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Showing results for 'Vehicles'.
Found 41868 results
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Fair enough. The mod currently has more features, plus it has vehicles, so im still good on boredom :) Plus, i really like the community. Perhaps i'll see you on SA sometime
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I think we can expect the V3S pretty soon. let me guess, in exp by the end of november and in stable for chistmas. the beta stage is harder to guess, but september seem to be not too optimistic nor pessimistic. anyway, vehicles can be a nice add to the game, but it's definitely not the first thing i want in the game. i prefer : - disease from cold, infected wounds, untreated water - balanced and working loot respawn - working and reliable persistance - energy consumtion/ food availability balance ( the hard survivalist way of course) - high population servers (50 is good, 100 would be GREAT !!!) - crafting traps/bombs/food/gear then i might look for vehicles big changes in the game theses days, DayZ is more and more interesting to me. keep on the good work devs !
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could have so easiley just chucked in a couple vechicles from arma 2 engine at release eg. mountain bike, motorbike, and jeep, and then WHEN the new vehicles were finished they would have simply swapped them over. Would have given us something to do over the past 12 months. Don't understand why this not the case. Anyway, if everyone in the community spoke up a bit more and urged them to hurry it might help, rather than everyone just accepting the alpha with no vehicles is going to last another 3-6 months?! you paid your money for the alpha, you are entitled to give feedback, my feedback is please add vechicles before christmas, the game is taking the piss now.
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The more important question that comes to my mind is why it is important at all when we will be in beta? ( No offense, OP ). Reading the status reports i think vehicles are the last big feature to be added, eventhough i think the devs will expand horticulture and barricading since the iterations in the current build are only very basic mechanics. So yeah, it will take some few more months until the Game is feature complete.
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Surplus Wehrmacht uniforms/helmets
stielhandgranate replied to stielhandgranate's topic in Suggestions
Bumping my thread with a piece of unusual, yet surprisingly affordable milsurp: For the price of a new sports car you can be the owner of a fully operational half track (although not a authentic SdKfz. 251, but a post WW2 Czech copy). Such examples are popular with collectors,reenactor guilds and film sudios. http://www.mortarinvestments.eu/products/armoured-vehicles-4/ot-810-90#currency=USD Imagine a world where a clan of bandits roplaying as moon nazis engage a rival group in full Gorka suits as the Gorka faction bring up a DsKM equipped BTR-40 to counter a MG3 equipped OT-810. -
"Vehicles are going to be done in new script . As we are moving away from sqf. Physics seems to be working, assets are somewhat done. One vehicle by end of the year maybe? But no promises." lookhere
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civiL DayZ Epoch Chernarus PVP 93.190.142.14:2303 TeamSpeak: 82.74.154.72 Website: http://www.civil-gaming.nl/forum/ This server requires you to have DayZ OverWatch and Dayz Origins, you can download these from DayZCommander. You also need to add -mod=@DayzOverwatch;@DayzOrigins to your Additional Launch Parameters, this can be found in the settings of DayZCommander. Scripts added. Over 500 Weapons (Thanks to Overwatch there are now more then 500 new guns to find) Over 50 Vehicles (You can now find over 50 new vehicles either at traders or spawned around the map, these vehicles are from both OverWatch and Origins.) Custom Weapon Trader (You can find all the weapons from Overwatch at this trader, he can be found at Bash, Stary and Klen.) Build your own Stronghold (Find 5 Ruby's and 5 Obsidian, right click on the ruby to build the Stronghold) Flying Fortress (You can buy the flying fortress at either Hero or Bandit trader.) Custom Skin Trader (You can buy skins from overwatch and Origins at this trader, he can be found at Bash, STary and Klen.) Mission System (This will make mission randomly on the map with AI, killing these AI wil give you Humanity.) (You can leave your weapons inside your locked vehicle and sell them at the designated Weapon Trader.) Detaining (This allow you to Arrest a player and search his inventory, you will require a scrap metal for this.) Nitro Boost (You need a Jerrycan and a Redbull in your inventory, then you can install the Nitro on your Vehicle.) Harvest Hemp (You can find the weed farm marked on the map, you can choose to store it, Smoke it or Sell it at the Black Market.) Take Cloth (This allows you to take clothing from dead body's) (This allows you to make all your keys into one MasterKey, you need a Keymakerskit.) (You can setup a Helicopter to pick you up, it will cost 3 briefcases and you need a radio to call it) Lifting / Towing (You will need a toolbox to be able to Tow vehicles, the Towing Tractor can tow anything) (When you start building a new object you will get a "Toggle Snapping" option if the object is supported.) (Hide from zombies like "The Walking Dead", you need 2 zombie parts to use this.) Tagging Friendly GUI (This requires you to have an radio, you spawn with this.) AGN SafeZones (Antibackpack theft, Tagging friendly will allow a player to view your backpack) Dynamic Traders (Trader that spawn randomly around the map) Deploy Vehicle (Deployable mountain bike, motorcycle, and Mozzie.) Server Menu (It will give you alot of information about the serve and it's rules, you need to be standing still to see it) Self BloodBag (Right click on a bloodbag to give yourself a bloodbag) 300 Vehicles spawns 3 hour Restart [24 hr Day/Night Cycle]
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From the store page in Steam and website: "We estimate that reaching Beta version with all key features present will take more than one year from current stage. " It was MORE than one year and not in a year or next year etc. So beta next year unless things are going really well. Vehicles could come before.
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So vehicles wont be added any time soon? Thats a huge let down.. Hunting for vehicles is like the only goal in DayZ, thats why so many people play it, gets full gear, and then stop playing, since there is nothing to go back to. Camping the beach killing new spawns? Running for 1 hour just to get sniped in an airfield and then start all over again? There really should be vehicles so people keeps playing this game. The vehichles would be the current main goal and people would hide them in the woods and guard them while others are getting supples - which results in communities and "gangs" in the game. Right now it's just: eat, shoot, restart. Sure you can sit in the woods around a campfire singing kumbaya, but people grow tired after a couple of hours and wont play again for weeks since there is nothing else to fight for.
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No offence and don't take this as directed at you in particular. I kind of think this is how most of those, "When are we going to get vehicles?" people think. Just because they're planning on adding one vehicle at some point soon doesn't mean all if a sudden we are in Beta. The new vehicle is going to need to be tested in Alpha. Not only that, the tires, wrenches, toolbox, engine parts, gas tank and whatever they decide to implement to get a car working will need to be tested and I guarantee they will be broken for a while. That's the nature of testing. Then what about the gas stations. Are they ready to fill you up yet? Have gas cans been mentioned in any dev blogs or tweets or weekly updates? When a vehicle finally arrives I think we're going to see a huge upswing in players again....then we're going to see a huge upswing of people on the forums saying, "waaaa they're broken, screw you Dayz this game is shit! Then we can get back to testing these new things. Which is what we are doing. Beta and the beginning of 2015 is still 4 to 6 months away.
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As do I. I'm hoping to see ruined vehicles in them in the future.
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That's assuming that they're as common as implied by your comment. I would assume that only at first, just to test the mechanics and for big bugs and such, would vehicles be common...Maybe not even then. Even if that was the case, after the first patch they'd be gone lol. Look at the M4, it was introduced everywhere at first, now you'll be lucky to find one in 15 heli crashes. I'm just throwing ideas out there, I have no idea what their intentions are.
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DayZ SA: 1st News For Base Building Announced! | DayZ Standalone News
BlueCollarhero posted a topic in Gallery
If you're like me, someone who keep up-to-date with the DayZ Standalone status reports you'l be pleased to read the latest news! As usual the report mentioned animation, programming and artwork with various amount of fixes and optimization of existing game content. However the big reads for me in the report is vehicle creation is in final stages to the artwork department but the big one for me is from Peter / Lead Designer who states: "We also opened discussion which will help us to outline construction design and it's mechanics. We are analyzing what's possible and where the borders are so we can decide upon crucial things like how they will be placed - freely or grid based? What the granularity of objects will be - down to logs, whole walls or perhaps complete floors? How the crafting of these objects will be done - just a recipe or actually stacking. There are many important things which will define player experience of creating, using and ambushing bases." He is also covering Weather impact, harvesting crops, simple barricading and Animal and zombie AI. In the report they also reveal a map showing the concentration of player deaths within a 12 hour period. As you can see, the expected large amount of player deaths occur along the player spawn points. However, what is increasingly fascinating is the large spread of unique player deaths across the map. I'm really happy to read that base building and harvesting have entered into the design stages and that vehicles will hopefully be out soon. Anyone who has played the mod will understand how enjoyable base building can be. I think that the game is showing real potential and some promising features coming in the future. I cant wait to keep reading those dayz reports I really like reading of the games growing development. Source & News Article: http://dayz.com/blog/status-report-week-of-06-oct-14 All likes and subscribes are greatly appreciated! ►► Simon | Blue Collarhero ► Subscribe: http://www.youtube.com/channel/UC4zgW0FyZcdinW-FkowpoTQ?sub_confirmation=1 ► Twitch: http://twitch.tv/mrbluecollarhero ► Twitter: https://twitter.com/blue_collarhero ► Battlelog: http://battlelog.battlefield.com/bf4/BlueCollarhero/ ► Steam: http://steamcommunity.com/id/bluecollarhero/ -
I seen a few posts from some of the DEVs saying that due to the "security" of dayZ (working on better hack detection and finding the hacks already out there) has put them a month or 2 behind so on that alone I'm going to assume that Beta is not going to be here by December and vehicles won't come before that, not to mention we're still waiting on barricading. My prediction (That's all any of us have right now) is we'll get vehicles within the first few months of the new year and Beta will follow soon after. Also, we don't need vehicles any sooner than needed, I mean get them as bug free as possible before letting us have them so take as long as they need. (same goes for any new implementation of new stuff)
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With the experimental branch updates on 0.50 rolling out this week, Raist and Eugen have worked together to deploy additional data tracking methods that should aid fine tracking and design adjustment related to player movement. Previously the team had focused most of our data tracking methods on loot distribution, spawning, and so forth - as we move closer towards the deployment of vehicles, expansion of existing persistent objects, and the central loot economy we will continue to use experimental branch and official stable branch servers to guide the design of gameplay mechanics via player movement, death, and camp analysis. The above image shows the concentration of player deaths within a 12 hour period on one Experimental Branch 0.50 server. As you can see, the expected large amount of player deaths occur along the player spawn points. However, what is increasingly fascinating is the large spread of unique player deaths across the map. From as far out as Kamenka, to Tulga, Skalisty Island, and Devil's Castle. I like to imagine the lone player death at Green Mountain was an epic last stand gun fight, but we may never know. In addition to the obvious value to the data above, analyzing data like this will become increasingly valuable for the development of core gameplay systems, as well as Chernarus Plus over the coming days and months. In addition to the work done on player data tracking, the gameplay programming team has worked hard on increasing server side performance optimization as well as server side security updates related to player position tracking. 0.49 introduced a good deal of server side performance enhancements, and addressed quite a few critical issues with stability. However, with these fixes came several new issues that we hope to see resolved with the stable release at the end of the month. We hope to finish out October with 50 player servers, persistence enabled by standard, and faster server performance across all servers on stable branch. As we progress along our goals in October, the status reports will keep the player base updated on these goals and any potential blockers or delays. - Brian Hicks / Producer Chris / Lead Artist "Tech: Work continues on fixing the graphical bug associated with our 3D camo and it has turned out to be more troublesome than originally thought. While the programmers were tinkering around with the shaders in search of a fix, we were able to have an additional channel added to the shader used for most of the loot items which will allow us to procedurally change the color of objects via config. The designers will evaluate how and when to implement such a feature but I am hopeful it will lead to a lot more color customization options on a lot more items than we currently allow. We also got support for a colorize in the grass shader so that we can vary the color of patches of grass in a large field, adding some visual flare to the environment. Character Art: The first women's clothing item is done: 3/4 length pants. It will be added in the no-so distant future, along with women's shorts and a sweater. The prison uniform, which was paused pending a few high priority tasks, is WIP again. We will have to pause the creation of new zombie types temporarily to work on some tweaks to the skeleton, which were asked for by the programming and animation team, related to new zombie AI/animation triggers. The team in Bratislava is working on various crafted items from leather which I hope will be interesting to people who like to play in more of a PvE style. Weapons: The Derringer art is ready and will soon be ready to be passed along the chain: animations, sound, cfg. The AKS74U and AK74M are being polished along with the art assets related to 5.45mm ammo. I have set this as a goal for myself - that by the end of October the AK74 family will debut on experimental. " Viktor / Lead Animator "After introducing one handed pistol animations many visual bugs had to be fixed to provide smooth and polished experience. Part of that is polishing and replacing some unarmed moves while standing. First of upcoming minor changes is a new unarmed sprint and unarmed run should follow. When we finalize those we can polish other animations like running with binoculars, pistols and other one handed items. We are still processing the last mocap animations as these should be ready for improved zombie ai. Many new attack for zombies are being created so we can prototype and test different zombie combat situations. We already have a first iteration of tools for new animation system and it looks great. If all goes as planned we would like to introduce zombies on the new system as soon as it will be possible. After all, we already have a deer running around using new system (just internally for now) and it's already visible improvement. But it is still a long way to go until we can use all of the great features of the new animation system." Peter / Lead Designer "Last week was pretty hectic. We brought a bunch of different assets from our backlog to the game like the leather sewing kit so you can finally repair your leather clothes and shoes, RDG2 tube also known as smoke grenade, sardines - this time alive not canned, welding and firefighter helmet to cover your head, brass knuckles and sledgehammer to crunch some bones. All of these things should spawn in game along with long time awaited MP-133 and R92. As well, a good amount of bug fixing tasks were addressed. For example better placement of tents which takes surrounding collisions into account to allow for more intelligent pitching of tents in wild places. Proper placement of wrecks created by dynamic events. Allowing or forbidding of fireplaces to be ignited in some places. Temperature and wetness fixes and tweaks. Apart from that we also opened discussion which will help us to outline construction design and it's mechanics. We are analyzing what's possible and where the borders are so we can decide upon crucial things like how they will be placed - freely or grid based? What the granularity of objects will be - down to logs, whole walls or perhaps complete floors? How the crafting of these objects will be done - just a recipe or actually stacking. There are many important things which will define player experience of creating, using and ambushing bases. Interesting times ahead, probably we will need some dungarees in the future... see you in Chernarus folks! " Standup Notes for the week of 06 Oct 14 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: Multiple crafted leather itemsWomen's shorts, sweater.Procedural color changing for loot.Polishing bush rag and 3D camo for weaponsPlants for horticultureCraftable vest and coatVarious car partsPrison UniformSteyr AUGZombie skeleton tweaksLarge military tent Animation: Player Unarmed SprintPlayer animation graph bugfixingZombie mocap processingLowered one handed Pistol Animations PolishingZombie AnimationsPlayer Pistol AnimationsDesign: BugfixingConfigs and scripts for new items (lockpicks, rangefinder)Configs and scripts for hermit zombieConfigs and scripts for MP133, RepeaterWeather impact on player and carried itemsVehicles and their partsHorticultureBarricadingAnimal and zombie AIAdvanced melee combat string tableProgramming: Critical inventory fixesUnintenional weapon switchingIssues with animation sychronizationServer performance issuesBroken door states in navmeshImproved persistance savingServer performance issuesData/Common Stats trackingLoot distribution analysis
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Brand new server - But With an Established Server Community (2+ years of running DayZ Servers!) Note: Free starter packs for all new players! Info on our forums... This may be a limited time thang so grab em whilst they last!! New map for our server community - Modified Napf Overpoch! Main Features:Overpoch NAPFCustom Overpoch Loot tablesALL Overpoch items at traders (I think all! let me know if we missed any and they will be put in) Config Traders (no database, so MUCH faster/less lag) still with Trader SafezonesDeploy Bike and Mozzie and MotorbikeNo Zombies near bases - Z's can't exist within 40mtrs of a plot poleNo damage to vehicles near plotpoles AS LONG as nobody in themDZGM Group Mission System <- Add people as part of your group, see them on the map.WAI Missions - (including the mansion! - NOW WITH random chance of minefields or tank trap protection Create boobie traps (bombs/IED) - Need ItemToolbox, HandGrenade_West, and an empty tin canIndestructible basesCustom building solution (use emeralds & other gems)Snap build proHARDCORE DEATH MODE - Dead bodies vanish within 2 to 12 mins... So think CAREFULLY about what you carry with you - if you with it, you LOSE it so plan your journeys CAREFULLY!Select spawn pointServer Style:PvP & PvE - Banditry allowed, being a d!ck and griefing or trolling is NOTFriendly admins - here to helpFriendly player baseDetails on Connecting: IP: 74.91.112.91 Port: 2902 Launch Params: -mod=@DayzOverwatch;@DayZ_Epoch; Name: Petunia Napf Or get our custom launcher from our forums: http://www.petuniaserver.com/dayzforums/launcher-support/
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My advice is: go ahead, dude - you"re a free agent just WRITE the INFORMATION the OP is asking for! and then POST it.. instead of wasting your time trying to insult a no-brain like me.. I've really no brain = I've no way of telling the difference between an insult, a LOL, or anything else.. I can't even tell if "baaaaaaa" is a word, or is it just your head hitting the keyboard? WRITE the damn POST for the OP, the way you think it should be written .. instead of worrying about other posts that aren't good enough, Just take your own time to tell him what HE WANTS to know OK, that easy, right? My opinion is I don't think he actually read any of the posts in this forum.. but if he did, or does and he objects to my post; I'll apologize for being too hard on him ( I just did that on another forum here yesterday so I'm not talking through my sphincter). But this really depends if he puts the effort into reading the posts in the first place. I don't mind the guy asking questions and I'm ready to help (I like the game, I like the comments and the people, that's why I'm here) - it's the way he was sarcastic about the first reply he got - his comment about 'I don't want to wade through that stuff' and 'no beans for you for 15 seconds of effort'. I thought was a little .. ya know ... impolite ? =IMO= So I WILL read every word of your REALLY USEFUL ANSWER TO THE OP with interest when you write it. And give you beans if it's worthwhile. (hell, I'll give you beans whatever I think of it, as long as you answer his question). Your input could be useful to everyone sending "is it worth logging-in this month?", "shall I reinstall that game?" and "I cant' be bothered to look, so tell me what's happening?" posts. Hey Pillock - make the "15 seconds" of effort to help people. Then you'll feel good about yourself. And the OP will be very pleased, I'm sure. Imagine how worried he must be right now, having to watch YouTube to find out if there are 'vehicles' and 'camp construction' and 'barricades' in DayZ, because he can't find out here on the forum. I blame you for that. You should have told him. Truly, I don't mind about the "baaaaaa" - really - honestly.. I thought maybe you'd hurt yourself or fallen asleep with your face in the keys or something.
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Recently, I have been pondering over the question that everyone who has ever played DayZ before has asked: Why are there so many bandits in DayZ? Why is it that most of the players you encounter either try and shoot you or simply run away? Why has DayZ become a game based around fear of players? After thinking about this question for a very long, time I came to two conclusions that I believe are the reason that so many players in DayZ choose "the dark side". These reasons are 1) DayZ has a very weak endgame and 2) there is very little punishment for killing players in the game. Now, before I begin my thoughts, I would just like to say that I love DayZ. It's a phenomenal game. It has unbelievable potential, and is getting better every update. However, DayZ is plagued with aggressive players. No one can be trusted, and nothing can be counted on when dealing with other people in the game. While this adds a definite level of excitement to the game, it also encourages players to fear one another and in turn react violently when coming in contact with each other. I have narrowed the source of this problem down to two main reasons, being that DayZ has a very weak endgame and that there is very little punishment for killing players in the game. I believe, that by the implementation of just a few specific points, DayZ can be changed significantly. Firstly, the fact that DayZ has weak endgame. We have all been there. You have all the best loot, everything you could ever want, and you say to yourself, "Now what?" Obviously, there is only one option: begin interacting with players. And there are really only two current ways to interact with players in the game at the moment. First, you attempt to befriend them and help, or secondly, you hunt them. An overwhelming amount of players choose the latter. And thus, the bandit is created. Now, instead of trying to come up with a way of stopping the bandit, what if we tried to stop a person from becoming a bandit? And how do we do this? By creating endgame goals. I believe that these endgame goals can be concentrated in two main areas. 1) by adding vehicles, and 2) by implementing rudimentary base building. 1) Vehicles are self explanatory. Create a goal that players can strive toward, devoting their attention to the fixing and maintaining of a vehicle, rather than hunting other players. But it has to be done right. And by doing this, you do what DayZ is doing best - by adding layers. Make TONS of different vehicles, from sedans, to trucks, to vans, to SUV's, to ATV's, to bikes, to tricycles! Create a variety so that players do not become bored searching for one type of vehicle. Secondly, make them customizable. It would be awesome to drive around in your little SUV, armored with scrap metal, a custom zombie-crunching bumper and a skull and cross bones painted on the side. By creating vehicles, it gives players with high amounts of loot a goal to obtain. You all remember from the mod, desperately trying to find the right parts across the map with your buddies to fix up that UAZ you just found in a garage, hoping to high heaven that nobody else will find it and take it first. That moment of DayZ was infinitely more entertaining and satisfying than killing a new spawn. 2) Base building is another way to draw players attention away from unnecessary PVP. I won't go into detail with this (the imaginations the limit), but all I suggest is that the devs DO NOT make this into another "build to survive" game. We have enough Minecraft clones. Don't make it so that you chop down trees to build a cabin, make it so you find boards to board up windows and combination locks to lock doors. Maybe create barbwire kits to block off larger areas and barricades to block off doorways. The sky is the limit. But, by creating a way for players create a "homebase" and maintain it, it creates yet another large endgame goal. Secondly, I believe that the reason there is so much banditing in DayZ is because there is very little punishment for killing players. I mean sure, their gear in their shirt gets damaged, but what does that really do? It's a great first step, but I think that it needs to be taken further than that. I propose creating a way to limit PVP psychologically. Making it so that if a player kills more than, say, 3 or 4 other players, his character goes insane, effectively killing that character. This stops needless violence. Think of it as a meter, that the more people you kill, the more the meter fills. When it fills all the way up, you go insane. Now, you CAN lower that meter. You do that by helping people. By giving them a can of beans, you lower your meter a bit more. Help them a lot, and it cleans up your conscience. This means that for every person a bandit kills, they have to help another, or risk losing all of their gear. There are obvious loopholes and exploits that would have to be cleaned up, but the theory is sound. By killing other players, you are effectively killing yourself. But mostly what I ask is that the developers of DayZ keep up the amazing work. You guys are doing great, and I know that you will keep the best thoughts in mind when developing the game. Keep up the great work. Keep working on that V3S, eh? Well, my rant is over. A dev will probably never read this, but it still makes me feel better to have written it. If a dev does see this, and sees any flaws in my plan, I would greatly appreciate it if I could be told what my errors were. Also, if one of you (the community) read this and feel you agree or disagree, please leave a response with your question or comment, and I would love to further explain and expand my theories. Thank you for your time. Edit: I am aware that vehicles and limited base building are already planned. I meant this more as a suggestion to focus more heavily on these two areas of play, due to the fact that the core of the game needs to be further developed. As for the insanity idea, a large amount of people already said that the devs have stated they are not going to implement anything like that. I did not know that, and it is my fault for ignorance. However, I do believe that the killing of players needs to be punished more that it is now. What do you guys think? Yes or no? And if so, how would they do this? I would love to hear what you have to say. Your friendly Survivor, Gilgamesh
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This is exactly why I can't wait for vehicles. Can you imagine how much fun there is to be had?!
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Anything regarding the constant crashing of the servers? A mention would be great for us renting servers and providing testing grounds for this project. Right now this is critical to fix. Vehicles, weapons or cosmetic is not important if we don't have a stable server to test the product on. Please adress this.
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0.50 is on experimental for quite some time now. No, no vehicles.
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how about the servers with 8 times more loot?
lrp1984 replied to kakysas666's topic in General Discussion
Hey, I'm down to join in on this. Could we sing "row row row your boat" around the camp fire? I really feel like DayZ staff should stop working on more guns and vehicles and add the things we really need to the game.. Like acoustic guitars, tambourines, humus, marshmallows (to attach to a stick and then cook on the camp fire), and add a feature where our hair grows the longer we're alive so those of us living in the forest around a camp fire can have beards and dirty long hair. Is that too much to ask? Also, the longer we don't carry a gun in game, the more health we gain from eating organic vegetables and weird ethnic food. -
vehicles in for christmas ? beta?
Weyland Yutani (DayZ) replied to dgeesio's topic in General Discussion
Beta June-July/2015. Vehicles, maybe basic ones in December. -
Wow that's old...i remember this from eons ago. And yes there is always fun to be had with vehicles. My favourite was placing a satchel charge on the road and waiting for someone to drive by.
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I don't really see the need to categorize things in "tiers" but since we are at it i would go for two "renewable" and "non renewable". Renewable is everything you can find in nature, it's somewhat abundant but require effort to harvest (wood, stones, berries, animals,...)Non renewable is everything that predate the outbreak, it is extremely rare and precious (canned food, rifles, ammo, vehicles, gas)