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Showing results for 'Vehicles'.
Found 41868 results
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UPDATE! I will be creating a poll in the near future. The ones that receive the most upvotes,will be added in the list. Here's a list of a few modern... Russian Vehicles. Moskvitch 412 Production: 1967—1982 (Source) Lada Nadezhda Production: 1998–2007 (Source) VAZ-1111 Production: 1988-1998 (Source) VAZ-2103 Production: 1972–1984 (Source) Lada Kalina Production: 2004–present (Source) Izh 2125 Production: 1973—1997 (Source) Izh_2126 Production 2004–present (Source) Lada 111 Production 1998–present (Source) - Lada 112 Production 1999–2008 (Source) UAZ Simbir Production 2000-2004. (Source) Ural-5323 Production 1990-present (Source) ZIL-114 Production 1970–1978 (Source) Suggested Models Mercedes W124 Production: 1985–1996 (Source) - Mithrawndo VW Pasat B4 Production: 1993-1997 (Source) - Mithrawndo VW Golf MK2 Production: 1983-1992 (Source) - Axezeroone Volvo 940 Production: 1990-1998 (Source) - Mithrawndo HMMWV H1 Production: 1992-2004 (Source) - Chaingunfighter What i'm asking from you,the community is to help me contribute to the improvement and growth of the list by making your personal vehicle models suggestions. Preferably i'm looking for models manufactured from early 90s to early 20s. It goes without saying that i will be giving credit for your contributions. Thank you in advance. :)
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What do you think will be the lifeblood of this game?
CJFlint replied to gankaskon's topic in General Discussion
Your right, polished zombies and hoards of them could vary well change the way we approach the game. I think vehicles were only seeing the beginning of. There is now a prison island, which is def a hint boats will be put in possibly. The have stated late in there will be aircraft. The vary reason people play could change sure. I think when it hits beta we will probably have a cleat more clear idea of what its going to be like. One thing I have noticed is many who play, play just after patches then stop til next experimental hits or patch. That's just an observation. But once it becomes more complete it will be interesting to see how every one adapts. I hope it allows for many different play styles. I pro game freedom. One thing I know for sure we have ARMA 2 & 3 hard military simulators. If I want hard military simulation I will play. There great for what they do, but DayZ is different right? DayZ I think should set it self apart as a apocalyptic survival simulation, were pvp is just one aspect were survival plays a huge role. -
What do you think will be the lifeblood of this game?
Old_Crow_Whiskey replied to gankaskon's topic in General Discussion
Once the disease/medical system is fully implemented the game will morph into something we have never seen before. It's hard to predict the knock on effects of that level of realism at this point. Of course there will be clan activity and banditry dominating certain servers but I think that largely the bread and butter of this game will be simple survival in small bands. As vehicles become more valuable and an actual asset for survival and time savings we are likely to see a lot of play focused around that particular mechanic. -
DayZ Overpoch - Today My Life BeginsICoinsIAIMissionsIBankIBasesIiM
NightCrawler_99 posted a topic in Mod Servers & Private Hives
Guten Tag Community Mein Name ist Steven und ich bin 20 Jahre Jung. Gerne möchte ich euch unseren noch sehr Jungen Server vorstellen. Nähere Infos zum Server, Addons, Mods und sonstigem, findet ihr im nachfolgenden Text. HIGHLIGHT: Gold Coin based Single Currency & Banking System! • Jeder Spieler verfügt über ein eigenes Bankkonto, in welchem die Coins gesichert werden. • Auf der Map findet ihr viele Banken, wo die Coins entweder bezogen, oder auf das Konto eingezahlt werden. • Solltet ihr einmal sterben, hat jeder Spieler die Möglichkeit eure Coins an sich zu nehmen. • Ebenfalls besteh die Möglichkeit die Coins auszutauschen/ überweisen. • Zombies die durch einen Headshot getötet werden, machen euch um einen Coin reicher • Die einzige Währung im Spiel sind COINS demzufolge sind auch alle Preise einheitlich in Coins angegeben! • Die "Alte Währung", inkl. Edelsteine, Iron, Silver, Gold Ore können bei den Tradern gegen Coins eingetauscht oder bezogen werden. Scripte und Infos: • Fliegende Festung. • NPC Heli. • Stand MG. • Random Loot-Boxen. • Armored Vehicles. • Npc's auch ausserhalb der Mauern. • NPC's mit Custom skin. • Donator Loadout. Weitere Infos und Scripte: • Snap Build Pro ( Basebuild Deluxe ) • Build Vectors ( Dreht alle eure Wände, Böden etc. in jede beliebige Richtung ) • Fast Trading • Safe TraderZone ( ohne Zombies ) • Walk amongst the dead. • ViewDistance Kann vom Spieler definiert werden. • Tow and Lift für ungelockte Fahrzeuge • Alle Overpoch und Epoch "Items/ Fahrzeuge/ Boote" bei den Tradern erhältlich. • WICKED AI Missions ( u.a. mit Hero Bandit Missionen, Minen und Raketenwerfer ) • Custom Loot ( Overpoch/ Epoch). • Take Clothes. • Special Clothing ( beinahe alle Arma Skins integriert ). • Deploy Bike, Moped und Mozie und noch mehr… • Custom Player HUD ( u.a. mit Coins Anzeige ). • Self BB. • und noch mehr Anregungen für weitere Scripte, Missionen oder sonstigem werden gerne entgegen genommen und umgesetzt. Allgemeine INFOS: Alle 4 Stunden Restart ( 12,16,20,24,4,8 ) PVP ist erwünscht! High FPS. Was wir sonst noch zu bieten haben: • Reife, aktive Admins • Eine noch wachsende Community, die sehr guten Umgang hat und hilfsbereit ist. • Unsere Website ( welche auf dem aktuellsten Stand ist und Spieler z.B. über Serverupdates, Events etc. informiert ). • Ebenso bieten wir Spielern die Möglichkeit bei uns im TS ein Channel einzurichten. Unsere Server IP: 46.4.58.205 PORT: 2502 Unser Teamspeak: tsde2.vilayer.com:10001 Unsere Website: www.gmc-community.com Additional Launch Parameters ( Dayz Launcher): -mod=@DayzOverwatch;@DayZ_Epoch Für weitere Fragen stehen wir natürlich gerne zur Verfügung. Schreibt dazu einfach mich NightCrawler_99 oder Philipp via TS oder Website an. -
Greetings. I am a devoted fan of movies and games with apocalyptic zombie survival topics. (movies, games, books, forums, discussions, predictions, etc) I am 42 years old now, and that genre was, (and still is), my favorite one, ever since my early childhood, mostly due my deliberate conviction, that a similar type of apocalyptic fate awaits for mankind once in the future, it will happen one day, in one form or another. (btw Stephen King's "Cell" novel is the most realistic vision, actually a prediction closest to my personal beliefs) Now to the topic of this forum thread: Due the reasons mentioned above, i always insisted on realism of zombie survival movies and games, meaning "the more realistic, the better". In case of such a famous and successful zombie survival game as DayZ, I consider its approach to realism for most important. No doubt, the game already made significant accomplishments in that field, but there are still some very serious omissions, actually lacks of realistic impression and atmosphere, which I think its developers should primarily concentrate to fix or improve. Some of the most important features from those are: Improving the zombie AI at the 1st place, but even with crappy AIs, there should be MANY more zombies added to the game, in order to avoid it being too much PvP centric. The game's original idea should be about human survivors teaming up, in order to fight their common enemy, the spreading, threatening danger of global zombie infestation, right? Currently the game is too much PvP focused, instead of PvE, (players vs Zombies), which is actually supposed to be its primary aim. I do agree, that PvP should still play an important role in the game, but I do suggest that its intensity should be decreased, or at least moderated in some way. (for example by many more zeds added) As second, after improved zombie AI, there should be an actual use of house/building windows implemented. Can you even imagine a zombie apocalyptic movie, or even real future without any role of windows? Barricading them with planks is the most common scene and activity. Or breaking, smashing them to jump over them into, or out of houses in emergency cases, like escapes, locked doors, "shortcuts", sudden, unexpected "surprise" actions and events, etc. Also, both doors and windows should be allowed to be barricaded. There is no true zombie survival feeling without barricading doors/windows of a supposedly "safe" building with heavy objects, mostly furniture. That would normally require both smarter zombie AIs, which can actually break into houses/buildings through doors/windows by crashing/smashing them, and the ability to move, push/pull certain objects/furniture inside houses/buildings. That is a serious feature to add I guess, so that's why this improvement idea of mine is rated only as secondary. Furthermore, the large wilderness areas/sections of game maps should be made somewhat more 'alive", meaning there should be some zombies, eventually other life forms, dropped, left, forgotten items and equipment added to them. Normally they should occure much more sparsely than in urbanized areas and settlements, merely in order to utilize those vast, wilderness parts of the map more, other than their current, mere hiding, shortcut, and wandering through purpose. Don't get me wrong, I consider the allocation of settlements and wilderness on DayZ maps for totally realistic, so I totally approve their current ratio, but wandering through all that wilderness feels often boring, and even tiring, especially while knowing there is not even a slight chance of finding a single piece of item/equipment, or encounter a single (neutral or hostile) life form during all time we spend "outdoors". After all, even in reality, there should be at least some leftovers from wandering people, surplus items or equipment they dropped or left behind, couldn't carry, had to leave behind due rush or emergency cases, bags, sacks, backpacks, abandoned tents and camping sites, cottages, wildlife, (animals), wandering zombies, and even corpses of unfortunate wanderers to loot. Other, less "important", but still realistic improvements would be: Certain cars, trucks, buses, or other vehicles in good enough condition for driving (don't know if driving is already implemented or not, saw no youtube gameplay video including them so far) The ability and tools for wood and stone "harvesting" from trees and rocks, for crafting or barricading uses Only once lootable civilian/military (AI) corpses lying on the ground Search possibility of furniture and some objects or vehicles (implemented in many other similar games) Breaking, smashing, or even setting into fire furniture, objects and vehicles, normally with certain adequate equipment or weapons Repairing weapons and equipment with adequate tools Lockpicks for locked doors, or/and shooting/smashing their lock with firearms or close combat weapons Left behind pets in houses and buildings, mostly dogs and cats (could be killed or left alive by choice) Some sparse AI survivors running around (also could be killed and looted, or left alive by choice) Zombies concentrating in hordes (especially in or around settlements and urbanized areas) Closable doors of certain rooms inside houses and buildings (would be useful after increased zombie AI, either for hiding, relaxing, or inventory handling) Btw I don't know if weather conditions are implemented yet.....haven't seen any video of gameplay in rain, storm, or snow so far...... So much for now. Disclaimer: In order to avoid any future misunderstanding and misinterpreting, this is only MY PERSONAL opinion, my support or contribution to the game, which should by no way be considered as a "must", an obligate order of DayZ improvements to follow, I just felt for necessary to announce them in this forum, hoping they may provide useful feedback and support to game developers.
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Player render distance should absolutely be atleast 5km. This goes for vehicles also. Scouting and looking in advance should be a very powerful took in dayz.
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One can argue that "older" vehicles fit the setting of the game better. :) Most of these were common around the Soviet Era. With the help of a little research,i will post in this comment about every vehicle's production date. And who knows...maybe i will edit the information later in the post. :) VAZ-2101 Жигули “Копейка” Production: 1970–1988 (Source) VAZ -2106 "Шестерка" Production: 1976-2001 (Source) VAZ -2107 "Семерка" Production: 1982– present (Source) VAZ -2108/2109 ''Зубило'' Production: 1984–2003 (Source) ZAZ -965 Production 1960–1969 (Source) (Wiki) ZAZ -966 a newer Zaporozhec' Production: 1966-1972 (Source) Moskvitch Москвич-408/412/Москвич-Комби Production 1964—1976 as Moskvich (Source) Москвич-407 and Москвич-423 Production: 1956—1965 (Source) Moskvitch 2141 Production: 1998-2003 (Source) Gaz-21 Volga Production: 1956–1970 (Source) Gaz-24 Volga Production: 1970-1985 (Source) Gaz-3102 Volga Production: 1982–2009 (Source) Gaz M-20 ГАЗ-М-20 Production: 1949–1958 (Source) VAZ-2121 "Niva" Production: 1977–present (Source) Buses Laz-695 Production: 1957-1958 (Source) Laz-4202 Production: 1978-1993 (Source) PAZ-672 Produced: 1968-1989 (Source) (Wiki) PAZ-3205 Production: 1989-present (Source) KAvZ-685 Production: 1973–1993 (Source) ZIS-155 Production: 1949-1957 (Source) Ikarus-280 Production: 1971-1997 (Source) LiAZ-677 Production: 1967–1996 (Source) Сivillian trucks ZIL-130 Production: 1964-1994 1995-2010 (Source) GAZ-53 Production: 1961-1993 (Source) Kamaz-5511/5320/5325 Production: 1976-2000 (Source) MAZ-504 Production: 1965-1970 (Source) BELAZ Production: 1961-1971 (Source) Medical/Paramedical Emergency vehicles: RAF-977И Production: 1958-1976 (Source) GAZ-22 Production: 1962-1970 (Source) (Wiki) RAF-2914 Production: 1976—1997 (Source) UAZ-3962 Production: 1965-present (Source) Here are some other special purpose cars: Firetrucks: Zil-157 firetruck Production: 1958-1966,1966-1994 (Source) Zil-131 firetruck Production: 1995-2010 (Source) Zil-130 Production: 1964-1994 1995-2010 (Source) Ural-4320 Production: 1977-present (Source) МАЗ-543 Production: 1967-1983 (Source) Military trucks: GAZ-66 Production: 1985-1996 (Source) Zil-131 Production: 1967-1994 (Source) Ural-4320 Production: 1977-present (Source) KRaZ-255Б Production: 1967–1994 (Source) KAMAZ 4326,4310,6350 Production: 1976-2000 (Source) MAZ-543 Production: 1965-1976 (Source) MAZ-537 Production: 1959-1990 (Source) Soviet vans: UAZ-452 Produced in: 1965-1985(upgraded) (Source) (Wiki) РАФ-2203 Production: 1976–1997 (Source) ЕрАЗ-762 Production: 1967-1996 (Source) Soviet-style small SUV’s, jeeps and off-roaders: ЛуАЗ-969 ''Волинянка'' Production: 1979-1992 (Source) УАЗ-469 Production: 1971–present (Source) Gaz-69 Production: 1953-1972 (Source) Motorcycles: Ява Jawa Production: 1954-1992 (Source) Ural Урал М-67-36 Production 1976-1983 (Source) Tractors and Crop harvesters: Т-25 Production: 1945 - 1948 (Source) DT-75 Production: 1949-1963 (Source) T-4A Production: 1964-1970 (Source) К-700 Production: 1962 - 2000 (Source) T-130 Production: 1969-1988 (Source) (Wiki) ATC-59 and ATC-59Г Production: 1960-1989 (Source) SK-5 Niva Production: 1940–1960 (Source) SK-6 Kolos Production: 1974-1979 (Source) Czech cars Škoda 1203 Production: 1968-Present (Source) Škoda 105, 120, Garde/Rapid Production: 1976–1990 (Source) Tatra 148 and Tatra 138 Production 1972-1982 (Source) Tatra 815 Production: 1983 - present (Source) Škoda 706 LIAZ Production: 1946-1951 (Source) Praga V3S Production: 1953-1985 (Source) Газ-3302 2705, etc ''Gazel'' Production: 1994-2010 (Source) ГАЗ-3307 Production: 1989–current (Source) East-German, Polish and Romanian Trabant Production: 1957–1990 (East Germany) (Source) Wartburg 311 and Wartburg 353 Production: 1966 — 1988 (Source) Barkas B1000 Production: 1961-1989 (Source) Robur LO1800 Production: 1960-1967 (Source) Multicar 2577 Production: 1990-Present (Source) Dacia 1300 Production: 1969–1979 (1310 model)1979-2004 (Source) Maluch Polish Fiat P126 Production: 1972-1980 (Source) FSC Żuk and FSC Nysa Production: 1958 - 1998 (Source) Tarpan 239D Production: 1973 - 1994 (Source) FSO 125P Production 1967-1972 (Source) Edit: (WIP) too much data :D
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I don't think you should get your hopes up that this game will EVER be optimised. I know that all of you ALFER squeekers will be outraged by that statement, but let's look at some facts. http://forums.dayzgame.com/index.php?/topic/64335-dayz-standalone-confirmed/ Dayz Standalone game announced 08/08/2012. "There will be continued support for DayZMOD alongside DayZ game." - Bullshit. As soon as the standalone was announced, all mod support was dropped. What, 2 or 3 updates since then is not "continued support". http://www.eurogamer.net/articles/2012-09-27-dayz-standalone-release-this-year-says-dean-hall "IT HAS TO BE OUT BY THE END OF THE YEAR" announced by Dean Hall 27/09/12. - LOL The top priority is tackling hackers. That's "the" issue, he stressed. - LOL 15 MONTHS LATER THE ALPHA VERSION IS RELEASED And here we are, another 14 MONTHS since release. So they've had almost 2.5 YEARS to get this game in a playable condition, and yet here we are. And what exactly do we have? Well that's for all of you to decide, but my opinion is not much at all. On top of that, we have some MORON from battleye announcing, NO MORE HACKERS, which of course inspires DOUGGEM to write and release a hack THE VERY NEXT DAY. Also, if you read the article I linked, Hall specifically states that VEHICLES WILL BE AN ENDGAME ITEM. "Vehicles he said were a longer-term, "end-game" feature to implement." ALL I SEE IS LIES. I DON'T BELIEVE ANYTHING THAT ANYBODY FROM DAYZ SAYS ANYMORE. But hey, we've got new jumpers and raincoats!!!!!!
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It's a pretty big space. Lots of floors and cells and courtyards where someone might hide. But I did manage to come away with a fully loaded AK and pump action shotgun. So I have that going for me. Personally, I hope they make more little islands and add boats as vehicles
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I was about to ask where is this convoy :D TY. Altho in much smaller scale it really reminds me of those abandoned USSR vehicles you get to see in photos. Nice scene. Random shot for the sake of being ontopic;
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The rangefinder takes three men to operate. One to reload, one to fire, and one to drive. It can easily decimate whomever is unlucky enough to be caught in the sights. However to balance it, massive buckshot is the primary ammo. The roubdsare heavy and are incapable of doing any real damage to vehicles. Such massive canisters of plastic fodder are tough to lug around.
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Have you been up that way yet? This is a whole string of wrecked military vehicles outside Krasnoe. It's like a "light" version of a military base (kind of like Turovo, but better).
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Véhicules that are returned + Persistence.
Jesus Christ The Goblin replied to ProTECK's topic in General Discussion
After hiding 10 vehicles on a persistent server and finding not a single one was where I left it, Then trying to hide 3 vehicles on a different persistent server I came to the conclusion that either 1) They do respawn after some time limit 2) The servers lie and aren't persistent 3) Persistent vehicles don't work right on public servers -
Zombies Unite *NEW* Custom DayzEpoch Server
Markokil321 posted a topic in Mod Servers & Private Hives
Hello everybody, i would like to invite you guys to join our DayzEpoch Chernarus Server! Our server is both PVP AND PVE orientated! So you will find a mix of both Heroes and Bandits. We have quite a lot of features added to the server, without purposely "ruining" the DayZ Feel to the game. These include: NEW 10-11-2013 We Now Run on a new super powered Fully DEDICATED machine With 32Gb of RAM, 2 RAID 0 SSD's and a beast CPU, This will reduce the amount of lag and other server problems dramatically! Also added bike deploying (right click toolbox > Deploy Bike) and you now also have the option to consume bloodbags! (right click bloodbag > Consume it) This will give you back some blood, food and drink but has a very high infection chance! - My Custom made Anti-Hack (With Regular updates to keep the server protected!) - Debug Menu (can be toggled) - Trade Protection/Spawn Selection (Safe-zones & Anti Theft inside them + the ability to choose where you spawn) - SelfBB/Autofuel - Fire-dancing and a suicide option. (for when it all just becomes too much...) - Clothes removal (for the perverted people) - A.I MISSIONS (Wide variety of missions: From building supply drops, Medical crates to Heavily A.I Guarded weapons caches!) - These have been modified to improve client & server performance! - Extra Trader stockz ( + added more guns,items and vehicles to the traders) - Fixed Vehicle Salvage/Repair - Bike Deploying - Consuming Bloodbags. - Base Building +++ - Added Custom Buildings/towns (Not toooo many though) - Friendly active admins + All the other regular Epoch Jazzzz If Requested, MORE CAN BE ADDED! *We host regular weekend events and prize winings* Everyone is welcome to join as long as you follow our few simple rules: 1. No Cheating, Exploiting or Glitching of any kind! 2. No VOIP, Spam or Flaming on side. 3. Be respectful to other players AND admins. 4. No Combat logging = Zero tolerance 5. Only ENGLISH on side chat please ;) 6. OBEY SAFEZONE LAWS - NO Stealing, Killing, Trolling, Griefing or running people or their vehicles over within them! 7. Use your Common Sense while playing! Server info. TS3 : tseu1.vilayer.com:10017 (looking for someone to team up with or chat to? Join us on teamspeak ;) Website: www.ZombiesUnite.enjin.com Server Zombies Unite - DayZEpoch Chernarus | SSD | v1.0.2.5 | Custom Features/Added Vehicles & Towns | A.I MISSIONS | SelfBB/AutoFuel/BikeDeploy | Anti-Hack! | SafeZones+AntiTheft | Extra Trader Stock | Spawn Selection {Friendly Admins-Everyone Welcome!} -------> New IP: 62.210.188.240:2302 <--------- Thanks for reading ;) -
Surplus Wehrmacht uniforms/helmets
stielhandgranate replied to stielhandgranate's topic in Suggestions
Reenactors play both sides of a major conflict. This hobby is even popular in Russia and other parts of East Europe. These photos are from Ekaterinburg, Russia. http://englishrussia.com/2009/01/23/playing-world-war-2/ Makes me pretty envious seeing all those cool replica vehicles and vintage weapons. -
I came on here to make an audio suggestion, I guess it kinda fits into this topic so I'll lay it out here. "Echo's on the wind" or "Whispers on the wind" is the concept. Think, Namalsk map and the ambient children sounds but take the concept and apply events actually happening due to players on the map. If you lone wolf it a lot then you rarely come across anybody in the wilds of Chernarus. Hearing distorted ambient sounds based on actual other player interactions (direct chat/gunfire/vehicles/startled animals etc..) in a given extended radius around the player would help to guide players towards each other. It would create/increase possible player interactions/tracking players in the wilds. Even if this concept was applied to the status messages, like, "I can hear voices on the wind from the North" etc...or "I hear running animals close by on my left". Just an idea, I think having it as actual audio "Echos" or "Voices on the wind" would be most immersive but the status message updates would also be a good 2nd choice. Thanks for reading.
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You may have missed a large part of my point. The playstyle you described is very much in the spirit of the game, but I have never encountered anyone who plays that way. My current frustration is that I must play alone and stick to raiding the small villages and such to keep a charachter alive for more than a couple days, it gets boring fast. I would much rather have oportunities to team up with random people in the world and share vehicles and stashes, but the fear of KOS is so severe that even people with good intentions run at the first sign of life. Sitting on a hill or rooftop shooting everbody who crosses FOV adds no value to the game, and is basically just trolling. If those players never even interact with the players aside from killing off their character--not even to check the bodies, they may as well be in a PVE server that overlays actual player positions from other servers to give them their target practice; unless their enjoyment is based in cutting someone else's enjoyment short. Maybe go check out some of the promotional materials for the game and see if they focused on confederation and basebuilding, or avoiding pointless sniper fire. I still play the game and have fun at it, but the poor state of relations between the players reeeaaaalllllllyyy limits the options for fun. I'm trying really hard to stay busy and enjoy the game without turning to the dark side and opportunistically stealing other people's time for no good reason.
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bleakcabal.org We are a medium sized community looking to grow. Come check us out, you won't be dissapointed. Walking Zed Single Currency 3.0 - There are no banks or ATMs. - Any object that has weapon storage slots can hold coins. - Coins placed in a storage container will only be able to be accessed from that same container. Plot For Life Group Management - Right click radio - Map markers for group members - Nametags for group members within 2500m - - Right click radio (Purchasable at the gem trader) - Map markers for group members - Nametags for group members within 100m - Voice in group channel works for group members anywhere on the map. (Direct channel can still hear the speaker) Advanced Trading - Be aware, this mod is an alpha release. - Advanced selling is working but advanced buying has been disabled for security reasons. - This addon will allow you to sell directly from gear, backpack or vehicle from a trade window. DZMS - Missions - Cross hatched circles on the map. AI spawn at these missions. Crate Missions - Solid circles on the map. No AI spawn at these missions. Hot Spot Missions - Marked as question marks on the map. Some spots may contain AI. - Loot can be found at one of the marked locations. The other locations are either empty or traps! - Check carefully as they may spawn inside buildings. WickedAI Missions - Marked with a if bandit AI are present, and [H] if hero AI are present. - Mines will be placed at some mission sites to prevent vehicular homicide of the AI. - Careful, some missions have AI that should not be harmed. Extra humanity will be taken if you kill one. Trader Safe Zones No Weight Restriction Self Blood Bag - Right click blood bag Deployables - Right click toolbox Refuel and Repair at Gas Pumps Lift and Tow Day/Night Cycle - 3 hour restarts. Night time every 3rd restart. Snap Building Pro Vector Building Master Key - Requires a key makers kit, a tin bar and an existing vehicle key - With the above requirements met, an option will appear in the scroll menu to add the new vehicle to the existing key. - Hot wire kits will add an option to the scroll menu to claim world spawn vehicles and generate a key. Indestructible Bases Tear Gas Smoke Grenades - Smoke grenades blur vision as well as cause coughing and shaking. Custom Starting Loadouts Custom Spawn Points - If you die, all spawn points within 4 km radius will be unavailable. This includes any donor spawn points. No Plot Pole Needed Skalisty Island AI Fortress (aka AI Island) - Inside the castle walls lies a mansion that contains keys to 5 MTVRs with loot that can be found spread out around the island. - Not meant for solo play. 15 Day Maintenance Upkeep - Bases must be maintained or they will decay and disappear. - Base maintenance can be done via the plot pole and uses BC coins. Lots of Custom Map Additions
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Pretty much. Not only that but the draw distance seems to have been a bit nerfed from Arma 2 in dayz and arma 3. In Arma 2 I remember playing ace mod and being able to see out to 5km out with players being visible at 2500m + Vehicles visible at 3000m+ and bases visible out past 5km. Problem lies with the object and character render distance.
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Looking for an all in one dayz server? Look no further. Elite Nation is a new dayz OverPoch server with great staff and lots of awesome features! Server IP: 162.248.88.121:2302 Teamspeak IP: EliteNation.enjinvoice.com Website: http://elitenationdayz.enjin.com/home Owners/Admins: Mad/Ghost/Bob/ Easiest way to connect: Use DayZ Launcher and search for Elite Nation ** Server is located in Chicago ** Starting loadout: -Glock17 x3 magazines -tool box/radio/map/flashlight/compass -Bandages x3 -Painkillers -soda -food -wheel x2 -scrap metal Scripts/Features: -Fully militarized (all vehicles) -Custom buildables -Single coin currency -Self blood bag -Custom gui/debug monitor -Roaming ai -Advanced trading -Wicked ai mission system -Spawn selection -Deploy bike/mozzie -Snap build pro -Vector building -Indestructible bases -Suicide -Rearm/Refuel -One step build/trade -Strip cloths -Plot for life -fast roping -random air bombings -Custom trader cities (Jet/tank trader) -Gem/gold trader(trade for coins) -Custom antihack (infistar) -Day/night system -Intro credits -Weed farms -Group management -Paint vehicles -View distance changer (Rangefinders) -3 hour restarts -Rearm/repair/refuel at gas stations -Custom locations around the map -And many more!
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I feel like neither the Mod or SA are for me any more...
scaramoosh (DayZ) posted a topic in DayZ Mod General Discussion
It feels like the SA came out, killed the mod and now the SA is dead too because of the lack of development. I loved the mod from around April until Sept 2012, but then it started getting massively popular and it all went to koS and all these stupid mods came out which ruined the experience for me. It came to the point where the mod was dead, everyone was playing this other versions of the game which just sucked. So I quit the mod and decided to wait for the SA as it sounded like it was getting back to the roots, my friends did the same and we waited and waited.... The SA finally came out and it was like they stripped everything out and had this empty shell of a game. It has now been over a year and it still feels broken and empty, my friends have all moved on and don't care any more. I come back once every few months, but it never feels like there has been any progress. The loot system is still broken, I really don't get why we all spawn in the same locations if you cannot get the loot sorted? There are still no zombies, no vehicles, and all the promises of bases are stuff are another life time away. Like what do I play now? Both versions are shit and they feel dead too.. I mean I remember in the height of Dayz I was meeting so many people in the game. There were constant conflicts and meeting people was just so much fun, the game felt so full of life. Playing SA now the map feels empty, I hardly ever meet someone now and if I do it is KoS, like all the players full of personality have now moved on. I find the SA and the Mod so lifeless and depressing to play now.. it just feels like everyone has moved on. I think having so many enterable buildings in the SA not only makes finding loot not fun but it hides a lot of the players. I hate the apartment blocks, they are so big but there is never anything in them, it was so much better where all the loot was just on the stairs and in the top rooms. -
Dead Cell Gaming Servers DayZ A2 | Militarized | High Loot | Single Currency | Banks | Group Management | Earplugs | LOTS LOTS MORE!
Pegasus177 replied to syco-gc-'s topic in Mod Servers & Private Hives
New Load outs have been added to the donator list they are some 7.62 weapons but no snipers. Only the weapons listed are available but you may ask for something of equal caliber and class. To counter this players now spawn with a primary weapon.For the moment it is a KAR 98 but it is being experimented with and may be changed to the Lee Enfield soon. The non AI missions have been added and have created some stunning PVP battles already. The 3 hours restarts have been reduced to 2 hours for the time being to combat a issue with certain players not receiving there load outs when the player count is near full. This is just to test if it prevents the error from happening.and may be changed back soon. We currently have some polls running on the website. They are to do with making bases indestructible and certain new vehicles being added to the trader. Server is receiving a large mission file clean up too and should drastically improve performance even further. As always guys join the TS if you need help with anything ;) -
Facilitating Peaceful Player Interaction: Trade & Reputation
GodOfGrain posted a topic in Suggestions
Facilitating Peaceful Player Interaction To state the obvious: As of now, we have the “not much to do-situation", combined with a steady supply of tools to kill. No wonder, the situation is characterized by the often-complained abundance of PvP and little chances for peaceful player interaction. But going forward, the situation will not fundamentally change unless a basic issue is addressed: The risk vs. reward of peaceful interaction is dramatically flawed. Basically you are always better of playing with an organized group than taking the risk of approaching strangers; which is unrealistic and limits gameplay options. I don’t think that I have to elaborate this further. What we need is a structure which rewards interaction with people outside of an established group; while decreasing the risk of doing so. The concept I want to propose is based on two things: a ) Increasing the importance of trade b ) Add a reputation system to facilitate trade The basic idea is that if “trade is required” and “reputation is required for trade” – we will have more interaction and less KoS. The crucial part herein is of course the design of an adequate reputation system. I am aware of previous discussions in that regard (e.g. arbitrary bandit-hero system, based on “kill-counters”). But let’s dive into the trading dimension first. Part 1: Making trade necessary for achieving advanced gameplay objectives In my vision for DayZ, the gameplay of a survivor would be driven by the necessity to fulfill his or her basic needs. Obtaining food and other consumable supplies would be the main challenge and occupation. It should be that difficult, that someone new to the game should almost certainly die from hunger, thirst or lack of medication. Even a rather experienced player who successfully obtained all necessary survival items (clothing, storage, tools etc.) should frequently get into dangerous situations; the lack of consumables such as food, water, medical supplies or ammunition. It should be barely possible to survive by scavenging food alone. An experienced player would combine scavenging, hunting and basic forms of horticulture to secure his food supplies. A good combination of these activities should ensure a players survival, unless he is very unlucky. But this would still require him to spend most of his time dedicated to basic survival. Organized group play wouldn’t change this situation. The necessary amount of consumables increases proportionally; and if the group relies on scavenging only, it will be even more difficult to obtain enough food for everyone. But there would be one way for a steady food supply: Horticulture. Advanced horticulture should be a very effective way of producing food. But it should be designed in a way that it is not attractive for a large proportion of the player base. Horticulture should require the effort of a larger organized group. Time until harvesting would be about one week! It would be necessary to maintain the fields on a daily basis (watering) while obtaining necessary resources (fertilizer, equipment). (Necessary: Fields cannot be destroyed. Harvesting fruit only possible once food is 100% grown, so the team can organize protection of their crops/ harvesting process at that time.) It should require so much effort (and be a bit tedious) that this option is not appealing to many. The output would be great on the other hand. Five people doing horticulture could trade away about 80% and only consuming 20% themselves. Similar to the horticulture system, there should be additional fields in which you profit from a concerted group effort. For example: a ) Creating ammunition b ) Repairing weapons and tools c ) Creating medicine Besides creating value with the activities mentioned above, additional playstyles would evolve which fit into that system: · E.g. bandit clans hunting other players and selling their stuff. · Scavenging and hoarding rare items (e.g. rare parts for base building, crafting, vehicles) · People going to dangerous loot areas to find and trade rare weapons · Groups offering transportation services · Medics which go out and help people may ask for a fee for their services While it shouldn’t be strictly necessary to participate in trade, it would be highly beneficial. Otherwise, you may be limited to fight for your survival and not have time to e.g. collect resources for advanced base building. Such a system would introduce basic economic principles: · Scarcity of resources · Economics of Scale · Competitive advantage by specialization · Value-created is realized by trade · Self-regulating market system (over-/undersupply) · As a result, a currency would arise on its own. Maybe food, maybe bullets. Part 2: Reputation System To reward peaceful interaction we can combine the “necessity to trade” with a reputation system. That ain’t easy though. We had our experiences with the notorious hero-bandit system. Simply logging kills does not help representing what is really happening in the game. Here is what I came up with: Online database in which you can check information about other players. Perquisite: Single identity across database/ forum / game The database contains the following information for each player: a ) Player has the possibility to write something about himself b ) Written input by other players c ) Numerical input by other players (“trustworthy” or “dangerous”) d ) Maybe basic stats (e.g. active since, average life-time, max life-time, kills) Think of it in terms of the review system used in Ebay. You can only enter a “review” in the database after you have met the player in-game. a ) By talking to a player (standing next to him, scroll-down option) b ) Identify a dead body You would gain the option to add a comment in the player’s database. You would probably do that out-of-game in the browser; or alternatively there could be an option in the in game menu. You have all the freedom you want with that. Lying is fine. The idea is that once you have enough entries, people would have the possibility to elaborate whether you may be trustworthy or not. This system could of course be abused to a certain degree. Each bandit would have 5-10 positive reviews (from their teammates; but limited by “unique-ID”). But you cannot really forge an account with 500 positive reviews for a dedicated medic or a trustworthy trader. A player could spend time checking a player before agreeing to a trade; carefully reviewing the comments on a player. In addition, the game could provide the possibility to quickly check the reputation in-game by a non-intrusive form such as the heartbeat system when looking at another player at close or medium range. The data available ingame derives from a basic numeric rating (“trustworthy” or “dangerous” votes) besides the written comments. Is that system perfect? – No. Is it realistic? – No Is it more realistic than “to know nothing about other players”? – I believe so Is it good gameplay wise? – I believe so Combining the “necessity to trade” with a reputation system, we would live in a world in which killing is not always the optimal way of playing. You can do that, and it has no arbitrary punishment. But you will get a bad reputation, and you decrease your possibility to trade. In a world with really scarce resources, this may be a bad option. On the other hand, peaceful players will receive a tangible benefit for the risk they are taking in social interaction: You go out, hand out a can of beans to fresh spawn – and they may leave a positive comment for your account; simulating the word of mouth. Please also note that this system would allow skillful bandits to do their job: You can only rate players after “talking” to someone or by identifying a dead body. If you kill without getting identified, no one will know about it. Thanks for your attention. Looking forward to your feedback J -
Is it worth buying Dayz standalone yet? [With Developer responses]
sachad replied to Blade4777980's topic in General Discussion
That gameplay is being added gradually with each updates. I've been playing for some 7 months, and in that time they've added basic iterations of barricading, climate effects, horticulture, trapping and vehicles, on top of an ever growing list of craftable items and improvements across the board, and despite what these nay-sayers would have you think, buggy things are steadily being improved. It's been four or five updates since I've seen a zombie glitch through almost every door.It still happens, but if you're paying attention, you know where and how to avoid it. Same with the rampant killings. If people spent less time complaining about getting shot all the time, and more time on actively avoiding getting shot, there'd be a lot less corpses, and most of them would be idiots killing each other. If people claim the game is nigh unplayable because of the existing problems, then really, they're not trying very hard, and they'll die even quicker when the game is polished, and Chernarus is really trying its hardest to kill you at every turn. Survival is the skill to adapt and overcome hostile environments, whether they are hostile by design or because of certain flaws really doesn't matter. If I can survive despite bugs and trigger-happy people, everyone can. Consider it practice for the real deal. -
DayZ Vehicles (first implementation)
GreyHound1357 replied to eugenharton's topic in News & Announcements
Speaking of vehicles if you skin your DayZProfile Document you can find many controls giving away what will be added. You can see these controls in Notepad++ here are the ones that i happened to find. keyHeliUp[]={16};keyHeliDown[]={44};keyHeliLeft[]={1048576};keyHeliRight[]={1048577};keyAirBankLeft[]={30,203};keyAirBankRight[]={32,205};keyHeliRudderLeft[]={45,211};keyHeliRudderRight[]={46,207};keyHeliForward[]={17,200,1048579};keyHeliBack[]={31,208,1048578};keyHeliFastForward[]={18};keyAutoHover[]={299};keyAutoHoverCancel[]={43};keyHeliThrottlePos[]={};keyHeliThrottleNeg[]={};keyHeliCyclicForward[]={17,200,1048579};keyHeliCyclicBack[]={31,208,1048578};keyHeliCyclicLeft[]={30,203};keyHeliCyclicRight[]={32,205};keyHeliCollectiveRaise[]={16};keyHeliCollectiveLower[]={44};keyHeliCollectiveRaiseCont[]={};keyHeliCollectiveLowerCont[]={};keyHeliThrottleIncrease1[]={-1660944174};keyHeliThrottleDecrease1[]={-1660944173};keyHeliThrottleIncrease2[]={-1660944185};keyHeliThrottleDecrease2[]={-1660944177};keyHeliThrottleIncrease3[]={-1660944183};keyHeliThrottleDecrease3[]={-1660944175};keyHeliStarterToggle1[]={-1660944382};keyHeliStarterToggle2[]={-1660944381};keyHeliStarterToggle3[]={-1660944380};keyHeliBatteriesToggle[]={-1660944336};keyHeliRotorBrakeToggle[]={-1660944365};keyHeliEnginesToggle[]={-1660944366};keyHeliAPUToggle[]={-1660944354};keyHeliWheelsBrake[]={-1660944367};keyHeliTrimLeft[]={-1660944309};keyHeliTrimRight[]={-1660944307};keyHeliTrimForward[]={-1660944312};keyHeliTrimBackward[]={-1660944304};keyHeliTrimRudderLeft[]={-1660944305};keyHeliTrimRudderRight[]={-1660944303};keySeagullUp[]={16,1048579};keySeagullDown[]={44,1048578};keySeagullForward[]={17,200};keyVehLockTargets[]={704643087};keyVehLockEmptyTargets[]={486539279};keySwapGunner[]={};keyHeliManualFire[]={40};keyTurnIn[]={45,46};keyTurnOut[]={44};keyLandGear[]={-1660944350};keyLandGearUp[]={-1660944350};keyFlapsDown[]={-1660944347};keyFlapsUp[]={-1660944346};keyHelicopterTrimOn[]={-1660944308};keyHelicopterTrimOff[]={-1660944301}; Does this mean that there will be Armed Trucks and Helis?????