private shards entail for DayZ, and why they are different from "private hives" so well known from the Arma 2 mod. Can: Password protect the serverOperate a white list (using BEC)Ban/Kick trouble makersDefine and enforce server gameplay rules (eg: DayZRP, PvE only, etc)Can not: Access or modify the base game configuration (amount of loot, amount of dynamic server events, vehicles (when they are implemented), etc)Violate the naming convention declared in the hosting rules (these will be updated to reflect the new private shard capabilities)Have access to the database itselfOperate any 3rd party “Admin tools” aside from the approved BEC (BattlEye Extended Controls)Access debug logs (currently these are unavailable for both user privacy, and performance)Exceed current maximum player limits per instance (40, as of the time of the writing of this status report)We hope that in addition to the thousands of public hive game servers, these private shards (marked by the "Private" flag in the server browser) will empower strong DayZ communities to grow and strengthen their groups. More information on Private Shards will come as we get closer to this feature going live with our game server partners. Peter / Lead Designer "We have recently added swine in game to expand the domestic animals present in Chernarus, and work continues on the next batch of animals. As well some other new items and weapons from our great artists were added like the new bandana, modular SMERSH vest (consisting of vest and buttpack) and the CR 527. Apart from that we started initial work on a new big feature known as horticulture. This will serve as complement to hunting and scavenging - to provide much needed food to be able to survive in the hostile environment of Chernarus. You will be able to till your garden, plant seeds, care for said plants, harvest their crop and use some of the byproduct for crafting. We all know that one of the most unpleasant things in DayZ right now is the melee system. Problems with melee can be divided into two separate issues - collision shapes and hit detection. Until recently the melee system was prototyped in script and it introduced a nice hit detection mechanic during the swing where a trace is cast directly from the weapon, however this solution is suffering from desync and lags in the multiplayer environment. Now the melee system is being redone within the engine itself so we will expand upon it and hopefully find the most ideal solution on how to retain hit detection during swing in game but the task will take some time. Anyway don't worry as I have good news for all you lovers of short range weapons and the stealth approach. To bridge the gap until the new system is ready, we have turned off swing hit detection and put straightforward cursor detection in for the interim. Together with adjusted collision shapes it results in a usable melee system for our purposes. While you will not be able to block your firefighter axe swing on a wall, you will at least hit what you are aiming for and that is what counts. I'm glad you can finally enjoy some good brawling so watch out... and see you in Chernarus folks!" Viktor / Lead Animator "We have successfully finished all rifle aimed moves. There is now a new animation when sprinting (Shift+W) with gun raised. This should better indicate to other players (and player itself) if the character is in lowered or raised stance. As well there is a new way of running for restrained player. The restrained players could only walk until now, but we have added faster animations so now you can use Shift+W and try to run away. We will continue on the restrained player for the next week. At the same time we will start work on throwing since the animations in game right now are just placeholders. This will be a priority for us to replace them with proper (and nice) throwing." Raist / Senior Programmer "One of the difficulties dealing with huge maps populated by thousands of items, is that players literally sooner or later find it all, collect it all, and leave the streets littered with trash again and again. In certain cases intentionally, in others, accidentally. Some items may even remain located somewhere in the woods and to never be found out by anyone, forever. The first iteration of our cleanup system is quite simple, it adds to all player owned and dropped items a lifetime. The lifetime is observed by the server, and once the item reaches the lifetime cap, it is deleted and brand new loot can be respawned elsewhere in the map. This affects only loot already manipulated by players, items you drop or throw on ground. Important containers like tents and the content persists (is protected from item lifetime). Our final goal is a little bit more complex, the future system will count with item state (If item is worn or pristine (etc)) as well as probability of disappearance (meat placed on ground will probably dissolve sooner than can of soda). Also players won't have the opportunity to observe the removal of the item itself. Once complete this system will become part of the central loot economy, dynamically tweaked on demand by data we'll get during analysis-phase. So far? Don't wanna lose your gear? Place it inside tent!" Mark / World Designer "We've been busy continuing development of the north expansion. The Northwest has received some love and will continue. Two small villages west of the NW airfield are complete and will be released in the near future (Vavilovo and Sinystok). The other towns east of these are under continued development. Work has also begun in the center large town "Severograd". Some unique content for this town is being discussed as to stand out from the other large towns. Food stands that were implemented in newer towns are being added to most towns across the map. This will hopefully add some loot possibilities for those smaller villages where loot is rare." Standup notes for the week of 04 August 2014 Programming Camera clipping/collision Cleanup system Persistent items Persistent storage Network optimizations Restricting access to chat when incapacitated Animation Raised rifle (aimed) movements Restrained walking Restrained running Animations to support fishing system Two handed throwing animations Animations to support digging for worms Camera clipping Audio Ambient SFX improvements CR 527 Sounds Weapon SFX level/volume balancing Sound work to support new animals Sound work to support upcoming player animations Environment/World Creation of Severograd Food Stand placement across map Creation of Vavilovo Creation of Sinystok Continued development on villages across the Northern regions Design General bugfixing Implementation and scripts for new clothing types Configuration and implementation of new animals (pig) Internal documentation of new assets Feature team meetings on alternative food sources Mechanics design Configuration and scripting for improvised rabbit trap Whiteboarding and design documentation on horticulture systems Continuing rearranging of loot tables and spawning mechanics
  5. bobotype3334

    Gold AKM for Loot Management System?

    In your quote the devs specifically say that weapons of that calibre exist, did you not read your own sourced text? 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. 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. 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. Like I said, in an apocalypse people are going to run off with the good cars and there aren't going to be many of those around to begin with. And yes. More vehicles are on the way. This is an [you fill in the blank]. I don't claim to speak for the dev team, I'm just going by what I've heard from video interviews and AMAs. And from what I've seen on the forums, too. 1:What you said was: "your vision just goes grey"? Thus, I responded to that. You were wrong, and you can't say "oh no but what I said was this". As it is, people can keep doing stuff while pissing out blood, yes. That is why people like 50 Cent who sustained multiple bullets are still alive. If you are bleeding from the face that means you were hit in the head and that means you actually won't be running around, believe it or not, you are dead, have you even played the game? 2:Except you stated "all you need is food to be perfectly fine", so you WERE saying you don't need bandages. But way to lie, that works too! Regeneration of blood after a few minutes is barely unrealistic, your body can regenerate its blood volume easily within 24 hours without any excess nutrition being introduced, and introduction of fluids into the body accelerates this process. 3:Wow, your sarcasm is HILARIOUS! You're a comic genius, friend! Also, what an intelligent move, suggesting something sarcastically in a list of serious things, and then trying to defend it seriously! If you even did any research before giving your input, you would know Dean did that on purpose because sodas actually do dehydrate because of their high sugar. But you didn't, and now you look dumb. :( 4: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]? Working vehicles are coming which is why no normal cars are around yet, try to keep up with the big kids, kay? This is for you and Chaingunfighter. It talks about how scrapped cars being dumped in random locations is a common occurrence in Czechoslovakia, the location Chernarus is based upon. http://www.radio.cz/en/section/curraffrs/old-cars-must-be-dismantled-in-official-scrap-yards-under-new-eu-regulations"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." As for the "people couldn't get infected that fast" argument, you have a lot of movies to go and watch, a lot of general knowledge to acquire and many games to play so you can learn that diseases can spread to almost an entire population within Dayz, especially in poor, low-hygiene areas, ESPECIALLY if they're viral. Where do you think the slang term "viral" in the sense of spreading fast between people comes from? 5:"Mountain Backpacks." Uh huh... 6:They've made multiple changes to the stomach system, vomiting etc and will continue to do so. 7: 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.
  6. Ill fortify a random house in an obscure village, or maybe up near where the Ural was. Then when we can make full structures and have vehicles, ill create a town out in the wilderness that is repeating grassland and hills :P
  7. I know the pliers but the game needs more "different" tools for different jobs. I dont want to be able to do everything with a hyper "swiss knife" like tool that needs just one slot, you know what i mean? The players always should feel the need to search for things. And in teams of an average of lets say 3-4 people there should be specialists, so the more specialised items/tools there are in the game the more you have to do if you want to achieve special tasks. And now with the upcoming persistent items and tents you are able to collect and store more stuff and you could gather different tools to complete a toolbox (toolbox would be a cool container like the first-aid-kit or ammo-box you could fill in the hammer, pliers, screwdriver, hacksaw, etc and 6 or 10 slots could be packed to 2x2). with the later upcoming vehicles players could specialise on beeing the mechanic in the team. the above mentioned bolt cutter would replace the axe on the back because of its size and weight but the person carrying it would be important for the team because he is the "only" one with the advantage of cutting through fences but as a slight disadvantage in melee fighting because an axe is better. everything should have distinct advantages and disadvantages. beeing or having an "Eierlegende Wollmilchsau" (=all-in-one-device) doesnt make the game interesting and doesnt compel players in teaming up.
  8. TheFarm

    Is DayZ going to have microtransactions/DLC?

    I think the way it works with a3 is, as they add new mechanics, like weapon sway/shooting from vehicles/more detailed flight controls, they give that to all players for free. While simultaneously they launch a dlc that is basically a training campaign specific to that new mechanic.
  9. Redrunner

    Zombie types - Ideas

    Hey, first post here. Just started playing the game a few days ago with 3 buddies. After being in the Dayz world for about 20 play hours now I have to say this game is all kinds of awesome and fun. It's scary and challenging at first but it doesn't last long. We have all ready kinda stopped worrying about zombies so much. It's really the players who are dangerous. This game is quickly turning into a post apocalyptic deathmatch more than a zombie game. I want more zombies! Force players to work together more! Here are some of my suggestions: 1. A very large variety of zombies including but not limited to: fat ones skinny ones mostly skeleton ones or crippled (make some of them so deteriorated they can't really move or attack and are super contagious) slow zombies (easy to kill) mindless (they don't engage you) fast zombies player zombies (they look exactly like other player survivors but not. they are zombies! creates a level of doubt when you see anybody!) tough zombies (some are just tougher, used to be big strong farmer types) blind zombies! (they only attack if they hear you, eyes and face deteriorated) SCREAMERS (they make extra loud terrifying noises, can be heard from far away, attract other zombies from distance) scared zombies (they run from you screaming!! but alert surrounding zombies!) slime zombies (they puke, spit, or secrete fluids that are infectious if contacted) roaming zombies (they are going... don't know where but they are going!) cop or soldier zombies (they are wearing armor!) zombie packs Make them all more dangerous and or numerous I could do this all day, but you get the point. This is a zombie game. Lets mix it up! Mix up the types too, like a Fat roaming slow screamer cop zombie! Perfect. 2. I know the map is huge, but I have plenty of hard drive space left. I would love to see more map space with some natural barriers like mountain ranges, plains, marshes, islands, rivers etc. This way you might be able to implement vehicles later maybe. The natural barriers with limit the distance and effectiveness of vehicles, and therefore, won't disrupt the mechanics of the game so much. This would also allow for different geographical regions and differing weather. Just an idea. Anyhow, would love to just see more space to roam and explore if anything. 3. Zombies drop loot maybe? Especially zombies of once players. I would think these items would be almost always ruined or damaged, but every once in a while you'll get lucky. But in that occurrence, you would have to disinfect the item before using it. Or you will get infected. 4. Sickness. If you play hungry and dehydrated all the time, your asking to catch a cold. Or the flu. Coughing all the time, giving away your position. Needing medicine and cough suppressants or whatever... think about it. In post apocalyptic world, sickness would be a constant threat. Also, wounds bleed, you can stop the bleeding with bandages or rags, but you should have to also disinfect it with disinfectants or by cauterizing with fire or hot metal. Else your wounds get infected. 5. Decoys and noismakers and traps!! If you can't fight them, lure them away! I would think this should be cleverly implemented in a zombie world. 6. Skills? You get one or two random skills that is unique to your character when you spawn. Like can make a fire with two sticks, or athletic - runs a tiny bit faster, or marksman - slighty more steady rifle aim, or skills that make more efficient with certain item types, like cook - food you make goes further. I dunno the more the better, just an idea. Make every character unique so they might have a specialized roll in a team. All I'm getting at is.... make the world more dangerous so players won't be so quick to run around killing each other to get the best machine gun so much. All just food for thought. Hope this helps! Teamwork = survival. Love the game so far! Keep up the good work!
  10. applejaxc

    Is DayZ going to have microtransactions/DLC?

    Private hives will, but no, I don't think the devs would ever do that. I'm glad ArmA 3 isn't going to make shooting from vehicles a DLC. Let's hope they share it with DayZ.
  11. I own a private hive server hosted by DayZ.st, and I'm having a strange error. Whenever I manually restart the server all of the vehicles on the map disappear, but when I open Dayz.st control panel and check the map, all of the vehicles show up. I can confirm it's not just MY vehicle disappearing, its all of them. I was at NWAF when I did a restart, and from where I was standing I could see my Ural, the Huey and the Biplane, but when I logged back in they were all gone. Now, I understand this is a TROUBLE SHOOTING thread I'm posting this in, but the bug reporting thread was for stand alone only, so this is more of a bug report than me asking for help, seeing as I have a temporary solution.
  12. BeefBacon

    And yet again...I log out in disappointment.

    It seems that all of these are down to poor balance and the game being generally unstable. Remember, it is in alpha. In regards to the last one... people do call DayZ a walking simulator for a reason. Long travel times are a part of DayZ. Cars and other vehicles will eventually be added, but don't expect a fast travel feature
  13. We have set up two Overpoch servers! One is on Chern the other is on Napf!! Overpoch Chernarus: 24 / 7 Day Currently DayZ Commander IP: 74.91.18.202:2313 In game Remote IP: 74.91.18.202:2312 Overpoch Napf: DayZ Commander IP: 173.208.242.147:2303 In game Remote IP: 173.208.242.147:2302 Teamspeak: ts97.light-speed.com:5377 Also rest assured there are people on our Teamspeak. You just need "trusted" status to see people. So if you need trusted just hope in the admin needed channel and someone will get in touch with you. List of Features: Building Features: Snap Build Vector Build Gem Buildables Deployable Features: Deploy Bike Deploy Dirt Bike (Napf only) AI / Mission System Features: WAI MIssions Treasure Missions AI Cities Misc. Features: Walk Among the Dead Spawn Select (Napf Only) BaseJump Self BB Vehicle Service Points Flip Vehicles Full Military Based Server Gem Currency We reward players on our server through hours played on our server. We will give you building supplies at 20, 60 and 120 hours played on our servers. Tracked through Gametracker.com website. Chernarus: http://www.gametracker.com/server_info/74.91.18.202:2312/ Napf: http://www.gametracker.com/server_info/173.208.242.147:2302/ Who ever joins will get a starter kit. Which basically is enough supplies to build a shack and start to store items. We are aiming more for a end game play style versus the gather style of build up. Admin Events with very active admins. We have custom content added to both server. Lots of Gem buildables. You can build castle and static weapons you can do lots of fun crazy stuff. We use WAI as our Mission and AI system so our AI are a challenge and yet very rewarding. Very active admins on both servers. Refer a friend program: So here are some refer a friend rewards... We are wanting to promote group play. 1 Friend = Little bird (2 seater) 2 friends = SuV (Any Color) 3 friends = Some building supplies 4 friends = Bigger Un armed chopper. (Mi17Civ, Mh60 Medivac, Ch53, Merlin) 5 friends = Armed SuV 6 friends = Armved chopper. (Uh1h or Mi17) Here is some of our Gem buildables. Here is a general video with some features listed in one of Mr. Green Irishes Videos.
  14. d.walker43

    make gunshots louder?

    true, but right now it can probably be heard from within 1 kilometer away. I think around 3 kilometers seems like a reasonable number. I also think that many people have suggested the map be made bigger, once they add vehicles and such the current map will probably be too small, so they may expand in that area.
  15. lol2k345

    Status Report: Week of 28 July 2014

    Tents are fine and dandy, been waiting for persistent storage, now focus on getting that working, then vehicles, then lockable servers with forced private hives. Then boar models :)
  16. For all Friends of the real Survival! our brand NEW Epoch Server is ready to go! We have NO Self BB for real Survival and Teamworking. We have a Admintrader Base. You can buy forbidden Vehicles and Weapons! All new Player becomes a damn real Starterpackage! (Vehicles with Key, Guns with Ammo and Ikea Stuff) PVP and PVE [GER][ENG][ROADHOGS]Dayz Epoch[Admin Trader][Admin Event][ 5.62.123.93:2302
  17. If they add helicopters and this is only if. I personally would hope to not see any air vehicles but thats besides the point. If they have to add helicopters I would hope they at the very least adopt the awesome new hard mode flying mechanics from Arma 3s dev branch. They are awesome and great and actually require people to practice to get proficient at flying. It is nice to see BI adding depth and complexity to alot of the gameplay elements , Stamina first, weapon dexterity, new sway, new helicopter controls and flight dynamics, and hopefully with the marksmen dlc realistic sniping and shooting mechanics.
  18. That's like saying it isn't an unfair advantage to use a non-spec car in NASCAR because everyone can add things to their vehicles. It's cheating and, more importantly, it isn't in the spirit of the game. It's like playing Janga, except one player brings an extra set to the game to test out moves on before making a move on the actual tower. It's like playing with blindfolds, except you cut out eyeholes in your fold because "Everyone has the option" That's a bullshit argument.
  19. You may be trying to join overpoch servers by accident, it's getting very popular and still shows up as epoch on dayz commander. If the server is running overpoch, download dayz overwatch 0.2.5 and add the parameter "-mod=@DayzOverwatch;" to your additional launch parameters unders settings. Since overpoch is just running epoch files with overwatch assets available (weapons, vehicles, tasers) it appears to commander as Epoch 1.0.5.1, if the servers dev is running their server properly then they will have the overwatch assets in there mission.sqm which will force disconnect someone who doesn't have overwatch also running when they try to join. Ironically we run Overpoch Lingor, Overpoch Panthera, and Overpoch Namalsk servers, so if you are still having trouble I can try and walk you through it in our teamspeak.
  20. Fucking annoying bugs, game breaking things because they haven't implemented the mechanics at its full potential yet, hackers, ugly as fuck and out of proportion interiors, lack o vehicles makes this game sometimes a walking simulator, melee sucks so hard its not even funny etc, etc. But it is one of the best multiplayer experiences I have ever had, totally worth it 10/10 would buy again. Just wait till this beauty comes out of alpha, beta and becomes gold, fucking GOTY man. Seriously, you should buy this because is so unic man, great game. The PvP relations are pure videogame gold, you will not find this anywere else.
  21. 1] Nickname: Jesmatic (James) 2] Region(Country): UK 3] Are you willing to be active: Yes 4] Do you have Teamspeak 3 Including a Michrophone: Yes 5] Steam name: lynx_j 6] How long have you been playing DayZ: On and off for about a year 7] How many Clans have you been In: Once previously 8] Previous experience: Joined a clan in the DayZ Mod, we helped out travelers by offering lifts in vehicles 9] How many bandits have you killed: Only the ones that have opened fire on me first, around 3-5 10] Are you willing to help other players: Always!
  22. Merc.

    Autumn

    First time giving beans, Eat Up! I would love vehicles too. but I must admit that those things are very important for immersion sake to me. I would probably stop lone wolfing 90% of the time, and thats a good thing.
  23. newberryes

    Autumn

    I never have said this,but even tho everyone wants vehicles, i genuinely want the weather,temperature and disease systems.The dream.
  24. Evil Minion

    The DayZ endgame

    Instead of just fighting you could also try to achieve some fairly difficult goals that need a lot of work: map all semi-random locations (like helicopter spawns) on a particular server (exploration)set up a militia and keep a town pieceful (social)set up a trade network (social)light up a town and maintain the lighting (achievement)aquire and maintain a vehicle and use it according to its purpose - vehicles should require a lot of work (achievement)build a base and defend it (achievement)...So endgame content is basically content that requires player interaction - both friendly (cooperation) and hostile (attack/defense). In the end its up to the players but having some technical aspects that require cooperation to be used could make for pretty high goals for some players - which in turn would give others something to attack/destroy/steal - woul help a lot. I am thinking about generators, vehicles and similar things and their maintenance (made some posts in the streetlights and weapon suggestion topics) as well as lego-like building. Keep in mind its still a dark and edgy setting so there will be a lot of setbacks in the form of other players who get their fun from being the villains (or heroes*) trying to stop your projects. If (and only if) it requires enough effort to aquire and maintain them even things like helicopters or tanks are possible within the game without destroying the gameplay. *If you plan to aquire a tank and terrorize the country its hardly a heroic goal and thwarting your effort might be a good thing for most players.
  25. Irish.

    Map balance

    Im just gonna have to say.. wait. You will see, if you played the mods you already know, how people will change their patterns once vehicles and tent camps/bases are working properly. Then it will get even more drastic once they tweak the spawn points and allow for higher pop servers.. Trust me, from playing the mods, it gets better than what we have now.. much better.
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