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Showing results for 'Vehicles'.
Found 41868 results
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DayZ Server Performance Problem (Datenbank)
Doppelgaengerin posted a topic in Server Owners and Admins
Hello, i host a DayZ Epoch Server with 45 slots.He runs on a virtual server with 8 cores, ssd harddrive and 16 gb ram.There are different scripts installed on the server, when i deactivate them the performance don't change at all.The main problem is the huge database:After resetting the database all works fluently, the traders work fast.The database is 7 mb big (9000 building parts und 500 vehicles).I searched on different forum but didn't find a working solution for this problem. I need a solution for a better interaction between database and the arma engine.I'm looking forward getting a good answer here.Thank you. Guten Tag, ich habe einen DayZ Epoch Server mit 45 slots.Dieser läuft auf einem Virtuellen Server mit 8 Kernen, SSD Festplatte und 16 GB RAM.Es befinden sich einige Scripts auf dem Server, deren Ausschalten nichts an der schlechten Performance ändert.Das Hauptproblem ist die große Datenbank:Nach einem Zurücksetzen dieser Datenbank lief alles flüssig, sowohl bei der Ladezeit der Trader als auch FPS-mäßig.Die Datenbank ist circa 7 MB groß (ca. 9000 Building Parts und ca. 500 vehicles).Ich habe bereits zahlreiche Foren durchsucht aber keine vernünftige Lösung für die bessere Interaktion zwischen Datenbank und Arma Engine gefunden.Ich hoffe mir kann hier weitergeholfen worden.Vielen Dank im Voraus. -
And? The game rewards cooperative team play and organization. Besides, as someone playing as a lone-wolf, the need for a base, or at least a large one with separate caches, is virtually nil, unless you're a hoarder the likes of Smaug, or Glaurung. Everything a solo player needs can be kept on the player or in a single camping tent, which can be strategically placed under a tree to conceal it as much as possible from both the air and the ground. If you want to expand beyond that and create your own personal fiefdom, then feel free, but there's extra risk associated with the extra benefit, just like grouping up. Being in a group isn't without it's dangers either. You're easier to spot and tail when you go back to base. Larger groups need more food and water, and more/larger vehicles to transport their members. The risk of friendly fire increases exponentially the more people you have in a group, especially if you don't have a viable way to distinguish each other (UN helmets, only black helmets, blue boonies, etc.) A solo player can get by with a single tent and a bike, hidden a few dozen meters away against a shed, or against a tree or some such. Edit: Plus, as a lone-wolf style player (a playstyle I enjoy quite a lot), you have the freedom to move from one location to the next easily and quickly, and it almost is a disservice to try to establish a set location and tie yourself too it too strongly. You don't have teammates with whom you're going to be meeting up often, and there's no/limited need for a rally point of sorts. Really the only reason one would want to have a tent/base (that I can see) as a lonewolf is to facilitate re-gearing in the event of death, and in that case, like I said, a single camping tent (provided it has enough inventory space) should suffice.
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Build decoy bases, spread your gear/loot across multiple bases at different locations, put tents directly under trees. We did all that stuff back in the mod and we didn't have problems with our tent city being found. If one of your bases is compromised, you don't lose everything. We had a central base with a little bit of everything that served as a rally point, but our Arms Cache was somewhere else, as were our food and medical supplies. Likewise with our vehicles. Right now most of the concerns I hear about helicopters are coming from people who either didn't think hard enough about how to avoid base detection in the mod, or from people who played with people who didn't think hard enough about how to avoid base detection in the mod, or people who refused to take an active role in the power struggle on their server in the mod. Helicopters are not unbeatable God machines.
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Come join us on our new epoch server. loot and build a base with us Join us on TS3 also at 107.181.234.250 Features Active Admin Snap Build Trader Safe Zones Indestructible Bases Evacuation Chopper w\ Radio Call BTC Lifting Self Blood Bag Regenerate Blood Remove Clothes Campfire Dance AI Mission System Custom Events Halo Jump Spawn Active Restarts and More to come.... CUSTOM TRADERS Dolina Trader City & Wholesaler Kozlovka Trader City & Wholesaler Novy Sobor Trader City Gvozdno Trader City TRADER SAFE ZONES Backpack Theft Protection Sniper Protection Disabled Weapons BASE MAINTENANCE Maintenance Requiyellow at 21 Days Empty Storage Deleted at 14 Days Abandoned Vehicles Unlocked at 7 Days All Untouched Objects Deleted at 24 Days Default Epoch Maintenance Cost VEHICLE SERVICE POINTS Refuel - Free Repair Ground Vehicles - 2 Gold Bars Repair Air Vehicles - 5 Gold Bars Rearm Ground Vehicles - 4 10oz Gold Bars Repair Air Vehicles - 6 10oz Gold Bars EVACUATION CHOPPER Price - 3 Gold Briefcases Use Scroll Wheel to set Evacuation Chppoer Pad Right Click Radio to Call SELF BLOOD BAG 10% Chance of Infection Right Click Blood Bag to use BLOOD REGENERATION Running - Increment of 1 Walking - Increment of 2 Sneaking - Increment of 3 Crawling - Increment of 4 Standing\Sitting - Increment of 5 Vehicle - Increment of 10 See you Soon.
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Satchel Charges, Grenades (improvised or not), and other destructive methods will destroy helicopters when they're on the ground. If your clan doesn't have one, figure out where the other group has theirs and blow it up. I must have destroyed 2-3 helos, and dozens of vehicles during my tenure in the Mod by shooting their main rotor assembly, shooting out tires, repeatedly ramming vehicles into one another, driving over tents, blah blah blah, all while they were on the ground. On one occasion, I found the camp of my clan's main rivals on our server, loaded up as much as I could into their Ural, drove it back to our base, took a bike back to theirs, then rammed their helo with their Gaz and drove over all their tents repeatedly to destroy whatever was left that I couldn't take. Then for good measure I lit a fire, threw a timed satchel charge in their helo, and booked it out of there. You guys act like once someone has a helo there is absolutely nothing that can be done about it, and you might as well lay down and die. Be proactive and blow the motherfucker up. It's not terribly difficult to figure out where someone has a helo after a while (need to have a bit of open space to land/take off safely, constant helo activity in 1 quadrant of the map due to take offs and landings, etc.), and then it's just a matter of finding it and wrecking the thing when the people who own it aren't around. Now admin hoarding and other sort of shit like that is a different matter, and that ruins servers regardless of what gear/equipment they have.
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I like the aspects of survival and charcter customization and in my opinion it would be great if those could be combined to allow for more choices. Some might be "just for show" while others might have some special use or general utility. Instead of only having "joke", "low tier" and "high tier" items there should be a variety of options that can prove useful under certain circumstances while also having some drawbacks attached to them. On the other side there should also be room for purely cosmetic aspects. I decided to make multiple topics instead of a single long one but will use former thoughts in later ones (thats why the topic name has a number in it). This part centers around dynamic (ingame) changes to character appearance that mainly result from gameplay choices and should help making every survivor unique in some way. This topic is not about clothes but other options to customize your character during gameplay. Part I - Stamina & Weight Part II - Temperature & Wetness Part III - Character Creation Part IV - The Dynamic Character 2 CHARACTER: 2.4 Weight and Training Instead of keeping the same shape all the time you should be able to change your body ingame for the better or the worse. You progress towards "Fat" when you consume food that would put you above your maximum energy capacity and you progress towards "Thin" when you are hungry. Progressing towards "Trained" is much harder: You need to consume stamina while being healthy and either tiring or exhausted due to physical activity (you need to run for quite a while before progressing even starts). For the sake of simplicity I suggest a semi-onedimensional approach: You can only ever be "Fat", "Thin" or "Trained" and transition is only possible via "Normal" state. So you can either progress further towards your current state or the normal one (if you do something that would make you progress towards a different one). So a thin person that starts to train will first gain weight until he/she reaches the normal state and then start to build up those muscles. Besides affecting your characters appearance and weight (and thus stamina costs - a trained survivor would have about the same weight as a normal survivor) there could be some other effects: Normal: - no positive or negative effects Thin: - faster temperature loss - lower maximum energy - lower stomach capacity Fat: - faster temperature gain - lower movement speed - higher maximum energy - higher stomach capacity Trained: - higher stamina - higher moevement speed The more you progress towards a certain state the bigger the effect and the more your survivor will look like it. The exact appearance should depend on your body type: Athletic males would look especially skinny when "Thin" but when "Fat" most of the weight concentrates on the belly while arms and legs stay thinner. A trained one would - as the name suggests - look similar to a professional athlete. Muscular males would keep their broad shoulders even when very thin. Weight gain is more significant on the torso and arms so "Fat" one tend to look bulky while "Trained" ones would look more like bodybuilders. Rectangular males would still be relatively stocky when thin, gain weight all over the body when progressing towards "Fat" and a "Trained" one would be well muscled without looking like he was on steroids. Hourglass females would have the typical supermodel figure when "Thin", keep a defined waist even when "Fat" while gaining weight elsewhere and hardbodies when very "Trained". Pear femnales would keep wide hips even when "Thin", a relatively slim upper body when "Fat" and a very feminine shape even when "Trained" but with well defined muscles. Androgynous females would be boyish when "Thin", quite bulky when "Fat" and pretty masculine (in body shape) when "Trained" (comparable to the athletic and rectangular males). 2.5 Hair and Beards also here You hair and beard (if male) start out relatvely short (for both genders) and grow slowly over time. This means that growing long hair would take multiple ingame days and Rapunzel hair would be a strong indicator for a character that survived a long time. Still growth should be faster than it would be in real life just to make it possible to grow long hair. Hair (but no beards) could also have an effect on body temperature with long hair offering better protection against cold but also taking longer to become dry if it got wet. Hair can be cut and altered with different tools, where the specific options depend on the tool itself (you can't get a very orderly hairstyle when all you got is a Machete) the length of your hair, our hairtype (curly hair will always be curly) and the cut (if you use scissors it will look very different than if you use a sickle). Cutting tools: - Razor (best for shaving, relatively clean cutting) - Scissors (best for cutting, clean cut) - Knifes (okay for both cutting and shaving but might not cause the best results) - Machete/Sickle etc. (only for very crude cutting) The basic length and cut might be altered using other tools. A comb or hairbrush might result in much less savange looking hair. Use a band to create a ponytail and hairspray to make it stand (headwear will probably ruin this). Dreadlocks and braids should be possible as well. I am not quite sure if loose and long hair should have some drawbacks like impairing your vision (smaller FoV or blocked vision during rapid movement) - it pretty much depends on how much it forces players to tend their hair (which should not be one of the more frequent or important things to do in my opinion) and the technical possibilities of course. Finally you should be able to do these things (and maybe even more) to other people (buddies, strangers and prisoners). Maybe even cut off someones long hair as some kind of trophy. 2.6 Body paint & Piercings Pretty simple: paint your skin with different colors and shapes which of cuase requires you to find suitable equipment (like those colors) before. This includes makeup, bright colors and also camouflage and mud. The equipment should be able to be used more liberally - for example lipstick might be used to give you red lips but also to paint your face with red stripes or even color your whole face in red (which might require multiple lipsticks to be used). You should be able to color most body parts (everywhere) with a wider array of possible patterns or symbols although more elaborate paints might require another survivor to apply them to your skin. Getting rid of the paint should depend on the equipment in question. Simple colors and mud might only need you to jump into a body of water to wash them off you while others might require the use of alcohol. However, no bodypaint should be permanent and the colors might fade or blur over time (maybe faster on wet survivors and slower on dry ones). Piercings could work similar to clothes but applying them would be more elaborate (finding suitable equipment, desinfecting the equipment and choosing the place on you body) and might require another survivor to do the job. With the right equipment you should be able to take them off pretty easily and maybe even reapply them. 2.7 Tattoos & Scars Lets talk about permanent marks. Tattoos are basically the big brother of body paint and should always require another survivor to apply them. Just like in real life they could work as identification marks especially because once you commited to them you won't we able to change them (until your survivor dies). In general almost everything possible with body paint should also be possible with tattoos and the bigger the tatoo the longer it takes until its finished. Tattooing by itself should require special equipment and take quite some time (and maybe even carry some risk of infection if not using sterile/high quality equipment) so not every survivor is able to affort it. Scars should come in two flavors: combat scars and decoration scars. As the name suggests the first kind is aquired by being wounded in combat while the second kind works similar to tattoos but with some differences: decoration scars don't come in different colors (unless combined with tatoos if possible) and can't be as detailed. On the other side you don't need that much dedicated equipment. Still it should take quite some time and the process might be painful and cost some health as well as risking infection as well. Combat scars are aquired by getting wounded. Bleeding wounds (or worse) would have some probability of leaving a scar. This probability should depend on the quality of the medical equiment used for treatment and further reduced by letting another survivor treat your wounds. Depending on those factors you will keep a big scar (pretty ugly but might look badass), a small scar (visible but not disfiguring) or no scar at all if you are lucky. So treating your wounds yourself with bad equipment has a high chance of causing a big scar, a smaller chance of causing a small scar and a very small chance of causing no scar while getting treated by another survivor using good equipment might have a good chance of causing no scar at all and a small chance of causing a small scar. There might be even more specialized items that reduce the probability of leaving a scar even further at some cost (more inventory space needed, heavier, much rarer). This way scars could also help to give away people who like to fight often and mainly carry equipmemnt that helps with fighting as the tend to have more and bigger scars than pacifist medics. And battle hardened loners would also look like battle hardened loners with quite some scars all over their body. 2.8 Skills also here Now DayZ is obviously no role playing game where you collect experience points, level up and buy shiny new abilities with your skillpoints. But on the other side its not very realistic for a random survivor to have the skills of paramedics, soldiers, hunters, tailors etc. combined. Now I believe knowledge should stay on the players side - you should not be required to read a book ingame to perform specific actions. But training and experience should play a role: A freshly spawned survivor might know how to do something but lacks the experience to do it perfectly. So similar to shaping your body you might be able to passively shape your skills by just doing things. If you perform one action over and over again you will become faster or the effect might be increased. Maybe some actions (like clothes modification or crafting more complex items) might even require a particular skill to be advanced enough before you can do so. Still most actions should be available to everyone although in a less effective shape (an untrained medic might take much longer to treat woulds than a more experienced one making the patient lose more blood in the process). Skills would affect multiple actions (e.g. a medicine skill would affect treating woulds, giving and taking blood etc.) and should slowly degrade when not used for a longer period of time - faster you skill level is higher as it takes a lot of work to maintain extraordinary skills. So your actual skillset would depend solely on your playstyle instead of some starting preset or skillpoint distribution. If you concentrate on a few of your abilities you will end up as a specialist while doing everything on your own would make you into a generalist. Possible Skills: - Medicine (bandaging, taking or giving blood) - Firearms (reloading, cleaning, switching stances, drawing guns) - Brawling (drawing melee weapons, damaging melee weapons, melee attack speed) - Crafting (tool usage, repairing or creating equipment) - Mechanics (with vehicles/machines implemented) - Survival (skinning animals, cooking, making fire, gathering wood) ... (further suggestions are welcome)
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DAYZ EUROPA - The world's finest vanilla DayZ Mod server
vinyljunkie replied to vinyljunkie's topic in Mod Servers & Private Hives
Hey and thanks for the promo! The server is running vanilla so I have around 40-45 vehicles including bikes. Teamspeak is ts.dayzeuropa.com -
Woo! More weapons for barenzino cherno and elektro kids to KoS me with plus the fact building and no vehicles have been added and we have plenty of guns so far imo yet besides the fact we're almost done with the year and it should be going into beta at the end of it also the fact that Alpha has nothing to do with the game so far even BF4 has gotten more fixed with their game then this one......
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We will have vehicles, and the concept will be repeated from the mod (i.e. being able to communicate to folks on TS across the map, for rides and pinpoint accurate exfiltrations). Nope, I don't want to claim the "realism" argument. I want to make the argument that it is detrimental to gameplay, in having the unfettered ability to contact one's teammates across the entire map via an unregulated third-party program that has nothing to do with the items/abilities you have in-game. Likewise, any method of easy meta-communication inherently undercuts the efficacy of in-game inclusions, like walkie talkies... radio stations... and the like. I don't like the idea of a third-party program DICTATING the usefulness of what is, and can be, included in the game. In other words, why even include walkie-talkies if people are just going to use TS? Why care about your life if you can just insta-negotiate a ride up to your clan's stash and re-gear? How would you feel, if you had blown away three clan members, then had the other six that were already inbound get informed of your exact location/heading, and track you down to murder you?
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Hey everyone! So, I know this is going to piss off all of the server hoppers (trust me it's how my group gets loot too...) but it makes more sense to have characters LOCKED to servers once loot respawn is in effect. First of all, it'll stop server hopping. 2nd, less ammunition, meds, guns, etc etc will be floating around. 3rd, once base-building and vehicles are implemented, it will give players a reason to stick to a server. And last but not least, it'll become necessary to identify the bandits and heroes on the server in order to maintain player relations. The reasoning here is that the servers' communities will have to rely on knowing who's who so as to avoid unnecessary conflicts. It makes a ton of sense to me, what do you guys think? (Proper critique only please... I don't need any "you're fucking stupid that's so dumb" type of responses. Keep that kind of nonsense to yourselves) ~Baklavah
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
codestargod replied to alexeistukov's topic in Suggestions
Now here's a beautiful piece of craftsmanship for you civilians out there! The UTS 15 Shotgun hell yea!! Designed in Turkey, this could be an auxiliary weapon of choice for all you hunter-gathers-explorers out there. Perfect for Cherneruse, it could be placed in the game as one of the more rarer finds. Would be ideal for the police force, as this was its intended target user. Players could theoretically find these in abandoned police stations, abandoned vehicles, etc. It actually chambers multiple shot. e.g. birdshot, buckshot and slug. You could switch between different modes during firing! See this bad girl in action! https://www.youtube.com/watch?v=A_o3YsUVAyQ -
Ofc, but we're relating to dayz not Arma II. If it was so, then the GM is just a tower, and the deerstands are just deerstands for hunting ( which is still possible since they're placed better for shooting deers than defending. Also, as i remember there werent any hanged people from trees in the game, but only in the early mod, neither were there crashed/destroyed vehicles on the road at GM. Can't remember if the blockade actually was in the game.
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A lot of the vehicles listed were good choices but leave out the concepts and the high dollar vehicles. Unless Rocket decides to add in a estate area were some of those luxury vehicles would be found i highly doubt they should be incorporated at all. As for the more rustic trucks and older vehicles which im sure would be more common to the areas i love the idea and would love to drive, maybe with the exception of one or two middle class cars and suvs. Military of course i back but they should be rare and mostly damaged if Rocket is going to build in a repair system with the possible upgrades he was talking about. All in all i love the post and hope to see plenty of those added!
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
fuke (DayZ) replied to SmashT's topic in General Discussion
It's awesome that they are finally fixing the zombie noclip, but they should not have tweaked zombies at all before doing this - (Just like they shouldn't have nerfed the kung fu run speed before adding vehicles, and they shouldn't have added a server hop penalty timer before adding loot respawn, or at least fixing the broken button for Play [rejoin last server] ... etc.) - and i hope they don't touch zombies any more at all until their noclip issue is fixed. Everything else involving zombies is trivial compared to that single noclip issue. -
New Raptor Militia Epoch server. We also have a free to use, non-passworded teamspeak 3 server. Any groups wanting their own channel will get so by simply asking a mod in the channel. TS3: dallas.jestservers.com:7048 Below follows a list of the custom features unique to our servers. Current Modes: Take Clothing from dead players.SelfBloodbag Custom AI Missions and AI protected areas.Custom loot tables and increased lootspawns.Refueling from fuelstations. Scroll while parked up to a pump. Build snapping tool to get those buildables looking perfect. Toggable.Combatlog system wich will alert all players about who did it and punish the player.Elevator mod. Metal floors can be upgraded to work as a lift for personell and vehicles.Safezones with godmode, disabled weapons, backpack protection, vehicle protection and automatic unlocking of vehicles left there over restarts. 15min timer.Restarts every 4 hours. Currently Acquiring mods: Dance at campfires.Tow & Lift vehicles. Heli's with the ability to lift are limited to bigger helis.Suicide option if you have a handgun equipped.Anti bruteforce on combinationlocks. Fullmoon Nights.Custom loadingscreens, for the looks.Custom map additions.Custom Gem Trader for higher end stuff.Spawn select menu from DayZ 1.8.Many new weapons added to traders.Many new vehicles added to traders.Custom player death script displaying some of your lifes stats.Join our servers by adding us to your favorites or simply filter for dayznorway in the browserlist. We also have a serverlist on our own website and regulary update changelogs unique to our servers. The First 10 Players to join our Server and Stay Active will recieve a Support Supply Package Worth $30. Items include: 4 Block Garage Doorway's15 Bucket's of Mortar25 Cinder Block Wall's50 Cinder Block's4 Combination Lock's15 Metal Floor's12 Metal Pole's2 Safe's2 Sledgehammer Handle's2 Sledgehammer Head's12 Tank Trap's2 Crowbar's2 ToolBox's
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what dayz needs and will probably never get
DirtyWings replied to BLAPPER's topic in General Discussion
Lol you still have a long way to wait... This is alpha.. not even beta yet.. This is why people should read the warning. Now I might not like everything they do in the updates or agree with them.. but I am always happy when there is an update. WHY? Because the game is moving forward.. and yes they are taking it 1 step at a time. If they had to put in vehicles and they would glitch thru the ground and kill you im sure you would write an even bigger novel on this issue.. I understand you are frustrated. Ranting like you just did will not solve anything. Maybe next time try to suggest it instead of ordering it. -
Remove 'Change Server' Button. Make a function for 'Play' button
Evil Minion replied to mazymodz's topic in Suggestions
Actually not a bad idea but I would like to be able to: A. Join after selected friends Because not everyone starts at the same time so in reality if you want to play DayZ your friend "Ben Bandit" already roams Berezino on a populated server while "Larry Looter" runs around on a low populaton server searching for a pristine Mosin compensator. Your friend "Fred Friendly" is not ready to play yet and would like to join you in 30 min - or later. Here it would be a good thing to just join after a selected friend (ofc Larry Looter would find himself on a populated server with the OP idea) instead of requiring everyone to wait for everyone else. B. Filter Servers Because I do not want to end up on servers that enforce a particular playstyle (PvP, Friendly, TS required etc.) or feature special rules (high loot, 3rd person only, 24/7 whatever etc.) or do not support any language I am speaking. Ping is one thing but he are many other factors. So the idea might work if a "preferences" menu was available and you still got the option to just join after a friend (also getting to know his servers rules). I also believe servers with different loot settings should not be allowed to share a hive. If there were no public hives at all everyone would have to play like a real survivor and stick to the server (something that is pretty important once persistent storage, base builing and vehicles are implemented). The basic idea is that you get one survivor per server. If thats too much memory space groups of servers could be joined together in a semi-public hive that only allows X survivors per player before one of them gets overwritten. In case of X=1 this would be joining another servers will ask you if you want to restart and delete your old survivor whenever you are about to switch to another server from the same group. This keeps memory space manageable and prevents server hopping as well. Having X>1 might be more reasonable as it prevents being stuck with an empty (or full) server or deleting your survivor. -
Added overwatch vehicles to the dynamic vehicle spawns
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We need more community involvment! Official "Private" Servers?
Khanarac replied to Wayze's topic in General Discussion
One Char per server could be a mess too. If the server is down, you have to start over unwillingly and without your own fault. Currently some servers seem to crumble from excessive duping, being unresponsive for hours. I also fear that the power of admins to tweak server specific stuff (like loot, vehicles or zombies) will make most servers unenjoyable and seperate the community. A few months ago, the members of this forum feared that the Standalone might die out to mods, just like DayZMod did to submods. And everyone who has played some battlefield games knows that its all good and well at gamerelease, where the admins cannot tweak servers, but then that communitypack gets released, and suddenly you have a thousands of Tickets, unenterable zones to prevent baserapes and all kinds of other stuff that was not intended by the devs. It took ages to find a decent server for a group of 5. I can already smell private hives disallowing pvp. But I also look forward to the benefits of private hives. Whitelisting and not as overloaded central hives that manage all loot, admins capable of banning cheaters and more. -
Now that I like looks like volumetric fog. I can get behind volumetric fog that is affected by the player, explosives, vehicles and movement. might as well post the video
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Well, in fairness, folks who don't want helicopters (at least on this thread and my own on the subject) aren't citing their lethality in their being "overpowered." I rarely got killed by them, and when I did, it was usually my own damn fault. They mainly cite the visibility gained in flying a helicopter, therefore making it unduly easy (in their opinion) to spot tents, structures, and players. I've listed many a reason why this isn't perpetually the case, as in the mod the visibility was dictated by a number of shortcomings and factors (i.e. a lack of camouflage for vehicles/tents, a highly flexible third-person view whilst flying, and ultra-flexible graphics settings which have detrimental effects on the ground and the air, amongst others). Likewise, they also cite the ability to move from A to B rapidly in a helicopter as being inherently, and irrevocably unacceptable. And the ability to deploy troops rapidly (mostly via parachuting, which could also be remedied by not giving every player the innate ability to parachute, and instead make a parachute a looted/crafted item). All of these "pros" can be balanced, like you say, via rarity and difficulty of use. Never mind the other issues that I listed above, by remedying those (mostly to do with making objects on the ground harder to spot from the air) I think helicopters could be a great addition to SA. I have no issue with someone, or a group, being able to fly around the map if they've put enough time/effort/risk into getting their chopper up and running... and are accepting of the risks of operation anyhow (i.e. other players, fuel requirements, etc.) The issue for me, is that in the mod, it was too easy to find, repair, and operate a helicopter... on top of the other issues listed.
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We need more community involvment! Official "Private" Servers?
Caboose187 (DayZ) replied to Wayze's topic in General Discussion
Alpha is the excuse and will stay the excuse. Again we are here to test the bloody game and not play on our own personal playground. Hell, I'll be surprised if they even have separate hives come beta. Mr. Hall has already stated that he supports server hopping just by his comment about having parts for vehicles strewn across multiple servers connected to a hive. That's just plain wrong and very stupid to do. Hell, the fact that they even allow server rentals in an Alpha state is mind boggling. -
The post I made on the clan recruitment section was hidden by a mod. I'm not sure why because a reason wasn't provided. Seems to be the way this website runs lately, feels like a police state in here sometimes. Anyway, here's my original post, posted here where maybe they won't remove it: ---------- Our "Epoch" server is looking for 2-5 member clans to help build our community. PVP or PVE, whatever your style we'll happily accept your clan on our server. All we ask is that you play fair and don't act like a douche, i.e bullying, bambi sniping, camp sniping etc. We want clans that use strategy, play with honour and always remember that this is just a game ;) We'll give you extra building materials once you've found your base area and myself or one of the other admins will gladly sort you out with a couple of vehicles to get you on your way too. After that, you're on your own. Server IP and Port: 81.19.208.15:2330 DayzCommander, search for "Unit487 Epoch" Disclaimer: Our admins and mods do have access to admin tools, we have two senior admins and currently 3 moderators (the mods have a limited set of tools). We want to make it perfectly clear from the start and whether you believe us or not is your choice, but we absolutely forbid the use of admin tools during any pvp or group challenges that involve admins taking part. Our moderators have been selected from players that have been on our servers (yes we've had 4 so far) for several months and that have shown us to be fair and honest players (you don't ask us to be mod, we come to you). If any moderator ever cheated, they'd lose their privileges straight away, possibly even get a ban depending on how far they went. Myself and the other senior admins are founders, we can only give you our word that we won't cheat, there's nothing more we can say on that note. I only say all this because it drains me listening to the number of sore losers who have challenged an admin/mod , only to get nailed legitimately. They seem to forget the dozens of times the admis and mods have been nailed ourselves in the process, but hey, a sore loser always looks for an easy excuse.