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Found 41868 results

  1. blunce

    Do we really need more towns?

    I think it's very wise of them to expand the map in the manner that they're doing so now. We've got both barricading & vehicles right around the corner. A larger map simply justifies the need for a vehicle even more, especially considering that once they're implemented, running speed will be drastically reduced. No sense in providing us with vehicles if there's very minimal land for us to drive them to. Same goes for barricading. It'll be more difficult to reach the more Northern parts of the map upon spawning, so when choosing a location to barricade yourself in, the North would be more ideal than the high-traffic coast. If you've been keeping yourself up to date with recent dev feedback, you'll see that they're working on more unique structures & locations. Namely the prison & the underground military bunker just North of Severograd that's currently in experimental. Supposedly the bunker is "not suppose to be there". But regardless of whether it is or not, you can see how it sets itself apart from any other military base in game. Furthermore, most building models that are currently in-game aren't finished. The devs intention is to rework the look & atmosphere of every town to better suit a post-apocalyptic setting. For what it's worth.
  2. eugenharton

    Status Report - Week of 03 Nov 14

    Can confirm vehicles are not DLC :)
  3. Monument

    So, are vehicles coming in 0.50 or not?

    I have giving a lot of thought over this vehicle everyone is leaving for epoch renting a server in the current state of dayz is pointless my population numbers have dwindled with the release of epoch two weeks away it will only get smaller. This will be the last month of my server until vehicles are released hope it all pans out best wishes Dean and Crew.
  4. Hosty

    Status Report - Week of 03 Nov 14

    Vehicles will come as a DLC for purchasing Half Life 3, I can feel it in my bones
  5. DrunkRedneck

    [Standalone] Servers do not refresh / show up

    they will be up in ~1 hour, without vehicles https://twitter.com/eugenharton/status/530020933638320128
  6. Schweinsteiger

    So, are vehicles coming in 0.50 or not?

    Wow! You're really deceiving yourself. You want it so bad you've convinced yourself it is imminent when it's not. We will not see vehicles for at least two more months, i.e., after the new year. That's my estimate/opinion. It would be nice if they arrived sooner but don't kid yourself, think later rather then sooner. If you keep your expectations down you be less likely to be disappointed.
  7. Evil Minion

    A real good suggestion before people move on!

    Adding extra items works perfectly parallel to AI and persistence. And persistence is required for both vehicles and base building so you can hardly call those core elements. In fact its impossible to start with them because they need so much to be done first. Persistence is core - and map development is arguably core as well. Then we got the loot econemy and survival elements - core elements that are worked on but still aren't done - thats why we got the "walking simulator" - to break your bubble: vehicles won''t change much here and average movement speed is likely to go down. Now as written above there are different team working on different things - some are more visible, some are less visible. What you are saying is something like "The art team should stop being productive until the much more complex mechanics that require lots of planning and basic elements to be done first are 100% done".
  8. kichilron

    A real good suggestion before people move on!

    Hello and welcome to the Forum, Sadly, this is not the way it's working, as: The Animators / designers aren't the one fixing bugsSame goes for Map-DevelopmentYou can't tell a Map-Developer to go fix the Zombies.It was published that adding content will have highest priority before fixing content, to make sure nothing will be broken when adding more contentHopefully we will never get anything "like it was on Epoch Servers"As far as vehicles / transportation goes - it's currently being hyped. Which is why I suggest you read up on the Dev-Tracker / -Blog first. http://forums.dayzgame.com/index.php?/forum/138-devtracker/ http://forums.dayzgame.com/index.php?/forum/134-development-blogs-status-reports/ Vehicle Preview: http://forums.dayzgame.com/index.php?/topic/214343-twitter-peter-vroom-vroom-vehicle-preview/ EDIT: Please don't advertise this thread by posting in other sections. This is crossposting and against the rules.
  9. ChainReactor

    V3S passenger footage

    Vehicles everywhere !!! Well, he is teasing us so much that i am confident Exp. 0.51 could be the patch so many have been waiting for.
  10. Jex

    Do we really need more towns?

    No, I think most people are referring to the increase in buildings and ever decreasing rural areas. You can't dictate where people will go but why do we need more towns? We used to have a mass of wilderness up there where people would hide all sorts of things. You might think the map is huge but as a veteran player who roamed every square inch of that map and often ran the entire edge of it looking for people camps, tents or vehicles (with a friend it's surprisingly good fun if you have an appreciation for the work done on the map, like walking the outdoors and have a good conversation). Once you walked everywhere and then you check the heat map showing peoples movements (and taking into account the way tents stood out like a sore thumb past 100m), you found there were very few places to hide things. Some players will go looking for your stash and one of our friends was brilliant at looking for obvious places and going "I bet there's a tent here" and sure enough, most of the time he was right lol. Now there is no wilderness so to speak of, where are you going to hide anything. All that has happened now is the available farming, base-building and hiding spots has shrunk massively. So when it comes to you finding a spot to hide something, chances are you're going to find someone else's stash there or they're going to find yours. They didn't even make the tents green or brown, either. That "vacant field" you're talking about is probably where they cleared the area to add the town in. Before that it probably had something in it and even if it didn't, wtf is wrong with a vacant field? Have you ever looked at the countryside? When we say copy and paste, we mean the buildings are all the same, not that they highlight an entire town and then "ctrl - c'd" and then "ctrl - v'd" lol. Every town pretty much feels the same, just in a different order. They say they're adding in 4 unique locations. Personally, I don't see the attraction of a shit ton of cities everywhere - why do we need so many and what are you doing in them that's so much fun - cocktail parties? I would have added a few extra cities. one or two up north and maybe combine novy and stary - there, job done. Then I would have added in at least 10 unique locations including a mine/cave system. New buildings for the the cities in the north that had a completely different feel and each city would have something unique about it, like the hotel in cherno (which would have been enterable all the way up to the plane crash). Yes we know they are - we just don't find a town with exactly the same buildings in it as the last 5 towns are boring. They should have designed new buildings for the villages as well so they felt different. Maybe they will - why don't they hold a competition for modders to design houses to put in the game? Loads of people would sumbit buildings and they'd pick the ones they really like. Face it, DayZ/Arma2 buildings really aren't all that.
  11. Whyherro123

    Why DayZ is no survival game

    I seriously do not understand the hate for skills and skill progression. It is both realistic, and would add value to your character. It would also give us an actual reason (beyond enjoyment) to read books in-game. Not like "Fallout skill books", but a maintenance manual for a vehicle, or a generator, would provide a boost to skills, allowing us to repair/maintain those pieces of equipment faster/more effectively. Or a medical manual (with practice) would allows you to suture wounds closed, or perform minor surgery (iffy on that one.) Everyone could start with 1st Aid, and another skill (not combat-related). This would both give you value ("Don't kill me, I'm a mechanic!"), as well as giving you some sort of backstory (If you are into that) Possible skills: -Medical -1st Aid: bandages faster (Everyone starts with this) -Bone setting: sets broken bones faster, lessened chance for infection -suturing: you can know suture wounds shut, faster/more effective with higher skill -recognize disease (obvious, recognize a disease and the best form of treatment) -surgery (remove bullets, minor surgery) Mechanical: -Vehicular repair/maintenance (obvious, with maybe different "minors" in different types of vehicles? Sedans, trucks, diesel, tractors, helicopters, etc. Only someone with that skill can repair/maintain a vehicle of that class. Discuss?) -Generator repair -Carpenter -Electrician -Plumbing (not just "greywater", but drinking water as well) Weapons: -Firearm: Now, does anybody here play World of Tanks? IMO, that game has the best skill system I have ever seen. Essentially, each tank has certain characteristics (rate of fire, turn speed, top speed, turret turn speed, horsepower, etc). However, when you start out, you don't play with those characteristics, you start at 50% due to crew inexperience. AS your crew gets more experienced, you gradually reach the "stereotypical performance" of the tank (ex: you load guns faster, up to the max rate of fire, you get more accurate, to the max accuracy of the gun and the shell, etc) and once you reach 100% crew training, you don't get any better. Firearms in Day Z could act like this, with each player getting better and better with a specific firearm as they use it more, up to the gun's in-game statistical performance (raw accuracy, sway, effective range, etc). This way, players who stick with a firearm will be rewarded for surviving, but not to the extent that they will necessarily overshadow anyone else. Someone could be really good with an AKM, for example, but just because they are really good with it doesn't mean they will be outranging an SVD in the hands of a beginning player (of course, the experienced AKM user would be more accurate with his weapon than the beginner with the SVD, but only up to the AKM's base accuracy.) -Reloading: reloading spent ammuntion (small pistol, magnum, small rifle, large rifle. Reloaders, chime in on this) -weapon maintenance. Obviously, I like the idea of skills. It is both realistic and flavorful.
  12. Geckofrog7

    Game would be fun if they had a smaller boundry

    The alpha isn't a game yet. It's gonna be a lot harder further on, but our main job right now is to test stuff for bugs. Of course it's gonna be more boring right now..but that's why it's not considered a full game yet. Sounds like taking a break from SA might be a good idea, maybe go play the Mod for a little while until vehicles are in. Nothing wrong with that.
  13. Geckofrog7

    Game would be fun if they had a smaller boundry

    Ahahahahahaha no. The point of this game is to be a huge open world for you to survive in. You're not meant to be shooting people very often. Unless you've made that your goal in this game, in which case, knock yourself out..but you're not gonna get much action out of it. And even for testing purposes until we have vehicles, no. We're here to test until the game is released..not necessarily have fun. (though of course you can do both with the right mindset.)
  14. Grundlesmuggler

    Do we really need more towns?

    I find it funny that there are complaints about map density being too high already and adding town would "clutter" even more; however if you log onto servers you rarely see someone outside of the big coastal cities, maybe catch some action at NWAF, and might run into someone else server hopping if you are server hopping yourself. I get that you are angry that the building will probably look the same. That's annoying. But stop trying to take the premise that the map is too small and too cluttered right now because it really isn't. If you spent 8 hours running from Vavilovo, to the new tents out west, down to Zelenogorsk, and ended at Kamenka. Then server hopped and ran back up my guess is that you would see maybe 3-4 people. But if you spent 8 hours going from Cherno to Berezhino you would see 40-100. The "density" you speak of is a product of a few things. 1. Lack of gameplay options. 2. Server population being so low. 3. No vehicles. 4. (and the biggest reason) The community dictates which parts are the most dense. I fully expect that once 1-3 are addressed that the dev team will be required to have already or at the same time: expand the map with islands or distance/wilderness and revamp buildings or risk people losing interest and stop playing.
  15. Raventhorn

    Spawn hubs

    This is exaclty how I feel aswell. Had a break for a while, startet up again now as they will be adding vehicles soon. And also got a few new friends with me, their complaints are not the bugs (and we all know there are a few). It`s not beeing able to play with the people you bought the game to play with in the first place. But it`s not just new players who comment on this, old players who played with me in the early release of the mod also says that with the new temperature and the little to no loot (something I love btw) it`s hard to meet up with your friends, and this is a multiplayer game after all. Just last night we hade 3 players just playing arma 2 since they died 3 times before even meeting any of us. Keep it hard. Keep it challenging. But let me play with my friends. Glad to see there are atleast a few others who find the idea of a better solution to spawn is needed. And perhaps the best one is not even suggested yet. I got 2 great ones just by posting in here. Best Regards.
  16. Malicious Intent Gaming brings you an ALL NEW CUSTOMIZED OVERPOCH CHERNO SERVER and NEW COMMUNITY! This server was designed to combine a more balanced Overwatch/Epoch then any server out there currently. Plenty of PvP but also allows you to build and maintain your base. So much to do you will not get bored on our servers...EVER! Because there is something NEW EVERYDAY! Loaded with many custom features NOT FOUND ON ANY OTHER SERVER! SERVER FEATURES Custom Anti Hack with client/server optimizations that make a zero lag & zero hacker experience!Building Snap PRO! - Many servers have building snap but we have the updated Building SNAP PRO.Group ESP - See your friends and squad members with HUD distance and Dynamic map Icons when you add them to your friends list!NEW Klen trader - Very useful on overpoch as you can now purchase helis with no issue at Klen!NEW Stary trader - As well as a few roads and bus stops near the area.NEW Balota Airfield - New improved airfield with barracks, military tents, and more!NEW N.E. Airfield - Now also actually has an airfield with many new barracks and buildings!Ping Kicker - No slow players to lag out the server!NEW enterable buildings - Buildings that were not accessible on other servers you are now able to enter.Select-A-Spawn - choose your respawn location!Tow & Lift - Any unlocked Vehicle!Gold Only Currency - Makes for easy transactionsMore buildings/hospitals - These are placed around the map, mainly Elektro/Kamenka to encourage exploring other parts of the map.Server Lock - Servers will lock themselves 5 minutes before restart, to prevent loading screen lock out that many get when joining!AI FEATURES NEW Custom Aggressive AI - Allow you enjoy difficult AI but you will have to work for their gold and weapons.NEW AI camps - These camps are placed around the map, labeled in orange. These camps have barracks, military tents, and more!Frequent Dynamic AI Missions - The more players on the server the more frequent missions pop up one after another!Heli patrols - AI helo patrols around at elektro/cherno.AI vehicles - Can be kept, or sold.Roaming AI - Randomly spawn in the map and roam in vehicles to keep you frosty.AI Mission Loot - Spawn a random amount of guns/items & more importantly gold.ADMIN FEATURES Active admins - The absolute BEST Admins you could ask for ! Look for in game or in teamspeak: 74.91.112.7Antihack - Catches hackers before you ever know.Admin Run Events - Man Hunt (be hunted by the server for gold) & Prison Escape (Escape from prison and if you make it to the safety zone you win gold)~!AND MUCH, MUCH MORE! COMMUNITY WEBSITE Teamspeak 3 - Need a voice server to game with your friends. Then join ours (74.91.112.7) and make your own temporary channel (Permanent ones can be arranged also).Casual Gamer Friendly - No pressure to join a clan so come play solo or team up with random players and have an adventure together.Advertise your group/clan - Just starting a new Dayz group you can advertise your group/clan here at MaliciousDayz.comWANTED - Looking for a group or you are a group looking for players then place a wanted ad on the website.Design - Help improve your server with feedback and suggestions. We take a serious look at everyone's ideas.Come see for yourself and join us! As a bonus you will get one free basic builders kit for just joining and trying the server. Just ask an admin to receive this gift!(reference this post please). Any other questions or information needed then check out the website also and join the community (it is free). You will need to be running the latest Overwatch files (0.2.5) And Epoch (1.0.5.1). with the additional launch perimeters (-mod=@DayZOverwatch). If you have trouble connecting or with errors logging in please go the website and reference this post : http://maliciousdayz.com/forum/m/24868765/viewthread/15342737-login-problems-solutions www.MaliciousDayz.com Best to join the server with Dayz Launcher and search for Malicious Dayz.
  17. Karmaterror

    Spawn hubs

    Dayz has always been a niche game, I think a lot were drawn in by you tube videos of thrilling engagements....but not the hours of gameplay that led to that. It went as far as to earn the "antigame" reputation for its realism. Nothing is "a mess"....well maybe the way some approach the game. If you spend more than 20mins respawning for a better spawn its illogical. The map can be traversed in under 30 mins,, by traveling and looting specific POI's you can beat your target location with some basic gear in under 1/4 of a 2 hour play session. Traveling and looting is a much more effective use of the time than respawning over and over. At first the map can seem daunting, like respawn is the only viable way to make the distance. But stick it out and you will be surprised how much more efficient looting towards each other is. Also vehicles will come along soon enough, there will be the possibility of hitching a ride, hijacking a car, finding one and letting the guys loot industrial spawns as the converge. Basically if you are spending an hour trying to get a better spawn your wasting your time, you could have met your friend, then another, then another in that amount of time :)
  18. Evil Minion

    Do we really need more towns?

    We need more towns in the northern and northwestern areas of the map. If you wonder why just visit those places. Elsewhere we don't need any but rather a few landmarks and maybe some dynamic places like the helicopter crash sites. To experience more wilderness reduce the running speed to more authentic levels as soon as we actually got something to do on our travels - more survival aspects, animals, more threatening environment in the first place, rarer loot/better loot economy, peristence etc. This would also add more value to the upcoming vehicles.
  19. BeaverProductions

    So, are vehicles coming in 0.50 or not?

    I know, right? The current experimental testers (you know, us who join experimental to find the new items and test them and feedback the results/issues) wont even be able to join the Exp servers with all the vehicle slags trying to get in. Then once their vehicles are wiped with a new exp update, they will be apoplectic :)
  20. ChainReactor

    So, are vehicles coming in 0.50 or not?

    "The small experimental population" will be run over by OMG VEHICLES hypers though once they are in. :P
  21. TheFarm

    So, are vehicles coming in 0.50 or not?

    Yes check the Dev Tracker section of these forums, vehicles are coming very soon.
  22. therandomredstone

    When will real ballistics and penetration be implemented ?

    Vehicles, (lets face it) are going to be chaotic when they are released. there will be MANY MANY glitches and bugs and so on, so worrying about how "realistic" penetration on the vehicles is going to be, isn't the priority, but it is something good to talk about right now. But anyways vehicles I know for A FACT aren't just going to be "perfect one second" and "ashes on the ground" the next. Where a player shoots the vehicle, it determines a lot, if you shoot at the hood, the hood would smoke, and the vehicle would eventually stop working, and when you look under the hood, there will be many things that are ruined or badly damaged that the player has to fix. So what that means is vehicles aren't just going to be a "get it running" then "BOOM its gone" type of deal, they will require constant maintenance, especially if its always getting shot and sniped at while you drive through electo! Cheers Mate! Stay Warm and Don't Lose Your Beans! ;) :lol: :beans: :thumbsup:
  23. Grundlesmuggler

    My first bandit experience

    It's hard to "disagree" with you about this, as well as the other posters about KoS. To address "server hoppers". I feel like people still associate a negative connotation in the Standalone for server hopping. It's not like the mod, where you can cycle loot, or have vehicles to travel around and loot other towns and bases to store loot etc. You are reduced to a 2 hour window to find loot on foot in Chernarus. Most of the time you only get about 40 minutes on a server before it restarts. Not only that but when you finally do find some loot...then what? You kill people until you die and have to find it again. Server hopping is NOT the same thing it used to be, and therefore needs to stop being associated with negatively...at least until looting is changed in the SA. To address "i hate KoS". Pretty much the same argument. The reason why you have less actual banditry at the moment is because the worst repercussion to death at the moment is travel time. Gear is easy to obtain due to the current loot system (see above) and people are less likely to stop and do what you demand of them because there really isn't any point. A few examples: I'm a fresh spawn and you want to hold me up. Uhh are you kidding me? You are about to get knocked out and get your gear taken. If I kill you you deserve it. I'm moderatly geared. Coastline civilian loot. You hold me up. Uhhh are you kidding me? It took me 20 minutes in any coastal city to get this gear. You are about to get shot and get your gear taken. If I kill you you deserve it. I'm fully geared and you try to hold me up. I MIGHT listen depending on where I am on the map; however I should just realize that I can server hop for an hour and be fully geared so uhhhhh are you kidding me? You are about to get shot and get your body hidden because I don't need shit from you. If I kill you you deserve it. Why are the outcomes the same you ask? Well because there really isn't anything else to do but PvP at the moment. So why would I cosplay with you for more than 5 seconds when A: If I die I can gear up fast, B: What can you really do besides put a bag on my head an kill me, fake rape me, or just leave me there. and C: If you try to hold someone up, fail and die, you deserve it. Obviously people have other ways they want to play. That's completely fine. Meet each other, run from town to town. Go fish. Play hide and seek. Do whatever you RP heart desires; however, if the majority of players wanted to do this with you, there would intrinsically be LESS KoS than currently present. Don't lose hope though. Because once the game is further developed and the loot system works, and there is more stuff to do, and the death penalty is larger, and bases exist and just an overall larger experience is available there will automatically be less KoS and more of the traditional Bandit/Hero gameplay.
  24. WELCOME, And thanks for taking the time to read this. We're a new kind of clan, with a lot of experience. We are Nato Special Operations, or NSO for short. We're for hire, practically as a private military company. We're going to be an active group, on only certain servers that we can call home. All players must be active through their trial period to be aloud in afterwards. We're going to be hosting our own teamspeak soon, for now though, once you're initiated you'll get the link to the teamspeak we use for now. We live by our own rules, not set by contracts. LAWS No man left behind No theft from members No violent actions towards members Follow Orders Must be 16+ (Special Allowances Occasionally) Distribute high value loot IMPORTANT PEOPLE As of right now we have 3 high ranking officers. We have Captain Murdey, Captain Doom, and myself, Captain Dr. Volpe ROLES We've all got different things we're better than others at, and this is where you pick those. Choose whichever you personally think you can help us out with the most and stick to it. Everyone has their combat role, and their sub-role. Combat roles are obvious, but sub-roles can take some getting used to. Sub-roles are what you do when you aren't in combat. If you build, fly, drive around, or dig through buildings looking for loot. COMBAT ROLES Rifleman : The main fighting force. You get an assault rifle, or any sort of higher caliber rifle that has the ability to shoot fully automatic, and you kill. Self explanatory. Marksman : You're the sniper. You stick back, call out your targets when you see them and engage from a distance with your prefered scoped weapon. Explosive Technician : You make things go boom. You can carry RPG's, grenades, satchel charges, or anything with a explosion. Usually you stick with a smaller style rifle, but you use your explosives to make up for it. You engage the vehicles, and make 'em pay. Heavy Soldier : Now this might be where you go "But Volpe, the explosive guy has heavy guns!!11111!11!" Thats right and wrong. You don' just want one guy luggin' around a machine gun and all those explosives. Thats where the Heavy comes in. He can carry extra supplies, and is able to lay down heavy suppressing fire with his machine gun, and cover the advances/retreats. Field Surgeon : The gross job that someone has to do. You're practically a nicer version of a rifleman. You get to carry some extra meds along with missions, and assist whomever needs it when they need it. Quite potentially the most important job in any fireteam. SUB-ROLES Pilot : You get to fly people to missions or fly them from point A to point B. Whenever you're not in combat you're the go-to for pickups or emergency evacs. Escort : You're the driver. You get to drive people to where they need to go. You should be there for short distances rather the pilot, because of the risk factor. Scavenger : You dig through buildings looking for a quick dollar to sell. If its an important object someone can use, feel free to share it. Architect : Congrats! You build stuff! Hopefully comfortable bases, that are actually safe to live in, and sell them or do whatever it is that you want to do. Mechanic : One of the important sub-roles. Your job is to make sure we have a fair amount of fuel, and spare vehicle parts. Your job is to basically make sure vehicles are kept in decent condition and not about to explode. SQUADS We have three different squads as of now. Echo, Hotel, and Zulu. Each squad is held responsible to their personal tasks and wherever the squad lead tells them to be. Zulu Squad : The most bandity name I could think of. You guys are in charge of base raids, and raids wherever else we may need. Lead by Captain Doom. Echo Squad : You guys are in charge of doing missions. This means, clear the missions, loot the missions, and eliminate any unknown threats. Lead by Captain Murdey Hotel Squad : We move from place to place and help out whatever squad needs it. When off duty we're mostly protecting the main base. Lead by Captain Dr. Volpe APPLICATION If you've read this far into it, something must have caught your eye. Below we will have an empty version of our application, and what a finished one looks like for reference. Fill it out and post it below, and I'll get back to you when I'm available. BLANK APP Real Name: Steam Name: Nickname/Alias: Age: Location: Time Online Weekly: Combat Role: Sub-Roles: Squads: Experience: Reason for Joining: Prior Groups: Other Games: Other things worth knowing: MOCK APPLICATION Please note if you use this you're not smart. Real Name: Jordan D Steam Name: Dr. Volpe Nickname/Alias: Dr. Volpe Age: 18 Location: USEast Time Online Weekly: 30hr Combat Role: Field Surgeon Sub-Roles: Pilot Squads: Hotel Experience: Over 200hr ARMA 2, as well as 300hr DayZ mod Reason for Joining: Because I wanted to be in a clan, where people weren't douchebags to eachother and watched eachothers backs. Prior Groups: N/A Other Games: Insurgency, Fallout 3, S.T.A.L.K.E.R., TF2, and more Other things worth knowing: I feel pretty :)
  25. SmashT

    a more nicer criticism

    A few reasons really, firstly art assets are completely different from functionality. A lot of the new weapons and other items are dependent only on the art team with some input/approval from design, nothing to do with programmers. Bicycles represent new functionality and will require one of the programming teams to focus on that, that team is likely already focused on the first vehicle implementation (V3S). The V3S was probably chosen as the first vehicle to be implemented for similar reasons that the m4 was the first weapon, as it's a fairly large vehicle with many possibilities for attachments/parts they can then use that as a template for other vehicles in the future. I imagine a bicycle would have completely different controls/physics etc so it doesn't make much sense to start with that. Lastly, the team are not interested in appeasing the masses. Early Access is a chance to develop the title in tandem with real time user research, data analysis, and volume/stress testing. This is the purpose, and goal of DayZ Early Access. Not to get the features you want, when you insist on them.
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