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Found 41868 results

  1. Lots of changes and updates over the last months and lots of room on a high-performance whitelisted server. We find that the whitelist really helps keep the community manageable and all of our players are able to play the game in co-op mode without worrying about every bad apple that might fall out of the tree. - Unique, custom humanity perk system. The higher your humanity, the greater chance of a medical type perk kicking in...stop bleeding, stop pain, stop illness, restore health, regain consciousness. These phase in over humanity ranges and increase in chance as you become a legendary hero. - We've added a highly customized AI system that provides a combination of static and dynamic AI characters into our game world. - Along with the AI system, there is a "militarized" zone near North West Airfield where there is heavy bandit and survivor AI activity .... always a tough fight to be had, or find a safe spot and watch the two sides battle it out. - Random missions occur with a variety of vehicle and equipment that occur within the "militarized" zone. - Customized tow and lift system (more than Chinooks can tow). - Self blood bag. - Fast rope from helicopters. - Survivalgaming Security and Adminstration (SGSAS) trader with militarized vehicles for rent for legendary heroes. - Custom debug monitor. - No vehicles spawn randomly on the map. Vehicles can be purchased from traders or looted from AI missions. - Animated helicopter crash spawns...these can be shot down or wait for them to fall out of the sky for loot. - 30+ day base maintenance. - Body recovery gear spawn (trade some humanity for a motorcycle and a G36 rifle). Lots more and we'd love to see you. Drop by the forums, check us out, and fill out a whitelist application. Lucky
  2. I'd start to worry about DayZ if it's still lacking major features along the lines of effective zombie pathfinding, dangerous and populous zombies in general, meaningful construction (how about those underground player-made bunkers that were mentioned ages ago?), and extensive survival mechanics ~6 months from now. For instance, rain should cause weapons to rust, which would in turn give cleaning kits a purpose. Mechanics to encourage player interaction are also sorely needed. Blood bagging is almost pointless, for instance, and there's no real trading mechanic -- or reason to trade, since most of what other players have is easy enough to acquire on your own, and since killing players doesn't usually ruin everything they have. With that said, I'm confident enough that most of the game's fundamental objectives are eventually going to be realized, like survival and vehicles and limited construction. However, none of that is going to meaningfully contribute to any sort of meta-game. I mean... Where's the roadmap for awesome sh*t along the lines of AI-operated outposts that identify as factions controlled by player-made clans, or outpost-specific missions or other cool NPC interactions, or enemy A.I. outposts with high-tier stores of loot that encourage player cooperation to access, or anything like that? Above all, though, the rabid, prolific player killing is the worst aspect of the game -- and it's heavily indicative of the game's overall lack of content and incentive to play sociably as a survivor as opposed to an antisocial player killer. Which is ridiculous, since there's not even much of a reason to kill other players right now, since the ridiculously small handful of items you can actually obtain in-game are easy enough to acquire within the span of a few hours. I realize that'll change as more content is added, but it won't do ANYTHING to ameliorate player killing and the game's overall lack of a potentially awesome meta-game. Without an end-game, this game is going to fade and possibly die within a couple of years. Between an absolute sandbox and a mixture of sandbox elements and guided NPC interactions, I'd choose the latter any day.
  3. Demise Epoch Militarized Napf: 6 hour Restarts Self Bloodbag Tow & Lift Custom Day / Night Trader SafeZone's with godmode Take Clothes Increased Build Limit Snap-Building Indestructible Cinder Bases (after restart) Custom Traders (with AS50 & M107 and a lot more) Custom Start Loadout Custom Missions Side Missions Evac Heli Auto Refuel/Rearm/Repair Tanks/Jets and other Military Vehicles spawn on map Friendly Active Admins Website: http://demisedayz.enjin.com TeamSpeak: eurots2.gameservers.com:9274 Server IP: 81.19.212.8 : 2330 (Copied)
  4. liquidsnake

    Experimental patch..what a winner!

    There are various dev teams working on different improvements to the game. While one dev team is spitting out lots of weapon models, another is working on more high profile features, like vehicles and bug fixing. All in all, can it and be grateful for the little things that keep us busy while waiting
  5. rickyspanish

    plz do the new patch with this

    OK.... you do realise even when vehicles are implemented there going to be really rare right? as they should be, I get the impression a lot of these vehicle nuts think there going to be provided one on spawn or something. I remember a time in the mod where I didn't have a clue where I was going and everything was so intimidating, and hearing a vehicle was a serious WTF! moment. They were the Dayz, I wish I could forget the layout of chernarus and discover it all again, no internet maps, only using what I was provided ingame. Now I can travel anywhere I want, knowing the safest routes without a map or compass. Some people are so lazy.
  6. TinUKCS

    plz do the new patch with this

    Well I guess you'll be stuck on the coast then, because vehicles won't be in for some time. Why do you think vehicles haven't been added yet? Just for the heck of it? It's not supposed to be easy with the ingame maps. Remember landmarks, villages, use roadsigns etc. ^ This, if you really can't find your way around chernarus.
  7. Looking for a DayZ Chernarus server? Look no further! If you're looking to team-up, contact Chaney.A in TS. Survival Grounds DayZ! Server IP: 74.91.116.167:2302 TeamSpeak IP: 192.169.80.94:10031 On Survival Grounds we have our own TeamSpeak, which can be used to reach me or the other admins. It is recommended you use the TS as it helps create teams and allows for members to team-up. Clan channels can be provided should you choose to move to our server, simply contact an admin. For other questions just visit the TS and ask around, we are friendly and willing to help beginners. | Custom loot tables | Anti-hacks | Extra Barracks | AI missions | Self Blood | Auto Refuel | JSRS enabled | 10min backups | Our server features a whole new loot-table. We worked to remove the excessive amount of trash from the game. As well, we host AI Missions, giving players an opportunity to fight for high value gear. For the solo players, we have Self Blood-bagging. All wrapped up in a massive 50 slot server, containing 450 vehicles from helicopters to betty vans. Nevertheless, this is all just a small part of what makes our server so great. Our community is where our strength really shows. We have a consistent, steady community of regular players and clan members. We often meet on our forums over at survivalgroundsdayz.com and discuss plans and suggestions for the server. As well, we often joke and play about our times on the server. Join the server, join the forums, and talk about your time spent there! Great server for both new players and clans looking for a good fight. We have both friendly clans and bandit clans. We have several heros ingame. The server offers donor perks which you can find at the website which include 3 loadouts/donor bases/vehicles. Come and check out the server. You might find new friends to play with against some AI missions or bring your friends and challenge our clans.
  8. I know exactly what I was getting when I purchesed an Alpha version of Walking Simulator 2014, problem is after 5 months the Devs managed to do nothing except add new towns and guns instead of adding something more important like base building and vehicles; the game is worse now.
  9. herrjon

    Is this seriously the whole game?

    You know OP, I think even with the completed game, this may not be the game for you. All of that stuff is just fluff, but the core of DayZ (and the reason I love it) is already there. Yes you travel long distances for a gun or a can of beans, but it's the journey, not the destination. You need to be able to appreciate traveling and taking in the little things. It also servers to build tension to a situation. It's that feeling of fear when you take all that time to get somewhere and you hear a bullet whiz past your head, or see and more human like figure in the place you're going. You know if you mess this up all that time you spent traveling would be wasted. If you were in a gunfight every 5 minutes you'd be desensitized to it and when it happened at random it would be a bore, just like any other shooter. The point is the game is a slow build to big moments. Yes there are elements that can be fixed and more done to bring all of the focus away from the NE, but at its core, DayZ is a slow paced game. Even with vehicles, you would still be running around for hours finding parts and such to get it running, all to have it stolen by someone who was tailing you the whole time. Just no. We don't need some silly quest/achievement system put it place to make things "more fun". People just need to set their own goals and make plans for their survival, and their reward is getting what they worked for. Fix a car? Spend the next 3 hours doing this, your reward is a car. Go on an adventure? Pick a place you haven't been to, plan a route and go, the enjoyment is in the journey. Set up a camp? Collect supplies, make a base, protect said base. There will be plenty more but the things to do should be organic and make sense. No need to shoehorn in some run of the mill MMO system.
  10. Element47

    Experimental patch..what a winner!

    "Priorities for tasks are built around what is needed based on dependencies, not what is most needed to satisfy the game design" so when we get an update that really adds gameplay elements, it is absolutely understandable that people are stoked. i love the new update. some may argue that you forgot vehicles in your list of huge gamechangers :P i agree that the things you list will have a large impact. but this fact does not detract from the joy of having new things to play and test, no matter how small. the past has shown that the community is quite creative getting fun out of the smallest things. my first thoughts: - crash sites introduce randomly placed high-value loot, but also new interaction options: i am sure we will see ambushes there. both aspects are awesomesauce - animals, fish, fruit, worms and fireplaces make the nomadic hunter-gatherer life completely viable, not depending anymore to find canned food in urbanized areas, i am really excited about it - we have new weapons and new clothes, diversifying the overall game experience, this may seem like a small addition but it really adds gameplay value imho
  11. Im split on this, Private hives yes, modding no. I realise the two kind of go hand in hand , but the benefits of a private hive are so much more than just the ability to mod. The create proper little communities of players, the players build reputation amongst that community and a form of polotics arises. For some those long term survival dynamics are what makes dayz, and in my experience its rare to find such a community inside the public hive. But as far as mods are concerned I hope we can avoid them for as long as poss. They will only splinter the community and as you say people choose the path of less resistance. When mod comes along that sticks barracks in every costal town, starts you with a mosin and has hundereds of vehicles, that's the one most players will choose. That will kill vanilla dayz :( But, I have to say again, I think private hives and moddability are 2 separate issues. Private hives if done right, could deliver an awesome experience to people :)
  12. scriptfactory

    Experimental patch..what a winner!

    I really appreciate the work the devs are doing but this update holds nothing of interest for me. Item persistence, vehicles, barricading and party/faction identification will be awesome, though. SA will finally feel like a real game with goals and stuff.
  13. Then I will find their tents and burn them. It should be relatively easy to find tents. Also, this is why I want player locations to be saved on a "per-server", instead of "per-hive", basis. Fixes server hopping and ghosting. Once base building and vehicles are added this would make even more sense.
  14. ImDash

    kk offically in the mod but have a question

    Well everything except vehicles you found on another hive and things like that, those don't save for obvious reasons, though your inventory does in fact save.
  15. kircheschm

    What is the priority here?

    The tends to save your loot or vehicles?
  16. Katana67

    Any news on 100 Slot servers?

    Well, a lot of things need to happen before they can up the player counts. Not only just optimizations, but the map needs to be completed before we can actually gauge what it'd be like. That and spawns need to be tweaked, loot needs to be tweaked, vehicles would have to be added, player structures need to be added, storage options need to be added... just so we can gauge the effects of upping the player count on the overall experience. I've always maintained that the map, even a map as big as Chernarus, is too small for 100 players. I encounter folks a lot in the mod in larger count servers, even just out in the woods. Which I'm not against. But I can only imagine how often people's vehicles/structures would get robbed if there were more people per server. Simply adding enterable structures doesn't increase the map size, or even player density. It doesn't matter if someone's IN a building, or BESIDE a building, that player is still there. But I'm always willing to try out new things.
  17. because thats how it was in the mod and thats how it should be. there has to be some leftovers for us vets to enjoy... the game loses a whole aspect (base building, persistence, vehicles, etc) by your rational.
  18. PhillyT

    Is character movement too responsive ?

    Gibonez, have you ever seen anything that you actually think is well executed in DayZ SA? I mean, everyone should be pin point shooters, but if you never tire from running, it is broken? The only thing unnatural in DayZ is the eternal running, which is there because vehicles aren't. The players move like they are ankle deep in mud for all other movement. Maybe if you are fat or a paraplegic, it seems unnatural, but to a moderately healthy human, it is actually even worse than real life.
  19. ramsfan00

    When the game is "finished" (out of Alpha|Beta)

    This dude still thinks were going to get vehicles..... lawl.
  20. Hello there Chernarus is pretty damn large even with vehicles. Its not that quick to traverse. Regardless, what will happen when the game is complete will be the ability to either create or port new landmasses. One would assume that old A2 maps would be "importable" which would add a vast amount of variety, however, I dont think Altis and the like would be permissible. Anyhoo, there's alot of room. Rgds LoK
  21. Danny_Boooy

    When the game is "finished" (out of Alpha|Beta)

    Uhhh the size of the map is smaller in the mod and vehicles work just fine in that...
  22. eleventhavenue

    When the game is "finished" (out of Alpha|Beta)

    It's not 10 square kilometers... You are right about the travel time, however. But the world is still the same size, and I don't think that vehicles (especially fast ones) will be very common.
  23. Raoul9753

    When the game is "finished" (out of Alpha|Beta)

    The map feels small cause it is. Within one day you have seen everything. And when we get vehicles, the 10 km² map will feel like your normal Counter Strike or TF2 map. You will be able to get from one end of the map to another in like 10-15 minutes with vehicles... And where do you want to place more PoI's? Cut down more woods? So there is no place left for player build camps once its implemented?
  24. Moominpapa (DayZ)

    Need a group or partner.

    Hey everet08, Perhaps we might be of interest? We're a small EU Multi-Gaming community, mostly from the UK. We're looking to expand our community & I hope you'll be interested enough to check us out. We're a friendly, experienced bunch looking to become the top clan on the server we're on. It's very active - called Yorkshire Gamers. Easily getting 50 players per night. We've got an established base with several vehicles & plenty of loot ;) We play several other games: World of Tanks, Warthunder & Heroes & Generals. But our main focus is DayZ Epoch. We use TS3, have our own wesbite & foums - all links are in my signature. I hope to hear from you! Best regards, Moominpapa
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