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Found 41868 results

  1. Still like playing DayZ? Join us me at Roasty Gut Wrenchers Overpoch dayz! We have active admins, insanely hard AI missions, No roaming AI to piss you off and great lootable items from missions and buildings. All new players will be given a special starter kit with safes, locks and building supplies! Vehicle low on fuel and needs fixing? No problem! Head to your nearest petrol station with free auto refuel and auto vehicle fix for only 2 gold! Gems stones and ores around the maps and weapons crate with vehicle ammo & building supplies! Our bases are indestructible and no need to worry about keeping it up to date every week or so. We have extra buildings and vehicles. Private anti-hack device, self blood bag, build snap pro and more! Join in to see for yourself! If you want some vehicles that can't be found, check out our website and start shopping!! Don't forget to mention, Toasty brought you here! :) ------------------------------------------------------------------ SERVER RULES: PVP Allowed No cheating, hacking, duping and abuse glitches Respect all players and Admins No seeking help from admins (especially after you received your starter kit) No Air-To-Base Kamikaze No Camping at Traders No Theft at Traders No Voice in side chat No Destroying Locked Vehicles ++++++++++++++++++++++++++++++++++++++++++++++++++ Rotgut DayZ Overpoch - 24/7 Anti-Hack, Self BB, Build Snap Pro, More vehicles, insane hard AI missions, great lootable buildings, Safezones/Anti-theft, Auto Refuel, Auto vehicle repair, Gem stones, Active Admins, Indestructible Bases, Extra Buildings & much more!! Join @ Cheranus: 113.225.189.67:2402 Website: http://rgw.enjin.com/
  2. Chaingunfighter

    Does DayZ need aeiral transport?

    Point #1 - I wouldn't be so sure about that. Aircraft are planned for the end of the year, long after the new renderer and other optimizations are taking place. Sure, if we had helicopters and planes in the game right now you might have some big issues for people, but that isn't happening. And no, they would not have to reduce graphics or complete render distance for everyone, as this is mostly clientside. What people see on the ground is not at all affected by those in the sky. It's just not a valid argument in response.Point #2 - Vehicles are already planned to be complex, and it's not like aircraft parts are going to be spawning in civilian houses or even the vast majority of locations you can loot. They're also going to spawn a very small amount of the time, so you won't be finding them more often than 'essentials'. Aircraft aren't going to be easy to maintain and it will take some time to find the proper parts and allocate the necessary fuel in order to keep them working. I'm also very doubtful that helicopter gunships or fighter jets are planned - at most I'd bet lightly armed utility/transport helicopters and short take off propeller planes will be the extent available base game.Point #3 - Not inherently. As I said before, I'm very doubtful that the devs want Mi-24s and SU-25s in the default game, so I'd also be doubtful that any missile launchers specifically meant to counter them are also planned. RPGs have valid use on the ground and wouldn't be negative as long as they're done right (not to mention they're not designed for combating aircraft.) I don't think any gamey 'RPG sniping' would make it in - have you ever tried using an unguided missile to shoot down a heli in ArmA 2? It's not easy. Helicopters and planes are supposed to be powerful assets, and can give any group the upper hand in a variety of situations, but they're not end all even if someone doesn't have any proper counter measures. Shooting at ground targets even with machine guns effectively is very difficult, and that will only be extended in the standalone, being that now ammunition is a lot rarer (and presumably won't spawn with the helicopter), and there are plenty more interiors and places you can go to avoid helicopters altogether. I think most of the endgame that people will be pushed towards is base building and group forming regardless of how powerful helicopters are - they're just another asset to be used once the previous is accomplished.Point #4 - First of all, why would you assume that? Glint has been discussed in the past and could be applied to both of your situations, laser pointers seem pretty unnecessary for distractions, I don't see how building destruction relates to aircraft (and actually, a lot of the revised building models do have their ArmA 2 wrecks still around. The destruction is wonky, and you can't rebuild it, but why would anyone anyway?), and resupply mechanics are going to be pinned into the game for ground vehicles anyway so I don't see how that's a problem.Your last statement pretty much sums up the problem entirely - you have no interest in them whatsoever. Also, calling them 'airships' is a pretty odd way of doing it as the common implication there would be that you're talking about blimps/zeppelins, not planes, helicopters, or any other kind of aircraft.
  3. Looking for some legit people to play with and have a good time roaming the hills of Chernarus? Tired of cruising solo only to be shot or tied up and forced to dance like a monkey by the first roving pack of players you encounter? Team up with The Misfits Clan and stop by our teamspeak at: Misfits Teamspeak Dayz Clan 216.127.64.5:5247. We accept recruits that communicate well, act mature and treat others with respect. While we are an organized clan that prides itself on teamwork and communication, we are also laid back and just looking for adventure in the zombie wastelands. Also check out our website at http://www.MisfitsDayZ.com for more information about our clan. Our clan plays both Mod and Standalone, and we are currently setting up a custom server on Mod running EPOC and Overwatch loadouts, a single coin system, abundant loot, and challenging missions and AI. Fresh spawns will have weaponized loadouts to keep you locked and loaded from cradle to grave. Events will also be hosted on a frequent basis where other clans and individuals will be organized and setup with their choice of loadouts and vehicles, then all out warfare will ensue. Some events will also have loot prizes like tanks or attack choppers to be used post-event during the normal use of the server! We are working hard to keep this server entertaining at all times, and ideas for improvement are welcome :) If Standalone is your game of choice, we excel all forms of gameplay from hunting and farming to PvP/E. The .55 update changed a lot, and weeded most of the hackers, gear dupers, and those who just server hopped to gear up and PvP. We enjoy the survivalist game play and the struggle to fight against the zombies and players prowling the infected wastelands. So swing by with your a$$ kicking boots on, and lets battle the undead and anyone that gets in the way of obtaining those sweet sweet can of peaches!
  4. Old_Crow_Whiskey

    Does DayZ need aeiral transport?

    I think airships create more problems than they will solve, which is why I voted no. * First and foremost it will probably exacerbate lag and rubberbanding problems. In short I'm skeptical that the developers can make a clean helicopter/plane experience on a 50-100 player server using maps as large as this without severely dumbing down graphics and draw distances for everyone. * Second, helicopters and planes are far more complicated than vehicles which would in theory require all manner of parts to be created for in game use. I think this could clog up the already overcrowded list of in game items for players to find. Chopper parts could possibly crowd out items more essential to the survival aspects of the game if incorrectly implemented. On the most basic level, just think of the massive fuel (gallons per mile) and ammo (anyone found 10,000 rounds of 7.62x51?) requirements for a slightly realistic helicopter gunship. * Third, in a world where helicopters and airplanes exist, ground based countermeasures will also exist. Countermeasures could include AA guns, RPG rockets, stinger missiles, or SAM missile batteries. I haven't heard any plans for weapons like this, nor would I be excited to hear that Day-Z is becoming more like battlefield games by adding all these multi-use high powered weapons. Anyone remember all the RPG sniping from battlefield games? Worse still, if they introduce airships without counter measures everyone on the ground becomes insignificant, in effect subjugating and orienting the entire day-z struggle toward the helicopter/airplane endgame. * I don't think the developer team is thoughtful enough to implement some really nice details that would integrate a balanced and realistic helicopter experience. Handheld mirrors for signaling from the ground, scope/optics glint for accidental signaling, handheld laser pointers for distraction, buildings that can be destroyed (and rebuilt), and effective fuel and ammo resupply mechanics. Nothing about the dev team's implementation of ground vehicles has me excited so why should I be excited about airships?
  5. Haven't found a topic in the suggestions forum about it, so here it is, really quick. I'm sure it has been mentioned before and this isn't an original thought but still I'm just going to put it out there. People are talking about all kinds of different vehicles, but what I'd love to see are horses you can ride on and use for carrying heavy loads like engines for cars 'n shit. Thats all. Discuss! edit: Ok I'll try to make a list of things that have been mentioned in this thread. Of course all this is under the condition that they get well implemented. No one wants a poor implementation of a feature like this. Also I'm aware that this is a very big task, and will likely not happen during alpha or beta. But maybe once the game is out and they add new features over time. Horses should be a fast off road transportation. Slower on roads. They can carry/pull heavy loads like engines and maybe even a broken down car (as long as the wheels are intact). You could find saddlebags in different sizes where you can store loot in. Also a weapon slot would be nice. where you could store an additional rifle for example. (Different kind's of horseshoes for different terrains. Making the horse perform better under specific circumstances. Like faster on road or off road depending on the kind the horse has on.) Don't know how realistic this is, since I don't have a horse. They need to be balanced, so that cars don't get obsolete. So they need to have downsides. These would be: You need to give them water (they can eat grass, that you can find everywhere). They can get shot. They are shy, thus likely to attack you if you startle them, or throw you off if they get scared by a zombie or gunfire. They can be stolen easily.
  6. All the info I can find is that Dayz is set in a post-communist state. So, this would put us in the 1990's. However, how far into "today" does the game reach? Are we talking about a period of e.g. 20 years (1990-2010), or are we looking at a point in time, e.g. the year 1991? One reason I ask is, because this could potentially change the infrastructure and look of some places; also concerning the technology and vehicles. From the props ingame so far, we can guess that we are dealing with a point in time, as all radios, tv sets and computers seem to still be designs from Communist production. The same goes for the cars to come and vehicles in general. At the same time we have billboards like the "Welcome to Sahrani", which refers to the first Arma island. So there is some international tourism going on (which currently seems limited to hiking and staying in holiday villages on the map). I think if we are talking about a point in time in the mid 90's , we should see more expansion and probably entire areas under construction, instead of isolated building sites. There would be new industrial boom areas, hotels build and generally big changes to the environment and existing infrastructure. So, obvioulsly that's not the point, so I guess we are dealing with a point in time, right after the revolutions, i.e. ~ 1990. I think this limits the game somewhat, and I understand this has a purpose, in terms of content that need be created. If you have to cover a range of 20 years, there's obviously going to be a fair bit more diversity than at any particular point in time at the beginning of that timeline. It's a pity though, because I think this extra-infrastructure could be very interesting. It would bring in some western looking, recognizable structures (like shopping and recreational/mall areas outside of the cities). It would put some modern structures close to the old buildings and environments, which could be interesting contrast. There would be foreign embassies, e.g. freshly build or rennovated, meant to build relations with the young state. It would just add some diversity to environment and obviously to loot placement. It makes sense that this is a point in time in the way that only right after such a catastrophe you would actually be able to find resources in the way we do ingame. 20 years into the future, this would all look pretty differently. However, I would like to see a map version some day (perhaps through mods/workshop) where the virus broke out 24 years later, in a much more developed Chernarus state, which has an upgraded infrastructure.
  7. hoog

    Cargo Cars.

    Hey i was just thinking about when civilian cars finally make it to stable branch if they would be able to hold loot in the boot (trunk in america). If not i think that they should for this would be an awesome way to move your camp site if you notice a few things missing or get raided. Another suggestion is that you could use the car more like a house on wheels as in you could have an attachable cooker, you can get into the car and close all doors (and windows you could toggle would be a nice touch) to keep warm on a cold winters night. And also have a big camo netting for camoflauging your vehicle/s when they are not in use. I can think of a few more nice little touches for vehicles that would go great with the whole post appocalyptic survival theme. Also not to mention i hope passengers are able to shoot out of windows incase of an ambush because at the moment if you are in a vehicle and you are getting shot at all you can do is drive away or be a sitting duck. Feel free to shoot your suggestions aswell guys.
  8. -Gews-

    More Russian Vehicles

    The thread title is "Russian vehicles" and not "vehicles in Russia" so maybe the Toyota is off-topic. But Chernarus isn't Russia, and in ARMA 2 the Chedaki used the Hilux as technicals. Kia and Hyundai have been very popular, both were outselling Lada in 2014. Volkswagen, Chevy, Ford, etc, all there... And before I have posted these foreign pickups used by the Georgian army, Toyota, Mitsubishi, and others:
  9. ---Day One, Namalsk. April 4th, 2025--- I landed my boat on shore, and built a small fire to warm myself up before I began my journey. I traveled on the roads to increase my chances of finding other survivors. I managed to find some light bulbs- like they're worth anything nowadays- and a spare magazine for my 1911. I was in a small town, not sure which one, when I saw a dead infected. I continued, following a trail of discarded cans and the occasional infected body. Someone was close, I was right on their trail. I came across another town when I saw another survivor and made contact. Our chat was brief, infected were closing in. He told me his name- Spyrak before I ran into the schoolhouse and he took off down the road. I was trapped on the roof with infected closing, so I jumped. Everything went black. I awoke by a fire, on the coastline. Spyrak had saved me, I owed him my life. We chatted briefly, and I gave him my last mag for the 1911. We went our separate ways after forming a peace agreement. I only hope that he is safe. Night is closing in, I have built a fire to keep alive and eat. I'll update later. Kilroy, out. ----Emergency Update---- Me and Spyrak found a camp inside a city after we met once again. We decided fate had us meet twice already and we should team. We looted decent gear, ALICE packs and Enfield's. Even some matches and a toolkit. We were on the outskirts of the town when I was hit by some sort if SMG. I went down, and rolled behind a lumber pile while Spyrak returned fire. I wasn't hit bad, 3 rounds in the back. We looted the corpse and I noticed the name DAVE scribbled on his vest. Thanks for being a prick DAVE, we could have helped each other. I still fail to see why we try to be good people, why we even try to survive. Then I look at my new friend Spyrak, young and making the best of this. Hell, I must be the oldest man in the country, 32 years old and a record holder. That, or eceryone else my age is smart enough to hide. I thought about hiding, but Spyrak keeps restoring my faith in the world, bit by bit. Kilroy, out ----Nightfall---- Its so damn cold... Even with my warm clothes I can feel the chill. I don't dare to build a fire, I'm horrified to draw the infected here. So I'm sitting in the cab of the Ural. Oh yeah, I should explain. Me and Spyrak set up camp for the night, and I decided to scout out the area. I found a place on the coast that had 3 vehicles parked in front. 2 pickups- one with a DshKm, haven't seen one of those since Takistan- and a Ural. My Ural now. They were locked, so I checked the door of the house. It was unlocked, and inside was EVERYTHING. Weapons, clothes, food, meds,even the keys to the DshKm and the Ural. I grabbed an M4 with a suppressor and a red dot, as well as two CZ550s an MP5- even an M240 with two 100 round belts. Hot dog, I had it all. Of course I grabbed several backpacks with enough ammo for all of them. I towed the pickup with the Ural away from the camp. I took what I needed for me Spyrak and my yet-to-arrive partner Balto. They had plenty left, so I didn't feel bad. We set up camp at some old buildings, and are preparing to board them up and start farming. Maybe even a small trading post of sorts. I guess I'm gonna catch some shut eye, Spyraks out cold. Literally cold. Tomorrow were gonna board up the houses. I just pray that Balto will make it... Until tomorrow- Kilroy, out. Hope y'all enjoyed it, make sure to check out the most hardcore server to exist, FinalDayZ. Here's the link. http://forums.dayzgame.com/index.php?/topic/213352-hardcore-finaldayz-epoch-survival-the-toughest-server-in-dayz/ On an off note, we lack an Etool to build with. If anyone has one, PM me for a trade. Trade Items Mp5, CZ550- Trade one for Etool M240- Trade for Etool and other items Pickup- Trade for Stool, and equal value trade items.
  10. FlimFlamm

    Aircraft: Planes

    Heh, I've got some pretty thick skin, that said, any fellow An-2 pilot would have a hard time making an enemy out of me. ( On the vanilla DayZ mod the An-2 was always my number one vehicle, and then on some epoch servers they modded them to where they had front firing MG's :D ). On "building aircraft": I have a thread called MODULAR VEHICLES which is basically about a concept for player constructable ground vehicles. It isn't exactly macguyver level because players need to gather a wide variety of raw resources, tools, and rare parts in order to complete construction of a ground vehicle. This doesn't mean that surviors on the coast are going to be able to build a vehicle on the coast, nor does it mean that everyone and their grandmother will have a vehicle becuase they number of available engines will be limited by the economy of the server and the actual time it takes to gather the parts and put one together will be immense. Building vehicles is a project only for people who have som sort of established base that affords them survival benefits like food stocks, storage and safety. Building and upgrading your own vehicle (ground or air) gives players something to do in the end game that also happens to address the issue of vehicle rarity without making them easy to get. It also delivers on the promise of modular vehicles. What I suggest is that in addition to ground vehicles being constructable with the full gambit of parts and tools they require, there should also be constructable ultralight aircraft, with a similar gambit of parts and the same tools. Constructed vehicles of all kinds are not meant to replace real vehicles entirely, but instead to provide an inbetween or a middle gound. Light aircraft cannot light much weight and are slower and weaker than real aircraft. Construcfted gound vehicles are likewise probably slower and weaker than prefabricated vehicles (unless heavily armored with sheet metazl and with the strongest available engine to push it). On "vehicle hoarding": Yes the map is much more filled in and there are lest vast empty forests, but this does not mean that things are easier to find. If anything it was wasier to find a vehicle in the vast north beause that's where everybody hides them, and visibility in forests was quite good . Now that everything is much more densely designed there are more places to hide vehicles than before that will be hard to spot. Vehicle hoarding will not go away if nothing changes in SA, it will in fact become a much bigger issue in finding a balance between vehicle rarity (and therefore value and game difficulty) versus vehicle accessibility. If most servers have around a 20 vehicle limit, like most people think is a good idea (they are adhering to original initial vanilla mod concepts), then what will happen is players will spread out and diffuse into more servers because individual players will think they have a better chance at a vehicle on a less populated server. This will stimy player interaction and it will be much more difficult for the best servers to establish themselves and maintain constant high populations. With a system of supplemental vehicle access, like the one I suggest, players will have additional reasons to stick to one server, which will foster community development within individual servers. The only reason people run up and down the coat in a pink dress weilding fire extinguishers is beause since every interaction is essentially anonymous (because of server hopping), they have no reason to preserve their dignity. On "Bases": I think I understand what the devs are going to do about base building. They are going to add as many basic things as possible and be as minimalistic as possible so that survivors really have to adapt bases to the environment they choose to construct them in. A very common base will be a locked and fortified building that already exists. It won't be immediately apparant that this is a player base, and almost impossible to tell from the air. Forest bases are going to mainly consist of camoflauged tents and cammo netting type setups where the main defense will also be invisibility. Players will additionally set up trip wire traps and land mines in the forest around their base in order to protect against raiders. If the devs actually add the ability to construct larger bases and lockable buildings then it will be implied that anyone posessing such a base is strong enough to invite agression by being easily visible. Personally I would like perhaps the ability to make lockable cabins, and maybe down the road something even bigger, but I would be totally happy with a basic hidden forest base where I can stash my vehicle (maybe with some type of fencing and gate system as well) or the ability to barricade and lock a building that I can live in with a garage out backwhere I can keep my vehicle locked up. --------------------------------------------- In the end it's impossible for the SA not to address the problem of lone tents sucking and of vehicles being hoarded. The decline in popularity of the vanilla mod compared to the basebuilding/vehicle building mods like epoch and overwatch and origins is absolute proof that the original model of vanilla DayZ is incomplete and flawed. If the dev team releases a game with no long term objectives like basemaking/building and vehicle construction to prevent hoarding then they are never going to hear the end of it and it will be very bad for business. We would instantly see the exact same phenomenon as what happened to the original vanilla dayz mod: people would only play on modded servers that add supplemental vehicle access, or on vanilla servers that have 1000 vehicles spawning. The end result was then and would be today that nobody would actually play vanilla DayZ. Why would the devs design a game in a particular way that they know nobody will use it for? (not trying to criticize the devs here, i think they know that they need to add and end game type content which is what the original DayZ lacked) Apologies for the text wall nature of this post :(
  11. FlimFlamm

    Aircraft: Planes

    In short: Planes If you one day find yourself in a zombie apocalypse, would you rather get into a helicopter hobbled together from various parts by murderous survivors, or would you rather get into a plane hobbled together by murderous survivors? Planes have their place in the original DayZ mod. The C130, the An-22 Cargo, and the Cessna were vehicles that could be found and with enough skill could be flown and used to great effect (the C130 included but in a more limited fashion). The real world advantages which planes have over helicopters which could be applied to DayZ standalone are numerous. They require much less fuel to move much heavier loads, and can in general lift much more weight at one time than a helicopter. The way a plane mechanically operates is much more simple than a helicopter, making engineering and constructing them much easier. Helicopters are known for requiring constant technical maintenance and for having sensitive and complex electronics. Planes are simpler, cheaper, and easier to build than helicopters. If planes make their way into DayZ then constructing small aircraft planes ought to be much easier to do than constructing a helicopter of any size. Planes should be easier to maintain, and like helicopters should bring with them all kinds of options for modularization. Helicopters are superior for short range transportation. They are more manuverable and can perform vertical landings. In the world of Dayz this means you can pick up and deliver teammates from more places and more quickly than planes. Planes also come with the detriment of being more difficult to fly (at least in the DayZ mod world). You need space to land and takeoff, during which you are quite vulnerable. These sorts of disadvantages are another reason why it should be easier to build or get your hands on a small plane than any helicopter in the world of DayZ. Finally, and the thing which makes greater commitment to planes worthwhile, is armed planes. As we all know, there will eventually be implemented big ass helicopters that you can paint black and have multiple armed men hang out the sides and shoot guns at you, or from some sort of mounted MG, so why not let the moderate DayZ plane enthusiast strap an MG or two to the nose of his plane? This opens the door for plane on plane dogfights (which I have done extensively in the DayZ Overpoch mod using a WW1 Camel plane) and it is much more fun than the same boring old helicopter vs helicopter fights. Landing and take off are skills that initially many people would need to develop, and dogfighting tactics are themselves a very fun and interesting strategic game that players would also need to learn. TL;DR The addition of more planes into DayZ, including armed ww1-ww2 style planes (perhaps modular airframes) is an addition that would bring in an entire new layer to the game of DayZ, which would open up and extend the strategic end game, which would be forced to include much more skills-driven, robust and exciting arial superiority.
  12. blackberrygoo

    Truck refueling

    No it's just a terrible glitch with the vehicles handling and how the streets are layed out , OP did you just cross a bridge when you hit the invisible pole? I have gone max speed over two bridges near kamyshovo and it resulted in me hitting an invisible pole so I'm guessing it has to do with certain areas on the map and how fast you are going (maybe even just bridges are doing it I'm not sure).
  13. IF YOU WANT ANY CHANGES/ADDONS, FEEL FREE TO POST BELOW! Hey guys, we are bringing custom gaming to Europe Overpochs most custom server ever! Admins 18+, mature and helpful! New Players receive 6BC as a beginning present! IP: 217.23.15.16:2502 Just check it out, we have enough features for you to try out all day!!! Hope to see you there! Website: (coming soon) Since some wanted to have a feature list here are some: - Self scripted Sector B - Custom Player Interface! - Action Menu (SelfBB, Suicide and more!) - Deploy Menu (Deploy Bike/Gyro/Motorcycle) - 15+ Color Correction settings - 15+ View distance settings - Weed Traders - Weed Plantations - Exclusive Missions! - 5 Airfields! - Categorized Overwatch Tradercity - Refuel/Repair at Gasstations (Repair = Gold price) - Map updates - Safe zoned Traders - Thousands of Vehicles - Events - Instant Build - Snap Build Pro - No Plot Pole - NO WEIGHT! - New Server (enough base positions) - Active Admins! - Great community! - Custom Overpoch AI Missions - Custom loot spawn - Start loadout - NO lag - NO desync - Armed Littlebirds/BTR's/AS50/Cheytac etc. at special Hero and Bandit base traders - Overwatch Tradercity with organized traders for Weapons, Ammo, Vehicles etc. - Overwatch Weapon Trader at Stary and Klen as well - Huge custom Map (a lot different to original Cherno) AND SO MUCH MORE I CANT EVEN LIST
  14. S3V3N

    More Russian Vehicles

    I have another suggestion, the Taurus 2x2. Though this one might not fit the time period, it is a pretty interesting vehicle, as you could basically find its parts, carry them to your base and assemble there (with the help of some tools, like screwdriver and wrench). It could be a nice thing to drive between your camps or for going hunting. It's also nimble enough to go on stairs and could be more versatile in that way than most other vehicles. If you ever get stuck, you could dissemble it and assemble it again on the other side of the obstacle. The image is of the newer version, the video is of the first version. There are also different solutions for tires, so eventually this could proabably even fit into a single backpack. Video: Website (more info): http://www.jebiga.com/taurus-2x2-motorcycle/ Also this GAZ 46 could be a nice alternative to boats for now. Fits 5 so pretty cool:
  15. Spesago

    Make all servers separate

    I still feel the best way to beat combat logging/server farming/server hopping and also add some more risk to coastal camping is simple. Your gear is Saved to you and can be moved between servers. I would also like to see personal vehicles (Motor bikes, microlite, Bicicle, ATV kinda thing) be transferable if you log out safely, the vehicle is reasonably working and you are in/next to the vehicle. Camps, Structures and general vehicles are Server specific If you log out suddenly (disconnect or whatever) your character drops prone and stays still for 10 seconds If you log out suddenly while flagged as in combat your character drops prone and stays still for 30 seconds. if killed the body stays as normal If you select log out it will count down 10 seconds that can only be canceled by being in combat or pressing escape then you will log out instantly When logging in: If on the same server: your location will be the same as when you logged out If on a different server: You will respawn as if you are a new spawn but you will have any gear and maybe personal vehicle that you had when you logged out. Also if you disconnected there is a 10 second delay to logging in. If you combat logged you are unable to log in until a time set by the server you are connecting to. minimum 5 minutes The reasoning: If you try to server hop to farm, you end up on the coast and have to travel to get anywhere lootworthy If you server hop to try and bypass physical defences you end up on the coast and thus cant If you server hop to meet up with friends, you still have your gear and can arrange to meet based on where you spawn no major harm If you server hop to loot on a quiet server and fight on a busy one, well you can but you will be at a disadvantage location wise If you server hop because your usual server is dead/offline/glitched or you have a disagreement with the owner, you still have your gear all you lost is your location. If you server hop because you know there a player hunting you and you want a new location then you can log off safely but you will be trading a threat you know about for one you do not when you log in again. If you combat log preemptively you are vulnerable for 10 seconds if you combat log you are vulnerable for 30 seconds and cant return for 5mins + if you get D/Ced you are vulnerable for 10 seconds but if you were not about to be killed anyway you should be fine. If you get D/Ced in combat you will likely die and wont be able to play again for a set amount of time this is the downside to the system. maybe make a 1/month exception to the login timer so counter this. If you camp the coast there will be better geared opponents rather than new spawns which means while ou have an advantage in terrain your targets can actually fight back increasing risk Can anyone else think of a flaw? if you are sticking to one server you are unafected, you can still switch servers as needed without losing what you have worked for gear wise. but if you try to take advantage of servers to gain an upper hand you will fail and be putting yourself at risk. If your usual server goes offline you lose your camp but not your gear so you can start over on a new server with what you last had on you instead of nothing
  16. Greetings Survivors, As expected, work continues on 0.56 stable branch release. This release as mentioned prior will hit in the early weeks of May rather than the standard end-of-the-month update for April. This is mostly due to bugfixing that needs to occur related to the inventory refactorization in order to get the build to a state that can be used by the Early Access audience. As well, the gameplay programming team are resolving the bugs discovered in the loot spawning system several weeks after the 0.55 stable date. Given that most of the core work these last few weeks has been on such major systems as the inventory, and central loot economy - I thought I would take the opportunity to discuss a few points people have requested hearing information about. First off, I feel the need to reiterate on Early Access, development builds, and what to expect. A few status reports ago I mentioned the fact that as we move forward through the development of DayZ, people *will* see more things break, more bugs, and so on. Part of getting access to DayZ as early as we've allowed via the Early Access program means that you're seeing the real ups and downs of game development. I've seen people over the last few months on forums, twitter, and so on mention the back and forth stability of builds as if this is an anomaly - an oddity in software or game development. Early Access is as the fictional character James Kirk once referred to the USS Excelsior - "The Great Experiment". DayZ approached this at its truest form, 3 months into our principle development - and as said development has continued, the scope has expanded to include the development of the next game engine from Bohemia Interactive, Enfusion. It should go without saying, that the development of any large scope video game takes years. A multiplayer only title, that also aims to fully support Steam Workshop modding is no short order. Developing said title, the game engine powering it, and maintaining a steady monthly cadence of updates to the consumer is no short order. So I ask you, the Early Access user - when you encounter a bug that frustrates you - make sure it is listed in the feedback tracker, make sure you read the Status Reports (although, it seems that if you are reading this you've already completed this step), engage with the development team on the DayZ forums. I've found that when it comes to the Early Access program and your experience with it, we'll all get out of it - what we put into it. Moving past that, many people have asked about the audio side of the Enfusion engine. Obviously fairly early on into the Early Access program, we realized that the existing audio technology interited from the RV engine wasn't going to suit the needs of the project. Problematic (and annoying) audio bugs began to reveal themselves, and resolving those within the legacy technology clearly demonstrated it would be time lost. Thus, work began on a new audio module to be paired with the in-development Enfusion engine. As with any core engine work, this is not a short form task. Obviously the goal for initial deployment is feature parity with the legacy audio technology, it is my personal hope that once this is achieved - we can look to expand the options for enhancing the audio experience in Chernarus, as I firmly believe audio in DayZ is just as critical as any core technology and part of the immersion into the world. My personal holy grail throughout the development of DayZ has, and will remain the server side performance. Much of what folks attribute to "lag" or "desync" can be traced back to poor server side performance. 85% of which comes from the performance heavy usage of SQF engine script for many gameplay systems. Mentioned in prior status reports, EnScript (the name for Enfusion's engine scripting language) is leaps and bounds ahead of the legacy SQF in terms of performance. This, the portion of the performance budget currently consumed by SQF usage is the largest roadblock between 50 player servers, and 100+ player servers. Moving the title completely away from legacy engine scripting tech, and onto the new engine scripting language for Enfusion is by no means a small task, and will be an ongoing goal for the team (and in my opinion 100% required for DayZ to reach 1.0) Last on my list for this week is some comments I wanted to make in regards to play styles, difficulty, and exactly how to play DayZ. Obviously, as DayZ is an open world sandbox title, nearly anything is technically possible (in regards to play styles). As the initial deployment of the new infected A.I., as well as the central economy ramped up the difficulty within Chernarus, there were people vocalizing how they disliked how difficult DayZ was becoming. Now, obviously I've spoken on this before - but I feel the need to reiterate, and clarify a few things. Surviving in Chernarus is intended to be difficult. I want you to value each bullet, I want discovering a roaming boar in the forest to be a stroke of good luck. However, this does not mean the play styles of "Coastal Chaos" or "Squad play" and so on are not viable playstyles. You can, and should be able to play DayZ however you want. Be warned however, every choice - every play style should, and will have its own cost. You can choose to spend your time in Elektro, fighting over sniper hill, or pitting your squad against a rival group up at the Northwest Airfield each have their own requirements to maintain, and overall costs (be it in time, health, resources, or life duration). Lastly, as the text below calls out - Standup notes are not a change log, they are a list of the things the teams have been working on this week, to give you all transparency into the current task priorities. So try not to get upset if you see a task thats being worked on not be in the latest stable branch update, and so on. See you guys up north, - Brian Hicks / Lead Producer Header image credit: [TDay]Spalte Its been a while since I've written so I thought I'd give you a short update. From my perspective, the pace of art creation has really picked up in recent weeks and below is a brief overview of some highlights: Vehicles We're working on 3 vehicles currently but I want to set expectations since renders have already been publicly shown for two of them - the extreme level of detail we are placing into the vehicles means they will each take a very significant amount of time to finish. I'm talking a couple months each - and that’s before the animators even touch it. Just because we've posted a render of the high poly exterior, doesn’t mean their release is imminent. Its a studio first that we're modeling not only a high detail interior instrument panel, but also an engine bay which players will have to interact with. We hope you'll agree the added time is worth it in the end. Characters We've finished 3 new zombie models recently and we hope to get those into Chernarus and scaring the pants off of you by our next stable release. Work continues on even more zombie types - including new female versions, to add more visual variety to the game. Gaspo, the very talented artist who works on zombie bodies and character heads will soon be finishing up with the new female zombie templates and will move back to creating character heads for greater variety. New character clothing is also in progress with a new hunting uniform being added, medical scrubs, and a MARPAT uniform as a nod to the DayZ/ArmA2 lore is in progress. Weapons We've finished or have WIP a fairly large number of new weapons or weapon attachments recently. Some may have seen pictures of the Mauser C96 Red 9, Winchester 70, VSS, SVD, IZH18 and UMP45 added to the DayZ Trello but not all of them will be immediately added to the game - some of them still need animations and sounds to be made and we also would like to wait until our loot spawning/central economy system is working as intended before we add the venerable SVD. Also new is an optic for the AK platform called the Kashtan C-1, which is something like an ACOG for AK side-mounts. Last but not least, we have made a hunting scope which will be able to be used on a greater number of rifles than just the Mosin - and speaking of which, the days of "slap the LRS on a Mosin" are numbered. Environment We have finished a new school building and have populated it with some school-related items in the classrooms. The map team will be able to begin placing them in Cherno soon, after their current tasks, which we hope will serve both as an interesting new location to explore, but also as a landmark for orienteering. We've also created a new Village store, some roadblock objects which might have been placed on major roadways during an evacuation, and we're continuing work on new building interiors. - Chris Torchia / Assoc. Art Director Standup Notes for the week of 22 Apr 15 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: GAZ VolgaIkarus 260Lada NivaLRS / Scope Attachment New Zombie ModelsMARPATRoadblock ObjectsDesign: Central EconomyFirearms RecoilTripwire TrapsFirearms Noise (AI Related)Drying FoodCooking via StickFall Damage mitigationSkeleton Damage bugfixingEnScript/SQF ProfilingObject PlacementPlayer / Infected StaminaSVD ConfigurationProgramming: Inventory refactorizationDynamic EventsVehicle Transmission bugfixingVehicle wheels simulation improvementsAdv. Loot Distro BugfixingPlayer StatisticsGrenades refactorizationPersistence BugfixingAdvanced Loot Distro bugfixingCharacter ControllerLogin Que DesignNew Damage Sys.Crash Fixes Animation: Mauser Red 9 AnimsLadder Anim RedesignInfected crawling state animationsGesture Implementation on new Anim SysRifle Aiming implementation on new Anim Sys
  17. thedogfoodyayho

    Aircraft: Planes

    I will start by saying this. My last post came off as very hostile. That wasn't my intention and my hat is off to you for keeping your cool. When you said building aircraft, i thought you literally meant picking up some pieces of metal, a lawnmower engine and a car seat, welding them together and making them fly, McIver style. Gyro kits and real parts i could support, but i doubt there would be all that many unused parts lying around. Maybe in aircraft hangers and (very rarely) in barns? And yes, i would prefer riding in an armed AN-2 over a open, single-seat copter. Just to many bad experiences with open vehicles... Hoarding vehicles will be much less of a thing in standalone however. The main reason it was so easy in the mod was that there was vast amounts of empty woods up north that were never touched by most people, allowing vast hoards of equipment to be stashed with virtual impunity for months on end. However, there is very little/no un-used space in Chernarus+, and people will be everywhere. On the point of bases though, on the majority of servers, they were indestructible. And even if you got in, everything was locked down in safes. And tents are impossible to hide from aircraft unless hidden in buildings. As i said, trees do not fully render from a distance, and while your tent may look well hidden on the ground, it is quiet easy for any pilot who is paying attention to notice it. I honestly would have no quarrel with Mi-17s and Uh-1s if it wasn't for this. But a small aircraft like a gyro or a Ah-6 would be incapable of carrying off any loot.
  18. FlimFlamm

    Aircraft: Planes

    @thedogfoodyayho I hear where you're coming from, so allow me to adress a few things. Redarding the nature of bases and one of the common objections to aircraft: In the vanilla Dayz arma 2 mod, bases consisted of tents and nothing more. There was no way to secure them, no way to lock them, everyone hated them because no matter where you hide them eventually someone will disover them. That said, I should have been clearer in my OP about my own particular vision of what DayZ is becoming. Since the developers originally promised in depth base building and barricading systems I naturally assumed that SA was going to implement some of the basebuilding style mechanics of mods like epoch. I don't think giant cement walls are appropriate, but I am sure the devs can find some happy mediums. When it comes to the impenetrability of bases, even with larger cement ones like in epoch and overpoch, there is simply no such thing. Everything can be destroyed, or hacked, or damaged. Regardless of how big and secure your base was, it is only a matter of time before someone dedicated enough breaks in when nobody is around, or by force when you are and to your great dismay. The more secure the base the less chance of breakins, but there is no possible fort knox in DayZ. Nor was there in epoch. Many payers will simply barricade existing structures, making them basically invisible from the sky. Other players who have groups will build larger bases with some sort of fortification system to keep zombies and players away. Spotting them from the air will be the easy part, risking landing or attacking a fortified base is the hard and risky part. Camoflague tents if placed under heavy tree cover will be invisible from the sky, so there is actually no nevesary threat to tents being discovered in the first place. Most players will not use the random tent system however, because it sucks. They will all want to make actual homes that they can fortify somehow and defend. My main purpose for bringing up mods like epoch and ocerpoch is to point out that these are far and away the most successful developments that the original DayZ has seen. The original game was incredibly buggy and had serious problems and limitations. The interaction between players is what made it become popular despite it's serious flaws. The thing that kept DayZ alive was the modding community which added much needed content and mechanics changes. These two main changes were: improvement to the tent system in the form of base building; and supplemental access to vehicles in the form of constructable variations or NPC vehicle dealers. One of the main flaws of the original DayZ is that vehicles are either too rare and hoarded by admins and large groups, leaving most players no way to experience them, or the server has 1000 vehicles spawning in everywhere to the point that vehicles become meaningless and the survival aspect of the game is ruined. I cannot think of any other way to address this problem by making certain basic vehicle forms be constructable. When it comes to aircraft, It is not unreasonable for survivors to construct ultralight aircraft. An ultralight plane is easy, an ultralight gyro copter is harder but still doable, and an ultralight helicopter (mosquito) is harder still, but in the realm of plausible. People buy kits and assemble their own mosquito helicopters pretty cheaply and very commonly... Some people even build their own from scratch like the russian gentlemen a few posts above. Having constructable aircraft is an incredible difficult issue to navigate and implement while still holding true to the survival/interaction vision that the dev team is going for. I have been putting a lot of thought, and recently some work, into it, but the short version of the story is to have three variarions of aircraft be constructable, a plane, a gyro, and a mozzie, with the appropriate relevant difficulty, in order to make it so players can spend time working toards their own aircraft rather than having to find and fight over the couple that already exist. Something very similar to these three arcraft: P.S indeed I did mean An-2, not the An-22... Let's say I strapped a powerful engine to my aerolite 103 (the ultralight plane seen above) so that I could strap a gun to it and be more manuverable, would you honestly prefer a door gunning An-2 over that? (Don't underestimate my love for the An-2, it was one of my favorite vehicles in the mod, and I could literally fly it backwards)
  19. thedogfoodyayho

    Aircraft: Planes

    To OP As much as I want to see (some) planes in, many of what you have said is flawed. First off, you seem to refer to Overpoch as "The original DayZ mod" and compare your experiences in it to SA. Overpoch is very, very different than the DayZ mod. The Mod offers a much better look at what is overpowered. The only armed helis in the Mod are the UH-1 and the MI-17, which, armed with single-barreled MGs, stand little chance against an experienced pilot, even if he only has a biplane. and they are only good at suppressing ground targets. In Epoch/Overpoch, there are tons of helis, most of which mount M134s and have more armor. There where (Until recently, with the addition of the DShK truck) also no anti-aircraft weapons in the mod, the closest thing being a MK.48. Also, in Epoch, Bases were, as you said, massive constructions that were usually literally impossible to raid. In vanilla, and in SA, bases are/will be just tents in the woods and barricaded buildings, which don't lock. While from the ground you may think your tent is well hidden, bushes and trees don't render as much from a distance (and thus, from the air) and unnatural objects stick out, even stashes. This is why I don't want helis and small, agile aircraft. As you said however, helis are confirmed and I doubt we'll be able to change their minds. But planes won't be a "saving grace" against these tyrant bandit squads and their vehicles. very, very few people who play DayZ are skilled with fixed wing aircraft. There could be what? 3 or 4 who posses the "skills" you claim to have. It would be much, much, MUCH more effective to simply keep the PKM on the ground and use it as an AA. And about "building" aircraft - Really? do you think the average person, with no knowledge of aerodynamics, can design an airworthy frame, especially without the assistance of experts or even the internet? I highly doubt it. I am not against planes, (Nor am I saying they are OP for combat) but to me it seems you only want planes because you liked flying around and shooting up helicopters and playing flyboy. Adding an extremely complicated system for modular planes isn't worth it if only a handful of people will use it, while the rest just use the plane as a cheap way to find someone's car stash. I think you've got some names mixed up aswell. the AN-22 is a four-engine Soviet cargo plane. what your talking about is the AN-2. This plane I can support being ingame. Maybe with an MG in the door aswell.
  20. Server is no longer Epoch / Overpoch Arma 2.. is now Arma 3 Bornholm PVP, Roaming AI in vehicles, Heli etc , Missions, High Loot You Need Epoch 0.3.3.1 and Bornholm 1.4 .. can get both and launch game from a3launcher.com see web site chainsawsquirrel.com
  21. For those that don't have time to sit on Twitter and read every reply, I've compiled a list of Eugen's replies for those that are interested in getting the information. I'll try and sort it out in a logical manner, but I apologize in advance if it's confusing :P NOTE: I am not posting absolutely everything that was asked. I am posting what I felt was interesting and worth noting. Also, he continues to answer questions so I'll try and update this accordingly. NOTE 2: Due to limitations with the forum software, only the first few tweets have been "previewed" on the page. The rest you'll have to click through to see (it's important to see his answer with context, as sometimes it's a simple "yes" or "no"). Use the index to find what is relevant to you. UPDATE: Q&A is now over. List has been updated through the end of the Q&A. Enjoy! Index: Vehicles 1. Vehicle Repair 2. Vehicle Inventory 3. Additional Vehicles 4. Firing Guns from Vehicles 5. Helicopters Crafting & Base Building 1. Craft-able Tents and Shelter 2. Base Building 3. Crafting Tables & Advanced Crafting Food & Cooking 1. Picking Fruit 2. Recipes & Storing Food 3. Cooking Without a Cooking Pot Weapons 1. SVD Being Added 2. Additional Weapons 3. Winchester Model 70 Programming 1. Zombie/Animal AI #'s 2. NPCs/Enemy AI 3. Player Population #'s 4. Player-to-Player Item Trading 5. New Renderer ETA 6. Multithreading (CPUs) 7. Identifying Other Players 8. Bears & Foxes 9. Render Distance 10. Wounded Player Animations 11. Zombie Decapitation 12. Medical Tools & Medicine 13. AMD / ATI Optimization Servers & Administration 1. Restart Intervals 2. Admin Tools 3. "Hardcore" Mode 4. Player Queue Miscellaneous 1. Qhy Q&A is Important 2. 0.56 Experimental Release ETA 3. 0.56 Stable Release ETA 4. Game Controller Support 5. Expanding the Map 6. Electricity 7. Player Beards 8. Megaphones 9. Player Statistics (Leaderboards) 10. New Zombie Models 11. Character Customization 12. Military Tent Inventory Fix 13. Steam Workshop Integration Vehicles 1. Vehicle Repair (1 to 2 months away): 2. Vehicle Inventory: 3. Additional Vehicles (including the Ikarus): 4. Firing Guns from Vehicles: 5. Helicopters: Crafting & Base Building 1. Craft-able Tents and Shelter: 2. Base Building: 3. Crafting Tables & Advanced Crafting https://twitter.com/eugenharton/status/590187315508686849 Food & Cooking 1. Picking Fruit: 2. Recipes & Storing Food: 3. Cooking Without a Cooking Pot (0.56 maybe?) : Weapons 1. SVD Being Added (0.56 probably) : 2. Additional Weapons 3. Winchester Model 70: Programming 1. Zombie/Animal #'s: 2. NPCs/Enemy AI: 3. Player Population #'s: 4. Player-to-Player Item Trading: 5. New Renderer ETA (internal testing in late May) : 6. Multithreading (CPUs) : 7. Identifying Other Players: 8. Bears & Foxes: 9. Render Distance: 10. Wounded Player Animations: 11. Zombie Decapitation: 12. Medical Tools & Medicine: 13. AMD / ATI Optimization: Servers & Administration 1. Restart Intervals: 2. Admin Tools: 3. "Hardcore" Mode: 4. Player Queue: Miscellaneous 1. Why Q&A is Important: 2. 0.56 Experimental Release ETA: 3. 0.56 Stable Release ETA: 4. Game Controller Support: 5. Expanding the Map: 6. Electricity: 7. Player Beards: 8. Megaphones: 9. Player Statistics (Leaderboards) : 10. New Zombie Models (0.57 to 0.58) : 11. Character Customization 12. Military Tent Inventory Fix 13. Steam Workshop Integration
  22. S3V3N

    Chernarus needs better rail cars

    You have a point, but I think it is not about realism, but about believability. The whole Rifi sight looks wrong to me. The ship would never have washed ashore and broken into parts on what is essentially a beach with shallow water. It also has a lot of empty space inside that would house generators and installations, but there is nothing there in terms of believability. It's simply a boring place from close up, just a nice landmark for screenshots from afar. It also puzzles me there are no other ships in any of the other harbors. There is just another wreck near Skalisty Island that has already been on the Arma II map; that's in a far more believable spot though. The trains in some of the mods actually have convincing looking passenger compartments with modeled interiors (though you cannot enter them). I always thought something like this would be a more fitting railway car than the cattle transport cars with the ladder. Though there probably should be all of these: civilian transport, oil/liquid chemical waggons and flatbed cars with different loadouts. Maybe there could be some cranes that let you drop containers either to let you explore what's inside or to drop them on enemies below. I guess dropping them wouldn't require electricity but hauling the containers back up would. It's kind of a gimmicky thing anyway, but I would definitely say: look at some harbors and how their infrastructure works. Electro for example, seems to be the largest port on the map, but I am missing container transport (usually those aren't trucks but specialized vehicles), proper loading and unloading zones and in general some point of interest at these harbor sites (like military ships or a sportboat/sailing boat harbor. I live in a harbor city and there are museum ships here, old fireship and rescue, docks for repairs, restaurant ships, etc. All of these would make excellent and interesting sites and give us a reason to explore the harbor in Cherno and Elektro, too. Maybe these areas will be reworked, as everything beyond the coast road seems to be of no interest at all at this time. So yeah, in the bigger picture a lot of these things would help create a more diversified and interesting map. A lot of places are really too empty at the moment, including the airports. Yet, these are all unfinished areas from how I see it. I hope more is in planning to make these areas more believable and also interesting to explore. However, as long as we have large empty spots on the map, I suppose the main work will go into these new areas, maybe later there'll be some attention again on giving the map and the cities in particular more individuality. A friend of mine always mixes up Cherno and Elektro. I find it kind of hard to do so, because Cherno has the bombed hotel. However, without it Cherno actually looks like any other city. I always took it for the capital, but that might as well be Elektro or Nowomitrowsk at this point.
  23. BCBasher

    Chernarus needs better rail cars

    Or a V3S with a fifth wheel hitch and a trailer. Seriously I never played ArmA but I believe the game is still using map objects such as allot of the generic houses, wrecked vehicles, the containers right? The window dressing stuff is not a priority yet.
  24. blaf

    choppers or bicycles ?

    Not sure if im nerdy enough to answer, but still - the problem is that live characters and vehicles use different ways to calculate their movement
  25. hey all around half a year ago i was playing dayz day-in and day-out and having a lot of fun with it. i loved the idea of an open world survival game. i slowly but surely lost more interest in the game when issues arose that i became very annoyed with, the first being hackers. now i didnt run into too many of these thankfully but they were extremely annoying when i did. and then we had the saving issue, which was the real annoyance for me. id work hard to save some tents and build up some vehicles and make myself a small camp, come back the next day, and it'd all be gone. that was the one that really killed me. now. i play league of legends a lot but ive been wanting more than one game to play in recent weeks and would love to come back to dayz. my big question is, is it worth it? are the things i mentioned above corrected? what has changed in the game in the last 5-6 months that would make me want to play it again. quite frankly as long as the two things above have been fixed, that would be enough for me to start downloading dayz again immediately. is there still a big player base? thanks for any help!
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