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Celebrating DayZ’s official release on 16th December last year, Bohemia Interactive have released a special anniversary video on DayZ's official YouTube channel. The video provides a unique insight into the some of the challenges DayZ faced throughout its development, and what DayZ means to members of the development team. The standalone version was officially released using Steam's Early Access program, on December 16th 2013, very early on in its development cycle. Since then the DayZ development team has continued developing the game with a continuous flow of updates, including new weapons, new items, diseases, harvest-able resources, private shards, persistent objects, initial vehicle testing, and various platform improvements. Over the next 12 months, the team will be looking to expand the options for basic ground transportation, aerial transport, expanding on basic survival features, such as animal predators and traps. On top of these the DayZ team is implementing an improved rendering engine, which will expand upon the graphical fidelity and depth in game. Since the DayZ team released into Early Access 12 months ago, the team has grown significantly, David Durcak the new Project Lead on DayZ stated: “Firstly I'd like to thank Dean Hall for leading the team for the past two years and I wish him the best with his new studio. The growth of the DayZ team over the past 12 months will be integral to the prolonged success of the game. With the additional team members we hope that throughout the upcoming year we will be able to create more content and a deeper experience for the DayZ audience. Plus it will also allow us to improve technology for the standalone and polish the features we have. All in all, it is our goal to create the best experience we can, in terms of frame rate, visual quality and the overall gameplay.” First QuarterBasic vehiclesAdvanced loot distributionNew rendererNew Infected AIBasic stealth system (infected and animals)DiseasesImproved cooking and horticultureAdvanced anti-hack system (Dynamic BattlEye)Second Quarter Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behaviour)Player statisticsNew UIPlayer staminaDynamic eventsWorld containersNew physics systemThird Quarter TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeAdvanced communicationFourth Quarter Animal companionsSteam community integrationConstruction (base building)Beta versionTo join the survivors in Chernarus, you can purchase DayZ (27.99 EUR/34,99 USD) from Steam and Store.bistudio.com. As development progresses the price of DayZ will increase For more information, please visit http://www.dayz.com and/or follow DayZ on Facebook, Twitter and YouTube.
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I've read most recent threads and realized that there are some issues constantly emerging with some ideas. No matter if vehicles, tents or (eventually implemented) team bases, or team effort ideas (e.g. fixing up and maintaning a power plant), they all share at least at some point one problem: What happens if you and/or everyone else of your team logs off from the game? Simple as it is now: abandonment. But is this still a valid and proper mechanism, is this as good as it gets? Just some basically developed ideas from myself: vehicles, tentsas they are objects, it would be easy to attach some info to these. such as last operator/owner, time owned by this owner etc... Based on these information, these objects could simply log off along with your character as long as you're in a reasonable vicinity to them. Problem: Is this immersive at all?! team bases (hypothetical)A group could run a "base"-structure. Let's just assume again there is some mechanism that binds the "base" itself to a person. The main idea here could be that every person (no matter if it is a clan/team/group or not) becomes an owner-"candidate" as long as he is in or again in a reasonable vicinity to that base. The moment he is too far away he loses this candidate status. Now after "X" hours of being candidate you change from candidate to owner. Which means the base-structure lists you as its owner in its properties. Issue: So you have to stay in that base for "X" hours?? We are a group of 6 ppl, it doesn't make any sense that all of us must stay there that amount of time! Another idea could be to implement "quantities" which incorporate the "candidate"-idea. Let's say all candidates that stay "Y" min. together in that base-area would be identified as one quantity. So as long as >= 0% of that quantity stays in the base the "ownership"-timer still will run down. (the same if the quantity is still one single person) So how to deal with logging off? Of course it is not possible to maintain that ownership by always keeping at least one member of that quantity online. It is impossible. There are now again three possibilites: The base gets abandoned leaving the possibility for everyone to become owner, with the same working mechanism as brought to you before, leaving the owner no chance to defend.The base itself is a new instance (meaning loading screen; but only thinkable for tunnel/cave systems in my opinion).The base can get locked in some way, so no other can take over the baseIssue for the latter: What if the base-owner plays on a very unregular basis, leaving no one a chance to take it over? A "Cool-off" or "Abandonment" timer could be implemented. Let's just say 24/48 hours after the last visit of a member of the quantity the base again is free to take over; meaning the same procedure execution as above mentioned. It could be more/less fair for the opposing forces and for the team that owns the base as well. *EDIT: Of course one idea could be to build bases without the (postulated) idea of a dev-defined and fixed to a point base-area, meaning one can build (with a proper crafting-system) a base wherever and out of whatever one wants. Now go a step further: what if you have some kind of "foundation stone". By placing it you define a new base-area of a radius r = "Z" meter. This gives the chance to build more hidden bases and the chance to define the look of it way more independently. Can be almost ruled out : http://dayzmod.com/f...20#entry1204654 team effort ideas (e.g. maintaining a power plant) (hypothetical)This could work similarly as the example above. Let's just focus on the maintenace-part. Again you must stay at least "X" min/hours at the scene, so the plant/factory/whatever to start working by itself. Again two possible ideas for the autonomous functioning of the plant: You need someone after "Y" hours to come and handle the process so that it won't destabilize/shuts down again (the "LOST"-approach)or the "fuck the majority"-approach by introducing passive NPC's that pretend to oversee the process; no one ever has to come back constantly to "press the button". This would also grant the possibility to deliberately sabotage such team efforts, by intruding and killing everyone..So what do you think about that, or better what do you suggest?! edit: Maybe also check this thread out: http://dayzmod.com/f...ge__hl__regular or this one: http://dayzmod.com/forum/index.php?/topic/127431-standalone-suggestion-bases/#entry1227195
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There are none at the present time. If and when they have these, it seems they will be very limited and not until the last quater of 2015. Dayz current roadmap as put out by the Dev's. Q1 2015 Basic vehiclesCentral economy (advanced loot distribution)New rendererNew Zombie AIBasic stealth system (zombies, animals, …)DiseasesQ2 2015 Advanced vehicles (repair, modifications, …)Advanced animals – life cycle, group behaviorPlayer statisticsNew UI Stamina / fatigueDynamic eventsQ3 2015 TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeQ4 2015 BETA versionAnimal companions (dog, horse)Steam community integration (Achievements, Steamworks modding, etc)Construction (building shelters / walls)
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Until vehicles are persistent what's the point?
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Tired running around for trucks >=[
Whyherro123 replied to MatchboxChick's topic in General Discussion
Hmm? 1) They aren't "zombies", they are regular people (aka still alive, with all that entails) infected with a maybe-prion disease. 2) A survival game is a survival game, regardless of the actual theme. Not entirely sure what the "zombie survival" has to do with "Bear Grylls simulator". 3) What the hell does your post have to do with mine? The point remains that vehicles will (at least, on actual unmodded servers) NEVER be common. Read that link again: "10 working vehicles per server" -
...can we stop with the pretence that this is some mystical anti game bollocks and start getting sensible? There is no such thing as an anti game, it's a game lol, a computer game. All that wacky talk he was spouting about viruses and antibodies and mobile labs where players can work on cures LMAO, please tell me all of that nonsense has been binned. Listen, I FUCKIN love the man for creating the mod but come on, he had a beered up night with his virologist brother, all excited about his new standalone project and the crazy drink talk leaked into his dev brain box lol. Also, Zombies, Zeds. He kept saying 'but they ain't zombies they are infected' LOL, DayZ 'Z' haha you named it Deano, why not call it Day''I'', they are zombies, they are the undead,walking dead, reanimated corpses or Zeds lol, let's just clear that up to clear that up. And while we are on the subject and we no longer automatically spawn on the beaches can we have a decent back story please? A simple little tale that explains what happened and why we are here, you know a 'premise'. Every game ever made has one so let's get creative and give this world some meaning. And let us all hope that Rockets most nutty idea of all, adding shitting and pissing to the game has been well and truly flushed down the khazi where it belongs. As a side note, when will we get a thermal scoped anti material sniper rifle? It don't need to be a .50 cal but we need a gun that can disable vehicles at night from a kilometre away.
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I don't get why you'd play this over the mod?
scaramoosh (DayZ) posted a topic in General Discussion
Most of the time the game doesn't work, I log into a server and more often than not my character is gone and I have to start over. Then I constantly have issues where I'll warp back 50ft which I'm guessing is the server lagging, it isn't my end as I have a beefy PC and my internet is fast, wired and lag free on every other game. Every time I've tried to play this game for some reason I get this issue where I try to loot something and it doesn't let me, then I realize it wont let me interact with anything and I have to go to a different server.... it happens EVERY GAME! There are zombies anywhere, I think I've seen one in the 10 hours I've been trying to play and there is no loot anywhere. I could attempt to run into the middle of the map to get my first bit of loot, but that is so boring and tedious! There are no vehicles anywhere and you cannot auto run... why? At least with the Mod I can use the Steam overlay to glitch the game into auto running. It is so fucking unbearable not being able to auto run, I'm not going to start jamming stuff into my expensive keyboard, ruining it for a game. Why is the sun so bright in the SA? It is constantly blinding and is another element ruining this game, the lighting was so much better in the mod because it let you see things! I dunno what it is about the SA but it just looks cheap, it is like a toy and just doesn't feel as immersive as the mod. Maybe it is the crappy lighting, I also thing the character models and movement looks really cheap and the animations aren't as good... I just don't like the look of the SA. The mod works though, I can always play no problems and there are vehicles and lots of things to do like base building. There are zombies and loot because it spawns in where you're near the location and I just feel like I'm constantly doing something and having fun. Where as the SA feels barren and broken and I don't get how it has been out for a year and has gone nowhere, they've just spent all year adding in features they took out. Ultimately though I don't see what the SA is trying to fix? It has more lag than the mod, the zombies are worse cause there are none, the loot is worse cause there is none, there are still hackers and it runs worse than the mod too. All my friends still play the mod from time to time but none of them bother with the SA. I hate the excuse that it is in Early Access, they've had a year now and it isn't like the SA was first, the mod did exist before it.. -
How ironic - people used to complain there wasn't vehicles yet - now its "I have run everywhere to find one" - clearly there's a pattern here hmmm...
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Tired running around for trucks >=[
Whyherro123 replied to MatchboxChick's topic in General Discussion
You poor baby ....... pahahahahahaha! Seriously, "Day Z Problems" over here... -Ahem- There are currently only three trucks spawning per server, to my knowledge. Adding more spawn points only makes it harder to find them. Statistically, if you are looking by yourself, you are unlikely to find one. Want to find and use a (buggy, glitchy, and loud AS FUCK) truck? Join a clan. Oh, and there is likely going to not be any more than 10-20 VEHICLES (not just trucks, but vehicles TOTAL) per server once they all get finished, which is AWESOME. Get used to walking, because unless you are in a clan that is deliberately searching for a vehicle, you probably will never get one. Which, again, is good. More survival-focused, as well as rewarding and promoting group play. http://www.reddit.com/r/dayz/comments/2iax7g/hicks_opinion_no_more_than_10_vehicles_on_an/ -
To be honest I agree with everything the OP says, although his delivery could be better. I hope they don't put pooping etc in and as for mobile laboratories and viruses that need to be cured, Rocket didn't actually say that did he? can't see how that would fit this game at all. And a back story wouldn't hurt. Even the Anti materiel sniper rifle idea, why not make those in vehicles feel the same sense of vulnerability that us pedestrians are forced to endure? As for thermal scopes, could be a tad over powered but imagine knowing there were thermal scopes out there as you crept along a treeline, would certainly add to the sense of jeopardy that this game thrives on... they would need to be extremely rare but now we have the beginnings of a centralized loot economy why not? edit - and EVERYBODY calls them Zombies or Zeds, no matter what Rockets original intentions the community has overruled him on that one.
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I don't get why you'd play this over the mod?
foolee replied to scaramoosh (DayZ)'s topic in General Discussion
I stand corrected, I still see no need for a auto run key. Vehicles are here and more are coming. As mentioned use macro's a simple solution to a lack of auto run. -
How do you manage your real life and DayZ at the same time?
john5220 replied to john5220's topic in General Discussion
thanks dude you are right. I did notice even after removing DayZ I did not become as productive as I would hope as I ended up spending times on otherwise non important things such as youtube etc. I have come to the realization that the issue is indeed prioritizing my time. As such I have reinstalled the DayZ Mod as I feel it provides the best experience in being satisfied the fastest. You get vehicles and guns so fast there is far less time spent running and looking for food and weapons it provides an enjoyable experience in a short time. So i will stay with the MOD for now and leave off SA till it goes into beta or something. I have also invested in a little alarm clock, which I set and allow myself a certain amount of time in dayZ. After that I promised myself not to waste anytime at all and do al lproductive tings that needs to be done. This is actually working out for me, I also started going to the park with my mountain bike and taking a 1 hour brisk walk everyday I feel a lot better now and it helps me manage my time and keep my mind a lot more focused. This method I found has been working better for me than totally quitting DayZ. As i am on vacation till my next semester starts back, I am setting a little high time on DayZ but everyday I am gradually slowing it down, so far so good. -
Rarest Loot (Experienced Looters)
Chaingunfighter replied to punkvegita's topic in General Discussion
There are no WW2 grenades - the RGD-5 (or "RDG-5" as it is called ingame) was just a super prevalent soviet Cold War era hand grenade. It's basically just the Eastern/Chernarussian variant of the M67 grenade, although both perform identical game-wise. However, it would be cool to find some old WW2 era hand grenades ala the RGD-33 (stick grenade), F1 (pineapple), and RPG-40 (anti-tank stick grenade - useful vs. vehicles) as rarer spawns in general military areas. -
I don't get why you'd play this over the mod?
The-MCV- replied to scaramoosh (DayZ)'s topic in General Discussion
I'd play the mod (vanilla only) more than I currently do if it had more clothes, enterable houses, proper melee, being able to put the gun on your back, a better inventory system and if the kos wasn't 10x worse. I guess I have where to choose from, got all 3 DayZs (Breaking Point too), so I just take what's best from all of them. I agree with some of your points, like the sun, lighting, atmosphere (I like the mod and BP ambient music), vehicles and base building (although I have no real interest in the last two). Models and animations are better in SA. You forget something, models look like shit in the default mod even on ultra if you don't buy the BAF and PMC dlcs. SA comes with everything from the start, as much as it offers. Not all of us get wet by landing a helicopter in a player-built base in this type of game. -
I don't get why you'd play this over the mod?
VahidkinG replied to scaramoosh (DayZ)'s topic in General Discussion
First of all, you should understand that this game is an Early Access and this is a fact not just an excuse for devs not to work on the game. and mate i'm playing DayZ SA this days alot and i have no problem interacting with anything so far and i play with a pretty bad internet connection (200~300 latency and 1Mb bandwidth) in pretty much every server i played. there are problems with the net code and i'm not going to ignore them but it cause mostly delays and Rarely a dsync issue (that is what unable you interacting with server) i just got the feeling like you play cracked game because at that version the game was pretty much unstable . Zombies are a W.I.P and also lighting is gonna be re worked when new renderer come along. you should understand the fact that most of work in 2014 was in back scenes and internally done which was prototyping things like vehicles, new audio engine, new renderer engine, new AI and stealth mechanic and so on which will not show up untill they are done. now in 2015 most of this things will appear and you will see how the game will change. and one last point, DayZ mod and dayz standalone are not suppose to be the same, DayZ SA is here to improve the mod, not to port it. -
Zum Server: • Server-IP: 85.190.136.180:2302 • 20 Slots+ • TS 3: ts.h3r0.de • Gametracker: German NoobtuberZ Mods: • Spawn aus Vogelperspektive mit Intro Musik! • komplette Custom Map • unter anderem : zahlreiche Outposts, Ghost Citys, Custom Airfields und Hidden Places! • Custom Willkommensgeschenk - jeder bekommt was anderes! 8) • Wasserzeichen • Custom Loadingscreen • Welcome Credits • No Talk in Side • Safezones bei ALLEN Tradern • angepasste Traderpreise • zusätzliche Items und Vehicles bei Tradern • 450+ Vehicles • Lift & Tow • Salvage Vehicle 100% • Deploy Bike (Werkzeugkiste!) • Take Clothes • Flip Vehicle • Elevator • DZMS & WAI Missionen • 4h Tag/2h Nacht • Selfbloodbag per Rechtsklick (verschont das Scroll-Menü ;) ) • Jets! • Farbkorrekturen • Custom Debug Monitor mit vielen zusätzlichen Infos • No Plot Needed • Group Management • Service Points • RIESIGE eigenhändig erstellte Goldmine mit zahlreichen Möglichkeiten zum Becampen und Base bauen • Hohe Performance durch Wartung, Korrekturarbeiten und Eingehen auf Spielerwünsche Durch ein hervorragend positioniertes Adminteam wird es jedem Spieler ermöglicht, in atmosphärischer Idylle und ohne Komplikationen spielen zu können. Wir sind für alle Ideen & Verbesserungsvorschläge offen und würden uns über euer Feedback freuen. Bei Fragen stehe ich sowohl hier als auch auf dem TS 3 gerne zur Verfügung! Ich freue mich auf euer Erscheinen! MfG, Metru Serverowner und Scripter bei den German NoobtuberZ
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How do you manage your real life and DayZ at the same time?
john5220 replied to john5220's topic in General Discussion
Hey thanks yeah i got the unreal engine 4 from GitHub for free, free as long as I attend university which will be 4 years. Normal folks have to pay $20 US a month for subscription I get the subscription free "however the normal person can buy 1 month and cancel subscription and still use the engine to their leisure but wont get updates is all". Was simply a matter of providing my school student ID and description of my program. I want to have the best project for final year so i am working on it all now so to speak, because here in the Caribbean its a really new thing and the distance I am going with this UE4 no one in this region has ever gone so far before in any project I feel very excited. EPIC has allowed the world of opportunity with UE4, and as an added bonus its 100% C++ and they only take 5% of your total earnings from any game you sell. Thats mighty generous for what might be considered a multi million dollar game Engine its true AAA blockbuster quality and power. Unreal Engine 3 did power some lovely games like Bioshock series and Batman Arkham series so I feel confident in this company and the work they are doing for the indie scene. They have shown that they are passionate and dedicated to Indie devs, hobbyist and students. Folks have done a couple stuff here for university projects using Unity 3D free engine, but its nowhere near as powerful as Unreal Engine 4. I think I started at an excellent time :) Its what keeps me going, to me in many ways its like my relaxation, my second DayZ experience so to speak but being productive LOL. Its just that DayZ has gripped me like none other in ways I never taught it would. So for now I have made my decision to stay away from DayZ until I am sure I can manage my time. On the great side i got it at a discount so its always great to have in future, who knows maybe when future comes around and vehicles etc are much easier to get and travel around it won't require so much of my personal time to do simple things and I can then warrant playing once more as I would feel satisfied much quicker I guess we can't blame it, its EA Alpha after all :) -
When did people start hating on the game so hard?
sachad replied to Cap'n (DayZ)'s topic in General Discussion
A lot of the feedback is along the lines of "OMG STOP ADDING STUFF AND FIX HACKERS AAARGHH" or "why dont we have 17 different vehicles yet?" or "I PAID 30 BUCKS FOR THIS SHIT FUCK YOU I WANT MY MONEY BACK!" or "Dean Hall is sipping margaritas with our money and the game wont ever be finished!" That qualifies as stupid feedback. Feedback that is constructive and sensible is used. No point in denying that. Just because they don't add everything that is suggested right away doesn't mean they're ignoring people. -
I don't regret I've bought DayZ SA, but I feel confused when I see a lot of new cosmetic stuff added while there is no visible progress on core mechanics that made Mod so popular: zombies, performance, vehicles, stability, bugs and cheaters (met a speedhacking\teleporting guy recently). All those features have one root: a proper engine (not only rendering engine) is vital, while devs were going to mod slightly an old VBS-2 engine and add a lot of stuff. Another bad thing about prolonged SA development is that a lot of games on the same thematics are in development: while some have failed, some seem to be a fail, few of them (won't name them) can cripple DayZ authority even more.
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Don't want to offend anyone (I'm a huge fan of DayZ series), but look: Breaking Point ARMA3: after a year of development looks like a standalone game in BETA stage: yes, glitches, yes stupid zeds... BUT! The game runs twice smoother than DayZ SA, has reasonable zombies that don't ghost through walls\floors, has vehicles, basic bases huge (I mean HUGE) maps (including custom) with 65-100 players.Epoch ARMA3: completely on par with DayZ SA after 4-5 months of development. They have same problems with zeds, lots of bugs, glitches, some decent fps drops. BUT! They have base building, missions, NPCs with stuff to buy, currency system. Oh, and a group system. Not that all those features are needed in SA, but still those are a lot of work. As a customer, why should I take in consideration those modvs standalone debates when mods that in development for far shorter time have much more content and much more stable than DayZ SA? I still wait for new renderer, overhauled zombies, bases, more vehicles... But mods do all that much quicker and with far better quality. P.S. Northern parts of the SA map that had the most recent updates are godlike: they look and feel much better than old regions, especially South-Eastern.
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Time to reduce run speed with vehicles inbound?
nexventor replied to Bororm's topic in General Discussion
Looks like Q2 Second Quarter Advanced vehicles (repair and modifications) Advanced animals (life cycle, group behaviour) Player statistics (DayZ.com/DayZ API) New UI Player stamina Dynamic events World containers (Chests, Fridges, etc) New physics system -
Once Vehicles become persistent.. a discussion
DeatHTaX replied to Irish.'s topic in General Discussion
I want my vehicle to be where I left it. I want my gear to be where I left it. I want my body to be where I died 5 months later. I want that BOAR I SHOT AT...TO BE THERE A YEAR AFTER I KILLED IT! I want EVERYTHING persistent. I MUST HAVE IT! IT AAAAAALLL MUST BE PERSISTENT! But seriously, I really want vehicles persistent -
He didn't speak on maturity, he said he knows kids in there 30's and 40's, those are adults, childish adults maybe but adults nonetheless. I also could never see how Dayz would be in competition with Call of Duty or Battlefield these games aren't even in the same genre, it'd be like saying Forza competes with Dayz because Dayz has vehicles. As far as Dayz being boring i have already put in just under 700 hours and play it as often as my work schedule will allow, that's already more than any other game I've ever owned probably.
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-=Vg=- Victory Gamerz DayZ Epoch Mod Server Features: Single Currency and Banks Infistar AntiCheat WAI missions with cool scenaries Vector buildings ( building by angle) Mass Trade from Backpacks and Vehicles Switch weapons from Backpack Plot Pole Management Comfortable Tow\Lift Call bank by radio to know bank account cash Safezones by Infistar Central lock for vehicles Spawn Selection Deploy Vehicles Custom Towns Custom Traders Advanced Skin Changer Slow and Strong Zeds Harvest and Smoking Weed Snap Pro Service Points ( Refuel, Repair, Reammo) Fast Build FastCraft Self Trasfusion by RightMouseButton Custom icons Nice Death Messages Random Loadouts Godmode for vehicles on safezone EVENTS: Tank Sumo 1000 Coins For Last Standing Tank. Dirt Bike Race For 1 Briefcase Of Gold To The Winner. Night Time PVP In Cherno With PVP F.O.B (forward operation base) With Safes To Stash Away All Your Normal Gear To Still Have After PVP Event. Co-op Heli Treasure Hunts For 1 Bar Of Gold. Night Time Sniper PVP Challenge At NWAF For 1 Bar Of Gold. Night Time Raid For 2 Bar Gold. Chopper Gunner Hunter For 1 Briefcase Of Gold To Winner. Victory Gamerz DayZ Epoch Mod game play rules:DayZ Epoch Mod Server First off -=Vg=-Roush aka jkroush is the main server administrator. 1. Teleporting players on random or just because = Zero tolerance 2. Killing fellow -=Vg=- members out of permission from that fellow member = Zero tolerance 3. Stealing from other -=Vg=- members and bases etc = Zero tolerance 4. Any thing conflicting fellow -=Vg=- members to inflict harm etc with out ones permission = Zero tolerance 5. Fighting, flaming, Provoking or arguing over a game causing members to leave or segregate = Zero tolerance 6. PVP is only allowed in red dedicated areas. PVP out side of this zone will result in a Warn, Kick, Ban. No Matter your rank. = Zero tolerance 1st offience = kick ban 2 days from all of Victory gamerz services. 2nd offence = kick ban 1 week from all of Victory gamerz services. 3rd offence = kick permanent ban from all of Victory gamerz services.
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-=Vg=- Victory Gamerz Epoch Mod Server Features: Single Currency and Banks Infistar AntiCheat WAI missions with cool scenaries Vector buildings ( building by angle) Mass Trade from Backpacks and Vehicles Switch weapons from Backpack Plot Pole Management Comfortable Tow\Lift Call bank by radio to know bank account cash Safezones by Infistar Central lock for vehicles Spawn Selection Deploy Vehicles Custom Towns Custom Traders Advanced Skin Changer Slow and Strong Zeds Harvest and Smoking Weed Snap Pro Service Points ( Refuel, Repair, Reammo) Fast Build FastCraft Self Trasfusion by RightMouseButton Custom icons Nice Death Messages Random Loadouts Godmode for vehicles on safezone Evac Heli Self Blood Bag Check us out at http://www.victorygamerz.com or join our TS3 server, victorygamerz.clanvent.com:6613 awesome group good times, we are like brothers here come join us on Teamspeak and get to know us. Check out our post here on DayZ forums http://forums.dayzga...rs-for-dayz-sa/ <----- Check here for more info! REQUIREMENTS * Ages 13 and up * TeamSpeak 3 * Mic * Steam TS3 Server victorygamerz.clanvent.com:6613 Main Web Site http://victorygamerz.com/ Application http://victorygamerz...ms/forms.php?do Facebook https://www.facebook...ctorygamerzclan Add me on Steam victorygamerz TS RULES DO NOT DISRESPECT -=Vg=- MEMBERS OR OTHER GUEST, MIC SPAM, USE RACIST COMMENTS OR PROFANITY. MOST OF ALL HAVE FUN WITH -=Vg=-