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Showing results for 'Vehicles'.
Found 41868 results
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I couldn't agree more, we need more static plane wrecks in the game, currently the only I know of is the crashed Airliner in Chernogorsk. More Military and Civilian plane wrecks are a must, while many I believe will not be able to fly, they can be extremely useful in scavenging spare parts for air vehicles and could for the example of Cargo planes house a mix of civilian and military loot. The largest Military Cargo Plane is a C-5 Galaxy, next I would presume is a more appropriate Antonov An-225 Mriya, possible we could even see a more common C-130 Hercules too. One thing that would be a good thing is being able to climb up one of the wings (one of the reasons why it's a wreck)
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Whyherro123 replied to alexeistukov's topic in Suggestions
--Just for shits and giggles-- Or, you know: you could scale it up, and make some full-blown artillery pretty easily. 3lber cannon: load with a 3lb scrap-metal-cast cannon ball and 1/4 lbs of blackpowder, to DESTROY (seriously, the following video made me happy. A cannonball just NOPES its way through an entire car) vehicles and buildings out to 400 yards, https://www.youtube.com/watch?v=Tsql5Wv0TiE, or, load with a wooden sabot and a fuckton of musket balls, for some canister-shot anti-personnel goodness (effectively turns the cannon into a gigantic shotgun) A 3lber cannon would weigh about 400-500 lbs, meaning you could drag it behind a vehicle pretty easily, or even wheel it up onto some earthworks somewhere. Or, for a more "personal touch", make a "swivel-gun", aka a baby-cannon that you could mount on the back of a truck. Or, if you REALLY want to kill something dead, use chain-shot. Stuff a bunch of chains down the muzzle, turn the roadside to blood and shredded EVERYTHING. -
For transporting multiple vehicles from point A to B and for fun of course, in dayz mod cargo plane had no use yet people were happy to fly it just because it's fun and the big airport yes there would be PvP just like in every airport and every city so obviously you wouldnt try to fly a plane there alone but with a squad and if someone wants to fly the plane instead of breaking it into parts and making shelter it's his decision +As I mentioned it would be extremly rare like 0.0001% of spawning so if one guy finds it he will fly it just so people see him flying the beast plane and think how badass he is :D But anyway even if not the plane I think the huge airport itself would be something interesting, because the airport that we have now is just a stupid large field with a few tiny buildings here and there where you can get sniped from across the place, and that's supposed to be the "hardcore north"? A complex and big arport with lots of big enterable buildings would really require teamwork and some good tactics
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DayZ Vanilla | VorTeX Gaming Community - Hardcore DayZ Survival
Tugodoomer replied to VVoltron's topic in Mod Servers & Private Hives
Looks intresting. Do you change loot table? In Vanila we can find alot weapons, this moment kills the element of survival. And we can find alice pack in rezidental loot, many knifes and hatchets, e.t.c. If you give this loot small chance to resp or create more intresting loot table, this can makes players life more hardcore. But many players prefer mods with big guns, armored vehicles, military heli e.t.c., due to this Dayz Vanilla servers with first view are not so popular. But i like your idea about hardcore server without addition other scripts. -
The latest 0.58 build of DayZ on experimental was flawless on the surface. No glitching loading or picking up weapons, instant switching of items from the quick action bar, little lag, persistence, logically spawning loot, vehicles, etc. This patch was everything I ever wanted....I am feeling the vibes of a possible Beta.. then.. ...just like the leg breaking bug, an inexplicable event. My server (Dayz Southeast Experimental 0-3) reboots and I lose my tent, everything in it, the backpack next to it, the vehicle that I spent 3 hours procuring... all of it..gone, because I actually believed... Then I am snapped back to the reality that this is all a project, nothing more. It's hap-hazardous at best. It's patch work. All of it ends up driving me out of the "camping" and "base-building" mode to the "murder everyone in sight/pvp" mode. Therefore, I am heading down to Cherno to ruin people. I'll be out of the country 3 weeks, I hope things change after that.
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Chased this guy for like 20 minutes, he ran out of ammo I guess. Chainsaw seems to be 2-3 hits without gas. Way better than the sword =P This guy got me but I at least got a good hit on him. Might as well share my thoughts on it as an item: It's rad obviously but I have to wonder about the drawbacks. You have to carry it in your hands, which makes doing simple things like using binocs etc a bit of a pain. I'm not really opposed to it being that way as it makes it interesting, and once vehicles have inventory then transporting it/using a car won't be as big of a deal but at the same time the clunkiness of dropping it/picking it up makes simple tasks overly cumbersome imo. It also seems to run out of gas very quickly. It chops trees down in a single click, which is very powerful if harvesting wood becomes a big deal (base building?). But I think I'd rather see a longer gas time, and some sort of animation for chopping trees instead of what it is now.
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anyone try playing the arma 2 mod dayz hardcorps? basically dayz mod + A.C.E. / A.C.R.E. mod and with the stamina system it had, made dayz fuckin awesome. you could no longer just sprint through towns and grab agro from every zombie cause you would most likely passout before you could loot the town or lose the zombies. you had to be way more deliberate with your moves, had to be thought out cause in ACE mod, you could pass out from carrying too much weight and running too much. i really think a hardcore stamina/weight like that is needed once the vehicles are a lot more common. this will weed out the plebs too, the ones that think running 20min is a big deal
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After year i have returned to play in Dayz mod. 1.8.6.1 looks very intresting, now we have attachments for weapons, bases, new system of temperature, new tools and weapons. Here some ideas about this patch: Zeds are not dangerous now, they have a small damage and little chance to broke legs or infect. Need increase their damage. About infected soldiers, this zeds have armor, we can add hp to this type of zeds. Also need more correctly link types of buildings and types of zeds, for example near barracks (military building) i see infected civilian, not soldiers. On military bases i prefer see infected zeds, because they can have military loot, ammo, grenades, heatpacks, e.t.c. http://i.imgur.com/AycOCDU.jpg New temperature system with Z coordinate, looks intresting, but in North our chars freeze very quickly, in rain and night time we can run only 5-10 minutes without transport (this is Chernorus not Namalsk!). Many players prefer play om the coast line with new system. So, need fix, reduce coefficients for rain, wind and night, in nigth time playing is uncomfortable. Food and water, i like this, players need to search supply and store food, but meat and cans restore a small hunger. I suggest to increase nutritional value of cans and meat, this make not possible restoration full hp from food. After this bloodbugs will become increasingly necessary, on this moment we can restore hp without medicine. About water: hey, who droped corpses in almost all ponds?! Now this looks foolishly. I suggest clean all water resources and return military flask in military loot table. Vehicles: i think that we have too many helicopters, 2 littlebirds and 2 Hueys for server with 50-60 players are normal. Mi-17 is superfluous, it should be removed. Also need to add more civilian cars, 1203, shkoda, GAS, may be military trucks (Kamaz, Ural) fro big teams. http://i.imgur.com/SgvCA5j.jpg http://i.imgur.com/aDZSKG0.jpg New weapons and attachments, this is great! I like when assault rifle can be changed for situations, add/remove PSO-1 or ACOG, M14 with holo/CCO, FN-FALL with CCO, e.t.c. But i think that weapon with silencer must use only subsonic ammo, because shooting with silencer and standart bullets makes cheat weapon in result. If you want silence weapon you must search subsonic ammo. Bases, this is intresting, but may be we need add system of the checking for objects near. For example, i can block hiloot building (firestation, barracks). What I did not like: loot tables, in civilian houses very much backpacks, ALICE pack is not rare in towns, i remember times when we kill for this backpack. In Firestation we can found 3-5 guns (M16A2, M4A1, AKM, AK-74) this is very much for coast. In russian helicrash we can found DMR, i think for Mi-8 helicrash is more suatable this table: Gili suit, AKSU, AK-74, RPK-74, PP-19 (Bizon), AKM, SVD, PB (based on PM with integrated silencer, but this is not PM modification), attachments: GP-25, PSO-1, Kobra, silencers for AK-74, Bizon; C-4. We need C-4 for base's walls, in Dayz players must lose their loot anyway. Ammobox (10 mags for AK-74, 10 mags for AKM, 5 mags for PRK-74, 5 mags for Bizon and 5 grenades - RGD-5) and specialbox (10 mags for SVD, 10 subsonic mags for AK-74 and 5 subsonic for Bizon, 10 subsonic mags for PB, 5 grenades for GP-25). Ammo for assault rifes, machineguns and submachineguns (Bizon) need to delete from industrail loot table. I sugest add AK-107 to special east military loot, this weapon has better accuracy and rapidity of fire than old AK-74. About east military loot, i think that in military houses and controller's office we can find this guns and ammo: AKSU, PM, AK-74, AKM ot Sa-58, remington, grenades - RGD-5 and ammobox. In Barracks: AKSU, PM, AK-74, RPK, AKM, Sa-58, Sa-58 ACOG and HOLO, attachments for AK-74, RGD-5, grenades for GP-25, rarity chance for SVD. East military loot also includes: binocular, sapper shovel, flask, knife, gili suit, сzech backpack, alicce pack, compass, map, gps. For west military loot and special west military loot. In west helicrashes: Giili and camo suits, M9, G17, M4A1, M16A4, variations of G36, M249, M14, FN-FALL, Mk48, M240, DMR, M24, M40A3, MP5SD (but i think that without DMR and M249/Mk48 this game will be better), C-4 and attachments. Ammobox (20 mags 5,65; 2 boxes for M249, 5 mags for MP5, 10 clips for M24/M40a3 and 5 grenades M67) and specialbox (10 DMR mags, 2 boxes for M240/Mk48, 10 mags for FN-FALL, 10 subsonic mags 5,65; 5 subsonic mags for MP5SD and 10 subsonic mags for 9mm pistols, 5 HE grenades for M203 launcher). In west military loot for military camps (near Balota airfield, Chernogorsk, Stariy Sobor and Berezino, aircraft crashes): Colt, M9, G-17, M4A1, M16A2, M16A4, MP5, PDW, M1014, grenades M67, attachments and ammobox, rare - M249 and M24. West military loot includes: binocular, sapper shovel, flask, knife, camo suit and soldier suit, coyot backpack, british and assault backpacks, compass, map, gps. In result players will prefer to use assault rifles because they can found ammo in military loot. Ammo for DMR, M14, FN-FALL, SVD and 7,62mm machineguns need search on helicrashes. About crafting system, need to fix loot table, for example easy way to fix broken hatchet this is searching a new hatchet, bandage we can found everywhere and don't think about crafting. This is my few ideas about the best Arma2 mod.
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Affliction Gaming Community~New~|Militarized|VehicleGodPlotpole|SpawnSelect|Deploy|Snap/Vector|Coins|Missions| and more!
ANGRYMONKEY (DayZ) replied to Affliction (DayZ)'s topic in Mod Servers & Private Hives
:beans: stable military server !! excelent FPS HUUUUGE selection of vehicles and weapons, vector building +1.. AI missions will give you a good run for your money allso hardcore zeds are a refreshing suprise being so many servers have walking zeds now, its a nice reminder how tough it can be pvp or pve when the zombies are a real threat +1. :thumbsup: :thumbsup: :thumbsup: :thumbsup: :beans: -
The way you go about setting up a server is the following: Set up MySQL Server Create Database for DayZ Execute Scripts provided with serverpackage That should really be all to set up the SQL Server. To set up the MySQL Server, it's fine to just something like for example "XAMPP" for easy setup. The way it works with the vehicles is the following: there's a procedure within the SQL Server that is being exectued every 3 hours and that spawns the vehicles. If you set up your server with a different instance ID (speicified in your missionfil in the init.sqf) than "1" (default is "1337"), you will have to change the value of the function being called in your procedure. That is what "Call pMain(1)" does. The "1" being your server's instance. If you didn't change the default you will have to call / Execute "pMain(1337)" in your SQL Server. Hope that somewhat helps - if not, ask.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Whyherro123 replied to alexeistukov's topic in Suggestions
Blackpowder musket: AKA the most sustainable firearm you are gonna get! No hard-to-make primers, no spent brass, no smokeless (aka hard to make) powder. -Firearm: Take a length of steel pipe and wrap it solidly in metal wire. This is to reinforce the pipe against the pressure of the explosion. (Black powder has relatively low pressures, so the wire might not even be necessary depending on the strength of the pipe. Cap one end (preferably, weld it shut), and drill a hole near this end (this is your "touch hole", aka how you ignite the gunpowder. Form a stock from some boards, and "attach" the stock to the barrel with some metal banding. (this will allow you to remove the barrel for cleaning). Beneath the "touch hole", weld a small metal pan with a rotating cover. This is where you put the "priming powder" aka the powder that sets off the main charge.. Take a length of metal and form it into a "trigger and lock", so that when you pull the trigger, the lock rotates and brings the match to the pan. Take a length of rope, and soak it in a solution of potassium nitrate. This will make the rope extremely slow-burning, and serve as your match. -Powder": Every couple of months, dig underneath your animal pen to find some whitish, powdery stuff. This is potassium nitrate. Make some charcoal from some form of softwood, and grind it up fine. Finally, locate a source of sulfur, either straight sulfur (easily available from any gardening supply store), some fertilizer (I am assuming the in-game fertilizer is sulfur-based, as the name and logo is literally a fire-breathing dragon), or just scrape down some match heads. You could also use finely-powdered rust, at reduced effectiveness. Mix these three ingredients in a 75% potassium nitrate/15% charcoal/10% sulfur ratio. After they are well mixed, mix them with some urine, and sieve it through a window screen. Boom (hahaha), you just made gunpowder. -Bullets: Take the wheel-weights off of wrecked vehicles, and melt them down into balls for shooting with. So long as the size is consistent, it doesn't really matter what size they are: a tight enough "patch" will make it more than accurate enough -"Patches": these are things that go over the gunpowder and under the bullet, to make sure there is a tight fit between the ball and the barrel (aka accuracy). You could use paper or cloth or leather (all, of course, are of different thicknesses, which means you could use smaller balls and get the same accuracy, but larger balls will do more damage). Using loose powder, you could get off 1 shot per minute. Or, you could make a "paper cartridge", and make the reloading process MUCH faster, at the expense of accuracy. This would let you get between three and 4 shots off in a minute. And, believe me or not, but a smoothbore musket can shoot tight groups out to 100 yards easily, and even further if you are skilled and know the firearm. The whole "muskets are stupid inaccurate" myth was true, in a sense, but only when used militarily. As a hunting weapon, they were quite good, to the point where Native Americans threw out bows in return for muskets. Now, you might be asking yourself: why the hell would I want to use a (500 for a matchlock musket, 300 for a flintlock) hundreds-year-old firearm, when we have modern firearms right here? I will respond with SUSTAINABILITY. Yes, yes, right now there is a glut of ammunition of all types, to the point where you can wander around with hundreds of bullets jingling, but what happens later down the line? Realistically, Chernarus would run out of (quality. Who knows how many caustic acid-producing Soviet surplus ammo there is stockpiled?) actual "modern" bullets relatively quickly. Everything that goes into a "modern" bullet (smokeless powder, primers, brass, etc) essentially requires international trade, something that rather obviously isn't happening in a zombie apocalypse. So, there would be local stockpiles of both bullets, and the materials to make more bullets, but inevitably (realistically) they would run out. Using a blackpowder firearm essentially removes you from that shortage. For the "survivalist", not relying on something from town is a gigantic blessing. You can literally make every part of the firearm, and it is infinitely easier than learning how to use a bow/crossbow/primitive ranged weapon. Plenty of people (and not just in the US, either) today use blackpowder muzzleloaders for hunting, shooting, and recreational use. Anything on the North American continent can be killed with one of these, from a rabbit to a bear. ( I told you how to build a matchlock because they require less springs and such to make, compared to a flintlock. However, a flintlock could also be improvised relatively easily, say, with the striker from a lighter?) -
I'm looking forward to a dirtbike also. I don't drive because I have no stereoscopic depth perception and a social anxiety disorder, I can pass driving school with flying colours but get the government employee beside me making check marks and I'm like an spca chihuahua. I fake depth perception by knowing the size of objects for the most part and have no problem "racing" off road vehicles and can put a 30,000 lb forklift anywhere it'll fit without hitting anything but had to fight over the "do you see the square in the box" machine at the dmv before they'd even let me try. I absolutely hate driving anyway so I acquired a wife and bought her a very well appointed minivan to drive me and the brats around in and I just stare out the window like a happy dog.
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Wuss. I am guessing you bring an air-mattress as well? Might as well stay in a hotel in town. Here in the Boy Scouts, we call that "truck/trailer camping", usually regarded with the same level of derision as "Using lighter fluid as a firestarter", or "hey, I love me some me some Corona". You wouldn't believe what I can carry on my back. All the same things you can in a truck, plus I can go places motor-vehicles can't. Everyone should go backpacking at least once in their lifetime.
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I really like the idea of a very basic ingame tutorial to get you started and then the books you find with ways of crafting more "exotic" stuff. That way, as was said, the books have more meaning and maybe even end up being trade items or conversation pieces in the game. With persistence one might even become a librarian :) Can you see it? Five army tents in a row. One handling food, one handling crafting items, one about weapons, one about vehicles and one about Chernarus, navigation, general loot and sites. A trade item gives you the chance to read 1 volume, or maybe more if the item is special. :thumbsup:
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I am stoked!!!!! Very very excited to hear this news.... I am most excited to see the word helicopters in this dev blog...I have a question if I may... Has any work started on helicopters at all? If so can we get some sort of a sneak peak on this and the other in progress vehicles? Keep up the great work guys.. Always excited to see new updates popup in my steam window..
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Really liking how the infected have various clothes to make a bigger variety of infected roaming the map. Really looking forward to the new vehicles and mechanics, also, the new player animations based on the new skeleton!! Awesome guys, keep it up! B)
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I've personally always seen DayZ as taking place about a year or two after the events of ArmA 2. Remnants of the Chedikia would probably still be active during this period, explaining the mass of destroyed armored vehicles. (I Highly doubt riots can account for ALL those burned out BMPs.) Obviously, the USMC is still present in the region aswell. Prehaps the Infection is actaully an Ex-Soviet biological weapon, stolen and set off by the Chedikia? (Did i spell Chedikia right?) For those wondering about the location of Chernarus, from everything i have seen (Arma II trailer, random arma Websites..) it's located on the uppermost western edge of the Caspian Sea, not far from the Battles around Stalingrad in 1942-43. This is literally pretty much the only feasible location of Chernarus aswell, though asides from the ArmA trailer there is very little concrete evidence on this. It does beg the question though; How did the US Navy get into the Caspian Sea?
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Yes you did. " Mods such as different maps, clothing sets, weapons, food items, backpacks, animals, infected are good". Creating new content has the same meaning as adding extra content. If you want to debate semantics I can deal with that, but you should probably acknowledge it is not an issue and instead try to comprehend my point; you don't object to mods in and of themselves, you only object to mods you personally dislike. What I'm trying to tell you is that saying no to mods is a bad idea because you yourself are going to benefit from them in ways you have already admitted If what you say is true then people will simply quit DayZ rather than play a game they cannot handle. 1000 car servers were a problem in the original vanilla and the only thing that solved thjat problem was constructable vehicles and/or vehicle vendors. It turns out people quit a game where after many months of lone play they still have almost zero chance of experiencing content like aircraft, so servers jacked their car and heli spawn rates and attracted a shit ton of players. This generally occured after the initial phase of DayZ, which had novelty, which we all grew bored of. Mods which added more and more weapons attracted players because they got bored of the limited available content. This is why saying thins like "extra (meaning additional variety of) maps and clothing is good" feels right. On the issue of sky bases, it is a completely unfair assumption to make that modders will make the same mistake of allowing floating cement. That said, the devs are implementing base building on their own, so modders probably won't even need to add much, certainly not sky bases. What you're really saying here is that you know what's best for the DayZ community as a whole, and that like it or not, they should play the game you envision and not the one they envision. I still don;t know what your point in this thread is beyond you not liking epoch, but I'm not sure because you still have not answered the question of what your actual position is. Are you for or against modding? Actually Epoch brought a whole new level of challenges to the game. On servers that had admins to prevent duping and hacking communities would emerge and do war with one another. You needed to actually be in a clan of people for this to be effective, so perhaps you never got that chance, but building bases as protected as possible required a serious amount of effort and sky towers were always big targets unless they had a community alliance. You toss aside epoch like it was some shitty easy to play game, but it actually required a lot of time and effort and cooepration to succed in, which is something that DayZ vanilla always was, and still is, lacking. This horse has already been buried 8 feet in the ground... There will always be at least one vanilla server where you can go, so I guess all you need to worry about is getting a bad reputation on that one remaining vanilla server... You will have to accept the community of this server for what it is, like it or lump it; you will have no other choice. You might want them to change their ingame habits but you aren't likely going to convince many of them to change their behavior. After not too long of being restricted to this one server, unless it is the perfect one for you, you are going to quit DayZ. But what if there was a plethora of mods available where people like yourself could all go to play the way you like to play? Are you going to lament that a bunch of people who would otherwise have quit the game are not going to be experiencing the exact same version of the game along side of you, so as to benefit them or yourself through entertainment? Probably not, you're going to find the mod that suits you, or vanilla, and there are going to be a bunch of people playing along side of you, regardless of how "thin" the playerbase is. It will get even thinner if you try and dictate what is good and what is bad like some great arbiter of value. Mods, if anything, will increase the playerbase by large margins, IMHO, because of all the extra content that purchasing the game will give you access to. So I ask you again, are you for or against modding in DayZ SA?
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"Creating other items" has the same meaning as "adding extra". I never said that you said that you wanted extra, I only said that you do in fact want extra, by the reasoning that "creating other items like maps and clothes" is in fact, "adding extra". :) The formal way of describing what I've done (per your perception) is called the "straw man fallacy". If you do not hold the position that DayZ should not be moddable, then my criticism of that argument is irrelevant in our discussion. The straw man would be to attribute an argument to you, and then to attack it, when you do not even hold such a position. If you no longer hold this position, or never did, and my entire interpretation of your ideas/opinions is based on miscommunication, then I will happily shake your hand, agree on the issue that DayZ should be moddable, and we can move on. If however you still or do hold the opinion that modding access to DayZ would be a detriment to the game, and therefore should be disallowed, then we can continue where we last left off, which is stuck at the issue of exactly how mods ruin gameplay. A sloppy version of minecraft? This is where I typically use words like flabbergasted or gobsmacked, but I'll spare you all that ;). Epoch was very much a survival game. You had to survive the zombies, which at least were stronger than vanilla zeds, at the time, and players themselves posed much more of a risk. You had disease and hunger requirements, along with environmental effects. It certainly was not a sloppy minecraft. It was vanilla DayZ with more vehicles, weapons, clothes, and outlandish base-building options. You can take an aesthetic issue with giant cement walls and skybases, but that is entirely your own opinion, and it is an irrelevant one because nobody wants to see sky bases in DayZ; mods which enable skybase mode won't be too popular i reckon. You keep repeating the same basic mantras and platitudes, and I keep having to remind you that you need to go farther and actually type out an argument. Premises and conclusions, not just statements and appeals to your own emotional feelings about what DayZ was, is and should become. You say epoch detracted from the game (without explanation/demonstration/evidence/reasoning), but it was very popular and constitutes a significant era in DayZ history. DayZ has transcended your own petty notions about what it ought to be, whether you like it or not; they liked it; I liked it. It will continue to transcend all of our notions about what DayZ is and should be because that's the nature of a game with as much emergence as DayZ. I have a soft spot for the argument which says keep DayZ difficult, keep it player skill and experience based instead of level based or soft skill based, keep it de-militarized... etc... You could do a whole lot of good on the forum if you separated your ideas about what DayZ should be from your fears about what direction some of the mods might take. The devs in the end are not going to be able to cater to you specifically, but if you convince enough people on your actual ideas about the game, and they get support, then you might have a shot at influencing the devs to create a game that more closely resembles your dream vision about what it ought to be. Short of achieving total success and getting the exact game that you want, your only chance afterward to "get your 30$ worth" out of DayZ will be to rely on modders. Many modders are going to mod in exactly the sorts of thigns you desire; more maps, more clothes, deadlier zeds, deadly animals, all the stuff you have wet dreams about. And yet you persist in this thread with objections to mods, seemingly in support of the OP. I really think you should take some time to reconsider your strategy in sharing your ideas in threads like this. Your goal should be to share your opinions as clearly and convincingly as possible, and if you value the internal consistency of your opinions and your ideas, you need to be able to reproach them in order to improve them. Are you willing to state that you think DayZ should be moddable? If so we can agree. If not, what is your point in this thread beyond "I don't like epoch".
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Your inglorious entry into this thread made it unambiguous what your opinion on mods are (or were, naturally opinions evovle and change, and so this is just based upon what you have written) "I bought the SA because I was under the assumption it would be DayZ, un-modded. Now learning that they will allow modding to be a thing the game DayZ as we know it will disappear and be overrun with it's bastardized child called Epoch. Epoch SA.... lovely. Well the game was only $30 at release of the early access and I got my hours of enjoyment out of it at least." Nowhere except in your most recent two posts have you made a distinction (a vague one at that) between some possible "mods" like clothing and maps, and other possible "mods", (epoch I assume). You entered this thread unequivocally opposed to mods and I'm not going to allow you to question my ability to read the english language. Forshame! Hicks never intended for his sales pitch to be used as some sort of authoritative basis for navigating the issue of whether or not DayZ would be better with or without mods. It might just be a bit of sales rhetoric, not the ultimate truth about what DayZ is or should become. You have begun to relinquish your position and "push back the goal posts" as it were. So far as I can tell you're no longer against mods even though any rational reader would likely conclude this. You want mods for extra maps, extra vehicles, extra weapons, extra everything. You want mods galore don't you?! ADMIT IT!!!!!! :D You just didn't like epoch for whatever reason, so really the total sum of all your communications in this entire thread amounts to one simple statement: "I didn't like Epoch". P.S, telling me to go look at mods like epoch is useless. You need to explain what about epoch is crap. I played thousands of hours of epoch. Loved it.
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Well at least this is a start. You have provided a source (well done!), even if it is just a sales pitch that might not constitute meaningful information, at least we have something! Now if only you took the time to explain how this quote indicates that mods will detract from the game, we would have an argument going! I'll work with what I'm given though, I'm not a greedy person... So given the bolded red, it seems that "survival" is your asserted main focal point of the game... Absolutely nothing inherent in "mods" will alter survival as the number one objective in DayZ. Survival is required for everything else. The idea of DayZ is not just to survive, but to survive while experiencing "powerful events and emotions" which come from "emergent game-play". It's not the surviving that is in fact the focal point, it's everything. There is no singular way to play DayZ, and yes, most of them involve survival, but if all we did was "survive" then there would be no actual events or emotions that arise from evolving gameplay. We know DayZ is a survival game, we know it's a horror game. We know it's open world; we know it's post-apocalyptic. Where exactly is the logic that says gritty survival post-apocalyptic open world horror games will be detracted from if modding is permitted? All you have done is copy pasted some sales literature which gives a brief and vague description of what DayZ is, bolded the word survival, and concluded by saying that this is the evidence/logic that shows/demonstrates how and why mods will detract from the game. You've already begun to slide back down the slippery slope you have erected. First it's extra clothing and such that you're O.K with, then it's extra vehicles, and before you know it you'll be playing the most heavily modded variations of DayZ with absolutely no memory of this curious interaction in this podunk backwater thread of bias and juvenille greed.
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It looks to me like you're unable to answer a simple question. That's O.K, I'll answer it for you. For some people the focal point of the game is on cooeprating with groups, for others it's travelling alone and killing doing PVP. Some people want to basebuild, some people want to construct and drive vehicles. Some people just want to meet a friend. Some people want to survive, some people want to kill. Some want to create, others want to destroy. Some people want to feel elated when they find beans; others want to make a generator and power a town. These are all focal points of the game, and saying that the focal point of the game is "[b, the focal point, c, spawn rates, d, loadouts, e, and item rarity] says absolutely nothing about what the focal point of the game is supposed to be. If I had never played DayZ, and this was the explanation of the focal point that you provided to me, I would be quite confused, wouldn't you think? Words for the wise: When people try to defend a position or claim which comes from their own biased and emotional perception of things, they tend to become dogmatically entrenched in their own ideas and are thusly unable to comprehend the ideas of their opponents. The emotional and cognitive dissionance that results from conceptualizing ideas contrary to one's own when in this state makes it almost impossible to put forward a rational objection. How can I convince you that mods are a good thing when if I ask you a simple question like "what is the focal point of the game" (a question relevant to the discussion of mods) you simply call me a troll and deliver a non-response, devoid of any rational argument whatsoever. If you're done with the discussion "because i'm a troll" then that's fine with me. I'll be here if you change your mind.
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It has been a long while since I actually dreamed about a game when I fell asleep. I just started DayZ two weeks ago and just had my main character die of infected wounds this morning after about 70-80 hours of gameplay. I had been using an AKM with the 75 round drum, scope, suppressor, and a Makarov 70 pistol because the ammo is so plentiful. I had done a loop of the whole map using a few vehicles and a few pairs of shoes and was back on the coast after finding some of the coolest gear: Ballistic helmet, High capacity vest, hunting backpack... My goal when I died was to start combing the shores looking for new players to help out and go on a zombie-killing spree in big cities while looking for the handguard for my AKM. Then.... I got bit like I had been bit a dozen or more times before and after stitching up I saw that I was "sick" and had time to look through three hospitals in Chernokorsky and Novoselky for alcohol tincture. I had previously owned (and thrown away) several bottles of the tincture and seen hundreds of medical items that I eventually chucked on the ground to make room for all the ammo I had been finding for my two weapons. I didn't even know there was a "sick" status because I am so new to the game and so when I fell unconscious from either the advanced state of the infection or the dehydration caused by it, I had to stop and think for a few minutes. My point for all this storytelling is just this: I really liked this game before but now I love it. It is so much more pure than anything that can be had anywhere else. The only thing that even comes close is the early days of Everquest (I am old) when the economy of the game was so hard and strong you could get paid for casting spells. It all pales in comparison to spending 15 minutes trying to get a roaring fire because you got your clothes wet getting water from pond and you are shaking so bad that your AKM scope is jittering all over the zombies you are keeping an eye on out in a nearby field. I suppose if you are reading this you already know why DayZ is awesome, I just wanted to throw my experience out there. To all the DayZ team I'd just say this: Don't compromise on your vision (Hardcore Survival) and keep doing what you're doing. This game ROCKS! CrookedTube Eater of Beans
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Moved to DayZ Mod > DayZ Mod Suggestions. I'm not sure what you mean by "hiding" a stash? If it becomes invisible to other players then I don't think this is something that you'll ever see in vanilla DayZ mod. When talking about the mod unfortunately "vanilla DayZ" and "normal DayZ" have become entirely different things. "Normal DayZ" usually entails spawning fully geared, 300 vehicles on the map and barracks in every town...
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Vehicle suggestion - Ursus C360. " Designed to be indestructible "
Pan_Andrzej replied to Pba (DayZ)'s topic in Suggestions
I would love to see some polish vehicles in game but not sure about this one, Ursus would fit perfectly in terms of design/look into Chernarus but unfortuneatly it's slow, very loud and poorly covered so i think there are many other vehicles that belongs better to the game.