Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Search the Community

Showing results for 'Vehicles'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Author

Content Type


Forums

  • Official
    • News & Announcements
    • DayZ Badlands Expansion
    • DayZ Frostline Expansion
    • PC Updates
    • Console Updates
  • General
    • General Discussion
    • Gallery
    • Suggestions
    • Servers
  • DAYZ - GAME
    • PC
    • PS4
    • Xbox
  • DayZ Modding
    • General Discussion
    • Scripting
    • Terrain
    • Modelling
    • Misc
    • Official Tools
    • Community Made Tools
  • The Original DayZ Mod (Arma 2)
    • Mod Announcements & Info
    • New Player Discussion
    • DayZ Mod General Discussion
    • DayZ Mod Gallery
    • Mod Servers & Private Hives
    • DayZ Mod Suggestions
    • DayZ Mod Troubleshooting
  • MiniDayZ
    • MiniDayZ
  • DayZ Mod

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Steam


Twitter


Twitch


YouTube


Discord


Location


Interests


Bio

Found 41868 results

  1. haknslash

    Something to help clear the air.

    I think so as well. Once these next big updates roll out to stable where the masses play I think a lot of people will be pleased, at least for a while. Dean mentioned last week that vehicles have been in development and IMO will be the next big thing we'll see. Personally I'm more interested in barricading like you can on Dead Linger or Survive The Nights and the new renderer for DX10/11 since I stay in the woods most of the time. The renderer should help deal with some of the performance issues for most people. Once that stuff is in place and they implement the new zombie and animal AI I will be set. Give me some wild threat animals to hunt and fight with and I'm super golden.
  2. It makes more sense to make small leaps before tacking on the big hurdles. You might have expected a reworked mod, but they're making a new product from the ground up. I'm content with the progress made, and it's some pretty far since release. No one ripped you off. There was a disclaimer. We're all testers, and we're being given the chance to test an unfinished product. We provide feedback on the implementation of new items, and report bugs. This isn't a finished game, and it won't be for a while. You read the disclaimers (I hope), and no one ripped you off. The developers have gone through painstaking lengths to remind people this is a buggy, unfinished game in progress. Every time a developer makes a tweet, reddit, or forum post about ANYTHING, someone just has to complain- "No vehicles, this sucks!" or "Why isn't this finished yet, I've been ripped off!". It's Alpha. It's development cycle is barely over. We have six or so months until we hit Beta, and another year until full release. It is VERY early to make grandiose assumptions that the developers have ripped everyone off, made a shitty game, and that the mod is glistening example of superiority and polish (it's not). ArmA wasn't exactly designed for the exact needs of DayZ. They're trying to change that, by making a new game. Not a polished version of the mod. An entirely new game. This will take time, but I've said that a million times before. It just needs to be drilled into the thick heads of a very vocal minority. I've logged in almost 400 hours, and I have reaped more than enough out of the thirty dollars I've spent. Better than any gimmicky ten dollar indie title or triple A sixty dollar game has brought me in a very long time.
  3. At the rate of production I would fire Rocket H1Z1 is doing what should have been done along time ago by Bohemia they are using the criticism of the players and making a great game in the process they made a game that has vehicles, buildings, unique ideas and concepts and didn't make any money yet in the process while you are just getting money by selling a running simulator.
  4. Max Planck

    Veichles, Bikes, Buildings

    Vehicles and base building is already planned. Please have a look around in the Announcement and New Player forums, you can read a lot about the current state of, and future plans for, DayZ. Locked.
  5. trimpampano

    Should admins have more options at hand?

    The problem with giving more admins the power is that there is a certain percentage that WILL abuse it. Some of the powers admins in the mod they had were spawning guns/vehicles not in the loot cycle, have a live updater of a players location every 15 seconds, and above all cheat all the fun and destroying a legitimate plaer with those tools. Yes the admins right now need more power, but I do not want that power given until the private hives role out.
  6. WARNING! THIS WILL BE A LONG READ! HOWEVER, IF YOU CARE ABOUT THIS GAME, RECOGNIZE ITS POTENTIAL, AND/OR ARE CONCERNED WITH SOME CHOICES MADE THUS FAR, PLEASE TAKE THE TIME TO READ! First, let me start off by saying that I love DayZ. Not just the SA, but the entire “franchise”. No other game, aside from EVE online (which I had to stop playing, because it takes over your life, and unlike DayZ, is not the kind of game you can just put down for a while and come back to with little to no repercussions) has EVER given me the experience of an adrenaline rush, fear, the rage and disappointment associated with failure, or the ecstasy of success. That being said, as development wears on, I have become increasingly concerned with the apparent direction development has been taking, as well as with some of the design decisions. This game has the potential to become historically legendary, and I for one, desperately want it to reach its potential. Now, before you shout the ancient and fearsome battle cry “AAALLLPHAAA!!!”, I am aware of the game’s current development state, and I know what it means. So, there will be some things I will NOT be addressing: IE. Anything that is currently not what it maybe SHOULD be, but is the way it is because it can be attributed to its alpha state. This includes (but is not limited to) things such as: Spawn locations (already established by Devs that the current system is for testing purposes)Private HivesContent that has not yet been added (vehicles, weapons, stamina, etc.)Game balancing (weapon damage, commonality/rareness of loot items)Hunting (we already know there is serious work being done on this)Zombie AI/numbers/pathingHackersThe game engine itselfETC.Please note that while these and other “issues” that can be attributed to the game’s development state are not the FOCUS of this post, they may be mentioned or brought up because of how they relate to other issues this post IS addressing (for example, stamina will be brought up in relation to inventory). Please also note that this post is NOT intended to discuss things such as playstyle (kos vs. non-kos), server hoping, ghosting, or any mechanic designed to counter such things. So, let me address the issues I AM referring to: IVENTORY SYSTEMBALLISTICSLOOT RARITY (as it relates to the game’s current testing phase)REALISM (what is too much VS. what is too little)GLOBAL LOOT SYSTEM (pros vs. cons) DEVELOPEMENTAL FOCUS ON CONTENT OVER CORE MECHANICS (not an independent section, but rather addressed throughout)COMMUNITY OUTREACH*Not necessarily in that order. So, without further ado: INVENTORY SYSTEM: I made, in the suggestions thread, a while back, a suggestion on some improvements that could be made to the inventory system, including several pictures I took of some equipment I had on hand to demonstrate some of my suggestions (to which I will provide a link if I can find it buried wherever it is), and I am going to reiterate it a bit here, because frankly, I find the current system, while VERY user friendly, arbitrary. I honestly don’t understand the choice to implement it as it is (from a developer standpoint). It seems it has been the decision to have it the way it is from the very beginning, and I can think of ways it could be VASTLY improved, and I don’t even do this for a living. As said, it IS a much more user friendly system than the old Arma 2 inventory system, being that a player can easily see all items in his inventory in an “at a glance” manner, and easily manipulate and organize those items. The old system was clunky, took a lot of getting used too, and featured tiny, barely visible icons alongside small, confusing jumbles of text. But that is its ONLY saving grace. SOUNDS great on paper, the way I just said it, but in practice, with a little thought applied, it could be SO much better. The old arma system, while confusing at first, COULD be mastered eventually, but the main thing it had going for it was REALISM. Items had realistic weight as well as volume, and so did the containers they were placed in. Would it be so difficult to merge the old arma system WITH the current, more visible and user friendly version, and thereby achieve a system that isn’t arbitrary? As it is, hypothetically, a player equipped with the largest possible inventory space (ttsko pants and shirt, expanded chest carrier, and mountain backpack), could conceivably carry a total of 59 pens. Those pens would all take up a single inventory slot each, and at 59, there would be no “room” for anything else. I realize that no player taking the game seriously would attempt this, but it is only for the sake of an example. What this means is that a player could be carrying what amounts to a jumbo pack of bic ballpoint pens, purchasable at your nearest store that sells basic office supplies, which, IRL, could easily fit into the front pocket of a baggy pair of carpenter style pants, is for some reason consuming the SAME amount of inventory space as 59 cans of beans. This is blatantly nonsensical. Some more comparisons: Four cans of beans takes up the same space as a single pistol. A single pistol, which IRL would easily fit INSIDE a 200 rnd 5.56mm ammo can, consumes the same 4 inventory slots as that same ammo can. A ballistic helmet is the same size and dimensions, in game, as a pistol or ammo can. I could go on and on. And not only is the current system arbitrary, but it also forces players to make gameplay decisions they shouldn’t have to. If a player wants to go fishing, for example, they need a rod, a shovel, an axe, fishing hook, bait, fire kit, room for the fish they intend to catch, and everything else they need to survive. That is a LOT of inventory taken up just to be able to catch, cook, and eat a single meal. Unless the player drops the items they no longer need after a certain stage in the process, in which case they will be unable to CONTINUE to fish until they find that item again. This leaves the player in an unnecessarily awkward position to choose to juggle certain items they need, and in some cases may force them outright to not carry something essential, such as a weapon or ammunition. This system, while user friendly, yes, is way too oversimplified. A game concerned with attempting to emulate realism (where appropriate), should not being doing this. I would suggest that all items be given, instead of an arbitrary and unrealistic dimension consisting of uniform squares, realistic weight AND dimensions. Give EVERY item in game capable of storing items, realistic volume (it makes no sense to me that a pair of pants can somehow hold an ammo can in them, and still squeeze in two cans of beans. When was the last time you shoved a 200 rnd. Ammo can in your front pocket?). KEEP the current system of squares and item icons to demark what is there, making each item distinct and highly visible, but these squares only “appear” when an item is there (also, items which IRL consist of multiple pockets, rather than one massed “bag” such as a pair of pants, should be represented as such in game): Say I have a hunting backpack. While empty, its dropdown menu shows NOTHING. Place an ammo can inside it, and THEN four squares appear, with the ammo can inside them, as before. UNLIKE before, however, these squares do NOT indicate how much space is still available. Instead, the backpack has a volume indicator, showing how much is possible over how much is available (random numbers as an example: 300cc/250cc). Likewise, all items, within their item description (having it there would reduce the clutter of too much tiny text on the screen at one time, one of the main problems with the old system), would have a set of numbers denoting the volume that item takes up, as well as its weight. But then you might be thinking; “That would be bad for balancing, because then a player could just carry a million rounds of 5.56, or some other ridiculous amount of something that doesn’t take up a lot of space, which would be game breaking.” Well, that is what the weight would be for. In arma 2, yeah, you could carry a TON 7.62 belts in your backpack. But good luck moving more than a few feet: your character will literally fall flat on his face the moment he took a single step if your weight was too high. If he COULD move without falling down, he would literally pass out from the exhaustion of carrying too much weight after running or even walking a few hundred feet. And this brings me to an issue I mentioned earlier: STAMINA. While I am not bringing stamina up as part of the bigger picture here, mainly because we know that such a thing will be introduced eventually, it’s important to mention here because having a stamina system would make such an inventory system function the way it should. Carry as much as you can fit into your volume-based inventory: sure. But be prepared to suffer the consequences if you carry too much. Even with the coming addition of persistent storage, I think this is a VITAL system this game desperately needs. Why something like it wasn’t implemented from the beginning confuses me. It is, to reiterate, arbitrarily oversimplified. Keeping the system the way it is would seem to imply that this is what the developers WANT for this game. And while I understand such things as keeping ammunition types simple instead of full blown realistic, to make EVERYTHING be this way isn’t the way to go. This is a perfect example of what concerns me with the design choices made thus far by the development team. Either make this game a full blown casual experience, or keep it hard core and realistic. As a side note, placed here because they are inventory items, and because the issue doesn’t justify an entire topic just for itself: As one who is experienced with land navigation using a map and compass; we reaaaally need to be able to use both in game, simultaneously. This was possible from the beginning with arma 2. Why not here? Problem with the “Take on Heli” engine? I don’t know. But please fix it at some point. You were probably going to anyway, but I thought it worth mentioning (this is yet another “core mechanic”, which personally, I feel should have been present LONG ago, and is more important than adding in a few new guns I never see due to loot rarity, which is my next point). LOOT RARITY (As it relates to the game’s current testing phase): A much easier and shorter topic to broach is the current implementation of rarity of certain items. Yes, I mentioned loot rarity/commonality earlier as one of the subjects this post was NOT about, but this is a different context. I am not bringing this up to say “FOOD NEEDS TO BE MORE COMMON I CANT FIND ANY”, or “THERE IS TOO MUCH FOOD, ITS TOO EASY TO FIND”. Rather, my point is to ask: “Why is ANY item currently in game “rare”?” Why bother with what is essentially a GAMEPLAY issue while the game is still essentially being built? Are we not PLAYTESTING the game, ie: testing the game by playing it? How am I supposed to test the efficacy/bugginess/practicality etc. of something like the ashwood bow, when I can’t find more than a single arrow for it after literally DAYS of searching? I absolutely understand item rarity being a vital aspect of the finished product. Guns and ammo and other highly advantageous items SHOULD be rare….in the beta stage. Are you testing the loot spawning system itself? That would make sense, except, then why aren’t other items that should be rare, easier to find? Why not, for example, release a new gun, such as the AK (which I spent days searching for and NEVER saw), and make it a common spawn, so that players are encouraged to find and test it, while making other guns, such as the FNx45 (of which I find EVERYWHERE), which has already been in game (and therefore extensively tested) for some time now, rare? The reason is because we ARENT testing the loot spawning system. Rather, it is a GAMEPLAY choice (unless I am sorely mistaken). Which means that the developers are currently more interested in “drawing in the crowd” with flashy, shiny new weapons (really? An engraved 1911?), getting players in game and running around looking for them, rather than on developing and fixing core mechanics. Are you building a game? Or are you building HYPE? Again, unless I am sorely mistaken, and I could very well be, that is how things APPEAR to me at the moment. Yet another reason I am concerned about the game’s future. Which brings me to the… GLOBAL LOOT SYSTEM: I don’t know much about this, so I will express a few concerns, and move on. I foresee this being, potentially, a great concept. But it must be carefully balanced. Having only, say, 20 night vision goggles anywhere in the game at any given time, across ALL servers, would essentially amount to having only 20 NVG’s WORLD WIDE. That makes no sense. I understand and even ENCOURAGE this item rarity concept, but I DO at some point want to experience all facets of gameplay this game has to offer. And I will never be able to do so if I have to rely on a level of luck that essentially amounts to me winning the $50 million jackpot lottery just to find an item I may not even really get to use before I am killed for it. Please, if you implement this system, do so carefully. And, as I mentioned with the loot rarity issue, would seem to be a gameplay issue. BUT I can also imagine it would have significant roots within the engine that must be developed before it is implemented. So, on this one, “stay the course”? I guess? But please do be careful that it doesn’t totally prevent me from experiencing all this game has to offer just because some twat found a pair of NVG’s, then got sick of the game and logged off, never to return. BALLISTICS: AAAAAAANNNND here it is: My FAVORITE issue. Many’s the time I’ve found myself here, arguing for the implementation of a realistic system to somehow emulate (note, EMULATE, not PERFECTLY IMMITATE) skillful shooting rather than an arbitrary system whose luck could win you the day (which would be wrong anyways), but more likely will screw you over again and again. Many’s the time I have taken a shot with my pistol, aiming for a zombie that is only 20 feet away (and rapidly approaching), only to see my round *ping off the wall behind my target; behind…and about 3 feet LEFT of center. Having a mechanic in which attachments somehow magically tighten the ballistic spread of my shot group as bullets leave the muzzle (instead of making the weapon easier to use, like having a bipod reduce weapon sway while prone and deployed, or a heavy barrel reduce muzzle climb, thereby rewarding the player for finding these rare items by making shots require less skill, instead of less LUCK!!!!!) is blatant oversimplification, is arbitrary (yep, I like that word. Seems to apply to a lot.), and is unrealistic. I am not going to get into the old argument about our players “not being military, so they don’t KNOW how to shoot” (which is an asinine argument and easily defeated with a modicum of intelligence, common sense, and wisdom). But I will say this: The current system is INSULTING and DISRESPECTFUL to BOTH parties; the hunter and the prey (assuming there even IS prey. This could easily apply to unfairness when hunting animals for food, or defense against zombies). If the Hunter is in an advantageous position, well rested, prone, with a properly zeroed weapon, exercising all available gameplay shooting mechanics with appropriate skill, and FINDS a target, and takes a skillful, well aimed shot, he should be REWARDED for his effort. And for the record, if “I” am the prey, I EXPECT my hunter to be rewarded, and ME to be punished for my failure. This gives my character’s life, choices, and risks some modicum of MEANING in a digital world that actually DOESN’T have real meaning. And if the roles are reversed, I expect, in that situation, to fire my shot and see my target drop like a sack of bricks while I scream in joy and ecstasy “HEADSHOOOOOOOTTTTTTT!!!!!!!”. But no. Instead I fire, it goes randomly high, low, left or right x amount of feet, and my target gets away clean, and I sigh, lean my head against my right fist, and stare at my keyboard with an irritated expression because I just spent DAYS kitting out (or hours, sometimes you get lucky, sometimes you don’t. Either way) for this, spent DAYS searching for an opponent (something legit, not just a bambi on the coast), finally found one, did everything right, and ALL OF IT IS WASTED because reasons….oh, and by the way, now I log out because now I KNOW that person is aware of me, and unfairly has been given a chance to run away (negating the purpose of my hunt) OR to flank, find, and kill me. Even though I had him dead to rights. NOTHING about this game disappoints me more! Needing to have a bipod attached, whose effect applies so long as the bipod is deployed, JUST deployed, ie you could be standing straight up, weapon in the air, not rested against anything, but as long as the damned thing is DEPLOYED, your bullets MAGICALLY tighten their spread, regardless of any other shooting mechanic? Ridiculous. This is another PERFECT example of a design choice that severely concerns me: Is this just a temporary place holder? IS there a better system coming? Or is this as it is because it is how it’s INTENDED to be??? If THAT is the case, then you developers are going way too far into the realm of casual gameplay. So anyway, moving on… REALISM; TOO MUCH VS. TOO LITTLE: Now, with all my talk about emulating realism, wanting a realistic inventory system and a realistic ballistics system, I feel it is necessary to point out, at least briefly, another issue: there IS such a thing as too much. It’s fine to want realism that enhances gameplay, but what, what, WHAT were you thinking??? Nudity??? SCAT AND PISS??? Now, to be fair, it would SEEM (although, due to a lack of community communication, another issue I will address, I can’t be entirely certain) that this idea was scraped due to negative reaction. But why was this even CONSIDERED? Yes, in the hands of mature players, this wouldn’t have been all THAT bad. But honestly, knowing the internet community in general as I am sure you do, what did YOU think was going to happen? I am not trying to sling accusations like the kids would have been slinging crap here, but were you TRYING to draw in a more immature, detrimental aspect to this community? Literally EVERY aspect of these things that could have been in ANY way beneficial to gameplay (such as poisoning water supplies) could have been done in a way that wasn’t offensive or ripe for abuse. This game still desperately needs to address core mechanics issues, and you were going to even CONSIDER adding in this kind of content? What are your priorities??? And lest this particular issue be too narrow, it applies to other, less offensive things as well. For example: the decision to simplify the different ammunition types, to open up more resources for other things is a SMART one! NOT having a very specific bullet type for every gun does not hamper gameplay in any way. While the avid shooter in me might PREFER, in a perfect world, to have all the bullets be correct, I can do without it if it means other aspects of the game will get the attention they need. And lastly: COMMUNITY OUTREACH: For the sake of example, I ask you, the community, as well as the developers, to turn your attention to the forum for another alpha game: Space Engineers. This minecraft spinoff (which is still very much its own game) is, like dayz, still in alpha, with the public able to buy and play the game, and take part in and influence development, much like DayZ. But what is different? Well, look at the section of the forums titled “Changelog”. Every Thursday is what we call “patchmas”. EVERY Thursday, new content is released (and nearly all of it bugged to hell) for us to play with and experiment with. There is a clear, concise rhythm, a schedule. The developers ACTIVELY keep in touch with the players on their own website’s forums, actively taking suggestions for new content seriously; actually finding inspiration from the players as they build complex, unwieldy, yet functional mechanisms like pistons (made from 3 separate arms and 3 rotors and a complicated “rail” system), then say “wow. What an awesome idea!!!”, which is then implemented later in the forum of actual, compact, simple (if still somewhat buggy, they just came out) pistons! They actively listen to the community, taking the great ideas and implementing them (as is evidenced by the many happy voices of approval after EVERY patch), yet taking a rigid stance on other things some players want, that the developers refuse to add (ie, it’s still THEIR game, and they still get the final say. They don’t just do whatever every little 12 year old with a keyboard says). Look at the bug reports section: There you are sure to find “Phand” a tireless worker who takes the time to respond to and work with nearly every player that bothers to take the time to make a bug report, often serving as a bridge between the programmers and the players, informing us when a bug is a feature, or, even “Yeah, good work! That’s definitely a bug the devs weren’t aware of. They know about it now and it’s on the list to get fixed!” or “Yes, this is a known bug, a fix is in the works/imminent/TBA.” She is LITERALLY a celebrated individual on that forum, getting constant feedback from the community, and NONE of it is negative. Are you paying attention, DayZ staff? RIGHT THERE is PROOF it can be done: Moderators do their job and delete the offensives and the trolls. They take a hard stance on issues that would send THEIR game in a direction they don’t want to go. They show the community they give a damn, and add that which makes sense to their vision! But here, on the official forums, you are nearly nonexistent. I DO understand using reddit, facebook, and twitter, etc. to reach a vast number of people. It’s a smart thing to do. But why should I have to go there for simple updates? I hear about tent implementation here first, but only because another user quoted a reddit post! Why are you not an active part of the discussion HERE, as well as there? Personally, I cant stand twitter, I HATE and distrust facebook, and IMO, reddit is a steaming pile of horrible quality Taco Bell meat seasoned EVER so lightly with a few sprinkles of intelligence, a dash of reason, a teaspoon of sanity, and a few gallons of “NECKBEARD” brand barbecue sauce, “Mouthbreather” flavor, just to add a little kick. Come HERE. Talk to US. WE are your true followers. Let the moderators do their jobs and filter out the crap for you, while you keep us informed, placated, happy, and INVOLVED. I am playtesting this game for you, FOR FREE! HELL, I even paid YOU for the opportunity! As a loyal customer, and a loyal gamer, I would appreciate the courtesy. END> PLEASE FEEL FREE TO COMMENT. AGREE, DISAGREE, IT’S ALL GOOD. I took time to make this monstrosity, typing in word to catch as much grammar and spelling errors as possible. I know some still made it through. I apologize, but this isn’t an English final I’m writing here. So please do me the courtesy of replying, at all times, in a respectful manner. I will AGRESSIVELY pursue trolls and flamers with reports. I made this topic for a reason, and I’ll be DAMNED if this one gets derailed by a childish asshat. Thanks for taking the time to read this.
  7. Well, I'm not even against them adding "extreme" weapons. I wouldn't complain if they added a KSVK, M107, or even AS50, but they have to be done correctly. In the mod they were so terrible because you could run around full speed, with full weapon maneuverability, with a weapon that had almost no bullet drop, and very little recoil even from a standing up position. If they were to change that, and make something like an M107 or KSVK be an extremely specialized weapon like that, then I'd have no problem with them, because it would not be worth the time it takes to find all of the extremely rare ammo for a gun that is only useful for long range and essentially cannot be used for anything else (even a bolt-action sniper is capable in close quarters, an AMR isn't) I just don't think they're necessary, because they don't add a whole lot to the gameplay that other, more versatile sniping platforms can. I'm fine with long ranged weapons, it's just I wouldn't add .50s if I was on a constraint for how many ammo calibers we could have. Tanks, are pretty much the same thing. I'm fine with pretty much everything as long as the work it takes to use something effectively is balanced with how effective it is, but my big problem with tanks is that it's hard to destroy them with anything. Helicopters can be brought down with enough concentrated small arms fire, but even older tanks like the T-34/85 which is one of the oldest tanks still in service can shrug off small arms fire like it's nothing. The RPG-7 could be an effective counter for a tank like that but even T-72s and T-55s in the middle east can survive PG-7V rockets. The RPG-7 is generally used in a similar role to the M136/M72 LAW now, against light/medium armored vehicles or to suppress and assault infantry, which would be great in the game. I don't know. I really do want an M72 in the game, though :P
  8. Haha, finally someone that agrees with the posts i have been making for months concerning implementation of tanks into Dayz Standalone. Think of it like this: Alright say you have a tank, you can easily transport people, weapons, food, and other supplies around the map and still be protected with the thick tank armor and devastating firepower. However, you have to maintain this monster with the amount of fuel it consumes, the parts it is missing (depends on the condition you find it in), the tank cannon ammunition (give it some heavy weight to it so it requires a few players to lift it and put it inside the tank), the speed of certain tanks. And hey if the tank breaks down in the middle of combat while you are surrounded by heavily armed combatants, it can either be a damn good bunker, or it can be your metal death bed from a hell fire of explosives and high caliber fire (Armor Piercing, .50 BMG, 12.7x108mm). Also would allow for the implementation of tank mines to place in the road. (Although tank mines can be used to take out people and other vehicles) Tanks would be a huge game changer in Dayz Standalone because it would give a strong post apocalyptic feeling in the sense that it is something that needs extreme care or else it will fail to serve its purpose (whatever purpose you intend that is)
  9. Hello everyone ! If you're looking for a New server to start playing on, look no further. G4F Community ( Dayz Epochpoch Chernarus ) is a fresh server, fully configured with lots of really cool Features. This server is a PvP server. * Restart every 3 hours * 50 player slots * 500+ vehicles Gamers4fun [G4F] - Dayz Overpoch Chernarus ( 1.0.5.1/112555 ) Epochpoch Server IP : 195.154.241.14:2302 Teamspeak IP : ts3.g4fcommunity.eu Website : www.g4fcommunity.eu Here are some Features : * AI missions & AI Bases * Indestructible base building * Building snap * Tow & Lift * Trader city safe zones * Self bloodbag * Dance * Anti-Hack * Active Admins * Events & Event Areas * Building Snap * Custom Spawn menu * heli patrol * No stealing in Safe zones You should come check us out ! :)
  10. Karmaterror

    Tents!

    As far as I understand it....just like the mod so... 1, Yes, only on the server you pitched it on though. It stays when you are logged off aswell. 2, Yes and yes. Your tent will always be at risk of someone finding ad looting it. When vehicles come running over tents may become a hobby for some aswell lol
  11. glemmar

    lose the flashlight

    Haven't played the exp so I was not aware of this, but I can see the problem with this. Anyway, this is actually pretty funny because people used to whine about the nights being too dark and now that they have made them brighter people are complaining that now they are too bright. This makes me think that there is actually no problem with the game but the users instead since no matter what the devs will do/fix/add they'll always get s**t from the users. I can't wait to see what kind of c**p people will give them when the vehicles will finally get implemented. Ofcourse this sort of behaviour is to be expected with anything that has large number of people involved in it. No matter what you do, you can never please everybody. And just to make sure, I am not a brown noser. Personally I think there are more than few things that should have been fixed/added already, but I am just pointing out the irony of this community.
  12. Hi, If gasoline is coming with the vehicles, open fire in the world will probably come too. It would be fun to make lines of gasoline and then light them up. Maybe they'll make torches or fire arrows too, just stuff that burnes... Maybe they will make burning houses and wildfires (stuff that has been suggested) So my question to everyone, Should the zeds fear the fire? Whydo I ask that? Well, if you'd set a zed on fire, what does "it" do? If I make a circle of gasoline, light it up and stand in the middle, will the zed still reach me or will he stop in front of the fire? Will they just run through fire (or even burning houses if they should implement them), or will they try to avoid them? Does that work with the new navmesh system? This could influence gameplay and would give fire arrows or molotow cocktails a whole new meaning.
  13. There was the modern 08' Volkswagen Golf in ArmA 2, the 99' Corolla, and a 90's Hilux. That, and a varied array of other vehicles ranging from early seventies to middle 00's. This game is NOT set in the Cold War.
  14. Though i'd love for there to be soft body physics or cars simply showing damage/dents, knowing the engines history it's HIGHLY unlikely you'll see anything we havent already(i.e. change in textures thats more scratched/has bullet holes) But for other physics, pretty much everything katana67 said plus something i can't stress enough. proper suspension physics and weight. Though it improved slightly in Arma3, vehicles are still incredibly stiff and "fly" or float when you're going at high speed and get some air. In real life your car will come clanking down if it comes off the ground, but with the arma engine you gently glide down. it's really frustrating, especially when going off road. If they get that right + everything Katana67 said i'll be one happy camper. But at the very least i really want there to be proper suspension physics.
  15. For me, it's quite important that vehicle physics and handling are believable. That means you shouldn't be able to drive off road at any great speed without damaging your car or losing control. Off road is bumpy and it is slippery - if you put a wheel on the verge at the edge of a road while driving at speed, the physics should put you in trouble. You shouldn't be driving around at full tilt all of the time without danger, and the game should allow you to spin or roll the car if you're being reckless. Crashing should have serious consequences for the vehicle and anyone inside it. Ideally, I'd like to see manual gear changing enforced for appropriate vehicles (ie. most of them) - it wouldn't be a difficult thing to implement into the game, and nor would it be particularly difficult for players to get used to. It would give a much better feeling of control and involvement, though, and allow you to regulate your speed more easily.
  16. That inevitably the slow addition of features will lead people to create their own maps like "Dayz nuketown" where you start with an M4 and vehicles are more common than tins of food. Frankie will play on these new maps, increasing their popularity and it will draw players away from the 'true' game.
  17. Deathlove

    The state of M4A1's

    Well the ammo needs to be more readily available for that 101 AK no way around it really yeah it can be a hard to find weapon but dont make the NATO round spawn just at heli crashes. I dont think the ammo should spawn like rainfall but it needs to be enough to where you have a 50/50 chance of finding one in a military compound or bunker. Hell i think even some of these military vehicles should start spawning a small chance for loot like what the police cars do.
  18. Grimey Rick

    A Refreshing Change - STEALTH

    No one on YouTube plays DayZ with that playstyle because it's boring and completely unchallenging. Most people just want to watch people getting blown away. Personally, I find watching PVP in this buggy mess of a game just as boring. That being said, most people on YouTube are bad. DayZ streaming and YouTube channels are a plague. Whatever happened to the good old days when you'd watch someone on YouTube who was actually good? Fatal1ty (CS, Q3, CoD), Ksharp (CS), HeatoN (CS), FlaSh (SC1/SC2), etc. These were players worth watching. They were the very best at their sport. You could improve your game (whatever that may be) by watching them. With the inception of YouTube/Twitch.tv, everyone feels they should be on the internet. It's so irritating when YouTube recommends I watch some complete newbie with 50 hours of DayZ Standalone gameplay struggling to figure out how to fix his broken leg in the middle of a wall-peeking fuckfest in Berezino. People like Sacriel aren't much better; playing DayZ like you'd play Arma against complete newbies calling out things like, "CONFIRMED KILL, HEADSHOT, TETRIS," with a K:D tracker at the top-right of the screen is just as bad. Once this game gains some ground as far as barricading, persistent storage, and perhaps vehicles, it might be entertaining to watch someone play it. In the meantime, DayZ is very much like golf; boring to watch, fun to play.
  19. knoCC (DayZ)

    Which version of DayZ to buy?

    You will probably get many different opinions about which to buy. I would recommend you buy the Arma 2 package to get the mod before you buy the standalone. I have been playing the mod for two years and bought the Standalone the first week it came out. A week later, I started playing the mod again. I periodically go back to the Standalone and only can play for about 10 min. before I get bored. The pros of the mod are many including vehicles, different versions, action, etc. The pros of the Standalone are graphics. Once again, my opinion. If you have the $$$ get both. If not, get the Mod package. Get as many opinions as you can and watch YT vids of both to help with your decision. It really comes down to your style of play.
  20. d.walker43

    Which version of DayZ to buy?

    At this current moment, the mod is still more advanced with vehicles and such. However, it being a mod, its harder to run and is less stable. It also is no longer being updated with new features, unless you get player-made mods for the mod (mod-caption :P ) The standalone is at the moment still a bit behind the mod, but in the end will have tons more features and is much easier to run, has slightly better graphics, and is more stable and secure. It is still being updated weekly by the devs. My personal suggestion is to get the standalone, as it will eventually be far better then the mod. However, after reading what I have said above the choice is obviously yours. :)
  21. That's another thing, riding a bicycle needs to tire you out this time around. A significant imbalance in the bicycles in the mod, was that they were essentially just fuel-less motorcycles. Sure your avatar's legs wobbled about as if he/she was pedaling, but you're not expending any energy no matter how hard you're pedaling or how fast you're going. In fact, I'm pretty sure that you don't lose any additional hunger/thirst (by comparison to motorized vehicles) whilst on a bike in the mod. That and you shouldn't just be able to hop off the bike and have a 100% steady sight picture.
  22. First of all sorry for my english. ---You dont need to read this part--- DayZ... I like this game, this was the first in my "life" what came out from my dreams. An apocaliptic survival open world with zombies and its multiplayer. Lets analyse this sentence. "An apocaliptic survival": you have barely nothing, the civilization is destroyed, but the survivors can use the things of the lost world to survive and build the new one, and you are one of them. You must eat, drink, keep yourself warm, etc, and you can do it in the wild and/or by looting the ruins of the old world. "Open world": you dont need to follow a storyline, a questline, or anything else, you can do anything you want, and anything you can, its open, you are free. "With zombies": its too easy and boring just survive the hunger, thirst, cold, and diseases? Be happy, you must fight with the hordes of the living dead too! "And its multiplayer": you are not alone, there are more survivors of the apocalypse, and they are not just programmed NPC-s, they are real people! You can fight with or (mostly) against real players. At the begin, I only missed the real builder part. Of course there was lot of things which ones was a little bit annoying (spawn snipers, vehicle hoarders, too strong weapons (as50...), bugs, more bugs, and even more bugs), but beside them i really enjoyed DayZ. I was in the loot/die circle and I knew that if I die most of the times I will lose everything I had, but that was not bad for me, it was only a challenge to stay alive, to survive. And than I was at that point, the "what to do now" point. So i stopped playing "the game of my life". Then I came back, and there was the Epoch and OverPoch, and it was amazing, there was the real builder part what I missed from this game. Not like the buildings in Origins, no, you can build custom building, freely as you want! With my friends we built little shelters, house parks, and massive bases. We fought wars against other player groups, finally we fought with armed helicopters, tank-like land vehicles, heat-seeking rockets, as50/m107/lapua in everyones hands, if we wanted something we made an AI mission, sold their weapons/vehicles, and with the money we bought anything we want. And after weeks when we fought an other battle, I was in a hill sniping our enemies base. After some minutes I heard a zombie and i tought: "f**k you zombie, not now", with my silenced pistol I killed the zombie and went back to sniping. The zombie was only an annoying thing in a zombie survival game! I felt myself in Battlefield Zombieland... not in DayZ. ---Here starts the part which is matters--- I want my real survival DayZ, and I need your help fellow survivors. If there is any ArmA2OA DayZ mod server which have the parameters what I will write down, than just give me its IP. If there are nothing like this, i want to disguss a DayZ mod/server suggestion, which one can have the real survival DayZ experience, the "apocaliptic survival open world with zombies multiplayer game" experience. So here is my list (feel free to give more ideas, or criticize any of it): - Epoch-like building system: cause I love it, its a little bit like lego, and u should find any building supplies in loot, except vaults - no NPCs! so no traders, no AI missions, no AI patrols, etc, EXCEPT the zombies: you cant interact with them as with real people, and NPC traders are so bad for the DayZ experience, you do not need to find the supplies, for example, if you have too much engine-parts, you can sell them and buy the beans you want, ok, its easy, and practical, but its not part of an apocaliptic world, except if u trade with an other survivor (and hope that he/she or his/her friend will not kill you before or after the trade) - no extra buildings: or with extra buildings, make loot more rare - barricades and vehicle-wrecks on roads can be dismantled, and it gives a random vehicle part: like in Epoch - better zombies: I want them to be as a threat, not just an annoying part of the game, so I suggest to give them more blood-point, or make them invincible except for the headshots, and/or, if possible (without bugs) let them run inside buildings too, maybe with these ideas less zombies should spawn and/or the zombies should spawn slower after killing them - zombies spawn if a player is 1000m close to their spawn point, and even if that player is in a vehicle: cause zombie spawn mostly tells that there are a player, so if zombies will spawn from this far and even when you are in a vehicle, you will dont know that there are an other playr or these zombies are spawned bacause of you - clothes with backpacks: make every cloth (skin) to show the backpack (even the ghuillie), or get rid of which ones arent show it: cause a greater backpack should be a disadvantage in visibility - better hunger, thirst: maybe you should need more time to get hungry or thirsty but u should need more food/drink to fill your hunger/thirst meter, and you should not be able to eat/drink as much as you want at a time - no vehicle tow and lift: just because dont make things easy - auto bloodregen, no self bloodbag, and food doesnt gives you blood: your blood regenerates automatically, if your wounds are clean, other players can use bloodbags to give you blood, but only once at a time, and food doesnt gives you any blood, so you must wait to heal up, or you need an other survivors help - no debug monitor: you dont need to know that things, maybe only an FPS meter - no traces, no death messages, no crosshair, no nameplates: its hardcore, I dont know about the 3rd person view, I think it can be available - 8 or 12 hours between server restarts: maybe 4-6 hours day, and 4-6 hours night - better humanity system and make it count: players should take care about their humanity, maybe everyone should start with 0 humanity, the bandits (-5000) should start with no gear after respawn, and the heroes (+5000) should start with extra gear after respawn, beside that you should get -humanity if you kill or hurt someone and you should get +humanity only for giving bloodbag, and by burying dead characters, but every player should get +humanity only once per server restarts for bloodbag-giving and for the bury, with this you cant be a hero with the "I-shot-you-than-bloodbag/bury-you-a-hundred-times" method - original spawn: no halo spawn, no spawn select, you died, it must count - woodcutting system: like in Epoch - weight system: like in Epoch - no smelting, no gold/silver/copper/tin/aluminium bars, no gems, no ore veins, no ammo supply crates (that random black boxes), no keymakers kit, no hotwire kit: cause you do not need them - rare gps, rangefinder, and nightvision /// weapons and ammo: only the available ones, there should be no more beside these in the server(/mod) - chemlites and roadflares (common, can be mostly anywhere) - smoke grenades (avarage, at any military loot places) - flare m203 (rare, only at hangars, military tents, barracks and heli crashes) - explosives (very rare, only at barracks and heli crashes): rgo grenade, m67 grenade, gp-25he, m203he - melee (can be mostly anywhere but some are easier to find than others): common: crowbar, baseball bat, hatchet avarage: fishing pole, machete rare: sledgehammer parts very rare: chainsaw - secondary weapons (pistols and the sa61): common (can be mostly anywhere): makarov / makarov-mag avarage (at any military loot places): m9, revolver, m1911 / m9-mag, 45acp, m1911-mag rare (only at hangars, military tents, barracks, and heli crashes): g17, sa61, makarovsd / g17-mag, sa61-mag, makarovsd-mag very rare (only at barracks and heli crashes): m9sd / m9sd-mag - shotguns and single-shot: common (can be mostly anywhere): crossbow, double-barreled shotgun / arrows (you can craft them from wood piles too), 2rnd-pellets, 2rnd-slug avarage (at any military loot places): lee-enfield, m1014, remington870 / lee-enfieldmag, 8rnd-pellets, 8rnd-slug rare (only at hangars, military tents, barracks, and heli crashes): saiga12k / 8rnd-saigapellets, 8rnd-saigaslug - submachine guns: avarage (at any military loot places): mp5 / mp5-mag rare (only at hangars, military tents, barracks, and heli crashes): mp5sd / mp5sd-mag - assault rifles: avarage (at any military loot places): ak74, aks74u, aks74-kobra, m4a1, m16a2, m4a1-aim / ak-mag, stanag rare (only at hangars, military tents, barracks, and heli crashes): akm, sa58p, sa58v, sa58v-cco, ak107-gl, ak107-pso, m16a2-gl, m16a4-acog / akm-mag, sa58-mag very rare (only at barracks and heli crashes): rpk, sa58v-rco, ak107-gl-pso, m16a4-acog-gl, m4a1-aim-sd / rpk-mag, stanag-sd - sniper rifles: avarage (at any military loot places): cz550 / cz550-mag rare (only at hangars, military tents, barracks, and heli crashes): m24, m14-aim / m24-mag, dmr-mag very rare (only at barracks and heli crashes): svd / svd-mag - magazines only for armed vehicles: pkm-mag and m240-mag (very rare, only at barracks and heli crashes) /// vehicles: only the available ones, there should be no more beside these in the server(/mod), and at every restart they should disappear and respawn (at one of they original spawn points), so you cant hoard vehicles !(these numbers shows you how much from that vehicle should spawn) - craftable: the crafted vehicles should disappear at server restart, but you can dismantle them, and you need a toolbox on your toolbelt to craft any of these mountain bike (to craft it you need: scrap metal) motorcycle (to craft it you need: scrap metal, engine, fueltank, and 2 wheels) mozzie (to craft it you need: 2 scrap metals, rotor, engine, and fueltank) - civilian land vehicles: old bike (10-20) old motorcycle (3-5) lada (3-5) hatchback (2-3) skoda (1-2) sedan (1-2) lada taxi (1-2) sedan taxi (1-2) lada police (2-3) gaz volha (2-3) betty van (1-2) offroad datsun/hilux (2-3) suv (1) tractor (4-6) ikarus (3-5) v3s (2-3) - military land vehicles: atv (2-3) uaz (3-5) ural (1-2) kamaz refuel (1) offroad pk (2) - boats: jetski (1-2) pbx (1-2) fishing boat (2-3) - civilian aircraft: cessna skywagon (3-5) an2 (1) little bird (2-3) - military aircraft: uh1h (1) and/or an2 with m240 (0-1?) mi17 armed (1) /// donation system: everyone can donate money, but if u donate enough u can get a lockable vehicle, which will stay after restarts too - avarage donation: a lockable civil car (vw golf) - big donation: a lockable military vehicle (hmmwv unarmed) - rich donation: a lockable helicopter (bell 47)
  23. Okay so this is a list of ideas for attack capabilities of zombies and players. SURVIVOR Fighting abilities: >Punches >Tackle from a run, knocking the target flat on their back with the Survivor atop them. If you are on top, you get up faster than the one on the bottom [no innuendo here], leaving you at a tactical advantage. This can also break bones. >Grab onto weapons an attacker is holding to disarm >Grapple or hug enemies to try and move them around or throw them down >Wield melee weapons such as knives/sabers/machetes, golf clubs, pitchforks, fire axes, slegdehammers, fire extinguishers, even biro pens and more at close range >Shoot rifles, handguns, rocket launchers, crossbows, bows, and throw objects at range >Weaponise vehicles such as cars, boats, motorbikes, trucks, tanks, buses, helicopters and even bikes/horses to knock over and severely wound or to kill depending on speed [over 60 km/h to kill instantly, or being involved in a car crash at over 100km/h] >Can build or lay traps like pits, place explosives, erect barbed wire, cause fires, spread disease, demolish structures on people, tie unconscious up to die, trap and induce starvation, and probably some more stuff ZOMBIE Fighting abilities: >Clawing, can spread disease and induce bleeding on unclothed targets, severely damage clothing and >Haymaker, zombie flails its arms really hard with disregard for own pain, can break bones, cause internal bleeding, rarely knock unconscious if hits the head. >Biting, this will always make bleeding, sometimes spread disease and damage clothing, zombie will attempt it if close enough >Tackle, zombie will jump at their target from a run and knock them on their back with the zombie on top of them. Can break bones, and the zombie will also try to bite you if it succeeds in tackling. >If zombies are carrying explosives [military zombie] very rarely they will blow up when caught in a fire or explosion, which can damage people or zombies nearby >Zombies are a hotbed of disease, even their corpses or loot from their corpses can still kill you via giving you dysentery for example MELEE WEAPON FUNCTIONALITY >Chainsaws are fast and powerful, cutting right through limbs on swing, but jam in clothing and need fuel. >Heavy sharp melee weapons, such as fire axes, are the most powerful but can become caught in ribcages, leaving you in severe trouble in the middle of a mob of zombies. Since they get stuck in their target, they have no knockback to help you distance from your target. Swing speed is slow, inventory space needed big. >Heavy blunt melee weapons, e.g. sledgehammers and shovels, are half as powerful, but let you knock people unconscious and have no risk of becoming stuck. They also knock back targets from you. They swing slow and are high-encumbrance [don't fit in most packs] >Sharp medium melees, such as machetes, have less damage. They can stab for higher damage but higher stick chance, or can slash for less damage, more speed and less stick chance. High speed, a bit of encumbrance; can be carried in a belt at your side. >Blunt medium melees, such as baseball bats, work similarly to sharp medium melees but with no sticking or stabbing. Good for knocking unconscious, swings fast and is lighter. >Small sharp melees, such as knives/sickles, do the least damage, and need to be really close, but still inflict bleeding and don't stick. They can stab or slash. Can be put in gun holster for rapid access. >Ranged sharp melees, such as pitchforks or hoes or affixed bayonets, can attack from far away. Have a high sticking chance and are slow, and don't fit in bags [except bayonet], but give you valuable distance from zombies. >Fire extinguishers grant the best knockback, but low damage, low swing speed, and are heavy.
  24. Bororm

    Were plans to expand the map canceled?

    He's not really wrong, the majority of the map is being converted to have towns/buildings and at the least, roads. The entire north end of the map used to be largely wilderness, now it is set up to be highly developed. Some of those roads will likely be back roads and not necessarily have towns around them but they will lead some where and even a road itself means ease of travel in the future, meaning less wilderness. The remaining chunks of wilderness are basically the west end of the map and some of the more centralized woods, but those are surrounded by towns as well. I'm waiting to pass judgement on it myself. I think one of Katana's major concerns if I'm not mistaken is reduced hiding spaces for things like tents or vehicles. If the direction they take base building/storage is to barricade existing structures however, then it is possible that additional towns and more houses will lead to a more urban style of hiding your base. Picking a random house in an out of the way town might be more beneficial than posting a tent in the woods. It is hard to say at this point though as we don't know what that situation will actually be like. I do still agree regardless though, that it would have been nice to leave a bit more undeveloped land about.
  25. d.walker43

    Animal Parts and Uses

    Well of course its not wrong, and I like the idea too. but the number of cityboys who play this game probably greatly outnumber the hunters. You know how many complaints there would be on here and everywhere else about it. I hope all of his ideas get implemented, I just don't think it will happen. It would definently make people play differently if they could go out in the woods and live off the land, which has been talked about multiple times by the devs and such, once vehicles, tents, and better hunting mechanics are added this is what im going to do for sure.
×