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Showing results for 'Vehicles'.
Found 41868 results
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Here is an ongoing problem for the game right now. There just isn't ANYTHING else to do than PVP. You might call yourself a hero, but all you are doing is enabling someone to go and PVP. Everyone says that in the mod, all the extras like vehicles and persistent storage help prevent the KOS attitude. I wonder how it will be when they add those items to SA in late 2015. Will people still want to go through the effort to get a vehicle up and running, or will they have forgotten about them and just continue to KOS. Old habits are hard to break, and right now, the only habit we have is PVP.
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The mod did not implement vehicles at all, the vehicles were allready available through Arma 2 OA, The only thing really big about the mod was the hive mechanic, the zombies and the few survival stuff there is, the rest was pretty much pre-implemented in arma
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I don't work code. But suppressor function is tiny. Here you are asking about vehicles--okay, cool, You wanna know about something major. But any intelligent dev is going to work big to small. Thats just what makes sense. Something like suppressors, global noises, etc. These are small things. Sure the alpher gavel gets pounded a lot. But it's a damn good gavel, and the shoe fits. Alpha is for big things, beta is for little things. Thats gotta be some kind of forum points for euphemisms.
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Programming is being done though. Nav mesh, new renderer, persistent loot, loot respawn, changing game engine, 64 bit servers.... All of these things require programming teams to work on them. There's little point in putting in vehicles when there is no persistent loot because you'll lose it on server reset. Also little point when the servers are struggling with zombies and players. Far better to optimise server performance (or at least improve it) and start work on persistent items so that the car you've spent 4 hours trying to fix up is still there when the server resets. Rome wasn't built in a day and dayz won't be fully ready in a few months. It's going to be a long, hard slog of bugs, mistakes and glitches before it has all the features added.
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Fair enough guys. Over the next 8 months, we hopefully will see some improvements in the core. I'm excited about the possible zombie collision fix. That brings good news. We can definitely wait for vehicles if the zombies are fixed and increased in the meantime.
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Art assets are completely different from functionality. Vehicles represent new functionality. Most weapons are dependent only on the Art team with some input/approval from design. Nothing to do with programmers.
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http://forums.dayzgame.com/index.php?/topic/203246-cars-in-dayz-standalone/?hl=vehicles http://forums.dayzgame.com/index.php?/topic/203968-release-time-for-vehicles/?hl=vehicles http://forums.dayzgame.com/index.php?/topic/204620-seriously-they-just-started-working-on-vehicles/?hl=vehicles
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Sorry, to bust your bubble of how vehicles will be imagined...but vehicles will be incredibly rare, require a crap ton of parts to fix, fuel replenishment and not to forget...vehicle stealers. There not gonna be like those stupid 1000 fully fixed vehicles servers you see nowadays on the DayZ Mod.
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Lol, do people still not get it? Vehicles aren't going to be all over the map for people to hop in and ride, they are going to need to be fixed and maintained. I honestly can't wait for the day they announce that vehicles are in just so I can read all the raging disappointed posts about how they have to walk for miles just to get parts to get the damn things working.
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Good point. I agree. Yes there are good reasons why no vehicles yet, but I feel many people are quick to defend the developer for any shortfalls without good discussions. But in the caseof vehicles, since the game core is still so bad, vehicles cant work yet. So we Should discuss why is the core still so bad.
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Sorry but I guess you will hate vehicles as well when you'll figure out that you must walk from an end to another of the map to find the componant you need for make them work.
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I expect first vehicles to come to experimental towards the end of next month, I guess that's pretty realistic EDIT: Nevermind, I remember seeing a post of Rocket where he says that vehicles may come in early 2015...
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Not that i don't agree with what you're trying to say.. But there really isn't anything to discuss. It's been repeated a thousand times that vehicles won't be in until it's at the point where Dean wants them to be(needing parts and are customizable) and that's been estimated to be near Q3 which isn't too far off. Which leads me to believe that they're nowhere near getting to how they want them, so im holding on to late Q4 earlie Q1 at best to expect vehicles.
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Its cool to gang up on anyone who simply asks when SA will have something the mod implemented 2 years ago. Real constructive guys. Hell lets make it even better, lets start ganging up on people that ask for less desync and hit detection problems too. Why stop at just hating on vehicles? I got first dibs on making fun of the next DayZ customer who complains about hackers too. Is that towing the line enough for us here? Lets have honest and open discussions without fanatical one sidedness. We are all DayZ supporters afterall.
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another one of these guys,you see them on twitter too when rocket says new exp is coming first comment is "vehicles?"
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Will there be vehicles soon because iam getting very tired of walking to the other end of the map to get better gear !
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Vehicles and physics! How would you like to see them integrated?
Katana67 replied to omgwtfbbq (DayZ)'s topic in General Discussion
We don't know which cars will be added. They can add any cars they wish to add, and given that DayZ clearly takes place post-2009, I don't doubt that we'll be seeing some newer vehicles. In DayZ mod, there was a mix of different cars. Like there was an early-2000's Toyota Hilux/Tacoma. The point is that, regardless of the make/year of the car, the audible exhaust note broadcasted the same distance. So one could hear it just as well. -
Vehicles and physics! How would you like to see them integrated?
Katana67 replied to omgwtfbbq (DayZ)'s topic in General Discussion
1. For one, most of the forests have changed markedly from the mod. With the exception of the western border, the forests have all changed and been made more variable. They're no longer all flat colonnades with no underbrush. Granted, I agree, I'd love to see some more variant forests. But I don't think player speed should be limited in forests. However, I do think there should be a chance for some audible noise to be made when you're sprinting through the forest (branches cracking, birds fluttering away, etc.) 2. I disagree. I live in a rural area. Modern cars just aren't that audible, and haven't been for a while. They're incredibly quiet un-modified. I mean, short of having everyone putting around in an old Alfa Romeo, I don't feel that cars should be overly loud. Likewise, I don't think they warrant being loud anyhow. They're already incredibly visible and don't need any additional signatures to be reasonably detected. The way DayZ renders sound is also a problem, in that it appears to be a stepped radius rather than an actual gradual amplification. 3. I agree that vehicles were too easy to spot from helicopters. But they were also too easy to spot from the ground. I mean, you physically cannot hide a bright white Toyota Hilux against the background of fluffy green trees. It sticks out like a sore thumb lit on fire. In my opinion, helicopters themselves don't need a nerf (other than being made consequential to operate/repair/utilize effectively), but the act of hiding something needs to be made better. -
Vehicles and physics! How would you like to see them integrated?
frosti replied to omgwtfbbq (DayZ)'s topic in General Discussion
Yes, exploding cars and gas stations need to go. It's cool looking but I feel like I am in Holywood movie. The forests in the game are so flat, it would be cool if something would be done about it. Not only limited cars speed in forests but players sprinting in forests should be extremly limited too. Actually the noise generated by cars is fine. In 2nd world country without big city loud noises you can hear car engine from pretty far away. This one is realistic. I find it so funny that getting on and off the ladder is taken to absurd realistic levels and when it comes to entering vehicles our characters are like: You can't refuel helicopter on your local gas station? :D Vechicles are only easy to spot from heli. Heli OP pls nerf. But there is already thread about heli. -
Vehicles and physics! How would you like to see them integrated?
Katana67 replied to omgwtfbbq (DayZ)'s topic in General Discussion
Whatever physics they implement, I'd just want it to be simple. I don't really need anything fancy. Just something that allows players to actually jack the vehicles up, something that allows vehicles to stay put when you get out of them, and something that doesn't have the vehicles feeling like they're just floating over a road. However, I do think that they need to tweak several things about vehicles. 1. What I like to call, the "insta-charcoal" effect. When your vehicle reaches 100% damage, say from hitting a tree, it shouldn't automatically and always burst into flames (see Family Guy exploding carriage and horse). 2. The off-road capabilities of most vehicles need to be tweaked. While I don't want humble sedans being able to tear it up at 100 mph in a forest (like was the case with Nissan 350z's in some of the mods), I also don't want them to be slowed down to a snail's pace. Likewise, dedicated or modified off-road vehicles should have an advantage off-road. I want to see roads be actually advantageous for the majority of vehicles, and therefore, forcing people into tense bottlenecks. 3. The noise generated by vehicles needs to be tweaked. Cars are entirely too loud, I can hear them from quite a ways away. 4. They need to be less janky to enter/exit. I absolutely hated in the mod, how you were just cast out to the wolves when you had to get out of your vehicle quickly. Doors need to actually open to provide a middling amount of cover when exiting/entering. That and fixed animations, rather than teleporting, would be good to include as well. 5. Parts need to be non-generic. This needs to happen in my opinion. I don't want generic tires fitting on everything from a Ural to a bicycle. Could either be vehicle-specific (i.e. Mountain Bike tires, Hilux Tires, GAZ tires, etc.) or it could be based on the type of vehicle (i.e. bicycle tires, motorcycle tires, sedan tires, truck tires, etc.) Same goes for other parts. 6. Repairing needs to be less instantaneous, and needs to be made into a process. Instead of just clicking "X to repair Engine" you should actually have to diagnose the issue with your vehicle, find the appropriate parts, and actually... I don't know... jack the vehicle up... remove a tire... and then torque down the individual nuts on a tire or somesuch. 7. Fuel supplies need to be limited, to a degree. Unsure of how to approach this, but perhaps there's something to be said about the new "loot management" system in being able to appropriate it for regulating things like fuel on a server. 8. More camouflage options. One of chief issues with vehicles in the mod, was how easy they were to spot. Short of tweaking the rendering in-game, the only solution I can think of is adding more camouflage options. Actually being able to cut bits of bushes off and sticking them to your vehicle would be great. -
Minions Glory OverPoch Server
crazyirishjohn replied to crazyirishjohn's topic in Mod Servers & Private Hives
hi all this steam patch updare/ dayz commander update seems to be working against alot of people and servers right now but hopefully will get ironed out soon.. in the mean time i have being busy working on my WAI system. Skalisty island that once peaceful island have being invaded my bands of roaming armed ai would seem pretty certain they own it and are not letting it go... are you brave enough to cross the bridge to Skalisty and face off against these invaders.. word of warning a helipatrol is on the island and para bandits are active. they bandits got there hands on some air vehicles and now patrol the skies pity they forgot to grab the choppers with guns.... C130 flies around the stary area 2 black lil birds patrol random areas added an extra bandit squad to Electro so that makes 2 squads.. added a new military checkpoint in between stary and electro.. thanks for reading crazy -
Hey Everyone Join 192.187.110.23:2302... Great Server And Staff Are On Almost 24/7 EVEN OWNER! Hurry And Join Now! If You Bring Friends You Can Get Alot Of Bonus Stuff! We Also Do Alot Of Admin Events! Ts:ts.zfunhouse.com What The Server Has:: | Custom Loot | AI Missions | Snap Build | Lost Of Vehicles | Custom Start Gear | Custom Traders | Refuel/Rearm/Repair Stations | Admin Events | Self BB | Deploy Bike | Friendly Admins | PVP | Community Events! | Player Events |
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Vehicles and physics! How would you like to see them integrated?
gibonez replied to omgwtfbbq (DayZ)'s topic in General Discussion
Although I know its impossible I would love this. While no deformation of course I would love realistic slow off road speeds and the heavy damage that comes to vehicles that try to off road with weak axles . -
Vehicles and physics! How would you like to see them integrated?
omgwtfbbq (DayZ) posted a topic in General Discussion
Vehicles will one day be implemented into DayZ. As far as physics, how would you like to see them implemented? By this I am questioning how your idea of vehicle physics will affect gameplay/functionality. Personally, though it will likely never happen due to engine limitations, since DayZ is going for realism, I'd love to see physics along the lines of BeamNG. Physics such as these would encourage players to drive carefully, and feel the consequences of the smallest mistake. It'd also be interesting to see a mangled car with bodies inside at the bottom of a cliff. However, probably due to engine limitations and copyright problems and all kinds of other things, it would never work. EDIT: Then again, BeamNG only slows when there's a lot of cars. In DayZ, multiple cars is a rarity, so hey, it might not be too far-fetched. But I can dream. How advanced/simple would you like the vehicle physics to be? -
3 things that would change dayz for the better
d.walker43 replied to d.walker43's topic in Suggestions
yea, I was thinking all along that radios would be one of the last things on the list, as everyone, including me, will want vehicles and base building before radios, I simply thought it would be a cool idea after the big things are implemented. I have to disagree with what you said about people just using Skype/teamspeak instead of normal in-game radios. Sure, the try-hard bandits would, but people just playing to have fun would probably use the in-game stuff because it's more realistic, and people would want to try it out and try setting up a radio station like you said. Once I got looted up it would be fun to go back to my groups camp and attempt to role-play as 3-dog broadcasting Galaxy News Radio to Chernaraus. "This is 3-dog, owww! and your listening to Galaxy News Radio!" lol. anyway, thanks for the good discussion, hope this ends up in the game at some point.