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Showing results for 'Vehicles'.
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[ORACLE] DayZEpoch Chernarus |SafeZones|Refuel|Tow|Repair|Missions
OracleGamer posted a topic in Mod Servers & Private Hives
Server information: 176.31.241.174:2412 IP: 176.31.241.174 Port: 2412 Server restart: every 3 hours If you wan't to reach a admin contact me or speak to Raedos and Mankaryouz ( IGN's) 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. No camping safezones 6. No stealing vehicles 7. Have fun! Addons: Missions Safezones Auto Refuel and Repair Towing Self Bloodbag No weight 1 Step building Indestructible Bases Soon: Enhance Spawn Selection Custom kill messages Redeploy bike (toolbox) HOSTED BY: faspointgaming.com 176.31.241.174:2412 -
Forsaken Gaming DayZ Epoch Server
Fox_FD replied to (Inverse)'s topic in Mod Servers & Private Hives
Final Dayz is a pve/pve server with 4 verry active admins. We offer new teams a start building kit. We allready have a good mix of regulars. We have a high preformance server just waiting for more regulars to join us. Our server features is:* Self blood* Indestruct bases (after a restart)* Vehicles Service Point/ Auto repair* Auto Refuel* WAI Missions* Side Missions* Safezones* 800 Vehicles Admins: Pvt. Fox / Zimon-E / Lt. Joe / Sgt. Mayhem Domain: www.finaldayz.eu E-Mail: [email protected] TS: star.server4voice.de:33071 Server Name: Final Dayz Epoch|Chernarus // V0.7 (1.0.5.1/125548) Server IP: 31.214.234.100:2302 Language Support: Swedish, German, English Enjoy and Have Fun -
Vehicles - Will we be able to shoot from them?
tobias winfro replied to NikoGT's topic in General Discussion
Amen to that, I hope choppers are a long way off if they come at all. On the idea of shooting out of a vehicle, I hope we get it some day. Like it was stated earlier due to the current limitation on the engine right now, its not possible. I can't wait for the days of drive shootings and the shenanigans that come with vehicles though -
Vehicles - Will we be able to shoot from them?
CJFlint replied to NikoGT's topic in General Discussion
I think I can anser this one by just saying prob not at 1st, or you will have to man a weapons station. But I think its likely in the future. I could be wrong. The reason I say this is DayZ SA of cource uses the ARMA 2 engine. I know they are working on a new engine to run the game, also allowing them to add new mechanics. But for now it still runs off the arma 2 engine I'm pretty sure. The arma 2 engine allows you to man weapons stations in vehicles, but does not allow just to shot out of one like in GTA. Now I'm not saying it will not happen, in fact maybe there already working on it and thats why there taking so long deploying them. Not sure. I just making my best guess off of what I know about ARMA2. I'm really looking forward to the day when they do add the new engine and what kind of features we will see from it. This is just one that could be added. -
Sounds fairly normal for game development. Not sure how much you know about it but only a year of development is nothing. Especially when they´re faced with having to make so many engine changes, this stops a lot of other things from being worked on as to not have to redo things later due to engine changes. It isn´t uncommon for games to take 3 to 4 years to develop, unless you rehash shit like CoD does(hence their yearly releases) Beta in a year? that's so unlikely it's comical. ..Or you could just shoot the tires/driver out? Those are only needed if they add armored vehicles like tanks and APCs, which i find somewhat unlikely.
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why do people always just think of vehicles as transport ? there is so much gameplay connected to them. maintaining them / getting them to work collecting parts. finding them , driving them . often groups will have them so you have to engage often in battles to get them . so many different aspects to the game and not just you drive round in them.
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It's simple: vehicles that could add some sort of end game content aren't a priority. New endgame will be growing tomatoes. It's not like people will grow one plant and never bother with it again.
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Calling all sarcastic douches, please respond! I too would like a gas mask with my helmet. Such a monumental redirection of the project would surely halt all other development, would it not (sarcastic douchiness intended)? The majority of this game is cherishing the gear you've gathered and the fear of losing it. Even after they introduce vehicles, we'll still just more easily gather cherishable gear.
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yes please stop production of vehicles etc. and focus on this,
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I think you are all looking at the uses of barricades all wrong. It is not for 'saving your progress' or stashing gear. It is for defense, versus players or zeds, not to keep all your loot safe. I think hiding gear will work entirely different. You shouldn't have just one base of operations either, eggs in a basket and all. I also think it is silly to only barricade one building in a town, why not, as a group, fortify a section of a town. If it is a small town block it all off, using extra vehicles, sandbags, whatever. Dayz should always be about not getting attached to your gear, but about how long you can stay alive. These systems are being put into place for when you are playing, not to keep you perpetually geared even if offline. It will not be the I-WIN button that most of you seem to be hoping for.
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I honestly think that it might not be put in the actual release of SA. I'm thinking that they will populate the game files with the necessary items to "build bases", and then just let the modders handle how they want it. I have full confidence that there will be vehicles and basic things like tents, barbed wire etc. but the extent of base building will be put on the community to help develop and "mod" the standalone. Am I wrong to think like this?
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-TheCommunity- NEW|OverPochChernarus|Coins|AiMissions|Gems|Quests|1.0.5.1
VincentMaurel posted a topic in Mod Servers & Private Hives
-The Community- Mod: DayZ OverPoch (1.0.5.1/125548)IP Address: 69.162.122.162 Port: 9102 Launch Parameters: -mod=@DayzOverwatch;@DayZ_Epoch; Status: OnlineMap: Chernarus Server Hosted in Dallas, Texas by GTXGaming Team Speak : mtl001.gavs.co:9160Web Site : http://dayzthecommunity.webs.com/ -The Community- is new, but strong. As veteran players, -The Community- knows how a server should be run and we will do just that. We are offering a highly qualified team of administrators and features that would make every DayZ player happy. If you are looking for a server with high FPS, no lag, small server files and fast download, this is it! -The Community- guarantees a fair and enjoyable server for all to play on. There is no abuse of any type coming from the administrators in charge. Administrators:AlanCanned Whole ChickenSeraphimSilverrMann *Owner*SnoopHill Features:Custom MapWe have made many edits/additions to the Chernarus Map which include: Balota, Berezino, Cherno, Elektro, Kamenka, NEAF, NWAF, Solnichniy Factory and a town Canned Whole Chicken made called Bobozorsky located in between Chero and Elektro. 3 Hours of Day and 3 Hours of NightThe server restarts every six hours. There are 3 hours of day, 1 hour of twilight and 1 hour of darkness. Single CurrencyWe are using a single currency system created by Zupa. Gem TraderTake your ores/gems to one of the three trader cities to sell them. 2 AI Mission SystemsWe run the Wicked AI and DZMS Mission Systems. These missions include high valued vehicles, weapon caches and missions edited by Alan. AI Bandit CityLocated at Pobeda Dam, this is the only place you can find an RPG on the server. But be warned, nearly 100 air and ground AI units patrol this city. AI PatrolsSix groups of AI in UAZs patrol the map at any given time. Take ClothesScroll over any dead body and select "Take Clothes" highlighted in blue. If the option is not there, someone beat you to it. QuestsFour quests/hunts that spawn in at any given time that include:Yellow - TreasureGreen - Building SuppliesRed - Military LootBlue - Life Saving Supplies Animated CrashesHelicopters that crash and spawn high valued loot around the wreckage. 400+ VehiclesThere are 400 or more vehicles that can be found on the map at any given time. Service PointsGo to any gas station/fuel pump on the map to refuel, repair or rearm. Refueling is free whereas repair and rearm costs physical gold, not Zupa Coins. Tow and LiftTow and lift your vehicles by scrolling and select "Tow" or "Lift." If given no option, then that vehicle cannot tow/lift or cannot be towed/lifted. Deployable VehiclesRight click your toolbox to deploy a bicycle, motorbike or Mozzie. Junk YardLocated at Pulkovo, you can scroll next to a wreckage and select "Remove" to get vehicle parts. Remote Key for VehiclesIn your inventory, right click your key to lock, unlock and even turn on the engine of your vehicle. This works within 50 meters of the vehicle. Armored SUV and MV22 AnimationsYou are able to open/close the gunner hatch of the Armored SUV, open/close the ramp and even fold/unfold the propellers of the MV22. This can be done by sitting in the driver's seat of one of these vehicles. Plot Poles:Plot Poles are required for building. The radius of the plot pole is 30 meters. SnapbuildingScroll and select "Snap: On/Off" for your building materials to snap together evenly. One Step BuildingBuilding will no longer take ages by reducing the number of steps it takes to place an object. 30 Day Base MaintenanceAnything you build starts a 30 day timer. If not maintained every 30 days, your base will start to decay. You can maintain the area by scrolling over the plot pole for your base and select "Maintain Area." If you have more than one plot pole that makes up your base, you must do this for all of them. Change Combination CodesBy scrolling over anything that is locked with a combination code and select "Set New Code", you have the option to change the code to your liking. You can also do helpful things with this as well. For example, you can set all the door codes in your base to the same code so you do not have to enter a different code each time you want to open a different door. Untouched Safes Unlock After 14 DaysIf a safe is not touched in a 14 day period, the safe's code will become "0000" so anyone is free to enter that code and view the contents. No Weight LimitYou can carry as much weight as you want on your person at any given time without passing out. Safe AreasAll Trader Areas and Banking Areas enable god mode and disable your guns when you enter the area. However, safe zones are disabled at the Wholesalers Boat Dealers and ATMs. Self BBWith a blood bag in your inventory, you can scroll and select "Self Bloodbag" to give yourself a blood transfusion. Suicide with PistolRight click your pistol in your inventory and select "Commit Suicide" to... well... kill yourself. This only works with the starting pistol which is a Ruger. Rules:*All rules that are broken can lead to a perma ban* NO False Accusations Ex: Saying someone did something illegal to get them in trouble NO Voice in SideChat NO Base Kamikaze NO Building/Sealing of High Loot Areas Ex: Fire Stations, Hangers, Barracks NO Building within 500 Meters of a Trader/Safe Zone NO Ramming of Vehicles in a Safe Zone NO Shooting at someone entering/leaving a Safe Zone NO Stealing in a Safe Zone NO Camping a Safe Zone DO NOT Leave your Locked Vehicle in a Safe Zone or it will be deleted NO Glitching/Exploiting NO Combat Logging AI City MUST be Entered and Completed on Foot! Cursing in chat is allowed, but DO NOT use racist slurs! Respect the Admins and your Fellow Players! Admins decisions are Final! -
If dayz is a walking simulator to some of you, when they add vehicles won't it just become a driving simulator? I am dreading the day vehicles get added. Shoot someone, 10 minutes later they will arrive at the dead body in a pick up truck with their friends to see what gear can be salvaged. Incredibly silly and arcade like.
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Arma2 Vehicles were scripts. One of the most important steps in DayZ SA engine development was to actually get rid of scripts ( not just talking about vehicles ) since they are perfomance hungry, a security issue and simply not suitable for an MMO game. So as they are re-writing major parts of the engine, it would have been completely pointless for them to throw in Arma2 vehicles. Scripts use engine functions, so with every engine update, the vehicle scripts would have been needed to be rewritten. Pretty much and useless effort just to keep the Agent happy.
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No, no i wouldnt be complaining, the A2 engine vechicles were fine and would have given people something to do. And no, no it wouldnt take any time. the vehicles were in the engine when it launched. Take your own advice please, And Im not bitching, hell no. Unlike some people, Im not going to sit here and Lick peoples arses.I give honest feedback and playing a running simulator for almsot a year is getting boring., especially as we have said they could have added things that were in the engine from A2., as this is indeed the A2 engine. As for the one year quote- that means we should be into beta at just over a year,, we're still alpha, and we're sitll missing many important features. What happened to your Quarter 1 , Quarter 2, Quarter 3 BS Roadmap that got said once and then completely forgot about? What happened to the promised survival features? Its been dragging on a deathmatch for one year almost, and the development HAS been delayed a lot from those Quarter goals and the initial goal of been into BETA at just over the one year mark. Not to mention, the game is full of hackers and BI don't give a sh*t as usual.
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out of all of those you listed what have they really changed about the game ? not much. Hunting (not really needed can just get normal food) Cooking (not really needed can just get normal food) Crafting (just thing of moment not needed ) X amount of new towns (just alot of samey buildings reused with a couple of new ones) New Navmesh ( i am looking forward to this hopefully it does work !) Loads of new content in item form, cloths, weapons, tools whatever (many hats unneeded and other clothing content gives artists something to do) Temp system ( not really needed more annoying than anything ) Fishing ( i guess it kind of works but most people will just get normal food ) Persistence only things that will really change this game much is the addition of barricading and vehicles. also good zombie path finding and navmesh. just remember the mod has most of all that has been done for one year plus. i look forward to us entering beta though. when we look at standalone the real issues that wasnt solved with the mod still havent been solved with SA. zombie pathfinding vehicles basebuilding fps performance issues zombies hitting through walls so all this time the main issues are still not addressed.
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Forsaken Gaming DayZ Epoch Server
[email protected] replied to (Inverse)'s topic in Mod Servers & Private Hives
Mutation Epoch/Origins IP: 69.162.70.26 Port: 2380 Host: Gaming Deluxe Slots: 20 Status: Public Timezone: -6 Central 24 Hour Map: Taviana Features Basic Epoch Stuff WickidAi Walking Zeds by Zupa Snap Build Pro (found in Server Mods Corner on the epochmod page) Sector B Origins Buildings Origins Vehicles Safe Traders Coming Soon More Missions Detain Escort Hero/Bandit Ranks and Loadouts Other Things We also have increased zeds numbers to give the game a more survival feel as well as reduced world vehicle spawn since this is a survival game and not grand theft auto if your looking for GTA this is not the server for you. we have also increased the plot pole range to 80M and up'ed the amount of stuff you can place in your plot allow for survivor city's made by the player if they so choose. We are aiming for a better DayZ experience we have active admins and do not do pay to win. Loot will be scarce traders stocks will be low a true survival game. Your more then welcome to join us if you think you can handle it. -
RUNNING MAN DayZ Mod Epoch CHERNARUS New Server Need Mature Legit Players
VanDorn posted a topic in Mod Servers & Private Hives
Hey all, VanDorn here. I'm one of the admins of a new private hive server we just made last week. It's called Running Man IP: 54.245.110.153:2302 (West Coast US) The first 10 people to show up will get a substantial starter package (SUV, Large gun bag, Lapua sniper rifle with mags, 5 briefcases, all tools, night vision goggles, one safe, a couple walls with locking doors, and some other good stuff) IP: 54.245.110.153:2302 We're running version 1.0.4.2 and we've rolled back the Arma2 version to 103718 because it appears 112555 still has some game breaking bugs. We use Mumble for our VOIP software. You can join us here: beercrime.com Port: 64738 Get in Mumble if you need help rolling back your Arma version. (CHERNARUS) 50 Player server, 500+ vehicles, very low latency, restarts every 4 hours. Server Features: Wicked AI & Sarge AI running Snap Building / Increased build limit / No plot pole required Safe Traders Lift/Tow Auto Refuel/Repair/Rearm No Weight Limit Self Blood Bag Take Clothes Day/NightReally looking for some mature people to come and play on this new PVP server. It's a new server, so it's not riddled with bases yet. Come start building! Thanks for reading, Looking forward to seeing you ingame! VanDorn -
The sun starts to set and you hear a distance roar. It's too muffled and distance for you to make out what it is, so you think nothing of it. The night is approaching fast, and the cities are far too dangerous to enter at night. You are alone, and the small shelter you had constructed the night previous is miles away. You have to find shelter quick, the nights have been growing colder as of late. You could die of hypothermia in a matter of an hour if you are not careful. You spot a small shed silhouetted at the top of a nearby hill. Only barely visible at this point because of the setting sun. You rush up the hill in fear of losing track of it. You notice your breath start to grow shallow as smaller and smaller puffs of white smoke leave your mouth. There it is again, that distant sound you had neglected just a moment earlier is now a loud echoing howl that stops you dead in your tracks. The hair on the back of your neck rises as you hear small foliage snap directly behind you. Your feet remain planted in the ground, but you slowly turn your head to the side to glance over your shoulder. And there it is, with eyes as piercing as it's howl. A large wolf meets your gaze and starts to bare it's teeth and snarl as you remain frozen in place. Hello! My name is Dave and no there is no ending to that story, it's up to you to make up your own! In this thread I would like for us to be able to discuss everything involving the future of animals in DayZ. I will be creating a video to direct other folks who are also interested in joining in on the conversation. (because some people would rather watch a video) Ultimately, I would like to be able to take the best (most agreed upon) ideas and edit them into this post. I'll then contact the developers and hopefully we will see our ideas come to fruition! Please, try to be open to everyone's opinion, and don't be too critical if it conflicts with yours. Let's begin with what we already know about advanced animal AI. Brian Hicks has stated (http://www.reddit.co..._twitch_stream/), we're still awhile away from anything substantial. This gives us time time to discuss what we want, in terms of specific animals and the role they could play in survival. It is my theory that giving players any outlet to release their aggression as a good thing. It's been said time and time again that players are driven to banditry or murder because there is no end game at this point in the development of DayZ Standalone. So why not implement a wide variety of animals? Give us more options in terms of hunting, trapping and fishing. I'm not trying to turn DayZ into Cabela's Big Game Hunter 2014. I personally just love hunting, and the role that I like to play in DayZ is that of a "woodsman". Foraging, scavenging, hunting and making a fire in the wilderness is when this game seems to be the most authentic. After so long it does grow monotonous. I can play for over 5 hours and not come across so much as an infected, let alone another person. (even on a fully populated server) Granted, I bring that upon myself by sticking to the most desolate areas of Chernarus, but that's how I enjoy playing. (weird I know, but stick with me here) Imagine If there were bears, wolves even mountain lions roaming throughout the countryside. Let's just say I wouldn't be able to run around freely with my guard down. It would add excitement, and interest in areas outside of major cities and towns. The developers show obvious interest in sending players west as it is. Adding classic spawns toward Elecktro and Cherno, even creating a new military base on the far western edge of the map. I love these tweaks and additions. It adds diversity, but most of the western half of the map is open fields and forest. Without animals, it seems to be an abundance of wasted space. You could argue that animals do not bring anything to the table. There's already a lot of options in terms of food, and it's much easier to find a can of beans, then find a deer. (and at least the can of beans doesn't try to run away from you..not yet anyway) Though, i'm sure if you watch survival shows, or are a hunter IRL (in real life) you know the functions a dead animal such as a bear can provide. A bear hide is large enough to provide you with an entire outfit of clothing. If the bear hide were to be tanned, It could be used to help create a makeshift shelter such as a tepee. Animal tendons in general can be used to create rope, and a bear can provide you with enough tendons to make a lot of rope. Finally, who wouldn't want a bear skin rug? You can see where I'm going with this and i'm sure you can add to the list. The idea is that animals would have more value and it would add a bit more realism. There are plenty of things i'm sure you would like to see the development team work on before advanced animals. I know..I know, vehicles, base building gotcha. More then likely, that will draw players into cities. I just don't want to see animals (the only reason to venture into the wild besides the occasional crashed helicopter) being put on the back burner. So, I thought I would post this thread and start up a discussion. Thank you for taking interest in this topic, and I can't wait to hear what you guys have to say! TL;DR Discuss below what advanced animal AI you would like to see, and what features could they provide?
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The sun starts to set and you hear a distance roar. It's too muffled and distance for you to make out what it is, so you think nothing of it. The night is approaching fast, and the cities are far too dangerous to enter at night. You are alone, and the small shelter you had constructed the night previous is miles away. You have to find shelter quick, the nights have been growing colder as of late. You could die of hypothermia in a matter of an hour if you are not careful. You spot a small shed silhouetted at the top of a nearby hill. Only barely visible at this point because of the setting sun. You rush up the hill in fear of losing track of it. You notice your breath start to grow shallow as smaller and smaller puffs of white smoke leave your mouth. There it is again, that distant sound you had neglected just a moment earlier is now a loud echoing howl that stops you dead in your tracks. The hair on the back of your neck rises as you hear small foliage snap directly behind you. Your feet remain planted in the ground, but you slowly turn your head to the side to glance over your shoulder. And there it is, with eyes as piercing as it's howl. A large wolf meets your gaze and starts to bare it's teeth and snarl as you remain frozen in place. Hello! My name is Dave and no there is no ending to that story, it's up to you to make up your own! In this thread I would like for us to be able to discuss everything involving the future of animals in DayZ. I will be creating a video to direct other folks who are also interested in joining in on the conversation. (because some people would rather watch a video) Ultimately, I would like to be able to take the best (most agreed upon) ideas and edit them into this post. I'll then contact the developers and hopefully we will see our ideas come to fruition! Please, try to be open to everyone's opinion, and don't be too critical if it conflicts with yours. Let's begin with what we already know about advanced animal AI. Brian Hicks has stated (http://www.reddit.com/r/dayz/comments/2garzy/news_from_the_twitch_stream/), we're still awhile away from anything substantial. This gives us time time to discuss what we want, in terms of specific animals and the role they could play in survival. It is my theory that giving players any outlet to release their aggression as a good thing. It's been said time and time again that players are driven to banditry or murder because there is no end game at this point in the development of DayZ Standalone. So why not implement a wide variety of animals? Give us more options in terms of hunting, trapping and fishing. I'm not trying to turn DayZ into Cabela's Big Game Hunter 2014. I personally just love hunting, and the role that I like to play in DayZ is that of a "woodsman". Foraging, scavenging, hunting and making a fire in the wilderness is when this game seems to be the most authentic. After so long it does grow monotonous. I can play for over 5 hours and not come across so much as an infected, let alone another person. (even on a fully populated server) Granted, I bring that upon myself by sticking to the most desolate areas of Chernarus, but that's how I enjoy playing. (weird I know, but stick with me here) Imagine If there were bears, wolves even mountain lions roaming throughout the countryside. Let's just say I wouldn't be able to run around freely with my guard down. It would add excitement, and interest in areas outside of major cities and towns. The developers show obvious interest in sending players west as it is. Adding classic spawns toward Elecktro and Cherno, even creating a new military base on the far western edge of the map. I love these tweaks and additions. It adds diversity, but most of the western half of the map is open fields and forest. Without animals, it seems to be an abundance of wasted space. You could argue that animals do not bring anything to the table. There's already a lot of options in terms of food, and it's much easier to find a can of beans, then find a deer. (and at least the can of beans doesn't try to run away from you..not yet anyway) Though, i'm sure if you watch survival shows, or are a hunter IRL (in real life) you know the functions a dead animal such as a bear can provide. A bear hide is large enough to provide you with an entire outfit of clothing. If the bear hide were to be tanned, It could be used to help create a makeshift shelter such as a tepee. Animal tendons in general can be used to create rope, and a bear can provide you with enough tendons to make a lot of rope. Finally, who wouldn't want a bear skin rug? You can see where I'm going with this and i'm sure you can add to the list. The idea is that animals would have more value and it would add a bit more realism. There are plenty of things i'm sure you would like to see the development team work on before advanced animals. I know..I know, vehicles, base building gotcha. More then likely, that will draw players into cities. I just don't want to see animals (the only reason to venture into the wild besides the occasional crashed helicopter) being put on the back burner. So, I thought I would post this thread and start up a discussion. Thank you for taking interest in this topic, and I can't wait to hear what you guys have to say! TL;DR Discuss below what advanced animal AI you would like to see, and what features could they provide? <snip for moment> (Above is the video I made giving you an idea of what Animals such as bears and dogs could look like. Neither are confirmed, all footage was captured from Arma 3)
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Probably because there's zero reason, necessity for, or advantage (outside of being better able to kill folk) to group/grouping up as it stands now. There's no need for a "two heads are better than one" approach to survival, because the current survival mechanics are either wholly inconsequential (i.e. food, water, weather, etc.) or can be accomplished just as easily by one player (i.e. hunting, gathering, etc.) The only thing that might be more advantageous in DayZ with a group, other than killing folk, is just gathering things. But then again, I don't really need another player to enhance my ability to gather the constantly spawning pristine cans of beans all over the place. Simply making things like weapons rare won't automatically make people stop, or even impede, people KOSing. This is something that I always see. You have to give people reason to group up, reason to care about their characters, reason to cull the use of resources, and reason to invest themselves in DayZ. Simply removing weapons doesn't do it, and makes the game boring (in my opinion) as a consequence. However, once there are mechanics in place (which are then made significant) which provide for an increased focus on surviving, control of territory, and resource investment (i.e. vehicles) then I foresee much more frequent spontaneous group play. But, I think that you could also make the case that DayZ's group play is becoming far... far... far... more insular nowadays. Partially as a result of the pervasive and unchecked use of things like TS (an extra-game communication method, therein removing a significant measure of interaction from the game). Partially as a result of lingering mechanics which have not yet been made robust, due to the fact that we're playing an alpha. Oh, and partially (mostly) owing to the fact that the number of servers seemingly outnumbers the number of players at any given time. So a player can have an entire server all by his/her lonesome.
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Come check us out... Looking for some new players, no donations required, free give aways, events and fair rules! All new users get a free vehicle and large donator box from the admin. Terminus Gaming |TG| Admins: [uSA] AaiRez The Ocelot Your Mom Tyler [EU] Bluefire [Canada] Max LastPlace TeamSpeak 3: Terminus Gaming |TG| 8.6.2.2:9156 ArmA2 - Overpoch Taviana: Terminus Gaming - Overpoch Tavi | GoldCoins/Banks | (1.0.5.1/125548) 192.223.25.127:2440 Website: www.terminus.pw ArmA2 - Overpoch Taviana: Mods: - PVP and PVE - Self Bloodbag - Flip Vehicle - Custom Loadout - DZAI - WAI Missions - Rearm/Refuel/Repair - Snap Building Pro - 1 Step Fast Building - Plot Protection - Fast Trading - Base Jump - Trader Safe Zones - Car and Heli Lift/Tow - No Weight Limit - Deploy Bike - Take Clothes - Suicide - Coin system/banks - Weed zones and missions Server Rules: - The server is PVP and PVE, this means there are roaming AI and real players! The game is played like any other PVE server, but with the addition of a PVP element. That being said, you can have groups to band together to survive Taviana, or every man for himself, it's up to you. - If your base is not locked and your vehicles are not locked, or, they have been harvested from the map, be warned anyone can steal them! - No unfair gameplay. - No Ramming cars in trader. - No shoreline camping. - No poaching for help then murdering the player or team. - If you have been given a new player starter kit you can not ask for another unless there was a server glitch. - For every new player you get to the server, please notify the admins so that you can be rewarded with the folowing items: 1 large donator box and 6 cases of gold.
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That could work, and be very awesome. Imagine having a "mechanic" skill, and being able to repair vehicles, or "surgery" skills. It would add value to our characters.
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Bloodline About Us We are a basic clan/group,We play Day-Z Epoch a lot.Which is based off of our Clan/Group,We do have fun times most of the time,But when doing something for the clan or server,We take it serious.We also are a Military based clan,Some ranks are removed for a easier approach for people who don't know the rankings,And much easier to understand. Clan-Missions Our Clan has missions that we do based off and on our current epoch server.We are well armed and battle ready for anything thrown at us. Clan VS Group Mission Might be a group overpowering our server,We'll take care of them. And More Ranks and Jobs Ranks Private - A Basic Clan Member. Corporal - A Higher Ranked Clan Member. Sergeant - A Higher Ranked Clan Member,Has a higher power of say over Privates and Corporals. Captain - A High Ranked Clan Member,A Higher power than Sergeants,Corporals and Privates,Is a assistant of Majors. Major - A High Ranked Clan Member,A Higher power than Captains,Sergeants,Corporals and Privates,They are allowed in meetings with Colonels and Generals.Is a assistant to Colonels. Colonel - A Very High Ranked Clan Member,A Much Higher power than Majors,Captains,Sergeants,Corporals and Privates. General - The Highest you can go into the clan,Has the highest power over all ranks. Jobs Basic Infantry - Basic Soldier Uses Assault Rifles Heavy MG - Heavy Gunner Uses Heavy Machine Guns Sniper - Sniper That Uses Basic Sniper Rifles Elite Sniper - High Deadly Cobra Sniper Using High Powered Sniper Rifles Medic - Carries Medical Needs Always Carries Basic Rifle Engineer - Keeps up making sure all vehicles are nice and cleaned up Carries basic rifle Pilot - Pilots Clan Members and allies to any area designated Carries Basic Rifle Looter - Loots up towns for food and items.Carries Basic Rifle Chef - Keeps clan updated on how much food we have.Carries Basic Rifle R.A.P.E. SQAUD Member - Elite Soldiers that are to be needed with Infantry,Always take lead,Never leaves a enemy alive,All weapons allowed Security - Watches base while no one is at base, Recruiting Officer - A Officer Ranked By General Or Higher To Recruit Players To Clan Members Commanding Officer - A Commander Of Certain Squads Commander - Basic Commander that keeps clan up to shape, Must be ranked by General Of The Army.Weapon choosen by himself/herself Council Member - A Member Of The Council That Agrees On Ideas Or Rules In The Clan,Basically A Adminstrative Part Of The Clan.Also Made To Stop People Complaining Of Who's The Leader Of The Clan And All Of That Stuff.We don't want a "dictator" so we have a "democracy" you could say Website http://bloodline-dayzclan.enjin.com/ Come into are Teamspeak samarium.typefrag.com:6420 Find Me On Steam : Zylon180 Skype : Zippy-Dayz1134