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Found 41868 results

  1. DeepEuphoria

    Status Report - Week of 08 Sept 14

    Vehicles...... Barricading Houses...... Dealing With The Teleporting Hackers...... :blink:
  2. agouti

    Anti tank rifles

    I'd like to see all manner of anti-tank rifles. I'd like the see the 20mm Lahti and the Solothurn, and the PTRS-41, a repeating 14.5 rifle like an over-sized SKS. Keep it to a basic 20mm, 14.5mm and .50 cal for logistics, of course. (The .50cal being modern anti-material rifles and the Boys). Vehicles will be a major part of the game, and these rifles make things interesting. Back in the mod, I remember my buddy used to camp for hours on populated servers by this gas station. He'd take out the engine block, then start taking out the passengers. They'd scramble to figure out what was wrong, but ultimately, he'd snipe them all, then retrieve the loot. Needless to say, it didn't take long until we had piles upon piles, as vehicles are already fairly endgame, the passengers were usually well equiped, plus the vehicles often had LMGs and such. Good times. So no, these anti material rifles aren't just used for killing bambis and griefing. They're used to take on vehicles and their endgame passengers. If you want to go play survivor/loner in the woods, you need not worry. This was just for killing 3-6 man militarized squads.
  3. AP_Norris

    Face It - This game is PvE

    Should start tough, PvP and PvE big towns many zombies being a threat amongst a race for the best scraps of gear needed for long term survival. Police weaponry, strong melee weapons, food and storage before you leave town for the villages and forest. The woods should be your main source of food, animals, ponds, plants, berries etc. This should be sustainable PvE with occasional stalking and civilian weaponry firefights. Once the player has found good police/ civilian gear he is ready to blast his way through zombies and increasingly hostile players at airfields. This is how I remember the mod, the scuffle for starting gear, the relaxing Pv environmental effects in the middle. Then the grind for amazing gear, vehicles in the endgame before the eventual discovery of your camp by other players.
  4. MORTIFERA GAMING Community Website www.mortiferagaming.com Server IP:Port 192.223.30.159:2302 TeamSpeak 3 ts42.gameservers.com:9335 Server Info -New Dedicated Server -No weight limit -Free Base Maintenance (14 day decay) -Action Menu with Distance(change at any time) -Server Events (custom Gladiator Arena) -Incentives for new clans/groups joining -Great FPS -Active Group of Admins -Dedicated Player Support Via TS3 and Forums -Easy Direct Join Server Batch file available (DayZ Commander and Server searching not required) Server Customizations Scripts -Self Blood Bag -Lift/Tow -Spawn/Pack bike -Player/AI Clothes in their inventory after death -1 Night Cycle at 9pm CST -Dedicated In-game Team Grouping -Custom map -Custom traders -Repair vehicles at gas stations without breaking down gold -Adaptive Static AI missions -Adaptive Random AI missions -Multiple Random Scavenge hunts -Roaming AI Huey and Patrol's Devil's Castle Static AI Mission Island Mission Zeleno Server Event Coliseum
  5. chompster

    I think it's time.

    I really don't think vehicles will be as wide spread as you make it sound. You could probably go for a whole week before seeing or even hearing someone with a working car (if they're implemented right) No doubt the map will shrink due to vehicles but hopefully they'll continue to expand it by quite a bit in all directions.
  6. d.walker43

    Uk vz. 59

    I think if it was added, it should be later. this should be one of the guns that could be added to vehicles and such, and should be implemented around the same time.
  7. At this moment there is many features/activities player can do (and more are coming), but not everybody reads changelogs or wiki to know how to do that. Now imagine new player coming into game knowing literally nothing. It would be nice if game had possibility to learn players how to craft a bow/arrows, how to fish, some medical basics, (later repairing vehicles), etc... If some of the books were readable (something like that diary in the mod) and were describing those activities with good explanation and nice pictures, it would be an awesome way to keep player in game instead of searching wiki, learning him about everything in dayz and it would give another use to books (and books are kinda useless right now) The names of books can be pretty diverse, but simply for example: First Aid (medical guide), Surviving in jungle (hunting), Scout guide (some basics for crafting, fishing, idk)... and many more can be created There could even exist books with list and description of weapons used on Chernarus and weapons used by western countries (heli crashes) I have so many ideas now what to put into books. What do you think?
  8. Hey guys i just want to advertise my server! We were originally epoch but switched to Overpoch. We have alot of more features than the other version! -Over 999+ Vehicles -Night Time Cycle! -Anti Hack -Anti DDoS -Safezones with anti backpack and vehicle theft -Build Snapping Pro -No Overburden -Alot more missions to do (Sometimes 3 avaliable at a time) -Skalisty Island Bridge. -Awesome Loot -Group Manager -Custom Loadouts - Dedicated 24/7 -Spawn Selector -Skin Selector Clan Groups Are Allowed Come Join us! 66.85.159.36:2302
  9. Deanzphx

    New Features in Humanity system

    As far as saying you play the 'hero' role or wish to attain hero status, I have to disagree with you that the need to defend yourself is a show of lack of tactics. As a hero, I am able to either control the situation in a state that the other survivor is unarmed or is in a situation where it does not fit best for him to NOT COMPLY with orders given as a hero. Heroes are to only assist and not kill other survivors. If it comes down to 'defending' oneself from another survivor, than you should be punished for you murder. A murder is still a murder. Even in the eyes of having one standing their own grounds or being fired upon. I argue the point that you should not allow yourself to be in a situation that you risk yourself. If you must shoot, it should either to kill another bandit or to cause warning to another survivor to run away, however the latter rarely works, so I just observe and not let myself become a victim of either DEATH and NEGATIVE Humanity loss. Your playing style dictates to shoot and kill, that isn't being a hero. The amount of reserve you need to not kill another survivor is high and should be as it is currently. Another thing I noticed is that you mention killing bandits with POSITIVE humanity should not give you points. I don't understand this as being a bandit entails you are below the -2000 threshold. There is no positive humanity bandit. >-2000 are survivors. I may agree with the ability of killing zombies giving you humanity, but this should be VERY LOW, like 0.5 to each zombie. Farming humanity was already a problem with the pre-1.8.0 blood bagging farming. Heroes were there to confuse the community when they kill survivors. Another thing I agree is the ranking/stages of bandits. Different skins would be nice. This would also help identify newbs who "defended" but are still friendly. Hardcore bandits should have a distinct skin, like the hero skin, to give pride in the art of banditry. I respect banditry. But I follow a different ROE than most players in vanilla that believes killing survivors is a last ditch resort to a campaign or mission that ranks higher than humanity, like resources and vehicles. This is my opinion and a few others I know of.
  10. As long as we can spray paint them. I wanna see those cool unicorns/my little pony things in fantastic airbrush on vehicles. It would be a great distraction.
  11. Rauchsauger

    Private Shards with 0.49? Features? Price?

    I just checked a old instance of epoch servers - update queries are logged in the binlog. Since there is a replication of sorts from slave (gameserver) to master (hive) in the DayZ SA I suspect binary logging as well. (If they stuck to the old system and did not create something on their own) I think there is a major difference between mod and SA -> there are public hives! So players that are a bit more experienced will go to good, non abusive private shards and everybody else can still fall back to public hive. Even if there is someone selling loot/vehicles for money on their shard - it stays on that shard only. So just pity the one gullible enough to fall for that. I am saying that as long as a server is private there is no harm done since it does not carry over - and the public hive exists.
  12. byrgesen

    Private Shards with 0.49? Features? Price?

    You do realize there a tons of logs right? And that logs doesnt log what you describe it logs right? Ive worked with BE logs for a long time and if they are set up correctly they will only log malicious actions, like teleport, spawning weapons/vehicles. No location, inventory or health status of any player is shown in the logs at all, so it would be impossible to create a "piss easy" program like you describe. In the mod this "piss easy" program was using the database data, not the log data. What is sad here is that you refuse to believe it didnt work very well in the past, theres tons of evidence on this forum and on reddit to say otherwise. Like i said there was good admins, who didnt abuse the powers they had, and thats good, but there where more admins who did nothing but abuse powers. Just my 2 cent - all servers in the past were full access and it didnt worked. So you sir, have no idea what you are talking about tbh...
  13. Glatorius

    DAYZ SA Suggestions

    I have a few suggestions for future implementation which i think would cater to end game. 1). With the base building coming soon, i think items such as a storage box/rooms/containers should be made craftable, and the loot stored inside these not to be wiped on server reset (if that's even possible). These containers cannot be moved as they are to heavy, but can be looted by anyone be it bandits or own base members. Imagine bases who store valuable items, be it food, guns, Armour etc in these containers with trusty members, be able to raid them or sneaky members steal the goods, endless possibilities. What i see happening may be strong guilds/bases sending out loot parties to search for good loot for these containers, maxing out good items in these storage containers, the benefits of such a system could be huge. Imagine other bandits who would want to raid these bases, banding together, forming raiding parties, (kind of like raids in other mmos) to take down these bases, kind of like eve battles which could have huge rewards. The base members would need around the clock protection, raidos to communicate with other base members outside looting to come back to help, the scenarios are endless and exiting and would open up a lot of possibilities. Bases could even open a kind of a trading base, where if you want to trade for items they have, you need to walk up to the base with your hands up, they will take any weapons off you, you go in and search there containers for items you want or trade, loads of scenarios could be possible. They may even sell items online, as is what usually happens, which could even happen now theoretically, which would make raiding these bases even more great as items would most likely be of great value. Endless possibilities for your base and scenarios could happen. 2) More areas to explore like a London underground sort of system linking some major cities together, parts of the underground would obviously have no light, so torches/lanterns/fire sticks are a must, and would be quite scary to venture into these areas, zombies in small corridors with just a torch would be quite chilling, as well as the possibility to get lost down there would be exiting. 3) Maybe introduce deeper lakes and seas, with full diving gear and dart gun for fishing underwater, maybe have some loot spawns under water etc or caves to venture into. 4) I know the story says that the survivors are immune or something to the virus but this idea i had, if you got scratched or bit by a zombie without no vaccine within a certain time limit, be it 10-30 minutes whatever you would turn into a zombie yourself, so all your action bars are back to default. Now in zombie mode you would need food only to survive, so you have to hunt survivors, you get a slight speed increase and more speed in the evening, but can only use hand to to attack. What i think this will bring to the table is more fear of zombies as it will take at least 24 hours without food (animals, wild life and other players) to die in zombie form, you will be stuck in zombie form and cant respawn until you die, so your actions as a human would be much more weary over zombies, you will also be more loot caution for vaccines, which could play to my first suggestion, valuable items. Imagine being bit you have lets say 10-30 minutes to find the cure, running to the nearest base you know nearby and trying to offer whatever you have for vaccine. You may even have players banding together in zombie form to take down bases. In zombie form you cant attack or eat other zombies real or AI so in a way it also promotes working together, or just waiting to die. The death time timit has to kind of be big enough as to make players in human form more vigil when meeting zombies. 5) Vehicles, as planned but would add more variety to my number 1 suggestion, storing vehicles looking for fuel, bases would be more rewarding to loot and organized planed raids against them would be more valuable, it all plays hand in hand with teaming up with other players in end game instead of just plain old kill on sight mentality as it is now. Have a few other ideas but these would be a great start i think? Any opinions?
  14. GriefSlicer (DayZ)

    Private Shards with 0.49? Features? Price?

    Just saying I hope that too much power for admins is not a thing in standalone. They just made the mod way to easy with custom military buildings, increased loot, increased vehicles and etc. They should only be able to kick, ban, white-list and have slight control over the time acceleration. I doubt they will be stupid enough to actually give them more permission like control over loot, but if they do to hell with them. It would just ruin the games true experience like the vanilla mod was ruined.
  15. Is there a way to put origins vehicles onto an overpoch napf map? i will def donate to get the know-how to do this. i added them to dynamic vehicles.sqf but if i add to decription it hangs the server. Any help would be appreciated
  16. seifeler

    Private Shards with 0.49? Features? Price?

    I very much understand the concerns of players who experienced the mod. I was around at early stages of the mod and I saw it change. At some point more and more servers with *extra loot*, a lot of extra vehicles and other stuff appeared. Some servers were actually charging money so you could spawn with military gear. While I don't have a problem with that, I understand players don't want to be playing alone on the pure vanilla servers while everyone else is on the extra-loot-and-vehicles-server. My opinion is, admins don't need access to server files and database. They shouldn't be able to alter loot tables or increase the number of vehicles. I already stated what I would need as an admin: If you like to know why I would like to have these features and what I want to do with it, visit: http://dayzelysium.com/ Now my suggestion, to prevent abuse: After renting the Private Shard, admins must apply for those features with a solid written concept at BI. They should be paying for the time they (BI) have to review the application (>100€/$). I am sure a few serious server owners will be interested and willing to go through this process. If there is abuse, they get their admin rights taken from them and they cannot apply a second time. What do you think about that?
  17. Hicks_206 (DayZ)

    DayZ Development progress makes no sense

    Holy walls of text, Batman. I'll be honest - I seriously do not have time to read through the 9 pages in this thread, let alone more then one or two of the OPs posts. What I'm seeing here seems to be a whole hell of a lot of text, and opinion - without actually saying much of anything, aside from being upset that vehicles are not ready yet. I will try and address the bullet point issues I see from the original post. You start off by citing the Wikipedia definition of an "Alpha milestone". This is a flawed basis of argument for several reasons. The first of which being that anyone that has worked in game development of any scale knows that milestone definitions can be fluid internally, especially on the publisher side. Case in point: Microsoft Game Studios (Now Microsoft Studios) frequently use a model of internal milestones similar to the following structure for 1PP and 3PP projects. First Playable: The title will launch, can crash - but it is possible to launch the application at a base level and at least reach the main menu Alpha: Title launches, crashes are limited to those that do not interrupt the basic gameplay loop. Very basic framework of what the title is is present. (User can enter gameplay, navigate the world at a base level, etc) Code Complete: All critical crashes are addressed, the core functionality of the title is present (large chunks of content however can still not be present) any non critical crashes are flagged as high priority fixes for moving to the next milestone Content Complete: Levels, artwork, music, the meat on the bones of the title is complete and in the build. No crashes should be present at this time, issues with content are allowed but must be addressed in order to pass this milestone. Release Candidate / ZBR: This is considered the final milestone, when high level final tests are run past the build - the title is checked for a complete play experience in all provided areas of gameplay. All design document functionality originally laid forth in the greenlight process must be functioning. Once past this milestone the title will proceed into certification testing for whatever platform it is intended to release on. Now, these milestones are just a rough example and can and have been applied to projects as short as six months to as long as three years. The specific definition of each of these milestones (and any additional that may be project specific) would be declared in that projects TLA, Contract, or internal project documentation (What works for Minecraft, might not work for Gears of War) Every developer and publisher will have their own way of operating, and their own naming scheme for their milestones. What is important to understand is the difference between what the consumer market prior to Early Access views as an "Alpha" or "Beta" and how these terms are used internally months, and sometimes years before a consumer would normally have the option to touch a build. OP seems to object to the definition of what these milestones mean for DayZ, and wants to hold them to how he believes they should be defined. To be fair, I have on numerous occasions spoke on this. OP is upset because he believes the active DayZ userbase is not being used as testers. This is partially true. There is a point in which you get diminishing returns from trying to use a public, opt in userbase of a project this visible as your testing group. This follows with the approach we take, which I again - have been very vocal on. While we do get some outstanding bug data from the feedback tracker, the core base of testing comes from a combination of internal QA, and smoke/stress testing on experimental. What Early Access offers us is something far more valuable than a large testing headcount. It allows us to not listen specifically to what the vocal users -say- and instead focus on what the active playerbase -does-. Early Access users of DayZ actively shape the design of the title as it is developed by playing the development builds. We track metrics, we observe how players interact with systems and adjust based upon this. We also actively parse community feedback for potential improvements to the experience. So OP is right. You are not testers. You are designers. OP believes the Steam store page is essentially a lie. Harsh language, for sure. The first thing I would like to do is quote a stickied post on the official steam forums for DayZ. Next I would like to point out why I feel OP is incorrect when it comes to challenging the statement that DayZ is an open and community driven development. We have weekly status reports giving you transparency into the development of the project that you just will -NOT- see outside of Early Access/Kickstarter like public development models. (Eg: Standup notes, communication from the leads directly) We have weekly dev streams on twitch (twitch.tv/dayz) - Every Friday (New schedule starts this weekend) We engage on our forums, on the steam forums, on reddit, and on our personal twitters. (I personally find myself answering random tweets regarding DayZ at all hours of the day and night) The people that work on this project work on it for love. This leads a lot of us to spend way too much of our personal off time stressing about how you, the consumer view the current development build. I can admit to coming into the office on many a late nights and weekends.​
  18. Edit: As some of you pointed out, I accidentally said vehicle prototyping should be done in beta. I meant to say Alpha. This was my mistake, and it has been corrected. Sorry for the confusion this caused. DayZ Development progress makes no sense Firstly, this isn't a "this game is buggy" post. This is the exact opposite of this: it's a look at how the devs are handling the game, and how their actions don't fit that of a game that IS in alpha. It's also a look at how the game has been progressing, and how they will likely continue in the future. Firstly, let's quickly look at what an "alpha" is. From the so-often cited wiki page, "The alpha phase of the release life cycle is the first phase to begin software testing". What this means, is that your product is at the point where it's playable (ignoring crashes, bugs, etc.), and you want to start getting feedback on mechanics: "Does movement feel good", "does combat feel right", etc. It's also the point at which you expand on mechanics to some degree. If your game starts Alpha with only a semi-auto rifle, you might want to add in variations like an automatic rifle or a pistol. Similarily, you might want to add in new mechanics, like vehicles, or base building - basically things which aren't just expansions of already existing gameplay mechanics - things which need to be made for the ground-up. Secondly, let's also quickly look at what a "beta" is. Again, from the same wiki page: "Beta is the software development phase following alpha. It generally begins when the software is feature complete". Basically, once your game works from a feature standpoint (i.e. I have my SMG, rifle and pistol mechanics and my movement mechanics, etc.), you polish them. This ranges from improving art, to refining balance, and increasing variation (i.e. low RoF, high damage SMG, high RoF, low damage SMG) and of course polishing them from a technical standpoint (performance, code cleanliness, etc.). So, we now understand what alpha and beta phases are - so, which is DayZ? Well, it's an akward limbo between the two, where it seems like one group belives it's a beta, and the other belives it's an Alpha. Why? Well, look at the patch notes as well as the existing stuff that has been added since the December release. Let's start with today's status report, which basically demonstrates my main argument: that the dev team has no idea if this is alpha or beta. The first topic is loot distribution and adding "more granular control over the quantity of each type of item that spawns". This isn't a feature, this is feature refinement - balance adjustment. Fine tuning the amount and types of loot that drop isn't a new feature, it's a variation of an existing feature, and a minor one at that. This is something that should be happening in beta - not alpha. Further down we have "The Rossi R92 is finished being animated. We're just waiting for sounds and then it'll be good to go. The animators also began work on the M133 earlier this week so it won't be too far behind the repeater.". Again, why? This is a new weapon - a variation on a system which already works. DayZ has weapons, the weapons work as weapons. Hence, that feature is from an alpha standpoint, complete. While an argument could be made for the weapon feature to be truely complete it needs to have a larger variation of weapons, this simply isn't supported by the dev actions. These weapons are being rigged, textured, and in the case of the AK101, re-textured. None of this has any place in an alpha - this is all stuff which should be happening in early beta. If it were truely an Alpha, weapons would only exist for the sake of feature testing - not art. As a result, they would likely be borowed from other BI Games (i.e. ARMA2&3). Scrolling down further on the status report, we are just left with item after item of what would be beta-status changes: New 55-gallon drum art, New zombie skins, AK101 retexture. Of all these art changes, the only ones which make any sense are the addition of the smoke grenades (new mechanic - smoke nades) and waterproof bags. Every single other art change is something which should be occuring in beta. The animation changes are also what should be done in beta: "BugFixing" - this is a purely Beta+ feature. An alpha, by nature, SHOULD be full of bugs, since fixing them isn't the top priority. Beta is when you remove bugs and increase usability. "Bow animation polishing" - I don't even need to comment on this. Scripting is the one area which gets some actual credit: Vehicle classification prototypingVehicle component prototypingThis is what SHOULD be done during a alpha (this used to say beta, I typed wrong - SORRY). Prototyping and addition of new features. However, our good friend "bug fixing" is still there. It's also there in programming, which has another DayZ-"alpha" feature, 'Code cleaning and optimizations' - something which, again, should only be done once the game is feature complete. Lastly, I want to bring up something that everyone has been asking for for a long time: vehicles. The approach taken on this also makes very little sense. From what we've heard from people like Dean, the idea is to implement vehicles, vehicle repair and vehicle 'combining' (red door from one car onto other blue car). This isn't how you would do an alpha feature implementation. From a logical standpoint, the first feature which is required for testing is vehicles. As such, what you would implement is vehicles which spawn. In a true alpha, these vehicles would be pretty basic in terms of gameplay. Initially they would be invincible with infinite fuel, but once features such as fuel and damage were implemented, they would take on those characteristics. As mehcanics such as using parts to repair were added, the vehicle mechanic as a whole would advance, until it is feature complete. However, this isn't how the devs are handling this. They instead want to one-shot the ENTIRE vehicle system, with repairing, fueling, combining parts, etc. This is NOT how you do an alpha. So where does this leave us? Well, it leaves us in a situation where there's realistically very little hope of the game being even feature complete any time soon. If we're lucky, we'll hit that point at the end of 2015, meaning that it'll have taken over two years to get out of alpha. However, this shouldn't be the case. DayZ is built upon an already existing framework. Adding new features, such as vehicles, should not take all that long to implement. As it stands, the current Steam page is a lie: It states that DayZ is "in alpha" and that you shouldn't buy "unless you want to actively support the development of the game". Neither of these statements are true. As shown above, the devs (somehow) belive that DayZ is in BETA, and they do NOT want people actively supporting the devlopment of the game, short of giving them money. If the statements were true, we would have far fewer guns/shirts/hats and the initial stages of the vehicles available for play. Basically, I don't want my money back: I want to know what the ~$75 million in sales has gone, because it sure hasn't gone into making an 'open' and 'community supported' development cycle.
  19. byrgesen

    Private Shards with 0.49? Features? Price?

    Its clear to hear that you werent around when the mod started mate. Like Caboose stated, there was a HUGE problem with people charging money for acces to cheap loot, and at the same time changing the game around to make it more "Arma". I completely understand that each admin will run the server differently, but that doesnt justify changing the game away from the core concept BI has worked on and put time and money into. Just because you buy a game, doesnt give you the right to change the game core mechanics, and thats what will happen if you give people complete control. Doing that in a free mod, is "normal" as it was free and not controlled in any way, but it didnt stop people from actually trying to make money off of it. But can you please point me to a game, which you have to buy, that gives people complete control and let them change the core mechanics of the game, without any kinds of restrictions? Because ive never heard of it before. I still find it disturbing that you really want people with private shards, to do what ever they want. It will break up the community, exactly like it did in the mod, and it will turn this game into something its not, exactly like it did in the mod. BI should give admins great tools, theres no doubt about it, but it doesnt matter if its a public server or a private shard, there has to be some basic rules in place, to keep the game close to the vision they have. Just because its a private shard, should not give you the right to alter loot tables, change amount of vehicles, teleport all over the map or manipulate the database to spawn items/vehicles. Nothing good will ever come from that, and there will be more people abusing these tools, then actually using them for the good of the community and the game, just like we saw in the mod.
  20. So like most of you I was pretty excited about the 0.45 patch hitting stable servers; and like some of you I played it on experimental a while back for 3 days to experience the new content. Needless to say the experiental was rife with issues that lower the quality of the experience; the constant dysnc being the main problem; but that was fine tbh. It was experimental after all and these things are expected. I had a good time and the game felt a little closer to that Dayz magic we loved from the mod some years ago. What really disappointed me today after playing stable to experience the new content was the lack of any changes made to patch before it was released on stable servers. The dsync is still a big issue, and after 2 hours it just got to the point where I wasn't sure why I was continuing to play this game. If i didn't know any better I would assume no attempt to correct some of the known issues about the patch have been made to the content in the month or so it has been available on experimental. It's as if they knew the dsync would continue to be a game breaking issue but decided to push it on to stable servers anyway. i just don't see the logic in that. This combined with issues that have plagued the game since the mod; such as zeds spotting you when you know the really shouldn't or landing a hit on you when again you know it was an impossibility. These are problems that are over 2 years old yet here we are still experiencing them. 2 years on and im still getting hit by a zombie through the floor of the room below. Does anyone honestly believe the 2 zed issue's I just mentioned will ever be fixed? A better question would be do you believe the developers even know how to fix them? I just feel like Dayz will always feel like modules that has been glued together and will play as smoothly as something can that has been given that design approach; instead of content that fits together as a jigsaw puzzle that was designed so each piece fits together perfectly without breaking the surrounding pieces it touches. When more new content is added I now ask myself what the colateral damage will be to the entire game structure. We all know when new content/code is added to a game, it is innevitable that it will conflict with the existing material, and thus unforeseen bugs/glitches occur. I just feel that perhaps due to the nature of the the core mechanics that govern the sturcture of the game; the new pieces that are added will never truely fit. Anyone else losing faith, or do you think the game will one day run as smoothly as we hope in all the key areas; old and new? Im very worried about the impact of adding vehicles will have to quality of a already broken alpha. (p.s. - I know its alpha, please don't start with that. I want to see the game succeed in terms of critical reception as much as the rest of you and the Dayz team)
  21. Chaingunfighter

    AKS-74U confirmed... could this mean...? no...

    Those are being worked on. My point is that adding an AKS-74U is not getting in the way of vehicles or fortifications, both of which take far longer and much more people to do.
  22. hellcat420

    AKS-74U confirmed... could this mean...? no...

    those are small things. there are significant things that need to be done that will take a lot of resources, like vehicles, barricading, base building, etc.
  23. Considering the project that I spearheaded actually produced a fully ported terrain and over 30 enterable buildings, 20-30 unique character models/skins, dozens of vehicles, and dozens of loot items, (many of which you're playing with in the official mod) I find it fairly laughable that you'd paint me as some desperate fool who was dying to get on the official mod team. FYI I was a member from Apr-Aug 2013 approx. Initially all I did was try to contact 3rd party modders to see if the official dev team could use their assets. I got the permission to use Dslyecxi's addons, and approached a bunch of the derivative mods about integrating their changes. I also essentially told the modeller that was working on Sahrani to stop working on our assets and to work with the DayZ guys for his, their, and players benefit. I then configured all the finished models he produced. I also configured and created all the cans that were abandoned or never finished due to CanGate. I'm a fairly moody fella, and often state things in a more offensive manner than I intend. On a lot of levels, my previous post is just as representative of the toxicity that I vilify in it. Razor does tons for the mod, and has obviously dedicated tons of time and energy to it, and I'm not trying to slight him for that. I'm merely a little skeptical of the assertions that Dean/BI are uncontactable or ignoring anyone. I get replies when I mail my contacts at BI. I don't hold any resentment for being removed from the group (other than the sheer level of childishness to how/why it was done) if I was asked to rejoin, I wouldn't. But for the record I have since (and will always) offer up any of my work for anyone including the official mod to use... in fact I did the brick apartment buildings mostly with the idea in mind of sharing them with the official mod.... I would have already sent them the source, but they need cleaning up first, and I'm working on several other projects that have prevented me from finishing them to the standards I know the official mod would want.
  24. HuggableSkunk

    Emerge Gaming Overpoch

    Hi, I'm TheHuggableSkunk From Emerge Gaming I've been advertising this server for a while now and no one but our community plays on it so I'm posting here To maybe get some new players I've had one member of our community post here but get banned from this fourm. So For new player starting out on the server Get A Starter Kit, each Item posted below. also our Overwatch server is very good never has gone under 25-30 players. Thanks and hope to see you guys in game! We allow some Tracked Vehicles/ APC's That the overwatch rocket launcher's can take out! Starter Kit 1x SUV w/ key 1x Builders Kit 1x Backpack Overpoch IP 192.111.147.36:4302 TeamSpeak IP emerge.ts3.nfoservers.com
  25. Dirty Ole Bastards IS RECRUITING PLAYERS!!! Our home is an Overpoch Napf map with HIGH FPS that you will not find anywhere else since we own our own dedicated server. Our map has custom missions including Hero and Bandit AI missions; we have scripters and a mission system that allows us to create our own custom missions (new complex and difficult missions every week). Our server is setup to challenge even the most veteran players (roaming and patrolling AI/missions with varying difficulty AI, varying difficulty situations, and varying difficulty weapons/vehicles to face). The next stage of development which is coming in the next week is a super-trader which will offer more advanced militarized vehicles and weapons to players with a high (+/-) enough humanity; this will be introduced simultaneously with even more difficult missions which will include APCs/armed helicopters/tanks and harder AI to face off against. We are using excellent scripts in working shape including: Snap Building Pro, self-blood bag, towing/lift, auto-refuel/repair, deploy bike, etc.. Our map also includes beautiful custom building and landscape additions to the "Hero" and "AWOL" trader areas and an AI city on Suhrenfeld Array Island. We are a PvE server, however we also enjoy PvP. On the Napf map, there is a PvP Island that is a custom addition off the western coast; we also hold PvP events, sometimes several times a week. The events are usually team based, themed events that include prizes/rewards for everyone participating. We ALSO run and play on an Origins Epoch Chernarus PvP map which runs on our server and is administrated by our PvP brothers. In addition, our game master and server owner has decided to add a PvP/PvE Hybrid Taviana Epoch Origins map this upcoming week to our server!!!!! IF YOU ARE HAVING TROUBLE GETTING INTO THE SERVER, JOIN OUR TEAMSPEAK PLEASE!! http://ballzdeepgaming.enjin.com/home/ OVERPOCH NAPF SERVER IP: 162.248.89.103:2302 TEAMSPEAK IP: 162.248.89.103:9987
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