Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
@OP yup.... I read it... "-This would deter KOS. Not eliminate, but "deter" (water it down). I believe KOS will never be eliminated, ever. But I absolutely do believe that it can be reduced. Now I'm not one to complain about KOS as it's truly a part of the game & I believe that it's the victims fault for getting into the shooters sight in the first place (this is survival), but I do believe that it's not the concept that drives this game. DayZ (the finished game on paper) is not a shooter. If ammo were a true rarity, players would think twice before wasting 1 of their 7 FXN45 rounds that took them a week to find on a worthless fresh spawn, or would try to apprehend a geared player by outplaying them. Not by gunning them down because they have 100+ rounds to waste because they're a dime a dozen. Every shot must count." It actually was your number one reason... Next was lessen firefights or make shots count???(by product of no ammo).... Hehehe then something to do??? Farming.... Hoarding of equip for your vehicles.... Hopefully, farming too. Base building... :) (:
-
The main reasons people KOS are: 1) lack of endgame 'tasks' (vehicles, bases, more things to do and reasons to travel the map) 2) lack of real zombie threat (actually improved on last patch, but in broken fashion) 3) human nature. A lot of people see this game as 'military gear shooter with zombie apocalypse setting' rather than 'apocalypse survival simulator' and will PVP and KOS regardless. Reducing ammo spawn to nothing will not change things, granted it's too common at the moment, but hopefully this is just as the range of guns and ammo types are still quite small. With that said, do you pick up that 1911, 75 or FNX as things stand? Needing the right ammo and mags has made the choice harder - and this is choice/scarcity through variety that I can support.
-
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
SmashT replied to SmashT's topic in General Discussion
Here is the basic roadmap for 2014 from the slides, the formal roadmap is not yet complete, when it is it will be announced. Highlights for next update More robust process for testing / deliveryBow and arrow / crossbowFireplacesNetwork optimizationsNo spawn penalties for joining same serverWhen? Best case: two weeks Worst case: end of April Fireplaces Can cook things!Crafting fireplacesUpgrading them to ovensRespawning Loot Prototype World divided into quadrantsQuad resets when empty X timeIncludes resetting doorsDoor state randomly set on world startAccelerated Time Removed as part of lag / desync fixComfigurable by servers adminsUp to 64x faster day / night cycleRules for Hardcore t.b.d.Throwable ItemsEverything that can be held in handDifferent materials react differentlyUses "Bullet" physics SDkCalculated on serverPlayer Controls Mouse Acceleration issuesDexterityFreelookPhysics based movementJumping consideredShort-term (Q2) Ragdoll Nearly functionally completeBased on "Bullet" physics libIncludes falling charactersThe future?Dragging unconscious / bodiesBlended body injuriesNew AI pathfinding Animals and ZombiesTechniquesVoxelizationWalkable polygonsNavmesh optimizationObject AvoidanceFirst iteration nearly completehandles interiors, small objects64-bit Compiling!Server can use more memoryHelps withPhysics integrationVehicle physicsNew zombie AIPossibly much morePrototype Animals Prototype implementationAllow player "hunting"6 new animal typesStarting from scratchWanderingPersistent Objects All objects or just some?Save state of everythingDecide which to permanently useAdvanced Weather Effects Snow and fogWeather will affect playerBallistics affected by weatherWorld Containers RefrigeratorOvenCupboardsMedium-term (Q3) Multi-thread / Multi-core Multiple threads on Multiple coresMore zombies...More players...More animals...Probably more server focusedAdvanced Animals Hostile animalsNeutral animalsCompanion animalsNew Zombie Behaviour More responsiveRedeveloped "agro" systemMore benefits to stealthCentral Loot Economy Control loot numbers centrallySet for all servers per hiveBarricading Physics based constructionMainly focused on existing buildings.Basic Vehicles Small VehiclesBicycle / Motorcycles / ATVPossibly includes small carCustomizable / Configurable-like weaponsPhysics based ("bullet" Physics SDK )Modding Support Probably tied with private hivesFull support for modsSteam Workshop integrationPlayer Statistics Steam AchievementsDatabase interaction API for developersHorticulture Growing plantsPersistent to serverPrototype to come earlierLong-term (Q4/Qx) Advanced Vehicles Cars / Trucks / Planes / Helicopters / BoatsUpgradable componentsSimilar approach as weapon attachmentsExtended barricading Existing barricading to full constructionAllows players to create new structuresPersistent to that serverAdvanced Social Mechanics Faction identification methodsSpawn systems tied to controlled locationsBetter UI support for trading. -
Yeah, if anything, they're making helicopters MUCH HARDER to maintain/acquire. I don't think it's an issue of it being a "slippery slope" to other vehicles. The Rezzed presentation pretty much limits the scope of vehicles to that of the mod. Yet it makes them harder to maintain/find/repair. That part makes sense. However, the way in which we're supposed to gather loot for the helicopter is what is silly Helicopters provided a great bit of tension in DayZ. Everyone stopped in their tracks when they heard a helicopter chopping off in the distance. And hiding in a bush while the helicopter's searchlight looked for me was an incredibly memorable experience.
-
Does Dayz Standalone have the worst zombies in any game ?
OrLoK replied to gibonez's topic in General Discussion
Hello there Crikey, I just dont know where to begin with this. In fact, Im not going to bother. @OP The title and slant of you post are flawed and give/make the assumption that the Zeds are the final product. That's just not fair. You may as well say that the vehicles are the worst in a game as they are completely unuseable. If you at least qualified your post with the fact that the Zeds are just placeholders and stated that you were judging them on that prospect alone then that would be fine. Or even if you were blissfully unaware that the zeds were being overhauled then we could just assume ignorance of the situation. Feedback, constructive critique and questioning are all wanted. This, to me, feels like a rant and flamebaiting. Now *if* these were the final Zeds then they would indeed be among the worst. But they are not. Rgds LoK -
~Zombies Unite DayZ Community~
Markokil321 replied to Markokil321's topic in Mod Servers & Private Hives
- NEW: Purchased vehicles (traders) that are left abandoned for over 2 weeks will loose their key and can then be taken by anyone. - FIXED: Building snapping. The hotkeys werent always working properly but this should be resolved. -
Books didn't get sick. Also all of our characters seem to be military men and women, their fitness, hair, movement and how they handle weapons all seem to suggest that, it wouldn't be out of place for a pilot to be amongst the survivor's ranks. There are... one, two... three? Airbases and military bases + chopper crashes and military vehicles scattered throughout the map, should be more than enough places to find things you'd need to get a chopper running, hell you'd probably find half of it in civ shipping places. I have to disagree, part of survival for me is the idea that one day, you could rebuild, or at least attempt to. That means *all* technology should be up for grabs for those with the willpower to attempt to recreate/retroengineer it. Also I want this to happen.
-
TO MODS: What rules am I breaking? I'll take out the curse words I guess. I'm a bandit, why can only heroes post? Let's look at it from a realistic perspective. "kos is a permanent feature of game with gun." -our lord and savior, KoS There will always be high levels of KoS in DayZ. Helicopter, vehicles, and carebear hunting and whatnot is just going to INCREASE KoS. So I see a guy with a bow and arrow hunting or some guy cooking. DAS CUTE. Boom, HEADSHOT. Take stuff, run away, repeat. These upcoming features change nothing. DayZ will always be SURVIVAL OF THE FITTEST. Even with harder zombies and the "third enemy" of survival, bandits will find a way to CONQUER the third enemy quickly like we always do. We can hide from zombies or heck just axe them, quick with a group. We get hypothermia and whatnot? We find a way around it. People were friendly in the early stages of the mod because the game was HARD for them and they NEEDED each other. Nothing Dean will throw at us (esp with the new COD fanboys playing) will hurt us in the slightest anymore. A lot of us have been playing for a long time already. If we want to KoS, we will always KoS regardless of what features Dean is adding. REAL bandits don't give a crap about cooking or hunting. Our goal is to kill and loot, because it saves us lots of time and it's fun as hell. As for heros, we will always outnumber you, and we have a crucial advantage: you have to go into the open to do your job, we don't. We see you helping a person? Cool, double kill. Some of you will probably say "oh the amount of KoSers will definitely decrease with more stuff added." my response: yep, thank god. more kills for the ACTUAL bandits. I can promise you the AMOUNT killed will never go down, only the AMOUNT KILLING OTHERS. No change for you, carebears. Discuss.
-
Dear community! We would like to introduce to you our new DayZ-Epoch Chernarus [back to the Roots] server. But wait! Another server? Really? You are probably going to ask you this question… Yes! We are a group of experienced and passionate players, who decided to take the reins themselves. Why? Unfortunately, we had to make the experience that the community on the servers we had played on died after some time. Most of the time the admins stopped their support after a while and the server was discontinued. From time to time, admins also tended to abuse their rights, which influenced the game experience in a very bad way. By actively supporting our players and our presence on the server, we try to counteract the “death of the server”. Furthermore, we hope that our solid and fair admin support will create a pleasant game experience. In addition, we will hold regular events like death matches or “capture x”. It already took us a great deal of time and energy to get the server started. What separates our server from others? I guess it's our striving for the original DayZ experience. Back in the days when there where no One-Shot-Kill-Weapons, Tanks and everything to buy in a safe haven. There are a lot of server out there with a lot of different mod additions, but they all feel the same. We just want to make a difference raising the difficulty again and by making your loot and time worth something. We have three simple goals: Easy to learn, hard to master. New players should have a comfortable start, but the endgame must be bloody. Get the players back on the street. A big problem of the most Epoch servers are fact that 50% of the population is always behind safe walls in their base. We do everything to stop that by controlling the economy, forcing the player to search for their loot since he cant buy building supplies, food and big ass guns any more and by providing the player reasons to go out(custom events, admin events, etc). Your gear should be worth something, right? We will not throw endless gear at the player. We try to find the best balance for all traders, loottables and we do our best to avoid inflation. Configuration / Features Community page: www.bttr-dayz.de IP Adress: 146.0.32.47:2302 Best possible performance Custom AI Missions Admin events - more often and regularly, if we get a stable player base Custom loot spots and different maptweaks (high quality guaranteed) Custom loot tables to provide a balanced economy Custom areas to provide more variety and options for basebuilding players Only Bash and Klen as Safezone Stary PVP zone with better prices No medics, building supplies, food and vehicle parts in stores - Go out and do PVP Selfbloodbag 450+ Vehicles lower vehicle ammo spawnrate Only cinder/metalfloors are indestructible Codelock protection No weapons with more than 8000 damage You can remove building parts even after dying without placing a new plot pole Maintain once every 14 days. Database updates every hour - We are prepared, if shit hits the fan. Teamspeak 3 Server ts3.bttr-dayz.de Passwort: epoch Private channels: We will provide you with a password protected channel if you choose to use our Teamspeak. Public channels: You can use those channels in order to find new teammates. Special temporary offer This offer is only available until we reach a stable player base.You will receive a welcoming gift, if you sign up in our forum an post your ingame name in the correlate sub-forum. We would be very happy, if you just swing by and pay us a visit. Maybe our server is just the one you have been looking for! You can also come by every time you like and talk to us on Teamspeak! We wish you a lot of fun while surviving and thank you that you took the time to read this post.
-
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
sausagekingofchicago replied to SmashT's topic in General Discussion
Definitely not. It'll be "why didn't they get the new team to work on vehicles!?! even a bike! $)*#@(#@$)" or something along those lines. -
Like the mod, Helicopters, like all vehicles will be persistent objects that only remain on the server you find them on. I think the real problem was always that having a helicopter meant that you had access to everything quickly, and you could spot other vehicles easily from above. I don't mind heli's as a whole - they were always one of the best parts of the mods, but they need to be difficult to get working and maintain.
-
To be honest, the "idea" of the SA is very cool, as is much of what has already been implemented. I like being able to enter nearly any building and the ability to coble together whatever character you like from whatever scraps you find. I also like how (theoretically) there is more interaction with the environment in that your equipment and clothes can wear out or get damaged, you can drink from ponds, collect rainwater, eat berries, can get sick from rotten fruit (which may be better than starving), you get wet (and can presumably eventually get sick)so on and so forth. Basically just staying alive should be a constant chore if there weren't zombies or psychotic players. That said, it still feels very much like a work in progress (ergo "alpha"). A lot of stuff from the mod doesn't exist yet - vehicles, tents and other storage, road flares, throwing shit, variety of weapons, hunting and fire building, and of course, zombies. And there's a lot of stuff they've talked about that was never in the Mod that probably needs to be in the SA to make it a more interesting game (base building, more map, whatever). Even the eating and drinking dynamic lacks that sense of urgency you used to have in the Mod where you felt like you really needed to constantly find food soon or die. Now it feels like once I stuff my face or fill up at the nearest pond, I'm basically set. So overall, my opinion is that the SA is off to a decent enough start, but still needs a lot of work.
-
As long as they make vehicles like this super rare I will be happy. Unlike the mod where things like this are all over the place anymore
-
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
DemonGroover replied to SmashT's topic in General Discussion
At least now people know the plan, hopefully the calls for "Vehicles Now!" die down. Not likely though. -
RedDevilz Dayz|Brand New| 400+ Vehicles|AS50|M107|Anti-Hack
bigiemac posted a topic in Mod Servers & Private Hives
Red Devilz Dayz -Brand New Server! -Epoch Panthera -400+ Vehicles -Friendly Community -Looking for talented scriptors!(instant admin access) -English Based -Admin positions available as server grows! -24/7 Uptime -High Fps -Friendly Admins - Constant Server updates -AI missions and roaming(Soon) -Auto Refuel(Soon) - Base Building -Increased base building limits IP: 216.244.93.26:4802 If anyone is interested as a scriptor for our server feel free to PM me and i will get back to you shortly. -
I'de rather see an AT mine that only goes off for vehicles, and IED mines for players.
-
The quote at the bottom of your post is a valid point I was making. The Devs asked for a little money from individuals who would like to participate in a development which may take some time to come to reality. They didn't ask for unreasonable amounts for a finished product. So that being said "it being in Alpha" is every excuse for "stuff ups", bugs, lags, desync, hackers, broken gear, poor loot decisions etc. I don't think I'm being a white knight personally, I just go on clearly what is fact and told upfront. If you paid $60 plus for a beta product that resembled this state, I'd clearly understand the criticism. I just think there is a clear difference between, " anyone noticed this wrong or that's broken?", "I have an idea for the Devs, could we look at doing this before this or change that for something else perhaps, "I have concerns about the time it's taking to achieve certain goals in the alpha. and... "FFS what the F*@%* are the Devs doing", " I can't even play this laggy piece of s#@!% ", "Why the hell do we have this loot it's a waste" "god this game is such a failure , where the F@#!@ are all the vehicles?" " they just brought out a patch and it's worse than the old one, the devs are not focused on this project anymore" My original post was to perhaps spark some thought and a reminder about what the player is involved in when clicking that button before screaming blue murder at the forums. Not being able to enjoy the features of the game because it's still in development and keeps breaking can be frustrating as hell, but we have no choice except no longer participate and jump back in at beta time.
-
Rename to DayB (Bandits are scarier than zombies)
Mancomb replied to Mancomb's topic in New Player Discussion
I agree with pretty much everything; I also try not to KoS, but, as you said, many people turn to it simply to defend themselves preemptively. I've only done it once (and I don't think the person I shot was necessarily a bandit OR KoSer), but the only reason was because I had been killed at least half a dozen times in 2 days, and was tired of people always managing to get the drop on me and not attempting to communicate, so I got fed up and joined a hi-pop server with the sole intention of shooting someone first. Granted, my goal as actually to try to find a bandit (or KoSer) camping out on Sniper Hill overlooking Electro, and ambush them, but when I didn't find anyone there, I waited to see if anyone would run by. Eventually, someone did, and I tried to ambush them. Unfortunately, they weren't alone, so I died after taking them down, and I'm not certain as to whether or not I actually killed them. Not that it matters, because I was satisfied simply to have dropped someone before they could drop me, and since then I've gone back to exploring, and even a bit of RPing (I currently have a character that has nothing but work gloves and a pipe wrench, and am running around Electro looking for people to ask if they have any plumbing that needs fixing). After reading through some posts here on the forums that basically say that nobody should get attached to their character or gear, and just to have fun with it in the state it's in, I've tried to do just that. Once the game progresses further (perhaps beta), and they've added more mechanics (hunting, cooking, camping, etc.) and gear (better weapons, thermal scopes, rangefinders, vehicles, etc.), I think we'll see a shift in how people play the game; as it is now, all there really is to do is gear up and kill other people (or help them), so that's what the majority of people end up doing. -
For what it's worth, I've played 120+ hours and maybe once saw something that /might/ have been a hacker but also could have just been lag. Since November, the game has gotten MUCH more playable. The devs have done a lot to address lag and desync while simultaneously adding on more features that may cause lag and desync. This is how development alpha works. Everything is in motion, so you should expect a basic cycle of +New Features -> Hot Fix to address lag -> +More New Features -> Another hotfix. Remember when you had to wait nearly a full minute for items you just dropped to appear on the ground? Now it's instant, or with a delay of a few seconds maximum. Remember when 75% of the time you couldn't even take out or put away a weapon/item without mashing the button 100 times? Nowadays that happens mabye 10% of the time. Oh here's an easy one: Remember when we didn't have hardcore mode and urban combat was completely retarded? Yeah, we've got hardcore mode now for those who don't want to deal with 3P cam bullshit. Then there's all the new content that's gone in; new gestures, new animations, new weapons, new food, new clothes, tons of new buildings and additions to the map. More recently they've reworked the zombies to be more aggressive, pathfind better, and spawn when you use loud weapons. It's not perfect, but it's certainly a major improvement. Soon we're to be getting even more weapons, and with the completion of the physics model, ragdoll bodies and throwable/projectile weapons. Eventually we'll get proper loot spawning, vehicles, and persistent objects. Really the only major gripe I have with the game so far is that I wish they would make the deviation on the weapons more inline with their real counterparts, and implement more sway based on your stamina and energy. Everything else has been progressing fairly well.
-
You claim you want more "awesome" guns but don't support the customization on them which is basically the hearth to any weapon. This is not COD, BF or any of your regular looking and repetitive favourite shooters game, nor it is meant to be a DM fest. Go back to the mods' mods where you can DM all you want, spawn fully geared and are able to pay for more gears and 1000 vehicles. Yep, welcome to dayz, where the enviroment f**ks you in the back and everything is completely unfair. All of the times. You might have heard something similar about real life, unless you don't go out too often. You should read and investigate a bit more on the mod's origins and what it was supposed to be. SA is on the right track to those standards. 10/10 perfect troll.
-
My idea for endgame is stashing pistols and stuff in the forest so when I die I'm not at a bad disadvantage to spawn killers etc. I also like the idea of ragtag bases with maybe some repaired vehicles stashed inside. Maybe big clans/groups can create some sort of new civilization as well.
-
General Advanced Combat Environment (ACE) is a full conversion modification for Armed Assault. The overarching philosophy of ACE is to provide its users with a combat simulation that is both realistic and enjoyable. Our primary mission is to create a wide variety of real world weapons, vehicles, equipment, and tactics so that those playing the ACE modification will be able to better simulate combined arms combat on a modern battlefield. ACE is designed from the bottom up with the goal of encouraging its users to employ real world tactics and strategy (fighting as a team) in order to accomplish realistic military objectives. We strive to create hyper-realism without losing sight that the mod must be playable by the “advanced” user. Our focus is not only on creating coding and scripting which highlights realism but on creating realistic missions on which one may experience the full spectrum of virtual combat. Advanced Combat Environment (ACE) allows casual to hard-core gamers the opportunity to experience realistic military weapons, equipment, and tactics while still maintaining an environment that is enjoyable to play. Advanced Combat Environment (ACE) provides the most realistic, comprehensive, and tactical first-person military simulation available for the civilian PC market. Advanced Combat Environment (ACE) is a mod in progress for Armed Assault that is being done by the core crew that was responsible for the excellent Wargames League (WGL) mod for Operation Flashpoint (OFP).There are many exciting teamwork- and gameplay-enhancing features planned for ACE; it should be the mod-of-choice for any groups interested in increasing their realism, teamwork, and gameplay at the same time.
-
That's right. The best you can do is try to be king of Chernaurus, and stash up as much tuna as possible. Bases and some vehicles. Or get everybody together and create a thriving post-apocalyptic democracy- or dicataorship. Major credit for anyone that does that.
-
*bump* added gemstones as high value currency added endgame vehicles to NATO and Russian traders added advanced epoch HeliLift script, chinook aka carry all, other helis can only carry reasonable sized vehicles (ie, lil birds dont lift SUVs or Busses ..) added vehiclekeychanger, one key for all your vehicles
-
The M240s on the huey were mostly for suppression or mauling vehicles. Many a Huey was lost because pilots hit auto hover so a gunner can kill a man on foot, snipers make mince meat of the pilots. I'll be happy as a pig in mud if we get the Huey back.