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Showing results for 'Vehicles'.
Found 41868 results
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"Only guns are configured now" - This can't be true
Whyherro123 replied to Iqfish's topic in General Discussion
1) Why? Literally everyone else and their mother would've stripped the hospital clean right after the infection started 2) Why? Most grocery stores only have enough stock to last for a week at most, and are also likely to have been picked clean by other survivors 3) Agree I think people have to think about this a little bit, and realize that we weren't the only ones to loot these places. Let us say that the infection/TSC happened 6 months ago, based on the rusted hulks of vehicles, and that South Zagoria had a population of 250,000 (About half the population of my home county, which has three large cities in half the available area.) If the "zombie disease" had a fatality rate of 75%, a "zombification" rate of 24%, and an "immune" percent of 1%, that leaves us with 60,000 "zombies", and 2,500 survivors. Examining the current max server population of 50, that means 2450 people looted everything else before you. Point being, most medicine would be missing from hospitals and clinics, most food would be eaten already, etc etc etc, which is why we find it in random places: the "other" survivors, who in all seriousness might be already dead, made a stashe. -
In that case you want: ARMA III: Wasteland Mod No zombies all the tactical fight of DayZ plus more. You typically start with a pistol and need to find slightly better gear. From there you can do missions or capture points to earn money to buy better gear or even vehicles. Meanwhile all those other players/groups out there are doing the opposite.
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"Only guns are configured now" - This can't be true
Griz2 replied to Iqfish's topic in General Discussion
Found tons of 30 round mags for MP5 in every police station I've been to. Also found the actual gun itself in the 3rd station I checked. Saw a RAK and it's corresponding mag in a police station a few nights ago. Found an AK-74 sitting on top of a ruined APC at NEAF a few days ago. Also found tons of ammo, AK-74 mag and an AKM mag in and around other vehicles at NEAF. I've checked tons of civilian buildings and haven't seen many guns at all, but plentiful ammo. Besides a few locations I'd say guns are pretty rare presently. On a separate note, I haven't seen too many axes besides a hatchet. I hope they make them more common as they are pretty important for many things. -
This is a Bohemia game. Don't expect one of their games to not have broken shit in it. I'm still having tracked vehicles flip upside-down in ArmA 3 then I try to drive over rocks less than 1/4th of a meter tall.
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"Only guns are configured now" - This can't be true
raynor009 replied to Iqfish's topic in General Discussion
First, don't insult the P1 mkay? Second, quit wondering around NWAF and Vybor base and got to the tent base north west of Zeleno. I was there last night and the place was full of loot. I saw guns spawning around those armored vehicles and destroyed trucks. Also check those wrekect UAZ's, they tend to spawn AKM's sometimes. And watch for people, I killed 2 guys there last night. -
the best place iv found gear is: tree stands/green guard towers around vehicles(all kinds) outside of the small jail buildings you cant enter food houses(hicaps/mil gear) iv found some small items in the normal houses and bars but it is few and far between, i agree that it is a struggle. find some friends that can help you when you run into towns that are BARE... i know how you feel.
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Consider this: A couple years after mass hysteria and 99+% of the population dying or becoming zombies, people would initially run to military bases and police stations for weapons. What happens after those are looted? S*** falls where people end up dying, right? That could be *anywhere*. Realize, the vehicles are rusted-out wrecks. Cities are overgrown with vegetation. DayZ is not based on the day an apocalypse happens; it's based a few years AFTER said apocalypse. So yeah, loot can be anywhere. It's more realistic than being organized by genre, years after whatever apocalyptic event occurred. I'm lovin' it.
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CTL Epoch Chernarus 1.0.5.1 |Fresh DB|Groups|NO Decay|P4L| Missions
Check The Logs replied to Check The Logs's topic in Mod Servers & Private Hives
Welcome to CTL Community Our Overpoch server has recently opened! We are looking for players! People often look for a server with no lag and great FPS Well at CTL our servers have no lag and your frames will be AMAZING! IP: 69.162.125.92:2302 (DayZ Launcher) 69.162.125.92:2303(DayZ Commander) MODS INCLUDE: Coins/Banks Deployable vehicles: ATV/Bike/Mozzie/Motorcycle Tow/Lift Self BB NO weight AI Missions: WAI and DZMS Sarge AI (Roaming AI) Advanced Trading Set View Distance Suicide (with pistol) Safezones Flip Vehicle Service points Regen Blood Custom Loot JAEM Plot for Life Snap Pro Ever hate Admins that dont respond or ignore you?? Well at CTL Our staff will respond and help you in minutes!! Our server is very Custom including Custom buildings and addons to the map! Ever get sick of trying to find good loot?? Well with our custom loot you should find something that fits you well! Hate those slow paced servers that you can never find action on?? On CTL we have Roaming ai, So you're always running into trouble! -
As we look forward to Q2 of 2015, we'll take a look at the goals and objectives internally for the first quarter of this year. From initial implementation of new A.I. for Infected and Animals, to the Central Economy and more. Q1 had the first appearance of some very important work on the road to 1.0 for DayZ. Basic VehiclesCentral economy (advanced loot distribution)New rendererNew Zombie AIBasic stealth system (zombies, animals, ...)DiseasesImproved Cooking & HorticultureAdvanced Anti-Cheat (Dynamic BattlEye)Basic Vehicles: Praga V3S & Vehicle Simulation With the first implementation coming in very early on in Q1 - iteration followed throughout the rest of the quarter. Starting from scratch with the physical simulation, the engine and gameplay programming teams paired with the design team brought the first of our basic vehicles to stable branch, the Praga V3S. Looking forward into Quarter 2 - further iteration will allow us to expand into more vehicles, introduce vehicle inventories, and required vehicle maintenance/components. In addition to the creation of the new physical simulation for DayZ's land based vehicles moving towards a "DayZ" specific feel to handling, design and programming work progressed on manual transmission support. From both the technical engine side, and player controls and overall system design this will allow us much greater customization of vehicles, as well as a more in depth and immersive experience than with traditional "push W and go fast" vehicle control models. Central Economy: Item Quantity Central Economy. One of the terms most people are still a bit confused by. The Central Economy is DayZ's backend control over the quantity, type, location, and region of the item or "loot" spawning system. Work continued on this throughout the entirety of Q1, and the first implementation was seen later in the Quarter on Experimental branch - pushing towards the 0.55 release at the end of the quarter. Moving into Q2 - this system is also tied into server side persistence, item cleanup, and proper item respawning and will be iterated upon frequently. As we push this system from experimental branch and on to stable, it will allow us fine control over the in game economy, and thus how the flow from the coast to the north progresses. As well as allow us to push players more towards alternative food gathering resources such as horticulture, cooking, and hunting. New Renderer One of the longest duration core engine tasks for Enfusion, the base engine technology being developed in tandem with DayZ - is the seperation of the existing legacy renderer from the engine side simulation, and the creation of a brand new rendering module. Critical for the flexibility and life of the Enfusion engine - this task is arguably one of the most paramount technology upgrades for DayZ moving forward, and was much more of a task than we initially expected (having been pushed beyond its intended experimental branch date several times). As Q1 draws to a close we are within weeks of the completion of the module itself, and the analysis of time required to implement the currently used DirectX 9 tech was undertaken. Internal review has shown that the additional time spent to hook DirectX 9 into the new rendering module is near identical to the time that would be required to add in DirectX 11 support. As the original intent to support DirectX 9 in tandem with DirectX 12 gave way to increased DirectX 12 support within the industry, the decision was made to ditch DirectX 9 support for the new rendering module and move directly into supporting DirectX 11. As supporting three seperate platforms (DirectX 9, DirectX 11, and DirectX 12) is not feesible, DirectX 11 was the clear winner for the "mainstream" platform target. What does this mean for you, the average survivor? We'll be moving forward with initial support for DirectX 11 only, with DirectX 12 support following eventually.Windows XP will no longer be possible, as it is not capable of DirectX 11 support.Windows XP has always been below minimum requirements for DayZ.With a time estimate of approximately 2 months to complete the last required changes for the new rendering module, and support DirectX 11.The initial goal is a 1:1 visual parity with the original simulation tied renderer.Once implemented, the design team will have access to more robust and complex particle effectsSystems such as bleeding, fires, flares, etc will receive the proper visual attention they requireVolumetric fog will be possible within the world of ChernarusEstimated completion date of support for DirectX 11 is mid to late May 2015.New A.I. & Stealth (Infected & Animal) Fairly early on in DayZ development it was fairly apparent that the existing A.I. we had inherited from previous titles using our original tech base was not going to be able to deliver the infected and animal experience we wanted to deliver. As Q1 for 2015 comes to a close, we've been slowly implementing very early versions of entirely new A.I. built specifically for DayZ into experimental branch. With 0.55 we'll begin to see early versions of both enter stable branch. Obviously very core to the DayZ experience is stealth when avoiding or approaching both types of A.I., as well as intelligent behavior and navigation. It is critical to allow the player to both feel like the hunter, and the hunted. Thus work on the A.I. side of the engine during Q1 focused heavily on begining to allow the player to feel as if they could escape the infected using only their wits, rather than brute force - and use that same stealth tactic to hunt and kill wild animals when exploring the vast fields and forests of Chernarus. As 2015 continues and we enter Q2, the existing systems will be iterated upon and expanded to offer an even more immersive and complex DayZ experience. Diseases Be it person to person contact, consuming contaminated water sources, or the cost of a comprimised immune system exposed to the harsh conditions of Chernarus weather - the risk and costs of maintaining player characters health has been something long anticipated. Hitting experimental branch late in Q1, the initial implementation of communicable diseases made its arrival with cholera. As development continues this initial implementation will of course expand into a more complex system. Fully integrating with the medical and health mechanics currently in game, and expanding into more complex diseases such as influenza, typhoid fever, and many more. Wrapping up Q1, stable branch will see the bodies of water across Chernarus carrying a chance of the presence of cholera. Survivor immune systems, as well as water purification tablets will be crucial to surviving as you trek across the map. Improved Cooking & Horticulture Living off the land has been an evolving goal (functionality wise) and Q1 saw the expansion of both the horticulture options, and the hunting and cooking mechanisms. The long awaited expansion on the original early cooking implementation finally made an appearance - with a more complex and in depth expansion of campfires, cooking tripods, and furnaces. The more complex cooking allowed the heating (and in some cases - side effects) of the heating of most items, including the popping off of firearm ammunition, and compressed containers such as the spray paint cans. This also expands into the progression of raw/cooking/cooked/burnt and so on states for most all vegetables, fruits, and meats. As the Central Economy implementation evolves, we'll begin to see player farms, and cooking stations such as the fireplace and furnace be tied into the server side persistence on a full time basis. Advanced Anti-Cheat Working closely with BattlEye over the quarter, the programming and production teams have implemented a more proactive BattlEye to DayZ on Steam. In addition to preventing all traditional external forms of cheating - Over 4,000 cheaters have been banned from DayZ since the begining of February. Obviously this is one in a series of steps in an ongoing battle. No title is without its vulnerabilities, and developing DayZ and its engine platform in the public eye opens us up to a number of security issues. However, the initiatives with BattlEye paired with upcoming additions of a more robust VAC support look to provide an ever evolving aggressive stance against cheating in DayZ. For Q2 and beyond, in addition to the steps mentioned above the gameplay programming team has and will continue to investigate and address legacy vulnerbilities in the engine powering DayZ. Throughout the remainder of DayZ's Early Access you will see an ever evolving movement against any and all cheating. It is core to the gameplay experience of a title as inherently competetive and persistent as DayZ that the users be provided as "fair" a playing field as possible.
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I've been playing on a full private hive server and at the beginning I've been having trouble finding food and drink but now that I have 10+ food and drink on me and I keep finding more. As they said for the people having trouble finding loot you need to travel inland or you're not going to find anything. I'm very kitted out now and I love it that you don't just loot 1 town and you're fully kitted out. I have seen loads of people in vehicles looting towns way up north which is nice. :)
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Game Server Hosting by SurvivalServers.com *** INSTANT SETUP | CUSTOM CP | FTP | CUSTOM MODS | ANTI-HACK **
SurvivalServers (DayZ) posted a topic in Mod Servers & Private Hives
Thread Updated on April 2, 2015 4/2/2015 Been a while since we've checked in on these forums. New feature Upload and change .DLL files 9/18/2014 We are happy to announce that we now support BEC with rotating server messages and much more! Features: Support for Multiple In-game AdminsDefine Custom Names on CommandsSet Group Levels on AdminsSet Permission Level on CommandsOrganized Chat loggerOrganized BE Event loggerCheck Guid of players who connects against a central ban databaseReport Hacks to a central ban databaseNick Filter, Auto kick offensive nick's defined by youChat & channel restrictionChat & channel anti-spamMake players temp adminsAutokick lobby idlersCreate Schedules of various sorts. motd's. events etcCreate whitelist fileSlotLimit, can be used to reserve slotsPlugin Support (Ts3 Serverquery plugin included + some other ones). plugins are written in Python. 8/18/2014 We are pleased to announce some big changes to SurvivalServers this last weekend! Performance, Stability, and Bug Fixes The maintenance we performed this weekend has been a tremendous success in cracking down on the game service "Unknown" error status and long loading times for map and location changes. While the maintenance is ongoing, we've curbed some of the bugs that were related to these issues and have installed performance monitors on every server to track any future issues instantly. Game updates will be faster, stability will be increased, and the panel is up to 2x faster! 6/10/2014 New OVERPOCH Napf and Chernarus & beta 112555 support. * February 18, 2014 - FTP access changed, now allowing a lot more access (see below for details) * February 12, 2014 - Epoch 1.0.4.2 released * January 24, 2014 - Unleashed released * November 15, 2013 - NEW Game Server Hosting Panel, in-house panel for DayZ customers * August, 2012 - Opened for business Features In-house game server control panel with complete control over your DayZ game server. * 50 slots for $20 / mo [PayPal or Credit Card] * Instant setup - get up in 30 seconds! * Custom mod installation service available - see our mods here * Supported maps - Chernarus, Epoch, Overwatch, Unleashed * Live map tool - spawn vehicles, edit player inventory, remove / refuel vehicles, track players (Epoch not supported) * Anti-Hack & Admin Menu * Change map / location in one click * phpMyAdmin - full MySQL control * FTP access * Spawn vehicles at any time with "Run Task" (Epoch not supported) * Automated 24h server cleanup / spawn vehicles * Pass locking * Change time zone * Always day/night * Gotcha Anti-Hack supported * 24-hour or less support ticket replies (generally, depending on the complexity) FTP Access Information Important information for the FTP access - Full access to Mission / Server pbo files Full access to Anti-Hack config (in base dir: super.sqf, normal.sqf, low.sqf & blacklist.sqf) Full access to Admin directory for HiveExt.ini, server.cfg, arma2oaserver variable config, and BattlEye Full access to the @mod folder for mod customizations / manual updates (unsupported by Survival Servers) Full access to keys in the Keys folder (base directory) Full access to dlls in the base directory and HiveExt.dll in the @mod_server folder Limitations (unnecessary and cause conflict): No access to other folders, exes, bat/cmd/vbs or any Windows script files, no custom launchers Future support: upload new or custom mods, modify "-mod=" line in command line via a custom mod drop down in the Map setting of the panel Our Hardware All of our servers are hosted in Dual E5/L5 Xeon processors with RAID-0 SAS 15k drives (equivalent/faster than SSD) and 32GB DDR3 ram. Lag free latency from the following locations: * Europe - Germany * US - North Carolina * US - Dallas * US - Los Angeles * US - Seattle We are based out of Sacramento, CA - view our About Us page Order Now @ www.SurvivalServers.com- 1798 replies
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Can we shame player's BattleEye ID for ESP hacking? To all hackers
ChiefSK posted a topic in General Discussion
Comon really? 7 different tents all spread out hidden in the woods, yet only specific items missing from all 7 of them *cough* *ammo/guns* *cough* And really.... Just gunna leave the tent doors open like that after ya loot? Where are your manners? Haven't your parent's taught you anything about respect? At least close the doors. Caught this guy looting my stuff and I yelled "HEY!" and no he did not kill me. You know what he did?!?!?!?! HE FLEW AWAY. YES HE FLEW AWAY WITH MY MOSIN ON HIS BACK AND MY TENT IN HIS HAND. NO HELI OR VEHICLES JUST STRAIGHT UP SUPERMAN FLY. HOW IS THIS POSSIBLE???? I CAN't EVEN MOVE CORRECTLY INSIDE A HOUSE AND HE CAN FLY???????????? YOUUUUUU SONUVA GUN. im sure hes the one who looted my other 6 tents. How do I report this guy? Obviously I lack super saiyan reflexes to screenshot a hacker zipping away in the sky. Any suggestions? My 2 month char reset plus this happened within 6 hours. Jesus.- 1 reply
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This happened to the Experimental servers when vehicles were first released. Otherwise the issue mainly affects private servers as people cannot access their characters otherwise - even more xso when playing with friends. The alternative is playing on public hive with server hopping still running wild. That's one reason while having only completely disconnected servers is a very bad idea. Now the public hive shows what happens if you make switching too easy... Everything in moderation.
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Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
lucianpin posted a topic in General Discussion
When in the midle of a town, you have no chance when someone is shooting at you with a fully automatic weapon. You really cann't defend yourself. This is so realistic indeed, but I think this kind of weapons is an exaggeration for a survival game where you find all kind of old weapons or vehicles on a russian land. Why this game should be so unbalanced? It is good the diversity of the weapons, but more balance would be great. Full auto weapons should only be present in games like Arma 2/3 where people play in large squads and all angles can be secured. I think that situations like this when two survivors are sprayed by an automatic weapon is not specific for a survival game where people would want to go finshing and hunting. Either all automatic weapons are so pupular that everyone would have one, or automatic weapons do not exist so that everyone that is walking and is hit or hears gun shoots would have at least a second chance. -
I really like the idea of sleeping , like nettles said it's a great way to promote realism in team work: You and a mate have just done a Cherno run on foot , you get back to your base in northern moglievka and now after a nice big rabbit stew you realize that your dead tired , you tell your buddy you're going to take a nap for 2 minutes (anything longer would be weird, maybe five maximum)... While you're asleep some bandits slip into camp , you wake up well slept , to hear your bro scream in terrifying horror as his Hand is forced into the fire that had just cooked your meal by said bandits , they didn't expect a sleepy brother to be inside napping dayz style so as they laugh each one is capped by an sks from you , who just got the right amount of sleep and was at the right place at the right time because of wonderful sleep... Also It would further help the stamina system , and make it more immersive ,requiring you and your friends to rest (and not just sit down) after traveling half of chernarus (I mean come on guys isn't it a bit worrying that we can run all the way across the continent and only need to sit down when we want our gun to stop shaking?). I think the rest / stamina system is too simplified now and would love to see sleep added as it would really change the way we move around places , just think of how badass it would be to have to take five minute naps while one person kept guard , it would be an intense moment for both clans and lone wolves , also sleeping in vehicles would become possible , just In case you're not near a safe house or if your passenger wants to sleep while you drive .... and of course adding sleep would be a great one up to lone wolf play styles as it makes opportunities to attack large camps Of people easier, you will have some sort of advantage If they are asleep . Also to avoid annoyance you would only have to sleep once every 6-12 hours of being logged in (and only for five minutes max), so if you only play an hour a day maybe you won't need to sleep everyday , but if you're like me when I play dayz and play for at least 4 hours a session then it would affect you more . Even being only a five minute thing every 6-8 hours would make a difference in our travels , of course the numbers could be changed according to what works best but I think you should go no longer than 12 hours without some type of tiredness setting in and no less than 6 hours of running without sleep to get the "you are tired" message . Dayz is definitely a game changer (no pun intended) to the whole industry of video game fun ... I mean were farming crops , hunting animals , making backpacks and having freelance open world encounters with all different types of people with all different types of personalities and gear for fun , and I never thought a game could bring so much to the table that others have not and could never , that I truly believe we need to go the extra mile with dayz and not stop at just a stamina system . I want my experience to be as close to a zombie apocalypse as possible and for me that includes the dangers of having to watch each other's backs while sleeping and getting tired and having to deal with it's consequences (or having to lone wolf sleep out in the woods in a tent , so freaking terrifying and adrenaline inducing, but also a huge step towards realism and making chernarus feel less "traversable" which it is far too traversable now with our infinite stamina and no neeed to rest other than to help out your weapon sway ! ).
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"An inefficient virus kills its host. An efficient virus stays with it." James Lovelock So does the mysterious virus in the fictional world of Taviana, radically changing it into a post-apocalyptic wasteland with just glimpses of what once was a functional modern society. In the stories of DayZ Origins not all things have changed. The rich stayed rich hiding behind their tall walls on the aptly called „Salvation Island“ having more then they need is still not enough. So they send their infamous „Elite Guards“ mostly consisting of mercenaries nd ex military to „save“ the remains of the former society ... but not for the survivors on the mainland of Taviana. With resources being rare and higher quality ones even more it is not surprising that there are many bandits on Taviana mainland who often don't constrain to open fire on each other The best survivor stories that are normally been told around campfires somewhere in the well hidden forests of wilderness were not told thanks to the fear of people shooting on sight. Until now everybody lacked one thing ...... a purpose. Will the survivors and bandits continue to fight over canned food and bits of scrap metal, run and hide in the forest from the malicious Elite Guards or will they organize to overthrow the rulers of mysterious Salvation Island, it is up to them. From now on, you need to think twice before shooting the next survivor you see. Pre-release teasers http://www.youtube.com/watch?v=N7vZesX9Gg0 http://www.youtube.com/watch?v=K02iErQDuRY Will you, and your teammates be able to discover the Origins of the outbreak, or simply become another walking corpse ? Each and every bugs reported from Taviana 2.0 have been fixed. New and Enhanced Day/Night cycle : ( Smooth transition every 4 hours cycle ) for more dynamic and immersive gameplay. Patient Zero: A unique mutated Super zombie capturing / killing this zombie might have the cure for the zombie infection. Survivor made vehicles: New Twist: Yotopia ( Salvation City ) the last human standing city where the society elites and the rich still live away from the infection. protected by high walls and the world top trained elite mercenaries. Persistent player levelling: Based on the newly introduced Humanity system. Players start with level 1 survivor with persistent levelling up , Players lose 1 level each time they die. Every level enjoys new survivor/bandit outfit: 24 new outfits in total GamePlay Changes Resources on the main land are getting more scarce while " Salvation City " is rich with weapons and supplies but you cannot just walk there alone unless you have a deathwish. You should team up and down the guards. Pre- Alpha footage for DayZ Origins Salvation City How to play ? The mod has been soft Released , the mod download will be available via DayZCommander in the next few hours. We are also working on Server files version of the game to be released shortly. How to Manual Manual Install DayZOrigins There are two ways to install this mod. For steam users : 1. Make sure you have updated Arma2 / Arma2 OA 2. Download the mod from one of the following Mirrors : MIRROR 1 3. Extract the Zip file to a temp folder then copy @DayZOrigins Folder to the root of Arma2OA folder 4.Download the latest Arma2OA Beta Update from here 5.Extract the file to any temporary directory then Run the update. Note : some time the update gives you error Wrong Key or some thing .. just ignore it and continue with the latest patch installation .. click ok then ok 6. Download the Mod start shourtcut from here 7. Extract the Zip file to a temp folder then copy RUN DAYZ ORIGINS.CMD FILE to the root of Arma2OA folder ( same like step number (3) 8. Double click on RUN DAYZ ORIGINS to Run the MOD 9. Join DayzOrigins Servers ( Search for : dayzorigins.com servers ) or Add DayzOrigins to your game server Filter. WWW.DAYZORIGINS.COM Follow us through Facebook Follow us through Twitter Watch us through Youtube
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Impact of 3rd Party Comms (TS3, VENT, etc.)
IReadTheAgreement replied to 8bit_Survivor's topic in General Discussion
This would be worse for players than better for immersion. I have emergency vehicles making noise going down my street that can be heard through my mic, I talk to my fiance while I play sometimes, I take work phone calls, I yell at my cats for climbing up the god damn curtains, etc... Real life happens while I play and it makes noise. -
I know there are several causes for these issues. Some are by design, others are down to bugs that will inevitably be fixed at some point. Like I said, this isn't a I hate DayZ post, I’m just really passionate about it that's all, & from someone who played the Mod from May 2012 I think I have some right to be a little pissed. (Not at the bugs...with the game direction). Lets face it, 1pp is pretty much dead. No one wants to play it...everyone would prefer the advantage of looking around pine trees and over walls, though they’ll say its because they want to see their character. (Its not). I get that your post isn't a hate thread as I felt the same way a few months ago and I'm sure the more I play, that feeling will come back (because of rinse and repeat problems). I'm hoping the developers are going to add some dynamic events and really put some thought and depth behind them (not just find a map, read it and then pick up some free loot like H1Z1's worn letters, at least they are trying though). There has to be more to do then just loot up and look for people to kill. They are working on hordes of infected and increasing the overall number of infected, that will go a long way in making this a better game but it definitely isn't enough to keep the game interesting over a long period of time. Base building (or partial building as the devs talked about) will be cool too, along with more vehicles and other things but it still isn't enough to keep most of us happy. Hopefully we'll see some really creative solutions and in the end DayZ will be a great game. As for your comments on third person, I find your assumption a bit offensive. I like 3rd person a lot, specifically because I can see my character. Who are you to say my reason for loving 3rd person is because I can see around corners? Don't get me wrong, that is a nice benefit of 3rd person but the devs are actually working on eliminating that problem as we speak. It was in the developer notes and updates section. How in the hell are supposed to enjoy the animations in 1st person? Personally I use both, 3rd person most of the time and 1st person when I need to pick up a bunch of loot or I'm in a combat situation. And it really isn't such a big advantage when everyone has the same capability (looking around corners and such). Let's face it, 1st person doesn't do great job at modeling the way we see in real life anyhow. There isn't much periphrial vision and when you look to the left and to the right you can hardly see beyond your own shoulders. In real life, when you turn your head you can almost see directly behind you anyway. We can talk about realism but there is always going to be a disconnect in a video game so arguing about 3rd and 1st person, there really isn't a big difference. Think about how long it takes to eat some canned food. The game doesn't really model that accurately at all and I'm glad. Some things should be priorities concerning realism and other things should be left as is (taking a shit would be funny but beyond that it really shouldn't be something we would have to do more then once or twice every few days). Shoes wear out, that's cool, yet one of the infected can take out a leather jacket and ruin it in one hit. Not very realistic. At least the devs do a good job (for the most part) when it comes to weapon damage models. In H1Z1 most of the weapons are a joke. It takes a whole magazine to kill someone with a 1911 and the hunting rifle is a joke. In DayZ most of the weapons are pretty awesome, both in the way they look and feel and sound and in the damage they do. I like the idea that a well placed shot from a Mosin or a Shot gun will kill another player. I don't want to have to shoot them 500 times to take them out. H1Z1 is a bit too arcady, though it isn't a bad game DayZ, in the end, blows it away. Take it easy man.
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WR OverPoch Custom Napf //StarterKit// Custom Scripts // LvLSystem/P4L/virtual Garage/Coins/TacticalSeats/EarPlugs/Share Vehicles&Safes/...
EdgeOfSanity replied to EdgeOfSanity's topic in Mod Servers & Private Hives
Our Update is live! Come and check out our new and exclusive features! Tactical Seats - Use tactical seats in vehicles to shoot enemies [added]Safe Fingerscan - Safes can now be opened without entering a combination by the owner and those who are added to the safe [added]Share Vehicles - Share vehicles with your friends added to your Plot [added]Ear-Plugs - Use ear-plugs (key: o) to lower ingame sound to 25% [added]Hot-Keys - Use Hotkeys to switch between your Weapons and Backpack [added]More Primary Weapons - Use 2 primory weapons and 1 secondary weapon [added]Change Classes - Use your emerald to change classes [added]Greenhouses - Use greenhouses to plant pumpkins, sunflowers or hemp [added]Auctionhouse - Use the auctionhouse to sell/buy items (player to player trade) [added]Remote Key for Vehicles - Open/Close your vehicles with a remote key [added]Color corrections - Use Hemp to change color values (rightclick on kilo of hemp) [added]Mission Fixes - Spawn of new missions should now always work [fixed]Hotwire - Hotwire works again [fixed]Humanity System Tweaks - Humanity depends on kills not on damage** [fixed]Anti-DupingTweaks - Some tweaks and improvements to prevent duping [improved]GroupManagement Tweaks - Network/Code tweaks & possibility to add players in vehicles [improved] -
ALL NEW *NAMALSK OVERPOCH* BY *MIG*
MIG-IonCannon replied to MIG-IonCannon's topic in Mod Servers & Private Hives
For all new players we are giving out free builders kits to get you up and running! This opening week ask any Admin to hook you up when you've found a spot to build in, remember it cannot be within 1000 yrds of any trader or blocking off loot. We also have such standard features as build vehicle on right click toolkit (bike, etc) We have cold enabled and a dynamic vehicle spawn system, tons of vehicles! Come get some! -
With all the new implementations, future zombie hordes, vehicles, etc, I've seen a lot of people saying automatic weapons are the way to go. Granted they help a crap ton if you are in the open and have a shit ton of zombies and or players chasing you, you just can't beat the preparedness and patience of a GOOD sniper. Basically, it boils down to player preference. If you know the map well, you know the mechanics well, and you are patient, sniping is the way to go. You will be silent, and when you shoot once, you move at least 200 yards, and no one will hear you until they are dead. If you are new, you don't know what gear to have, what attachments to have, then obviously automatics with the spray and pray mentality are the way to go. Even if you are an experienced DayZ Veteran, some of you don't like to wait out for targets and take such long distance shots and that's okay, go for the automatic. I'm just really sick of people saying sniping is gonna be non-existent soon. It will be existent as long as I play DayZ because its based off play-style. If you have 1300+ hours on DayZ as I do, then sniping is a fun way to get endgame stuff and taking the time to set up the perfect situation for long range killing. Granted if you don't really know what you are doing then you give snipers a bad name by taking 500 million shots from the same spot and missing because you didn't properly prepare. Snipers are hit or miss. You can be really bad at it, and you will be bad at sniping. If you don't find the right terrain, the right opening, the right timing, the right attachments, the right server, and the right gear, you will mess up and miss a lot more then often. But, if you do everything right, sniping, even with the Mosin fucking naggant, can be a deadly asset to any team or lone wolf. Automatics are cool and all, and if I go into any city I would prefer one over a shotgun, or a sniper any day, but they will not take over the game. Many people will use them, many people will get kills with them, but I will stay up on the hill 1000 meters away and take out people one at a time rather then get fucked up close range. I don't dislike automatics, they are useful in many situations and fit the majority of players play-style, they just aren't for me, and many other people and I will continue to use them no matter how overpowered automatics get.
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IV Holder/Pole - A way to use IV / Blood bag without help
☣BioHaze☣ replied to lordlemos's topic in Suggestions
I'm surprised that I haven't seen this suggested before. Good one! They should be too big to carry in a backpack but can be held in hands and eventually when vehicles have storage, placed in those for transport taking up many slots. People would mostly be looking to use them inside the hospitals where they spawn which would create an interaction hotspot out of the hospital similar to how crafting tables will draw people. -
WR OverPoch Custom Napf //StarterKit// Custom Scripts // LvLSystem/P4L/virtual Garage/Coins/TacticalSeats/EarPlugs/Share Vehicles&Safes/...
EdgeOfSanity replied to EdgeOfSanity's topic in Mod Servers & Private Hives
30th March is Patch-Day Infos for our upcoming update this weekend: Tactical Seats - Use tactical seats in vehicles to shoot enemies [added]Safe Fingerscan - Safes can now be opened without entering a combination by the owner and those who are added to the safe [added]Share Vehicles - Share vehicles with your friends added to your Plot [added]Ear-Plugs - Use ear-plugs (key: o) to lower ingame sound to 25% [added]Hot-Keys - Use Hotkeys to switch between your Weapons and Backpack [added]More Primary Weapons - Use 2 primory weapons and 1 secondary weapon [added]Change Classes - Use your emerald to change classes [added]Remote Key for Vehicles - Open/Close your vehicles with a remote key [added]Color corrections - Use Hemp to change color values (rightclick on kilo of hemp) [added]Mission Fixes - Spawn of new missions should now always work [fixed]Hotwire - Hotwire works again [fixed]Humanity System Tweaks - Humanity depends on kills not on damage** [fixed]Anti-DupingTweaks - Some tweaks and improvements to prevent duping [improved]GroupManagement Tweaks - Network/Code tweaks & possibility to add players in vehicles [improved] ** Regular kills Regular -500 Regular kils Hero -750 Regular kills Bandit +500 Hero kills Regular -500 Hero kills Hero -750 Hero kills Bandit +750 Bandit kills Regular -500 Bandit kills Hero -750 Bandit kills Banditl +500 -
I'm aware some of the issues I've raised are infact growing pains of a developing game that we wouldn't normally get to see. What I'm referring to is how the devs have tailored the game to be easier to people who can't be bother to explore & how difficult they're trying to make KOS. The running speed thing is silly. I read somewhere that the running speed in the current DayZ SA is 42kph. In the mod it was unrealistic at 21kph, but I mean it is after all a game, and it has to be fun. But doubling the speed has had a detrimental affect on KOS, especially when you factor in desync & unbelievably quick strafing animations. Why raise it just so people can get to places faster? The sway is also at a point now where it genuinely puts me off playing the game. Run more than 20m, and thats it....I can't shoot anything for 45 seconds...even If I lie down nothing changes. I know they changed this from early on, but at what point did someone think that this is ok? This is fine to leave in for another year...Why not continue tweaking it, until its at a middle ground? Until its manageable at least....OR maybe fix hold breath, because that still doesn't work. Again!!! I want to stress I'm not hating here. I know this is what an alpha brings, but if you're going to patch running up hills out quickly, and patch out F11 bug using, and program vehicles, why not tweak aiming or patch hold breath? Shooting is quite important wouldn't you agree? The people not being where I want them to be is me being selfish I guess. The loot will be fixed, and I know they're actually working on dynamic centralised loot, which sounds amazing! But it seemed strange to overload the prison on the 1st iteration. Why not make it spawn 1 AK, 1 Mag or 1 MP5? Why crazy amounts? Its obvious that the loot routes and map travel would be compromised when 4 AK's, 10 Mags, 3 MP5's 2 Shotguns and so on spawn there. I just don't get it. Its more than the rest of the map combined.... I agree, I think randomised spawns are the way forward. I think loot should be spread equally all over the map. I don't think there should be a specific area you go to to get geared, or choppers can ONLY crash in the west...I mean if anything its short sighted. I think military loot should be scattered all over the map, in small amounts & spawns should be completely random. Military bases should be equally distributed, from west to east giving players a reason to travel around the whole of the map. Not just spawn in and run to Elektro like the SA now, and in the same sentiment, not just spawn in and run north like in the Mod. I think you should spawn in and not know where you want to go, until you know where you are...then make plans. <3
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I'm not sure how the presence of certain everyday items can give you a picture of what the DEV's vision is. Diseases are coming. Food spawns will be dramatically decreased once cooking and animals are in order. Zombies will soon be much greater in number with much better AI. New long term crafting and survival mechanics are being added. Vehicles will soon require repairs. These are the things that show you what the DEV's vision is, not random low-loot objects in the game. And where can I find these toy guys?