Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Search the Community

Showing results for 'Vehicles'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Author

Content Type


Forums

  • Official
    • News & Announcements
    • DayZ Badlands Expansion
    • DayZ Frostline Expansion
    • PC Updates
    • Console Updates
  • General
    • General Discussion
    • Gallery
    • Suggestions
    • Servers
  • DAYZ - GAME
    • PC
    • PS4
    • Xbox
  • DayZ Modding
    • General Discussion
    • Scripting
    • Terrain
    • Modelling
    • Misc
    • Official Tools
    • Community Made Tools
  • The Original DayZ Mod (Arma 2)
    • Mod Announcements & Info
    • New Player Discussion
    • DayZ Mod General Discussion
    • DayZ Mod Gallery
    • Mod Servers & Private Hives
    • DayZ Mod Suggestions
    • DayZ Mod Troubleshooting
  • MiniDayZ
    • MiniDayZ
  • DayZ Mod

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Steam


Twitter


Twitch


YouTube


Discord


Location


Interests


Bio

Found 41868 results

  1. xalienax

    How important should vehicles Be in the SA?

    I agree with you mostly actually. i would like more work dedicated to fixing them up to make it work, However with 50/60 players the standard now and higher counts being suggested (tho not offcially confirmed one way or the other) i think a few more actual repairable cars per server would be good. gives more people a chance to access them without really making it easier as they still have to do all the work of fixing. The mini-game thing i think is a bit too much but i would likje you to have to use different tools for different repairs- perhaps even have 'compound parts' like tires and rims that require you to then put the tire onto the rim (this can easily be done by two people oldschool with tire irons or crowbars given some physical effort). As to the person who mentioned bases and vehicles being locked. im okay with that as long as its a breachable lock. (Ie busting thru a base door with axes, or smashing a car window to get in) it forces the attacker to slithgtly damage the vehicle or structure to get at it and make a lot of noise in the process. this is a realistic tradeoff between security and the anything goes in the apocalypse game play that dayZ trys to portray.
  2. I am writing this, and using other sources for most of the body, to help people to understand why Alpha is not an excuse and exactly why the current state of DayZ should be expected and not something to be concerned over. Please feel free to not respond if you cannot handle being polite and/or constructive. First, I will allow you to read over a short synopsis of what goes into video game development. Then I will explain why BIS has a history that we can look back on, and hopefully use as an example to rely on seeing similar if not better results for DayZ. Last but not least I will show a roadmap of what we should see from the DayZ dev team down the line. Understanding the Development Process Programming The programming department is responsible for implementing the game design. Different companies have different working practices but in general the programmers read about a feature in the design document, ask the game designers relevant questions and then make a plan to implement the feature. Any gaps are filled in during meetings and the plan is approved so the programmer can begin work on it. They work on implementing each feature in the document and these are then tested and refined as necessary. Programmers often specialise in specific areas but this depends entirely on the size of the company and the type of projects they produce. Art The art department is responsible for the visual style of the game. There are various roles within the art department and everything starts with the concept artist. The concepts can be simple sketches or full color detailed paintings. They set the visual style of a game and give the rest of the art team inspiration to create characters and environments. Character artists take 2D concepts and use them to create 3D models. Environment artists craft the textures and models to bring each level to life. Visual Effects artists create graphics for things like explosions and weather. Animators create individual character animations which are then triggered in code by programmers. Each simple process in the game requires collaboration. For example even something as simple as making a character walk involves all three departments. The animator will create a walk cycle for a character which is a looping animation of a few frames of a character walking, and the programmers will ensure that the character moves the correct distance and speed and triggers that animation when you press the W key. The specific parameters will have been decided upon by a designer. Production The production department sets the schedule and controls the budget. They create a job list and time estimates for every aspect of the game’s development. It is their job to ensure that every staff member knows what they need to do, has what they need to do it and knows when it is supposed to be done by. They provide frequent progress reports, deal with staffing and purchases and generally ensure the project runs as it should. Testing The final department to get their hands on the game are the testers. It is good practice to begin testing your game as early as possible but in reality this process is often left until late in the day. Game testers play the game and try to find bugs which they report. The rest of the team work on fixing the bugs assigned to them until the game works well enough that it is ready for final release. This decision is usually made by senior management or the publisher. Crunch Time This is by no means an exhaustive analysis of the game development process but it does at least give you a basic overview. It is very common for games to be under funded and for them to run over schedule due to unforeseen problems or change requests. This means most projects enter a period of crunch towards the end of production and the development team is expected to work long hours. The vast majority of developers work long and hard to bring you games and they rarely get the rewards they deserve. Most game developers are in the industry because they are passionate about making great games. When it goes well game development can be the most enjoyable career on the planet. When it goes badly….well that’s a different story. BIS History with Early Access Releases When Arma 3 was released by BIS, it had a similar release structure as DayZ SA. We should expect at least the final pricing to be similar, but the timeline should be very different between the 2 games. Arma 3 (pricing and timeline): $32.99 - March 5, 2013 (Alpha) $44.99 - June 25th, 2013 (Beta) $59.99 - September 12, 2013 (Final Release.. lacking some content, promised later as DLC) There were obvious delays, as the game was released in a somewhat unfinished state. But the roadmap deadline was met to an extent. Promises were kept, and overall the game has received good reviews and is being played and modded heavily by the Arma community. We should expect similar results with the DayZ SA as time progresses. Timeline for DayZ Standalone Development So , roadmap. We have one. Here it is written out for you to read. Pay close attention to 2nd quarter, and 3rd quarter statements. This says what time they HOPE to have it implemented by. Crossbows, bows and arrows Are due in the immediate future according to the developer, who described them as a “labour of love” by the team. Players will be able to track their arrows and bolts and reclaim them. This will lead into better hunting mechanics further down the line, said Hall, who noted that The Elder Scrolls Skyrim has been a big influence in terms of hunting and skinning animals.Fireplaces Are also due imminently, with the team consulting with the developers of Project Zomboid, with plans to upgrade fireplaces to ovens.Ragdoll physics, neutral animals and persistent objects Are due around the second quarter of the year, and Hall briefly revealed an image of an AK-47 for the third quarter update.Advanced animals Will come later (quarter 3) such as wolves and bears, as well as companions including dogs and horses.Zombie behaviour Will be stabilised in the second quarter and advanced in the third quarter. And loot will be controlled centrally – Hall said the team has been paying attention to game such as EVE Online to ensure balancing is fair.Barricading Putting woods on doors to protect buildings – “will dramatically changed the game,” said Hall, particularly combined with better and more aggressive zombie behaviour.Vehicles Will roll out in the third quarter – just simple bicycles, ATVs or small cars to begin with but in the fourth quarter and beyond the team will roll out advanced vehicles – helicopters, boats, planes, trucks with upgradable components. Attachments for weapons will also be upgradable in a similar way to vehicles, confirmed Hall. EDIT: This is from Hicks regarding the timeframe of BETA, etc.. http://forums.dayzgame.com/index.php?/topic/193291-reddit-hicks-206-on-early-access-games-and-discounts-in-the-light-of-recent-abandoned-towns-game/?hl=beta To be fair, the scope of DayZ easily puts it closer to a full 3 year development cycle. We're four and a half months in from the initial Early Access offering, the project has made several large leaps forward on the infrastructure side. (These might be things that don't jump out at people as super visible, but they are core systems that will enable us to support a rich feature set in beta, and release) I feel perfectly comfortable with the estimated 1.5 year Alpha/Beta/Release candidate phase we've discussed publicly with the consumers, and while sure it can get distracting dealing with people insisting they get their favorite up-coming feature "now, now, now", I tend to just focus on the work at hand and look forward to playing the released title with that type of passionate user in the future. *** Also, please do not think I wrote this because I am a huge fan and only think good things about DayZ.. it simply is not true. I have experience with game development and knowledge of what to expect. I am not a fanboy, just a realist. I am not an undereducated pessimist, troll, starry eyed fanboy, or any other example. I am just someone who thinks people should be informed, rather than led blindly. Thank you, and carry on.
  3. blazed

    Is DayZ being developed right in your opinon?

    I wish Alpha meant: Have the core of the game done, and done well, Knowing exactly how you want your game mechanics to work and having them placed out early on. I wish it meant that content was missing, the Map wasn't so big, lots of missing items, products, weapons, vehicles, clothes, skins, etc. What I mean is I would be ok with Dayz if it had 1 pistol, 1 rifle, 1 can of food, 1 clothing, 1 vehicle, 1 backpack if everything else was already working as intended with some minor bugs. I know game development doesn't necessarily work like this but currently this Alpha game trend is getting out of hand on Steam, Why should Developers bother to Produce complete or at least Good Solid Foundation Base of a game when they know they can Sell a Sloppy Alpha version of the game and cash in on it early with no responsibility to finish it fully. It also removes the need of really pushing your game over the boundaries so that when hits the market it hits hard becoming a revolutionary game. DayZ has already made quite a sum of money so even if they just push out the basics and call this game done, it’s a win.
  4. Spread the spawn... better for everyone. 98% of the people doesnt care about some made up backstory (I dont think there is certain official one) doesnt matter if you spawn inland or coast. 98%o f the people doesnt think about the respawn anything else than the point to start running for the gear from. Spread out spawn could/would bring.. More trafic to the unused parts of the map There for clears the coastal deathmatch towns to some extent, no deathmatchers killing freshspawns just for lulz etc. More unpredictable persistent base locations. Everyone knows where to look bases now(north/west) in the mod which goes for SA too if nothing is changesd. Also devs need to fix the forests to make this work, its plain textures and no undegrowth... how are people supposed to try to hide something there, impossibru. Vehicles will not help any issues with coastal spawns, there will be few and 98% of the people wont have access to them for big part of their gamelife. They play alone or with friend, vehicles wont be anything worth mentionin with this case.
  5. Server started August 2013... Players are always welcome if Legit.... Scripts Safe Trader Zones Anti Backpak Theft Self Blood Bag Tow and Lift (Urals, Large Heli's, lock vehicles can't be towed) Church Heal Indestructible Bases (Full walls, Full Floors & Locked Doors) Deployable Ride (Ride changes almost weekly) Plot Pole Required (lowered price to 2 10oz gold) No Maintenance Bases Auto Refuel with Repair and ReArm. Custom Many guns have been added to traders Bridges to Skalisty Island Towns, Castles, and Airfields Missions DZAI - offers a modest challenge and okay loot. Wickin Ai - offers the most challenge and the best loot. Missions are marked on the map all the same. So player never know exactly what mission they are going too. Bandit Camp on Skalisty Island. 40 Ai, Heli Drops, and even a Predator Drone on Patrol with Random Loot Crate (Walls, Gold, Vaults, and much more). Infistar Antihack Works 90 % of the time :)
  6. -Gews-

    The TANK Thread

    The devs will never introduce tanks or armored personnel carriers. Bookmark me. Anyways I'm sure they're oh-so-easy to kill. Just pop tires, shoot tracks and apply molotov. Oh wait. Nope. Take the old BTR-80 for example. Protestors in Ukraine threw a dozen molotovs right onto a BTR and the crew survived the incident and the vehicle was still operable. Most "survivors" aren't going to be carrying dozens o molotovs ready for use. BTR has run-flat tires so good luck shooting them out and a mobility kill with a Mosin is not happening. It has NBC protection, night vision capability, 4x gunners sight, 600 km range, is fully amphibious, protection against 7.62mm from all directions and stops 12.7mm over the frontal arc, 500 rounds of 14.5mm and 2000 7.62 with an effective range of 2 kilometers... If you wanted to troll in any of these vehicles you could button down the hatches, swim out into the ocean and fire at people from hundreds of meters with total impunity. Yep, sounds like something real beneficial to the game.
  7. Canned Muffins

    The TANK Thread

    I don't think you understand what kind of tires are on the vehicles. Military and law enforcement tires on these sorts of vehicles may take many rounds before running flat and even then they may have steel or solid rubber so they can never run "flat".
  8. lipemr

    The TANK Thread

    Of course things like Anti Material rifles would have to be implemented to combat these vehicles. But these vehicles and the weapons used against them need to be super rare and hard to get parts/ammunition for. just shoot the tires out then cook the insiders with some molotovs. Use your brain FFS. Vehicles with wheels are vulnerable even with tons of armor.
  9. Deathlove

    How important should vehicles Be in the SA?

    I picked the last one. In all honesty vehicles should be a minor consideration. The last thing you want is everyone having easy access to vehicles and farming loot spots while running everyone over to get easy kills.
  10. Katana67

    How important should vehicles Be in the SA?

    Not sure the poll is worded quite right, I want them to be important in the sense that they allow me to travel from A to B quickly and store things which may provide a distinct advantage over walking or fixed storage. But I don't want them to be more prevalent or somehow more necessary. There are a lot of things that need to happen with vehicles before I personally, would consider them acceptable. First, they need to be randomized, rarer, and completely/near barren (i.e. no usable parts on spawn). Second, the repair parts need to be vehicle or vehicle-type specific. No more generic "tires" fitting on everything from a rickety bike to a Ural. Not sure if it should be "Toyota Hilux tire" or just "truck tire," but the parts have to be less generic. Third, the ACTION of vehicle repair needs to be made into an ACTIVITY. It's not enough to just have a generic "toolkit," click "use," and your character goes about repairing the individual part. Locating what actually needs repair via in-game visual cues (not HUD items) is essential. Likewise, repairing a vehicle needs to be made a process. I'd suggest a mini-game for different repair actions, but people would probably have a shit fit. Fourth, they need to save consistently and be persistent. Helicopters and technicals have to actually SAVE their previous ammo counts from restart to restart, and should NEVER come standard with ammunition. Fifth, camouflage netting. This may not seem like much, but vehicles really do stick out like a sore thumb no matter what color they are or where you hide them. A camouflage netting item needs to be included for all vehicles. Sixth, fuel availability. With the advent of the loot management concept, this could be applied to dynamically allocating fuel loot distribution on the hive. Siphoning fuel is a must, and it should be able to be done on both wrecked and live vehicles alike (but may not yield anything, or a small amount of gas). Gas should be a precious resource, not a "taken for granted" item in the game.
  11. Whyherro123

    How important should vehicles Be in the SA?

    Bear in mind I am looking at this from a purely logistical perspective.... How much does the average suburbanite (which I am assuming most of us are) know about vehicle maintenance? While there would most definitely be people who can take a car apart backwards and forewards, I sure as hell don't know what is going on underneath the hood of my truck, beyond the basics of the internal combustion engine. Now, extrapolate that to an event where (assuming) 90% of the world's population has been lost. There are no new parts being produced, no new fuels, no new lubricants, no new tires, etc. How are you going to fix up a vehicle? What happens if it breaks? Runs out of gas? Yes, vehicles can carry a lot of people and supplies. However, they also require a lot of work. Bicycles FOREVAH. The most efficient vehicle ever designed by man. Can cover the miles quickly using nothing more than your own muscle power, can carry/tow a goodly amount of supplies as well as your person, can be walked/carried over off-road/rough terrain, the tires can be replaced easily, and can be improvised out of almost anything, up to and including wood. All it needs for propulsion is a chain, which (again) can be improvised. You can take the back wheel off and use it to generate torque in a generator, bringing mankind out of the darkness. Can be found almost everywhere on the globe, so finding a new one is not necessarily a problem. The bicycle is truly a beautiful machine.
  12. TIC

    DayZ Mod 1.8.0.3 Hotfix.

    I'd like to see another system to be implemented; I was thinking of "Fatigue" for a more realistic approach to the mod. I believe this is a very important system which I hope we could see some time in the future of the mod. Feel free to express your concerns of this and/or elaborate your ideas about this. :) **NOTE: This will be edited strictly to add in/cross off anything related to this post. How it affects DayZ? Fatigue will be affected from physical movement like how hunger/thirst are affected by movement. If you notice, being in vehicles for prolonged periods decreases chances of going hungry/thirsty. If your fatigue increases without sleep, you'll go through sleep deprivation which could result in passing out. Passing out could happen at any time, even driving in vehicles. Body temperature decreases by higher levels of fatigue.Low blood levels could increase fatigue.Blurred vision if character's Fatigue is higher than normal levels.Sleeping at higher fatigue levels could cause snoring which could attract zombies/players alike. Keeping your fatigue at low levels won't decrease chances of hunger. I'd rather like it to be kept at normal level.Could increase chances of receiving an infection at higher fatigue levels.Being in cold temperate areas like the coast line will keep your fatigue at normal levels, it won't increase. With that, with your core temp. decreasing, this could result in becoming more hungry so it's not always a good idea to stick around the coast line. ;)I also noticed that when the character is at a lower level of blood and when they see a zombie, they'll hyperventilate. Perhaps this could decrease your fatigue from being in fear. This could remove blurred vision if character is already at a high fatigue level. How it can be treated? There can be ways to prevent your fatigue from becoming a serious issue. From here, I'll list them below :) Resting frequently(I.E; sitting on the ground) could help along with not carrying too many items. If possible to add in the weight of items, weight can be compensated between shifting items to your main inventory and backpacks. Almost like how Project Zomboid has done it.Increase chance of Camping Tent spawn. (I'd also like to point out crawling inside your tent can also help increase temperature. This has already been implemented long ago)With the new nutrition system, eating meats that have high protein or having sugary drinks could treat the fatigue temporarily. With this, it makes players choose to either satisfy their hunger, thirst or -- Fatigue: This could be temporary or restores it slightly, sleep is essential. If this were to be implemented, we'd need a new status icon for Fatigue. I've been looking around for ideas but no luck. I'll continue looking into this. To learn some more symptoms, here's a representation below.
  13. thearmalife

    Dayz Factions

    I was wondering if anyone was willing to participate in a Dayz faction event. This event will be a capture the hill like game mode. The objective will be the island of Skalitsky. The two faction will each posses a special selection of vehicles and weapons. Each side ill start a equal distance away from the island on the main road. The countdown will begin and both faction will race towards the island. The surviving team will win. The island will have advanced military equipment. Those who would like to participate please like or comment to show your support.
  14. AdmiralBull

    How important should vehicles Be in the SA?

    I don't mind having the same equivalency for vehicles based on the mod but,what I do worry about is,and this will go along with base building too,that folks will get possessive and start demanding a way to lock these things up so no one else can get to them or access them while they are not logged into the game.They will get belligerent about their efforts to get these together and up & running then,placing items in them and be all upset once someone else comes along and takes it over once they leave the game and it becomes vulnerable. I guess this will be where the modding tools will come into play and folks will mod a way to secure these items from others.
  15. Etherious

    How important should vehicles Be in the SA?

    While I like vehicles (mainly bikes and ATVs), I don't think they add much other than something to help you move around faster. *Shrugs*
  16. w1lg5r

    Make DayZ more intense/more thoughtful

    Problem is, rarity this makes adding stuff like basebuilding and vehicles damn near pointless. There's stuff that point to arma 2's campaign (chedaki berets, blown up IFVs etc) I'm not sure it would force people to explore other places, just continually server hop NW or balota for a single mag.
  17. duke0095

    How important should vehicles Be in the SA?

    playing dayz usually takes hours. with vehicles you can have more fun in less time. would be nice to have them soon but not tons of them on one server as you see it nowadays in the mod. maybe something around 10 cars and 5 motorbikes for 40 players (?). btw 1 - 2 helicopter per server could also be a deal. i would miss them if they won't be added.
  18. scriptfactory

    UN / PRESS Gear Neutrality!

    I hope they add character "backgrounds", each one with a specific advantage but all classes would have an invisible form of "progression". No custom skins. "EMT" (civilian) = would have better medical skills. The more people you heal the less materials you need because you are more efficient at your job. After enough progression you spawn with a medkit, then a medical armband and, eventually, a special medical backpack identifies you as a veteran medic."Mechanic" (civilian) = better vehicle repair skills. The more vehicles you repair the less materials you need. After enough progression you spawn with a overalls that can be worn over your normal clothing and eventually a special "toolbox" that can carry over your shoulder and will hold tools and can be worn together with a backpack."Construction worker" (civilian) = same as mechanic but for base-building."Military Veteran" (non-civilian) = gradually lower bullet dispersion and increased physical endurance. After a certain level you spawn "in uniform" which looks special and holds the same amount of stuff as TTsKO gear. Much higher penalties for killing civilians."Reporter" (civilian) = pacifist. After a certain level you spawn with special version of the press vest and tranquilizer pistols/rifles. Higher penalties for killing all other players (besides traitors or bloody murderers)."Murderer/Criminal" (non-civilian) = can do whatever he wants. No progression. No loss of points when killing civilians. No skin. After one kill the character model shows blood on his hands/face. Blood is reset on death.All backgrounds would suffer progression penalties when killing civilians. Positive points when killing traitors or non-civilians for some backgrounds. If too many negative points are accumulated in a particular background you will be turned into a traitor and your hands/face will always be bloody while playing a character with said background. The only way to remove this is to get enough points so you are above a certain threshold. All backgrounds could increase their skills (medical, vehicle repair, construction, physical endurance, shooting accuracy) over time but upon death all of these skills would be reset. Only the background skills bonuses would be persistent through death.
  19. So, in the various threads relating to every possible vehicle suggestion one could think of from Tanks, to Choppers, to battle buses, to bicycles; there seems to be quite a wide variety of opinions on what impact vehicles would/should have, if any, to gameplay. Personally I've always like vehicles in my DayZ. the more the better. thier something to work for, something to horde as a squad, and something to destroy/deny to others. Its creates a much more group-oriented environment in the mod that's simply not in the SA currently, in no small part due to thier absence. *Please not i did not say they would reduce in any way KoS or PvP, simply that they premote group play. I think the bring a LOT of interesting aspects to the game. For PvP, They allow you to rapid relocate when one of your guys spot another group/clan/squad and engage in squad fights. an opportunity that would often be missed due to distance and time needed to meet up and re-locate othersiwse.For Heroes, they allow you to rapidly get to those in need of help, or wose come the worse, for you back up to come to you quickly.For the "firendly" survivor they give you unparalled flexibility and also can server as a mobile stock-pile for you and your mates. so my question to you all is HOW much should vehicles effect Gameplay, and why?
  20. Hey guys just letting you guys Le Wild Gaming Is proud to announce our new Dayz Mod Epoch Server. Everyone is welcome, its new , its fresh. 37.59.52.178:4302 whats included in the server here it is : Modified Vehicle Towing & Lifting Auto Refuel, Rearm and Repair Intro Radio Transmission Welcome Credits Custom Loadout Modified Salvage Script Suicide Head Shot Build Home-Made Vehicles No Plot Pole Required to Build Para-Spawn AI Air & Vehicle Patrols Safe Zones & Anti Theft Zombies Will Attack Vehicles Weight Limit Removed ,Quick Build ,Anti Cheat ,Water Mark, Snap Building. Hope to see new faces in Cherno
  21. dgeesio

    Love How Everyone Is An Expert

    you do realize your post is as bad ? :lol: what the point is with many and you mention zombies and creating a new way and they could of left it is. the funny thing is by the time its supposed to have caught up been fixed this game will probably be irrelevant . deans gone. probably before the project is even finished. he knows on this engine and how it is it cant be done right. you got people modding arma 3 which is doing better than 40 man team with millions behind them, funny thing is breaking point is better than SA now for eg zombies work deently in that yet not in SA. they use dayz mod code :lol: so how can a team of 40 not do what a few modders do in same time or less. your never going to get zombies perfect in this game. alot of it isnt even to do with zombies they arnt going to redesign everything and if they do how long will that take? exactly by the time if they did the game is irrelevant . so this project wont ever be finished to anything more than a prettier version of the mod. mod was great fun SA isnt because i did it all what is now 2 yrs ago. wait till christmas " we finished vehicles " lol ! meanwhile in free mods with better engine people are doing everythhing they want to :lol:
  22. ColdHeat

    The TANK Thread

    I'm not entirely sure yet if tanks really would make the game better. As with helicopters that might be armed with MG's or even more they have to be implemented very carefully to not ruin the balance and end of days flair. Right now I feel every feature that adds to the survival aspect is a step forward while every modern weapon that get's added is a step towards the old ARMA military simulator again where it all started. On the other hand improvised vehicles (and Molotovs to counter them) would certainly be fun and we need every ultra-rare late game content we can get but currently I think the devs are better advised to spent all their focus on the most basic ingredients such as zombies, survival & performance. A good game needs a good basis, not lot's of additional features. I would love to see a minigame like feature that allows you to weld plates of metal and even mounts for guns to ordinary cars in the good ol' A-Team style but I wouldn't be mad if this only get's implemented as DLC after the game is done and released. It's always fun and productive to think about it even now yet since we have no real idea how the game will look like when it's almost done I'd say we're a bit early to already fantasize about how additional high-end stuff could be added to the game.
  23. mathewjknott

    1825 Dayz Later

    -: 1825 Dayz Later :- Server IP 178.33.135.113:2502 Team speak ts.1825dayzlater.co.uk Website www.1825dayzlater.co.uk MapEpoch Napf Server Features 100% Custom traders.Keep plot pole and modular items on death.IED’s.Indestructible cinder block bases & locked vehicles.DZMS.Supply Drops.Zombie free bases.Drink from sources.Church healing.Remove clothes from dead bodies.Safe zones.Self blood bag.Snap building.Suicide.Walk amongst the dead.Anti glitch.Auto return to lobby on death.Bury corpses.Sleep healing.Added animations.+ much more.
  24. So Sexy

    The TANK Thread

    Vehicle modification was mentioned by Rocket, so most likely it will be in, "soon" after vehicles.I dont see tanks being useful - considering how long it would take to repair them, and how easily they are destroyed.
×