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Showing results for 'Vehicles'.
Found 41868 results
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What can i do if i dont trust anybody?
☣BioHaze☣ replied to OoohShiny's topic in New Player Discussion
^^^This all depends on your idea of fun. If you just want a shootout, there are far better games purpose built for this and with better competition. ^^^This is bull. If you manage to have a neutral interaction and make a trade for needed supplies everyone wins. If you just shot the person you could: damage that piece of gear he might have traded you, lose the chance to have an exchange that doesn't involve shooting (exchanging info on loot in other towns or player activities around the server), team up for a random friendly mission to a specific locale, and when they implement more survival (less ammo/food), crafting, and add vehicles there will be more reasons to not shoot. I actually wish there were no clans. If there were no clans and you had to make friends randomly it would force more interaction. -
I think it would still be DayZ Epoch with the option to shoot as passengers, but also with few new vehicles, because the default ones are not enough for a civilian feeling. Unfortunately, I couldn't find more vehicle mods with more civilian vehicles without being basicly the same vehicle retextured.
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I am at a loss as to what DayZmod is supposed to be? Is it DayZsa with buildables/vehicles or is it ArmaII with zombies? The common consensus is that DayZmod has nothing to do with DayZsa. But I disagree, as servers can be configured to provide a more comprehensive zombie survival game than DayZsa. But the DayZmod community seems blatantly uninterested in survival, despite the fact that the code is almost the same. I'm assuming that many players of DayZmod (in the early days) had said to themselves; "if only, in DayZ we could build things and settle, just like in I am Legend/Dawn/Day of the Dead/28 days/weeks later?" Isn't that why Epoch was developed? Shouldn't that be what it's for?
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The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
AP_Norris replied to d.walker43's topic in Suggestions
I would like to see civilian vehicles, and rare military vehicles. Military vehicles shouldn't commonly have guns, even then ammo should rarely ever spawn in them. The main thing I look forward to with vehicles though is customising them, I hope we can add armour to them in a similar way that Dean talked about barricading. Have zombie proof windows with chicken wire, put something in tires to make them run flats, wield different thicknesses of sheet metal onto doors like in the A-team. Cut a hole in the roof and mount a gun, like an AKM with a 75 round drum mag, wield guns to the front of the car with wires on the triggers so the driver can fire them when chasing a car, adding extra shock absorbers to the front of the car for crashes like metal trash cans, extra lights, wings sticking out the side to run people or zombies down, cutting parts of the roof and its frame out for improved passenger firing lines, a pointy bumper rake thing so you can tailgate someone and rip up their tires. The possibilities should be endless. -
DayZ is a great game. I love it. In this game I am more emotionally involved than in any other game I have ever played. But there is one aspect I have to disagree with... Now it may sound ridiculous, but DayZ is no survival game and it never has been. What?! DayZ no survival game? But there is hunger, you can die of thirst and all that kind of stuff! It is super realistic! Now hear me out, I will explain why DayZ is no survival game very soon, be patient. Examples You are Herberd, a guy who is running through the woods far, far in the north. You are hungry, you are thirsty. You survived for 200 hours, because you are a careful person. You don't have any ammunition for your weapon and your gear is mostly ruined. A friend is calling you "What's up man? I am at the coast, let's meet up!". Your friend at the coast? You would have to run hours to reach him. So you think: "What am I going to do?". Well, there is a simple solution, isn't there? You go climb up a tower and jump off the roof... YOU ARE DEAD. You respawn. You are Janine, a woman who survived for 500 hours. You are a very skilled person. You know how to survive any combat situation. You use an M4 and really common gear. When you run up the stairs of a building you fall and break your right leg. The next hospital is far away, it would take you hours to limp over there. Instead of crying for help, you go on the roof and jump down... YOU ARE DEAD. You respawn. You are Mohammad, a guy who is always friendly to everyone. You survived for 1000 hours, your friendlyness is impressiv. But one thing you hate is other people telling you what to do. You walk along the coast. A group of 4 people is running straight at you. You never carry a weapon, so nobody shoots you on sight. Your are so funny that you managed everyone that engaged you to just leave you alone. They tell you to stop. You make some jokes, but it seems they don't care about you. They tell you to drop your pants. Dropping your pants? You won't do this, you are a proud Mohammad and you would never do such a dishonorable thing. So you tell them "Go f*ck yourself", you are not kind anymore. One of the guys shoots you in the leg "DROP YOUR F*CKING PANTS AS*HOLE!", you have nothing to lose. No weapons, no gear, nothing. You simple tell them "Go on, kill me.". YOU ARE DEAD. You respawn. You are Jack, you heard DayZ is a survival game. You start playing it. You find some gear, food and everything you need to survive. You run around in unpopulated areas so you don't get killed. You do that for 5 hours. Boring. Why are you doing it? There is no point is surviving. You decide to go to the coast and expirience something exciting. YOU ARE DEAD. You respawn. I think you get the point. DayZ is no survival game because there is no point in surviving. If a player tries to survive at all costs, he will realise that the game is just boring. A life is simply worth nothing, the only thing there is are weapons, vehicles and houses. And as soon as you can store them, people will go maniac because they cannot lose anything if they die. A veteran character does not differ from a fresh spawn character. But let us assume that there was a point in surviving. What would happen? If survival was more important than obtaining gear etc., people wouldn't run around the coast or hotspots. They would populate the whole map just to not encounter so many people. But as they do it, encounters will get more rare but also more unexpected. You are more likely to encounter a player at Shakhovka, because he will think the same as you think "I will go there because nobody is there". He wants to survive just like you, but you may encounter unwillingly. Secondly people will act way more authentic. If I have a broken leg, I won't simply kill myself, I will do whatever I have to to survive. And if I have a 100 hours character, I may even kill my friend just to survive. These things happen in real life, but no way it would happen in DayZ. If you look at a character you spent weeks on, it may change the perspective of some players. But how do we add the urge to survival, no matter what? The only way to do that, in my opinion, is adding a value to a characters life (obviously). And how to we do that? The only way is progression, meaning that the more you play a character, the more valuable he is. If I have a 100 hours character he is more valuable than a 10 hours character. The most important question now is, how do we manage that? How do we add a value to a character? What would a player really care about? Solutions? Statistics: It could show your friends how long your survived. But I don't think that would solve anything. How many people actually care about statistics, especially in a game like DayZ? Appearance: Your character could change his look the longer he survives. Not a good option in my opinion. Who cares about looking like a survivor? And more importantly, how do you want to differ a 100 hours character from a 1000 hours character? Skills: This is the only way to go in my opinion. The more you do something, the better you get in it. The more you craft things, the more chance you have to craft prestine things. The more you treat wounds, the less likely it is that you make a mistake while doing it. The more you repair engines, the more likely you are to repair a helicopter. etc. Problem with this is, you have to balance it. We don't want immortal super soldiers, but the additions have to be good enough to add a real value to the character. It has to be more valuable than a really rare weapon. Doing something faster is not enough, because people don't really need that. They will still risk their lifes and do stupid things, I mean who cares if something is taking you 10 seconds or 9? And the other thing is, if someone survived for 500 hours, hasn't he deserved a really good boost? I would give such a person the ability to shoot like a robot. Problem I am talking about is that the more your survive the better has to be the reward. If you survived 100 hours or 500 hours you want to feel the difference, otherwise it gets pointless and boring to survive longer. ???: ??? If you have ideas for solving this problem, for adding value to a character, go on and present it right here. I think this is the most important part for the game to change. We have to find a solution, or we will never have a survival game as Dean Hall intended it to be from the beginning. (I know there have been similar threads like that, and I made one about character value myself, but in this one I wanted to point out what is wrong about DayZ in its current state)
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DayZ SA: Harvesting & Barricading | DayZ Standalone News
BlueCollarhero replied to BlueCollarhero's topic in Gallery
No you can't. I'm sure they'l make it so though :D BUT FIRST VEHICLES :D -
Well, if you play DayZ mod, I mean pure vanilla DayZ mod, you are playing a zombie survival game. As it is right not it's too hard to play it CoD style. Yes, it has been that way, but that stopped with the development of Epoch (trading, vehicle ownership, base building) and Overwatch (guns everywhere), where the survival aspects are close to zero. Since then, the majority of players went there to have fun on PvP, construction, AI missions. Life's easy there. Your belongings are safe within your vaults, your vehicles are locked, the money's on the bank account. The zombies are still there but you can pretty much forget about them. As of today there are much more Epoch/Overwatch/Overpoch servers than DayZ servers. -> Spawn with an assault rifle, loot a few barracks, sell that stuff, buy a full gear, go on missions or PvP. There are no friendlies (except on PvE-only Epoch, which basically is a construction game) At the same time, DayZ itself was reduced to the players who want to focus on survival, yet not ruling out the existence of KoS-bandits. Or pure heroes. The patches made it harder but also more versatile, with crafting close to what you would think of in a real survival situation. Without thinking about where to get food and water or medical supplies you will pretty soon die of dehydration or infection. Long before you gear up to a ghillie sniper. -> Play cautiously, outsmart the zombies, use the surroundings, constantly loot to keep your guy healthy, don't die! Then decide to go hero or bandit if you want and can. Just please do not mix up DayZ and "those fun mods". If you want a zombie survival game play vanilla DayZ, If you want to have easy fun in the same universe play Overpoch. I would recommend you try both.
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Standalone to mod? Sell it to me.
Cartoonrboy replied to Airborne28's topic in New Player Discussion
I adore DayZ. And I did my time roaming around the landscape on foot so I turned to Epoch as I could build a base home and use vehicles. I configured my server to be as close to DayZ as possible and advertised...it was pretty much ignored by the DayZmod crowd. What works there is guns, tanks, jets, traders(wtf?), deploy bike(omg, wtf?) and almost anything else which makes PvP more prevalent whilst diluting the survival aspects of DayZ. So ask yourself; do you like zombie survival? (DayZsa). Or do you want to shoot things from inside a tank whilst laughing like an infant? (DayZmod). -
possible back old aim shooting?, without aim shaking
[email protected] replied to Askasli's topic in New Player Discussion
Bf3 had a terrible shooting mechanic and it's when the serie turned into cod with vehicles.I am also all for a system that punishes EMMELLGEE sniping and endorses a more close quarters approach to gunfights. Getting sniped = not fun. Dying in a CQC fight where you had at least chance to see the enemy = a lot less frustrating. Go back to cod with vehicles. -
OH NO I TOLD EVERYONE THE SECRET PASSWORD! Blue Collarhero here in the city of Svet up on the north coast. If your wondering what I'm doing - I'm guarding the church door while my buddies behind me ready up. They asked me to keep guard and should anyone not say the secret password of MONKEYFUCKER I'm to shoot them on sight... lol. Anyway what I wanted to discuss with you all is the thoughts on the limp animation that is incoming. For those of you who haven't seen the preview of it yet here it is. Looks pretty cool eh but how practical is it and how will it effect gameplay? I always like to include the realistic aspect in these discussions, realism after all is what all survival games should be striding to achievement. Initially I'm thinking yes this limp animation is a brilliant idea but the one thing they haven't said is at what stage will the limp animation affect you. Will you start limping when the "leg is in pain" message appears or perhaps it will affect you when your leg is broken, instead of simply falling to the ground which currently happens now. I know the game designers and also excited about the concept. Here is what Viktor leader animator said in a recent status report: "Last weeks we had many discussions about some great stuff coming to the game. One I am most excited about is the injured player also known as limping animations already showed a while ago. It wasn't the right time to bring this to the game yet because it is very tied to many systems and most of the default animations have to be done and finalized first. We have agreed on how many injured stages there will be and also we would like to represent some illnesses with an animations like cough, sneeze, fever and more. To be clear this is something we won't get sooner then sometime next year. But I'm sure it's worth the wait." He briefly mentioned about the timing of the limp animation and I like the idea that it wont be beating vehicles being added to the game. There's nothing more horrible than the long walks, let alone with a limp lol... What do you guys think let me know in the comments below. Thanks for watching, see you in the next one!
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And this ladies and gentlemen, is why persistence should have never been enforced on all private and official servers. The insane amount of bugged loot eventually makes servers crash and reset. Persistence should be kept as optional until it's fixed. Also regarding vehicles, everybody is so hyped and can't wait till they add the VS3, but with persistence servers crashing every 4-5 days and wiping everything on them, what is the point of adding vehicles? You're gonna find one, it's gonna take hours to fix and then the day after server will crash and wipe it out. I believe the developers should focus more on fixing persistence before adding anything persistence related, but that's just my humble opinion.
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Reminds me of Morrowind when you got to build a house, that's going to be awesome I can't wait! Hopefully when they integrate vehicles we can find locations that are more secluded but that don't take you an hour to run back to.
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Ok so, as the topic suggests I'd like to see better or more uses for handcuffs, wire and rope and how players could utilize them along with various parts of the environmental architecture. I've put a list of uses for these which I'd hope to see brought to the game:- Handcuffs. Cuffing players together via ankles and wrists, chain gang style. Cuffing players to objects such as jailhouse doors, fences, car door handles, signs etc. Linking cuffs to make a leash for captured players. Using cuffs to attach extra bags to backpacks. Rope. Hanging Players. Clothesline. Tying players up. Tying players to trees. Makeshift gunstrap. Tying extra bags to main backpack. Trip wire. Make shift tent or hammocks. Tying equipment to things (like trees). Towing vehicles. Dragging players behind vehicles. Wire. Traps (clotheslining players). Trip wire (grenade compatible). Makeshift fences. Feel free to add to this ;)
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We have recently setup an Epoch Chernarus server and we are hoping to get some more players to join. The server is a fully dedicated server and its used solely for running Epoch. Server Spec: i5 quad core 8GB Ram 2TB HDD BlazeIt IP: 192.99.12.51 Port: 2302 The server has many extra buildings on the map, custom military bases, custom airfields and custom traders. We have added many extra weapons and rare items at the traders, an we have custom loot tables. We also have extra vehicles at the traders. Me and the other admin are 28 years old, so we are mature. We have our own TeamSpeak server and players are welcome to create private channels. We currently have the following scripts installed: Trader god mode.Self bloodbag.Deploy bikeVehicle repair/refuel/re-arm at service stations.Vehicle towing and Heli lifting.Remove skins from dead players.Snap building Pro and Build Vectors.Fast build.Building downgrades (downgrading walls returns building supplies).No base maintenance required.AI missions.We do not offer any donator perks or ask for any donations. The server automatically restarts every 4 hours with 3 hours of daylight and 1 hour of night.
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Was actually just talking to a friend about this on the phone. I'm on the fence about it because yes, it'll up the loot hoarding exponentially, but also- I'm a loot hoarder. Once vehicles are in again those will be the pack mules.
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DayZOverpoch|Tanks|Jets|Full Militarized
Torishimo replied to Torishimo's topic in Mod Servers & Private Hives
it is your opinion, and i respect that. but can u say why? This server is for players who like military equipment, vehicles and other hard stuff ^^ -
I own an 87' Ford Bronco, living in Texas. I don't think anyone could beat it at a full sprint over a mile, even over rough terrain. However since you're so happy with the delusion you've set to mind, when vehicles come out, you can walk! How about that?
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Greetings Survivors, Over the next few weeks you will hopefully begin to see some small (but effective) changes to how the Status Reports, Dev Streams, and DayZ website are laid out. In order to facilitate this, the traditional format of our dev streams will change and the Status Report will begin to focus more on the tech side of DayZ, as well as the existing discipline soap boxes, and stand up notes. The DayZ website will soon feature an "Early Access" calendar covering our intended experimental and stable branch updates, play sessions, dev talks, special events, and consumer show attendance. That aside, this week hopefully sees the release of 0.50 to Stable Branch on steam. Paired with the recent support of private shards for consumer rented DayZ server instances and the ongoing drive for server performance enhancements we hope to finish off the first year of development on DayZ with a strong support for player communities. Persistent storage stability, as well as transportation, and A.I. redesign are goals we aim to be able to begin implementing into our steam branches before the Christmas holiday. As always, we will discuss the progress of these goals in our status reports and external communication moving forward. UPDATE: As mentioned via the DayZ Dev Twitter (@dayzdevteam) we are currently working to address issues encountered during pre release testing for 0.50 to stable branch. Current goals are aimed at a release during next weeks regularly scheduled maintenance, however we will keep you all updated as to the progress. In the mean time, experimental branch is updated with the latest 0.50 build - for volume and stress testing prior to next weeks maintenance window. Make sure to check the DayZ dev hub weekly, and keep an eye out for the changes to DayZ.com - Brian Hicks / Lead Producer Peter / Lead Game Designer "The end of the month is around the corner and that means only one thing: After the three experimental releases in a row it's a time to deliver the latest stable branch update to DayZ. The Last few days we were fixing the last few issues here and there and polishing current state of the internal dev branch version so it can be distributed to stable branch and shine there for another month. As well I can tell you that you will have plenty of stuff to try and do. Let me recap quickly the features and content added to the game this month for you. With proper tools you are able now to plow the soil in the greenhouses and plant the seeds which will grow into plants and produce crops which can be picked. For this initial iteration of horticulture we went with tomato plants and with the fixed placement, in the near future we will add more plants and planting spots will become arbitrary. After doors were re-implemented in the engine we were able to add opening/closing sound effects to them as well as locking/unlocking their locks with lock picks which is the very first basic iteration of barricading. Doors can be also unlocked with brute force so don't worry that someone will lock you up and leave you for dead. Taking care of your character was also extended with shoes degradation which is dependent on shoes durability, surface roughness they are used on, movement speed and distance walked. Character exposure to weather, temperature and wetness was tweaked and with addition of heat packs even snipers must not fear they will freeze out during their camping. Also other features were expanded as well, repairing items and clothes with duct tape and leather sewing kit. You can also use sewing kits to stitch your wounds. New animals were added as well, you can meet new the goat and hen now in Chernarus. As far as new items goes I just mention some of them. From weapons there is a set of long awaited ones containing MP-133, R92, AK-74, AKS-74U and as a bonus the handy Derringer. For melee usage there is sledgehammer, and brass knuckles. Clothes were enriched with now complete firefighter uniform and other pieces. Backpacks have also some newcomers like SPOSN and waterproof backpacks. We fixed some ongoing annoying issues like struggling from restrains, seeing thru burlap sack when logged in with it on head, unconsciousness compatibility with both states, character drowning, fireplace and tent placing, container inception and many more. I teased you in the last status report that I'll write something about the upcoming new inventory. Current inventory is good and is doing fine but there are some little flaws. What I especially like is the micromanagement of items in given space which provide nice immersion - it's not just some text list and I also like easy usage of it with drag and drop functionality. We would like to expand on good sides and rectify not sufficient ones like virtual hands slot or some inconsistencies in manipulation with inventory in general. With new inventory system we will be able to do things like creating container on any object, locking it, dynamically change it's capacity, dynamically change number of quick-bar slots according to given container and a lot more, maybe rotating items will be possible as well. Our senior designer Jan Tomasik is currently playing with GUI layout of inventory screen and here is what he has to say: "Horizontally oriented inventory uses better screen space of nowadays 16:9 monitors. This layout reduce necessity to scroll through inventory to minimum and doesn't obscure view on players character and its surroundings. Player has better overview of items he posses and time for all management of loot is significantly reduced. Inventory is fully modular so it fits even on 4:3 and offers future possibility to be even organizable by players themselves. All slot sizes are same through whole UI so player is always sure whether item fits in slot or not. Player can choose whether he wants to have avatar panel on left or right side of the screen and can also organize order of containers.". You can see Jan's concept of horizontal layout in attached screenshot, of course the visuals are just temporary mockup. Enjoy the new stable release and in the meantime... see you in Chernarus folks! " Viktor / Lead Animator "The animation team has been busy bringing new animations to the game like reloading for derringer, wringing clothes, using grenades, flares and chemlights and other. We have also slightly redesigned the sitting animations. The new pose greatly reduces amount of clippings when holding pistols, one handed and two handed items. There is also progress with the new zombies as they are internally running around using new systems. The animation graph and AI now has to be improved so it can start using new animations. Last weeks we had many discussions about some great stuff coming to the game. One I am most excited about is the injured player also known as limping animations already showed a while ago. It wasn't the right time to bring this to the game yet because it is very tied to many systems and most of the default animations have to be done and finalized first. We have agreed on how many injured stages there will be and also we would like to represent some illnesses with an animations like cough, sneeze, fever and more. To be clear this is something we won't get sooner then sometime next year. But I'm sure it's worth the wait." Standup Notes for the week of 27 Oct 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) Design: Bugfixing before stable releaseConfigs and scripts for new items Polishing current state of things Loot tables maintenance Loot distribution Crafting Controls Inventory Vehicles Zombie AI Programming: Critical inventory fixesVehicle controlsNew gamecontrolsDoor states persistencyLoot distribution improvementsZombie/Animal AI
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Nah its a good idea in general. I think so because atm vehicle passengers are trapped sitting ducks, and that's not very realistic. But I would probably separate between two kinds of "seats"... ones that work with primary weapons (oven vehicles, heli skids, back of atv/motorcycle) and ones that only work with sidearms (closed vehicles). Otherwise it'll just be stationary vodnik-sniperfortresses and triple-M240-drivebys. I am wondering, with all that mods in your list, would it still be DayZ+shoot-as-passenger or more like a whole new mod like Overwatch that exclusively got shoot-as-passenger? I personally would rather see only the basic idea of this thread implemented, no additional stuff besides that. Plus it sounds like a ton of work, that. Will you be able to shoot 360°? Can you accidentally shoot other passengers? Is the vehicle window influencing this? But DayZ as-is but with the possibilty to shoot out of vehicles in a realistic manner - why not.
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I wouldnt go as far as calling using an online map cheating but i would say your making your experience easier... So if you like easier in whats already a fairly easy survival run thus far by all means go ahead ,its a slippery slope once you start down the path of making things easier for you, before you know it you realize somewhere along the lines you stopped playing Dayz and some how your on a epoch server with 24/7 days and 1000's vehicles lol..
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I don't think that you should have to travel immensely far to get an Automatic Weapon. I think you should have to travel far to get one with relative safety. AK's should spawn in highly contested areas, so that the promise of high level equipment naturally lures players into the area. Remember when vehicles didn't spawn loot? The way that players moved around the map was drastically different. Loot spawning changes the flow of traffic with players, especially military loot. Svergino and Severograd certainly look more tasty with that new military base in the woods right next door... That's one of the reasons that I was happy to see the return of the Turovo military jailhouse. It returned to the town a real reason for you to venture there, even if you were highly geared. Jeeps and pickup trucks can only get you so far. Of course, the shame about conversations like this is that cowards server hopping for gear basically can negate any improvement or experiment the Devs can make to the spawning of military and high level gear. That's one thing that I LOVE LOVE LOVE about the Experimental servers: No server hoppers, so players are far less geared and are much more organic looking. In Stable games, it seems like every other player I see has just grabbed their favorite loadout from Counter Strike.
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I kinda feel that chernarus needs to be "blown up"
Caboose187 (DayZ) replied to 5mirkeh's topic in Suggestions
Characters move as fast as vehicles. That's why it feels crammed and small. -
Tired of spawning at the coast
Evil Minion replied to StayAlive (DayZ)'s topic in General Discussion
Thats because of several other factors mainly the gearing up and PvE parts being too easy and many of the long time features (like vehicles, base building etc.) not implemented. Currently half of the people don't leave the coast because you can still find tons of loot there and the other half returns because its so easy to reach and loot the inland spawns after which there is nothing left to do. Then there is a significant number of server hoppers speeding up the process even more and then returning at the coast for "action". In the end you will often find weapons being "imported" to the coast giving players even less reason to go inland. Now the inland areas are actually better places for tends, bases, farms etc. as you have a lower chance of people getting there - but persistence in in baby-stage right now. So basically with game development the focus should shift inlands not despite but because the spawn areas are at the coast. Key is to expand on early-mid game by making it harder to survive at the coast (loot economy, more survival), harder to reach places far inland (slower average speed, more survival) and reducing the chances of instantly finding what you are looting for (loot economy) as well as preventing abuse of mechanics to speed up/skip the process (server hopping, suicide spam). Finally by adding more "endgame" content people are given alternatives to returning to the coast and shooting people once they are "fully geared". Especially if the content is somewhat difficult and time consuming - base building, vehicles, horticulture if growth is slowed down drastically, finding dynamic locations, logistics etc. In fact its not even about coastal spawns but about designated spawn areas far from high value areas with some transition areas in between (that are basically not used yet other than for supplies and sightseeing). If all the good stuff spawns in Berezino the spawns are better off in the far west and so on. However, the coast serves as a nice and big enough landmark to identify spawn areas and thats why I don't like the inland spawns. They just don't give the same feedback to other players. In short: There should be a designed spawn area that can be identified by a particular landmark - and the coast is just perfect for this. -
-[KGC]- Take that step to the next generation of DayZ with 1.8.2!
Boonies replied to Blite's topic in Mod Servers & Private Hives
Just a heads-up - seems to be stuck on "creating" for the last 30 minutes or so (checked in /group and few other guys having same problem). DZ Commander and manual arma login with above IP same thing. Cheers for the server and good work, following is intended purely constructively :) (Based on playing the server for a fair while - not sure how long but a fair few hours, had enough Dayz experience to know the "feel" of the server as it stands after that time :D) - Walkers - as phL was getting at, thing is; most folk choosing to play a "hardcore" dayz server are likely to have above average experience/competency dealing with zeds. So whilst I absolutely agree supercharged walkers will catch out the unwary, your standard demographic of fairly experienced players will not have much trouble doing the supermarket aisle tango or ensuring multiple escape routes when scouting a barn. Have had no problem at all so far, either dodging or kiting 'em away long enough for me to loot. Guess its the age old "cant be all things to all people" :) - Water/drinks - great, no probs there. Havent found water bottle in a while, drinks cans are sparse enough, I like it :) Although once you've got a tent/ab's, you can hop from water source to water source, but that's fine, tent/ab's rare enough. - Food - cos its "pvp quiet" as the server's new, foraging supermarkets has been safe enough and have more food than I can shake a stick at. Also found it pretty quick to tool up with the axe/knife/matches survival combo. So only suggestion would be reduce food spawns if you want to put that on par with drink? Its definitely very skewed in favour of food atm, or at least has been my experience thus far. - Fog - love the atmosphere and once the pvp kicks in will make it even more fun :) It's a bit "radial fog of war" though, feels a bit like a "slightly" clunky imposed visibility restriction which (while great) is done better by a few of the other fog scripts on armaholics. Can't remember their names, but there's a ground fog one you can customise height levels and change color value (sepia ground fog encouraging crawling is great :D) If I remember the name of the fog, Ill pm you. As I say, please don't take the above negatively - you're the one putting the effort in and providing the server, so much appreciated! Just would like to see a community of real genuine hardcore survivalists coming together here and as wrong as I may be, I think the above might encourage that - my gut feeling is that you're trying to find folk who wince in pain when they see these "1000+ vehicles! Tanks! Jets! Experience the true zombie apocalypse!" servers :D Gl with the server! -
I think the mistake you're making is assuming they are only pushing persistence to appease people. I don't really know where you're getting that from. Almost every single thing is affected by persistence, it's something that needs to go in. Again, vehicles and barricading, two major aspects of the game are largely depended on it. Even things like weather and as a result sickness/medical systems, farming are all going to be affected by it. Not to mention again performance. I mean you're sorta contradicting yourself, you're saying they should stop listening to the community but then complaining yourself that they are doing this too soon. Why is it too soon? Because it's crashy/buggy? That's unavoidable. There is no amount of internal testing they can do to prepare this sort of thing for a stable release, the scale is just completely different. There's too many variables. Stable is testing, stable is alpha. Why spend tons of time trying to perfect something on 3 different scales? Why try to perfect it internally, to have it break again on experimental, to perfect it on experimental to have it break yet again on stable? I mean to an extent, yes, you get it working and that's exactly what they have done/are doing but you don't try to make it perfect. It's going to be quicker in the long run to get it on stable as soon as possible to find all the problems than trying to completely perfect the thing multiple times first. It doesn't matter what they call the alpha or what definition they're going by, this game is in development and it's extremely early. We're not even half way through to release.