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Found 41868 results

  1. Haha, wow, talk about flying off the deep end. You're bringing up topics here that aren't even related to the subject we're talking about. You've also really exposed your ignorance on several of the topics you brought up. l don't even know where to begin answering you. I'll just make a little bullet list instead I never said making the world more enterable makes players less interactive. How can you be that far off from what I said? I said that adding so much explorable area spreads people out and leads to less interaction across the map. I never made any connection between buildings and how players interact when they meet. That was your doing.If you could "NEVER GET ANYONE TO SAY THEIR FRIENDLY AND NOT ACTUALLY KILL ME RIGHT AFTER IN THE MOD" then you're just revealing how bad of a player you are or the fact that you weren't actually playing on vanilla DayZ servers but rather carebear PvP servers with vehicles and choppers everywhere. My squad and I interact with players in vanilla mod successfully all the time. It takes skill to do this. You can't just run straight up to people screaming "FRIENDLY!" over direct chat.You're claiming that a) vanilla DayZ has side chat enabled (when after a couple of months following release they removed it on public hive servers, so for the most part vanilla servers had no side chat, though that has changed with private hives which mostly enable it) and /b) that my squad and I use side chat. You know what...WE DON'T. Go ask any player on US434 and they'll tell you. We only use direct chat to interact with players. In fact, everyone in our squad met through direct chat. And since when do SA players not use Teamspeak? You know what though, THIS HAS ABSOLUTELY NOTHING TO DO WITH THE TOPIC OF THIS THREAD, so I'll stop there.I don't need statistics. I play vanilla DayZ mod on a regular basis and meet people in all types of areas on the map, and in 3 solid months of playing SA I encountered about 5 people outside of coastal areas. The boredom just killed me. With practically no zombies or player encounters, the alpha had nothing to offer but boredom for me, so I stopped playing because I'm not fond of coastal deathmatch with fresh spawns. Either way, in case you missed every single one of the times I said this already in this thread (I'm putting it in all caps and large bold text just to be sure you don't miss it this time): THERE IS A MIDDLE GROUND THAT THEY SHOULD HAVE AIMED FOR. I'M NOT SAYING THE MOD HAD THE RIGHT AMOUNT OF ENTERABLE BUILDINGS. I'M SAYING THAT MORE SHOULD HAVE BEEN ADDED, BUT THEY WENT TO FAR AND ADDED TO MANY. SOMEWHERE IN THE MIDDLE WOULD HAVE BEEN BETTER. I can't for the life of me see why people are completely missing my point even though I've made it very clear.
  2. Draco122

    Land Rover Wolf mounted machine gun truck

    Not sure about this, I'm pretty sure they will add Military vehicles in at some point but I'm not expecting a Land Rover unless it's a Civilian Defender Model I know that at the very least we can expect a "Technical" to appear, like a Toyota Hilux or a Nissan Pickup. I know that I read somewhere that the plan was to have the player find a HMG or just an MG in general and allow it to be mounted to said vehicle. Man it would be awesome to make a gun truck, attaching a load of MG's to the back of a V3S or something.
  3. So the German military uses this: http://en.wikipedia.org/wiki/Fennek A pretty interesting vesicle. Armored, but could appear with out offensive weapons and like most military vehicles, a bitch to maintain and keep fueled up while trading off cargo space and passengers. Add something to the game that isn't an MRAP or Humvee while giving DayZ a more interesting taste. But why the Fennek? Because the DayZ Devs could collaborate with the ArmA team and use the port/mod the existing ArmA 3 model for the "Stryder": This technique allows for a new vehicle, while taking less time compared to building a whole new object with unique values while freeing the team up for other endeavors.
  4. thedogfoodyayho

    German military vehicle: LGS Fennek. An Easy addition to SA

    We're not in the Czech Republic. Chernarus (population: Chernarussian) is near the Georgia/Russian border area and was infact a part of the Russian empire and later Soviet Union until 1991 (Arma lore) The terrain is based of an area in CZR where the developers grew up, but Chernarus isn't anywhere near the CZR. The CDF (Chernarussian Defense Force) used T-72s, BMPs, BRDMs, and (Almost defiantly, but they weren't in ArmA) BTR Variants, With the soldiers carrying AK-74 and AKM rifles supported by PKMs and RPKs, (So basically shit the Soviets left behind) as opposed to the BVPs (Just BMP copies) OT-64s, Sa Vz.58s and UK.59s of the Czechoslovak army. (The Czech's did/still use T-72s and BRDMs though) I don't get why people think light armored cars are OP. Notice thing thing doesn't have a turret, so if someone wants to shoot at you, they have to mount a gun on it and stick half their body out. Also, armored cars would probably be 1st person only, and as anyone who has played Red Orchestra will know, it's very easy to sneak up on a tank that doesn't have a floating camera above it. In regards to destroying them, there used to be talk of IEDs in DayZ, back in like mid 2013, and they even showed them off in a stream. (They worked like grenades) but It seems they have been scrapped, though they would be perfect (although they were made from camp stove gas... not to effective) and a Molotov (Which imo needs to be added) broken over they engine will burn it out. (This is how finnish troops destroyed Soviet tanks during the winter war) Also, I really don't see why people are so opposed to Launchers - I guess they don't understand the difference between Anti-tank and high-explosive rounds, or that these things are virtually useless past 150-200m. But for an armored car, i'de like to see a Police/Headquarters BRDM or BTR, or a BTR-152 closed top, all lacking a turret. I machine gun could be added above one of the hatches on the roof. Google these vehicles before you call OP. Or, open-topped vehicles, like the original BTR-60, or a BTR-152/BTR-40. basically only good against people on the road in front of you.
  5. WARNING: WALL OF TEXT. I GOT CARRIED AWAY. Zombies Let's face it, The Zombies in the mod are only "scary" for your first few hours in game, And after that only a threat if they give you an infection or fracture your leg. If anything, they are more of an annoyance giving away xXPrOsNiPeRXx's position. But why exactly is this? Well, buildings, mainly. As most of us know, Zombies cannot run indoors, and walk towards you at a depressingly slow shamble, allowing players to either ignore them and exit through another door, and dispatch them with a Melee or Sidearm with little-to-no threat to themselves. This means that, after a player discovers this glitch, Zombies immediately become obsolete. There is fix I thought up though. (Not running indoors, no, they are way to buggy for that) Instead of using the non-aggroed animation, While chasing a player indoors Zombies could use a slightly sped-up Animtion, about the speed of a player Shift-walking (A sped up normal animation or a normal walking animation, whatever), thus decreasing the time it takes for a zombie to cross a room by about 40-50%. This could make zombies a real threat again. The other thing is damage. In 1.8.2, The amount of damage a zombie did is increased to insane levels, and the range they could hit you at was also ridiculous. This was an attempt to make zombies harder, which it did, but to a stupid degree. If you didn't have a steady supply of meat or bloodbags (And a buddy to give you them), You couldn't last much longer than an hour without literally crawling EVERYWHERE (And, if they saw you doing that, you'd die before you could stand up.) This seemed like a pretty cheap way to make the game harder to me, but fortunately it was changed back after that update. Zombies are still a threat if they hit you though, because they carry infections and can break your legs quite easily. But really, how can a zombie that's slapping you in the chest break your legs? My suggestion is Hopping and Crawling zombies are the only ones that can break your legs - The other's only deal normal damage (And infections.) Loot - Zombies drop some items usually, but they don't always make sense, as most drop the same types of stuff over and over. How about Hunter Zombies can drop items like Hunting Knives and Match box, School Teachers drop trash like Music Sheets and Paper, ect. Police zombies could also have an extremely rare chance to drop a Makarov (They have holsters for them, after all) I would also like to see more zombie types, like USMC Troops, Ghillie Suits, Women, And maybe Survivors. Food And Drink The new food sytem is backwards IMO. Food is extremely common, But it takes a good 6-8 Cans to get your hunger bar complete full. (While meat puts it a 100%) Why not make food rare, and one Can put your bar to 50-100%? A farming system could also be useful in this situation. Epoch had it so you could grow Pumpkins. It would be nice to find some seeds and put a plant down somewhere (Maybe it would have to be in a field) And after a few days, You would be able to "Harvest" it for some Berries or something. These could also help increase your health slightly (100 Blood?) and even increase hydration. Bring back the Canteens! They could hold two drinks worth a water. (Yes, they are huge IRL) Tents and Base Stuff. The new base stuff is awesome, but I would like to see a bit more. Namely, more types of tents. There could be Civilian tents. These would simply be normal tents Re-textured with bright colors, like Neon Green, Blue, and Red. Also, the old tents back as rare spawns in Deer Stands. Also some more traps would be nice. We already have Tripwires and Bear Traps, But I would like to see some more lethal alternatives. Like, Making a Shotgun Tripwire - A tripwire is rigged around a Shotgun's trigger (The shotgun being secured on some Y-shaped Sticks). When it is tripped, the victims legs are blown off. Also, some improvised Landmines, camouflaged and about the size of beartraps, Crafted from grenades. (Or, even real landmines) Loot Some ideas on some stuff that could use spawns adjusting. Deerstands Weapons: About a 10% chance to spawn a low-tiered weapon like an Enfield or Shotgun, and a 1% chance to spawn something like a CZ550 or Remington 870. Food: Snacks and Water Bottles. No reason for tin cans to be here. Tools: Hatchets, Hunting Knives, Compasses, Binoculars and Matches should have a pretty high chance of spawning here. Trash: Empty Shotshells (See "New items") empty snackbags, broken water bottles, ect. Other: Ghilles suits and hunter cloths. HMMWV and Armored Vehicles Wrecks. Weapons: HMMWV's should have an extremely low chance to spawn weapons like M4A1 and M16A2's, and a higher chance of spawning pistols like the M1911A1 and M9. BMPs and BRDMs should have about the same chance to spawn an AKS-74U and a slightly higher chance to spawn an AK-74. Food: MRE's and Canteens. Tools: Maps, compasses, Binoculars, Etools. Trash: everything Other: Military clothing (CDF and USMC, WTF is there only BAF stuff?) MREs should be a lot more common at Barracks. canned food shouldn't spawn there. Cars Here's a few vehicles I think would be nice to have in. I really like the Armed pickups, so if you don't like armed cars, Close your eyes now. (Yes, all of these are in arma) BTR-40: A lightly armored vehicles designed duel armored car/APC for the Soviet Union after WWII, a couple million BTR-40's were produced before they were replaced by the BTR-60 and BRDM-2. It is an open-topped, lightly armored vehicles with large, open vison slits. It will take 50 12.7mm or 100 7.62mm shots before exploding. It goes at about 70km/h and hogs gas. There is also a version with a DShKM mounted ontop. UAZ-469 DShKM: A UAZ with an open cab and a DShK Mounted in an extremely open position. Old Moto: An older looking motorcycle. Some reskins of the Original vehicles would be cool too. Like, Orange and Military Urals, Yellow V3S's (Both of those are in arma) and some new ones like Red Old Hatchbacks, and green S1203's. Weapons Rarity Changes: (Balancing, Mainly) RPK Changed to a rare Barracks and common Russian Crashsite drop (It's not actually that good, especially because of how rare it is), M16A4 ACOG made an rare crash site, Revolver, Makarov and Makarov SD made way more common, MP5A5 and MP5SD6 made common firestation weapons (Switing rarity with the M4, basically. It's way to easy to get M4's in elektro but I never see MP5 anymore) M24 and M40A3 made more common than the DMR and SVD, M9 way more common than G17. (let's face it, the G17 is the best pistol). M240, Vz.58 CCO and ACOG actually spawning again... Damge Changes (Balancing) 9x19mm - 2000 Damage 9x18mm (Makarov) - 1600 Damage .45 ACP - 4500 Damage (Ah, the good 'ole days) 5.45x39 (AK-74 ammo) - The same as 5.56 (M4/M16/G36) New Weapons: (All of these are in arma) VZ-61 Skorpion .32 caliber, Fully automatic, 20 round magazines. Would have a really low damage output (1200, Maybe?) and high recoil. It's also highly inaccurate, but slightly easier to use than the PDW. Why: This is a really neat little gun that would be really useful to a survivor who needs to bring a lot of ammo. It's also very "Post-apocalypse", so there's that too. AK-74 GP-25. A normal AK-74 fitted with a grenade launcher. It uses different grenades than the M203. could be an attachment. AKS-74UN Kobra An AKS-74U Fitted with a Suppressor and Kobra. Russian M4A1 CCO SD CAMO. PKM The beast. 7.62x54r GPMG. Seeing as this was the main machine gun of the CDF in arma 2, why would it not be in? Also, it's ammo is already spawning for the Pickup PK and MI-17. M-79, "Blooper, Thumper" 40mm, Single shot grenade launcher. This was actually the first weapon to use the 40mm grenades used in the M203, M32 and MK.19. In arma, it's a primary weapon, but (if it's possible) it could be a secondary. AKS A folding stock AKM. not actually any difference in performance, but it looks very "bandit" like and would be a neat gun to have. Less-Lethal Weapons A lot of people have been talking about non-lethal weapons for a long time. This could make the game way more interesting and give friendly player's another option against possible aggressors. There are a couple options as I see it. Note that for this to be fully effective, you would have to be able to loot a dead person's gear. ( Baseball Bat - Pretty simple, whack somebody over the head, they fall unconscious, take their gun. easiest but least effective solution. Tasers - There's a very popular Arma mod that adds Tasers. These would be really effective, but they are really buggy. Gas - Many different gas grenades for the 40MM grenade launchers are made for Law Enforcement. (The M79 being a common gas gun). These could be fired from M203s or M79s and would make any player in an area fall unconscious for a time (or, maybe just blind them). This could be really effective against groups of players. Crafting Just a bunch of random crafting recipes I thought up. most have been suggested before. Molotov Cocktail - Empty Whiskey Bottle + rag + 5l Gas can or filled at gas tanks = Molotov Cocktail. It could work like a grenade, but less powerful, and would leave smoke at it's impact point for several minutes. String + Stick + Matches = Torch. Would work like a flare, but you could hit stuff with it if need be. Stick + String x2 = Improvised Fishing rod. a WAY less effective fishing pole. Camo net + knife = Improvised ghillie suit. (Guerilla ghillie from Arma 2) To do: More crafting recipes, Medical stuff.
  6. Valdenburg

    Making Trucks actually useful

    Hey Survivors! and DEVs :) What about making the Trucks actually useful by adding more seats? Ultimately make them persistent ;) I know it´s early implementation but as of now the game is really loosing objectives, at least for me playing from day one. When you could focus on those objectives, if possible, it would give the game a real objective to achieve again. Current implementation of vehicles is more or less a joke, no offence! Regards Van
  7. MadWookie

    Squad XML for DayZ

    If you have played the mod and have been a part of a clan or group, some of you will know what a squad XML is from Arma. I'd like to see that be implemented into DayZ, it wouldn't be hard seeing as Bohemia is basically taking over development of the game. For those of you who are unfamiliar with squad XML's basically what they do and how they work is basically you fill out this, I'll use my Arma II Squad XML for example. <?xml version="1.0"?><!DOCTYPE squad SYSTEM "squad.dtd"><?xml-stylesheet href="squad.xsl?" type="text/xsl"?><squad nick="BK"> <name>Bambi Killers</name> <email>N/A</email> <web>N/A</web> <picture>BK.paa</picture> <title>BK</title> <member id="Player ID" nick="In-Game Name"> <name>N/A</name> <email>N/A</email> <icq>N/A</icq> <remark>N/A</remark> </member> Now what this does it will show in game your clan emblem (if you uploaded one), show all of the clan information and also some of the players information. It will also add a clan tag to the end of your name automatically, in my case it would be MadWookie [bK]. It also shows your clan emblem on some vehicles and on some clothing in Arma II. In order for any of this to work you would have to upload your squad XML file to a drop box or some other file sharing website, make sure that they are put into a public folder and then give your players the public link once you have filled out their section of the XML (their Player ID and their IGN exactly as it is in game). XML's are fairly simple so it wouldn't be too hard for people to start using them more commonly.
  8. Tatanko

    Map Changes in 0.53.126348

    The bridge is quite awesome. It's fairly narrow (but wide enough for vehicles) with huge drops on each side so you tend to check your surroundings before you venture across. It's really two islands, hence the bridge, but they look like one big island kinda. Yup, I go by Tatanko everywhere :) I had no idea what to expect with Skalisty and was very pleasantly surprised! It appears that they not only added the castle, but made it into a tourist attraction as well. You're too kind :p These are not up to my standards really, but it was the best I could do only having a few Exp. servers to choose from. I'll take prettier ones probably when this hits Stable.
  9. Chaingunfighter

    German military vehicle: LGS Fennek. An Easy addition to SA

    I think allowing firing from the exposed positions (i.e. where the turret would lie) on lightly armored vehicles you could technically call APCs wouldn't be too much of a problem. We should certainly be able to fire our guns in positions throughout regular vehicles as well as helicopters, though. Even the occasional pickup truck with an available MG to mount on it wouldn't be all that bad, although IMO I wouldn't go any further with land based combat vehicles than this. If people want armored vehicles then they should have to improvise them with metal sheets and whatnot at the cost of reduced speed/higher fuel consumption and reduced visibility. AT weapons and whatnot wouldn't be the equalizer (I certainly don't want to see every man and his dog with an RPG-7) but regardless of how far they decide to go with vehicles I still think we should get some general AT weapons of all kinds. They're useful against all vehicles, and single shot disposable AT weapons and RPGs can still be used for infantry support even with a completely absence of vehicles. Mines, IEDs, and whatnot also have more practical applications than just anti vehicular use. That just happens to be a bi-product of them.
  10. scaramoosh (DayZ)

    Just returned after almost a year...

    There is never any loot, zombies or vehicles, you have to spend ages running deep inland and there is no auto run and by the time you get there the loot is always crap. All the major military places are picked dry so don't bother with them, just run around for hours trying to find a crap gun and then server hop.... oh wait no every frigging server seems to have a different character. The game is a mess, the mod is so much better, it actually has loot, zombies and vehicles.
  11. krazypenguin

    German military vehicle: LGS Fennek. An Easy addition to SA

    Firstly, just to clarify something mentioned earlier - in real life, civilian vehicles offer no protection to bullets, even small arms ones, and are in no way whatsoever bullet proof. Only in stupid Hollywood movies and TV shows do cars absorb bullets. Whilst a bullet hitting the engine of a car might well be stopped by the sheer bulk of metal in the engine and thus not continue into the passenger compartment, that does not count as bullet proofing since in the process it would wreck the engine of the car. It's simply absorbed the bullet. Note that whilst modern cars might have a lot of components under bonnet which are not essential to the core function of the car the ones in the game are decidedly more basic. You hit the engine on one of these Lada\Trabant style cars and it's pretty much game over. Moreover, that's the engine, which is a big chunk of metal. The actual chassis of a car is very thin metal and a bullet will go in, through and out the other side. As an example, anyone remember the Top Gear Christmas special a few years back where they start in Iraq? Clarkson fills the door panel of a Mazda MX-5 with sand and a guy shoots it with a pistol - the bullet goes through the door (and sand) and then through the other door too. In the process it breaks up and tears chunks off the door which would really mess up any occupant. Cars are death traps when bullets are flying. With regard to what are effectively APCs being in the game, my head says that it is entirely logical and probable that in a Chernarus sytle situation (as I understand it, a lowish tech level military\civil conflict which then goes nuts as people become infected and turn into "zombies") there would undoubtedly be the odd APC left lying around. Some would be abandoned intact by crews who simply panic and flee, others would run out of fuel and be abandoned and others would break down and simply be left by the side of the road or pushed into ditches. And, of course, others might be knocked out due to light damage which kills or incapacitates the crew or otherwise causes them to abandon the vehicle when it is either still basically serviceable or otherwise easily repairable. These, and many other similar situations, happen all the time in real life. However, what also usually happens is that these vehicles are stripped, over and over again, by all partes until everything of value or use is gone. By the time our characters stumble across them they should never, IMO, have fuel, guns or ammo (certainly not vehicle mounted ones anyway) and almost always have some sort of either damage or missing parts. Players should never, in this game, be able to weaponise these vehicles, certainly not the turrets on them and really even crafting firing ports in them should not be possible. This isn't the fricking A-Team. If these vehicles were to be added getting them up and running should be an unbelievably difficult and time consuming process and keeping them running should need HUGE amounts of fuel, which should be very hard to find. At present the game is not set up for this sort of prolonged activity, and the ability to dupe\exploit\server hop to store quantites of the bits you might need would mean large groups would easily be able to get the vehciles running without going through the challenge properly. Meanwhile, over in my heart, there's a resounding NO! I do NOT want APCs in the game, I do not want the sort of people that thinks it's funny to take their fully armed crew into Elektro to torture and murder bambis to in future be able to drive what is effectively an invincible tank into the middle of the town and mow people down, or just cruise up and down the coast slaughtering new spawns without any possibility of taking damage. And no, anti-tank weapons, explosives, mines etc..are NOT the equalizer here - common sense is. Whilst these things might enhance the game experience of players who get off on killing defenceless people, they would utterly ruin the experience for everyone else. Bad idea. TL:DR - want something with more armour than a car or truck? Go play Arma.
  12. blackberrygoo

    What do you want to see in .54

    I voted central economy, but what I really want to be addressed is persistence all over , not just vehicles , but it's all coming together slowly .. But they already said a new anti cheat and battleeye were being integrated into the experimental branch at some point on this next set of patches , so we won't need to vote for that :) ! Edit : to axerzeroon, that's not entirely true , the new renderer will be placed in it's earliest stage , sometime this quarter as it's slated on the roadmap ... So we will see some improvements , just not ALL improvements that the new renderer has to offer . until beta .
  13. keneano

    delete please

    Added Advanced Trading - sell from vehicles and backpack Added Plot Pole Management - Friends can build when you are not on line
  14. odin_lowe

    Thank You

    Got killed in the woods. Encountered a medic in training called Jenny, and spared some supplies to contribute. Went fishing in the night with a camp fire lit close by. Peaceful and quiet. It wasn't the apocalypse for a brief moment. Found V3S and jerry can right next to each other. Traveled to another dimension with said V3S (Vehicle wanted to see what was under the map... :rolleyes: ), and miraculously survived. :thumbsup: Would go for seconds. Seriously been having a pretty good time in 0.52. Found multiple vehicles, and tested them a lot without having much problems. No crashes or anything of the sort. Looking forward to the next step DayZ takes! Never stopped playing since Dec18th 2013, and I have to say that I'm pretty happy with the evolution of DayZ. Great community, great devs, good times. :thumbsup: B)
  15. Wow I'm surprised nobody here has been able to answer this. Okay, first off, the reason your inventory looks the way it does is because you're playing the official DayZ mod. Most videos you see of "DayZ mod" these days are of derivative mods (ie mods of the mod) like Epoch, Overwatch, Overpoch, Origins, etc. When the official mod went from the 1.7 patch to 1.8, there were significant changes to the game, including the HUD and inventory. At that point, all the derivative mods branched off and are still based on pre 1.7.7 code. 1.8+ has brought great changes to the mod, allowing you to carry a melee weapon and rifle/shotgun at the same time, improved hunger/thirst mechanics, improved medical mechanics, improved infection mechanic, crafting, base building, and improved zombies. Honestly, most of the mod derivatives have devolved DayZ into an absurd mash up of gameplay that resembles GTA, CoD, and BF much more than DayZ. 99% of those mods are just insta-gear up PvP games with severely nerfed or even completely removed zombies. Second, the controls are not nearly as hard as you're making them out to be. They're just a bit more involved than most games. Spending 10 minutes in the options>controls page will allow you to familiarize yourself with the controls. The one major downside is that when you're not holding a weapon in your hand you can accidentally toggle certain settings that force you to walk instead of run without realizing it because your character won't do the animation without a weapon in his hand. You may accidentally double tap one of your lean keys (Q and E by default I think) which will slow your character to a walk, but you won't see him leaning without a gun. You may also toggle "aim down sights" which is your right mouse button. This will force your character to walk as well. Also if you double tap "walk" (left shift), your character will be toggled into walk mode. The order of trouble shooting if you're stuck walking without a gun in your hands is tap Q, then tap E, if that doesn't work, try RMB, if that dosn't work click RMB again, then try double tapping left shift. That should fix things. Soon you'll find that Arma 2/DayZ actually has an amazing set of controls, allowing you to lean, go prone, play in 1pp or 3pp, and be able to free look around you by swiveling your head. I find it mind numbing going back to traditional primitive 1pp or 3pp games that don't give you this much freedom of movement. Third, you cannot punch nor raise your fists in DayZ mod (save a few mod derivatives that added a script allowing you to do a slow punch animation). It's the standalone game that allows you to punch people. Fourth, your screen shots look terrible. Be sure your interface resolution is set to your monitor's native resolution, and your 3D resolution is the same (100%). Then try these settings if you want decent FPS but still want the game to look good: Texture detail: very high Video memory: default Antisotropic filtering: very high Antialiasing: disabled (you can enable this if you have a really good GPU) ATOC: disabled Terrain detail: very high Object detail: very low Shadow detail: high HDR quality: normal PPAA: FXAA sharp high Post Processing: off (or low if you like the bloom effect) Fifth, understand the difference between vanilla DayZ mod servers, modified private hives, and mod derivatives like Epoch/Overwatch. Vanilla DayZ servers run the original mod with no changes. Unfortunately, 99% of DayZ mod private hives are heavily modified with 100's of vehicles and choppers, added buildings, starting loadouts, and other things that cheapen the experience. I HIGHLY recommend starting off in vanilla servers to get a real feel of DayZ and how it was intended to be played. Here's some info on getting into vanilla servers. Beyond that, there's plenty of other mods of the mod that in my opinion ruin the entire point of DayZ by making it super easy and strictly PvP, but for some reason a lot of people enjoy them. Hit google, there's plenty of info out there on how to install them and find servers. Just remember, DayZ and Arma 2 aren't Call of Duty. You're not going to boot it up and be in a 360 noscope FFA sniper deathmatch after 5 minutes of playing. Vanilla DayZ mod takes patience and time to learn and gear up. If you want a good idea of how the game functions and what to expect, watch Frankie's DayZ mod series (though his videos are pre-1.8 DayZ so inventory/hud will look different and hunger/thirst/medical/infection will be different).
  16. tehosiris

    2014 Roadmap

    I suggest finishing this agenda before making new promises. From 28th March, 2014 Q1: Bow Crossbow Track arrows and reclaim them Fireplace Upgrade to owens Q2: Ragdoll Persistence Zombie behaviour Centralized loot control Q3: Ak-47 Wolves Bears Companions Horses Dogs Barricading Better zombies Vehicles Bicycle Atv Small car Q4: Vehicles Helicopters Boat Plane Truck Vehicle upgrades http://www.vg247.com/2014/03/28/crossbows-fireplaces-in-next-dayz-update/
  17. igor-vk

    Just returned after almost a year...

    I also think development is too slow. Even more because I dont play any other games any more (OK, I play Arma 3 Epoch and sometimes mod). Team, mostly Dean, made some wrong decisions during development. SA started with maybe dozen people working on it. But it quickly overgrown that. Game (unfinished) that sells in 3 million in a year without marketing, requires bigger team. Much bigger. Also, I feel like ARMA 3 devs and dayz devs dont cooperate much. WHY? Games share similar engines. If Arma team made vehicles, planes and other stuff...why is that not transfered to dayz? Dayz mod sold million of Arma 2 copies, I think its time to give something back. But we can runt all we can, we cant achive anything.
  18. Bororm

    Just returned after almost a year...

    I'm not sure what you're expecting to change. The mod has been out a few years now, and at its core it's still the same game with more content. This is essentially how the SA will be. The core functionality is there, gameplay isn't going to become drastically different. More vehicles/vehicle types will be added and things like persistence will get ironed out as well as numerous bugs. But if you're expecting a different experience altogether, it's not going to happen.
  19. pjano

    Best size squad?

    anything with 15 or higher and you basically control the server - this will become more evident when they add in more vehicles and persistence
  20. Greetings Survivors! As we move forward with January's stable branch update (0.53) the focus of the gameplay programming and production teams has been primarily on security. As mentioned prior in the September 15 Status Report - only so much can be done in tandem with engine and gameplay changes coming with every update (and maintain a rapid update frequency to stable branch). That said, as the primary vulnerability on the security side for DayZ right now is less on engine and/or scripting and more on modifying/accessing the process memory we have several Q1 goals we are aiming to complete. Deployment of a new form of BattlEyeThis has been delayed to allow testing/regression around any potential bugs and/or compatibility issues so as not to cause any major issues to those participating in Early AccessServer side sanity checks and protection against certain currently exploited methodsCloser work with Valve and the VAC teamThis will initially be seen by allowing players to report in-game suspected cheaters and will expand from there to a program that best fits DayZ and how it operatesExpanded vigilance in reporting all known tools and methods currently used to access the DayZ process for less than honorable methods.Beyond that, Q1 has a good deal of exciting work for DayZ. Be it work on the new infected AI, to implementation of the central economy or diseases - this should be an exciting few months. On the note of work to come, I'd like to expand upon confusion around persistence - how it is intended to operate, and the role that weekly persistence wipes currently serve. Persistence is a core pillar of DayZ and its design. Currently persistence functionality is tied to the incomplete economy functions. As we expand upon the systems surrounding the central economy - What is saved/How it is saved, Cleanup, Respawn, etc will be handled properly. In addition to that, the secondary cause of persistence wipes (issues with reading modifiers on saved items, improperly saved items, etc) can be addressed. Once we have addressed these two issues, persistence can and will be moved from an "opt-in" feature, to a core function of DayZ - and something that is universal across all servers. Once this is complete, I personally look forward to truly seeing the "Camp/Base building" side of the title start to be more universally adopted. Be it vehicles, barricaded buildings, tents, containers, or even farms setup via horticulture. In addition, if you have any questions surrounding this topic (or any others) - I encourage you to head over to the Developer Discussion subforums at the official DayZ forums. Eugen and myself both are accessible via the Service section. I wish I could bundle a microphone with every copy of DayZ. - Brian Hicks / Lead Producer
  21. Beizs

    Just returned after almost a year...

    Vehicles, loot, tents, persistence, zombies (both respawning and the majority of their clipping issues), animals, more weapons, more clothes, a tonne of new items, cooking & fires, temperature & wetness, bug fixes, server side performance improvements, fixed the issue of having loot disappear for a minute on dropping it on the ground, work toward implementing the new renderer, physics and sound engines etc, added functionality to almost all of the items, more crafting stuff, map changes and more. A lot of it isn't really, really apparent unless you look for it though. Bigger changes'll be coming this year with massive improvements to zombies, performance and general stuff in game. Should be a great year. I'd recommend you go to a YouTube channel like WOBO and check the changelog videos out to see what's been added, fixed or improved. There's actually a hell of a lot.
  22. netzzwerg

    Makeshift Shelters in the woods

    I love this idea! Especially the degrading system is such a good mechanic that would be quite realistic, be in line with the gameplay and (most important for me) would prevent the agglomeration of dozens of player homes/bases throughout the map as it's happening in DayZ Epoch mod. In the mod I really hate it how there are unused bases and vehicles everywhere not even talking about the so unrealistic and immersion breaking floating heli platforms every base seems to pile up into the air. So, great and immersive idea, I'm all up for it!
  23. r4z0r49

    Rolling Changelog 1.8.4

    - [updated] - Temperature now lowers/Raises based on different effects. Negative Effects Wind Rain Night Standing Still Positive Effects Vehicles Moving Fire Building sun
  24. This is the rolling Development change log for 1.8.4 Changes: - [New] - New Wooden Gates now added and working. - [New] - Able to gather Stone from rocks. - [New] - 2 New Tools (pickaxe, sledgeHammer) - [New] - 1 New Equip item (Lever) other wise known as a handle. - [New] - Damage Multiplier for Zeds. (dayz_DamageMultiplier, 0 and 1 = Disabled, everything above multipliers the scale damage). - [New] - Accidental Murder - When a hero is wearing the garb of a non-civilian you are taking your life in your own hands, Attackers humanity should not be punished for killing a survivor who has shrouded his identity in military garb. (Not 100% sure on this but its a community request) - [New] - Weapon Attachment System. - [New] - Weapons - Mosin Nagan + Variants, Crossbow Variants - [updated] - Loot Tables add tranquilizer darts for the crossbow. (Tranquiliser_Bolt) - [updated] - Loot Tables add explosive darts for the crossbow. (Crossbow_EX_Bolt) - [updated] - Alice Backpack readded - [updated] - Alice backpack updated [1 X weapon, 18X magazines] (Should fill the gap between the Assault pack) - [updated] - Global zeds increased to 1k from 300 - [updated] - Zombie attack radius increased back to 3.6 meters. (attack radius if the player is in this radius you will be damaged.) - [updated] - AI damaged lowered. (Risk vs Reward was to great) - [updated] - Temperature changes for animation states. (should make your character much colder) - [updated] - Spawn radius updated to 300 meters up from 200 - [updated] - Infected players can now infect other players at 12 meters up from 8. - [updated] - Building timeouts for spawning loot Documented change to 15 mins (1.8.3). - [updated] - Made melee hit impact longer. - [updated] - Transfusion - Giving bad blood to players no longer refils the blood of the player receiving the blood. - [updated] - Rest at tents has been fixed and updated. Read Notes for info. - [updated] - Temperature now lowers/Raises based on different effects. - [Fixed] - Blood bagging should now be working correctly, Removed server spam and fixed missing var in 1.8.3. - [Fixed] - Oil Barrels Graphic Glitch 1.8.3 - [Fixed] - Duty system updated, Animations should now affect stamina and aiming again. (weapon sway/exhaustion) - [Fixed] - Watchtower bells ring throughout whole Chernarus! - [Fixed] - Duplicate action menu for fires. - [Fixed] - Being hit with a vehicle is no longer risk free. - [Fixed] - Opening a bag on the ground. - [Fixed] - Take Magazine from ground. - [Fixed] - Gather animation loop bug (No animation while gathering confrere leaves) for now - [Fixed] - Fire Monitor is now active again on fire places. - [Fixed] - Ai should now be forced into spawning around wrecks. - [Fixed] - Destroying tents should now have a global fire effect. - [Fixed] - When you exit a server your returned to lobby not thrown out of game. (BEC has Autokick lobby idlers) - [Fixed] - zed generation has been updated to fully support Wrecks. This should allow wrecks to always spawn zeds - [Fixed] - destrtype on fireplace this should stop them blowing up when shot. - [Fixed] - Login skin change. - [Fixed] - Rating issue. Should stop vehicles being locked out to players with negative rating. - [Removed] - the default action menu from fire places. - [Removed] - default reload action menu. (TempChange) - [Removed] - default pickup (weapon,bags) from action menu. (Arma default commands). (TempChange)
  25. Cartoonrboy

    What do you guys think of Vanilla Dayz?

    DayZmod is undead. Epoch traders, map markers, lockable vehicles, indestructible builds etc, ruined the survival game by making it soft, now everyones bored. DayZmod survives on the FINALdayZ server...where survival, not shopping is king.
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