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Showing results for 'Vehicles'.
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[FFM] PvE Overpoch Chernarus | SingleCurrency 2.0 | DZAI&DZMS | Loads More!
proximus696 posted a topic in Mod Servers & Private Hives
Freakin Fast Monkeyz is a new fresh community that has bin started by 2 friends. Our goal is to have as much fun as possible online and even offline! Server Details: 176.31.241.174:2402 40 slots (Please use the DayZ Launcher to find us!) We only have a few rules: PvE Only No building near Cities, Tradingcities, on Skalisty Island or near AI Bases English only in side-chat No hacking, Exploiting, Duping or Glitching Respect players and admin at all time Admin decisions are final. Admin are: [FFM] Proximus [FFM] Ill Monkey Now for the scripts/addons we have running: -Single Currency 2.0 incl 4 banks scatterd around the map -Right-Click on ItemRadio to check bankaccount and use DZGM -DZAI and DZMS (Both carry Coins to take) -Starting Loadout (Leeenfield, M9, Food/Drinks, Toolbox, Map, Hatchet) -Logistic Tow&Lift (expanded the list for Overwatch Vehicles) -Walking Zombies -Service Sations (Free Refuel and Repair) -VectorBuild + SnapBuild Pro -Doormanagment 3.0 -TradeFromVehicle/Backpack -Vehicle Master Key (incl remote lock/unlock) -Deploy Bike or Mozzie (right-click on Toolbox) -Take Clothes (AI and Players) -Infistar Anti-Hack & Admin Tool -Infistar Safezones + Vehicle Godmode -Action Menu to Flip Vehicle, Commit Suicide, Show Server Rules and Show Server Mods -Spawn Selector -No Overburden -1 Step Building -No Plot-Pole Required -GodMode Bases -Self Bloodbag -Config Traders (No Trading Annimation) We hope to see you soon! Check out https://www.facebook.com/FreakinFastMonkeyZ for some in-game pictures and server updates! -
Awesome DayZ Overpoch Taviana Free Build Box,Tanks ,Slow Zeds,High FPS!
AwesomeDayZ posted a topic in Mod Servers & Private Hives
Awesome DayZ Overpoch Taviana IP Address: 208.115.125.194:2302 Launch Para: -mod=@Taviana;@DayZOverwatch;@DayZ_Epoch Website: http://awesomedayz.enjin.com Teamspeak: awesomedayz.teamspeak3.com E-Mail: [email protected] --Building Config/Addons-- Plot Pole for Life Plot Pole Management Door Management (w/ Eye Scanner) Snap Build Pro w/ Vector (pitch/bank) Deploy Custom Buildables (i.e Interior Decorations) Deploy Custom Base Items (i.e towers, fortifications, utility buildings) Deploy Static Weapons (M2, KORD, DsKm, AA Cannon, Stinger Pod, etc.) One Step Build No Weight Limit High Build Limit (800 Items) Indestructible Bases (includes deploy build items) One Gold Maintenance (Regardless of Build Count) 20 Day Maintenance Cycle Safe Codes turn to 1111 after 20 days of inactivity Plot Pole Required - Plot Pole extends 60 Meters 30 meter Zombie Shield radius at Plot Poles Precise Build (No Gaps) Accurate Build Count Elevators Craft Wood Walls and Floor/Ceilings from Plywood & Lumber Packs Craft distance from Workbench/Fire increased. --Trading Config/Mods-- Optimized Traders Trade Items from a Vehicle's Inventory Bulk Trading (meds/food/building supplies,etc.) Fast Trading Safe Traders Overpoch Skins (access through Action Menu) Gem Currency System Thermal Weapon Trader Rocket Launchers (Stinger,Javelin,etc.) / 6rd. Grenade Launcher (M32) Custom Traders w/ a lot of build items (i.e Cinder Wall Kits,HBarriers,Fire barrels, Metal Floors,etc.) Overwatch Trader at most Trader Cities Jets - F35, A10, and more! Drones Tanks APCs LAVs Apaches and other military choppers Mobile Mortar Striker --Environment Addons-- Slow Zombies - More Zombies Spawn and Harder to Kill Custom Loot Table - Frequent Weapons (includes Launchers) Custom Vehicle Spawns (Avengers,Strikers,CROW Hummer, Military Vehicles) Laser Designator w/ Batteries Set View Distance w/ Binoculars and Range Finders Bandit AI Sector - Sector P includes 3 Static Boxes (Construction/Launchers/ Weapons/Animated Crashes) DZMS Latest WAI Missions (High value mission vehicles) Custom Epoch Missions - Construction/Supplies/ Weapons/Treasure Custom Map Additions Tow/Lift (just about anything!) Refuel/Repair/Rearm Service Points Bandit AI Bank Robbery (rob the bandit AI of their gems and gold) Close/Open Hatch Animation for Armed SUV --Other Addons-- Group Management - GPS Arrest/Detain/Search/Escort other Players (have a Bear Trap in your inventory) Scroll Help Menu/Action Menu (Has Deploy Info, Gem Info, and basic server/build rules) Spawn Select w/ Halo (Spawn at Base for Donors) Spawn w/ Mats for ATV, Spawn w/ Primary and Seconday Weapon, Spawn w/ GPS. Carepackage - Right Click a Radio (Cost 6 Briefcases [WORTH IT!!!!!]) Suicide - 5 Second Timer Safety. Uses Pistols or Hunting Knife. Opening Credits Dedicated Server Decent FPS 1GB Connection We Are Always Adding, Always Editing, Always Listening to the Players! -
Time to reduce run speed with vehicles inbound?
bobotype3334 replied to Bororm's topic in General Discussion
Don't make any changes yet to run speed please until vehicles are in stable and we have helicopters and bikes too. Then we can talk about adding a stamina system: >running/walking with weighty items drains stamina faster. >Using bicycles uses stamina, although only a third of the stamina of running. >not having food or water makes your stamina slowly fall. >Being fed makes your stamina slowly rise. >Crouchwalking and crawling uses less stamina than walking. >When stamina bar is empty, you cannot sprint. >You can outrun zombies by sprinting, but your jog speed is slower than a zombie and zombies have no stamina and do not get tired. >Boots lower sprint speed, running shoes increase it, no shoes/worn out shoes can cause bleeding at random intervals if you sprint. >The "stamina meter" is invisible, there are just visual and auditory clues [ragged breathing, camera becomes janky in first person and running animation becomes floppy in third person] -
I'm kinda sad that base building comes out so late. Now that we are getting to the vehicles, it would be a match made in heaven being able to build your own "home".
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Time to reduce run speed with vehicles inbound?
barnabus replied to Bororm's topic in General Discussion
I would wait until vehicles are fully implemented first. -
DayZ Vehicles (first implementation)
MooTactics replied to eugenharton's topic in News & Announcements
Yeah the one i had found had broken mirrors, for a total of 5 vehciles with no mirror :P not a biggie as long as they fix the mainline issues with it ( when my friends get out even if im completely stopped they die from the vehicles clipping issues. ) Plus this https://www.youtube.com/watch?v=st6F60jSuvU&feature=youtu.be&t=4m35s -
Time to reduce run speed with vehicles inbound?
DocWolf replied to Bororm's topic in General Discussion
Short answer, to avoid TLDR: no, not now. Now, the long answer: no, not now. First, because when a new item is introduced in experimental its spawn rate is greatly increased - meaning that when EXP 0.51 will hit stable V3S spawn rate will be greatly reduced, making it fairly rare. Second, because by admission of the developers themselves, acquiring and mantaining a vehicle will be rather time and resource consuming...this means that even if a lot of vehicles will be implemented they will not be a common alternative to walking/running/sprinting. Unless of course some kind of low-tech, low/no-fuel, low-manteinance vehicle like a bicycle could be implemented... but allegedly bikes and motorcycles are extremely difficult to implement in Standalone architecture, so let's not count on it. And let's not forget that the current vehicle management system is, according to Bohemia, extremely rudimentary and it's scheduled to be improved. Considering that a stamina system is scheduled to be introduced somewhere in the next year (see the post in this forum about 2015 roadmap) I suspect that decreasing running speed will be rather uselss, especially now. Just to cover all possibilities developers could reduce it of 10% or 20%...but only after EVERY SINGLE mechanics/feature influecing the character and its general movement on the map are implemented and working as intended. Let's not give in to the vehicle hype: the V3S is little more than the first step of a very long journey. My two cents. DocWolf -
Time to reduce run speed with vehicles inbound?
xalienax replied to Bororm's topic in General Discussion
I agree with OP but only once they (vehicles) hit stable and *Major* bugs with them are sorted out. -
Time to reduce run speed with vehicles inbound?
foxdie_01 replied to Bororm's topic in General Discussion
I most of you are exaggerating the final vehicle usage - it will require a team several days worth of playing to get the parts needed to get a vehicle operational (unlike experimental which is found fully working). With this in mind I suspect the majority of the populous will be on foot, and not want to be penalised as reducing move speed just restricts player movement around the map, something that actually needs encouraging. Plus, the advtanges of vehicles are mobile storage, transport protection, weather protection etc not map speed. Otherwise the balance of power shifts too in favour towards those that are willing to invest in in time acquiring one as you just shoot around the map after each restart sweeping up the decent loot from crash spawns relatively risk free, this makes its near impossible for newspawns and lonewolfs to aquire this gear. TLDR: Vehicles advantages are not about map speed, they're about mobile storage and protection from elements/players etc -
Important things: 1. Zeds less buggy. Still very few of them - hardly any challenge. 2. Persistence - work in progress. Currently broken. 3. Loot spawning - work in progress. Currently broken. 4. Vehicles - 1 vehicle in experimental. Hardly working, but it's something. 5. Lack of high end military weapons. No end-game guns that would give a reson to play regularly. 6. Shooting mechanics as broken as before. 7. Private servers are in. More clothes and various items. Growing tomatoes. Hunting. Oh, barricading right now means using lockpick to lock doors.
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Some very fundamental stuff to be expected in q1: basic vehicles, zombie ai, renderer, stealth and diseases. When all these things are added, I would say the basic game is very much in place and everything else (except perhaps more zombies) will just be icing on the cake. Very nice to see.
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Maybe they are still trying to discourage people from buying Dayz because its still alpha. Now that the first iterations of vehicles are in experimental more people may feel inclined to buy the game now and with the influx of new players comes more bitching about the development taking too long, not enough guns or other stuff to do like in the mod
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Its because of vehicles I think. Think about it man, a lot of people was just waiting for them to arrive because they don't enjoy the walking simulation part of the game. Vehicles are a great attraction for players, and a really nice oportunity to make them big monies you see. I'm not calling the devs mercenaries or something like that, but as a company thats how I would think. We still in capitalism right, big profit ahead me thinks
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Time to reduce run speed with vehicles inbound?
Murdume replied to Bororm's topic in General Discussion
I agree that sprint speed does need to see a decrease, however I'm not fully behind any sort of weight system determined by inventory yet. Vehicles are going to be extremely buggy and I have no doubt that walking is going to remain the primary means of movement. It would just make the vocal minority even more vocal. -
Increase player interaction by non-trivializing "civilian tasks"
mangozapp replied to Evil Minion's topic in Suggestions
Vehicles, when they're implemented, are the perfect opportunity for this ethos I think... OP mentions tools being rarer, this could be the case but you might add in a Haynes Workshop Manual or some such which the repairer must have in order to diagnose and repair non trivial faults beyond that of a flat tyre for example. Tooling, repair parts and these manuals could mean players are forced to strip down other items in their inventory so that, in essence, they become a mechanic/driver with reduced combat capabilty - so they need the support/protection of other players. This could also be done by making mechanical operations seriously time consuming i.e. 3 or 4 minutes for a wheel change meaning protection is needed whilst carrying out those operations. Wheels and other large repair items could take an entire backpack to carry making another player essential for such repairs. I dreamt a long while back of a 'live' battery system in the Standalone on vehicles - I imagine there being a lot of flat batteries in the apocalypse - so those vehicles had to be 'bump started' - pushed. This would need two players at a minimum. I just thought that could make for some absolutely classic mega-panicky play scenarios with a bunch of you desperately trying to push-start your old Trabant out of Chernogorsk... Leaving the driver in the car with the engine running in case it doesn't start... But... It's probably too much to ask for. :blush: -
I'd want bikes, ATVs, motorbikes, stuff like that. A lot more feasible that they would be around. But whenever vehicles get added, and baricading, you can see where I'm going:
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I experience things like this a lot in Arma III, and in Arma II DayZ Mod..Vehicles and players are not always in the exact same spot for everyone at the same time.. You'll notice it a lot in Arma when you drive towards a parked vehicle at a high speed, you'll see the vehicle "move" and adjust its position and it can trick you into thinking there is someone in it, when in reality the vehicle has always been in that spot, it just wasn't reporting that spot to you accurately when you were at distance.. It can happen at closer ranges too depending on how much desync there is.. Vehicles and lots of players in a small area tend to create a lot of desync.
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Player Interaction is arguably the cornerstone of what makes DayZ magical. Be it friendly or hostile, direct or at a distance - the interactions between players within Chernarus is what makes the world come alive without a structured narative or reason to be. The drive to stay alive, and survive in itself compels the player to create their own story by way of the journey. You see the stories told through pictures, forum posts, youtube videos, and twitch streams all over the internet. As we move towards our Christmas break, making those experiences be as fluid and enjoyable as possible on a development build is a personal goal for the team. Server performance, and security fixes rank just as high as the remaining content and feature additions on the board for November, and the weeks available in December outside the holidays. Recently I have taken to spending more time on the newly supported private shards, exploring their communities and observing the playstyle differences between their player bases and the public hive. First person only camera perspective seems to be increasingly popular within the private shard market, and I've personally had some amazing player interaction in those worlds. For those still on the fence when it comes to trying first person only servers, I strongly encourage you to give them a chance. Restricting the perspective to what your character can actually see has a large impact on how people approach the game, and other players. As we approach the end of 2014 and look back at all the challenges, and accomplishments of the DayZ Early Access I can not help but get excited about the possibilities in the new year. A passionate and active community has allowed us to grow and adapt the design and functionality of the project so much more than the traditional development method does. Being able to deploy, test, and research how systems are utilized, and the impact that they have on the player base rather than the traditional closed method of development and hoping that when your titles hits shelves it has the effect and reception you had hoped, is amazing. I can't wait to share the work left in 2014 with you all, and hopefully spend my Christmas in Chernarus. (Not a bandit) - Brian Hicks / Lead Producer Standup Notes for the week of 17 Nov 14 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: • Prison Complex • High fidelity V3S instrument panel • Military Tent & Ground Model • Prison-themed zombies Animation: • Steyr Aug reload animations • Player Suicide Animations in Progress • Vehicle animations • Animation changes for new controls • Zombies with new AI Design: • Configs and scripts for V3S Praga • Config and scripts for prion disease • Vehicles • Cooking • Configuration for Military Tent Programming: • Critical inventory fixes • Vehicle settings for physical simulations • New gamecontrols • Loot distribution improvements • Gameplay & Player Statistics • Client/Server crash triage & bugfixing • Character connection issues (protecting players from attack while logging in/before being able to move)
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Time to reduce run speed with vehicles inbound?
Evil Minion replied to Bororm's topic in General Discussion
Overheating is not much of a problem - even on sunny warm DayZ you can simply put your top in your backpack and sprint all day long without ever getting hot. Maybe when they include really hot days but thats not the case right now. Still I think its a misconception that runspeed is fast because of the lack of vehicles. Its more a consequence of missing stamina/weight systems and survival elements. Right now most travels have only two things to care about - getting to your destination and getting attacked by other players. And the latter is rather unlikely because many players use server hopping instead of ingame travel routes or stay at the coast anyways. Also in fights having a fast sprint at your disposal is not a bad thing - but as some mechanics like stamina are missing you can use it permanently as a side effect. However, reduced runspeed would increase the value of vehicles which I think is a good thing. But the features we are really looking for are those that give us something to do on our travels (loot economy, server hopping/suicide fix, PvE elements, etc.) -
Time to reduce run speed with vehicles inbound?
gibonez replied to Bororm's topic in General Discussion
Yup on foot movement will be the most abundant form of transportation vehicles implemented or not. So why should it matter if the vehicles are 100 -
Time to reduce run speed with vehicles inbound?
Bororm replied to Bororm's topic in General Discussion
Yeah, I'll make it clear that regardless of vehicles the run speed should be decreased. The reason it was increased was due to lack of vehicles, which is why I think it's relevant to the discussion of toning it back down. However, this should not be based around access to vehicles. Some players, even with vehicles implemented and especially when they are made to be rare, will not always have a vehicle. So everyone needs to get used to a slower run speed regardless. This is why I think it was a very poor decision by the devs to begin with to increase it. It's a lot more difficult to take something away from people than to give it to them, and a lot of people aren't going to like it when it changes. I'm not opposed to waiting until vehicles are actually in, like Griefslicer suggest. My personal opinion is to just get it over with though. -
Time to reduce run speed with vehicles inbound?
GriefSlicer (DayZ) replied to Bororm's topic in General Discussion
Read up a changed my full opinion on the situation I am really saying that vehicles have not been completely implemented yet and they are not a reliable mode of transport due to persistence issues. I go on to say that geared players should be taxed for their speed with a weight system. When vehicles are properly implemented I will strongly agree upon a change. -
Time to reduce run speed with vehicles inbound?
gibonez replied to Bororm's topic in General Discussion
The only reason it was brought up now is because in every past conversation about realistic movement and stamina all of the manic speed proponents use vehicles as the magical harbinger for a realistic movement change. So now that they can no longer use that silly excuse the topic arises. Wait..... You actually like the sonic the hedgehog speed. -
Time to reduce run speed with vehicles inbound?
Bororm replied to Bororm's topic in General Discussion
I'm used to the speed they gave us, but it is extremely fast. They increased the speed as a consolation because of the lack of vehicles, the SA did not launch at the current speed it was increased a bit after launch. It was still faster when it launched than it was in the mod, and I think that was a more appropriate speed than what we have now any ways. Why wait when it has to be done eventually and we are close to vehicles on stable? The mod run speed was 18 km/h I believe. Keep in mind, the map is the same dimensions as the mod. It felt appropriate. As I mentioned though I think SA run speed was even faster than that when it launched, but not as fast as it is now. Even that speed would be more appropriate. I think an encumberance system would be good as well. I hope no stamina bar is implemented though. You should run a consistent speed, just dependent on weight. I've played arma mods with limited stamina, and it just gets really annoying to have to slow down all the time. Much more annoying than just running at a constant slower speed. Here's the relevant tweets: -
Time to reduce run speed with vehicles inbound?
GriefSlicer (DayZ) replied to Bororm's topic in General Discussion
Vehicles are not persistent yet so you just can't simply rely on them as a main mode of transport, because you only have your hands on them for 2 - 4 hours until they are taken off you and sent to a new location. Vehicles are no way near full release and the running speed should only be tweaked when they come completely into the game (e.g; Persistent, Repairable). Your sacrificing fun for realism here by reducing the running speed. I think I will be done with standalone if they ever add the ridiculously stupid system of getting over burdened in epoch. You collect your gear and get overly punished for it by making you pass out every single minute. It just put more time into lying on the ground fainted when you could actually be doing something. I think a way to fix this whole fast running is to have a weight disadvantage so the more you are holding the slower you run. This gives a chance for fresh spawns to run their little hearts out at full speed to gear up and once they are geared they will be taxed with a slower disadvantage over fresher spawns in the game. I clearly don't want my travel time on foot to take even longer, because longer running = longer time not having fun