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Showing results for 'Vehicles'.
Found 41868 results
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The idea of Heli's in DayZ SA is repulsive. Bikes? Sure! Cars? Okay! Trains? Not a problem Flying vehicles? Fat chance.
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Bicycles are vehicles fit for a god.
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------AGS # 1 Epoch Server. Needs some more players. Details inside--------------
raelor replied to raelor's topic in Mod Servers & Private Hives
First off. Here's the website http://armageddongameservers.com/ and IP 192.186.154.42:4000 Teamspeak: armagedd.typefrag.com:5425 Basically our server took a population hit and were are looking to boost the numbers again. Inquire on the teamspeak/website for more info. A list of features is as follows(but not limited to): * Epoch Napf * Build Snapping * Normal Day cycle with time sync'd to UTC -8 (West Coast US) * Active Admins - Admins are on most of the time and are very helpful in dealing with typical problems, and host interesting admin events. * Private Hive * Lots of Vehicles - 500 * Custom Missions - Wicked AI mission system and Ikea cargo truck missions. * Indestructible Bases - Excluding Doors, all walls/floors are indestructible * God-Mode / Anti-Theft Trader Zones - No stealing from back-packs or locked vehicles * Added Custom loot areas - More lootable areas added all across the map. Such as barracks, barns, industrial, and residential * Custom weapons added - There is also custom weapons added to the traders and missions, and more can be added at popular demand and within reason. * Remove Clothing- You can remove clothing from dead players and AI. * Towing/Lifting- Ability to tow and lift vehicles. * Anti-hax - Anti-hack protection. * Custom Trader City added with special gear such as new vehicles and weapons. You can bring yourself or your group, we just want some additional players here, bandit or heroes. If you have any questions not answered in this post, just send a p.m. or join the Teamspeak at armagedd.typefrag.com and join the support lobby. -
Police Stations and Destroyed Vehicles.
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Armored vehicles.....dear god no. >.<
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Well, I'd rather see motorcycles and armored vehicles. Helicopters will make camps useless and if are made realistic, such as needing a lot of knowledge to know how to fly and needing a lot of fuel, what would the point even be? Actually. Yes, add helis, make them so complex that the ratio of successful flight to crashed flight is 1:450. :D !
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So, DayZ TV just posted a summary of what Rocket said to another wave of questions asked from DayZ Reddit folks. Here is the link. http://www.dayztv.com/news/2014/05/dayz-development-state-answers/ Here is the summary itself if your to lazy to click on the link (As expected too hehehe.) This is also textual property of DayZTV, and they deserve all the viewers because they usually are the ones to come first with DayZ news. Cheaters, hackers, scripters seem as prevalent as ever. Are you going to deal with this problem? That is an extraordinary claim to make. I’m not aware of any scripts that do anything useful any longer. Certainly, the majority of the hacking effort has moved to memory-hacks rather than scripting. If you check the popular hacking websites, as I do, this is clearly stated everywhere. I’m actually not aware that anyone is making or using script hacks such as: · parachuting cows · spawning items · teleporting players · server-kill-everyone · thunderdome · and so on… It is far easier, and less risky, to exploit using hacks than scripts currently. There is little you could do with scripts in DayZ, as most things are conducted client-side. Instead, hackers are using memory injection and other normal techniques that are common across most games. This is what VAC is traditionally targeted against. BE was also designed, specifically, to deal with scripting issues. But such scripting problems existed because Arma had to be a very trusting game. However, hacking is still something we are very concerned about. But we’re also very proud we’ve pushed it back into ESP, aimbot, wallhacks, etc… There are some unfinished areas of work – such as local management of magazines on weapons. These are being worked on. At the same time there are other issues still plaguing this game such as the desync (Guaranteed messaging system?) The guaranteed messaging system has enabled: · Increase for loot spawning from 10,000 items to 35,000 items. · Effective doubling of server FPS · Made it possible for the first time, for us to run more than 100 players on a powerful box. This was not physically possible before. · Allowed us to enabled a true physics SDK, with all calculations run on the server, and being distributed to the client realtime. · much, much more. What about the Path finding? This is being worked on by a new studio we setup in Bratislava. Previously, we spent several months trying to make the current system work. Once we were finished with that work, we decided it would be easier to start again and write a new system – than to try and make the current engine system work better. This is a serious undertaking, and as I have said in the last two devblogs, we are close to testing early parts of this new system out on experimental. I’ve overviewed the new collision system developed at bratislava and it blew my mind. A procedural system as part of packing the game raycasts to generate the navmesh in grid across entire terrain. This means navmesh is generated for the entire map, including buildings and trees and fences. The data was almost completely clean. It was beautiful. What happens now is our programmers use this new system, with a new method, to ensure that zombies only walk on this global navmesh. This will revolutionize the zombies, imo. It not only changes their behavior but reduces their performance overhead. The engine only needs to check if the zombie is inside the navmesh and not to constantly raycast for geometry collision. This does not solve dynamic objects (other players, zombies, animals), but we can deal with that next (source). There are obviously enough people making assets for the game, why have some of them not been moved to other projects at BI That is not how development works, the work would then suddenly need to be completed very quickly at the end. How are they supposed to generate all that content suddenly at the end of the project? Also, many of these people are hired specifically to work on DayZ, and they might not have any interest in working on other projects. In some countries, that would be constructive dismissal. Imagine joining an airline and being told you’re flying a 747-400, only to be moved to piloting a Cessna 172. · Does it hurt you to receive content (for free) while waiting for more important fixes? · Does it hurt development of the more important fixes for artists to make content? Regarding the Artists I’ve indulged this one long enough. The artists have a list of tasks to do, and they are doing them. These are independent of much of the activity of programmers. · They do not harm development of fixing core issues · They do not harm the enjoyment of the game (I would argue they increase it) I cannot see a single reason why we should send artists on paid/unpaid leave and not have them producing content. Adding more programmers only works up until a limit. Please check out the Brook’s law link I added. The more people you add, the slower things can become. Three people on the project were on it this time last year. Now there are well over 70 people working on DayZ. I don’t even know everyones name. Software development is not simply a matter of “add more people”. Removing artists will not help get more programmers. Whenever we find a suitable programmer we are hiring them. We have current vacancies, in fact. What kind of project management is DayZ under save for your oversight? Do you have a project plan? The project following Bohemia’s project management processes, which follow Agile methodology. This see’s us with an overall roadmap, which is then broken into line items which form a project plan. This plan has then been broken down by resource, and is the rough budget. Although, I must stress, the budget is not about money: it’s about making sure the right resources are available at the right time. Are IPRs held with BI to go over the overall project, timeline and issues that need addressed, if not why? Assume IPR: you mean initial project requirements, or perhaps intellecutal property rights. Bohemia own the rights to development video games using DayZ. I am contracted to assist them in this process. The project requirements have been generated mainly through discussion with the team, with both myself and the senior management at Bohemia providing input and direction as required. It’s managed and owned by Bohemia, and I participate as part of this process. As project lead, I consider myself ultimately responsible for the delivery/non-delivery of any targets. Do you follow any documented industry best practices? also Is DayZ being developed under any type of well documented and formal software development life cycle? I believe we’re making good use of Agile methodology, which is very important to our development. Given the very changing nature of the product (it did not exist two years ago, for example), and the rapid growth (only three people currently on the project, were working on the project this time last year) – agile is extremely important. We've been changing direction quite a lot to respond to changes in scope (for example, based on the massive sales, redeveloping our plans to be very broad). Beyond that, I would say the project is managed in a similar fashion to other projects I’ve worked on, such as aircraft acquisition with the RNZAF, and the RPDP prison project in NZ. There’s not much room for PMP, or such input. We’ve tried getting very formal but the only real success has come when were have been very flexible and adaptive with our approach, not being frightened to replan when we identify a weakness or flaw. TL;DR : Agile /SCRUM Is any kind of regression testing even performed on the patches that are pushed out or are they just put on the experimental servers for a few days and let into production from there? We have about 20-30 testing staff who work 9-5. Their responsibility is mainly to test the current (internal) development build. They prepare a daily report of the state of the build against a “traffic light” listing of core game mechanics, and key testing targets. They can also be assigned important tasks directly from the team, such as testing new functionality or (most likely) producing good repro steps/missions for bugs reported from the community. Prior to release of a build, it goes through at least 24 hours testing with this team. However, I do have the authority to order the build to be released (which generally pisses the QA lead off), and I have done that on occasion. We’ve only done that once with Stable, but we do it sometimes with experimental because we hope that it will become our development build reasonably soon. This means that people will be able to try out what we are working on, right down to the very day. This will also allow QA to focus on regressing bugs and also preparing for Stable updates – so we can (internally) stop worrying about experimental. I understand that ‘we’ are the testers but why was Hicks ‘testing’ a patch in the production environment? Do you actually have proper dev, test, and staging environments? When you hear of Brian testing in production, most likely this means on the central server side. Generally speaking, this means we are changing a value (such as login timeout). Our famous “cock up” with stable patching, when we had to hotfix like crazy, was because we made an assumption that a bug associated with the experimental central server, would not appear on the stable central server. Since then, a final step before production has been to do a “hot” test of these kinds of high-level, central server changes prior to a full deployment. Since moving to that process, we have not had any more incidents. The update process of the central server is not linear like the game is. Technically, it is updating all the time as it has full-time engineers at our provider conducting performance changes, load balancing, hardware replacement, DNS changes to cope with DDOSing, etc… We are replacing our experimental architecture (which is much simpler) with the exact copy of the central server architecture. This will provide us with more robust “like” testing. However, we will still likely include a small “hot” spot test, live, of central server changes prior to mass rollout (which can occur completely independently of a game update, or a game server update). Can we see the original and current project plan? The internal project plan is not available, for what I hope are obvious reasons. But here is the official Roadmap: · Playable vehicles · Wide variety of native animal life · Player created constructions in the environment · Extensive interactions with the environment and crafting options · Streamlined user actions and interface · Upgraded graphics and physics engine (including ragdoll, etc.) · Control and animations expanded and improved for fluidity · Support of user mods
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UpUntilDawn's DayZ Epoch Server DayZ Epoch Server IP - 216.244.83.194:5302 UpUntilDawn (UUD) have recently bought a DayZ Epoch server and we're now looking for new players of all kinds. We have currently spent $270 on a 50 slot server with payed addons and still upgrading for our players immersion and convenience. Our following Addons are: Trader City Safezones (Seriously we had to pay to make it so players can't be killed in a Trader Zone...) DayZ Missions Vehicle Towing and Heli-Lifting Remove Parts from Vehicles (This expands the 'Salvage' options) Snap-Building House and Street Lighting Care Packages Crowbar Knockout System Tent Sleep Healing Epoch Repair, Refuel and Rearm Epoch Infected Camps Take Clothing JAEM-[Just another Evac-Chopper Mod] (Seriously, this is awesome take a look - ) Remove Street Objects (This is just to increase frame rate and Bugs occurring inside Large towns Like Elektrozavodsk and Chernogorsk, also so it doesn't wreck your vehicles when trash don't render in fast enough and kill you and/or make you lose your Gear) Anti Hacking Software and Systems We are trying to prioritize addons that are in the best interest for our players. Our server is almost always being monitored by admins from America and England, and an admin can always be contacted on our TeamSpeak server (You can get our TeamSpeak when joining the server, This is just to keep our TeamSpeak slots open for people who need help or just to chat with other people on the server). Bans are ALWAYS a final resort (This does NOT apply to Hackers/Scripters or Exploiters). Admins will try their best to keep records of conversations between players and Admins so both sides can have copies if required.) We take un-necessary abuse such as Racist, Homophobic or Offensive remarks VERY seriously, this does not include being killed by a bandit (This is a play style not Abuse). Our Admins do NOT use their Powers for personal use (We are very select with our admins and we can ensure no Admin abuse), Admins only use their Powers to assist or help other players with in-game issues. **We ask all members of UUD to be as helpful and Un-bandit like as possible, however please keep in mind that we do not own the members of UUD and they can play how ever they like, just like the rest of our players on the server.** All Donations go towards upgrading/maintaining the DayZ server with more addons, slots or the monthly payment. Donator's will be given 'Priority User' on TeamSpeak which guarantees you a slot in the TeamSpeak server, and some modest in-game items that will not effect other players but will help you no matter how geared you are. We hope you try out our server and Enjoy your stay! You can find our server by Filtering: UpUntilDawn on DayZ Commander or Play withSIX Or you can Join Directly with our IP: 216.244.83.194:5302
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DayZ Epoch - AI Bandits / Survivors - Side Missions - Self Bloodbag etc.
haywardgb replied to haywardgb's topic in Mod Servers & Private Hives
We have vehicle tow, heli lift (with radar and paradrop feature), self bloodbag, AI missions and treasure hunts, safe zone trader zones, bell helis spawn in the wild and are also available from selected traders, stock is updated daily (vehicles may be in short demand if people buy too many and dont' sell them, but there's always plenty of other stock like food, drinks, ammo etc). You can also send in your custom built bases and we'll upload them (can take up to 24hrs), all we ask is that you don't build in high loot areas or for the purpose of sniping etc, you can't include any items that will give you an advantage, like fuel tanks, ammo crates etc, and you can't add doors, safes, locks etc as they need to be added in-game or they won't work properly. So leave your doors etc to put on in-game. You spawn with a keymakers kit, so use it and remember to back up your vehicle keys. We are adding Evac heli pads for bases in the next few days. Make a helipad at your base, assign a heli and you've got a heli lift whenever you need it. We are still deciding on how much this should cost to build. See you in-game. -
If you keep getting shot down... You must really suck dude. With my squad we would have a couple of players and when I got bored and nobody else was online, I would fly low over NEAF, NWAF, Berezino and the coast. Let me tell you - most people don't even bother shooting at the heli because you have a better chance of winning the lottery than taking one down while it's moving at full speed - and you only give your position away! Also, if you had a heli and were looking for camps this is how it goes down: You fly around the whole map, taking mental pictures where the camps are. Then after you scout a portion or whole map, you go back to your base, take a buddy and two squadbikes and voila. You now raided the entire map, didn't risk your heli and destroyed other's work just because you were in the sky. Unless tress are fixed so that you can no longer see right through the forest (because it doesn't render fully) I am STRONGLY against any air vehicles, but especially against helicopters. The small Gyro heli is cute, keep that. It's a deathtrap if anything.
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Uhhh, as long as its not like the current state of the mod i.e. a heli on every street corner it'll be fine. From the sound of it, repairing any vehicle is going to be more difficult than in the mod and the helis will be rare. Oh, and I didn't realize COD had vehicles of any sort.
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K.. Picture this.. all heli's stashed, all offroads under control.. your only options for finding the camps are on foot or in a car that does 4kph offroad. The owner(s) of the heli(s) fly around during low-pop time periods and smash camps while only a handful of people are online... so no matter what you did while there were 40+ people online, when you log in the next day all of your shit is destroyed. Aside from that, people do not usually hide their camps/vehicles in high pvp areas or high pop areas, which means heli's do not need to fly over/near those areas in order to find your camps/vehicles and destroy them, so your argument is more or less invalid.
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I agree with the OP.. No helis. They do exactly what he said: Allow 1 group of players to dominate the map. I know because my group has been that group on several occasions. We get a heli and within 24 hours every tent, vehicle, and chopper is either in our possession or destroyed.. And what happens when a "fresh" group of players spends hours and hours to collect loot, repair vehicles, and stash stuff in tents, just to have it all destroyed within a few hours? They quit playing on that server. And, as he said.. 1 heli hovering off in the distance over NWAF... Someone from their group dies, they fly to the coast, pick them up, and drop them back into action fully geared (or allow them to loot their body) within 5 minutes. Heli's are not good for the game.
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I am definitely looking forward to Namalsk as a map, or something similar for a change. They would need another whole team to work on it and get it like Chernarus+ is at the moment. It would take a lot more to add a temperature mechanic, a lot of different items, different vehicles, and other stuff to make it work. I would love to play it though. Also, I'd like a mod for tents. Not the small ones we have, but like medical ones and stuff you can set up in the woods to store stuff.
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Haze-Growroom Community Epoch Chernarus We offer over 40 plus mods on our server! We have active admins and everyone here plays legit, even the Admins! Server IP: 192.31.185.209:3017 Teamspeak IP: 194.169.211.185:21600 Website: http://haze-growroom.de.tl/Home.htm Our Current Mods Include, but are not limited too: Modifications Animated Heli, AN2 Crash Name Tags Selfbloodbag Autorefuel Salvage modification to remove every part NPC Side Missions (EMS) with reduced loot Custom debugmonitor with mission display AI Zone Alpha Several Map Updates Churches replaced to be accessable New Traders & Changes Traders Safezone Wrecks with Loot Service Station near Stary City Snap Building Indestructible Bases Extra Vehicles (Merlin, M113Ambul_UN_EP1, BTR40_TK_GUE_EP1 , M1133_MEV_EP1, Bell Heli) No Plot Tow & Lift Vehicle Master Key EVAC Chopper Map Updates Bridges to islands Otmel and Skalisty Junkyard Extra Charnarus Buildings Topolka Dam Military Base Black Lake Military Base Hidden Killers Ranch Wreck Sites Dead Castle Devils Caste Prigindy City Tikhaya City Train Wreck Dubrovka Detruit Camping Tents Cherno Quarantine New Buildings Balota New Buildings Cherno New Buildings Kamenka Not convinced? Well you should be! Join Now! Server IP: 192.31.185.209:3017 Teamspeak IP: 194.169.211.185:21600 Website: http://haze-growroom.de.tl/Home.htm SERVER NEWS:
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I've taken down a chopper that was hovering over NW in the mod with an M24 by just shooting the people inside it though, and again when flew over my camp and decided to try and land in it thinking there was nobody there. Shot him right in the face and he dropped out the chopper which gently landed in camp, cleaned up the ones that parachuted out as well but accidentally shot my friend who I mistook for one of them. Ill agree that they can be OP but if they are made difficult enough to maintain, fly and refuel etc I think they will be fine. The real problems come when private servers are up with 80 helicoptors and 200 vehicles. Also there are downsides to having choppers which you haven't mentioned such as stealth is completely gone and anyone on the ground knows your there, I've had to many awesome encounters with choppers such as being nearby when they decide to land and ambushing the landing, destroying/stealing the chopper and wasting all there time the spent getting that thing in the air.
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Hello Everyone, Just a quick message to invite everyone to come and join us on our teamspeak & in our new Dayz Epoch Server. We are a friendly community looking for new people to join us. we also play other games too! IP'S: Teamspeak - 85.236.100.27:11897 Spaffland Server #1 - 81.19.211.131:2302 A few of the mods we have installed. - Animated Heli, AN2 Crash - Selfbloodbag - Auto refuel - Several Map Updates - Treasure/Construction Missions (AI Free) - AI Missions (Challenging) - New Traders & Changes - Custom Traders with Safe zone - Wrecks with Loot - Snap Building - 1 Step Building - Indestructible Bases - Tow & Lift with modified vehicle/heli list - No Salvage on locked vehicles - No Damage on locked vehicles - And a few more your see when you join us. Looking forward to seeing you in game Many Thanks Spaffman
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I have solution: 1. make helicopters use a different type of fuel from land vehicles and make that fuel extremely rare and raise the rate at which it depletes during flight astronomical. 2. Reduce the fuel tank capacities of the helicopters so for example they cannot travel more than X number of kilometers without having to be refueled. 3. Motor sounds attract zombies anywhere within 150m(example) above ground. 4. Create a skybox? Cars will then be a more viable and feasible option for transport than helicopters because of how troublesome it is to maintain a helicopter.
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Zero Dead Epoch Chernarus – Handcuff, repair stations, added vehicles, active admins, Roaming AI
[ZD] Insertcoins posted a topic in Mod Servers & Private Hives
Zero Dead presents you: Epoch Chernarus Added to the already amazing epoch mod: Handcuff/kidnappAI missions (with AT & AA ability)Roaming AICustom loot tableCustom trader tablesBike on startStarting gearRepair stationTeargas smoke grenades PVP is allowed. There are no safe zones at the traders. If you are interested, give it a try! Server connection info Address: 94.23.200.92 Port: 2302 Out TS server Ts70.bargainvoice.com website: www.zerodead.net -
I'm not particular keen on having helicopters in the game either. They seem too powerful and destroys the purpose of having a bare survival game. But it is difficult to say what they will be like until we have some sort of vehicles in the game to compare with regarding repairing, gathering of parts and vulnerability.
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Hello there IF helos are indeed added, do not expect them to behave as they did in the mod. The same with all vehicles. Yes, having air power will be dominating, but don't expect to be able to get a bird in the air as easily or to have it immune from ground fire. As to COD "whiners" having an impact on dev decisions, well thats just not how they work. Rgds LoK
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The vast majority of us have played the mod and know the joys and pains of having helicopters - broken window causing fuel to leak, main rotor parts being nowhere in sight when you needed them, the joy of fixing your first heli... Then taking to the skies to find every possible clan camp on the map... Good times! However, thanks to the mod I have experienced the potential benefits and downsides of helicopters and came to the conclusion that they should NOT be included in the stand alone. My main gripe with helicopters is simple - whoever has one, controls the map. Helicopters not only nullify distance, but also the threat of other players. When you're moving at 200 KPH, way in the clouds, you're not in any danger at all. Small arms fire barely tickles you when you're on the ground, in the air it's nigh on impossible to get hit. This is a huge problem in my opinion, as it allows one group of players to have an immense advantage over everyone else. Players who die can be instantly picked up at the shore and dropped at the camp to re-gear in no time. At least when you're taking a car down to the shore, you're risking not only the vehicle but also your gear - is it really worth it risking your car just to pick someone else up? Groups who control helicopters have supreme reign over the server and quite frankly destroy the server - trust me, finding camps in a heli is very easy, camps are the only thing holding groups to a server, so when the camp's gone, so are they. Helis are basically too good. You can make them only have space for 2 players and my opinion would remain the same. All the other vehicles have serious disadvantages. In my opinion the period of time when Helis were disabled but cars were about was some of the most fun I've had on DayZ. Searching for players and camps on foot with my squad, yes please! Planes IMO could work, since they require a good bit of land to land and take off and if the 3rd person is disabled, it's very hard to see anything out of them. Thoughts, opinions?
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theories that makes sense a little bit (to me atleast) 1-)maybe chedaki faction from arma 2 took over after events of arma 2 and bought themselves some cool guns eh? (ik AK s makes more sense) 2-)US army left some of their weapons and vehicles to CDF after leaving the chernarus 3-)UN came and tried to stop/slow down the zombie outbreak with assistance of CDF or whats left of them and both failed (yay m4 for survivors)
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when are cars and hunting coming
rustledmyjimmies replied to vn88holden's topic in General Discussion
They said vehicles won't be implemented until the beta, which is a long way away. -
Tired of spawning in the middle of no where? Yup me too. Skalisty Island spawn area, needs to be removed its' worthless it's a long run to each town everyone hates it. Wilderness spawn between svetlojorsk and berezino is all right because there are 3 ideal hotspots in the area RARE Elektro / Cherno spawn areas are great highly sought after areas. Thoughts: Why do we only spawn on the eastern coast? Spawn us more inland players only tend to seek out Berezino for PVP which is fun, but at the same time why do y ou have such a huge map if players only go to 1 of like 6 locations? Without vehicles we need more varied spawns aroudn the entire game not just on the coast where there is absolutely no loot and players cycle servers jsut to get gear to go pvp. (idc if this has been said its fucking annoying running around all the time early access or not give us a damn old bike from mod and i'l lbe happy