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"Quarantine is used to separate and restrict the movement of well persons who may have been exposed to a communicable disease to see if they become ill" ~ Center for Disease Control and Prevention I thought of the idea of a quarantine, as an interesting thought exercise in how we can fuse the ideas of lore, unique locations, zombie densities, and pragmatic gameplay considerations. This isn't a suggestion per-se, but more of a demonstration of how lore is important and can translate into in-game environments and gameplay dynamics. Lore Sometime after 2009, Chernarus was the host to a virulent outbreak of "infection" (we have no formal name as of yet, but this is the "zombie virus" as it were). As such, and being a pre-militarized nation which played host to a NATO/US/RU peacekeeping mission, the government (in conjunction with international monitoring organizations) attempted to quarantine the outbreak. This saw a deployment of military personnel and emergency responders to construct an infrastructure to implement said quarantine. This included the rapid deployment of security forces to quell insurrection and rioting, the construction of a network of roadblocks and checkpoints to regulate the population, and the fortification of various entry/exit points into the country as to implement further regulations on the population. These measures of quarantine obviously failed, as we're left with a deserted landscape populated by the infected (and pesky bandits). Yet the infrastructure of the quarantine would remain as both a blemish on the landscape of Chernarus, and as a remnant of the vein attempts to contain the infection. Thereby adding to the sense of post-apocalyptic survival in DayZ for the player. Unique Locations This brief bit of background has very real implications for the tangible in-game environment of Chernarus. Roadblocks and quarantine stations could be erected outside of every major city (Chernogorsk, Elektrozavodsk, Berezino, Svetlojarsk, Zelenogorsk, etc.) Likewise, certain areas could be wholly contained by retaining walls (see below) which has resulted (as per the failure of quarantine in Chernarus) in a containment of masses of infected in certain cities. At these locations, who knows what one might find. A traffic jam, an abandoned military convoy, a mass grave, a burnt out husk of a roadblock, evidence of a riot, or just a horde of infected. Each one could be configured in such a way as to tell a specific story. Likewise, in addition to land-based roadblocks or outposts, one would also find quarantine centers and/or hospital ships in the ports of Berezino, Svetlojarsk, Chernogorsk, and Elektrozavodsk respectively. This could perhaps explain the un-moored (and wrecked) ship south of Svetlojarsk. Zombie Densities This method of quarantining could lend to an approach which addresses a variety of zombie densities. For example, in a larger city with a trapped/quarantined infected population, it could be assumed that there would be a higher density of zombies in said city. However, in smaller towns which were not the subject of quarantine, the zombie population would be more diffuse or spread out. Likewise, the quarantine (as a plot device) can be used to explain or to provide for a more dangerous experience in entering a city. Not only would a player have to potentially navigate around the physical barriers of a quarantine, but he/she would have to contend with a higher zombie count inside of a quarantined area. Gameplay Considerations As mentioned above, the idea of a quarantine (as opposed to a blanket treatment of zombie spawns across the map) may provide for more risky and rewarding urban gameplay, where zombies become the alpha threat. This is not to suggest that in rural areas, the zombies should not be a threat (they should). But to justify the added loot inside of cities, and potentially encourage people to be more mobile, I think this would be a good method of adding a bit of lore-friendly and environment-building danger to Chernarus. Quarantine stations and roadblocks could potentially yield their own loot categories. Which would perhaps be limited to riot gear and/or police uniforms. I'm timid to suggest adding more military spawns to the world, but adding a diffuse (vice centralized) network of potential loot spawns is something to consider. The overall level of "military" loot should not be upped in my opinion. Moreover, any new loot building/location shouldn't be able to compete with the pre-existing barracks and jailhouse buildings we've got now. Once vehicles are implemented, assuming that it's still more expedient to drive on roads, roadblocks could possibly be used by enterprising players/bandits as outposts. Which could lead to shakedowns, firefights, trade hubs, all that jazz. Likewise, once construction is implemented, these roadblocks could perhaps be cleared and fortified by the aforementioned players to be used as a fortress (which would of course be subject to infiltration and destruction). Your thoughts? TL:DR - Lore is important in buttressing or providing for in-game environments - Quarantine infrastructure could be used to add unique locations and in-game environments (such as roadblocks, quarantined areas, etc.) - It could also be used to tweak zombie densities into the cities and/or surrounding quarantine infrastructure - Quarantine infrastructure provides for unique in-game experiences with regard to looting, player interaction, vehicles, and construction.
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Gimpus Maximus Overpoch Napf IP: Port: Location: Germany Veteran mode Restarts every 3 hour (testing out how it works) Updated to Epoch version 1.0.5.1 and Arma 1.63 Some of our features: 500+ vechiles Infistar Antihack Build Snapping God mode/anti theft traders Automatic sidechat voice punish Deploy bike (from toolbox) AI missions Self blood bag Towing/heli lift (not on locked vehicles) Custom loot Indestructible Cinder Custom buildings (more buildings/camps/towns) AI base Suhrenfeld Island (more gonna be added) Auto refuel Take clothes DZAI (NPC vehicle land patrols and dynamic spawning NPCs) Camels Spawn selection Debug monitor Added guns to more planes/helis More buildings at South Airstrip and on the road down to it Server rules: No cheats/exploits! No combat logging! No voice over side chat No basebuilding at high value buildings (barracks, hospitals, supermarkets, factories etc)! Cleanup details: * Buildings decay after 30 days! You can maintain them after 15 days. You can use maintain preview and maintain option on plotpole! * Unowned empty vehicles get deleted after 7 days if untouched! * Unowned vehicle with loot get deleted after 14 days if untouched! * Locked vehicles get unlocked after 30 days if untouched (after it follows unowned vehicle cleanup)! * Locked vehicles without key on any alive survivor or in storage get unlocked once a day (after it follows unowned vehicle cleanup)! * Empty stock on traders get refilled twice a day. Some items with high value never get refilled (M107, vehicle ammo, combolocks etc)! Admin email: [email protected]
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[RG] Epoch Chernarus Server | Military Compounds | AI Missions | Snap Building | Safe Traders | Action Menu | Custom Loot Spawns | Tow/Lift |
Hufflepuf replied to falconx77's topic in Mod Servers & Private Hives
I'ts awesome that the server is doing good <3 Love it! :P :P :P :3 :3 :3 All the wizzes and Bangs, too, Cool Vehicles, M107's, AS50s :D Loveing it! :D -
I wish we were forced to interact with others to survive...
Whyherro123 replied to Grimey Rick's topic in General Discussion
But there lies the rub. How do you make character's more valuable? Beards? Haha no. I believe that the only way you can make a character's life more valuable is through the addition of skills, both "born-in" skills, and skills that can be taught. If you spawn in, and you find out you have the "First Aid Skill", where you can apply bandages faster and lessen the chance of infection, your character has value. Therefore, bandit clans could recruit you to take care of their combatants. Or, you could be a "Mechanic", be able to fix vehicles faster or more effectively, etc. Then, there are skills that are learned, and can be taught. Firebuilding could be one, firearm usage could be another. With firearm usage, you improve the handling and accuracy of a weapon, UP TO THE WEAPONS LIMIT. For example, look at the World of Tanks MMO. Your starting crew usually starts at 50% efficiency, meaning your tank performs at 50% of the listed stats (accuracy, reload speed, accuracy, acceleration, etc). As you improve, your crew can get "better" (62%, 75%, etc.), until eventually your crew is at 100% efficiency, meaning they can use the full values of the tank characteristics. So, with an M4, you could start out with horrible rifle sway and range (emulating a lack of experience with the weapon), the progressing through use and experience to the weapon's baseline range and MOA. No sniper-rifle M4's, just the weapon performing as it was designed. Both of these skill-sets can in turn be taught to other players, giving them value and ensuring the skills will survive when the character dies. For example, a character with the "Surgery" talent (allowing them to set broken bones, stitch up wounds, prescribe drugs, etc. Just pulling stuff off the top of my head here. Maybe "Surgeon" should be an 'end-game" talent?) takes another survivor under his wing as an apprentice. By lending the Surgeon assistance, the apprentice slowly gains skill in the "Surgery skill", so that way when the Surgeon shits the bed for whatever reason, the community isn't entirely SOL. Then, bandit groups could raid communities for these "living commodities", they can be traded in between survivor colonies, etc. Anything that adds real value to a character is awesome. Anything that adds fake value, like beards, is not. A side note: why do you think people wouldn't shave? Being dirty all the time is a prime way to invite parasites to live on your body, a big no-no in long-term survival. discuss -
TiMz - 1st Person - 100+ Vehicles - Panthera - Crafting - Custom Loot Table - 200+ New Weapons - Custom Character Animations Who are we, what is TiMz?! This is Madness is an own Mod for DayZ, with its own, international Community. We got an own Board, TS3 Server (you can get an own Subchannel for your team if you want to) Our Server is whitelist protected. That means you can play without getting annoyed by Hackers/Glitchers or all kind of childish behavior. To make sure they wont come back, we are whitelisting their GUIDs, so they can't come back until they will buy a new ArmA key. To guarantee an optimized performance and gaming experience, our server got 50 player slots. Features: Map: Customized Panthera Additional custom camps are spread all over the map Bridges are fixed (you can cross all bridges by foot) Bridge to the island in the north-west We removed the buggy Panthera barracks Hardcore Settings First Person only is part of a good, fair firefight as the bullets in the mags. That's why TiMz is a First-Person-Only server. Remember the time, when you get killed by a 3rd Person-View abuser in a close quarter combat? These times are gone by now. Playing on TiMz means, you really need skill to take the shot!! But do not desperate, 3rd Person-View is available in vehicles, so you can handle your car/heli much better. Distance markers are only available, if you own a GPS. Meanwhile it's possible to set these markers on a map, too, but this option will be gone in some time (makes it easier for "Panthera-Newbies" to navigate on the map) Optimized Loot: Adjusted lootchances are promising that you won't get frustrated while searching for your favorised items. But you will also not be fully equipped after 30 minutes. High-End equippment will only be found at crashsides. Or you can craft it by yourself (Crafting). Despite the immense many military spawns on Panthera weapons proportion among players are balanced: For example: The barracks in the south are dropping low-end gear only, whereas the barracks in the north contains normal loot. Weaponpacks: 200 variations of weapons are promising varied gameplay ... without all the fir-campers. We always search for the best way, to rate skill above luck. Therefore you won't find those .50 cal one-hit sniperrifles, because this items are nooblike. Instead of that, you can use your bolt action rifle, which demands some skill to be handled. Crafting: You are a silent hitman? No problem: find a suppressor and a weapon and craft your own silenced gun. Need some optics? Just keep your eyes open and look for an ACOG, red dot, Holo Scope. You can also find sniper scopes for the big game . You can find new objects like strings, rags, needles, which you can use with the ingame crafting system to create new items like tents and bandages. You want to set up ambush? Just create your own boobytrap with some items and watch the party when an enemy player gets busted ;) Not successfully with finding a backpack? Just craft it by yourself! Custom Vehicles: We implemented additional vehicles, which are granting much fun. The enemys are overrunning you? Just catch the Vodnik with 2x PKM or the armed Jackal and beat your enemies asses up! Active Admins and Moderators: The community is closely involved in the decisions, and other features of the Mod. You have a suggestion for improvement? Open up a topic on our board to discuss your suggestions with the community and the next patch might include your idea You found a bug or TiMz won't start? We will help you with Teamspeak, Teamviewer, board and Chat. Possible & planed Features Drugs and other substances which will push, but harm your character Character-Evolution: You can improve (or learn new ones) your skills by using them Vehicle Salvaging: dead engine? Just salvage the old pickup on the road for a new one! Vehicle Fuel Siphoning: You can siphon off the fuel from other cars. But why not park your ride next to the other one and do it "automatically" (if you got the tools for it)? Fishing: Panthera is an island, so why the fuck shouldn't you go on a fishing trip? But keep an eye on your surroundings ;) And much more ... it's up to you! High-Performance Server-Hardware: Intel i7 4770K 3,4 GHz (3,9 GHz Turbo) 32 GB RAM SSD for super-optimized Serverspeed So just take a look at http://www.tim-dayz.eu/ and make up your own mind about our Mod
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Just a quick heads up to inform you all about our new Exodus-UK Epoch Server, running Chernarus. Some of you may remember our Dayz Vanilla and ARMA3 servers, certianly the Frankie fanboys will. This is our first Epoch server and thus far we have have all the usual scripts, and will continue to add and remove gameplay features to create the high standard gaming environment that you would normally expect from Exodus-UK. Our general Mission Objective for this project is to form a clan friendly, anti-carebear, hard PVE, positive PVP environment. We will be running a low interference admin policy, with active admins, and recomend players use fraps and screenies to settle any disputes. As a general rule admins will never consider any refund except in the case of compensation for reported bugs or server wide events. The server runs 3rd party anti hack software. Enough blurb, heres the detials... Server Name: EXODUS-UK | Chernarus | GMT | Extra Buildings | Full Moon | Halo | All the usual scripts | ANTI CAREBEAR | ACTIVE ADMIN | www.exodus-uk.com 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. www.exodus-uk.com 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. Thats about it for now. Hopefully the server will take off and its happy DayZ all around! Many thanks. <eUK> chronic (steam: chr051c)
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I dont think the pvp part will change in the future. When vehicles are added and you need spare parts like tires and such it will only get worse. The basic problem about this are the Zeds if you think about it. You dont need to Team up to get in and out alive. But maybe this will change when BIS fixed this problem.
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Yes, and there's a difference between dictating gameplay and crafting an experience. We have no idea, somewhat misleadingly, what DayZ is intended to be. Because we've never had a finished product. Even with the mod, certain things just couldn't be done the way the developers intended (see zombies, vehicles, construction, etc.) That and the efficacy of CCP's approach is debatable at best. Emergent gameplay is certainly something worth pursuing, but a wholly unregulated experience isn't. Even something like EVE is very much a regulated experience, CCP is constantly tweaking the parameters in which players participate. Sometimes... people just don't know what's good, to be honest. And simply because something's popular and player-derived, doesn't make it beneficial or worthwhile. Case in point, the mod. People absolutely adored (and still do) detrimental things like sidechat. People migrated in droves to mods which resembled DayZ in name only, hemorrhaging players away from the vanilla mod. I'm all for player freedom, but the second you give the playerbase the capability to make something so different from the vanilla experience as to pervert the entire nature of DayZ, it becomes a concern of function rather than idealistic commitment to emergent gameplay.
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1. Ban all cheaters that can see through the walls or where ever you are and have infinite ammo in 1 clip, it's kinda killing gameplay for others. 2. More spawn points across the map, the whole game is focused on get to NEA look for gear, if not, jump on another freshly restarted server and get back to Berezino to die from cheaters. 3. Optimize cities, I kinda have major fps collapse there :( while other games I play on max settings. 4. Start implementing vehicles if you're unable to do #2. 5. Read #1.
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Would you like spawn points spread out?
mixmastajingles replied to Irish.'s topic in General Discussion
It was obviously not an accurate measurement of time. Regardless, even an hour to get to a high loot spawn is over the top since some people have lives outside of Dayz. These lives most likely do not include you, with over a thousand posts on DayZ forums. I completely understand that loot should be difficult to get but even after running for an hour you are not guaranteed a single item. With vehicles in the game it wouldn't take more than 15 minutes to get to a specific area of the map(even a bicycle). -
This is a freshly made server, with active admins. SiLo Gaming DayZ Epoch server offers many things from starter crates to events. We try to add new content to keep the server new and fresh. We strive to offer a great and fair server for anyone and everyone. Current Additions to the Server: De-ployable Bike Self BB Tow / Lift Free Refuel / Repair Re-Arm Vehicles Suicide Indestructible Cinder Multiple AI Missions No Overburden Fast Loot 350+ Vehicles Safe Trader Zones Building Snap 1 Stage Build / Remove No Weight Starter Crate Coming Soon: More Traders Donation Traders AI Bandit Camp Even More Missions We always continue to do daily cleanups to keep the FPS up and smooth. Our admins are always available for help, and reaching them is very easy. If any stop by and check out the server! Server: 192.99.16.15:2342 Website: http://silodayzgaming.enjin.com/home Time: 24/7 Day; 3 Hour Restarts Dayz: Epoch Chernarus 1.0.4.2
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Dread Nation Napf 1.0.4.2 IP: 74.91.28.170:2312 TS: Alphateam.enjinvoice.com Website: alpha-elite.enjin.com Active Admins. The server has the following. Refer a friend program. Admin Events. JSRS Enabled. Self Blood Bag Bike Deploy No Weight Extra Build via Gems Vehicle Service Points WAI Missions Random Events Vehicles you don't normally see you can buy at traders. No mozzies but KA-137s in place. No Maintenance.
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Excellent ideas,I would like to see horse especially for travel more then vehicles to be honest A dog as a companion with a Bird of Prey .... what more could you ask for Be cool,that's for sure!
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HEY GUYS WE HAVE A AWESOME SERVER FOR YOU ALL... SERVER IP- 23.108.31.130:2312 SERVER MODS- 500 vehicles-Deploy Bike-24/7 Daytime-Slow Zombies- Self BB-Indestructible base building(anywhere you like)-AI Missions(pretty challenging)- Lift/Tow-AI patrols(ai helis and uaz)-Take clothes-Bury Bodies-Snapping- Tradersafezones-Auto refuel-Better loot- No Weight carried ALL NEW PLAYERS GET FREE BUILDING SUPPLIES TO START WITH INCLUDING A CZ550 SNIPER AND A G17 PISTOL ETC... OUR SERVER IS BEING WATCHED AFTER BY BATTLEYE AND ANTIHACK THERE ARE MANY HELPFUL FRIENDLY ADMINS IN SERVER ALL TIMES THE OWNER NAME IS MONSTER PLEASE FOLLOW OUR RULES NOT MUCH SUCH AS NO WHINING AND NO HACKING/MODDING/GLITCHING HAVE A GOOD TIME AND ENJOY THE SERVER MY NAME IN GAME IS JsniPez73 im a admin and il help you with everything if you need to contact us our email is [email protected] IF YOU HAVE ANY MORE QUESTIONS JUST MESSAGE ME OR COMMENT BELOW GOOD LUCK AND IL SEE YOU IN THE GAME
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Glad you enjoyed your experience. DayZ is amazing when you are first getting started and have no idea where everything is and what it does. When Arma 2: Combined Operations goes on sale you'd be doing yourself a favor by picking it up, the mod is a great way to get an idea of where the standalone is going to end up. Both the vanilla mod and the more popular DayZ Epoch have their own charm. Private hives do away with things like server hopping, ghosting and for the most part combat logging. Plus, vehicles/persistent storage really flesh the game out nicely in a way that hasn't been achieved in the alpha yet. Once the Standalone is closer to completion it'll surely be hard to compete with as for as zombie survival goes, but at the moment it sounds like you'd really enjoy the mod.
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Boobies and Beer DayZ Epoch Napf [1.0.4.2][New Players Welcome|Self Blood|Auto Refuel|Snap N Build|Custom AI Missons|Roaming Enemy AI]
FatherSarge (DayZ) replied to FatherSarge (DayZ)'s topic in Mod Servers & Private Hives
Wow... really? I see you all have a great sense of humor. I'm glad I won't have to deal with ya ;) Save the slots for people that have a funny bone. If you didn't catch it, that was sarcasm. The Black Market will be a custom trading post run by the admin where you can purchase certain vehicles (for extremely high prices such as 100+ briefcases) for vehicles with armor and weapons. Examples being APCs both armed and unarmed. The Player Trading post is a building similar to the Lenzburg trader building that is meant as a neutral ground for players to sell their wares. Both are currently being worked on, the trader post is coming first (it can be accessed right now but we are still adding to the building) while the Black Market will take another week or so. -
Enjin website:http://gfygamingdayz.enjin.com/ [GFY] Gaming is hosting a brandnew DayZ EPOCH server with the Napf map. We are launching this on 05/03/14 and invite everyone to come and be part of our launch. IP address:216.231.140.57 port: 2302 The server map features: 500+ vehicles with extra militarized vehicles available at Hero & Bandit traders. Self bloodbag Extra large build limit Towing/Lifting Safe trader zones AI missions (DayZ AI & WAI & DayZ MS) Heli-patrols Wandering Ai Ai-Vehicle patrols Toggle snapping Indestructible cinder & metal Free refuel/ repair Rearm at gas stations for a modest price Take clothes Deploy-able bicycle Dynamic weather cycling Day/Night cycle 3 hr server restarts Extra loot & extra lootable buildings Custom loadouts Active admins!!!! Website has donation store, donator's will receive in game perks and building supplies Teamspeak info: 97.102.13.124 Join us on our Steam community webpage also: http://steamcommunity.com/groups/GFYgamingDayZ
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good idea but ppl will have small camp tents and vehicles to use as strorage personal items in. in dayz mod We used to hide it somewhere in the trees and get coordinates of our position. even vehicles will be hidden in trees. well I won't feel safe to store some of my items in a safehouse that can be visited by my killers afterwards. so personally I'd keep stashing them somwhere only I (or my team) know. but also finding a key and following where it leads would be exciting. it may create a good experiance in dayz Imagine all snipers and some ppl camping around those safehouses. And this is interesting I also imagine myself one of them :)
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Spread them out across the map. Who cares if we dont have vehicles. People are lazy. But yeah the berezino war sone is just plain stupid. Not against pvp but having 3/4 of the server in one city is silly. The rest of the map remains unused. All of your points are spot on.
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Would you like spawn points spread out?
mixmastajingles replied to Irish.'s topic in General Discussion
When the game releases vehicles so friends and clans can get to each other then de-centralize spawning. Keep it on a berezihno spawn until that point because there is no fun in running 6 hours to get a decent gear set. -
Another looking for group thread.
cjhouston replied to Bmiller14's topic in Clan / Group Recruitment
United Gamer Alliance is looking for people to join our group on the DayZ mod. We have been base building and collection loot, playing missions and using a lot of teamwork to make this mod fun. If you are looking for a group to help you and would like to join or for more information please visit United Gamer Alliance A little information about UGA: - Have started constructing a base - Have many vehicles and plenty of weapons and ammo in-game - Play missions - Hold optional Game Nights at least twice per-week to get those who have busy schedules a way to schedule some DayZ game time. - All members are NA (for time zone reasons) - Have Teamspeak - Have a website that is mobile friendly - Have a server for the SA version of DayZ -
Why is development time being poured into more new towns?
real meatshield replied to uberfrag's topic in General Discussion
Randomizing spawns to be map-wide would instantly out people in a mood to travel to those other, inland towns. Back in the day when Novy and Stary were spawn points, there were people all over the damn place.That doesn't get them the focused testing they want and need, however, which is why spawns are localized. If they force spawns in the NE, then people are going to have no choice but to play in that area, if only for a brief time. Svetlo and the other new town just so happen to be in the NE... There are separate teams developing entirely separate systems and mechanics, that do not, CANNOT follow the same timeline. People keep bitching that there are new clothing items (one team) but nobody hardly bitches at all about new weapons (another team) , while almost everyone bitches about zombies (yet another whole team). There are so many interconnected facets to the development but they do not and cannot all bring updates simultaneously. It just doesn't work like that. I honestly can't wait for the new zombies. I can't wait for them to fix the pathing issues. I can't wait to see a new sniper rifle, vehicles, persistent storage, and private hives. But I also realize this is in alpha and that these things all won't magically appear next wednesday just because I spent 30 bucks and DAMMIT FIX THE FUCKING GAME!!!!! -
Come join our server Connection details : 88.150.201.27:2302 Antihack by Infistar We have: Evac chopper Service stations Missions Self Blood bag Take Clothes Commit suicide Tow and lift vehicles 50+ Ai with chopper patrol and para drops Bandit camps Alpha Zeta (definitely recommend coop to take this, prize of 10x10oz briefcases.) Dynamic spawn vehicles in various conditions. Hero and bandit traders Indestructible cinder and metal Plot poles linked to your user ID (you wont lose them after death) Animated Heli crashes and more custom scripts with some surprises Starter pack given to 1st 10 people to join: Consisting of Safe, Chainsaw, Pristine Ural. We have already had our first joiners to the map but there is still bundles up for grabs so what are you waiting for? Come join the map :)
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Why is development time being poured into more new towns?
Ken Bean replied to uberfrag's topic in General Discussion
Me too. I love the vast wood areas. On the other hand they are aiming for 100 player server with 1000s of zeds, I believe. So only having a few hotspots would be a true mass sloughter house. Idk how this is going to be. Think about helicopers and vehicles in general... Isn't the map too small for such an ammount of hostile player + zeds? Anyway, besides of all presuming, we'll see how that works. -
Group loooking for players (21+) (server in Dallas,TX) (Epoch Dayz)
Dayzilla posted a topic in Clan / Group Recruitment
Hi, Due to recent escalation of events, our group is looking to add new players. We are an easy going bunch of veteran Dayz/Arma2 players with established base and equipment. Typically, we work together to increase team riches, expand our base, loot, eliminate nearby players and try to establish ourselves as a dominant group on the server. There are no major rules. You can play as hero or bandit, we just enjoy playing as a group.. If this sounds fun to you, reply here or send a PM with your Skype ID and we’ll rip it up. J Game: Epoch Dayz @ Panthera map Location: Server is located in Dallas,TX Requirements: Have fun and support your team on missions/assignments as required. Age: 21+ Headset Decent computer hardware Perks we offer: Established base Free Teamspeak Section to store personal items/vehicles. Celebrity member