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Showing results for 'Vehicles'.
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[GG] Ghostz Gamerz Server | Website We run a overpoch server. With Most scripts and least lag. [GG] Server stands out from the crowd because of the number of awesome scripts we offer. And also good active admin staff and rules to make the server stable. Scripters work everyday to make the server better. We also offer free teamspeak for you to find other survivors of talk to your friends. We offer free channels for groups and clans. Server Addons and Content>>> Single Currency - Our server is ran off a gold coin system to insure safe and easy trade.Banks and ATMS - All around the map you can find ATMS to withdraw/deposite your gold for safe keeping.TOW&LIFT - Gives you the ability to tow and lift ANY vehicle in the game. As long as you have a certain vehicle.Debug Monitor - By pressing insert a debug monitor will display to give you accurate in-game stats of your character.Overwatch Conent - We have ALL overwatch content on the server. Nothing was left out. All guns, vehicles, and skins have been added in to both traders, and loot spawns.SafeZones - All traders and banks are protected by a safezone border that enables god, activats a zombie shield and slows all vehicles down to prevent accidents.Mission Systems - Not only do we have one mission system, we have TWO. One for AI and loot crates and the other for hidden treasures, airdrops, and carepackages.Snap Building - This will let you snap building objects at angles giving you an edge on base building.Deploy Menu - Our scroll menu isn't clutterd up with custom selections. You right click the item with custom actions. Such as a bloodbag, or toolbox for deploying a bike.24/7 Day - Bright and Sunny all day.No Rain or Fog - Because we care about our players FPS.Refuel/Repair - All gas stations have refuling and reparing stations at them.Adjustable Distance - We give you the ability to set your view distance how ever you would like.Antihack - Our antihack consist of inifstar and custom developed protection by DTG.Mo' Map Features - We have custom map features and bases on our server to add more places to PVP and loot.JSRS - Our server supports JSRS.One Step Bulding - No more waiting around to build objects, do it at a click of a mouse.Suicide - For when you don't feel like walking or cycling. Joining Our Server: Some players can not see our server through Dayz Commander. If you cant see it then just add this IP: 69.64.34.160:27016 to Dayz Launcher. You can also still join it in Dayz Commander if you put it in your favorites. Even if the server isn't showing information. If you join it it will still take you to the load in menu.
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The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
Griz2 replied to d.walker43's topic in Suggestions
Lawnmower is the most OP vehicle. The reason being is that nobody could stop laughing long enough to shoot someone on a lawn mower. Also the perfect anti-zombie vehicle, for obvious reasons. I'd also like to suggest (if it hasn't been already) the classic windowless van. The terror factor of this vehicle means nobody wants anything to do with it. The option to spray paint vehicles goes well with this. Think FREE CANDY in big, red, drippy letters on the side. -
Hello lovers of dayz mod game! i want to represent the dayz overpoch server of Halv! About server: This is the best server ever on which i played, theres alot of interesting things, new missions, indestructable bases, call airdrops with hotwire kit, awesome traders, random trader of armed vehicles, AI - NPC BASEs with extra loot, armed planes, vehicles and helies like mi24, ka60, ka52, Su25, su 34, a10, warrior, bradly, lav, stryker, btr 40, 60, 90 Hq sn AL etc. The problem is server lost his population because of summertime and we need more player or server will be close for ever ! :((( Please try it and if you like it enjoy it if not leave but i don't think you will leave it cause its awesome and has alot of cool things!!! IP of servers Epoch Cherno:109.236.83.103:2402Overpoch NAPF:46.165.248.230:2602 Launcher parameters: -mod=@DayZOverwatch;@DayZ_Epoch; I swear - you will not regret!!!
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Hey there, fellow survivors, a few friends and I have recently rented our own server. Right now there's about a handful of us who play on this server a regular basis, with a few stragglers here and there, but we are looking to increase the population right away! REASONS TO JOIN OUR COMMUNITY: -While there's only a handful of us right now, we're active. You can almost always find at least one or two of us on throughout the day or night, depending on our schedules. -We have a Radicall server available with plenty of room for players. Think we need another channel added? Let any of us know! We are also working on getting a Teamspeak server for those of you who love Teamspeak! -We don't believe in abusing admin power. We're just regular players that were tired of the BS. We won't push you around with server powers, even if you try to kill us in game, we are fair and dont intend to kick anyone for no reason. -Hackers unfortunately come and go on servers from time to time. They haven't been an issue for us yet, but you may rest easy knowing that if something happens, we may reroll the server to avoid you losing anything you've worked for. -We also have plenty of vehicles, So don't worry about being able to find a car! -We have 10+ Helicopter spawns throughout this map, so take to the skies, friends! -We encourage friendly, helpful players, but we all know some just love pvp, and we have no problem with that, Let's have some fun PVP'ing! -Your starting gear includes 2x Bandages, 1x Handgun w/ 1x Ammo Clip -Server Resets are set for every 12 Hours -24 hours a day sunlight -You get to become apart of a community, not just a server SERVER NAME Blood Red Gaming-DayZChernarus-(1.7.5.1/101480)[VETERAN]Private-(Tons of Vehicles)(Custom Loadout)3Per:ON(Active Admins)(24-7 Daylight) Map: Chernarus Server IP: 206.190.132.4 Server Port: 3272 Hive: Private Thank you, to anyone who helps us get started and populated! I'm looking forward to meeting some new people!
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There are few reasons to cooperate right now and most of them are early/mid game - now loot abundancy and server hopping can cut those short in no time (with the recent changes early game is more important though): Socializing - Having someone to talk to and some company might help with the low-action parts of the game and even net you some useful information. Safety - A greater group reduces your chances of getting killed. Groups are stronger, can use more diverse tactics (try to flank when alone) and in the end more people around you simply reduce the chances of that sniper shooting exactly you. Help - Sometimes things happen to you. For example the game might decide you would look much better with broken legs. Having people around to protect you from further harm and help solving the issue can be of great importance. Passing out from blood loss means death for a lone wolf but with the right help you can survive it easily. Tool Usage - Being able to share tools reduces the need for inventory space leaving more for other items and might also allow for backup tools if needed. Supply Storage - More players more storage - combined with tool sharing you can carry a much greater amount of supplies to be ready if needed - especially true for medical items. Manpower - You can fullfill tasks much faster than single players. A group of players can loot through places at a much higher rate, can gather different resources much faster and can cover a greater search area.Now in the current state of the game the last three quickly lose their impact as you get geared. The current inventory makes it possible to carry most of the important tools by yourself and still get enough supplies (especially as you can easily raid towns and villages for additional tools and supplies). The weather system is pretty one-dimensional at the moment - you only need to prepare for getting cold - so there is not much need to carry additional clothes. And finally there is not much you could not achieve on your own - maybe this will change once vehicles are introduced but currently lone wolves do not miss out on anything - it just takes a little longer sometimes. On the other side teaming up has some disadvantages as well: Rivalry - More people in your team means less loot for every single one. You might share tools and distribute work but you still need to feed and dress everyone. Also if you find a rare item there are good chances you won't be the one getting it.Paranoia - Even without rivalry you cannot be sure about other players intentions. Are they really friends or do they want to lure you into an ambush? Or are they just psychos waiting for the right moment to murder you without reason? Or maybe they are just bumbling fools whose actions might endanger you?First Contact - Thats probably the biggest one. In order to cooperate with someone you need to get into contact first. Not hard if you play with offgame friends but inside the game its risky. As you approach them others might blow your brains out for various reasons. When meeting someone many players will assume he is hostile and often shoot first, never asking questions. Other are hostile and enjoy blowing trusting brains away.So there is a lot of risk involved to build a group out of strangers and the rewards while still noticable pale in comparison. The core issue is solo play being too easy and group play not providing enough reward to be worth the trouble (unless you got offgame friends you can trust). Though in the long run and especially with some of the planned features cooperation might be worth it. The social aspect can be improved by adding additional ways of communication (like being able to use spraypaint on walls or draw on paper, a megaphone etc.) and a more items for roleplaying. This might go from "joke items" over a greater variety of clothes/weapons/etc. to some items that offer unique possibilities even if they are not directly linked to survival. But I think in order to keep authenticity and atmosphere items should be realistically implemented. There is nothing wrong with adding a pink miniskirt - but it should come with the expected downsides: almost no protection against anything (but overheating) and no/very low storage space. The safety effect is related to weapon balance and rarity as well as meta-safety in terms of hack prevention. Specialized weaponry also plays a role as it allows for more diverse squadplay boosting the power of those weapons when used in a cooperative way rather than a single person. Another aspect is customization - both temporary (clothes, gear) and semi-permanent (hair, beard, tatoos) and permanent (face, body shape, name) - as it allows for player identification. In firefights it reduces the possibility for friendly fire while in social interactions it makes it easier to tell people apart. To help someone he actually has to be oin a situation where he needs help. If he can take care of everything by himself why should he need you? Key is to provide a harder environment with more hazards, more challenging zombies etc. and provide necessary options and applications for help. If there is always the possibility to stumble into a situation where some helping hand would greatly increase your chances of success there is more reason to keep this helping hand around. This gives players some kind of "common enemy" to fight. Combined with the safety aspect this also works in PvP. Knocked out by blood loss? Good thing your friend is here to bandage and give you an infusion! Here inventory, weight and stamina system play a vital role - if you can carry around all the tools without any ill effect why shouldn't you carry around all the tools? On the other side if there were any downsides multiple players could either split the tools to be lighter or use one for package and have the others enjoy low weight. Also having one tool (and maybe a backup tool) for the whole group also frees up space for other items as well. Another aspect is tool rarity and maintenance. Lone players would probably have lower chances to benefit from rare tools and they would also have a harder time maintaining them. On the other side tools should be resilient enough to provide enough utility for a whole group while still degrading fast enough to care about maintaining them. Here it might be best to have them quite rare but robust and tools/resources for repair being equally hard to find. A good example: Making the sewing kit less common but also allowing a lot more uses while requiring some other clothes (or rags) as material would boost its cooperative usefulness. This one really relates to loot rarity and usability. Why carry a lot of supplies if you can find tons of them everywhere? Why carry different types of clothes if the weather always calls for the same best setup? Why carry medical supplies if its easy to avoid sickness? So to improve this point supplies should be harder to find in general and there should be more uses for them so carrying them with you actually has another effect than not needing to run to the nearest town or blocking inventory space. Here is the place for all those "end game" suggestions. Providing cooperative goals to work towards with the help of other players would cause some to band together to accomplish something. Be it building a base or getting a vehicle, collecting all kinds of different weapons or working towards very rare equipment. There should not be quests in this sense but gamplay elements that would be exceedingly hard or even impossible to access for single players (maybe because of the time effort or competition from groups or simply because you need multiple "operators") and thus require some coordinated effort. Working persistence is the main foundation of all those things.Now all those points are interconnected as they influence each other. In most cases improving one also helps the others. The essence is that a overall harder game with a wide array of interaction possibilities and good rewards for cooperation would improve the social part. BUT it should not be overdone on the very basic level - the game should be hard but not impossible if you are a lone freshspawn (which should be considered the default starting situation). Though it might be somewhat luck-based if you cannot find crucial items - thats okay. Advanced gameplay elements on the other side may require teamwork or at least greatly benefit from it. TL;DR: Holy shit - this post is long. In short: To increase social interactions make the game harder and increase the reward for teaming up.
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ZedCraftersOverPochNAPF! (FREE STARTER KIT!) |SELF-BB|AI MISSIONS|TOW/LIFT|SNAP|AND MORE!
YourRazii posted a topic in Mod Servers & Private Hives
-Tons of features! -We are a NEW server! -GREAT ADMINS! -STARTING KIT! -Lots of vehicles! We hope you enjoy our server! IP: 178.33.135.114:27316 Launch codes: -mod=@lingor;@DayzOverwatch;@DayZ_Epoch; COME AND JOIN US TODAY! WE HAVE CHANGED TO LINGOR! same ip! http://zedcrafters.enjin.com -
AvernusDayz NAPF Overpoch (New Server)
Pestis replied to Pestis's topic in Mod Servers & Private Hives
Hello Ladies and Gents, Just making a quick post to advertise the Avernus DayZ Overpoch Tavi Server. 81.19.211.120:15102 Our server is a predominantly PvE server with multiple mission systems and AI interfaces running, though PvP isnt strightly forbidden, those that choose to play the bandit role will find that they become targets for open bounties on the server. Our server has been running for a couple of months now and has a small regular user base along with a number of less regular people that pop in once or twice a week. We are a regularly administered server with staff will to aid survivors in getting on their feet after spawning in for the first time and happy to lend assistance when people are caught up in a tight spot. We are planning to start a new schedule of events, beginning with one a month and increasing should interest warrant, in which players will have the opportunity to capture and take over admin bases for themselves, chances of taking control of rare vehicles that cant normally be bought and the likelihood of good old briefcases of gold at different levels for participating up to being the most heroic/deadly during the event. We are running a number of mods to our server build which we vary from time to time depending on what our user bases uses and enjoys along with what most provides immersion to the end of the world scenario without causing massive amounts of lag and latency issues. At present we are running: DZMS WickedAI Ikea/Military/Treasure spawns Sarge AI DZAI Hot Spot Encampments Deploy Bike Snap Build Pro Skin Recovery from dead Self Bloodbag Lift/Tow system Along with standard set features such as 100m plot poles, indestructible cinder/metal 250+ vehicles on the map, we are also starting our monthly feature "The Purge" in which for 12 hours on one day per month our PvE server allows full on, no holds barred PvP with special vehicles and weapons being dotted around the map to make things more interesting.. we welcome all comers be they Hero or Bandit that are mature and willing to follow the rules of the server and as our user base increases we will be looking to regulars to take on moderation roles as a reward for their activity. Well, we look forward to seeing some of you around. As mentioned above our Server IP address is 81.19.211.120 and port number is 15102 or alternatively we are easy to dins using DayZCommander or DayZLauncher by typing Avernus into the search filter. -
Hi there ladies and gents. AvernusDayZ have just started up a new Overpoch NAPF server based in Europe. We are a group of mature players looking for other to join in on our PvP, PvE fun and a regularly administered server. Just as a note, we dont currently show on DayZCommander, but the server can still be joined by inputting the IP address manually. We are searchable on DayZLauncher. we've now fixed the issue that was preventing us from appearing on DayZCommander Our server has the following features: Snap build pro 100m plot poles Mission System Ikea Drops Random AI Patrols Skin Recoverable on Death Static AN2 spawns for respawn convenience Lift/Towing Self Bloodbag Remote Vehicle Unlock Deploy Bike 250+ Vehicles on the map with regular clean ups Great spawns in military locations 300 Item build limit with 100m plot pole Looking for new players to join our community. Base starter packs available for players that join the server prior to the end of August (shout at Pestis in side chat for help with this). As the server grows and a greater number of players get involved we will also be looking to responsible regulars for additional game moderator positions. More mods to be added soon Server details are: address - 81.19.211.120 port - 15102
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I am not a fan of skills and perks etc, there are a million games like that. I see where you are coming from but in the Mod the characters were able to fix vehicles, hotwire them, inject morphine, apply blood bags and fix up (and fly) Huey helicopters. Considering we are also immune from the zombie virus i think we are just all round Supermen/women.
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Eating and drinking system - Please, just give it up.
Mor (DayZ) replied to Ham_Sandwich27's topic in General Discussion
Of course, pretty much everyone will. With the exception of few who enjoy game like sim farm/truck where you get to realistically get to drive a tractor/truck for hours, or time filler games like farmvile (i'd rather have a zombie chew on my balls) But then again you just trolling trying to get a rise. I doubt that such change will happen in vacuum, there will be more things todo in any given place e.g. better zombies/hunting/shelters, there will be more players on the servers, loot will be balanced, vehicles will be added etc... Like I said before basically its matter of balance. The current issues are almost certainly due to the game being still WIP and or the gave testing new mechanics in extreme conditions. However, I 100% support the sentiment in OP against excessive realism. -
Eating and drinking system - Please, just give it up.
grindstone50k replied to Ham_Sandwich27's topic in General Discussion
Yeah, eating and drinking isn't needed at all in the game. They should take it out. Also, zeds are really broken, so take those out, too. The weather system is totally broken. Remove it and the need to find clothes. Weapons are too hard to find. We should just spawn fully loaded with weapons. And since there are no vehicles, the map is too big. They need to make much smaller, like 100 m2. And it's too hard to find people. They should have a minimap that tracks everyone. And it's too hard to tell friendlies from bandits. There should be two teams. Also our kills should be tracked. And we should get rewards for every X number of kills, like helos come in and shoot people, or companion dogs that attack bandits automatically. And they should change the name to Modern Warfare 12. -
The Mega Trap Thread. There Are many suggestion threads all wanting different kinds of traps so I'm making this for everyone to post their ideas. I will update it as people add more suggestions. Please try to keep in mind the limitations of the engine, for example, I'm not sure digging a 5ft pit would be possible, but an implied 1ft pit with some sharp metal spikes covered in leaves may be. When set it would just be a pile of leaves, when used it could be a pile of bloody leaves with a spike showing through. I will split these traps into different categories, Human (lethal/non lethal, Animal and Vehicle. If a trap could be used against different targets it will be in all applicable. Blue = Experimental Green = added Human LethalWolf traps (player) A smaller version of the bear trap.Bear traps. (Player)Spike traps. (Player)Grenade, improvised firearm, Gas. (Tripwire/Door)Camping stove, bullets and empty can (Time)The Trapped Zombie Trap. (Player) A zombie trapped in a room released when a player opens/unlocks the door. CR - SausageKingofChicago--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Firearm Door Trap (Door) Door+Rope+Gun+Duct Tape. Mount the gun on surface and tie rope to a door. Shotguns and automatics are best but possible with any gun. CR - Survivor35//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////Non LethalFlare traps (Tripwire/Door)Alarm clocks (Tripwire/Door/Time).Line and Can traps (Player)Smoke grenade (Tripwire/Door)Flash Bang (Tripwire/Door)Chemlight (Tripwire/Door)CR - Survivor35 Animal Snares - http://www.dayztv.com/pic/dayz-0-50-caught-rabbit-snare-trap-craft-rope-wooden-stick/Bear TrapsWolf traps Vehicle Spike traps. Used to blow tyres on vehicles. If I took one of these ideas from another thread just say and I'll add you to the Credits. I just started adding them and I know some of them are from other threads (wolf trap, vehicle traps)
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IP: 198.24.186.100:2302 TS3 IP: tsks1.vilayer.com:10005www.phddayz.enjin.com DayZ Launcher is the easiest way to join. Just click to join the server and any mods not downloaded or setup properly will be automatically set up for you! However for Dayz Commander be sure to have Dayz Overwatch 0.2.5 Dayz Taviana 2.0 and Dayz Epoch 1.0.5.1 installed as well as to have your parameters set to:-mod=@DayzOverwatch;@Dayz_Epoch;@Taviana There are safezones on all trade cities excluding hero, bandit, wholesale and boat traders.Server restarts every 4 hours. FEATURES Walking zombies - they do twice as much damage, you have to shoot them in the head to effectivly kill them as they take less damage in other body parts, and there are more of them. AI Mission - Various missions with AI containing varying loot crates and vehicles Roaming AI Helis - UH1H's fly around and patrol the map, they are very agressive towards vehicles. Towing - Pretty self explanatory. Refuel/Repair - Gas stations across the map offer free fuel, and repairs but for a fee. Snap Building - Snap Build Pro 1.4 Elevators - Use metal floors to create elevators to lift yourself and vehicles thought multiple levels.
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And how does that quote indicate that it's supposed to be released this December? The game was released last December.. and it's supposed to take more than one year. Am I missing something? Even if it was in fact easy to do, why would they spend time working on something that they would have to rewrite from scratch later anyway? That would be a bit of a waste of time and time is a fairly expensive commodity in game development. The fact that someone imported a model into the game means very little (not to mention that they essentially had to hack into the game to do so, violating ToS/EULA in the process). And even if the devs did import vehicles from Arma2 or whatnot, then you'd be complaining that your car is not pretty enough/the damage model is rubbish/the physics aren't realistic, etc. The game is in development, features come into the game gradually. If you can't deal with the fact that the feature that you oh so desire is not in the game yet, the best bet would be to wait until they do implement the feature. Bitching about it doesn't do any good to anyone. They will not change their roadmap because of the vocal minority nor should they. I'll just restate that you have no idea what is being done and why or how difficult it is. Please stop presenting your uneducated opinions as facts.
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lets not kid ourselves they could of added the older vehicles in while we waited. i think personally thats what they should of done. they didnt but i understand why myself.
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You can not compare those games, Cherna+ is nearly 250km², a Battlefield map is like 2km². I don't think a VS3 will be a threat plus there is tons of places where you can easily hide from vehicles.
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"We estimate that reaching Beta version with all key features present will take more than one year from current stage. All features and plans listed here are subject to change, we may add or remove features as seen fit during development process.[1]" And Bollocks as for vehicles, yes it would have been easy to add arma 2 models, as your engine is arma 2 on launch, you would have been able to add arma 2 jeep/motorbike reletively easily, (ie. they are in the engine, need a couple of animations creating). These models work within this engine (users have done it themselfs. on youtube in DAY Z standalone, and in Arma 3 engine using day z standalone code) So it is reletively easy, i think that is a fair statement. What is harder, is completely redoing all the vehicles and making them modular, which I appreciate, however as I stated, an easier solution would have been slap the Arma 2 models in at launch, work on your new modular vehicles, and then swap over once complete, thats my point. It would have made the slow first year development more appealing to majority of users. thanks for explaining yourself thoroughly though, you always really make an effort with the community.
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So are rocket launchers going to be added soon?
t1337dude replied to TheWizard14's topic in General Discussion
RPGs were in the DayZ mod...why not? Good against vehicles, not terribly effective against infantry, fun to use. They can totally be balanced to fit into the DayZ gameplay experience, just determines if you want people to potentially have access to such arsenal... -
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] 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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Greetings Survivors! Rotgut Dayz is looking for new players to join our community. Currently, we are a small group of regulars since day one. We mostly hangout in teamspeak, so join us if you want to be part of the group. We have two servers, both on Napf and they are working progress as they are fairly new. So you may encounter some issues while playing. But rest assure, admins are working hard in order to fix the problems. Also, the servers are PVP allowed, so we don't want to hear any people winging about their death during a fire fight. All new players will receive 2 briefcases and 1 lockbox upon arrival of the Overpochings server. Server features will be displayed below. A brief description of ai missions will be provided for new players to have an expectation. Rotgut Overpoch Napf: >Ant-Hack >Hard Missions >Roaming AI >Self Blood Bag >Coin & Bank System >Active Admins >Loads of vehicles >AI Island & Castle >Pro Snap >No maintenance >No plot pole to build >Indestructible Base >Indestructible locked vehicles >Free refuel at any service station >Auto repair at any service station >Rearm armored vehicle at any station >Safe Trader Zone >Custom Debug >Lockable mission crates (Load them in vehicles and lock them at your base to save them) >Vehicle Tow >Heli lift Rotgut Overpoch Origins Napf: >Anti-Hack >Hard Missions >Roaming AI >Self Blood Bag >Active Admins >Loads of Vehicles >AI Island and Castle (Working Progress) >Origins vehicles >Origins Building >Pro Snap (Working Progress) >No maintenance >Plot pole serves as zombie shield >Indestructible Base >Indestructible locked vehicles >Free refuel at any service station >Auto repair at any service station >Rearm armored vehicle at any station >Custom Debug (working progress) >Lockable mission crates (Load them in vehicles and lock them at your base to save them) >Vehicle Tow >Heli Lift Missions: We have a large list of customized missions with custom loot. Difficulty from Easy to Insane. AI vary from 10 to 40 depending on the mission difficulty. Mission with Medium to Insane Difficulty tagged will have 50 caliber gunners protecting the loot. Mission with Hard difficulty or higher will have AI helicopter support. Including 10 airborne enemies. Loot: Easy difficulty - Medical and random supplies Medium difficulty - Armed air vehicles, Armed ground vehicles, Medical crate & Weapon crate Hard difficulty - Building Supplies & Gold Extreme difficulty - Weapons and Gold Insane!!! difficulty - Weapons, Gold and building supplies. Admin List: Rotgut (Owner) Donut2010 Beastman KILLKILLKILL Tictactoe Toasty TS3: tsla1.vilayer.com:10006 Website :http://rotgut.enjin.com/home Rotgut Overpoch Server: 199.229.255.204:2402 Rotgut Overpoch Origins: 69.162.104.189:2702
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So are rocket launchers going to be added soon?
Whyherro123 replied to TheWizard14's topic in General Discussion
Very true. ( I still bring up the point that we have used mortars for centuries, using nothing more than a map and some knowledge of physics/trigonometry, but I digress) I, in fact, would rather not have either. Mainly due to the lack of ammunition (on one server, however, more on that below) and the complete and total lack of balance that it would bring. We already have had (and probably still have) people/clans server-hopping and duping for grenades, flashbangs, hell, even 75 round AKM drums at one point. If a clan dedicates enough time to exploit their way to XXX-amount of ammunition, then that form of "balance" is moot. Better not drive anything on one of their servers, ever! And, I believe that "everyone" should have the same chance to gain gear. If one clan hordes all of the mortar ammunition/rockets, what else can the other players do to combat that? Can't use vehicles to search for their storage. Essentially, can't use a vehicle, period. Why waste the time building one if it can just get blown up and there is jack-shit I can do in retaliation? At least with small arms, you can still fire back somewhat effectively. Get blown up in a vehicle via RPG, you are done. -
So are rocket launchers going to be added soon?
Whyherro123 replied to TheWizard14's topic in General Discussion
What. WHAT. You want to have a rocket launcher AKA probably the LEAST useful infantry-portable weapon against infantry, but not a mortar, probably the SECOND most-useful infantry-portable weapon against infantry? That....makes absolutely zero sense whatsoever. The M224 60mm mortar has an effective range of about 3.5 KILOMETERS, and weighs a little less than 50 pounds. It has a sustained fire rate of 20 rounds / minute AKA 1 round every 3 SECONDS. Versus, what? 1 Rocket? What would you choose when (let us say Cherno is zombified) 5000+ zombies are charging your FOB, screaming for blood? A RPG is NOT for anti-infantry (read: human soldiers) attacks, it is an anti-vehicle weapon, and for destroying hardened/fortified positions. A mortar can destroy vehicles, hardened positions, infantry, that important road crossing 1 kilometer back, drop some smoke on the town for cover for your clan, wipe out that enemy convoy, and threaten anyone crossing that bridge. Pretty much at the same time. They require training, yes, but so do RPGS. And the mortar usually has a handy-dandy trigonometry plate on it for figuring out charges/angles. That, coupled with a FO, can spell top-down DEATH FROM THE SKY for anything you need dead. Mortars > RPGS all week, including Sunday, in my book. -
So are rocket launchers going to be added soon?
Chaingunfighter replied to TheWizard14's topic in General Discussion
Why anyone would keep a still functioning LAW in their closet is beyond me, though I'm assuming that it's a spent tube and is incapable of being reloaded. The LAW can only be fired once and there's no reloading, hence why it wouldn't be the worst weapon to add to DayZ (Or the RPG-18, Russian equivalent.) Not at all - RPG-7s and M72 LAWs are hardly designed to take on tanks. They can be used against them, but typically nowadays they're used as light anti-armor weapons (hence LAW) and thus mostly against unarmored cars/trucks or APCs. The RPG-7 is all over the place because of how common it is internationally but they're still typically used for lighter roles rather than actually taking on MBTs. They'd be "balanced" (though asymmetrical experience is one of DayZ's biggest factors, IMO) by the fact that they're heavy and cumbersome, their ammunition is large (and in the case of the LAW, you only get one shot before it must be discarded), they're relatively inaccurate (LAWs aren't too bad but they aren't exactly long ranged - RPG-7s have a tendency to fire wildly), they have a limited utility against infantry - even large groups (ironically enough, this is taught by ArmA, and group density is significantly lower in DayZ than in ArmA), and they're simply extremely hard to find and maintain. Unlike in ArmA, there are no "slots" for rocket launchers, so you're either going to be carrying it in your hands or on your back, and only want to use it if you encounter vehicles or are fighting against a fortified position. It's what sets them up as an endgame weapon - you'll have limited incentive to pick one up if you don't have a good setup already going, so they're not "OP" nor are they out of place, but they can still be extremely helpful for combating people of equal or higher strength with large bases and vehicle access. Probably not rocket launchers (to a large extent), so ironically enough, there'd be plenty of these leftover when positions became overran and evacuating troops only took what was necessary. Not saying they'd at all be common (they would be some of the rarest weapons in the game), but acting as if they'd cease to exist is simply false. RPG-7 still works, because it has wooden furniture :P Though to be fair, (typically) the people who want the AKM to be the highest tier rifle in the game want really low ammunition spawns, rather than high ones. Which is perfectly fine, it's just not a good reason to argue that "something shouldn't be present at all". As it currently stands, yes, adding super advanced military weapons is a bad idea. We know that the player system is still in the process of being overhauled, things like weight, stamina, and other conditions will start to have an effect on you. There's also features like the centralized loot system and management, and how loot itself spawns is still being worked on. However, I really would not have any reason to be worried about some guy running around with an RPG as it stands. The PG-7V rockets are going to take up a shit ton of space, you could probably carry four or five max in even the largest backpacks, and that's disregarding all of the other gear you'd need to hold onto (because who the hell is going to run around with an RPG as their main weapon?) People would be stupid to carry them in any significant quantities as it stands, where bases aren't really a thing and all combat is currently infantry based. The LAW would be a bit different, because you could carry that in a backpack (or on your back) and it's not going to use up nearly as much space nor be as heavy, but the fact that it's a one use weapon would mean you only fire it if you really need it. -
So are rocket launchers going to be added soon?
blackberrygoo replied to TheWizard14's topic in General Discussion
My friend has a law rocket launcher in his closet and it's still active ... Rockets for it I'm sure would be hard to find but to be honest I truly believe they will add some more explosives soon .. It's my entirely unrealistic seeing as some civilians even collect these weapons and besides that I really liked the addition of the grenades and unless you find a glitcher with grenades , they don't really change the gameplay in a negative way. if anything it's going to be a positive thing to take out large vehicles that deuche bag clans are going to have in the beta :) -
Development is going to take as long as it is going to take. The last estimate that I heard was a year and a half from now, though I dont remember the source. You seem to already have all the information that you need to answer your own question. It will be done when its done. This is an early access alpha, no firm date for release or beta. It is about a year and a half into a three year development cycle. The first iteration of vehicles is coming 'soon'. And I will concede that the search was a bit less than helpful. However you didnt buy a product. You invested in the development and are permitted to participate in an early access alpha. No timeline or guarantee was given to you. When its considered finished by the developers you will be given your full copy.