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Showing results for 'Vehicles'.
Found 41868 results
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Can Nothing be done about MetaGaming in Dayz?
hefeweizen replied to yorkmorgan's topic in General Discussion
Sorry man, but it wasn't really a definite answer as to why it shouldn't be talked about as a possibility. Sure, issues can/would definitely arise server side and from a QA perspective it might be a nightmare. But QA guys always say everything is a nightmare and won't work. Then the engineers do it anyway and QA guys have to make it work. Circle of life. Something more substantial as far as why it definitely couldn't be done, after bandwidth is optimized and the servers aren't so stressed, after loot spawns, after zombie/animal numbers go up to release levels, after all the sweet a** survival mechanics are working properly, after vehicles and base building are nearing completion. After all that, and assuming the bandwidth found to support everyone having their mic on constantly, (which I would hope would be possible, as everyone using their mics at the same time crashing a server would be a pretty terrible bug) what would be the negative effect on the game play be? I haven't really heard an compelling answer to why it would be a negative thing, just how people would go out of their way to get around it or how it would be a chore to implement. Both of which don't seem to out way the net benefit of such a change. -
Yeah I could imagine finding a parachute spawn rarely in the hangars and maybe sometimes in aircraft themselves. As said, loads of potential uses (rain-catcher) so they'd be a great item to get even now, before we get vehicles. I like the idea of this but why not just look for parachutes for everyone who's going to fly before you go? It just seems a little bit pointless if in order to get the upgrade you'd probably need to find a whole load of chutes and well... yeah :p
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What stage of post apocalypse is dayz at
IkaikaKekai replied to ld-airgrafix's topic in General Discussion
You make the point, but in Cuba, until recently (like last month) it was illegal to purchase a new car, so those fortunate enough to have cars would take good care of them. As far as I know the Civil war did not happen in the DayZ universe, but I may have misread that, they could be explained by rioting or the chaos that happened during the outbreak (Some of the Humvees look like they got hit by an IED). People do stupid shit when ROL goes out the window (Like steal TVs during a power out). As for not using newer 'intact' models, people would be wonder why we don't have working vehicles, you see a burned out husk of a car with a large cavity where the engine used to be and you know 'Shit, I'm not gonna drive that thing...'. Now if you see an otherwise intact car that's just a static model, you'll be wondering 'wtf, damn devs why can't I drive that thing?! Assholes!' As for the streetlights being on, it's been said they're not suppose to be on at all, though they could be explained with the old 'battery backup and solar panel' argument I just go on the assumption they're not suppose to be on and ignore them. Much as I hate to say it...yeah...shit will change on the whims of the Devs. -
Harry's Community ========================================================================================================= SERVER IP:144.76.4.149:5302 TS IP:216.127.64.88:8399 Starting Package: You must be a group of at least 4 to get a safe with building materials, to get it contact an admin on the website or ingame. No Overburden!! You DO NOT need a stupid plot pole!! But YOU CAN still stop people from building in/around your base by placing one and maintain it through the pole as you normally would.Maintenance is still down to the players on whether to remove or keep this option! New added buildings added to the map like FORTKNOXX, Tikhaya city more barracks and hangers added to the airfields! Traders now have extra vehicles and weapons like the M107 with ammo!, TANKS! and CHAINSAWS! Admins: harrychips nemexis chrismarshall Mods: [MT/SFH]Nate17211 mr diggy bacon eater BASE RULES: No Damaging vehicles in bases, Locked vehicles within 30 meters of the base. (unless in combat, and firefight is taking place and vehicles are in line of fire) No Kamikazing Bases No Satcheling Bases No Glitching No building on high loot spawns (castle don't count) TRADER CITY RULES: No combat with in 100m of trader city No stealing, damaging vehicles in trader city No building within 100m of trader city No camping within 100m of trader city Other Rules: No Spam on Side Chat No Combat Logging No hacking/Glitching or Exploits Scripts:Safezonesdebug monitorAuto refuelAi Side missionsHeli liftingHalo jump Car towingflip vehicleand more comming soon! Server Hosted: Germany Website: www.hccommunity.enjin.com Support:If you lose the key for your vehicle with evidence a admin can generate a key for you. How ever if you don't own the vehicle you could be banned or kicked.
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Yes, so instead of aiming down sights causing the whole screen to zoom it will just bring up the optics and display picture on picture like the rear cam or gunner cam in Arma 3 vehicles. Doesn't really need to be 3d also, could just be an out of focus 2D overlay with the picture in picture sight giving the 3D appearance(though I don't think it is possible with the weapon/attachment system)
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PMC: HD SUV's HD for all M8 type guns HD Contractors (aka Default Survivor, Hero, Dicky, Asano, Tanny, etc) HD KA-60 Helicopter Other HD Things PMC Singleplayer and Multiplayer campaign BAF: HD BAF soldiers (aka "Rocket Skin" as Officer and "Soldier Skin" as BAF Soldier) HD BAF Vehicles (Like the military offroads) HD BAF helicopters (CH-47 maybe?) HD Weapons (L85A5, etc) Other HD Things BAF Singleplayer and Multiplayer campaign These two DLC's are great, especially if you play wasteland or domination in ArmA2 Multiplayer.
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Can Nothing be done about MetaGaming in Dayz?
Katana67 replied to yorkmorgan's topic in General Discussion
Yes, this is why it's a good idea in my opinion. Just making a chance that someone will overhear someone blabbing to their clan across the map on TS is immensely helpful. It doesn't have to be fool-proof, and I doubt many people would go through the trouble of using multiple mics. I would think that the detrimental effects placed upon in-game mechanics (like walkie talkies, direct chat, group play, etc.) by third-party comms programs would be concerning to say the least from a developmental perspective. There's certainly something to be said about third party comms programs. But in my opinion, they render the aforementioned mechanics utterly useless/consequence-less, cheapen other mechanics (like vehicles, storage, and loot) and artificially limit what you all can implement. Why put in walkie talkies when the majority of folks use consequence-free TS? Why care about your life when you can arrange a pickup instantly with your clan across the map? The only negative I've ever seen raised is that "I don't want people overhearing me." Which is sort of the point... If you don't want to be heard in DayZ, mute your mic... or be quiet. Game mechanics shouldn't be catered to the off chance that the player is a loud imbecile. Other than that, I don't think people would mind "always on" direct chat. -
What stage of post apocalypse is dayz at
Etherimp replied to ld-airgrafix's topic in General Discussion
"DayZ" stands for "Day Zero"... but not Day Zero of the infection, just "Day Zero" of your survival in the apocalypse. This is taken from the mod.. When you first spawn in, text types up on the bottom of your screen that says "Day 0".. Next day you log in, "Day 1", etc.. As far as how long after the initial outbreak.. It's probably a month or two. The military has all either extracted or died. All civilians (aside from survivors) are dead. "Survivors" are people who have washed up on shore after a ship/helicopter/plane wreck. As far as why vehicles are rusted/busted up.. This is a coastal city. Salt-water does horrible things to vehicles and it doesn't take too incredibly long, especially if they sit in one place without shelter or maintenance. Aside from that, who's to say the rusting didn't start before the infection/outbreak? Chernarus is not a particularly wealthy area. -
What stage of post apocalypse is dayz at
IkaikaKekai replied to ld-airgrafix's topic in General Discussion
The rusted cars could be explained as simply poor maintenance of old vehicles (Cold War Era) in a coastal area (salt spray helps to speed up rust) that's also a poor country. And of course there's always the 'placeholder' argument, that they had rusty burned out car models left over from Arma2 and simply reused them till the artists get done with the more important (or easier to do) things. I would personally guess that we are no more than a year past 'Z Day' so to speak, and no earlier than a week after Z Day, with Z day being the day that all humans who are not immune are either dead or infected. Yes that's kinda ambiguous but so be it. I'm sure we'll know more as the lore itself is fleshed out and added to the game. Then again, 'It's Your Story', if thinking the infected are Walking Dead helps you cope with the apocalypse and all the things you've had to do to survive so be it. -
Impression of Standalone (from a DayZ Mod Veteran)
chrismgtis (DayZ) posted a topic in New Player Discussion
The question has been asked (it's even a sticky) "Is the game worth purchasing"? The game is absolutely not worth buying yet. Especially if you have access DayZ Mod already by owning Arma 2. Keep in my mind that a lot of my gripe with this "alpha" is that I know without a doubt that very little progress will be made. We're about 2 years in since Dayz Mod became a success and SA is a major step backwards. I could accept progress in the future and expecting changes to be made, for the game to be moved into a beta stage and later on, better things toward "completion". But that will not ever be the case. We know the development team, who is now changing and the progress they have (not) made and now it's being handed over to another team who I have absolutely no faith in either. We were told that this was a standalone version and would have lots of improvements and it was hyped up to be this great thing. It's not. What they essentially did was include the necessary Arma 2 assets to make the game playable as standalone and then removed 90% of the features and content that were available in DayZ Mod by either removing them entirely or turning them off. That includes things like vehicles, loot spawns which are down to about 5% available locations from DayZ Mod, etc. Sure, it's "alpha" but that label is an excuse and there just is not a legitimate reason for removing so much "content" (meaning what we had in DayZ Mod). Make no mistake, BA was aware that they would make money on this (twice!) and that's why it is in our hands and I believe it was misrepresented. Every bug and issue inherent with the Arma 2 engine remains present, including some new ones. We were made to believe that standalone would be this great new engine where all these issues wouldn't be a problem anymore. Just hours ago I was thrown off the edge of a building with my hands off the keyboard by the "running inertia" bug that forces you to continue running sometimes. That includes the insurmountable performance issues with the engine even with many high end systems (that we all know plague so many people in the Arma engines), bugs like zombies walking through walls and under the floor. Now there are new issues where for example you can't run fast enough with any item in your hand to get away from a zombie. So if you run out of ammo you're in big trouble, because you won't be able to run fast enough unless you have time to put away the item first. Basically you just farm about 2 locations in the game and then you have absolutely nothing to do, other than camp those areas and kill other players. Absolutely nothing to do. SA has been absolutely stripped down to bare bones. The current loot system expects you to basically farm on 20 servers for hours, skipping around until you actually find a weapon and ammo that works with it. Ok, yes, it's alpha, but again, it's an excuse and the current system encourages ridiculous meta. That may be what you assume to be expected of an "alpha", but in my opinion and MANY others, the standalone was nothing more than a cash grab scam. A way to get people to give BA more money (a second time) and to attract "new players" with promises and hype when very very little work has actually been done whatsoever in this alpha standalone to date. You are welcome to label standalone as an alpha because as per the claim this is where the real work would start in making the game what it was desired for it to be, but not for any technical reasons. That won't fly, because as I said, what they essentially did is simply include the necessary Arma assets to make the game playable without owning Arma 2. Regardless of what they tell you it wasn't much more difficult than that to make it work. At least very little additional work was necessary. Now Dean is leaving and from what I hear development is being handed off to some team that no one has ever heard of. Dean leaving can only be a good thing though. I don't want to talk down about the guy, because the original idea was a good one and he made DayZ Mod happen, but nothing fruitful has happened with it (DayZ Mod) in an extremely long time. Almost no work has been done all the way up to now in the standalone and that is with the support of BA and additional team members supposedly working. Though how additional people assisting can manage to do so little work, so slow, with so little progress in the time they've had is beyond me. Ask yourself if you played DayZ Mod, "What has actually happened that any of us can consider a move forward"? Nothing. Nothing at all. Very little progress whatsoever in almost 2 years. Honestly I knew to expect very little, but I didn't expect the game to be stripped down to about 5% of what it once was with the excuse "It's alpha". Others may be that gullible, but I'm not buying the excuse. -
There is simply no consistency from the devs side. On one hand fresh fruits on the other only totally rusted vehicles...
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Like others have said before, this looks good. Throw it on over your clothes. In addition, it's a shelter. Plus, one could craft (read: sew together) a bunch of them and make some sort of cover for vehicles when they get here:
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Carrying two primary Weapons without having one everytime in the hands
Bubbled Luff replied to Colle's topic in General Discussion
I realise that's sarcasm, but it's not entirely crazy though... car tyres, engines whatever you need for vehicles, you should need some kind of tote truck to drag them wherever you require. Would certainly add complexity to getting said vehicles up and running if you aren't just able to bang parts in the old backpack. -
If you could change one thing about SA right now....
wud replied to DMack's topic in General Discussion
- zombiepathfinding - persistent stash - vehicles INCLUDING Helis - basebuilding - coldness +rare food - bugfixing /edit i just got that the op said only ONE thing !11!!111!1 so then i´d stick with more content -
Went Back To The Mod Last Night - The Little Things
Scott61 replied to Katana67's topic in General Discussion
I played the Mod a bit a few weeks ago,was fun running around in vehicles roasting here,roasting there all on free gas too :lol: -
Spawns On The East, Bet Everyone Thought It Was Stupid...
aphex187 replied to jacobahalls's topic in General Discussion
What this guy said! The game will change once vehicles are back in, the option to make camps and being able to store items/gear etc, this in turn will bring a bit of PVP in more random areas but also give players the option of hunting out more gear etc. More zombies, the fear of dying because you need that medical equipment in Cherno but are put off by the sheer amount of z's strolling about could force people into finding other areas to heal at. Random spawning could work, Breaking Point did this well. Wasteland type missions. And the problem with the Valleys/Sol spawns was because of the deathmatch that was Balota i thought? I shouldn't try and think with a hangover lol! -
ZeroSurvival.net | No Starting Loadouts or Donor Crap | Basebuilding | Vanilla DayzMod Chernarus | Rare Vehicles | Rare Loot | Free Hat
seaweeduk replied to seaweeduk's topic in Mod Servers & Private Hives
14/04/2014 Added 4 New BEC Commands - Thanks to some assistance from the BEC devs I've written my own plugin that allows you to trigger a global message on the server. The following commands are now supported in chat: !crybaby - Display a message warning a player who is being a cry baby about pvp !basebuilding - Displays a link to the basebuilding guide !rules - Displays a link to the rules page !vehicles - Displays a message showing the maximum number of vehicles that can spawn Please don't spam the commands, but definitely use them to help new players understand how the server works. I would like to see !crybaby being used especially when people start getting their knickers in a twist over getting killed. I believe you can also send the message only to the player in question by doing !crybaby Eberteby for example. -
I think that Chernarus+ is way too little to need an always accessible map. Chernarus+ is a very little map and very easy to run around. After 10+ hours of gameplay you should always know your way around the entire zone, as there's even roadsigns. Imagine if the RV engine could use the Just Cause 2 map and we all would have to walk around that map untill we got badly implemented vehicles. Then I would agree with having an always accessible map.
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"I think it's ethically questionable to implement smoking in a video game, plus it takes away development time from more important feature such as: Vehicles, underground bases, path finding, cannibalism and necrophilia." Smoking weed maybe, but popping some amphetamines might increase your ability to run. But smoking a tabaco would be cool as long as it wasn't tied to a character enhancement
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Good Evening My Fellow Survivors, I am hear to talk about the "scare" factor in Dayz. This discussion will hopefully bring to light a missing piece of the puzzle for the Devs on our perfect zombie/survival game. I will break down the topic into a few sections for ease of reading. If you have more to added I will try and update the sections. Section 1 - Zombies A zombie game! The art of the zombies is good (imo). The animations have gotten better. But I am still not afraid of them. They are barely an annoyance. The fact that there is so few of them (even with respawning) it's almost a joke. I know this has been beaten to death, but we just need more of them, period. I know this will come in time, but it should be a priority. Think of the probable Chernarus population, several hundred thousand. Now think of the amount of zombies in game... Not a great video, but a horde of zombies like this would make ANYONE think twice about taking a shot at survivors. The goal shouldn't be making them harder, but increasing them. And this number should be the norm. Not some random horde walking around. This needs to happen in big cities all the time. Also give them the ability to crawl if shot in the leg, and break down doors. Update: Horde Crawling This seem to be heading in the direction I wanted to see. Also with the addition of new zombie A.I., new models, and navmesh. I am pleased and looking forward to further progress. Section 2 - Atmosphere This is something that just needs to happen. There needs to be things added to the game to give you the "post" - apocalyptic feel. The shit has already hit the fan, and the world needs to look that way. Car wrecks everywhere, houses with broken down doors, and blood EVERYWHERE. I mean ffs, a couple hundred thousand people were either massacred, or turned into zombies. Were's the carnage? I had hoped as they added towns they would be adding to the atmosphere, but still to many "clean" areas imo. The plane crash in Cherno good start. The burnt vehicles are few and far between. Find a way to reduce their poly counts and start throwing them in everywhere. Great idea regarding moving the Hide Body option located Here. Would add to the immersion due to added dead bodies... Update: This is still my major area of worry. There has been improvements. I am leaving out some of my own screenshots to show some pretty neat additions to the atmosphere. One particularly awesome one, but I would hate to ruin it for another survivor (made me jump). In the Status Report for 22 of April, they did talk about roadblock additions. Looking forward to the renders, and a much needed inclusion. Audio: Awesome write up of how in-game sounds should work. Would do much to add to the atmosphere. (Credits to Star Thornberry) Update: So audio. Lets face it. It has sucked up to this point. Pop can sounds, random zombie sounds, ect. BUT REJOICE! New audio engine is incoming, also doors opening is pretty creepy. ;) Will need to hold off true thoughts until audio engine is upgraded, which is happening. Section 3 - Dynamic Objects Give some objects a chance to scare us. Have a backup generator kick on once in a blue moon (could then trigger whatever is plugged in, and yes generators have auto start). Door move by itself from a breeze if left open (could have a lot of wind effected objects). Water pipes crack and break. Cars smolder and smoke. You could even have trapped zombies inside cars, or tall fenced yards that jump out if player gets too close. Also making the tower at green mountain screw with your radio would be an eerie touch. I would shit a brick if I was looting and heard this... Update: - ^ no word from any of this :( In conclusion, I love this game and will play it regardless of what they do. I just hope they do more to scare us, as all zombie movies, games, and books try to do. Please discuss and bring more spooky ideas to the table. Should they put focus into this? Or is it a low priority?
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Tits Ass and Guns Epoch 1.0.5.1 Chernarus -SSD-DAILY ADMINS-NEW-DEDI BOX-COMER GIFT-GOLD/GEM-NO WEIGHT LIM-MILITARIZED-ADDED GUNS & VICS-4 HR RESTART
AG.Ndogg97 replied to AG.Ndogg97's topic in Mod Servers & Private Hives
Huge update for our server coming soon. revamped prices, loads of new guns, vehicles, trader items, and new map locations. -
Ideas on Toolkit (We gonna need tools to fix our vehicles right?)
Lizardo posted a topic in General Discussion
Hey there ! When at some point we get vehicles into the game they most likely will not be spawning in a very good condition. Very likely we need to fix them and find new parts in order to get them running - I was thinking that it would be cool to have a toolbox where you could put all your tools in (like you have your medkit). I'm sure some of my mates would assume the role of the teams 'Mechanic' stacking up on various tool making sure they could fix every vehicle in the game. Would also be cool to kill someone with a fully kitted toolbox and be like: "F**k ye! now i can go fix my helicopter!" What say you guys? :thumbsup: or :facepalm: -
I think as long as its harder to maintain the gun overall i could see it be one of the more balanced guns. It would take TONES of maintenance to make sure the belt feed and everything is in working order. Lets say the since its such a good end game weapon you actually NEED to hunt for parts like with vehicles to put it together. That way every one cant have easy access to them on the servers.
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The Public Hive- Am I the only person who likes it?
Ubernaut replied to hannibaldaplaya's topic in General Discussion
OP, I agree with a lot of the points you made. Private hives do have their advantages. I think the single biggest disadvantage of Public hives would have to be what I think is called "ghosting", where players are able to travel to any point, switch servers, and automatically be at the same point they left on the other server. When tents, vehicles and barricading are implemented, this is going to be a huge drawback unless the devs disallow ghosting, and make you spawn on the coast if you switch servers. So I guess even some of the disadvantages of the Public Hive system are subject to change. Hard to say at this point. -
Server IP: 198.27.67.93:2302 Teamspeak: Craeton.com:9000 CGC is now running on our own dedicated host! CGC Survivalist's Paradise II: Factions is a DayZ Epoch server designed for long-term immersive gameplay with an economy that is intended to continually give players and clans new goals to strive for. Joining up with the Factions is strongly encouraged as it will add to the fun and sense of immersion, though it is not required. Read on to find out more about the gaming experience we offer. Immersive Environment We have decided to make it even easier for conflict and battles to happen, while still maintaining a realistic server atmosphere that is not just another "death-match". Players don't have to but can join one of two Factions: Bandits or Heroes/Survivors. Survivor's/Heroes make camp at our custom build Survivor City at the far North East corner of the map above Hero Trader. The bandit population has also built their own massive mountain hideaway at Skalka, which is an area where Bandit-on-Bandit kill on sight is not permitted since we value honor among thieves. Due to the fact that bandits can work together and (to a point) trust each other the same way heroes do among themselves, it is now viable to have clans work together rather than just death-match. Features Completely Custom Map (Read below for a full description) Custom Mission System (Read below for a full description) Random AI Encounters Safe zones at Bash, Stary, Klen, Hero Trader, and both Wholesalers Locked vehicles take no damage when unoccupied Extra weapons and vehicles added to trader menus 30m Plot Poles have permanent Zombie Shield Custom Build Snapping allows toggle on/off Police Vehicle Sirens Towing and Helicopter Lift Self Suicide with 1 round in pistol Self Blood Bag Custom Antihack and BattlEye Filters Active Admins Misplaced vehicle GPS tracking Much more... Custom Map We are serious about immersion and having new places to find and explore. We have several megabytes worth of custom structures added including cities, roadblocks, barracks, castles, mansions, and secret areas. Because we don't want to spoil all the surprises, we won't list more than half of what we have done... Completely Redone: Balota Berezino Bash Grishino Kamenka Klen Northeast Airfield Northwest Airfield Stary Sobor Zelenogorsk Completely New: Unnamed Airfield Bridge to Skalisty Island Highway leading to the new Airfield Generating Station Several Castles Several Cities (Bandit City, Hero City, and More...) Custom Mission System After being disappointed with some of the more popular mission systems being run, we decided to customize our own. Our mission system offers missions of varying difficulty and runs up to four missions simultaneously depending on how many players are online. Missions are available in five different difficulty levels, 1 of 5 being the easiest and 5 of 5 being the hardest. Levels 1 through 3 are relatively easy to solo depending on your experience and gear. Due to this, the AI NPC bandits disappear on death so that it limits the value of the loot collected. There are still mission boxes full of loot, but we highly believe in risk versus reward. If you want a couple briefcases worth of loot, you'll need to do a level 4 or 5 mission. Level 4 missions are possible to do yourself if you are very well equipped, well skilled, and have a bit of luck. The AI is a challenge, and we recommend that most players not attempt to complete a level 4 mission without at least three players in their group. Level 5 missions are where things get fun. You can easily walk off with a few briefcases of loot and an armed vehicle from a level 5 mission, but you'll probably need a sizable platoon to do it with you. These missions were designed to be impossible to solo. If you'd like to take on Dumgard's Challenge to solo a level 5, we sure would love to watch! The fun doesn't stop there, either. We recently began adding in "rare" missions, which don't spawn in as often. These are even harder than level 5 missions, and include some really amazing loot such as Attack Helicopters, Gunships, Rare Weapons, and Jets. We don't mind plopping a shiny cookie jar out in the open. Just watch out for the insane AI that will probably blow off your hand before you even reach the jar though. CGC also boasts one of the only Epoch servers with admin hosted events. These events are immersive scenarios that involve admins posing as pivotal characters that need to be rescued or eliminated. The admin events have great rewards and are always very dynamic much more complex than any AI mission you will find. As always, we will be continually checking the Suggestions forum for ideas on how to improve. Check it out, and enjoy!