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Showing results for 'Vehicles'.
Found 41868 results
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I guess you have to be DayZ junkie to leve the ma. I find it awesome. I ve been to 99% of towns/villages, I explored all empty locations prepared for new towns. I played mod a lot and comparing map from mod to Chernarus+ is even better (Stary, Polana, Vybor are completly redone). What Im doing is already searching for locations for my camp. There is still hudge area that will be filled with buildings, I hope for some new types. There are 3 or 4 new ones, but they copy/pasted too. So its hard to find, but close to towns to go for suplies...I want vehicles just to have some to do (repair, upgrade, search for tools, parts, fuel, oil, bateries...)
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I'll have to assume you didn't play the mod. When vehicles and persistent items are added, exploring the map will be more attractive. You will have more reasons to explore, and a faster way to do it. That, and they haven't finished their additions to it. We don't know what sort of attractive locations they may be adding, or where. I've spent like 2000 hours exploring that map, and I still love it. When the nubs have a reason to keep their pants on and get off the coast, they will too.
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Ok so I want to make it emphatically clear that this topic is mostly my opinion and I am willing to accept that it may differ from yours, despite this I wish to keep things civil. Also I want to make it clear that despite some heavy criticism of the map, I do not hate DayZ, I am just thinking about how it could be improved in my opinion. Finally if you want to scream "alpha" you'll just get ignored, this is not about any features that are subject to changes that radically alter my criticisms, its about the map---which despite some minor changes will be pretty much as it is on release. Any changes that are made, unless they are ridiculously large and beyond the scope of the project do not invalidate any of my criticisms. Now that's out of the way, lets get to some of my thoughts. I think that defenders of Chernarus are often touting the fallacy that large = better. Whilst size is a factor in a good map, I think it needs to be balanced with a map that draws you in and makes you want to explore it. I hear some of you about to say "well I like exploring Chernarus" and that is fair enough, but it is evident that the majority of the player base are happy sticking to a few select areas, thus it would seem that for most the map does not call for exploration. Why doesn't Chernarus call for exploration? Firstly because the terrain lacks a great deal of variation, we do not see any mountains that call out for us to climb them for example. Secondly we know what to expect everywhere. What I mean by that is, we know what the buildings look like in every town on the map as they are just pasted everywhere and most of us do not feel an overt desire to see them in different configurations. We also know exactly what all the forests and fields look like from a glimpse of any of these areas. Even the potentially cool exploration points such as castles are just copy/pasted. Many people will protest that they only hang around the coast because there are no vehicles. But the thing is people will not use vehicles to explore they will use vehicles to drive around to specific copy/pasted buildings in search of specific items and this will be done in a very formulaic "there's a piano house in this town" manner. The distance is a chore that requires a car, not a pleasure that would be fun on foot. In my opinion Chernarus doesn't feel like the kind of map where I think "I just want to drive around and get lost" like say San Andreas did. Even if it were, if cars are made exceptionally hard to maintain this would not be plausible anyway. Another problem with having a larger map is that the larger the map the less chance you have of encountering other players. This is probably the main reason people hang around spawn points. No matter how the spawn system works, people will hang out where people are, that's what DayZ is about anyway. If the map size was reduced people would feel more like exploring because the chances that there will be someone else around that area will be increased. I know nothing will be done to change the map in DayZ, but that does not stop me from criticizing it or us from discussing it. In short I think DayZ could do with a smaller map with a much higher attention to detail. Whilst it is cool that BI used satellites and shit when making Chernarus, this data does not necessarily create a great game map. Really a new map could be designed with every aspect of gameplay considered, with enough wilderness, containing enough variation to satisfy explorers, with no copy/pasted buildings to remove the extremely formulaic looting process and encourage everyone to explore, that is not so big that people view it as a chore to traverse. An example of a good map would be Skyrim. When I am in that world I think "fuck the fast travel I'm walking everywhere" because it is so beautiful and fun to explore. When I am in Chernarus I feel no such inclination. My exploration is limited to, "there's a town, there's a chance of such and such an item in that house, lets take a look, ignore everything else. Fuck it I'm going to log out, I'm bored of hiking." Basically, despite being a really good concept pretty much all other areas, DayZ is let down by its map, which fallaciously assumes that larger is better, and in doing so sacrifices any inclination to explore because of its copy/pasted towns which make looting formulaic and boring and it lacks of places that call out for exploration. If you've been to Electro, you've basically seen every worthwhile building on the map, and if you've been in the trees around it you basically know what the rest of it is like. Players hanging around a small portion of the map is not a symptom of poor spawn mechanics, or loot balancing or anything, its because the map is poor and the map is poor because it sacrificed so much in order to be bigger than everyone else's map. TLDR? Find another topic.
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how much improvement since alpha launched?
scriptfactory replied to _Xaquun_'s topic in General Discussion
In the past 4 months this is what has been added: Much better performance!New guns.New clothing.Improved (but still buggy) zombie AI. Plus they are fast and glitch out while attacking a lot (e.g. they hit you even though you think you aren't even close to them.)Basic foraging (only berries from bushes supported ATM).Missing: Loot respawn.Hunting.Cooking.Vehicles.Craftable weapons.Item persistence.Base building/tents/etc.Ragdoll/physics.??? -
Today Hastecase Gaming (HC) has launched their own DayZ Epoch Chernarus server! Our server is complete a new and improved antihack, ban system, and new active admins, as well as tons of scripts! We are a Hero/Bandit/Survivor friendly server, though we still have rules regarding base raiding and banditing in place, read the rules here : http://goo.gl/3c5Cgo . We are also looking for admins and moderators/teamspeak helpers! Apply within! Features : Self Blood Bag (6000+ Blood) Mission System (With custom Epoch AI Loadouts) Admin Missions (Convoys, KOTH, Attack/Defend, Races, Challenges, etc) Donor Packages (To help support the server and forums, completely optional) Armed AN2's (Gives AN2's M240's with 400 Rounds of ammo) Tow and Lift (W.I.P | Allows the user to tow and lift vehicles) Handcuff/Detain system (W.I.P) AntiHack (Custom) Debug Monitor (To show your stats!) Forums and Store for donation purchases! New Admins (Out with the old and in with the new!) Indestructable Bases (Cinder Block and Wood! To prevent griefers, but this does not mean that there isnt raiding!) Armoured Vehicles! (BMPs, LAVs, BTRs, hell, you name it!) [buyable and findable] Animated Heli Crashes (W.I.P) 1000+ Vehicles (Armed or not) Teamspeak (200+ Slots!) Clan Bonuses (Free Private TS Channel if you meet requirements!) Custom Locations and military bases! (W.I.P | First one will be up north!) and lastly, an entirely new, user friendly forum! IP's and such below! Cheers, LuckyMrGun We are also looking for admins and moderators/teamspeak helpers! Apply within! Teamspeak : hastecase.com DayZ Epoch : 66.55.148.60:2302 Forums @ http://hastecase.enjin.com/
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Anyone worried there will be too many ammo types ?
applejaxc replied to gibonez's topic in General Discussion
What do you mean "worried" ?? Ammo diversification is FANTASTIC! It means that instead of a blanket "Ammo is too easy to find" or "Ammo is too hard to find," there can be a balance of low-caliber weapons being easy to stock (9mm Makarov, 9mm parabellum) but serious weapons (rifle caliber-up) is difficult to stock. That is fantastic for game balance. It's also fantastic for the penalization of bad decision making. "Well, do I grab this M4A1 now and hope to find some 5.56 later, or take this Mosin and box of 7.62?" It also adds the difficulty for non firearm aficionados (AKA most of the players) having to remember "Okay THIS pistol is 9mm, THIS pistol is 9x21, and THIS one is 9mm Makarov, THIS one is .25 ACP, THIS one is .45, THIS one is 5.7, THIS one is .40 SW, and THIS one is 10mm" That adds skill-gap to the game, and all successful games have a rewarding skill gap. Not, "The AK shoots AK bullets the M4 shoots M4 bullets" as you want. Furthermore, ammo diversification-aside from variety realism-allow for type diversification, which is also fantastic. You have normal, tracer, hollowpoint, armor-piercing for rifles, normal/HP/AP for pistols, and (if for whatever reason launchers are added) you have to make the tough choice "Do I take this HEDP rocket because I can use it against infantry and vehicles, do I take this *penetrator because I know there's some bandits on this hive rolling in an armored SUV, or do I take this thermobaric rocket to maximize zombie kills?" -
Arrows to machine guns are not the same as m4's are to nuclear bombs. someone with an arrow can kill someone with a machine gun with just a bit of finesse and stealth, in fact I would prefer something like a crossbow or bow in a game like dayz. I never said my idea was best and should end there, in fact I posted what came to mind about a subject and simply stated that I hope something similar to this is what happens. Everyone will not have a helicopter because the devs literally said how rare they were going to be and how hard it would be to find parts for them, not to mention how hard it is to fly a helicopter and how easy it is to shoot them down, like the gunner on a car. It almost isn't worth it to find parts for a heli. Rarity wasn't my solution, it is actually what the devs said. And the simple minded statement that " Adding a simple scope to a gun has turned this game into KOS camping on hill, killing for no reason but fun, game." clearly shows you have no idea why the game is this way, which has been discussed several times by the devs. People kill on sight right now because there is not a whole lot to do in the game at the moment, once you get gear, food, and a gun, there's nothing else to do but shoot and rob people, it has nothing to do with the addition of scopes on guns........like literally nothing..... Your recent posts have had no valid reasons, just the paranoid illusion that vehicles with guns is going to turn DayZ into some war game. The only reason I replied was to simply show how you really do not know what you're talking about in regards to this topic. Again, you're just argueing to argue, you should do yourself a favor and stop....
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Hello there Just dropping the "Betties" in is not as simple as you make out. Dont forget they have gutted many of the older components of the engine completely. They might be able to get the Mesh in game, but that doesn't mean that the control and damage systems are still in game for example. Its pointless reinserting legacy code. We all want vehicles to make a reappearence, but id rather it be done when its ready not just to please the masses. Rgds LoK
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""the only other option is for BIS to change this game and make it so there is no loot anywhere"" More grey scales please. Looting is fine, grinding is not. ""try to explain to me what everyone is going to do in that scenario?"" Make bases? Create vehicles? Fight Z? Form clans? Hide in woods? You name it, I can put a questionmark behind it? You know, play the game. ""lacks any real focus or purpose"" imo loot is a tool for both player and dev. On the player side loot makes "life" more convenient / fun, and for the dev it is a way to steer player behavior. Loot itself is not a goal unless you're a dragon.
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You have never played the mod, have you? Countless trees and rocks ate tents, stashes and even entire vehicles. Sometimes even men. I still hear myself screaming "NOOOOOooooo!", because some poor Soul was once eaten by a tree.
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Notice to forum whiners and fanboys alike: This is a review based on my experiences and perspective only- Of DayZ SA as it CURRENTLY EXISTS. Please take it as such. Feel free to share your experiences/feedback. also, WALL-O-Text warning First, All the good things- Well lets see. It looks nice. The newer build of the engine has much nicer lighting then Arma II did, that's for sure. I actually do like that once you leave the coast just finding ample food and drinks can at time be a challenge. hit a few towns that have been cleaned out and you may be in a bad way. The equipment disparity in SA makes it much more stressful just to survive then in the mod where you can basicly live until death by hacker simply by hunting in the woods. What else? Well the gear UI (similar to that of A3) is rather nice. I like the easy drag n drop combining of things and less fidgety right click options. The Zombies I have mixed feelings about in their current iteration. At times they seem godly due to their ability to warp thru walls and now even floors (a pathing AI desynch Issue STILL not addressed from the mod) but when they actually work correctly they can be a significant threat. I would like to see them "fixed" to be have properly in a more consistent manner and *Only then* seriously buffed to make fighting them a real challenge. I do genuinely like the move towards making mere survival for one more day harder. I look forward to even more environmental hazards. I really see the SA as a new beginning for dayZ with a TON of potential provided the developers can push it forward quickly enough to take advantage of the fanbase. however, left to linger in its current state more and more will look to other options for entertainment and established dayZ communities will continue to disperse. The Bad and ugly things- Zombies still need fixing. Pathing and desynch is horrible, Damage is all over the place and at times they repeatedly swing thru you wile you're standing still doing zero damage. other times they ninja punch you out in one hit. The fact they can now mysteriously go under floors as well and into the ground and hit you when you cant see them is a nearly game-breaking flaw in cities. Mele weapons are dodgy at best, and sometime outright useless. One can only see the point of using an axe over a gun to quietly dispatch the zombies without drawing unneeded attention, However their effect on the zed is almost entirely random. I can repeat the same scenario 10 times and mayer 4 or 5 of those will result in a dead zombie. sometimes they will ignore it as if nothing happened. other times they agro you and take no damage. sometimes you get lucky and a swing to the back of the head is an instant kill. Consistency is needed here. Despite SA being delayed multiple times since original projections and being out for some months, We still are lacking core functionality; without which there is no reason to play beyond the first few days. get a few guns, kill a few people, get killed, repeat. without vehicles, storage, and some kind of construction system there is no end-game content. and lacking that, more and more people (myself included) are suffering dayZ burnout and simply giving up on this reaching its "vision" in a reasonable timeframe. I really feel that if we aren't surpassing the functionality by the time summer break rolls around the opportunity may be lost- sadly. TL;DR (and final thoughts) All in all its a stripped down version of the mod; that looks slightly nicer. zombie pathing is worse then ever, and I feel more and more so like content development is nowhere near the timetable it should be. sprinkling a few carbon copied betty vans from A2 on the map as they are right now with no new features imho, would be more beneficial then anything else right now. With so many of the models and assets already in existence, I really believe that simply "porting them" Now and re-inventing the wheel later would be the best approach. ride the "summer break" activity increase with new content and more things to do other then spawn/die on the coast and re-invigorate the community. Suggestions/Feedback: Get *any* working vehicle in the game ASAP. even a direct port from the mod. Same for crappy tent system. give us *something* and reinvent the wheel later with core functionality in place, even if flawed.Fix the zombie pathing and AI once and for all. if I can't hit thru it with an Axe I better not get zombie punched thru it either. No excuses, no exceptions. this is standalone, not mod. shoddy pathing can NO LONGER be written off as "technical limitation" bs. fix it. yesterday.Continued focus on PVE, but give us storage. we need storage. lack of hoarding/build up leaves little more entertainment value besides costal deathmatching.Leave it a completely un-restricted sandbox. Take a lesson out of EvE online's playbook. Provide the sandbox and implements and let the players do as they will with them. for good or evil as they see fit.Any beginnings of construction system (perhaps even something similar to Epoch's base building) would be nice as soon as possible.
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just my 2 cents- coming from someone who has played both the Official Mod, community mods, and SA a considerable amount (Many all night benders logging off only after realizing that was sunlight coming thru my window IRL) First, Saying that people who play in groups, clans, or teams are carebears or implying that they are playing the game wrong is just silly. This is a game- actually more a Simulator of a zombie apocalypse in which all law and order beyond that which small groups of people can impose on others has long since vanished. Teaming up and/or clanning up should be by defacto be the single most OP thing in the game. Infact, I think that as more and more environmental factors become an issue for mere survival Large and larger groups will become the norm. The more "ants in the colony" the more chances you have to find that vital medical item, or rare weapon to give your crew an edge of the others competing for the same resources. Secondly, at its core dayZ is pvp- but not in the costal dethatching people think of as PvP. PvP simply means that you are Competing with other PLAYERS. it does not Inherently mean KILLING them. Once engame content and vehicles come into play I can see situations where entire servers are dominated by 2 or 3 groups in completion for good base locations, medical supplies, and things to repair and improve vehicles with. this is not a bad thing tho in my opinion. is very much what one might expect in real life in an apocalyptic scenario. The remnants of society dividing into localized pockets, often coming to blows over what few resources remain in a decaying world. to me this is an exciting and engaging scenario, not a bad thing. I really think that dayZ should follow EvE online's lead in the respect of going "Here's the sandbox and the implements- good luck" and leaving the players to do as they will, for better or worse. You can expect both stories of cooperation- and horrendous losses of hours, weeks, even months of work invested in fortifying towns and cities (akin to building up sov and supers in eve)
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So much unnecessary divisiveness over game modes
Weedz replied to real meatshield's topic in General Discussion
This. OP is one of the people who lies about "just using it because everyone else does" but than acts like a fix for it is outrageous .... because he wants to keep exploiting 3pp. At least he isn't one of the idiots claiming 3pp is "more realistic" ... Nobody is saying they don't like 3pp people are saying the don't like people abusing the horribly implemented 3pp that the ARMA engine has .... because the ARMA engine was never meant for 3pp PvP games ... it was put in so you could look at your characters / vehicles when playing Co-op. -
i can totally concur. especially when there are no vehicles yet. it's pain in the ass trying to loot the whole map on one server. i'd rather just hop a server once or twice... i would like to see that being fixed with random spawns and the aforementioned vehicles, though. i feel bad about server hopping :(
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until vehicles are in my friends wont re-install this game. i understand the OP's boredom.
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I think it could have used one more... you know, with a pause and sort of a epic theme intro. For even more dramatic effect, you dropped the ball on this one. Just saying. @ the Op though, come to think of it in 80 hours though you can't possibly have explored the entire map, take a few days break and come back to try that for a bit. I had fun swimming off to an island and found a few zombies, houses and a water pump.. and a dock; just begging to have a boat put in it.. so going back there after vehicles are added even if it did take fifteen minutes of swimming. Still want to climb to the top of a really tall structure I saw somewhere toward the north at one point.. plenty of interesting locales to enjoy the view if nothing else. Get really bored' do something really nuts. Go out and gather a ton of paper and a pen and start leaving treasure clues all over the city streets all of them guiding people to one location you have setup as a sniper-trap. Cause why not, anyone willing to risk listening to a piece of paper claiming to be a treasure clue deserves to be target practice. .. wait now I want to find paper.. bah.
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Most people's argument for PVE is that PVP is bad and player interactions should all involve hugging and kissing. PVP /= KOS PVP is any interaction where there is a chance of a fight, so any interaction. You take away that chance of a fight and you get the Rust issue of watching some guy fuck up your shit and you not being able to do anything about it. Then you get the PVE servers that you aren't allowed to go near other peoples bases, rob from tents, take vehicles.
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features what are needed in standalone
Karmaterror replied to timedance's topic in General Discussion
There might be music in the end, sure there will be. But that's one of the first things I did on dayz...music volume...0 lol. Much better to hear your surroundings IMO. Flies in firestation tower? Do ya mean the sound around dead bodies? If so I think that should come back. Maybe not that realistic but a good indicator of a corpse, and sets the scene well. Dark dusty skybox? bit confused on that aswell. I always thought it was just the arma 2 skybox, didn't think anything was changed in that regard for the mod. Tents is a must have....im sure we will get them eventually. Wouldn't be Dayz without making a nice little camp in the woods somewhere. The loot dispersal id expect to be a later stage thing. Deciding what spawns where and setting tables and stuff up. Also theres this global economy thing they are talking about. Vehicles are planned, always have been. Its just a waiting game until they arrive. When they do all those moments of hearing cars and helis approach will return :) -
For pve to work there has to be an ethos within the game that working together can grant you benefits that CANNOT be found individually or will take a huge amount of time to do individually. As an example, base building would be quick and easy if one person was holding the fence panel up whilst another hammered it into place. To do it by yourself you'd need to make a wooden support frame first then rest the panel up against it instead so taking at least twice as long. Or when there are vehicles, you'd need a buddy to manhandle a large heavy item into the back ie an ammo press or a water tank. the need or ability to drag items together to secure a site would help build a community group in the game. Lone wolves could still survive alone, but groups would get benefits by working together. Ie the water tank and a tarpaulin plus some tubing gives you a rain trap which gives you free clean water but you need to defend it collectively. Need some bullets? Go get a petrol can and pour it into the groups generator so the electricity runs the press (and the lights) and spits out rounds for everyone to use. I'd love to log onto a server at night to see the distant glow of lights at the top of tower blocks with groups of traders moving inbetween, or the flash of tracer fire as one block went to war with another :). K.
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Hello people!!! RSR | Royal Survival Regiment|AI Missions|Always Day|Tow/Lift|1000+ Vehicles|6 New Castles|Many Extra Barracks|Sector B Style Area|Active Admins|And More!!! 176.227.219.186:3002 The RSR server wants to grow as we are currently only a small friendly server, (BANDITS NEEDED!!!!!) and we hold Admin events as often as we can! We listen to the survivors because YOU'RE ALWAYS RIGHT!- Apart from when you're not. Now for the mods!!: No Admin Abuse! Custom Areas! Including Custom Barracks!!! AI Missions BIG RAID-ABLE AI Base Auto repair and refuel! Custom Airfields Tow and Lift! Custom Traders! More to be implemented soon!!! Please feel free to join, we are based in the UK, and the admins have a the [RSR][E] Clan tags! We need you to join us! Any questions just ask the Admins who will be on TONIGHT!! BANDITS WELCOME!!! Any problems email: [email protected] I hope you choose to have a look at our server! Thank you for reading!! Have a GREAT day! The RSR Team.
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i can find Mosins, SKS' and M4s on coast, so why would i bother travelling for hours to inland, where there's no one around? when they make travelling more fun (=vehicles) i would happily roam the map. even a bicycle would do for starters.
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Do you want working helicopters and planes in DayZ?
nexventor replied to RedDogMT's topic in General Discussion
It all depends on the other vehicles. I am not a fan of any weapon mounted vehicles like in the mod because it turns it from a survival game into Arma. Vehicles should be transport only. It was amazing parachuting down into the middle of a firefight and taking on everyone in the mod but to sight there and light up anyone you see from the safety of your warm heli was just plan overkill. It will be interesting to see what the dev's finally implement for sure. -
No need to be a smartass. Time will tell. The entire history of the mod says you are dead wrong. There was absolutely no constraints on these things - they could have disabled a lot of the military weapons.... they didn't. They could have not had military helicopters..... they did. They could have made vehicles and parts much scarcer - they did not. They could have regulated spawns to a much greater extent.... they didn't. They could have implemented a lot of care bear features.... they didn't. Seeing a pattern here jackass?
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Started with Dayzmod and switched to Epoch. There's just so much more content and things to do in Epoch that I don't see myself going back. I enjoy using alot of the weapons and vehicles that were nerfed or removed in Dayz. In addition, there are alot of servers out there offering side missions and other custom content that further diversifies what the game has to offer. IMO, I think Epoch is what Dayz should have been.
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Guns: http://dayz.gamepedia.com/Weapons Vehicles: No, not in yet, small ones will be in in Q3 biger ons in Q4 and later Camping tents, persistent backpacks: Also no, will be in soon (one month maybe more) Look here for the complete roadmap for 2014: http://forums.dayzgame.com/index.php?/topic/175596-summary-of-dev-qas-from-streams/?p=1796311