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Found 41868 results

  1. StopChewingMyLegDude

    Tents and Camps and Goals / what I miss

    Gathering supplies in my base was something that put sense into all my adventures. Currently I don't see any reason to go north-west to gather supplies since I'm going to loose everything eventually. In standalone i'd rather grab some bare necessities and a weapon and move to a high traffic area right away to see how things turn out. However, even in the original mod that had tents and vehicles I stopped bothering with them. Tent placement rules were too restrictive so you couldn't hide them well and vehicles were impossible to conceal, especially from helicopters. So after a while your stash was looted, vehicles hijacked, destroyed or sabotaged. I decided that it's better not to have a stash at all than to do all the hard work for some thieves that were roaming probable stash areas. Then I tried Origins, then Epoch where I could finally hide my tents where I want them to and later have some more secure storage options. I'm looking forward for at least persistent objects to have no restrictions on placement. Ideally I wish there was a base building system with secure storage capabilities somewhat like in Epoch.
  2. Hello fellow survivors It has been a while since I played the game, and I really like the latest improvements, and new additions to the game in alpha phase . Now the reason that I have not played that much is simple, I used to play dayz-mod with a group of friends and just . . . wow, the mod was amazing . So now I wanna talk about what made it so amazing, and why I am keeping such a distance from the standalone. Now my number one reason would be tents, When I play standalone, I can last up to 3/4h having fun gathering supplies and gear. Once that is done, you either have to find ppl to fight/rob in order to keep yourself wanting to play. Why tents ? It adds an extra goal to the game that will keep you occupied for a long time such as getting the required materials to setup camp, getting the right tools to boobytrap it, setting up night watches during the night to avoid a raid while most of the group are offline, not to mention, a safe place to store your valuables and supplies. These are things I miss . . . Here you have an image from our old group post on the dayz forums, you can clearly see howmuch work we put in that base, and the fun we had doing so is indescribable Of course vehicles where hella fun to find and fix in early release of the mod, because now you have all the private hives on the mod with vehicles everywhere, and oh boy, Did I love them rare. I remember having Hours worth of searching for these mechanical beasts, but that would be another topic, as I just wanted to shine some light upon the tents Image extracted from our old mod group : http://forums.dayzgame.com/index.php?/topic/2100-freelance-eu-survivor-group/ So basically what I want this discussion to be about is tents and other things that add goals to the game for proper survivor game-play. Because I want this game to kinda be more about survival than about get gear go shoot/rob people, This should just be an option for a group to take, and the risk would be huge doing so. Anyway guys, What do you think will add fun survival goals to the game to keep us busy ?
  3. Urban Rejects DayZ Epoch Taviana -Descolada - (1.0.4.2/108074) -mod=@Taviana|Spawn Select|Added Buildable Items|Handcuff and Search|AI Missions|Extra Vehicles|Auto Refuel Repair Rearm|Tow Lift Load|Drink From Wells Ponds|God Mode Trader Anti BP Stealing| for a full list www.urclan.co.uk DayZ Tavi on the forums Server Information - Currently normal GMT Day to Night. Perfect for gaming. Server based - London UK Runs on Twin SSD Drives for faster smoother load times Open to 60 players Difficulty : Veteran Cross Hairs : ON Name Plate : off SEARCH - Epoch Mod - Descolada [uR] is a multigame clan, who have been together for a number of years. The emphasis of the clan / community is to have fun and to bring good decent well run servers to any level of player, from the beginner to the hardened veteran. We currently host servers on Battlefield 4, Arma 2, RUST and we used to run a DayZ server UK25 but as a team made the decision to move to Origins as we felt it was a much better MOD. After spending almost 9 Months on Origins waiting for the scripts to release we decided to move to a MOD that gave us as a team more control over what way the game ran and looked and played to the survivors. This took us to EPOCH, Chenarus then Panthera and Eventually back to a Map we enjoyed playing on Taviana. We have put many hours in two tweaking adding and adjusting things on the server to hopefully appeal to a wide variety of survivors. Some things you got to see to believe. Not everything is listed above!! We have active friendly Admins all over 18, as is the situation in the community we run, however we do take in under 18s if they show a certain level of maturity that we expect from the team. We have friendly, fare and mature admins who will be willing to help people if they need it. The aim being to have a decent great server for survivors to call home and have fun on. We do not tolerate any kind off unfair play or abuse from players or Admins. If you would like to check out our website, keep up to date on current Events being held on the server, please visit. www.urclan.co.uk You will also find links to our team-speak server on the home page of the site, were you are more than welcome to join. If you would like to game on a well run and well administrated server then please search for MOD - Dayz Epoch only Search - Descolada OR Urban Rejects You can find us on DayZ commander or if you use the beta patch or origins bat file to launch game again search for Descolada OR Urban Rejects We look forward to welcoming all new, old and bambi players to the server. This server is fresh and all though it has been up for 3 weeks with us working on it, it has only just been unlocked to the Public. Thanks for reading Special thanks to the Dean and the Dayz / Dayz Epoch scripting community without there efforts and work none of this would be possible. Full list here - http://opendayz.net/threads/resources-dayz-server-additions.9003/ Appreciate the work. More Iportant information can be found in the Links Below. UR - http://www.urclan.co.uk/ UR Taviana -http://www.urclan.co.uk/modules.php?name=Forums&file=viewforum&f=19&sid=6a32c396265d4e0c7a0256e10e516e48 UR Taviana information and updates / How to - http://www.urclan.co.uk/modules.php?name=Forums&file=viewtopic&t=742 Don't forget to download Taviana.com v2.0, additional launch parameters needed which are -mod=@Taviana in DayZ Commander, settings "Additional Launch parameters"
  4. CorvoAttano (DayZ)

    Auto-walk hotkey

    Speaking for my circles, a reoccurring topic in ventrilo while playing DayZ is need for a "toggle auto-walk" key. I assume it's because there are no vehicles at the moment. Also, this seems like an idea that may dampen the common outcry from critics of those complaining of the absence of vehicles in the alpha. I'll make use of this platform to say that I also feel that if a simple bicycle and tent (static, that could save gear) were implemented, that a lot of complaining would temporarily cease... more than likely to return at full force with another complaint, but nonetheless pacifying those temporarily. Anyway, thanks for reading even if what I've suggested is out of the realm of possibilities or never is implemented.
  5. INoEmo

    Make Chernarus UNIQUE

    On the subject of car wrecks, I believe they should be able to be moved by vehicles. You could have makeshift rams to fit onto cars to reduce damage taken by moving wreckages or even tow trucks to pull wreckages away. Also on the subject of car wreckages, when a player breaks his vehicle make the car stay where it broke. It would also be nice to have some spectacular wreckages around the map. Maybe have a 10 car pile up that blocks all the lanes of the road, a truck that's lost control and gone through the walls of a house or even a car that has become sandwiched between 2 trucks. Have these type of things appear randomly on different servers and at different locations.
  6. [AAA] DayZ Epoch Chernarus 1.0.4.2 [ANTIHACK][Extra Vehicles/Loot|Cutomised Map|Indestructible Base Building|AI Side Missions & Supply Drops|Auto Refuel & Repair|Lift & Tow| God Mode & Anti-theft|Self Blood|Take Clothes IP: 185.2.139.156:3306 TS IP: ts01-ie.aspnix.com:2002 Website: www.tripleadayz.enjin.com The server is hosted in the Uk and has many custom mods to allow the best possible dayz experience. The server is hosted on an SSD which allows the server have little/no desync. Lastly, the server has been rececently wiped so no horders yet. LIST OF SERVER CUSTOMISATIONS #Modifications Animated Heli, AN2 Crash Name Tags Custom Menu for specific small admin scripts (tested with Infistar) Selfbloodbag Autorefuel Salvage modification to remove every part NPC (Sarge AI) with modified weapons Side Missions (EMS) with reduced loot Custom debugmonitor with mission display AI Zone Alpha Several Map Updates Churches replaced to be accessable New Traders & Changes Traders Safezone Wrecks with Loot Service Station near Stary City Snap Building Indestructible Bases Extra Vehicles (Merlin, M113Ambul_UN_EP1, BTR40_TK_GUE_EP1 , M1133_MEV_EP1, Bell Heli) No Plot Tow & Lift with modified vehicle/heli list No Tow on locked vehicles Sarge AI invisible fix Vehicle Master Key EVAC Chopper No Salvage on locked vehicles No Damage on locked vehicles #Map Updates New Trader cities Bridges to islands Otmel and Skalisty Junkyard Extra Charnarus Buildings Topolka Dam Military Base Black Lake Military Base Hidden Killers Ranch Wreck Sites Dead Castle Devils Caste Prigindy City Tikhaya City Train Wreck Dubrovka Detruit Camping Tents Cherno Quarantine New Buildings Balota New Buildings Cherno New Buildings Kamenka
  7. Riot gear Machine guns Armored vehicles They need zombie hordes in the game.
  8. Hastecase Gaming Epoch Napf Tons of scripts and more to come. 800+ Vehicles Missions Armed Vehicles Buyable/Findable Tanks! Tanks Antihack Active Admins New Weapons Base Weapons Admin Events Custom Chopper Crash loot Self Blood Bag 100m Plot Poles! Veteran 3rd Person No Scroll Rangefinder Map Waypoints New additions and bases Buyable Cinder Blocks and Mortar Fresh Database (As of 4/15/14) 3 Hour Restarts JSRS CBA Mature Community Donor Rewards Forums Teamspeak (New/W.I.P Scripts) 100m Plot Poles (Added!) Arrest/Detain (WIP) WAI (Added!) UID Plot Poles (WIP) Chopper Patrols (Added!) Custom AI Bases (Added! with loot for rewards!) IP : 66.55.148.60:2302 TS : hastecase.com Website : hastecase.enjin.com Looking for Moderators on the forum and server! Join our website @ hastecase.enjin.com and PM LuckyMrGun!
  9. jesus,you're really blind or what? the standalone is going in the EXACT SAME direction the mod went to, you really dont see that? You really think they're changing anything on the concept of the game from the mod? what's the planned features? base building? vehicles? like origins, epoch, and all those other mods implemented on the main concept? i'm not to blame for your ignorance, friend, but remember, just cause a lot of people believe in it, it doesnt make it real. I'll just unfollow this topic, as there some people here that clearly wont even reconsider their point of view. In my time it was called fanatism, dunno now. I just wont lose my time here, trying to make sense when people clearly are just religious-like fanatics about this game, what the hell. @off BTW, it's just pathetic how this caboose guy keeps giving a like for ANYONE that's against me on an argument, i almost feel sad for him.
  10. gnarlycharlieox

    Spawns On The East, Bet Everyone Thought It Was Stupid...

    So many bad ideas here lol. Yeah this is an immersive game, but spawning me 30 minutes away from my group or where I want to be vs spawning me 5 minutes from my group or where I want to be doesn't change anything other than the amount of time I jam a penny into my keyboard to run in a straight line to get there. Or if I want to gamble i jump off a bridge or something to kill my self to hopefully get a closer spawn to where ever my dead body is with my gear on it or the group is that waiting for me or simply where it is that i want to go, In the mod we have vehicles and stuff to make meeting up a lot faster so it didn't matter where you spawned at. At the end i was playing on a server where you could pick your spawn point and it was awesome, much more action, much more action and the server stayed pretty full. Idk if picking your spawn point is a good or bad idea for the stand alone though. I mean its supposed to be realistic, how is it realistic to appear on the coast with just a flash light? You should spawn into a bed room of a house or something. Maybe make it so when you can build stuff to be able to spawn in there. I mean that seems more realistic to me than on the coast with nothing.
  11. what? do you even played the mod? They're implementing on the game now what they already had in the mod, like vehicles, more zombies (heck, even the mod zombies are better than the SA ones), more weapons, respawning loot, etc. and they're struggling to even put these things on the game, just see the ballistics, terrible zombie pathing, static loot and things like that. Standalone it's a exact copy of the mod, the only new additions were the attachments system (ported from arma 3), little better graphics and the nutrition/health system (that was going to be on the mod on 1.8.1, but because something misterious, never got released :rolleyes:). Dont blind yourself to the truth. But let's say you're right. What are these "brilliant new ideas and concepts" that devs are trying to put on the game that are completely out of the mod concept? mention 3 of them, at least. They are following the same path they did with the mod, cause that's what brought all the popularity to it and made standalone possible in the first place. BI sold millions of arma 2 OA copies just because of the mod. And for sure all of the initial sales, that brought dayz to the top of the steam lists, was the mod popularity, players that were on the hype that dean created over the year with his devblogs in this very forum. Again, did you play the mod at all?
  12. Aubinator

    Maximum priority on the development of vehicles in Dayz?

    What would you do with the vehicles? The server is just going to reset every 4 hours anyways and you'll lose all progress to fixing, fueling just to save some time... Sounds like a large pain for short gain... Priority IMHO shouldn't be vehicles, but current gameplay issues. to name a few important ones: - zombie AI (mainly the lack of pathing - through doors, up fairs etc) - loot respawn - connection issues (server - client communication) This is alpha and you're a tester. Test what is already in game and stop comparing this game to the original mod - it's not there yet! Alpha is about testing stability and core mechanics, not about designing a temporary feature to make it "more convenient for you". Also, this world SHOULD take you forever to get around in. It goves you the feeling that you're in the middle of nowhere! This is a survival simulator.
  13. SFRGaming

    Maximum priority on the development of vehicles in Dayz?

    "Recently i haven't really been playing dayz (standalone) mainly because of the long journeys i have had to go on to get from eg. barenzino to electro (which is an hour long journey) i think it would be great if Bohemia start putting priority on vehicles instead of other things that we don't need eg. extra towns in the north. Thanks" If you notice, that's your original message, not altered in any way. Sounds like you DO want them to take the main focus off of fixing bugs and terrible lag. Goodbye.
  14. Kornado

    Suggestion/Fixes/Repairs

    Since I never do see any fixes or repairs to the zombies but to reopen it up especially with the coding going on and the updates to the animations? This needs to be said again... Zombies really need to be fixed! 1) Walking through the walls... it isnt hard to fix and this should have been fixed immediately, this puts a damper on trying to find things and living through the deaths and actually lessening the stress of playing.I mean come on been since Dec and still no fix for walking through walls? It is the same code to make sure we dont walk through walls, or objects, use that piece as a temp fix or a perm one either or, but the one that makes sure we dont walk through should be perm period for both of us(us and zombies)2) The Zombies comming out the woodwork, and SPAWNING ONTOP OF YOU, I have proof!! As soon as you kill one and/or shoot one.Come on....a zombie in the next town over is going to hear who i shot and then come and get me and be able to follow me abd track me if i hide far away from them... i think not.I dont mind the speed increase, and the animation increase... but this causes the game to spawn zombies right ontop of me literally... i have video proof of this.Kill 1 zombie and 1 spawns...kill some of the zombies and they respawn... and they immediately track without any provication, and from 100m+ umm... no.. with that last update it needs to be fixed.I dont mind the spawning zombies but when they are attacking immediately, and persistant tracking from anywhere...Um no.3) See me anywhere zombies.. Example: Iam on the top of the apt building in Chap...the zombie sees me only not hearing me since I havent shot eaten or done anything but walk to the edge ontop of the building and tries to kill me? I think not, Their FOV is screwed up, they shouldnt be seeing me up there unless I shoot then they are targeted by sound which is understandable, but even the sound I shouldnt even be tracked at all.4) They can walk up stairs now? Things need to be changed because of this You cant hide anymore period with them walking through walls, then up stairs, then through the door, u cant hide at all, 5) I knoq dean said 'They also turned off the sneaking ability, meaning you CANNOT SNEAK PAST THE ZOMBIES! No, waking past them, crouch walking, nothing' go that damn right their sensitivity is set way to high it needs to be turned way down back to what it was in the begining OR PUT IN REAL SUPPRESSORS/SILENCERS THAT WORK! To make the animations faster you need to remove the sneaking past them ability sounds conveluded to meI should know I am a coder/developer. Animations have nothing to do with sneaking of the player nor the sensitivity of the zombies in questions when spawned or that are already there. That is 2 different codes that dont even work together. Use the Arma Code from DayZ they worked right?6) Now what about a time limit to the persistance of the sound meaning they lose interest after the sound or they dont see the person anymore... min of 30seconds-5min depending on what was done a the point of the sound.7) Time Limit to body! IE: Not being able to LOOT MY OWN BODY if iam not there in 10min? Come on! In this Stage of development, there should be NO TIME LIMIT! Unless I leave the server and come back then a time limit starts.But when you die in lets say Cherno, and you get Placed in Hrm Berezino...that is a minimum of a 30min-1.5hr run(depending on if you are getting tracked by zombies or not cause of the above).8) As for objects and vehicles and zombie drops(which zombies SHOULD DROP THINGS!) Take the DayZ mod for Arma, use that code for the vehicles, and objects, at least to make the game more playable, and useful to the masses(which also makes it more buyable as well you will get alot more buyers) then change the coding as it arrives or needed to what you ned it to, meaning change it to what you need it to. 9) Put in things that are needed!!! Or Wanted to appease the masses immediately to show that you are doing something!You can get the basic coding from others, and put it in for quick fixes to see how it changes the game if at all, and helps the playability and selling of the game as well. DayZ Arma Coding...Or take it out things, IE: items that are useless in the game already. DUCT TAPE anyone! No use for it at all, replace it with an Item that IS useful....say....a surpressor that actually works!Without persistant storage (which is a hell to code and I know this wont go in for a while) we need the ability to hold onto thigs alot more things. And since the Fridges and Fireplaces and ovens wont 'hold' our thigns persistant wise...we need an addition:A) Put in Larger Backpacks over 35. ORMake attachments that can be put ON the current packpacks to hold more(which is still bigger back packs i guess) EXAMPLE: Improvised Courier Bag to Mountain Packpack MB:35 + ICB:12 = 45 (-2 for the attachment spacing needed) Call it Improvised Mountain Courier Pack. Or Hunters Backpack 30 + ICB:12 = 40 Improvised Courier Pack.... Or HP + Improvised Backpack (20) = 45 Improvised Hunter Pack... OR MB + IB = 50 Improvised Mountain Pack.B) Make ALL the backpacks Paintable or stainable (using the spray paint already there) Camo or Black or Green(dark green) just like the guns and axes. Yeh you need to code in more items, but it is worth it for thoes who want to be unique and want to have something to do and make their own char theirs.C) Make the protector Cases Paintable.D) Make Ammo Cases hold all ammo mags, loose, boxes... it is an AMMO case after all I use my ammo box in real life for all my ammo mags, boxes and loose... they do fit yaknow.E) Make all the clothing repairable Example: Vests... Iam sorry my vest in reallife CAN BE REPAIRED... Bulletproof or not still repairable etc. (different plates then repairing the outside of the vest or just repair over all make a kit for repairing all vests or take #F which could help too)F) Make any item repairable or fixable... EX: Protector Cases, Medic Kits, Backpacks, Canteens Ammo Boxes etc... use other items of same type(ie: ammo box to ammo box... medic kit to medic kit) to repair them etc. Example: Drop a Med Kit ontop of another medkit the window pops up like for dropping ammo onto an ammo boxsaying 'repair Medic Kit with Medic Kit' So it goes from badly Damaged to Worn.... or depending on the severity of the kits, repairing the badly Damage to a Badly Damage only gets you to damaged instead of to worn status. i) Or make another status.... Pristine-Used-Worn-Broken In-Damage-Badly Damage-Severely Damaged-Ruined... this helps when repairing with other things...10) Extra Slots on person... well not really slot... but places...EXAMPLE:A) Belt: If you ahve a belt you can put things on your belt... depending on the belt ranging from Officer Belt to Leather belt will hold from Min of 3 spots across to 7 spots. Ranging from Gun Holster(which the code for the chest holster can be used along with spaces) for mags, keys, cuffs, compass etc. Since the game sees things only for the objects that are allowed. Certain things can be limted per item basis EX: Ammo cases can only hold lose ammo...Medic Kits can only hold medical items. So only 1 pistol, and 4 mags, 1 key and 1 cuff, for officer belt. A Leather belt, 1 pistol, 1 mag... normal belt just 1 pistol period.B) Compass: Once gotten, a space for the compass, but also a compass directon on your screen. usually no space is used since it is so small as well.D) Watch: Yes a watch, and a space for it on your wrist... this will tell you the time AM or PM etc that is all, then also a time on your screen as well. Game time not real life time.E) Shirts AND Jackets: can be worn at the same time! Not one or the other.F) All clothing: Needs more space. Reason: My Real Life Cargo pants, can hold more than 6 things period. 2 Hip Pockets min of 4 things, 2 back pockets 2 things, 2 thigh pockets 4min 6 tops. 4+2+4/6= 10-12 For Cargo pants(inc. military ones). Military jackets more than 6. 2 side pocks = 4, breast/chest pocks = 4, inside pocks = 2, 10 total. Vests: Press vest 6 you alread have 3 pockets which can hold 2 things each in the picture which is great. All teh rest, min of 5 pockets = 10 spots, upwards of what I have seen 8 pockets I think i counted so 16 slots. G) Protector Cases: You already have small... Now you need Medium and Large. Mediums 6 spaces external, but have 8-12 internal spaces. Large are 9 external, but have 11-18 internal spaces.H) Rotating: Yeh it is slots kinda, be able to rotate things in the packs and slots, will help on space management. I mean I can do it in real life why not in the game to make space for other things. 11) Mostly Betting annoying... but the use of the english langue really sucks in the read outs.IIRC Example: Iam totally soaking. It should be: I am totally soaked, or I am totally Soaking Wet. Either or will work. Things like that kinda make the english speakers cringe, makes us look bad. I know english isnt your primary langue but someone there should be native english speaking and should have pointed this out. Similar things like this as well across the board.
  15. escobert

    First experiences of the mod

    Go in a building... Zeds can't run inside of them. then boom headshot! I play Epoch and love it. the server I play on limits the amount of vehicles you can have at your base and the base size so you don't have people with crazy amounts of stuff. You really just have to play a lot of different server until you find one you like.
  16. maninthewall

    H1Z1, DayZ killer?

    As of now, DayZ is very laggy, overhyped and is being developed in the wrong direction. But it's still very fun, because it's one of the most realistic zombie survival games out there. I just heard of this new game coming out, called "H1Z1" which is a zombie survival MMO, built off the Planetside 2 engine and will support over 1000 players in the massive open world, the developers claim it to take games like Rust and DayZ to the next level. What DayZ really needs, is more advanced crafting, base building and vehicles. And that is, what H1Z1 promises. But better, according to the developers. It's going to be a free to play game, like Planetside 2, but has promised not to be a pay2win, like Planetside 2 was. It's going to be clothing that you can buy, not bases or weapons. What really excites me, since I am a The Walking Dead fan, is that the developer made an example how bases are built, and how players fight each other. And that is, as he described, like the fights between the town and the prison in The Walking Dead. This could mean, like the problems DayZ has with KoS, that players will communicate, trade loot and help each other out, since base building is a big thing. One lonely survivor would never really go fight a fortress with a large group of survivors. With other words, this game will be a lot like surviving in The Walking Dead (TV Series) and not a huge deathmatch like DayZ at the moment, H1Z1 also has great graphics potential! For more info: What do you think?
  17. rickyspanish

    Is Dayz still the Anti-game?

    I tried 2017 awhile back, I really liked the idea and it was one of my favourites of the mods and I loved how the vehicles looked and the zombies. I remember joining a group of randoms sticking together most of the day. We all had hatchets and one guy was lucky enough to find an enfield but food was the main issue, we stuck together all starving when we finally found a tin, we hadn't even thought about the fact that we wouldn't find enough for everyone... Chaos ensued. Was a blood bath. Good times.
  18. Tomo2000uk

    Is Dayz still the Anti-game?

    fucking anti game , who wants an anti game. it needs more content and crafting and weapons vehicles etc. if you want anti game go jerk off with sand paper. Christ you would all be happy with 60 players and one tin of beans between you.
  19. blunce

    Custom server level "zones"

    I definitely like the idea, but I feel that it's up to the players to decide. I don't think any admins should try to "force" things such as safe zones. If it's safe, it's safe, if not, it's not. In real life scenarios, safe zones become safe zones for a number of reasons. It could be a low-traffic area, very minimal zombie population, not easily accessible (rough terrain), close by to resources (water, wood, etc.), things such as that. The place should have a history behind it, & a legitimate reason as to why it is "safe". Not simply because an admin says "don't do this while you're in this area". Once private servers & persistant loot/storage/base-building are implemented, this could very much become a reailty. It's up to YOU to establish a community. Find the designated area that you'd like to consider a safe zone or trading post, preferably one that only has one way in & one way out so it can be monitored. Gather a group of supporters. People who share the same idea as yours. People who could benefit from joining your community as long as they can provide a service to it such as gathering food to bring back, gathering resources, guarding posts, building vehicles. etc. Once you have an established area/community, treat it how you want it to be treated. If you want to openly welcome new comers to trade goods, treat it as such. When someone approaches, don't shoot on sight, ask their intentions, & ask them what they have to offer or if they'd like to see what you have up to trade. Do the deal, & send them on their way. If you like their attitude, ask them to join your community. If you do this successfully enough, you'll start to earn a reputation. It will become a known thing that you have a legitimate, professional, established, safe zone/trading post tied to one server (until you decide to switch servers). If the people you recruit to join your community are unprofessional, & just kill anything that moves, then that's the reputation that your zone is going to gain. You have the tools at your disposal, & reputation is everything.
  20. gibonez

    Is Dayz still the Anti-game?

    Hopefully it still is. There are alot of things they can add to continue to make it an anti game. 1. Completely randomized spawns that can spawn you in a military base or in the middle of the wilderness lost and disoriented. 2. ACE style ballistics and sniping + wind mechanics that already confirmed. Eliminating the 100m elevation adjustments would add much needed skill to sniping and eliminate the over abundance of noob snipers seen in the game. 3. A stamina/ weight system that punishes you for carrying too much weight and at the same time eliminates the unlimited sprint and thus makes vehicles more important.
  21. Chaingunfighter

    Custom server level "zones"

    Well, that's how I feel it should be; everything should be vulnerable, not invincible. I'm all for them adding more mechanics that encourage different playstyles (vehicles/bases = better endgame to strive for, hunting/fishing = opportunities to survive outside of cities, etc.). In fact, I think the biggest reason we have so much KoS and PvP is because there's not a whole lot to do. It's an early alpha game and the only real things we can do are test out the new features and report bugs, after that it's pretty much solved. But zones that have higher zombie spawns and variable loot rates is a great idea (i.e. military bases or large cities), I can fully support that.
  22. Have you fixed the problem with gear and vehicles dissapearing? Also I lost all the gear in my backpsck after last restart. I know your working hard on these bugs but please fix!
  23. it was a bad idea, to release dayz-sa in that horrible alpha-status When H1Z1 will be released, they will kill DAYZ-SA. I do not think they will have such a big success at start like dayz, but they will slowly grow up.... H1Z1 will already have at start the things what fans of dayz-sa are waiting for so long. -basebuilding -farming -hunting -vehicles and maybe - better zombies ? I hope dean hall´s-team can beat them with their dayz-game. But anyway... SONY is a big company with much more guys I think... The engine(take on helicopters) of dayz-sa is not made for such a game I think... - but, compliment otherwise, what rocket´s guys made of this engine... respect. DayZ will always feel like a flightsimulator-game, also like arma2-engine. It had been better, to take "source-engine" for dayz...
  24. byrgesen

    Maximum priority on the development of vehicles in Dayz?

    Makes no sense to use any vehicles from Arma, when they want to create something much more complex. Why waste time porting over a vehicle, updating loot tables, implementing the loot into the engine and all the funtions for the vehicles, when they are to be removed anyway? All good things will come to those who wait. Remember that sentence in any early acces game tbh, its essential :) And tbh, if you dont want to run ingame for an hour to get from place a to b, im not sure this game is for you OP. Vehicles will not change that fact that 90% of all players still have to run, its not like we will get a vehicle each or that its gonna be easy to maintain them and gather fuel for them. I could also argue, that you dont have to run for an hour, theres plenty of places between the coast and the airfields, of interest. This game is gonna be in development for almost 2 more years, so you need to arm your self with patience and if its already running out, find something else to do in the meantime mate :)
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