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Showing results for 'Vehicles'.
Found 41868 results
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DayZ Mod really low fps lately? Any help?
plexico replied to BUckENbooz's topic in DayZ Mod Troubleshooting
Epoch/Overpoch servers usually have really shit frame rates for everyone. That is because of a massive amount of bases, unoptimized scripts, vehicles, and players in the map. I can get 40-60 FPS average in the original DayZ mod but I hop onto Overpoch and get like 20 everywhere :( -
Added Spray Paint Vehicles to Cherno
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I'm not sure I'm following you...let's try to look at all the issues Player Super Saturation - As long as the gameplay stay the same you're right: adding more players would over saturate certain areas of the map. Cherno, Elektro, Berezino, the military bases....it could be a nightmare. But at the moment those places are crowded because there are, realistically, only two things to do in the current alpha version of DayZ: killing people and searching for tools to kill people faster. We've already seen some changes in gameplay with the latest patches: respawning zombies and loot scarcity are helping decreasing (not cancelling) the frequency of deathmatch-style gaming sessions. With more stuff added to the gameplay (weight management and stamina for example), things that now are common - like quick marathons to Airfields/Bases and lugging around entire gun shops in backpacks will not be seen anymore... and people will, inevitabily, spread out. TLDR: now having 100 people per server will bring us DayZ: Battlefield Edition. With a more fleshed out gameplay, it could be an extremely interesting idea. Loot and Item Scarcity - As far as I can understand the new loot system can handle multiple players in the same area - and considering what we've already said, that in the future players will not be as clustered as today...IMHO that's not really an issue. The only problem could be for newly spawned players...those will be the only one forcefully crammed in specific zones. There are a lot of possibile solutions, however. Some simple suggestions: * increase spawn rate of basic clothes and low calories food in spawn areas. Strategically place ponds and/or fountains in those areas * let people spawn without hungry/thirsty status, and with a long sleeved shirt instead of a t-shirt * create virtual paths for new players - i.e. slightly increase the spawn rate of low-end good quality gear in certain areas of the map, in order to create "corridors" new spawned players follow more or less consciously to help them relocate inland Those are not, obviously, the only possible solutions...merely some examples. Server Hopping Would Skyrocket - At the moment server hopping works because there are no private servers. It's an alpha, after all. In the future, when DayZ will be in commerce, there will be private servers...and server hopping will not be possible, considering that player avatars will be saved serverside. On a more general note, I agree with you when you propose adding more points of interest...something that is NOT a military base, an airstrip or another city. More rural buildings/areas should be a priority - especially if they really introduce a weight/stamina systems: we need some kind of rest stops if we want to navigate Chernarus with such limitations. More "scenery" should be a priority too: add more (way more) blood in buildings and outside them...more car wrecks, add streets cluttered with gridlocked cars and trucks...add areas where remnants of police and military vehicles imply a bloody battle against the infected. At the moment Chernarus doesn't look like a country devastated by a bloody and futile resistance against hordes of diseased killers - it looks like country-sized version of Chernobyl. It's an abandoned country, not a murdered one. Not sure about spreading spawn points everywhere. IMHO clustering them on the coast helps the developers (and the players) better managing the map zones.
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Anybody remember when Dean Hall said...
sausagekingofchicago replied to Weyland Yutani (DayZ)'s topic in General Discussion
Now that they shifted spawns to all across the coast, and some inland, my stomping grounds feel a tad crowded with even as little as 50. I'm the kind of player that wishes Chernarus was four times the size it is now with more room for survival players while keeping the pvp hotspots mostly towards the coast.. Maybe a 150 would work on a map that size but that's just my opinion. If the PvP kids want to come get me they should earn it. The map is going to feel even smaller when vehicles start rolling about. -
Axes: With the introduction of hypothermia/hyperthermia the importance of having an axe has been increased (making a fireplace). At the same time the chance of finding an axe has been decreased. New items such as the cattleprod have decreased the chance of an axe spawning on those lootpiles (correct me if i'm wrong). Vehicles do not seem to spawn loot anymore (i often found an axe on the hood of a car) and little garden sheds/shacks also seem to have lost their lootspawn. On another note i find axes get ruined far to quickly. 10 or so zombies bashed, 2 trees cut and your pristine axe is now ruined. Compass vs can opener: I'm finding compasses everywhere, houses, garages, military bases. I just found 6 compasses in Cernaya Polana and i didn't even searched half the houses. At the same time, finding a simple can opener seems as rare as finding a mp5 (which i never found btw). I do believe can openers are and should be a more common item than compasses in any household.
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Anybody remember when Dean Hall said...
heradon replied to Weyland Yutani (DayZ)'s topic in General Discussion
Not for me, because I'd like to hide my tent, vehicles and my stuff. There is less wilderness in SA than it was in the mod. Which means you can't even hide a can of beans in a bush with almost 100 people on the server. Less wilderness, and with 80-90 players which is almost twice as many compared to what we had in the mod. Even with a 50 slot server it was impossible to hide a few tents in the mod. Not sure if ppl used hacks to find em or not. Coz the first camp we had on our 50 slot server. Wasn't hidden well and it was huuuge. Still it took 3 weeks before someone with maphack to find it. Btw they won't be expanding the map any further. They said so in the first stream. They will only make improvments to old cities like Cherno and add more apocalyptic feel to it. -
[Virtual Tour] Myshkino Military Outpost
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in Gallery
Good point and thanks for the question. As you can see in the pic there is a blown out tank on the left. There are also some other military vehicles. If this was truly a camp for infected you would see a lot more medical tents instead of just one. Just my opinion though… There isn't much military loot right now which supports your argument, but that might be because its a new location. I would expect more military loot in the new update or so. -
Well we know for sure we are getting "private shards", but we also know for sure we wont have any kind of database acces or acces to the loot table, on those servers. The question is, do they want to completely release the server files for "true" private servers, like we have in the mod. Im not really sure. Dont get me wrong, i love private servers, and the ability to create a community, i did that in the mod and loved it. But it also has the potential to completely rip the community apart, because we will get the exact same server hell and abussive admins, as we have in the mod. By releasing the server files to the public and giving us complete control, like in the mod, they are basicly saying we can do what ever we want, and very very few people can handle complete freedom, without abusing it in some way. Even though the private shards arent connected to the public HIVE, it will still be under the influense of global loot economic, meaning Bohemia will control exactly what vehicle and how many parts will spawn. They will most likely still make the military land and air vehicles rare as hell, and extremly difficult to maintain.
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You're probably right. I have nothing against ammunition but with that said perhaps concentrating weapons and ammunition by type and quantity in a few specific location acts as the sweet smell of a turd to a cloud of drooling shit flies. It seems to me that only if the players know exactly where the loot spawns are is server hopping a profitable enterprise. If they have to create many more random loot spawns like the helicopters in the form of over turned trucks, damaged landing craft, a crashed C-130 or an AN-12, ruined civ and military vehicles, abandoned UN and Chernarian check points etc etc etc. Not having a known and potentially lucrative and easy target to hop to takes away the incentive. And at the same time spreading wealth across the entire map will make people spread out and search instead of hunkering down in a barracks or Jail to suck up easy loot. Have some Beans :beans:
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DN | DayZ Community - Epoch - Overpoch | Gold Coins & Banks | Respawn Menu |
Kimzer (DayZ) replied to Kimzer (DayZ)'s topic in Mod Servers & Private Hives
Paint your vehicles added today! -
Security. This is the topic of this week’s status report. As we move forward with development on DayZ past 0.49 and into 0.50 this is one of our primary focuses. Throughout our Alpha and Beta phases the core engine that powers DayZ is created. During this process new engine functions are introduced, deprecated functions are removed, and the general nature of how a great deal of systems operate can completely change. Within normal closed development this would not be an issue, however developing DayZ in the open and updating the primary branch with any reliable frequency can leave us vulnerable at times. Individuals focused on identifying, and exploiting vulnerabilities during the development process -will- find holes. No amount of closed testing within a time scale that allows us to update the primary branch with reliable frequency, and keep to our target of a two to three year development cycle will stop this. However, Early Access does offer us an unparalleled opportunity to identify, and address potential vulnerabilities with how DayZ functions prior to the 1.0 that traditionally we would never have. Vigilance as these vulnerabilities are identified, and addressing them is critical to the stability of DayZ 1.0, and will serve to make the final product that much more of an enjoyable experience. That said, over the next month these are our security goals. Purge of the stable branch hiveThe intent here is to purge existing large volume magazines and legacy items from the economyWorking with BattlEye to deploy a new, more comprehensive method of detectionCloser collaboration between our internal hacks/exploit team and VACAddressing at an engine level current methods of rapid player position updatesRolling out private shards for player rented servers with our game server provider partnersPrivate shard servers will offer the additional protection of server administrator level bans, password protection for private shard servers, and whitelist supportAs 0.49 rolls out to stable branch today, the most obvious change with this update (aside from the stable hive purge) is the move of the initial persistence feature for rented DayZ servers to an opt-in selection with each game server provider. Given that consumer data, and player storage is such a valuable and key feature to DayZ, and still very early we want to ensure that the system is a physical choice each game server administrator makes. While this system is refined, each game server provider operates a last known good fail-safe for servers opting in to persistence that will restore the storage from the last successful startup in the event of any unforeseen failure. Moving forward into 0.50, we intend to move persistence from this opt in system to all stable branch servers. - Brian Hicks / Producer Chris / Lead Artist "Character Art: Since my last report, we wrapped up on bugfixing some of the character art (for now anyways) and began working on medical scrubs, a prison uniform, and some new women’s clothing. Yes, soon you will be able to don a skirt as you mow down zombies, fulfilling that weird fantasy we all have. Work continues on the new civilian zombie and so far it’s looking quite nice. I’m looking forward to getting some feedback from the fans about him. Vehicles: The base vehicle model will be finished this week and we have begun working on the various parts which players will need to find in order to repair and maintain a working vehicle. Weapons: We’re polishing up the AKS74U and the SVD of old, since we’re closing in on a centralized economy to regulate the number of them on the map. The MP133 and Lever action are waiting on sounds. A new weapon you can expect in the not-to-distant future is a Steyr AUG. One of my favorites." Standup Notes for the week of 15 Sept 14 Art: Prison uniformMedical ScrubsFemale clothingAKS74U and SVD polishingSteyr AUG modelCivilian Airfield structuresLeather craft able itemsVehicle componentsDesign:BugfixingVehicle component & servicing designImplementation of waterproof containersDesign on snares/trapsImplementation of drowning on playerImplementation of prototype wildlife trapAnimation:Various reload animations polishingRifle aim walks in progressMP133 reload animationsZombie movement design & prototypingMotion capture sessionMP133 reload configProgramming:BugfixingServer/Client crash triageDoor reimplementation & bugfixingGame control redesign implementationRemote player movement enhancementsSecurity triageSecurity on player location updatesZombie behavior & AISound-over-network enhancements & optimizationPlayer respawn/connecting fixes
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I heard it was closer to 30, but you are probably more correct. Thankfully when vehicles and the rest of the loot economy are gone you wont necessarily have to run 10k to get anything! It will also make foot pursuits more interesting when they pass out from exhaustion either because they dont have the energy or because they have 100lbs of junk in their pack!
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So we now know the first vehicle will be a big-ass V3S. I would assume finding all the parts to fix that beast will take a lot of time and footwork. Not to mention the fuel consumption...I'm digging it. For me, the most important thing about vehicles isn't to have a vehicle, it's the process of finding and fixing it. It gives you a goal, something to do, with a purpose. No more twiddling thumbs once you have the gear you want or need. We've a few of those things coming. We've got horticulture on the way...and while it's currently not really necessary, cause it's not hard to find food, it's still something to do. Same thing with the barricading that will follow. I remember the times of the mod, just vanilla, no anypoch, with limited vehicles. We had quite a few cars and trucks over time, but we still often went on foot. We only used the vehicles when the whole group was together. But the yells of excitement in TS when someone found a car for the first time...and the journey to find all the parts, these were the moments that made the mod glorious. Not to mention all the battles we had with other clans about a damn Ural. I think that thing traded owners about a dozen times, always with a bloody battle attached to it.
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Maybe in a later future they will add something called "private servers" that are not connected to the hive and to the global economy. Items you find on that server stay on that particular server. Agreed. No DayZ without vehicles. There are light vehicles going to be implemented like ATVs and bicycles that are easy to maintain, but they lack speed. Other vehicles are military and civilian motor.
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Yes, there is no real DayZ without vehicles.
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The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
grodon replied to d.walker43's topic in Suggestions
Not too much american vehicles. Remember this is an ex-soviet state, a 2nd world country where they basically despise american cars. Personally I'd like to see soviet-state limousines, such as the GAZ M13, GAZ M14 or ZiL. Other vehicles that would fit the scene but dont really have prio for me; ural 4320 truck ( the one from the mod ) - UAZ van UAZ jeep Lada Niva these are all very common in todays russia and would be very likely to see them in chernarus in whatever state. -
Server Update 23-08-14 MAP CHANGED TO TAVIANA!!! launch parameters -mod=@Taviana;@DayzOverwatch;@DayZ_Epoch; Dayz Hero's (OverPoch Taviana) New players will receive 50.000 gold coins welcome pack. Join teamspeak and find the admin to claim your goodies Server IP - 81.19.211.120:19102 Teamspeak 3 - 74.91.123.176:1013 Single Gold Coin Currency System Banks added close to the traders (safezones) marked on the map Currency Exchange (added to all traders) Building wholesale on scroll option at majority of traders 25k Hero Trader 80m Plotpole with an item limit of 800 (build killer bases) Attack Helis (hero) Tanks (hero) Multi Missions - 2 mission packs running along side each other Extra loot - shows up on the map as colored markers (Ikea loot) base build loot etc Indestructible Bases (all epoch modular) Tow-Lift (Extra vehicles added - you can tow helis and boats) Tow 4 vehicles at a time Snap-Build Refuel-Repair-Rearm No Overburdened Fast build Active admin!! Special Vehicles added to 25k hero trader Good community of players, come join in and get involved with the group. join the teamspeak channel. Updates to the server are as follows: - Trader safezones - (Godmode + Speedlimit + anti backpack stealing) - move vehicles added to traders and banned vehicles tweaked ( new vehicles available to buy at hero trader - CH53_DZE - AH1Z - M1126_ICV_M2_EP1 - M1128_MGS_EP1 - BTR60_TK_EP1- added amphibious vehicle section to the hero trader plus many more.... - Tow & Heli Lifting for Vehicles ( more vehicles added to the script- multi towing) tow 4 vehicles at once, select vehicles - Customized Traders - (25k Hero Trader) - Overwatch loot added to the loot spawns (added a custom loot file that spawns better and more frequent loot) - All Overwatch items added to existing epoch Traders (extra stuff added to traders, chainsaws etc) - Multi difficulty missions - new missions added (rare mission - bunny ranch = awesome loot) - Indestructible modular builds (everything in epoch that is buildable is indestructable) - You dont have to maintain your Base - this has been turned off - Local Time [Day/Night Cycle] (GMT) - Big Plotpoles - 80m Radius (so you can build your killer base) - Autorefuel/-repair/-rearm - on Fuelstations for a bit of Gold - 1 step fast build - No Overburdened You must have Taviana 2.0, Overwatch 0.2.5 and Epoch 1051 enabled to be able to play on this server, please use the new dayzlauncher to launch the game with. www.dayzlauncher.com <¬ download from here RULES: - Only english permitted in sidechat (ENGLISH). - No Cheating, Hacking, or Mapbug abusing. - Don't moan about getting killed. - No base building within 1000m of trader posts. - No shooting in to or out of trader posts. - Don't do dick moves! - Admin decisions are final. - If you have a problem ask for an admin don't continue to moan in Sidechat - Swearing not allowed! Battleye will kick you for this (multiple warnings given) - Don't block off, glitch into, or log off in other people's bases. !this is a dick move! - Don't (FUBAR) vehicles in other people's bases, !this is a dick move! if the owners are not in the base don't do it! (FUBAR = Fucked up beyond all repair) Hope to see you on the server soon - Have fun - there is plenty to do - loads of loot - active admin -
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The War on Wilderness - Reclaiming Myshkino
Katana67 replied to Katana67's topic in General Discussion
This is exactly my grievance, this whole approach of "make a POI or nothing!" Not every POI has to be a damn themepark a la every-game-in-existence. And not everything has to be a point of interest, we can have areas of interest too. The woods, themselves, should be made into an attractive location. Not have the caveman solution of "put military bases there and people will go there." For one, this solution is flawed from the very start... it doesn't encourage people to go to the forests for its own sake. It encourages people to go to fixed loot locations that just happen to be surrounded by forest. The POI is still the military base, not the forest. Second, there are much more elegant and subtle ways of encouraging people to just use the forest as is. Like in the mod, where we had things like tents and vehicles to store. The effectiveness of these mechanics was almost exclusively owed to the forest (i.e. an isolated hideaway which players could use to create freeform bases/camps). It really is that simple, add valuable items... give them a place to be hidden effectively... and people will use the woods for all sorts of things (which I'm actually drawing precedent from the mod, vice just making shit up). Third, adding fixed high-value bases in what was previously the only real untouched wilderness left in Chernarus+ thereby reduces, significantly, the effectiveness of freeform player creation. Again, I'm not going to waste time crafting a cool base if I can't find a place to guarantee relative safety from intruders (not absolute safety, if folks don't know the difference then that's their own fault). Fourth, the woods themselves should (*gasp*) be turned into a (*gasp again*) ecosystem. If the forests were more necessary for survival (i.e. foraging, hunting, fewer zombies, etc.) then they would be attractive. I think once they limit edible food spawns, people will be forced to live off the land moreso (rather than just go to the proverbial/literal supermarkets of Chernarus). Fifth, as I've said previously, adding things like player construction (i.e. freeform resource placement) would encourage the use of isolated areas. In short, putting POIs in the wilderness is a simplistic solution. It is a solution that inherently short-changes a variety of gameplay archetypes (i.e. freeform/open-world resource placement, woodland survival, etc.) Not to mention, that the argument can be made that we've got enough military bases in Chernarus just from a map balance perspective. Likewise, there is this massive misconception that Chernarus is so huge, that it couldn't possibly be the case that the wilderness is being marginalized. Open space is good, it doesn't have to be filled with cities and bases, let the players fill it. Moreover, Chernarus isn't that big. Even just on foot now and in the mod, I can survey the entirety of the western forest in something like an hour. Also, just the narrowing of potential hiding spots is the problem. Sure, we've got some woods... but if they're just irrelevant preambles to the next massive city 500m away, then they aren't a part of a wilderness. -
with a 450 object build limit, you can make the base you always wanted! Quick Build Install the mods you need - OVERWATCH AND EPOCH - and Search for "TheLonesurvivors" The Lone Survivors Dayz Epoch Server If you are looking for a great server then you have found it! https://twitter.com/SurvivorsTLShttps://www.facebook...cation=timeline TheLoneSurvivors EpochNow on our dedicated box! New server IP Napf OVERPOCH Server Ip: 178.33.135.116:2402 Website: http://thelonesurvivorstls.enjin.com/ TeamSpeak serverTS IP : 216.127.64.88:7578 Please request your own Teamspeak channel if there are a few of you playing :) JAEM Call Evac Chopper! No matter where you are call your chopper to you! Server Restarts Every 3 Hours Always Day!!! Sick of People Destroying your vehicles while your away? Not no more , Vehicles no longer take damage when theyre locked! (Unless you're in them) Massive Cave Mine filled with iron, silver and gold veins, destroy them with whatever does damage, loot them and smelt the ore from the vein into bars.(You will also receive gems every now and then, which we will be adding as a high-end in game currency to buy the best items available). Nameplates have been removed, why i ever left them on? IDK :) Fair , Very active, helpful and experienced Admins!Salvage all parts from VehiclesJunkyardSelf BloodBagDance around the Fire! Sleeping in Tents heals you! Starting LoadoutSuicideINDESTRUCTIBLE BASES!AN2 Cargo Plane Supply DropsCustom DebugSafeZone - Anti StealingCustom Bases (Hidden)Extra BarracksAuto Refuel - Ammo - RepairSnap 'n BuildTake Clothes from the Dead Animated Jet Crashes!! Animated Heli Crashes (With Loot) (Shoot them down!!) Missions Systems WAI / EMS Bringing you over 30 Different Missions!Ikea Crate MissionsTreasure Crate MissionsMedical Supply DropsAI Patrolled Areas Custom AIMilitary and Civilian AI AI Controlled Stronghold! (Military Have Taken control of an abandoned Stronghold) High Loot - High RiskThere are around 20 Ai Protecting this BaseAi Will Call For Chopper Support Paradropping a further 10 AI Chopper will remain until destroyed, 2 gunners on the chopperAnd a Vehicle Patroling 500M around their base! Prepare To Die if you attempt this! (Tactics are needed!) Ems Missions System custom Vehicles : (Jackal) (Lav 25 Hq)More are on the way and we also want to add tanks But want the community to decide. We want this to be a community Ran server so all ideas will be considered providing everyone else agrees with them, If you like something we dont have let us know and it WILL be added. Events will be setup for everyone to participate in Once the server has grew! Alot of time and hard work has gone into this server so it is maintained 24/7. Hackers Will Be Banned Immediately! (Database Always backed-up) As you can see there is alot to do and keep you entertained on the server !Please consider giving us a try and let us know what you think ! For all the Rules Please Visit our site http://thelonesurvivorstls.enjin.com/ We Hope to see you there! Thank you !
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The reason to move around will come soon enough: private hives = no serverhopping. Inability to hide valued vehicles will cause major frustration. The reasons to move around are only crashsites and hidden player's stashes or hunting players. Crashsites loot is not exacly great at the moment, stashes are none-existant with only partial persistence. Moving spawnpoints around won't encourage mobility, it will encourage more suicides until the desired spawnpoint is taken. Therefore, not silly. Unfortunatly in the standalone there is no reason to go anywhere specific unless its a military location. Hospitals and supermarkets don't mean shit now, and every town has basicly the same loot, unless there is a special building there like fire-or policestation. Again, imo random spawnpoints won't do anything to get the people off the coast. At this point, I don't see why we would waste our time in towns tbh. The only reason I loot towns is because I DO NOT want to look military, I wanna look civilian but in favourable brown/green colours. However, it takes way longer to loot a city for proper clothes and weapons than a militaryfacility. In the end it's always better the go there timeconsuptionwise, and if you're not up for trouble, leave again. In dayzero it's kinda great. You have the people who have nothing to lose on the coast. There you can practise. The further inland you go, the better armed the players are that you meet and also their skill and organisation, aswell as squadsize rises the further you go. Imo this is the best possible thing that can happen to dayz SA. I hope it develops similarly, but I don't think anyone can predict how the game will turn out and how future designchoices will influence player's behaviour. Also keep in mind that when vehicles are introduced, we will have to look for parts for them. So cities with industrial facilities will suddenly become attractive to those looking to fixing up a car.
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New renderer + vehicles and im happy!
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- It does not mean more "mindless towns", as you put it. It means putting something up there that gives us a reason to go there. - I literally could not care less where you hide your vehicles in DayZ. - Saying that we shouldn't move spawns from the coast and then in the same post saying that people will stay in the spawn areas on the coast unless we give them a reason to move is silly. This is the point. Give them a reason to move around. Encourage mobility. Don't keep spawning people in the same area and encourage them to hop servers because the spawn areas are picked bone dry. Spread people out and increase the amount of places of interest and value so that the points of interest do not become overcrowded. Like what the coast is now. - I WANT new people to be overwhelmed. I want them to be barbarians marveling at the gates of Rome for the first thirty hours of their playtime before the first tiny shred of familiarity creeps into their subconscious.
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What does "fleshing out the north" mean? More mindless towns? Where are we supposed to hide our vehicles? Will you park your car in a spot where people go to loot stuff? I won't. There is hardly any wilderness left at this point. Hiding a vehicle will be an excersise in futility. The problem is not the coast spawning. I can only report from my experience in dayzero here: You spawn on the coast there aswell, but people are everywhere, in every town and every forest. It's 65 man servers. One reason might be that people avoid entering towns unless there is a high priority target in there, like a hospital, or they really need some food/drink/gun. Because entering towns means dealing with many zombies. People will stay in spawn areas unless you give them a reason to move, and since serverhopping is so convenient they can equipp themselves right where they spawn, on the coast. To me that's the whole reason this happens. As a sidenote: we currently have too many military bases, they are not contested enough. They should remove the Vybor military, pavlovo mil, the barracks from balota and the new tenttown near myshkino. Right now spawning in cherno is the jackpot, easy looting at balota. Oh and btw, dayz mod used to have total random spawns, not just coasts. It sucked imo, there is a reason why they removed it. It reduces the chances to meet your friends dramatically and new people are overwhelmed even more.
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The War on Wilderness - Reclaiming Myshkino
AlfalphaCat replied to Katana67's topic in General Discussion
It also would help, once vehicles are introduced, to slow down the running speed of our toons. It makes the wilderness seem so small. good luck with your crusade to save the wild places. :) -
In a real life scenario, it would make sense yes, but in a video game like this, im not really sure. As i see it, finding a vehicle to repair in DayZ, should be like finding the holy grail. Im not sure how awsome it would be to find a vehicle, if every other one was functioning, even with limited fuel, as most of them would most likely still have some left in them, in the scenario you describe. I would how ever expect, almost, that the part we need from vehicles, could be found in the abandoned ones around Chernarus. Theres no logic in making all vehicle parts spawn as loot, in piles, in workshops and garages around chernarus, some of it should be retrievable from the wrecked vehicles imho.