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Showing results for 'Vehicles'.
Found 41868 results
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Just kind of a "survey/experiment" test if SA early access was released today
ChainReactor replied to TheWizard14's topic in General Discussion
Difficult question. If we pretend the SA gets released just today in it's current state as of today, despite the fact that many changes only were possible due to the huge success of the early-early access, i would say the community would be a lot more relaxed. Just because much work has been done on stuff that's not visible for the players. Engine rework, foundation building, acutally preperation work for the development of the experience for the players. Let's be honest, the SA attracted tons of players that are actually not fit for an early access title. Players that aren't even interested in keeping up with the development, that are not willing to waste their time with writing bug reports and gathering information about the progress of the development and that "simply" want to play the game. Now the development pace has picked up and i see people get more excited about new additions because they are actually visible. The generic pc gamer isn't excited about navmeshes or loot tables. He wants guns and vehicles. I think i'd be happy with the progress, just like i am right now. But I'am one of those that swallow every bit of dev info from all the cannels like the forum, reddit or twitter the second they were posted. -
Just kind of a "survey/experiment" test if SA early access was released today
97ADU Doug replied to TheWizard14's topic in General Discussion
As much as I enjoy the game, Its still disappointing me that we have mechanics such as hypothermia, many many different types of clothing, new towns, a new health system, item durability (I could go on forever with these tiny details) etc, and yet no vehicles and a limited amount of weapons. I have no experience in game design so I am not criticizing anything here. Its just a shame that so much good work and effort was put into what I would call game polish. I would have wanted core mechanics first. Vehicles, weapons, zombies. Then add all this good stuff that the devs have come up with. (because it is good stuff, just added at the wrong time in my view) Still one of my favorite games though, and Im happy to wait for these things to come eventually. -
DN | DayZ Community - Epoch - Overpoch | Gold Coins & Banks | Respawn Menu |
Kimzer (DayZ) replied to Kimzer (DayZ)'s topic in Mod Servers & Private Hives
Updated: 29/10/14 Updated first post with updated IPs for the servers! All Servers Specific: Added: "Plot preview" removed from plot poles, replaced with "toggle plot preview". Added: Debug zone now marked by black bars. Added: Added map legend to the top of the map. Added: Added green circles to indicate safe zones. Added: Added an unconscious timer Added: Deployed vehicles now spawn exactly in front of you, works on water bases, helipads, inside buildings, etc. Added: Deployed vehicles now auto-move you into driver and turn on the engine (if it has one). Added: Decreased infection chance for 'consume blood bag'. Added: Decreased infection chance for deploying/packing vehicles. Added: Added something to check if you enter a combination wrong more than three times, to prevent safe brute force. Added: Consuming blood bags now gives between 1500-5000 blood (random). Added: Intro and top left messages now slide off screen instead of fading out. Fixed: Remove camo net not working correctly Fixed: Remove tank traps (tool box) Fixed: Unconscious timer hanging on death screen. Fixed: Some issues with player ids/plot ownership. Fixed: Deploy vehicle exploit inside bases. Fixed: Fixed changing door codes resetting the angle of the door. Fixed: Fixed kill messages overlapping with anti-hack top left text. Fixed: Fixed kill messages not always displaying. Fixed: Fixed salvage/repair vehicle issues. -
FR 34 / FR 129 RAID WINE Servers Thread
facoptere replied to facoptere's topic in Mod Servers & Private Hives
1/ yes it's a bug. 2/ vehicles are moved to map boundaries, and boats are moved near the shore. Players can't park very long their vehicles outside the boundaries, since they are moved at the closest boundary on next restart. North boundary is maybe 1km outside the map though. It's because I don't know where it is since on ArmA engine Y coordinates are reverted, and players fooled me when they told me that the north boundary was too low. -
Just kind of a "survey/experiment" test if SA early access was released today
CANUCKinNZ replied to TheWizard14's topic in General Discussion
I see what you're saying. If today was day 1 of the early release on stream would you buy it, jump in and say yes this game has potential or would you say nope, this game sucks, it's going to go nowhere, I want my money back. Yes I would see the potential. Most would still complain about the zombies clipping and hit zones. The dayz mod players including myself would be drooling over the new towns and areas. Cold/hot is too hard if we're just jumping into it....cold. Pun intended I think? Oh yeah, and the mod people who immediately spawn in and run to NEAF or Balota to gear up and PVP will be piiisseeedddddd! And still we'd hear, "When are vehicles coming!?!?" -
[FCP] Resisting Downfall | OVERPOCH PVP | (1.0.5.1 / 125548) |
FranklinCountyPosse posted a topic in Mod Servers & Private Hives
Hello everyone and thank you for taking the time to read this thread. The [FCP] clan has finally decided to make an Overpoch server. There are currently not very many scripts added at the moment until we hear feedback from what you would like to see. Remember, this is a brand new server and we are looking for hostile players ;) IP: 198.154.118.45:3301 Come check us out and be the first to build a base and get started. There are MANY vehicles on the map as of 10-23-2014 So finding a vehicle will not be an issue and 95% are in working order. If I am online and I see you join, I will give you a free one time loadout and a lockbox. Just mention this thread in sidechat when you join and I will hook you up. Thanks again, -[FCP]Parker903 -
Sting And Move | Overpoch Server (PVP) 72.20.45.89:12802 IP: 72.20.45.89 Port: 12802 Head Admin: dopey: ( http://steamcommunit...m/id/dopeycuhz/ ) [email protected] ; Always feel free to send me an email regarding any issues. Mumble: mumble.stingandmove.com ; Admins: Saline (http://steamcommunit...61198014345056/ ) , Melaghan ( http://steamcommunity.com/id/melaghan/ ) You can always reach our admins.. They should be able to help you with any issues. SERVER RULES: 1. Respect all PLAYERS 2. No building near or in trader zones, bank, and high end loot areas (barracks, etc..) 3. No revealing bases on global. 4. No hacking, glitching, or bugging exploiting.. (will result in permanent ban.) 5. Have Fun!! SERVER INFO Mature Admins: No admin abuse, report all admin abuse to [email protected] WestCoast America based server: Pacific Time Server Resets: The servers will always reset every four hours. 12:00, 4:00. 8:00 We are looking for mature players to come play on our server. Mainly PVP Server. Come play with us and help grow the community. Addons Four Hour Day and Night Cycle: Day: 2 hours; Dusk: 1 hour; Night: 1 hour; or something like that.. A full day will be finished within 4 hours. Zupa Coins: In-game currency based on gold coins. Missions: AI Missions: WAI, DZMS, DZMSHotSpots, DZAI WAI: AI on these missions will be typically harder.DZMS: AI on these missions are moderate.DZMSHotSpots: Extra missions using DZMS, moderate.DZAI: Roaming AIs... -BEWARE: DZAI INFO -AIs will roam the map on foot, vehicles, and helicopters. -The roaming AIs is a source of loot for fresh spawns, they will typically carry tools and are fairly easy to kill. -Always beaware of your surroundings!! Those shooting at you might not be a players. IF THIS IS AN ADDON YOU WISH NOT TO HAVE FEEL FREE TO LET US KNOW. Snap Pro Build: Extra building options. Plot For Life: Able to build on base after death. (Currently broken will fix as soon as possible.. Been busy at work..) Enhance Spawn Selection and Class Selection: Pick where you want to be spawned and also pick a class. Custom Kill Messages: See who killed you with the distance along with gun used for the kill.
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I honestly don't understand the rush to get vehicles into the game.. Once you do all the work to finally get it operational, and somehow keep it safely stashed somewhere, the game will turn into a speedrunning simulator. You'll get bored, and complain to the devs that you want even more content. I'm perfectly content getting from point A to B on foot. It gives me time to appreciate the game, and how beautiful it really is. Slow down and enjoy everything, no need to rush all the time.
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FR 34 / FR 129 RAID WINE Servers Thread
Singe replied to facoptere's topic in Mod Servers & Private Hives
2 questions facoptere: 1. Is your server disabled at night? Can't get on either FR34 or 129 for like an hour. Won't get any further than "Waiting for host" and blackscreen. It's loading all the server messages but with a black screen and no player screen etc. I think that happened some days ago too. Dayzcommander says 2 people are on, so Im thinking its a bug? 2. Is it allowed to park vehicles out of the normal map? You know outside in the debug wilderness? Cause a buddy and me are searching for STALKER camp/helicopters for some time now, cant find them. Might be bad luck, might be they park them outside of the regular map. I really hope its forbidden and they are removed from there, cause otherwise its just lame. Thanks! -
Does anyone dislike the "no military stuff" agrument?
voxframe replied to stielhandgranate's topic in General Discussion
I find the focus is currently far to sided towards guns in general. We have a bunch (OK variety isn't amazing) but they are operational. The focus should be shifting more towards survival mechanics. - Medical items as listed above - Broken weapons that need parts (Like actual bolts/triggers, not just scopes/flashlights) like the vehicles. - Rare/broken ammo. It's nice finding full boxes everywhere?? Why not a couple rounds here and there. - Scope tuning, etc I find there's a pile of resources being pumped into guns, and it seems like everything else is being pushed aside. (Ok everything is getting work, slowly, but it's kinda off balance) I'd rather see a fully operational medical/health system in place that works, along with other intricate survival items. (The stoves/hunting/heat/fires are great steps forward, now to make them sing) Sorry to come back to the medical system again, but it's very sorely lacking, and not much seems to be happening with it. Make it something that takes actual talent and commitment to deal with properly. -
Does anyone dislike the "no military stuff" agrument?
Deathlove replied to stielhandgranate's topic in General Discussion
Naw M107 is where im at. Screw the SVD lol. I think to make those you need to find parts though kind of like with vehicles to keep the rarity hard to maintain. Its like the parts for the sniper got scattered from the briefcase. However they should be findable just very hard to get and weight issues and space should be a thing. So its like "Do i really need this sniper part or do i want to save space for the survival gear i need?" Choices like that should come back to haunt you latter on involving these types of decisions with items. -
Is it worth buying Dayz standalone yet? [With Developer responses]
Forrelist replied to Blade4777980's topic in General Discussion
bump: My reply to the reddit thread which discusses the same issue. Thought I might share how I feel with you guys too. I would say right now, No. It's been taking shape slowly but surely the past few months, but I am taking an indefinite break until there is more of a fleshed out game. I don't want to burn myself out on it while it's still barebones. I don't regret buying the Standalone at all, it's been almost an entire year since the first release and I can see how different it was from then to now. I would just play the Mod: many Vehicles, Different maps, a plethora of different DayZ mod's (Dayzero, Overwatch, Epoch) , some of them are PVP focused, some of them are roleplay focused - there's something for everyone. This is what I envision the Standalone to be some day. When that day comes, then I will say it is worth buying. edit: I have played 300 Hours. The worst thing was trying to get friends who had never even played the mod before into DayZ standalone. I think the biggest issue with the game currently has to be how BUGGY and CLUNKY it feels to play. What am I talking about? Getting punched through walls by a zombie Getting injured by a zombie hitting the air where you were 10 seconds ago. Trying to pull out a weapon, it not working, then when you eventually pull it out you just put it away again. Not being able to hear people shooting. Phantom zombie noises Randomly getting your character reset for no good reason. The fact that half the melee weapons are absolutely useless and cannot even hit correctly, or do way less damage than, for example a machete or baseball bat impact would cause. Add this to the glitchy zombie problem , and a new player with no knowledge about the broken melee weapons will have a severe rage quit because they cannot even fight the zed's. Loading into the game to "you are unconscious" because a zombie beat you 20 times before you had even loaded up the game correctly. Rare Items getting ruined from ONE HIT from a zombie. Infuriating. Also, a metallic pistol getting destroyed by a zombie punching is ridiculous. I could go on, but the above list is just a select few of the reasons, that anyone I've tried to get to enjoy the game has just had, understandably, less patience in the game than I have and not returned. Its sad, but I just can't get new players interested in a broken experience. That's just the short of it. To reiterate. When the above list is sorted, I think things could be different. I haven't given up on DayZ yet though, I love reading the development blogs every week, and seeing how things are coming along. I really hope that I can say there will come a time when I can make the same good memories from the mod occur within similar and unique experiences occur with the standalone that aren't ruined by small issues. -
Which is a hard thread to follow honestly. KoS was never NOT a problem in the mod, it was always there; however, there was much much less of it, and more talking/tactical interactions. DayZ SA in it's infancy really doesn't support talking/tactical interactions. There is KoS and cosplay and that's about it (generalization, so for you idiots out there that say BUT THAT'S NOT THE WAY I PLAY!!!, get over yourself you represent 0% of the community). Just imagine when Dayz is released, on patch 1.679272364378. The northwest is populated with a ton of military bases for the high end loot. Dynamic crash sites/events are happening on the map. Vehicles are in, work, and so does persistence. The coast will be much more of a fresh spawn - moderately civilian geared players. Don't forget that spawn points will be smoothed out then as well. Currently the only action is on the coast, so you will regrettably only get hostility because ultimately that's all there is to DayZ SA at the moment.
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Suggestions on Radio Functionality (and Heli Sites!)
massacrorBKK replied to snwh's topic in Suggestions
I really like your post because it is not just another post about having radio for make it easier to find heli. There are more ideas in there. I especially like the idea of different models of radio and attachments making the radio something as important as the guns. And in fact it all make sense, because in a DayZ scenario where every means of communication that need power and/or maintenance disappeared what is the last thing that don't need satellites, servers and fiber-optic connections... It's the old reliable and simple VHS radio. Like vehicles, to find a whole radio in good condition could be hard, but you should be able to loot parts here and there and in the end craft one from scrap yourself (other idea). Finally, humans need to talk, even more in an apocalypse scenario where loneliness and danger could completely alienate and overcome the survivors in desperation. According to mod veterans, the global chat was very important for socialization over the map. Socialization is one thing missing right now in the SA. Everybody that is not your friend is a complete stranger because there is no mean of chatting from far away. So on, every social encounter is a threat and may finish in a blood bath. Now, there is no more global chat but we could have radio to replace it. -
OverPoch Origins Taviana | SSD NoLag | Fast Trade | 40 Players
InsaneNapkin posted a topic in Mod Servers & Private Hives
Fighting13th (40 Players) Server IP: 31.3.225.43:5102 | v1.8.0.3/Beta 103718[3DP:ON|CH:ON] Mods: Dayz Epoch 1.0.5.1 Dayz Overwatch 0.2.5 Dayz Origins 1.7.9 Lauch Parameters: -mod=@DayzOverwatch;@DayzOrigins;@DayZ _Epoch; TS3 IP: 64.34.202.140:10777 WWW: www.fighting13th.com About Us: The Fighting 13th was established July 21st, 2009 (under 13th MEU moniker before) and been active ever since. We have 100+ members from all over for the different games we play. We have 3 active Divisons: Warthunder, BF4 EU/US and Arma Our Arma/DayZ Division has been active for more than 9 months so far and now finally we have a server to play on. Admin Team: Our admin team consist of a few mature Clan members who are there to help anyone in the server. Server Information: Active, Mature, Polite Admins on server and Teamspeak 40 Player Server HALO Spawn 300+ Vehicles Regular Scheduled Restarts (4 Hours) 15, 10, 5 min server restart warnings Regular Updates (New scripts/map edits) Custom Scripts: Fast Build No trade animation No craft animation Selfbloodbag Halo Jump Auto repair/refuel Tow & Lift No weight No plotpole Wicked AI mission Epoch events Snap Building PRO Deploy & pack bike Invulnerable locked vehicles near plotpole (more coming soon...) The first 10 Players that join our server get a free Epoch Building Box to get started! -
Yeah, I'm looking forward to the MP133. Unfortunately Exp was a disaster last time I tried it. Literally no loot besides some camp stoves and chem lights. It was really disappointing. I love DayZ I'm just a bit frustrated at having to wait so long for the game to develop to where it doesn't get boring very fast. You're right though, it does take time. H1Z1 looks awesome and we can use the spray paint cans to tag anything! We can take over a neighborhood and tag it (My gang will get you!). They have vehicles in the game already, zombie hoards, nice weapons, sweet graphics, good lighting, etc. Can't wait for H1Z1 Early Access!!!
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Does anyone dislike the "no military stuff" agrument?
Chaingunfighter replied to stielhandgranate's topic in General Discussion
They've been working quite quickly on new features. Horticulture, navmesh, animal AI and hunting, fishing, barricading is on it's way, vehicles have had extensive progress, there are more random loot sites around the map giving you an incentive to travel, etc. These things can't be made in as short of a period as new content, hence why we get a lot of it, because you can't have every single dev working on core functions at once. Once the modelers have the tomato plant done, they can't just sit around on their ass all day, so they start filling in their remaining time working on other items that are expected to be added by 1.0 release, oftentimes choosing guns, because... well; guns are cool (who here is going to disagree with that?) Also, this issue isn't really with actual perceived variable differences most of the time. Very few people really complained about most of the new AKs (though there were their fair share), most of them seemed to be more up in arms about the AUG. I think it has to do more with (just as with many people in real life) the look of the guns that bothers people. Seriously, in a weapon's post awhile back, most people were completely opposed to this; But they were fine with something like this; What's the actual difference between the two? Little. But the top Saiga 12 looks more menacing and tactical, and was thus shot down, realism and actual gameplay variation thrown aside. Which group would you add? Or I can guarantee you most people would pick the first list, simply because they all appear more civilian and less "military", despite the fact that every equivalent in the second list is more common in the real world, and in gameplay they all fill the same roles. -
This server has just opened To join us one address: 37.59.90.85:2302 Additions that have been made: - Self Zone - Lift / Tow - Safe Zone - Patrol AI - Missions AI (DZMS and WAI) - All custom trader - Custom map - Enhanced Anti-Hack - Even more to come ... Our more: Admins and active listening to all players. A few simple rules: - PVE Server - No offensive language: insults, threats, all forms of racism and discrimination - No stealing bases, vehicles, etc.. ... - Respect and courtesy - Mutual assistance between players - No building within around 1000m trades (any non-compliance will result in removal of the base) - No winching, vehicle towing obviously already owned by another player (Lock or not) - No squat market areas - No diversion of the normal use of the game, known exploits of the game will result in a permanent ban
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Dayz Epoch is a server plugin for ArmA 2 DayZ. It adds a whole lot of new content, such as to name a few, an economy system with "gold currency", safezones with material, food, weapon and vehicle vendors, a mission type system with AI bandits and modular base bullding like in Rust. It is literally DayZ with heaps of added content. Some like it, some don't. Personally I am on the fence. I like both experiences. In Epoch you don't really scramble for survival in the same way you do in DayZ. Epoch is not really about survival, it's more about building bases, and waging war on your neighbors. Vehicles are everywhere as they are fairly cheap to buy, and guns can be found minutes after spawning. Epoch is what the vast majority of DayZ players play these days. About DayZ Standalone, and DayZ Epoch. Rocket has said that he hopes the Epoch team will switch over to Standalone when it is further in development. Modding of Standalone will be possible. He also said that the reason why "the keys to Standalone" has not been handed over to the community yet, is obviously the game isn't even near being done, and they are planning on redoing fundemental parts of the engine, which would mean the modders would have to start all over.
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I meant it's silly to leave it so that it's only available to groups with the manpower to get every car it should only take hours to get broken ones going and by extension the most useful ones should be broken the most often, offroad vehicles trucks etc. Standard day to day civilian vehicles shouldn't be that hard to get up and running, for a fresh spawn having to go on a trek to get fuel if that's what it needs is still risky they'd have to be lucky to be near a station. Or to find the part the car needs, it should be possible but not always of course. It's not like having a car would automatically make you win anyway if it's a car where a clan are gathering vehicles if they see you driving round you're in for a struggle... Or an epic infiltration, wouldn't it be cool if you could hide in the boot with your gun ready, in the hopes that they go to their base before checking the boot. Of course if you're not fast enough they could just shoot you when they open the boot but it'd be great against an unprepared group. Hopefully we get options like that. Another thing that'd be great about being able to operate cars early on if you get lucky is using them as bait, leave it in the middle of the road perhaps with a few dead zombies around it to look authentic and hold up or kill whoever checks it out.
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With coming basebuilding and functioning item persistence we will always be able to simply go for our secret weapon stache, tomato plants or even our fully equipped base making "perma death as it is right now more or less a useless feature. Clans having vehicles, especially choppers picking their killed team members up at the beach and a possible suicide option will make this even worse. A time penalty feature seems to be an interesting option as long as it goes for private hardcore servers. maybe it is time for a forum hardcore server ....1. person only...no TS...shorter days and nights ..extended perma death... ( one can dream)
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Never really liked the concept of fortified bases in the mod, The map as it is is too small for hiding vehicles and there isn't enough empty wilderness left imo.
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Camp hunting happened a LOT in the mod. It was the best way to get a heli....why check spawns on a 20+ pop server when its bound to be gone. Its not silly to follow logic and check the viable landing sites in the wilderness. Same for cars, check the wilderness. I can only guess you didn't play much of the mod, if vehicles were abundant clans would repair....drive to wilderness....shoot out tyres....and use it for storage. In the SA they may also be able to spray it green. Wether they are abundant or not within a few days f a server going up you will have much more luck in the woods than in the cities. When you amp hunt you do have specific ares in mind....that clearing is big enough to land in....theres thick trees to hide vehicles there and there...ect cct....its an art not a lottery :) Its not silly for clans to hide there cars in the woods..... Its not silly for a lone wolf to instead of spending a couple of hours looting for parts.....in a place he could be shot...to spend that time checking likely camp sites for a fully repaired vehicle. The risk is much lower and the reward much greater....simple logic ;) Guess wel have to agree to disagree on this one....and wait and see how the devs decide to do it :)
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No, this isnt an ERMAHGERD AD CARZ PLS thread, so yoi can uncrck those knuckles :p What I mean is that with cars becoming a reality, I had an idea. What if cars spawned with a hidden gun (not all of them though, maybe like 1/10 of all cars) that you had to look for in and out of the car? And we would need shooting from vehicles and being able to shoot inside them as well. Imagine running from infected, throwing yourself in and lovking the doors. Theyre bashing the car, the windshield is cracking. You frantically search, finding nothing. Wait! The glove box! Inside is an old 1911 with a full mag, your saved! I also think that maybe you can drop items in the car. As a seperate inventory space, like car-back seat and car- front seat, and car- glovebox. Youd have to be in the front seat or back seat based on what you were searching. Imagine that you just pissed off a bandit clan. Your running down the road, trying to get away. They come around, and fishtail in front of you and hop out to beat you unconcious. You wake up in the nighttime sitting in the back row of an SUV. Theres two in front, and one next to you. They dont know your awake, but theres no escaoe. You look down in despair. Whats that? A CZ75! Crap, only one round chambered... you put on your seatbelt, and shoot the driver, sending the SUV flying. Everything goes black. You wake up again, and crawl out the wreckage. You look back to see 3 dead bandits being eaten by the infected... Whaddo yall think?
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Hey guys, Im not a representative of the TrailerParkBoys, but thats a server I'm playing on and enjoy it. The admins are very active and maintain the server really good. They also try to add and change some gimmicks here and there (but no overload). The server isn't fresh so you will explore some bases but its not like the long time players there are cocky and go on freshspawns, new players. Long story short, here is the IP: 37.59.52.178:3103 Some facts: Server: EU Server Start with: G17, Morphine, Food, Drink and a little bag Missions: AI Mission are available with different difficulty levels. There are different type of missions (Weapons, Munitions, Building Supplys, Vehicles etc.). There are also some static Bandit Checkpoints. Self Bloodbag: Yes Free Refuel: Yes Traders: Yes + Safezone of course There are of course more features but I think they are Epoch Standard. The Admins are friendly and do not abuse their power (as far as I have noticed) Come and join! :P