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Found 41868 results

  1. constructive reply, i honestly think having these military vehicles would make the RP nicer as well, also infuriating maybe not a base, but a city, and putting it under martial law. those are the kind of things id like to see, base take overs, city take overs, post-apocalypse governments, warlords. i think the main use for a tank for me would just to have it stationary at your base, so when they come in you could be able to use it as a "turret" same with any mounted gunners, a moving turret.
  2. thatdearguy

    Couple questions.

    So, move as fast as possible as long as possible, all the time? No shocker that hasn't been improved upon, players want to run. I hope that will be reconsidered once the vehicles are back. I also had a feeling how much I was carrying had an adverse effect on how quickly my character started making those panting sounds. But that was maybe because I was running already, I can't be sure now. Either way, I couldn't tell if that was affecting my water / energy levels.
  3. Karmaterror

    The First Dayz DLC....

    Its Rockets map though....does that count as "community", meh *shrugs* :) I wouldn't push for a solely community made map like the 3 I mentioned in the OP. I thought with this being a blank canvass so to speak they could create something of studio quality with it and give us a brilliant map. It could also come with a host of new mechanics, weapons, vehicles designed just for that landscape. It would be a sizable DLC not just a brushed up community map :)
  4. You CLEARLY didn't read the rest of the rest of the arguments i put up on this post, i said that this will take weeks to acquire, and if you went around "swaggy and blowing people up" you'd quickly loose it to some guy with a blaze who knows how to hide and shoot. but these vehicles would be better for base invasion, RP, when dayz might have a private hive, where a group of warlords might take a city, and become known on the server for having weapons.
  5. This makes me think you have a completely different vision of dayz than I do lol. I never ever see you moving up to assault a base, needing the cover of a tank. From my experience in the mod people don't tend to sit at there bases watching them, the base is more of a stash site, the rest of the time they will be out looting things to put there. Who knows maybe that will change with barricading. I see engagements more along the lines of infantry skirmishes, or ambushes of unarmed vehicles. Having them unarmed makes them a great logistical tool, but a huge risk of getting shot due to noise, viability ect. Arming up small vehicles shrinks the risk factor a lot. This can be done regardless of armed vehicles, just whatever the top tier weapns are would encite the same "warlord" ish reputation. But that's is something you can have very easily on something like Arma2 or Arma 3. I wouldn't be apposed to maybe one machine gun humviee....or maybe a 2xPK Vodnik for immersion reasons. But abundance of that type of vehicle is better left for other games I think. If im hearing massive battles going on between tanks, and groups of 20 or more people I really am not playing Dayz anymore, im in Battlefield....with human needs :) The only way I see a tank getting in is maybe a wreck with a functional MG on the NWA or something. Everyone would always check it on approach, but a quick flank to it mid firefight could change the tide. Or even make 3 or 4 randomly spawn on the roads for bandits to build roadblocks/ambushes around.
  6. Evil Minion

    vehicles in for christmas ? beta?

    Probably not because both at the same time does not make sense. Vehicles are one of the game concepts that is better added within Alpha (at least the basic system) so we might see vehicles some time before entering Beta. Because Beta should only start with all the core concepts and mechanics in place. At least planned - there may be issues that require rewworking during Beta but thats something that should be avoided as far as possible to concentrate on tweaking, balancing, dynamics and getting good parameters. I think we might see vehicles this year but Beta will probably start in 2015.
  7. Weyland Yutani (DayZ)

    Private Shards

    I have doubts and I'll explain why... Power is needed and is a must to run a sound server. Abuse of power has dire consequences now that incentives are practically non-existent. The thing that is going to circumvent server abuse is the lack os control over the loot economy. People abused power and got away with it in the mod because they could offer 500+ vehicles, donator/custom load outs, self blood bag mumbo jumbo and etc. Now that shit is no longer a viable option, some snot nosed brats are going to have to learn the hard way…meaning there is going to be crickets and tumble weeds on their servers once the word gets out. At the price point servers are currently at, admin abuse won't last long.
  8. Weyland Yutani (DayZ)

    Private Shards

    What I said I might be mistaken about and you quoted it (but oddly enough you're response is related to another quote I made), is Hicks promoting server hopping recently. I was referring to the EGX interview and it looks like I was mistaken about him promoting server hopping as I just relistened to it. As far as a ton of info about Private Shards and especially that being in the September Dev Blogs, not sure what you consider a ton of info but there is hardly anything in the September blog. http://dayz.com/blog/status-report-week-of-08-sept-14 Not a single word mentioning 'private' or 'shard'. http://dayz.com/blog/status-report-week-of-15-sept-14 "Rolling out private shards for player rented servers with our game server provider partners. Private shard servers will offer the additional protection of server administrator level bans, password protection for private shard servers, and whitelist support." http://dayz.com/blog/status-report-week-of-22-sept-14 "As these updates make their way to stable brance we are also working with our game providers to put the finishing touches on the systems needed to properly support the renting of private shards on the central DayZ hive." http://dayz.com/blog/status-report-week-of-29-sept-14 "Within weeks you will begin to be able to rent private shards of the central DayZ hive along with your DayZ server instance from your preferred game server provider." --- I think what you meant to say was waaaay back on August 4th the dev blog said... Below is what CAN be achieved on the Private Shard: Password protect the serverOperate a white list (using BEC)Ban/Kick trouble makersDefine and enforce server gameplay rules (eg: DayZRP, PvE only, etc)Below is what CAN NOT be achieved on the Private Shard: Access or modify the base game configuration (amount of loot, amount of dynamic server events, vehicles (when they are implemented), etc)Violate the naming convention declared in the hosting rules (these will be updated to reflect the new private shard capabilities)Have access to the database itselfOperate any 3rd party “Admin tools” aside from the approved BEC (BattlEye Extended Controls)Access debug logs (currently these are unavailable for both user privacy, and performance)Exceed current maximum player limits per instance (40, as of the time of the writing of this status report)--- Nowhere does it say ANYTHING about not being able to carry over your character outside of the private shard. If I missed it, show me. At this time there is only one hive, which is the central hive. If the private shard is on the central hive, then theoretically players on the private shard should carry over into the other shards being 1PP and 3PP servers. When we get a private HIVE then things might be different. When we get a quote from someone with clout that says otherwise, we just don't know like I said before.
  9. Yes, when vehicles are out, they should definitely have vehicles help with temperature. If you could find some way to help heat a broken down vehicle, then that should even protect you from the elements.
  10. We are a small server, we have 1 pvp zone as of right now, and that zone is in Sector B for now because there are no Sector B guards as for now, Sector B is not allowed to have any bases on it(Any bases seen in sector B will be removed by admins). The parameters needed to connect are: -mod=@DayzOrigins;@DayzOverwatch;@DayZ_Epoch Rules: No bases in Sector B No PVP outside of sector B(For now) "Trash Talking" is allowed but please keep it from being offensive No VOIP without a good cause No destruction of property that is not yours(That means bases, vehicles, etc.) Be friendly to others Admin(s): J.Pechtel The all seeing eye(Might be a player might not be) IP: 69.162.122.162 Port: 5502 Have a nice time, (server mods will be put in later)
  11. Tell me which kind of car/color and it's yours sir =) PS. no armed vehicles.
  12. Hi this sever has been up for 2 weeks and so much has been added in all ready plus there is more to come it is a napf overpoch sever and im going all out with it. but just to be safe a few rules are in play i will list everything i have at the moment to make it easy to understand. i am making everthing available except artillery vehicles. the sever is new so base location are every where plus as a starter kit u can ask a admin for a bambi starter pack which is a weapon,side arm, suv and a building pack. Sever IP: 37.59.52.178:4702 Name: 2 Weeks Old [Napf overpoch] 1000+ vehicles,all Jets,all Tanks,Ai + Many Mods. Game Tracker: Sever rules > Play Fair > Do Not Camp The Traders or Attack Within 400m of Any Traders > Do Not Camp Bambi Spawns > No Talking In Sidechat > No Hacking or Duplicating Instant Ban > Only 1 Base Rule Do not destroy Helicopters,Jets or Planes At a players base As players bases go i have made them indestructible so when you are offline your gear is safe how ever you must build well and place a plot pole to stop other players building near or to get into your base you may attack any players base and defend your own as mounted weapons are available e.g Tow missile tripod. (ask admin for help with mounted weapons) Mods Installed on Sever this is a list the coder i work with has added to the sever. Plot Pole alterations - build radius and plotpole object limit increased Day / Night Cycle configured for 3hrs day / 3hrs night re-configured server reboots The Osprey (MV22) can now lift All chopper lift abilities re-worked (Ongoing work in progress) But choppers can now lift more stuff Vehcile towing array inscresed - More vehicles can now tow - (Ongoing work in progress) Maccas Right click system implemented Harvest hemp option added when right clicking on knife Trade Hemp ability added to bandit and Hero traders Smoke hemp option added when right clicking on harvested hemp New Special Mission created: Napf Castle Bandit fortress w/ map marker (You'll need an army for this one) Indestructable base objects implemented - Custom Loading Screen - Snap Build Pro - Walk amongst the dead (Smear Z guts on you to blend in) - Auto Refuelling - Located every fuel station on napf and placed refuel sensors - God mode trader safe zones - Build / Deploy bike - Self Blood Bag - Suicide option - Plot pole 4 Life - Dynamic AI Missions system - Sarges AI - - Custom napf grid for sarges ai created with customizable config for napf - Evac Chopper - Custom Debug Monitor - Single coin currency - Added atm zones for napf and moved all atm map markers - Custom debug monitor modified to display wallet and bank account balances - Take clothes - Epoch Towing improved and added over 100 Vehicle classnames to the towable lists - Epoch Lifting modified to include more classnames and split classes into 4 weight categories - Moved traders to mission instead of database (Fast loadng menus + easier trader editing) - Customized all traders to coin currency + added overwatch weapons to traders - Customized loot to include overwatch weapons and ammo - Dynamic random vehicle spawns - Added crap loads of vehicle classnames - No Overburdened - RF3 Realism disabled - Freshspawn paradrop enabled
  13. Yeah they could be used to help people, certainly. But more often than not they wouldn't be, ferry people? More like run them over. Even if people had noble intent nobody would go near them anyway unless they thought they could take the guys inside out. I don't believe anything that gives a group of people such an extreme advantage should be added, playing in a group is already a huge advantage over just a single player no matter how geared. I would appreciate the danger of course, to often I can play for hours and hours and encounter nobody but there's still little chance of encountering them if there's 1 per map. Those big military trucks should be operable at best as well as regular cars, that's all we really need from vehicles plus the ability to armour them with scrap metal. Nothing with functional weapons.
  14. Its a game that takes place after a disease pandemic hits a third world country during a bloody civil war involving two super powers. While I agree we don't need MBTs and helicopters, light military vehicles with distinct weaknesses should be implemented. They also have constructive uses. Groups equipped with armored transports can ferry others to safety though certain hot zones for a fee or out of good intent. Something like this has it's clear flaws and need for maintenance, while being geologically correct: http://www.mortarinvestments.eu/products/armoured-vehicles-4/ot-810-90#currency=USD Something like this can protect you in flat lands, but could be lost or destroyed easily in urban or mountainous terrain. http://en.wikipedia.org/wiki/BTR-40 Then you have something like this, where it's offensive role can be gutted, or left with a manned turret at the cost of having to feed it new parts to replace worn down ones. http://en.wikipedia.org/wiki/Oshkosh_M-ATV
  15. It's not a god damn war game why do you need these things? It doesn't matter if they're hard to maintain they're pointless 'cept for being swaggy and blowing people up, for lols? So yeah pointless. The only thing they would ever actually be useful for is clearing out a horde but I struggle to think of any situation where you would even need to. Besides if they spawn at your base suddenly but hopefully that doesn't happen(probably will for a while when they're still setting it up) Grenades are enough already we don't need something that effectively makes a group of dickbags invincible if you think people would get these things to help people you're deluded, maybe one in a million. Cars will be dangerous enough we don't need actual armoured military vehicles.
  16. I am a soldier. Acronyms. 500 confirmed kills. I was killing foreigners before you, therefore I am an expert on everything that has ever been. In regards to the actual topic... No tanks, please. I could probably put up with that BMP or BRDM or whatever it is - the armoured vehicle that can be pierced by 7.62 rounds - but that's the absolute limit of what I'd like to see in-game in terms of armoured vehicles. I can see a rapid fire grenade launcher becoming OP very quickly. Even if you only have a few rounds, a couple of well-placed shots will wipe out a squad from half a kilometer away before they even know you're there. I'd definitely like to see Humvees and machine guns, though. I'd also like to be able to weld metal plates onto civilian vehicles (at the cost of an increase in weight, and therefore a decrease in speed) for some basic armour. Helicopters I'm not too sure about. If there was an island off the coast and the map, in general, was larger then absolutely. Currently the map feels too small to accommodate them. Helicopters wouldn't be added for a long, long while yet; so I imagine that the map will see some improvements before the devs even thing about air vehicles.
  17. lets stop the meaningless discussion here above, and continue with the military vehicles
  18. I'm not completely opposed to see vehicles that can have mounted weapons but they have to be done right. You can't have a humvee that can roll around, being protected from most shots that come your way, spraying down other players and zombies, roaming the map, it's just not fair. There needs to be a balance where players can avoid gunfire, take out enemy players strategically. With a humvee, players can rotate a full 360 degrees, move into the gunner position from any other seat. Yes, reward players who are able to stay alive regardless if they're doing it alone or in a group, but not with humvees. There's a vehicle (not sure if it was in the mod, never saw it but probably way) where a ute had a gun attached to the back. The player was exposed, the vehicle was loud, the driver and passenger weren't protected well from any incoming fire and you had to exit the vehicle to get to the gunner seat. That's the limit in my view when it comes to armed vehicles. If a player running down the street sees an oncoming vehicle, if he's smart enough and gets in a position to take out the gunner first, then the vehicle becomes any other as the driver/passenger won't stop to get into the gunner position. Even the weapon itself needs to be, in it's best condition, rather poor/rusted and a high upkeep needs to be maintained to keep it working. Otherwise, when firing, it can randomly lock up. Reality is, it's a small price to pay for a big reward It completely ruins DayZ if the game allows clans to become a military unit. Grenade launchers shouldn't even be entertained in the minds of the developers IMO.As for tanks, sorry but that's just f***ing dumb. Just the way I see the topic.
  19. I'm not sure about military vehicles, I'd prefer improvised civilian vehicles. Like, a GAZ with the rear portion of the roof cut of and a RPK mounted, the sides covered in plates of scrap metal for armour, It would sacrifice speed, visibility and fuel efficiency for armour and firepower. I think at most we should be able to pull things of wrecked military vehicles, crashed choppers could have a chance to spawn working machine guns on them that you could salvage for example. This is the kind of thing I mean> http://totallycoolpix.com/wp-content/uploads/2013/20130724_improvised_weapons/pic_011.jpg http://www.lostiniraq.com/?q=system/files/images//hillbilly-armor-315.jpg https://c2.staticflickr.com/6/5257/5420537898_9a2f857a61_z.jpg http://photos1.blogger.com/blogger/5439/584/1600/Hillbilly%20armor%202.jpg
  20. That part of the game should be about 50% of the experience - the trudging, incredibly difficult part, where you're struggling to survive. You're forced to drink from dirty ponds just to make it another hour, gathering up all of the firewood you can in the hopes that you can dry off, constantly moving trying to avoid the preying eyes of a group of bandits tracking you down, and quivering in fear after hearing the howl of a pack of wolves who probably haven't eaten for longer than you have. The next 40% of that part should be the "buildup" stage, the drawn-out portion where the tide begins to turn and you pull yourself out of the pit. By this point you've got some fresh clothes, a decent rifle with enough ammunition you aren't afraid to use it (defensively), and a few spare cans of food - a good quantity of supplies so that your raids start moving towards large cities and military bases, rather than just the various inland villages. You're still not ready to take on the world at this point, but you've gotten to a point where constant fear is no longer your enemy, and may perhaps join your side, given enough time. The final 10% of the experience is the "end-game". You've got a group, you've got guns, you've got cars, and a base that you need more than the blink of an eye to cross over. Those wolves you were so desperately trying to avoid before? They're now your largest food source - they hunt the prey and kill it for you, all you need to do is go get it. The bandits from before? You eliminated them in an intense battle for control of a pass frequently utilized by other players. During that fight, a bullet grazed your leg, but you were fortunate enough to have a splint and some morphine around - you'll be back to fighting strength in a few weeks. The percentages there are quite relative, in fact even 10% seems too large of a number to really be the end-game. Don't take it verbatim, but simply how the progression of survival in DayZ should travel, in my opinion. There will be periods of luck where you find a large cache of food and become well off soon into play, and seemingly never-ending points where you're not finding anything. The game will be brutal - you WILL die often and suddenly. That brutality, however, cranks the experience up to 11, when you pull yourself out. The accomplishment will feel real. That's why there needs to be a balance, that you've brought yourself to a point where there may just be hope yet for the human race. We can't just make the game too easy or too hard and exclude one or the other. (Besides mods. People can do whatever the hell they want in their mods, and it won't concern me.) That's just how I like to look at it, how I'd like it to be. I mean, yes, there's complete value in discussing the ifs, but vehicles, including helicopters, have been confirmed, so it's probably better to discuss the merits on what will be done once they ARE in.
  21. Hello there I see what OP is trying to get at, but I can see the same style of play occurring without the need for military vehicles. I dont have any real issue with soft vehicles and the occasional APC but tanks would be damn hard to keep operable, in fact techicals as mentioned earlier make more sence IMHO. In general one is going to want to use stuff thats easily fixable/repairable and which has parts that are fairly commonly available. Why invest so much time/effort into getting a tank going if a part seizes up and theres nothing near to fix it with? The same goes with helicopters and light aircraft, vast amounts of maintenance goes into those beasts as theyre damn complicated and even if one finds a pilot, whos to say he has the requisite mechanic skills. Im all for struggling to keep civvie vehicles running rather than military ones, for me, it would feel very Arma ish. Rgds LoK
  22. You May Be LOST, but You Will Never Be Alone. The Lost BoyZ clan is proud to present our very own DayZ Mod server! As the clan keeps expanding, the clan also grows in it’s ability to provide an infrastructure for everyone to enjoy and play in. At first, we started with only a handful of servers, but with the emergence of kind players consistently donating both their time and money while other players donated their skills in the forms of video recording, photography, editing, and even provided more complex competencies such as programming and scripting. With this in mind, our DayZ Mod server would not have been possible if it were not for the efforts of Talindor. Talindor is a respected member of the Lost BoyZ clan and one of the admins for our DayZ Mod server that has a particular skillset and the resources to make our DayZ Mod server come to life and change it to suit the needs that many people have been requesting from service providers with implementing mechanics such as Banks, ATMs, currency in the form of coins, A.I. adjustments, convenience mechanics such as deployable vehicles to ease the stress of travelling, and even environment changes to make the land of Chernarus a living, breathing world. Many of you who are reading this are possibly thinking about one group in particular when reading this and that is Custom Combat Gaming (or commonly known as CCG) already provide these servers and service to people.This is only the partial truth and say that our servers are not only more mechanically exciting…(finding the proper words for this one) We have coin currency. We have Banks and ATMs just like the CCG community. However, unlike CCG, our Banks and ATMs do not have a currency limit, which all CCG servers sit at a currency limit of 250,000. This makes it frustrating when newer players and experienced players die and unable to keep any of their hard earned cash that hinders general progress. An added bonus is that when a player establishes a base, they are able to transfer currency with the use of ATMs through the system we like to call “Online Banking” so you can transfer what you want, where you want. Banks are placed outside of trader cities and spread out to ensure that the server always have a healthy amount of Player versus Player no matter where you go and enforce that there are still consequences in the post apocalyptic world. We have deployable bikes for those who die. This helps the ease of crossing our expanse world after suffering from it’s cruel (and sometimes unusual) punishments. Players are not the only thing you should worry about. Our unscripted A.I. adds random and unique encounters. Some will try to kill you, some will try to rob you, and others will simply want to trade with you and each comes with their own random behavior set. Unscripted environment means missions will spawn for players to accept and embark in to earn in-game loot. Real time Day and Night cycle with complete weather effects that will alter gameplay tactics. Do you fight in the rain 24/7 friendly Admin support for the DayZ Mod server for all technical support and assistance Servers are always adapting and adding new content, mechanics, and designs. We are not building a new server; we are building a community for all to join. And so much more... Don’t believe us? Come join us at our new server by visiting our website at http://are-you-lost.enjin.com/home or by searching for our server at [skull Rock] Single Currency|Gold Coin|Banks|West Coast [u.S.A.]
  23. Yes, that's why I think the grenade launchers, tanks, BTR's, etc. should be left out. most vehicles should be civilian, I think that for a clan to get a hum-vee with a machine gun on top should be a huge status symbol. I think a helicopter with a machine gun mounted to the side is about the maximum military presence of vehicles I would like to see. If there is airplanes and such, they should not include guns that are controlled by pilot. all of the guns, if any are included, should be only able to be operated by passengers. About 90% of the vehicles being driven/used should be civilian.
  24. You're treading very deep into controversial DayZ waters trying to suggest things like automatic grenade launchers, considering people get set off even when guns like the Steyr AUG or SVD get confirmed. The Mark 19 & AGS-30, as well as the many equivalents, aren't really of much use. I'm not inherently against them, because I don't find them to be as "overpowered" as people would think, but I just don't see a good point. Ranged explosive weapons should be limited to guns like the RPG-7, M72 LAW, and M79 - unguided, (somewhat) inaccurate, heavily rare, and hard to find ammunition for (as well as factors like the LAW's one shot use). M203s and GP-25s should also be considerably rare, and maybe we can have a super rare multi-shot grenade launcher, ala the Milkor MGL (though it'd need to be one of the rarest weapons of all.) Crew-served weapons like the DShK or M2HB I don't have a big problem with, but the devs (and a vocal portion of the community) express dislike towards .50 caliber weapons in general. However, Chris Torchia did state that they would consider, at the very least, making GPMGs like the PKM, for use on vehicles and on their own. This could be expanded to HMGs, but I think we can assume armed vehicles will be a thing. I see no reason why helicopters shouldn't get the same treatment. If they're planning on making mounts for guns on trucks, then why not for helicopters? (It's not exactly easy to provide gunner support from a heli) Hell, even if they don't make any vehicle-specific guns for the choppers, you should still be able to fire your guns out of them anyway.
  25. TheFarm

    Private Shards

    This. it eliminates so many problems too, the worst being server hopping and ghosting. Thank you for that quote boneboys, hopefully we get some news on private shards for next weeks post. This is all that im looking forward to, vehicles and new guns arent very exciting when there is no communities to enjoy them with.
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