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Found 41868 results

  1. xalienax

    Love How Everyone Is An Expert

    Well put. Despite all my differences with loyal "rocket fans" about over-all game direction, Id rather a quality product tomorrow then a rushed cash grab today; thats left for dead (no pun intended) within a years time. I do think however that the devs should try to mimmic the Gameplay of the official mod in as many ways as possible. it is THAT very game play that went viral and that we all all burnt hundreds or even thousands of hours on. I know some "survival purists" may not like things like vehicles and effective military loot but both were an enormous part of the mod and imho if that is ignored a considerable portion of the playerbase that migrated from mod will walk away just as quickly.
  2. Bororm

    Why do YOU prefer SA over the mod?

    I played the shit out of the mod, like a ridiculous amount, and I haven't gone back to it since the SA launched. I knew the SA was going to be way behind in content (vehicles, amounts of weapons, etc) for a long time but that stuff doesn't really bother me much. They are laying a good foundation to expand on all those aspects of the game, and will be able to do so much more in the long run. I play the SA knowing full well what it is, but to me it's still better than what was left for me with the mod. I didn't like the direction the vanilla version of the mod was going. The journal (glorified achievements, forced narration into my gameplay), the infection mechanics, even the ui changes all rubbed me the wrong way and I felt a lot of it was diverging from the spirit of the game, of trying to force too much onto the player. I should be able to take a blank book, and write my own journal, not have the game arbitrarily fill shit out for me. There should be less UI, not shit drawn in crayons etc. One of the last things Rocket did before he left the mod was take out bandit skins, one of the first things the community did was put them back in. The humanity system was garbage. So the vanilla became as much of a mod, as a mod of the mod to me. In terms of other mods, my group kinda dug dayzero, but I really didn't like it. The weapons felt really odd to me in the way they handled, and I didn't care for many of the map changes. Too many little things added up to turn me off from it, like not being able to access gear in vehicles, and not being able to split/stack ammo (I liked using a double barrel, and this meant splitting shotgun shells was fucked for me). It seemed like they tried to remedy many glitches that were only a problem 1% of the time, by turning them into an inconvenience 100% of the time. A good example is changing clothes, you had to relog just because once in a while you break your legs. I'd rather take my chances breaking legs. So I also played some epoch. I actually enjoyed epoch quite a lot, but my group didn't get into it and it's a very group focused sort of affair. That was the appeal to me, I was bored of regular dayz and I would have loved to engage in some end game type of content, of building an awesome base and having squad fights daily with my neighbors etc. But my group wasn't digging it. Later on they started to, but by then I was already over it. So the SA to me is the closest thing I can get to a vanilla dayz experience with the most convenience. I feel all the improvements to inventory and to the map are just amazing and I look forward to what they will do with vehicles and base building and all that sorta stuff. I can live without vehicles for the time being, usually finding them results in a "now what do we do?" conversation, and they just make the map smaller. I can also do without tons of guns for now, I usually ran a double barrel in the mod any ways and do the same in the SA. So when all is said and done, I don't feel the SA is lacking for me personally, and already gives a better experience on the most basic gameplay aspects. Once persistent storage of items and loot respawn get put in I'll be really stoked. If I could go back to I think 1.6 of the mod, on the BMRF #4 server I'd dig it on the side, but it's in the past so I just gotta look forward to the future.
  3. Lionel Hutz

    Killed=Temporary Server Ban

    I like the OP's idea - provided it can be toggled on or off by server admins. This is not just about preventing corpse runs to reclaim loot. In fact, I think the main benefit of this feature would be to reduce deathmatch-style play (especially in areas that are close to re-spawn points) by removing killed players from the action, i.e. if you die you can no longer influence the scenario unfolding on that server. This will become even more important once we have base-building, and vehicles allowing quick movement around the map. Attacking and defending a base will be quite different if attacking players are able to die, re-spawn and get back to the same area relatively quickly, with all the intel they gathered on their first attempt. Same goes for defenders. The idea of re-spawns as "reinforcements" has some validity in a military game, but surely not in a post-apocalyptic survival game. I can't see how this would significantly cramp anyone's style - you could always play on a server that has this feature disabled, or you could agree with your group that you'll all move to another server if one of you gets killed.
  4. I agree that PvP (or the threat of PvP) is and always will be the essence of the game. By PvP I do not necessarily mean death-match style play. Rather, I mean that even if you play as a reclusive "survivalist" loner eating berries in the forest, other players will always be a threat, and will always be the most unpredictable and dangerous element of the game. Like some of the other recent posters, I think most complaints about the current state of PvP stem from the fact that there's not much to do in-game at the moment, other than get geared and go looking for trouble. This leads to a particular kind of PvP interaction, where you're dealing with players who are bored, a little reckless, and no longer interested in playing like a zombie apocalypse survivor. I think this would change if there was more to "achieve" in-game (base building, vehicles, stockpiling, farming, harvesting wood and other resources, etc) - not because everyone would suddenly hold hands and be nice to each other, but because you'd have more to defend, and more to lose. There will always be a few bandits who kill for the sheer fun of it, but I think they will be fewer in number and less annoying once the game has more depth. I should also add that none of the above is a complaint. I've already had way more heart-thumping, hair-raising experiences in DayZ than in any other game, even with the game mechanics as basic as they are!
  5. lipemr

    The TANK Thread

    "The name "tank" was adopted by the British during the early stages of their development, as a security measure to conceal their purpose." The real name for armored vehicles is combat cars/vehicles. So a LAV, APC or whatever can be called a tank, but as this can cause confusion and almost no one uses the proper name, they use the name tank only to heavy armored vehicles that run on treads. And it was you that started this nonsense sensationalism with your "tanks? what then? jets? submarines? derp". If you're not going to contribute to the topic, just leave. We're having a decent discussion here, bringing balancing and facts to the table. Your personal opinion have absolutely no value to this discussion.
  6. dodas

    Why do YOU prefer SA over the mod?

    because mod became too much unrealistic for me. Spawning bicycles really? vehicles everywhere and guns the most unrealism for me is at epoch. Epoch is just for fun like rust
  7. Craftdoge.com presents Dayz Epoch on map Naph 1st person only no trade cities no overpowered weapons no overpowered vehicles only 1 trader(sells plotpole and safes) no helis or planes 100 vehicles TakesClothes Snapbuild/fastbuild increased 30m plotpole to 60m increased amount of buildable items in plotpole from 150 to 500 no maintain plotpoles(as there is no currency) active adult admins Spawn with bandage/painkilles/pack only only three sniperrifles(CZ550,M24,DMR) and they are rare no lightmachine guns We also have a epoch server an chernarus with extra loot, extra barracks, jets/armed helis, tons of scripts and Weekly Events in addition we have a Minecraft 1.7.2 server visit www.craftdoge.com for more info on all three!
  8. UltimateGentleman

    Signs

    So after watching Mr. Moon roleplay as a trader I was thinking, wouldn't it be cool if you could set up a sign saying that you're a trader, or just whatever you want? So you could say you're in a certain place, with a sniper guard and trade for things either you need or just to be helpful. Or you could just pretend and shoot anyone who shows up, either way people have to be careful. People who legitimately do it could encourage friendlyness amongst players which is...very rare, outside of groups. I don't mean ADD IT RIGHT NOW DEV TEAM but when base building is going for sure, that would be cool. Along with making an actual stall type thing or lockbox for your goods. I think it would be cool, people could set up a market of sorts, with armed heroes, it would also be fun to commence bandit raids on the markets of course. Maybe something with vehicles too signs on them or maybe you could paint something on them to indicate your intentions. When servers need to be reset a lot less frequently it could probably be a viable option and would make for some nice roleplay.
  9. making zombies a threat won't make a robust PvE environment. its all about risk / reward. PvE will benefit from; -Deep base building system. refrenece Epoch for this. one of its good points. spending weeks cooperating to fortify a stronghold should matter! it gives people a reas to cooperate and undertake a group project. -Deep and functional Medical sysetm (steadily improving already) -Hunting and both pasive + Hostile animals. -Some kind of primitive agriculture could go hand in hand with the strongholds! Basig gardening techniques wouldng just be forgotten and the idea that a small groupd of survivors couldnt farm veg or fruit that is already a staple in the area isn't beyond reason! PvP Will benefit from; -Reasonable and realistic weapon handling. -Accurate ballistic simulation -Vehicles (these can actually benefit both but i think they are really more beneficial to PvP as they not only cart away your loot but also provide a means to out manuver anyone who hasnt got one.) -More Mod-Like weapon selection. Both are vaild parts of the game. without both it would be BORING. As the end-game celiing is raised with bases and stockpiling, so is the desire to defend/destroy/capture. I think we shouldnt hope for mechanics that cater only one side, or that punish the other, but ones that result in an organic self balancing of the playing field. It shoudl be just as viable to play defensively as offensively. those willing to work together should be able to stockpile necessities with minimal risk thru hunting, resource mangement, and bases- Meanwhile the PvP crowd shoudl still be able to (within reson) lay siege to a stronghold and capture valuable resource.
  10. xalienax

    Why do YOU prefer SA over the mod?

    I think the SA has great potential. i wouldn't say its better in its current state. I really hope they find a balance. those who played the mod feel more mil gear has a place and Op vehicles should be OP. if they arent theres utterly no reason to fix them, hoard them, or fight over them which imho is a fundemental part of DayZ. On th flip side i can appreciate what the pure survivialists want. i just hpe the devs can produce something that keeps both the 'Arma II with zombies' crowd which made dayZ the succes it is, as well as the newer crowd both happy. it's a very fine line to walk and a little tiney bit to one side or the other will completely ruin it for the other side. This is always an issue when a title evolves from a previous one, from a mod, or is a 'reboot'. any creative liberties taken or fundamental shift in gameplay will be met with a back-lash from veteran fans of that title/series. I think the current state of fire arms is horrendous in the SA and they are if anything a disgrace and should be more like the A2 ones. nothing will change my opinion on that. thier choices for base weapons stats if anything are purely to add value to thier crappy atachments system. i say throw the whole system away and port guns + ballistics direct from A2. done.
  11. igor-vk

    New zombies, Soon?

    Apsolutly!! when aggro system and wall bug is solved, zobies should be main threat hor players. That is even more important than vehicles or tents if you ask me.
  12. Karmaterror

    Why do YOU prefer SA over the mod?

    Personally im stuck in limbo at the moment... I play the mod for 30mins.....im pining for the cloths system, food drink system and extra buildings of the SA So I swap over.....30 mins in im pining for tents, vehicles, weapons and loot tat spwans in proper places. Not to mention zombies that can actually be a threat when looting. So I usually end up on the A2/A3 editor messing round with zombie scripts lol A few more things into the SA like respawning loot, zombie AI and base building....then il never look back. For now though id recommend the mod. Once you got your personal gear, toolbelt ect, its not so much a case of "where should I go to shoot peeps".....its more "what should I do next". Theres actually options beyond PvP :)
  13. By reading this post I assume you must be looking for a new server with many mods, plenty of players and awesome admins. To get to the point, here's the server IP, teamspeak IP and what we have on offer: TS IP 35 Slot (Hosted In Melbourne) - austs1.gameservers.com:9497Epoch IP 40 Slot (Hosted In Sydney) - 103.18.206.68:2402 Custom Anti-HackTo stop those pesky script kiddies from ruining your fun.Instant BuildFor those time you really can't be bothered buildingCustom DebugStay informed on how you're feeling, if you're dying and your morality all in a neat package.AI MissionsNeed some fast cash? Go rob some people who have plenty to share.Non-AI Side MissionsNeed some resources without having someone shooting at you? Check out these events. Warning: People might not be so kind.Tow & LiftTake those broken down vehicles with you without abandoning your own transport.Halo Spawn (Spawn in really high with a parachute)Spawning on the coast is too mainstream. Why not wake up 1000m in the air plummeting at terminal velocity?Indestructable Bases - inc. No MaintenanceNo ones gonna be wrecking your base for their own enjoyment. This also includes that annoying thing called time that wrecks your hard work. Bases need not be maintained. Simply keep a plot pole within 30m of anything constructable.No Weight LimitWith the strength of a thousand men you won't be passing out every 10m while carrying a house worth of bricks.Trader SafezonesA safe place to rest up, make some currency and buy essential supplies in the ever present challenge to survive.Service Stations - Free Fuel, 1 10oz Rearm 1 Mag, Repair 5 goldWe've gotten the petrol stations running again and offer services like Vehicle Repair (5 G) and Restocking Munitions (2 10oz G) to get you back on the road in no time.Custom Map locationsThe same old map can get boring. Chernaurus has recieved a few upgrades and there are new locations for players to explore and loot.Starter PacksIf you're having trouble scraping together the sticks to make a hut there are always starter packs which not only benefit you but also help to keep us running and pave the way for future developments and expansions.Self Blood BagIf you're feeling faint and can't tell red from blue and there's no one around to help, we've implemented self blood bag for those lone wolf types and vampires.Deployable BikeDayZ is a survival game not Jogging Simulator 2012 so to alleviate that problem everyone gets a bike to start with.Take Dead Peoples ClothingIf you want that dead guys shiny and now blood soaked shirt it’s yours for the taking. If you have any further inquiries, join the Teamspeak and we'll answer any questions.That's all the important information. If you wanna know about why we started this server read on. If not, Nerooni and Jewskii will be awaiting your arrival. Epoch Rules And Guidelines 1) No hacking. This includes exploiting bugs and duping items. 2) Do not camp at or around protected trader cities, this includes following people outside of the trader city and attempting to kill/harass them. You can do this at unprotected trader cities but trolling or griefing is frowned upon. 2.1) No stealing items or damaging things that don't belong to you 2.2) No ramming of vehicles or players in trader areas. 3) Building within 750m of any of the airfields,barracks,high value loot spawn (industrial),traders is prohibited.Note, placing a plot pole stops loot from spawning. 4) No griefing. This subject is often confused. The way we see it is that you have indestructible bases and therefore should be able to protect your belongings/vehicles. If your car is blown up because you did not properly secure it that is bordering on your fault. 5) No abuse towards anyone if you have an issue with a player or clan contact an admin. Respect everyone as you would like to be respected your self. 6) No voice over side chat. 7) No suicideing any vehicles in to player,base or vehicles. No matter how tempting dont do it. 8) Building anything inside of, or blocking off, other player bases is prohibited. You are free to raid player bases provided there is a purpose. No execessive camping bases. 9) Accusations of "admin abuse" will not be tolerated. Issues can be taken up on TS 10) Stealing plot poles from bases or planting them in the wall at a base that you are raiding so that the users cannot build there is not acceptable. Plot poles must be visible when building a base. Placing them inside a wall or in any in-game object which makes it inaccessible is not allowed. If you want to protect your plot pole, wall it in, in a secured room. 11) No callouts of killers location in side chat if you get killed. 12) No advertising of any kind on any game server or teamspeak. The above rules will be dealt with on a three strike basis. First offence is a 6hr ban, second offence is a Two Day ban and the third strike is a permanent ban. Decisions made on a case by case bases. :beans: :thumbsup:
  14. just wanted to throw up the server i have been playing Epoch on as it is well run with an active team of engaged and helpful admins.they are also non intrusive. Server Name: EXODUS-UK | Chernarus | GMT | Extra Buildings | Full Moon | Halo | All the usual scripts | ANTI CAREBEAR | ACTIVE ADMIN Server IP: 188.227.161.205:2302 Features: Self Blood Bag, Action Menu, Halo Jump, Build Snapping, No Plot Poles Required, No Maintaince, Indestructable Cinder and Metal, 300+ Vehicles, Full Moon Nights, God Mode Trader Safezones, Hard AI Missions, Anti Theft, Vehicle Salvaging, Lift & Tow, Take Clothes, Auto Refuel, Extra Buildings Barracks & Supermarkets, Anti-Hack, Experienced Fair Active Admins, DMR & M107, and more. Over the coming days we will be working on adding more missions first, then increasing the wepon and vehicle variety before balancing the in-game ecomomy. Further down the line we will be looking at custom areas, and fine tuning. And as ever if you have any suggestions or pet hates then jump on TS3 or forum to discuss. TS3: 212.187.246.208:9107 Construction, Humanity, Vehicles, etc available via server donations. The server is as fresh as they come, hosted by a leading provider. note : i am not the server owner nor do i benefit in any way (apart from new competitors/team mates). forum / website : http://www.exodus-uk.com/news.php
  15. CANUCKinNZ

    Why do YOU prefer SA over the mod?

    I love the mod for the more things you can do like vehicles, bases and the rest. I went back to it today to be reminded that my ping is about 50 or 100 higher than in SA. Mind you I do play on a 3G vodem stick. :( SA has better graphics even in its alpha state and the new towns are 100 times better than the mod towns already.
  16. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    Like we have said define base building everyone's point on base building is different. We will not be going down the route same as epoch. But we do plan to have our own base system. Hunting systems will change, zombies will change, vehicles will change weapons will change over time. When how is another question. Now some of the red tape has been cut we can try to create a point and endgame to the dayzmod and building is going to be a part of this. Contact myself or kichilron on skype and get your self involved in testing. So we are getting on pretty good with this test phase and for something new we have now retried the old crossbow and brought in a new one witch can have a cco sight attached to it. Thanks to the CCG crew.
  17. noother10

    Yesterday I played the Mod after 200 hours of Standalone.

    Aren't there games out there where you walk forward down a specific path you can't change and only one way to travel and all it is is "Shoot and kill" whatever moves? That is a few steps less. I played the mod a long time ago but got bored of it fast. If you wanted blood/saline you had to go to a few of the specific spots on the map that ended up camped by players with sniper rifles and assault rifles. Never saw any functioning vehicles and zombies were easy to get away from, hell you even started with a gun and ammo. Many times you'd spawn and another player would be spawning nearby at the same time and you'd just open fire on each other with the pistols, it was stupid. I've seen plenty of vids of the other mods of the mod which seem like they have half arsed versions of what DayZ SA will implement. DayZ SA is alpha, not even beta, so not sure why it gets compared so much. Once they've put vehicles in, hunting for food, respawn systems for zombies/gear, it'll be much better then any of the mods.
  18. noother10

    The TANK Thread

    My own opinion would be for vanilla/standard DayZ SA, no tanks. Now that isn't to say no tanks ever, perhaps have them made and available within the game for private hives that want them for some specific gameplay element. But I'd say yes to somewhat fortifying vehicles, especially if the physics system can deal with them. If I find a bus and stick metal plates or logs on the front so I can ram broken vehicles, zombies and other things out of the way while traveling through a city without taking heavy damage to the vehicle, I'm all for it as long as there are consequences, like increased fuel usage, and make the handling worse due to the extra weight. If it can be done via the physics systems, perhaps if you've not balanced it correctly, you could roll over much more easily. I can see private servers/hives setup for more specific types of players like having more military vehicles and weapons for a combat focused server, or less vehicles/weapons/supply for a survival focused server. So why not have some things in there that are useful for various scenarios but might not be normally available on vanilla? So perhaps just stick with things that fit the dev's design for DayZ which would be normal vehicles, perhaps with the ability to strap things to them to make them better suited to the environment and use, while maybe adding some extra things for private hives to use. One thing though I'd like to see is extremely low chance things on the public hive which may very well be a tank or plane or combat chopper. Something that maybe once a map on a server you play on daily you'd see and think "Wow!" as a sort of event or something to break up the standard play. It could be stuff like a super zombie, an NPC event, zombie animals or who knows.
  19. odin_lowe

    Im back to the mod!

    Epoch is very popular with it's base building feature. You can have some Taviana or Chernarus servers if you want. My favorite is probably Namalsk. Always been a huge fan of the S.T.A.L.K.E.R. series and I like snow so the combination is a pure win for me. Note that all of the above are for ArmA2. I used to love Breaking Point but now it switched to ArmA 3 and is totally different. ArmA 2 Breaking Point B) Wow. It was fantastic! A bit too military for some with all it's weaponry (insane variety of guns, some just for the bling : Golden Desert Eagle...) , vehicles (more helicopters, armed humvees, etc) and locations/military bases but the ambiance was terrific!)
  20. lipemr

    Any good Chernarus Epoch servers?

    MGT servers are a completely failure in all aspects, they only have people playing there because of frankie and other famous streamers. And their community reflects that very well. I was playing in Survival Operations, i found it very good, but i dont think they have a chernarus epoch server. If you like shit more easy, dreamfall's there too, but it is riddled with dupers and cheaters, that kinda ruins the game. TrainWreck and Infinitygamers(argentinian server) are very good too. Your best bet is to avoid those dodgy named servers with loadout, donating and 1232352345 vehicles advertising.
  21. applejaxc

    M107 vs Lapua in DayZ Epoch Mod

    In the survival-horror genre (which is what DayZ is failing at but that's besides the point), bolt-action rifles are cool as hell. The m107 is guaranteed 1-hit kill no matter where it hits a player/zombie to its maximum distance. It will 1-shot cars and helicopters. The Lapua (if I believe correctly? haven't played any MOD mods in a while!) is also a 1-hit kill no matter what, or at least 1 hit kill everything other than, say, feet and hands. It won't total vehicles in 1 hit (but will still damage most), and its rate of fire is no where near that of the semi-automatic. It's main advantage, however, is that it doesn't make nearly as much noise! Players will have to be closer to hear the gunshot sound and zombies have to be closer to aggro.
  22. gibonez

    The TANK Thread

    Same logic can be applied to helicopters. This is why I dont get why people are so against tanks yet are perfectly fine with adding helicopters and other air vehicles.
  23. Server is now ONLINE. Server is now Online. Events will start at 3pm. Server information: Northern Scumbags (81.19.218.229:2702) are planning to open an epoch server soon - instead of having people come in one by one we're going to arrange a date and time to officially open the server so that everyone who wants to start on the server currently will start on equal ground (which includes admins). The server is running on a 4hour restart with 3hours day and 1 hour night. This could change in the future if people are unhappy with the format (eg, longer restarts, different day:night ratio) however will not become a perma-day server. Mods: We're currently using a number of mods which include; Refuel, rearm, and repair stations Tow / Lift Snap Building Safe Trader Cities (anti-theft / god mode) AI missions Roaming AI Animated Heli Crashes If you have suggestions for more mods feel free to contact an admin on the server (or PM via this forum account) and if enough people want that mod, or a varient of the mod then we can add it to the server. Server Launch: On server launch we will open the server for everyone at once so we all can start at the same time, whether you're playing alone or with friends you'll get a basic starting kit (which includes base building materials) so that you can get some sort of base built without spending hours cutting wood (Note; This is only for players who play on the launch day and shortly after). We will also set up events on the server such as races (to a point), or a collection (Find a certain type or colour of car which we ask, and bring it to a point) which will be rewarded with random items, vehicles, or guns depending on the task. The server's launch times will be decided on depending on the feedback of this forum post, the more people we get the quicker the server will be starting. However we aim to have the server up and running within the week for people to enjoy and play on. We welcome anyone on the server whether you're a bandit or a hero, we have something for you to endulge in. Note: Server mods may change in the future depending on feedback from the playerbase. Whether the mods get tweaked (ie; fewer spawns of bandits during missions), or completely removed. However we won't stray too far from the current setup. Server Rules: No hacks, cheats or glitching. No building in trader cities. Only english in side chat. No combat logging. Be respectful to everyone. No long term parking in Trader cities - vehicles will be moved after 24 hours and auctioned after 48 hours. No stealing in safezones. No safezone camping. Note: If you're interested playing on the server please leave a message below or contact us in any way to give us an estimate of how soon to open the server to the public :) Contact Information: Skype: Brendanwilkinson / Jayz1331 Steam: Brennay / Jayz1331
  24. lipemr

    The TANK Thread

    you never served in the military, did you? APCs are basically just a heavy truck engine with a armoured case over its chassi, They are not immune to bullets. Actually, one or two shots in two of its tires will disable it. They're as easy to drive and operate as an old truck or trailer. The only nasty thing about driving it is its weight, once you get speed, you wont be able to stop easy. APCs and even battle tanks are MUCH, MUCH more realistic to have than stupid choppers that require daily maintenance and years of learning to operate it. Yet there's a lot of people that want it on the game. People overreact too much about armoured vehicles, they wont be even near as gamebreaking as choppers. They're slow, the gunner is terribly exposed, you can shoot the tires out (or explode the treads with a grenade/IED) and a molotov upon it will make the crew burn to death in minutes. Choppers, on the other hand, make hiding in the woods or having a base with vehicles hidden somewhere pointless, as there will always be that no-life clan of trolls that will scan the entire map daily and destroy everything that they cant carry. The map itself is too small for air vehicles, and make the group that get their hands on a chopper be readily available in any place of the map in less than 5 minutes.
  25. There is so much its ridiculous: Changes:* [NEW] - Mechanic - Nutrition system for all food types.* [NEW] - Mechanic - Hunger and Thirst is now based on the new nutrition system.* [NEW] - Mechanic - Salvage Parts from Vehicles (Players with a toolbox can now remove undamaged parts from vehicles in world)* [NEW] - Infectious Water Holes - Random water holes on the map are infected drinking from them will give you an instant infection. Identified by dead body's around water holes. (can be disabled by admins)* [NEW] - Base System - Generator has been added (Does not spawn, Not yet active).* [NEW] - Storage - Dome Tent has now been added.* [NEW] - Private SQL - Cleanup updated to move dead bodies(character_dead) to a new table before removal from main table(character_data).* [NEW] - 15 new models (feather,crafting).* [NEW] - Feathers added to Hens as you gut.* [NEW] - Destroy Tents with fire (matches & fuel tank needed).* [NEW] - Blood types/blood system-- You may now fill blood bags (filled blood bags only take 4k blood and give back 4k)-- incompatible blood transfusions will result in extended unconsciousness of the recipient.-- Ability to take/give blood from/to yourself.-- Blood types + Rh types are based off real world statistics-- ability to take a bit of blood off a recently dead corpse (may yield infection)* [NEW] - Blood testing kit (to determine blood type) and disposable transfusion kit.* [NEW] - Wild zeds re-added.* [NEW] - Blood trail system. Will allow players to track ppl bleeding.* [NEW] - Added 6 NEW POI's Thanks Musty Crew(AKA Bane). (enabled/disabled by admin)* [NEW] - New system for matches running out, 30% chance each time you use to drop your number of matches to 5 (foreach use after it will remove 1 match).* [NEW] - Hunting Knives new wear n tear system works in 5 stages. (IE start with knife random 30% chance to change to Knife5, This now gives 5 more uses before going blunt) Once blunt you yeld 50% of the meat you gather.* [NEW] - Making fires will now auto light.* [NEW] - Journal updated to provide a debug system. (Journal displays - spawn selection - forces full-moon nights.)* [NEW] - on death weapons on players back now drop to the ground* [NEW] - Blood will now regen over time based on player overall conditions. (>75% = 1.2, >50% = 0.6, >25% = 0.3).--- * [NEW] - Weapon attachments have been added (generic spawn - chance to spawn any place)-- M4A1 > M4A1_AIM-- M4A1_Aim > M4A1_Aim_CAMO-- M4A1_Aim_camo > M4A1_AIM_SD_camo-- m16a4 > m16a4_acg-- bizon > bizon_silenced-- Makarov > MakarovSD-- M9 > M9SD* [NEW] - You can now drink from Water pumps using just your hands (150 thirst restored each use.) (action menu) (no infection chance)* [NEW] - You can now drink from ponds using empty tin's (300 thirst restored each use.) (Right Click Empty Tins)-- UNboiled Water drank from a canteen has a 30% chance of infection and restores full thirst.-- UNboiled Water Drank from a tincan has a 6% chance of infection and restores 300 thirst. (pond/Lake Only)-- UNboiled Water From you hand has a 3% chance of infection and restores 150 thirst. (pond/Lake Only)* [NEW] - Vehicle - Unbanned Pickup_PK_INS.* [NEW] - Vehicle - Unbanned Offroad_DSHKM_INS.* [NEW] - Added audio cue when you stumble across gathering plants. (15 meters) (cricket sounds will play) (Thanks facoptere).* [NEW] - Added the option to rip up clothes to make rags (these can be then made to bandages).* [NEW] - Added Humanitarian supply drops (no weapons). * [NEW] - You can now craft assault bags.* [NEW] - New Crafting recipes.* [NEW] - Function - random Location finder.* [NEW] - Tents & Stash sites can now be upgrade to increase storage.-- Small Stash site upgrades - +2 magazine slots per upgrade + 5 armor. Required parts is just etool and wood.-- Small stash sites upgrade to medium once upgraded to level 5.-- Medium stash sites can now be upgrade. Tools - Etool, Parts needed - Crate, Wood.--- 25 mags per level. --- Double weapon count per level.--- 25 armor.-- Dome tents now upgrade. Tools - Etool, Parts needed - Crate, Wood.--- 25 magz per level--- 5 weapons per level --- 1 backpack per level--- 10 armor each level* [NEW] - Achievement system - Thanks DeadActionMan(AKA Musty Crew)-- Current achievement list--- Time Waster--- High Flyer--- Grave Robber--- Shopaholic--- Top Shopper--- Sick Puppy--- White Collar Worker--- Fire Warden--- Slice Of Fried Gold--- Plane Spotter--- Trinkets of Deceit--- Litter Bug--- Cannibal--- Hunter Gatherer--- Firestarter--- Steady Aim--- Marksman--- Sniper--- Bunny Basher--- Clean Bill of Health--- Medic of the Apocalypse * [FIXED] - Infected Camps no longer repeatedly spawn infected.* [FIXED] - Infected Camps Loot updated to be more in line with crash sites.* [FIXED] - LOOT - Building locks have been moved to after the building has spawned loot. (hopefully this should allow the bias to sometimes fail but allow other pass's if no loot has spawned.* [FIXED] - You can no longer refuel a destroyed vehicle using a 5l fuel can.* [FIXED] - Humanity gain from blood transfusion moved to end of transfusion process. (Due to issues with skin change breaking the transfusion)* [FIXED] - Zeds will no longer target vehicles. If the player is targeted before entering a vehicle Zeds will continue to engage the player* [FIXED] - Carry slot, addToToolbelt/drop fixes.* [FIXED] - Ability to fly a helicopter with no main rotor on restart* [FIXED] - Antihack (again).* [FIXED] - Issues with zeds not spawning in some places due to spawn timer being too long* [FIXED] - Fixed issue with salvaging items from vehicles that don't have parts (ie middle wheels) Thanks Sven(Seven)* [FIXED] - Added limit system to secondaries explosions.* [FIXED] - Zeds will no longer target any air vehicle.(unless player was already aggro-ed), (no longer get fps drop from zed agro).* [FIXED] - Zeds should no longer move around when below 3 meters to player. (when being attacked)* [FIXED] - Tents/camonets can now be placed in bushes.* [FIXED] - Objects can now be placed in camonets. (ie Tent can be put under a camonet)* [FIXED] - Issue with objects being placed and killed during the same session now fixed. (objects now get removed from db when killed).* [FIXED] - Auto close gear menu on filling water bottles. * [uPDATED] - Character selection screen is now forced until a character is selected(Does not effect reality Servers, on new character).* [uPDATED] - Spawn selection screen is now forced until a spawn location is selected (if enabled).* [uPDATED] - Thirst and hunger updated to no longer be a instant fill on eating/drinking.* [uPDATED] - Melee weapons updated Range and shot count.* [uPDATED] - Full moon nights is now select-able by the server admins.* [uPDATED] - Salvage system updated to provide a chance some items like glass,engine and fuel can break during salvage* [uPDATED] MedBox0 has been removed and replaced with MedBox2.-- magazine = "ItemBandage";-- count = 3;-- magazine = "transfusionKit";-- count = 4;-- magazine = "ItemMorphine";-- count = 3;-- magazine = "bloodBagOPOS";-- count = 1;-- magazine = "bloodBagABPOS";-- count = 1;-- magazine = "bloodBagBPOS";-- count = 1;-- magazine = "bloodBagAPOS";-- count = 1;-- magazine = "bloodTester";-- count = 2;* [uPDATED] Foodbox0-- Removed magazine = "FoodCanFrankBeans", magazine = "FoodCanPasta"-- Added magazine = "ItemSodaGrapeDrink", magazine = "ItemSodaCoke"* [uPDATED] - Re-added Flies on dead body's.* [uPDATED] - Weather - FOG has been changed from max 0.5 to 0.8.* [uPDATED] - Updated infection chance cure while sleeping from 1% to 10%* [uPDATED] - Quiver updated to be used like a mag for the crossbow.* [uPDATED] - Loot spawns now only spawn one item.* [uPDATED] - Sight & sound for zeds updated to provide a much better sneak system.* [uPDATED] - When in build mode and trying to enter a vehicle you are no longer ejected, the build just cancels. * [uPDATED] - Surface sounds of roads. (no longer draws from 200 meters.)* [uPDATED] - Infected camps - now spawn loot in tents in place of on the ground.* [uPDATED] - Infected camps - Now spawn zeds like any normal building.* [uPDATED] - Infected camps - Can now be taken down when found (tents/camonets can be collected for later use).* [uPDATED] - Medbox1 changes - Removed: Old bloodbags X 2 added: Emtpybloodbags X 5* [uPDATED] - New temperature changes (to bring temperature into the game).* [uPDATED] - Motorcycle changes: TT650 speed increase from 120 to 180.* [uPDATED] - Increased Zed Sight from 100 to 200 meters.* [uPDATED] - Updated sight and sound for zeds-- Added chance based sight system (on seen depending on the range between you and the target there is a chance you will not be targeted).-- Sound updated to support a higher instant target sound from 60 to 80 (this is the amount of sound the player is making)-- Sound updated to support any sound below 80 and aboue 6 must be in the zeds line of sight before your targeted,-- Zeds FOV changed from 45 to 30. (this is the angle they can spot you on)* [uPDATED] - Inventory - Vehicle Fuel tank reduced to 2 inventory slots from 4.* [uPDATED] - Inventory - Wooden pile reduced from 2 inventory slots to 1.* [uPDATED] - Inventory - Rotor increased from 6 to 8 inventory slots.* [uPDATED] - Inventory - Engine increased to 10 inventory slots from 6.* [uPDATED] - Inventory - 20L Fuel tank & empty reduced to 2 inventory slots from 3.* [uPDATED] - Attack system on all zombies no longer an instant animation its been changed back to a smooth change to attack (makes the zombies slower to attack)* [uPDATED] - Chance of catching a fish has been increased from 1% to 25%.* [uPDATED] - Medium Stash Sites can no longer be created from sandbags.* [uPDATED] - Loot Rebalance.* [uPDATED] - Rebalanced Zombies. (hp, Armor, speed, movement, animations) * [REMOVED] - Ammo in backpacks will no longer refill on player restart. (Removed due to side effects)* [REMOVED] - Blood gain from all canned food types now removed.* [REMOVED] - Loot bias has now been fully removed.* [REMOVED] - Server side grid system for loot.* [REMOVED] - Salute when trying to run with a object in view mode.
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