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Showing results for 'Vehicles'.
Found 41868 results
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I agree with this post 100%. I would hope that proper project management and content meetings are being utilized to assess the critical components of this games development. I'm not physically there nor do I have any insight on the happenings within DayZ's development. However, It is in my opinion (and many other players I have surveyed and spoken with) that persistence with tents and vehicles should be a critical focus at this point in time. I personally enjoy the "hermit" play-style very much and I feel it adds immense depth to this alpha. My concern is centered around why this hasn't been a critical focus for the development process thus far? The high priority bug list above is no doubt valid, but persistence has never worked properly from the beginning of implementation. I'm certain there is something prohibiting persistence from remaining stable (server, coding, or engine related issues) however, would it be possible to receive an "official" developer answer to this? I performed extensive experimentation and documentation on persistence a few months ago which was posted to the bug forums for analysis. I hope this feature gets addressed with urgency in comparison to other content or mechanics being added. I know the process of adding content is needed during alpha's, but ensuring persistence is prioritized and working "properly" is key to DayZ's early and long-term success. Please don't take this the wrong way, but I'm really not looking for individual player feedback in regard to persistence working. With the amount of testing I've done thus far, I can't help but facepalm when someone tells me "it's working fine, just stay on persistence on servers...". However, I would appreciate any source material pointing to the ongoing progress or statements from official DayZ/Bohemia staff. Thank you for your time and consideration spent reading this post.
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Well, finding guns for one thing. In the MOD, you run into a place where you know a spawn point exists, reach that point, get a gun and some mags, move to the next location hoping to get a better gun. With persistence on weapon spawns, guns will spawn at locations, but once a player gets the gun, that gun is no longer at that point and the next player will not find it. I don't know how much better that might be, but it certainly changes the all the guns all the time dynamic of the MOD. The issue with this version of persistence is that an organized clan can start scooping the good loot, storing it amongst their followers or in a storage container, and call it a day, holding the best loot on a server. Sometimes this happened with the MOD (I recall a server I played on removed the option to purchase some military vehicles but didn't delete those that had already been bought making those specific vehicles the only ones left and so incredibly important).
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Experienced Player looking for a Good Server
Ranger2415 posted a topic in Mod Servers & Private Hives
Hello, I am an old player of Dayz and I am looking to get back into the swing of things. I am looking for a server that is specifically for the Dayz Mod, has a good amount of Vehicles so I can find them easily. Loot can be found easily, and I don't want a huge server. I have a picture below of what my version is. Anyone got server for me? http://imgur.com/NJwyVwC -
Vehicles in DayZ runs on broken dreams and salty tears.
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POLL: How happy are you with the buildings and map?
mercules replied to ColonelBurton's topic in General Discussion
No, that is the stuff they haven't worked on yet. Vehicle is in the game, not basic vehicleS. The advanced loot distribution isn't in as that involves there being X of items existing on a server at a time. In other words there will be X M4s on a given server or hive and no new ones will spawn until those are gone. That is certainly not implemented. The new BattleEye is not in, the system is a slightly improved one but not a Dynamic one as is listed. That is their Roadmap of what hasn't been implemented yet. -
DayZ Controlcenter V7.4.0.0 is now out! Changelog:[NEW] Added support for DayZ 1.8.3[NEW] Updated to latest BE filters[NEW] Customized Be filters[NEW] Added all custom CC functions to DayZ 1.8.3[NEW] Added rMod 2.1 support to DayZ 1.8.3[FIX] Unable to edit backpack-inventory in inventory editor[FIX] Secondary ammo and bandages not saving in inventory editor[FIX] GCam not workingThe ideal place to post bugs/problems is under following: Server related issues Controlcenter related issues Known issues: *Displaying "Received invalid data" when launching software. (Ignore, waiting on access to the ftp server so I can update the version check.) *Deployables/vehicles are broken on some additional maps Download section here
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POLL: How happy are you with the buildings and map?
scriptfactory replied to ColonelBurton's topic in General Discussion
Isn't that the roadmap for completion? Vehicles are already in the game. So it loot distrib. The new BattleEye is already added, just not "activated". I dunno, man. It seems like you are arguing just to argue. -
POLL: How happy are you with the buildings and map?
scriptfactory replied to ColonelBurton's topic in General Discussion
Frostbite and IW(x) are two of the best game engines ever written. They were both created to fulfill specific gaming tasks. In fact, while the maximum size for Frostbite maps is about 8x8km it renders players/vehicles at distances up to 4km with astonishing details like trees, bushes and undergrowth. All at a constant 120+ FPS on top-of-the-line hardware. If they added a level streaming technology the engine could, no doubt, support a map the size of Chernarus+. My point is, there are a bunch of good graphics engines and the "Enfusion" engine is, currently, not one of the best. It will be improved with time, no doubt, but you shouldn't knock BF4 or CoD. Replacing the graphic rendering systems is an optimization. There are other optimizations that need to occur before the product goes into beta. The client is suffering from memory leaks on several hardware configurations. The player character loading process will need to be optimized. Network utilization has already undergone optimization and more optimizations will be needed before beta. There can always be blocker bugs found. Bugs occur constantly as a part of the development process. I work as a developer and team lead for a F2P publisher in Germany. We don't make games but we do make applications. On my team we have a "zero bug tolerance" policy. While we won't fix every bug as soon as it pops up, we fix 95% of bugs as soon as we can reproduce them. The reason for this is, the longer you wait to fix a bug the costlier it is to fix in terms of time and money. Zombies are an excellent example. There is no "about to work on the AI". The work has already started. In fact, Rocket started working on the Zombie AI a year ago. He reached a roadblock and then they got an entire team to work on zombie AI pathfinding and they implemented current navmesh system. The zombie glitches are a part of the new system and any changes made now would carry through to the post-beta product. Look, man. I have been following DayZ since mod. I am a huge fan of DayZ and the Arma series. While I appreciate the games for what they are, I also know that BIS gets a lot of leeway since they are an independent game developer and publisher. A lot of their practices are not the industry standard. And sometimes bugs stay in their games for waaaaay too long. I wish more fans would look at their work objectively and realize that sometimes non-BIS employees DO know a little bit about how software is developed... -
DayZ Vehicles (first implementation)
Otis.Driftwood replied to eugenharton's topic in News & Announcements
It does protects you from frontal attacks, it's confirmed :) Well, you can blow tires but you can drive quite normal after that. It's still basic implementation of vehicles, later they will add all sorts of stuff. -
They could handle those numbers in the mod, and have vehicles, and persistent tents and vehicles and 50 players. With a decent AI (not the stand in behavior we have now) a couple hundred zombies will be quite an exciting challenge. A friendly street brawl with a few zombies turns into the fight of your life when 2 dozen more join the fray. You'll like more Z's.
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DayZ Standalone Or Arma 2 DayZ mod?
mercules replied to PinoyRiceShop's topic in New Player Discussion
I uninstalled Arma II. Why? The various DayZ Mods are not worth it any longer. If I want to play something with vehicles I play a mod with ARMA III like Epoch. If I want PVP I do Wasteland/Battle Royal with ARMA III. If I want survival that is actually worth playing I play DayZ SA. Yes the SA is alpha and there are bugs but there are so many bugs with the Mod still it doesn't bother me. The zombies are getting better as they go along and are one of the focal points coming up in the first quarter of 2015. Sounds are now starting to slowly get changed over. The health systems are so much better in SA, environment matters, food matters, having the right items matters. I just like the flow of SA so much better. I don't have to search around to find Morphine if I have a broken leg, I can use that, or painkillers, or splint it by crafting a splint out of various materials. I don't just find cans of food spawned in various places, I can also search apple trees and bushes for food, hunt and have to cook it(and you really have to watch your food as you cook it). Rain and cold suck. Ruining my items sucks. SA is just better in all that. I don't need an attack chopper to play DayZ and more vehicles are coming. -
[Vert Hosting] DayZ Servers | All maps supported! | New AUSTRALIAN location! | DayZ Unleashed!
FiX (DayZ) replied to FiX (DayZ)'s topic in Mod Servers & Private Hives
Yes, manual spawning of vehicles through the database and via other tools (TSW, for example) is supported in our systems. -
[Vert Hosting] DayZ Servers | All maps supported! | New AUSTRALIAN location! | DayZ Unleashed!
Violence replied to FiX (DayZ)'s topic in Mod Servers & Private Hives
Hello everyone, me and my friends are going to rent a server with this company tomorrow, tho, I have one last question to make: with the admin console, will be able to spawn vehicles manually like other hosts allow to do? -
DayZ Standalone Or Arma 2 DayZ mod?
xalienax replied to PinoyRiceShop's topic in New Player Discussion
Both are good (and bad), both for different reasons. The Mod (good things); > Zombies can be more dangerous, but you can also just 'run them off' fairly easily if your not tied up with a PvP engagement > More variety of weapons and vehicles. > Based on a finished game, a good bit less fumbly/clunky if your familiar with arma II > Lots of private servers with established communties. The Mod (Bad things); > Zombies are still glitchy- especially in High-pop servers when desynch comes into play. the number of times ive been screwed over by a zombie lag hitting me thru a wall or a floor is insane. > Many sub mods and community-made launchers which only pick up a certain servers and mods make getting all the files and versions a monumental task for a new player. > Many communities now offer 'easy mode' in exchange for 'donations'. > Many of the sub-mods drifted far from the core gameplay of the original dayZ Mod. The SA (Good) > More diversity and enterable buildings. > Customization > One game, one version. although mechanics are always evolving (ALPHA!) the core gameplay is the same > Improved Lighting and visuals. The SA (BAD) > As an Alpha it has horrendously poor optimization, and some systems that are below specs run better then those above recommended. (Higher performance per core rather then more cores seems to do better CPU-wise) > Zombies are annoying but not challenging. 'stealth' is not a thing and Mele is silly and unreliable. desynch only makes it worse in full and nearly-full servers. > Less features, and less polished features then some of the sub-mods made by the community. > Limited options for communities to customize their servers. -
DayZ Standalone Or Arma 2 DayZ mod?
scaramoosh (DayZ) replied to PinoyRiceShop's topic in New Player Discussion
Mod is better, SA is shit, no vehicles, no loot, no zombies... just dead. Also though the SA has more buildings you can enter, but there is no loot in any of them, so there is no point to going in them. -
As far as I'm aware, the art team still hasn't touched the UI. So the UI we have now is most likely going to change. At least I kinda wish it would. As for vehicles, the current implementation is very bare-bones. There have been posts from the devs in regards to what kind of things they have planned for them. (Cargo space is included! Now if only I could find the exact post(s)..)
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No. One, there are plenty of people who are entirely capable of surviving on their own. Even without any real training. I grew up going to festivals and learned small things here and there. Last year, I went out in to the Forest of Dean for a week with a phone, a big bag of food and a sleeping bag. It was fun. Honestly, if you'd literally go insane not interacting with people on a regular basis, you're incredibly weak minded. Sorry, but it's true. And as for realism, how about we make it so very few people can actually shoot effectively, then? How about we make the survivors as unfit as real people are? How about making your character persist even when you're offline, sleeping? How about the majority of people not knowing how to skin an animal? Fuck, there's plenty of people who can't even cook. Crafting bows? Nope. Crafting knives? Nope. Crafting backpacks other than a courier bag? Nope. Repairing clothing? Nope. Gun maintenance? Nope. Getting fat if you stuff yourself a lot? Losing limbs? Nope. Paralysis? Nope. Not respawning? Nope. Forget sniping. Repairing a car? Nope. Driving large vehicles? Nope. Driving aircraft or boats? Fuck no. I could go on and on. The game will never be truly realistic, because it's a game. It's not meant to be a gruelingly difficult 100% accurate simulator. The goal has been described as authenticity over realism. Get over it. And don't project. Just because you think that you'd be unable to survive alone doesn't mean that others couldn't. Believe it or not, there's a lot of instinct when it comes to survival. That's how humans survived thousands of years ago. While I play as a lone wolf, I'm entirely happy for some things to be impossible for me to do alone. But if they're large features that don't have proper, balanced alternatives, it's kind of bullshit. The point of the game is that it doesn't have 'hard skills'. Limiting what people can do just because some people can't is unfair on those who do know how to do something.
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There's not enough good forest any more. I play as a lone wolf, sometimes crafting anything I can and hunting for my food, sometimes collecting the best gear I possibly can. In both instances, however, once I get well geared, I move in to the forest, set up a stockpile and play about with the various survival features/mechanics currently in DayZ, visiting towns regularly in the hopes of meeting a player. Now, I've not yet had a single stockpile found, which is pretty awesome. Lose a lot of stuff to the persistence wipes and start over, but that's actually fairly nice (though it can get frustrating when you're trying to decide what to sacrifice). However, even when I've been deep in the woods, in the middle of nowhere, I've seen people. A fair few times. This shows that the map isn't particularly well spaced out at all. I like seeing people, but I just kind of think 'but the chances of meeting somebody in the middle of a forest should be pretty damn low'. I'm sure that, once vehicles are in and people run at reasonable speeds, there'll be less travelers running through forests, but other than that, it's kind of crappy imo. The new towns are kind of nice, but, at the same time, the majority of them do nothing but take up space. They're not interesting locations, they've not got any worthwhile lootspawns and they're almost always dead. There's a fair few towns in the NW that I've yet to see a single zombie in, even right after server restarts. I think that, if they can't extend the map, they need to make the forests denser. I've also noticed that depending on your graphical settings, people, items and tents can be completely hidden by trees or, actually, fairly visible. This is an issue in a game where hiding stockpiles and tents is a moderately large feature. You might place your stockpile somewhere that you need to tab to see it for you, but another person might be able to see it from a hundred meters away. I still miss the old views though. Don't get me wrong, still plenty of beautiful areas, but I don't really see the point of the majority of the new towns.
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The mod is great, and still has its place with variety in weapons and vehicles. But the gap is closing as the sa adds more of those features over time. However the lack of enterable buildings in the mod makes it feel bare. So long as you can accept some of the alpha clunkiness, it's probably the way to go.
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Out of interest rather than thinking of things that the lone-wolf style would be disadvantaged by, what tasks do you think that should be done by more than 1 person? Just now it's blood bagging and saline drip which I think is wrong. You should be able to do that yourself. After all millions of junkies have shown you don't need any particular skill to put a needle in your arm alone. That leaves nothing else. However I would like to see some things introduced, even though that would act as a negative to the way I play the game. For example these things.. The ability to push vehicles You have run out of petrol but there is a gas station nearby. It's all down to physics of course, but anyone who has tried to push anything the size of a V3S will know that unless you are on a fairly decent hill you aren't going anywhere. It should take several people to push a large vehicle. Large storage that needs two people to carry These are not introduced yet, but I would like to see them introduced. A large wooden crate that can be lockable. It would allow for storage inside bases or alternatively can be buried (so long as the player has a shovel). However it takes two people to carry the crate (or to life it out of a buried position). Tents are nice and all but the idea they are large storage is more a legacy from the mod. Certain base building tasks We don't know what is going on with this so it's all conjecture. However I think that single players should be able to build bases or barricade already existing buildings. On the flip side a single person wouldn't (well not without a block and tackle - which opens up the option of that being craftable) be able to lift large joists for the more complicated or larger bases. Anyone else want to add in specific tasks that shouldn't be possible with one player alone?
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DayZ Standalone Or Arma 2 DayZ mod?
Baker. replied to PinoyRiceShop's topic in New Player Discussion
The mod is more polished with less minutia. Standalone has big ideas and prettier graphics (which are difficult to get to run smoothly) but is clunky and constantly changing in a variety of ways (some good some bad) "A few differences" -Zombies in the mod are clientside and deadlier. Standalone they are serverside and kinda silly -In the mod there are dozens of vehicles ranging from helis to small sedans to buses -There are WAY more enter-able buildings in the the Standalone. -There are far more towns etc in the standalone. -
Tired running around for trucks >=[
Tinkerbell-x replied to MatchboxChick's topic in General Discussion
I logged on yesterday near the NW/AF and headed down to Vibor and had the choise of three working vehicles. I'm always quite lucky ^_^ :thumbsup: -
Tired running around for trucks >=[
☣BioHaze☣ replied to MatchboxChick's topic in General Discussion
SO many of you haven't got a clue as to what DayZ is going to become. Reading post after post of the same stuff just makes me: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Within the coming months vehicles will be polished, new models implemented, and parts/servicing parts will be implemented as well. Finding and maintaining vehicles is going to become increasing difficult as time goes on. Right now, with no parts to install and only gas needed, it's probably one of the EASIEST times we will have at using a functioning vehicle, whether buggy or not. -
yes, but as mentioned before at the end of development there will only be 10-20 vehicles per server. so 5 trucks seems ok
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TLS (The Lone Survivors) Dayz Overpoch Napf Server
Henry_Peck posted a topic in Mod Servers & Private Hives
Server IP: 37.220.21.66:27316 TS IP: TheLoneSurvivors.enjinvoice.com Website: http://thelonesurvivorstls.enjin.com/home Youtube: http://www.youtube.com/watch?feature=player_embedded&v=WO9H-NEsEl4 Map: Napf Main Rules: 1. No building within 1KM of traders. 2. No voice in side. 3. No camping safe zones. 4. No killing 250m from safe zones. 5. No stealing from safe zones. 6. No leaving vehicles in safe zones. Restart: 3 hours (Day time is 90 mins, night time is 90 mins) Server Information: 1. Group management - Invite your friends and see them on the map. 2. Active admins. 3. Self bloodbag. 4. Plot pole for life. 5. Snap Building Pro. 6. Door management. 7. Safe code for life - Never re-enter you safe codes again! 8. Plot pole maintenance. 9. Locked vehicles are indestructible. 10. Wood is destructible - Concrete is not. 11. Starter gear is M9SD and all medical items. 12. Choose your spawn location! 13. Build bike on spawn! 14. Take clothes. 15. The very latest missions. 16. Custom vehicles including LAV & BTR90. 17. Regular events. 18. Special trader menu systems. 19. High FPS. 20. Donator packages and much, much more! To get players to this excellent server, for a limited time new joiners will get a free Medium Building Pack (worth 11GBP) which consists of: 50 cinder blocks. 20 mortar buckets. 5 tank traps. 4 scrap metal. 1 combo lock 1 lock box. To claim your free donator package please register on the TLS home page and message Henry Peck.