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Showing results for 'Vehicles'.
Found 41868 results
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So in Dayz you run pretty much everywhere since there is no draw back to it other then weapon sway. In real life that is not the case, you cant run indefinitely. What I want to know is if the community would like to see more of a reason to walk like exhaustion that will slowly kill you, more damage to your shoes, and other things of the nature. With the addition of vehicles I think that having to walk wouldn't be that bad of a thing to do. What do you guys think?
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When will SA allow Custom Scripts?
Chaingunfighter replied to Outlawed Psycho's topic in General Discussion
Not the best analogy - if he didn't want it transformed he wouldn't be allowing it at all. Not that I disagree with you, I honestly wouldn't lose sleep if there were no modding no more than I would lose sleep if I knew we'd have mods like Epoch and Overwatch coming some day. However, Rocket himself has shown support for the bigger, more popular mods ala those, and we've never really had the devs address what "limited" means. For all we know, they could just mean for the beta stage they won't be allowing as much/advanced modding in order to prevent issues such as hacking or exploiting the game files, rather than arbitrary limits like "you can't increase the spawn rate of loot to X number or have X amount of vehicles on the map." -
HARDCORE | FINALdayZ | Epoch Survival | The TOUGHEST Server in DayZ
Cartoonrboy replied to Cartoonrboy's topic in Mod Servers & Private Hives
Agreed. The player trader has configured his base to be not only be a trade post, but also as a service point for vehicles. This means that if a player wants to take advantage of that feature indefinitely, they'd have to consider the sanction of said service should any trade go sour. And as many of the weapons are still within the loot tables albeit very rare, they will demand a higher price and keen interest from other players looking to survive by any means necessary. Many of us want to help, but if you're crossed then it's less likely in the future. This dynamic affects the chance of survival of even the best survivalist and I'd hope that it may keep players from looting each other as the common goal is to simply survive rather than to gather wealth. But that is the nature of DayZ; whilst the consequences are considered, a player is free to make their own decisions regarding their mode of interaction, hostile or otherwise. -
=Taviana Stories= is a group based, zombie apocalypse role-playing community. After years of playing DayZ, testing several mods, and spending time on other "role-playing" servers, our founding council decided that the overall balance, building mechanics and RPG feel, made Origins-Mod an easy choice for our zombie role-playing environment. With new content updates coming regularly, our little island of horrors is sure to offer players the most content, AI missions, alien zombies, lockable houses and vehicles and more! Website http://tavianastories.com/
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Looking for server host with these features
WontonFreak posted a topic in DayZ Mod General Discussion
Hi there survivors! Wonton Freak here with a little question to you all. Couple of years ago I had a server with a private little community of around 40-50 people playing, hosted on DayZ.st, We ran standard DayZ with RMOD (a couple of custom and very rare vehicle spawns and weapons) and had a password protected private hive. This summer I decided to sart up the server again, and I naturally went back to a host I had good experience with, but was shocked when I had to fight for over a month just to get my service started, after that It was bug filled, lots of lag and all other things you can consider negative. What I'm looking for now is a new host, with the same features as DayZ.st had, because I'm no programmer, and their method of server management WAS brilliant. Features I'm looking for: 1: Interactive admin map, where I can check vehicle spawns (Add, edit and remove) vehicles, edit spawn loadout (we liked spawning without anything, even flashlight) 2: Possibility to password lock and set the server into private hive 3. Install RMOD with the click of a button Many would say gaah, admin map, ADMIN ABUSE!!. But reason for number 1, is that the community we had, liked a reduced vehicle count (about halved or so) so that there would be a bit more fighting to get one. And with a map where I could change this in an instant, is nice because I don't know how to edit spawns in the server code. Reason number 2 is the player trail, it's brilliant because you can in an instant see if a player has been teleporting or moving incredible distances in a short period of time. We removed a couple of hackers that got through our application process with this method. I'm hoping for a few good replies here, and I'm grateful for all answers^^ Kind regards ¨~ Wonton Freak -
I had no idea the character can run 1000m in a minute. Why the need for vehicles then? It would only slow you down! Walking at 5mph for 800m will kill the game. Period. Never said the whole map. But I would like to be able to hit a town or two within an hour or so. Also, remaining on the coast is stupid. I book it inland ASAP. If you want to be forced to walk everywhere by the game, then walk everywhere right now as the game is. Tell me about all the super awesome fun you're having!
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AUG uses all M4 mags. So it's pretty easy to find mags for it. Lately I would recomend running the NW route due to so many people currently farming the Green Mountain/Zelenogorsk routes so even on servers with 2-3 people you can still see familar names and other people near them or lurking around and you might be an easy target. My luck has been paid off doing the NW run lately and it's a good way to pick up 1-2 protector cases/jackets every run. I would also suggest not logging off in Green Mountain Tower, since that's the most common way people do it right now and that's an easy way getting yourself killed. Of course it's easy to detect the american choppers from there but the russians for Smersh Vests isn't worth it imo. I only use 2-3 servers usually to farm them and that seems to be a pretty fast way. I have yet not used any vehicles for this, sure it makes it faster but I prefer to play it safe, keep a low profile to not get killed, due all the precious cargo I'm wearing right now. Several Smersh vests, all the attatchments etc.
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I don't agree with you about reducing the number of slots on the jerry can. It should be a bid sacrifice dragging a jerry can around. Inventory space must suffer big time. Though i do agree they could add smaller tanks, but they would of course carry less fuel. But this should not be a big issue anyway in the future. I guess they will add function to refuel our vehicles directly from the gas station. If we can use a gas pump to fill up our jerry cans, there is only logical that you could use the same gas pump to fill up our vehicles. Also i expect the inventory space in a big truck like the VS3 can carry a jerry can.. That goes for smaller vehicles like cars as well. So when that is in place there will be no need to carry around a jerry can in you backpack.
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Underground Sections/Areas of Chernarus; Metro System, Caves
Druan96 replied to tehflapjack's topic in Suggestions
TehAlmightyFlapjac, I had a really really similar idea to yours and there´s only one thing I´d like to add to it... Remenber the part of the rails and stuff? Well, actually make possible to players build or repair minecarts (armored like we have in metro, but of course slightly different or non armored ones; with a motor or maybe powered by an hidraulic system where u´re the "key" to make it roll), trains (maybe not because trains are really ****ing big), and actually making possible to players to repair the rails, so they could travel in them without any problems (after they´ve repaired the rails of course). Adding specific lights to the (lets call them) "rail vehicles" would be intelligent, though the lights couldn´t be somethin too exagerating (only one direction, maybe really bright so u could like "blind" other players if they are in ur path, but not bright enough to see everything nicely if u know what I meen :P), I think thats it... Oh and (when buldin stuff in the map will be an option), mining tunnels in specific areas would be nice, like expanding the tunnels, making ur base underground where probably not many would adventure themselves (of course u would need to put torches or somethin like that in order to built ur base properly)... So this last idea of mine would like expand the element of surprise, u will never know what will,would,and happens in the tunnels until u go there! NOTE:I´m not trying to say that the tunnels should be bright or somethin (in fact dark as hell would be awesome), just sain that there should be kinda "lil´ bigger" light emitter than ur damn flashlight! Still the underground system would be kinda of hard work for de devolopers because (like somebody already said) they would need to raise the map or somethin... (Sry for my bad english still improvin it) -
Slash Quit - Kris Back on US Thanksgiving (Nov 27), I heard Experimental branch got vehicles, so I went to check 'em out. Never found any, but I did run into a group of friendlies who were having a big dinner in church. They invited me to join them. I'm so glad I did. Enter da Church 1 Enter da Church 2 Enter da Church 3 Hope you enjoy.
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K.I.T.R. Gaming Presents DayZ OverPoch Chernarus Just In: We have now added Multi Character mod, allowing you to have up to 3 characters on the server with one Steam account! We have also added Tier 2 Bandit and Hero traders, with more exciting vehicles! Tired of Pay to Win models, admin abuse and poorly managed servers? So are we, and we decided to do something about it. Our servers are built from scratch and VPS hosted through a very reputable company to allow us to create the ultimate DayZ experience without sacrificing performance. This is the first server in our lineup, and we would like to welcome you to join us in this exciting venture. So without further ado, the server details: Server IP: 192.223.25.222:2301 Teamspeak: 198.27.111.250:10144 Website: www.kitr.net Required Mods: DayZ Epoch 1.0.5.1, DayZ Overwatch 0.2.5 Server Mods: Single Currency (Works for Plot Poles and Vehicle Repair/Rearm too!), Group Management, Trader SafeZones, AI Missions (Up to 4 at once!), Scavenger Missions, Deploy Bike/Motorcycle/Mozzie, Self Transfusion, Tow & Lift, Customized Traders, Customized Loot, Snap Build Pro, Fast trading, 1 Step Building, 100m Plot Poles, 30 Day Base Maintenance, No Overburdened and more! See you soon!
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Problem with this merge is that I don't think the game is shit and want my money back.
ChainReactor replied to Barbosa1955's topic in General Discussion
Did you read any status report at all? Did you read any devposts on reddit at all? Do you have a basic understanding of what they are actually doing? Yes, they re-do the entire engine, yes they rather code a "new ArmA" instead of "a new mod". They actually started the Standalone project to get rid of the limitations of the old ArmA2 engine. You want me to list some things? Ok, here are some of the new engine modules that are in the work ( probably uncomplete because only from the top of my head ) - new renderer - new animations system - new player controller - new AI system including new sensors and navmesh - new netcode - new client/server connection and communication system - switching from content based on scripts to content using engine functions - new system for loot respawn and distribution - new physics system - vehicles coded from scratch using Bullet SDK - new User Interface - new player model + customization functionality - new weather and seasons system that impacts players and items - new sound engine So I hope you understand how creating a mod works. It already has all of the above mentioned functionality from an existing game and modders can focus on visible content. All of what i just mentioned are rather low-level but still huge programming tasks, taking months to years to be finished. And you will only see their impact on actual gameplay once they are finished and implemented. Thats why we have so many placeholders and so many prototype systems in the game. You don't code all this within 8 weeks. You much rather need 8 months to do so. For each. So don't try to tell me that the development has been slow and then tell me they've only added some items. The devs are really transparent about what they do every week. And i try to read and understand it all. But you will probably tell me the devs lied and took our money. EDIT: Also i've already planned a party with all my DayZ friends on Dec. 13th 2015, because that is the day when the old "TWO YEARS OF ALPHA" finally becomes a fact. -Brian Hicks, sometimes not a bandit. -
Believe me I get that but to hell with skills. That's just bad for gameplay. Finding and using the right tools and equipment is all that should be needed. I'm no doctor but I can tell you I can easily stitch up a wound with a needle and thread, will it be pretty, no, but I also know that the wound needs to be cleans and disinfected, I don't need a book to tell me that. What I need is the proper tools and that's all we should need. Same with vehicles, more than requiring a hammer and screw driver. Again, needing the proper tools. Not books. If anything, the only thing a book should tell you is what tools you need and not give you the knowledge.
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I am coming from a realism/authentic standpoint, which the game is moving more and more towards as "1.0 build" looms on the horizon. You see, when you get shot or stabbed, you don't "just bandage it". You have an actually-decently-sized-hole in you, leaking blood. You have to actually stop the bleeding, which usually takes the form of sutures (stitches). This is rather difficult to do correctly, and rather simple to do wrong. If you stitch the muscle fibers together crookedly, have fun having a crippled limb, as the muscle cannot contract to full capacity! Don't clean it out properly initially, or keep it clean (difficult at the best of times in a survival situation), or use less-than-perfectly-sterile instruments? Enjoy your life-threatening infection! Medicine is difficult. Which is why courses are offered in the most basic of basics, and to do literally anything more advanced (legally, of course. Nothing is preventing you from sewing up yourself like a dumbass.) , you need to get actual training, which is taught to you by other people, more skilled than you. Minor surgery, in order to remove things like bullet fragments and sew up internal injuries? YEARS of medical training. Now, I am not proposing that it take in-game years to be able to save your buddy, but instead make it more complex than just tying a ripped-up shirt about a wound and trucking onwards. Players "unskilled in medicine" will not be able to do this as effectively as others who are more skilled. They can try, but they will probably fuck up and kill their friend. So, if they work at it, they get to the point where they have to worry about fucking up less. Notice that I didn't say "never", because this is still a post-apocalyptic environment. Death is the rule, survival is the exception. People on this forum have been clamoring for a more advanced, more "authentic" medical system for a while now. Don't expect a dirty rag to keep you from dying once the game gets finished. Notice how I never said "driving a car" in my list. And note, in real life, you still need training to safely operate a car. In-game, driving a car should be simple, at least with an automatic. With a standard, which is probably FAR more common in Chernarus, you should have to manually shift through the gears. Boom, driving skill entirely based on the player. I also DON'T, and NEVER, wanted helicopters included in Day Z for exactly that reason. They make the game trivial, and any group that has one will bend the rest of the server over a metaphorical barrel and have their creepy way with them. If a "survival game" has vehicles where you can literally fly across the map in less than 5 minutes, is it really a survival game? The amount of maintenance, etc etc required for a helicopter is INSANE. Where would you learn it? If you fuck up the avionics, you DIE. Painfully. How would you learn to fly? Enjoy wasting fuel for a vehicle you will never be able to "afford" to use. At least you can learn how to fix a car or a truck through reading and hard work. Tell me, could you diagnose what is wrong with a motor vehicle and fix it? For most of the population, beyond the basic stuff, probably not. (If you are actually a mechanic, then good for you, but you are demonstrating the exact point I made in my first post: specialization) Now, howabout in a post-apocalyptic environment, where all of the rest of the mechanics are dead? You tinker with it, and learn how to fix things over time. An "unskilled player" would be able to fix their vehicle, just not as effectively as someone experienced. And, you too could be as experienced as that master mechanic, it just would take some work. Sorry if that takes away from your "loot n' shoot" time. Realistic/authentic > arcade gameplay. Sorry, my opinion is what it is.
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Again, this game IS an RPG. Are you, yourself, running around Chernarus? No? Then you are playing a role-playing game. http://en.wikipedia.org/wiki/Role-playing_game Why should each player have the same responsibilities? It strains my already-pushed sense of disbelief if each and every character is a top-notch surgeon, first-class mechanic on multiple and varies types of vehicles, a certified operator of those vehicles, as well as being a Spec-Ops-qualified marksman, all at the same time. This game needs realism, at the very least a nod towards it . The above? Not realism. The above is arcade-style gameplay that promotes instant gratification. What seems more satisfying? Driving around a truck that you yourself repaired through skill, dedication to the task, and hard work, or merely stumbling across the truck, server-hopping for some interchangeable parts, and doing something literally every player in the game can do with a modicum of effort? Which is more realistic, or, for those who will complain about "this being just a game", authentic? For a survival game, you lot sure don't want actual survival.
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Why dont you go outside and try to run up a 50* incline. Go ahead, ill wait.... On topic, they will be adding a stamina/load system once vehicles are in. The game is a work in progress, many core features and systems are bare bones or non-existent.
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So many gamers complained about the lack of vehicles in dayz. I wonder if they’re satisfied now. I honestly didn’t wait for them, but I think it’s fun to drive through chernarus.
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Problem with this merge is that I don't think the game is shit and want my money back.
Karmaterror replied to Barbosa1955's topic in General Discussion
If you were in from the start you will know what a bare bones shell they started in, here are just a few things we didn't have.. Animals Fires Cooking Hunting Zombies that obeyed the laws of physics...now they even obey doors...BONUS! :D Temp system Wet system A tonne of items Crafting Fishing A tonne of towns and buildings Vehicles That's a lot on its own, and is only gameplay not engine/server related (ie 64bit server implementation), and I know there is stuff iv left out. As for servers just spend a good hour of one night finding a couple good ones if you pub player or a nice private home (private shards^^). Fave them and bingo, always good server. Sure might drop at the end of the month but hey you safe for a few weeks. They did say that as it progressed in development it would go up in price. As illustrated its progressed quite a bit, and the end of the first year even seems a sensible time to do it. Also coincides with a big milestone in the vehicles. If your getting killed/dying not really getting to try many of the features I can understand your frustration. Even by doing this though you are helping test the game. Not every aspect of alpha testing is "fun" but is always in some way helpful. Maybe this is right, but don't think of it as an insult, just a statement... Either way insinuating the devs aren't "showing you something in return" because they are actually making progress on the game itself, instead of enabling a respawn button or typing up some tooltips is a bit low IMO -
STATIC SERVERS OverPoch-Taviana (With Instructions on How to Join!)
Devildogairman posted a topic in Mod Servers & Private Hives
Server Name: STATIC SERVERS - DayZ OverPoch Taviana Server IP: 198.27.74.118:2413 Server Owners: GreyFox, Devil, Awesomnessman (Many more Admins are to be allocated, and we are hiring! Post your application on the servers forums.) Forums: staticservers.us Custom Features: 3 Hour Restarts High FPS 5:1 Day/night ratio Max Players 40 slots Over 500 Vehicles Self Bloodbag Deploy Bike Wicked Ai Missions Custom Hero/Bandit Traders Donater Perks Active Admins Server Events Custom Loadouts Also a special feature; When new players join the server each new player shall receive a base building starter crate. The player may choose where he wants to build his base and have the crate given to them. If you have friends then that means you will be getting more than one crate if your friends are basing with you. Decription: If you're interested in an amazing server with custom scripts and very active admins, come on over to Static Servers! Community is key, and we hope everyone has a great time. :) Background: We are an expansion of an extremely large Gary's mod string of servers including DarkRP, Jailbreak, and many other's like Deathrun. Our admins have tons of experience and we have an active community who assist in the server. Instructions on how to join: http://staticservers.us/forum/m/17552610/viewthread/17101162-how-to-connect-dayz-overpoch-taviana-server/post/last#last -
That's one of the highlights of quarter 1 , 2015 on the road map that was just recently posted all over the forums .. But I'm very excited I really hope to see a lot of progress on the "fun" stuff like advancement in vehicles , ai , weapons (silencers and the sounds of guns being different/ echoing) , containers and persistence working fully , more advancements in cooking (and by the way it sounds , it seems like we will be able to cook our bullets ? Does that mean flammable objects are coming ?) Overall a very exciting time, I can't wait for the next 4 months to be over with lol I just wanna see the surprises it will bring :) ! Edit : oh and it looks like in the picture that none of the light from the fire is shining through any walls ... Will this be one of the first products of the changes made to the renderer in Q1 2015? I'm very excited to see a fix for the light so people will play night servers more often (gamma should not be able to be changed in game , so when the lighting is fixed I would hope the gamma slider in game would be removed so people can't cheat at night ).
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Pretty much. I would love a super hardcore survival server on Namalsk, but no epoch plz. Massively reduced loot, reduced vehicles, death from cold, etc. AI traders = Instant turn off. Safe zone = Instant turn off. economy = instant turn off. Basicly nutt up and bargain with other actual players (and risk death/robbery in the process) or spend days staggering around the map hopeing for the one thing you need.
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http://forums.dayzgame.com/index.php?/topic/215707-dayz-vehicles-first-implementation/
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I would suggest getting standalone as its easier to get and start.. The mod takes a bit to do.. Also mod is outdated in my opinion and the arma2 interface is crap.. Standalone is better then mod but got less vehicles and guns at the moment.. But has alot of other features the mod does not and run smoother in my opinion.
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I'm thinking 1....2 at most per server for the V3S come full release. Maybe 15-20 vehicles max per server, including land sea and air, rest should all be wrecks....maybe that we can salvage a part from or something, but not drivable ones. 6-7 of 1 vehicle sounds crazy to me. Maybe for testing yeah throw some more in, maybe even enough to represent the total vehicle count. Then as development goes on each V3S could be replaced by the new vehicle out, and have its spawn changed. Then we slowly transition to a full vehicle list over time and the devs get stress test data running the right amount of vehicles per server :)
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V3Ss don't have persistence enabled nor does it work so no, it will be gone through a restart. After a server restart the 3 vehicles on the server will reset to 3 different new spawns. No, the vehicles on that server stay there and cannot be brought to another.