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60 SLOTS About us: We decided to open up in early November. We are looking to have as much as we can of the Survival Experience but have a good mix of pvp as well! For example teaming up with others and start setting up a clan or just go lone survivor. We got some sweet mods on our server. We have a GREAT TEAM in our discord that is always willing to help or if you just have any tip/idea for our server we have a suggestion channel! If you decide to join us then make sure you swing by our rules in our discord! I hope to see you in-game soon ! Server name: [New Server]TheLastStand | PvP | 3pp-1pp |$200K|Weapons+|Loot+|Banking+| :A1PC: Server IP: 51.81.49.17:2302 Server map: chernarusplus 200K Starter cash to get you on feet Weekend Base Raid With C4 & Sledgehammer Fully PVP & PVE Third Person (3PP) & First Person (1PP) Boosted Loot + BBP+ / MoreDoors / Codelock Modded Vehicles Cannabis+ 100+ Weapons and different gear! VanillaPlusMap Airdrops Upgraded Advanced Banking Player Banking & Clan Banking Party System & Clan System Trader Mod With custom Areas BreachingCharge Raiding Items Resize Inventory ++ & Much More ! https://discord.gg/wEBmCtGX
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MGB RP Is a whitelisted serious roleplay community. RP your life. Want to be a trader, military, or just a faction of hunters? No problem. We don't limit your RP the only limit is your imagination! We offer many mods to improve and enhance your experience including but not limited to advanced base building, new and improved weapons and weapons functions, new clothing, advanced game mechanics, and more! At MGB we truly are "For the community by the community". This motto means all of our staff are community members like yourself and pour their time, energy, and expertise into the crafting of the server and provide unique insights only a member of the community could. Come join us and help shape our community! We welcome anyone, regardless of location! We Are Currently Hiring Server Staff! IP: 144.48.104.146:2302 FEATURES: - Active Admins - Helicopters - Addon Vehicles - Advanced Base Building - More Clothing - Advanced Game Mechanics - Improved Game Sounds - Air Drops - Lots of Furnishings, Building Items, Etc. Discord: https://discord.gg/5DUe8XfNKG Website: https://www.minigamebuilders.com/ If you have any further questions feel free to reach out to myself or one of the team, hope to see you in game!
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Blue vs. Red: Swans Island PVP | NA East
drgullen replied to drgullen's topic in Server Advertisement
Since vehicles in 1.15 are still misbehaving a lot of the time, I have gone in a different direction with this server, so the OP has been modified. -
I'm looking forward to seeing vehicles being a bigger part of this game. I don't know how possible it is with such a huge game and so many factors, but it'd be so freakin' sick. I had a lot of fun today. Had a sort of "No Country for Old Men" moment at NWAF and came out of it with a few bullet holes and NVGs, so it was worth it. Lol. Still not sure about directional markers. I know this is one of things you guys want feedback on, so my feedback is mixed. The gunplay this patch seems sooo good. I WOULD like it much more if it was just one side of the screen being shaded when you're hit from that direction, a more general idea thing. Again, I've never been shot so I don't know if you can usually tell from where you're hit. The zombies have no chill this patch and I love it, though I would like larger numbers, but the zombies are seriously challenging and they seem to use teamwork, where one tries to loop around while the other attacks from the front. They've come so far since 2015 when I started. Food has seemed scarce and it felt like a genuine concern to find something to hunt, which also made for a good adventure.
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If them indicators work when you're driving then YES, they have done something with vehicles.
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The Awesome Vehicle Thread
THEGordonFreeman replied to THEGordonFreeman's topic in General Discussion
It's great to know that we have those amazing hit indicators that nobody wanted. I wonder how much time and effort was put into that vs fixing vehicles as promised in 2020 for 2021? Hmmmm..... -
Can you please take some time and release an update just reworking or fixing the vehicles. Its the biggest thing for Console Dayz that we want changed. Its so inconvenient and i dont think lagging or the car falling through the earth is very realistic.
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What better way to hide a vehicle?
DayzDayzFanboy replied to Riddick_2K's topic in General Discussion
Yeah, this is certainly true. Back when I did this was before car parts spawned on wrecks. Most people didn't bother searching wrecks that far inland because there was generally nothing of much use. But now I suppose its a bit riskier. I don't really bother with vehicles and bases. Lots of work for little benefit. But sometimes if I'm just roaming about and come across a car that doesn't need too much fixing on it I might repair it. But I'll generally leave it somewhere in the open when I log off as I only get on occasionally so hopefully someone else can benefit from it. -
Hmm, so there should be 55 total vehicles somewhere around the map. I don't know if this is the same for xbox official, they all seem to near impossible to find and I end up traveling almost the whole map with most of my characters lol. I guess my main concern with unconsciousness is the lack of interaction it leads to. I heard about stun guns being a possibility long ago but it seems they may have scrapped that. Rubber bullets from shotguns seem to work pretty well in close range actually, though I've also hit people and it noticeably stumbled them, without going uncon. I also don't understand why some ammo does more shock than others, with high power 5.56 and the like seeming to lead to almost instantly waking up. It seems stupid honestly, I justified unconsciousness as being dazed from shock and rendered momentarily incapacitated. I don't know if this is even a thing in real life but it makes for very good moments in DayZ. I will also say the new melee gets a thumbs up from me. Very skill based without being the janky ring around the rosie game it used to be lol. I've had quite a few very intense and satisfying melee battles that always feel very fun and gritty. I don't know if I've just got too good at survival in DayZ but I hardly die to anything other than other players anymore. I still think directional hitmarkers is a bad idea. It changes combat to where you can choose where to run at the first instance of getting shot instead of relying on your ears or smarts to choose where to run.
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The Awesome Vehicle Thread
THEGordonFreeman replied to THEGordonFreeman's topic in General Discussion
Ahhhhh..... but people do as you say..... Name ANY video game ever thought of and/or actually produced where the game mechanic is when you find a vehicle, to save your ass at ANY GIVEN moment, be prepared to auto eject yourself through no fault of your own. Name one. I can only think of one where the developers thought this was a standard feature for gameplay when using vehicles. A new player does not know this by default, they expect vehicles, I don't know, to actually work like vehicles. Call me crazy, but I guess expectations were too high for normal players. -
vehicles only despawn when the engine got ruined. so that 5-6 vehicles could be easily repaired as u said. or shoot the engine so it can despawn. max amount of vehicle type is 11, minimum 5. 5 vehicle types = 55 vehicles. even if they all reached their minimum amount, there would be still 25 around. (vanilla chernarus)
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I agree that, on its own, stamina is a good, necessary thing in DayZ. My problem is the scarcity and brokenness of vehicles in DayZ official servers. Idk what servers you play where finding vehicles is no problem, but I have found exactly 1 working vehicle in maybe hundreds of hours on 1.14 alone. I've found about 5-6 busted vehicles, always in the most obscure corners of the deep north, with ruined engines and 3-4 ruined tires. I admit I have no clue how persistence works in regard to vehicles, but it seems to me that there are DEFINITELY not 55 vehicles and the ones that are broken seem to stay in the same place. I know you can repair a ruined engine with a pipe wrench, but at least reset it after a while so someone else can take a swing at it. Entirely too short. I got downed the other week and instead of literally blinking out for 3 seconds like 1.14, I was down for a whole 5! Wowee! So intense! It's a joke! I'm honestly thinking they're afraid of letting characters hold up other characters anymore. Also I think 'check pulse' is a very necessary mechanic for both pc and console and the red +survivor dot only dumbs down combat interactions. Also I will recognize that I was mostly negative with this post (frustrated) and will admit there are plenty of things I genuinely like about the newer patches: new diseases, risks, traps, broken legs being back, the game looks really great besides the dynamic lighting. Weapon sway is a thing that needs to come back too I think. The reticle for regular servers in 3rd person is a joke and aiming in general is way too easy now.
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adding stamina to the game was the best decision by devs in the past 3 years. this endless, constant running, no matter the amount of weight u carry, just zero penalty, no advantage for a player who picks his gear wisely and travelling light. how can this be a bad thing? u worry about flying cars and want bicycles next? :))))) theres up to 55 vehicles on the map btw and its no big challenge to get one. i liked the unconscious state more too in the "old" game. it was a real pain. this few second blackouts are not enough - its been tweaked to longer times in 1.15, but its still too fast. new engine and just a few devs.
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Why is stamina a thing when the reason the game had endless stamina before was because the vehicles were so broken? Now you can't even hit a patch of dirt without wondering if you'll be the next space pioneer, and that's only if you find the 1 available car on an official server. Seriously why are they so rare? Where are the bikes? Unconsciousness is now almost completely pointless. It used to feel like I got severely messed up and needed to nurse myself back to health after barely surviving a gunfight and crawling away after being presumed for dead by a guy who didn't bother to check the pulse. Now it's so meta that it's muscle memory to shoot someone in the head IMMEDIATELY after downing them and not even considering tying them up or having a hold up/interaction. I don't know what magic controlled the oncon system before, but it led to some truly special moments. Being shot with a new person I just met after finding a car and fixing it and trying to get out of town, I woke up after like 10-15 real time minutes. I was pacing my room, wondering why I was still alive, what happened, if my friend somehow survived, etc. Then I somehow woke up after all that time, the screen was black and white, and my friend was slumped over on the steering wheel. I got out, bandaged up and ran away. This was an experience! There are fewer unique weapons than there were in 2016. It feels like the game has truly devolved in this aspect. No bow, crossbow, red 9, longhorn, trumpet, P1, painted weapons. WHY? Base building has changed the way people play on official servers significantly. People who used to wander the map looking for adventure are now holing up in random barns and remote towns putting barbed wire walls on houses. I enjoyed bases better as little encampments of tents on random official servers. It's hard to say why I dislike this mechanic so much. Maybe if vehicles were a more readily available thing, it would tie the whole thing together a bit more. Hunting is too easy. It used to feel like something special to come across a deer, a gold mine to see a group of cows, but now you can hear them from 2 towns over and they won't shut up until someone kills them. In general, there is less that is random and exciting about the game. Most things that happen to your character have a predictable, consistent outcome. I guess this is how a game "should" play, but there was something special about the old, grittier DayZ with getting hit in the head with only a hat on and still somehow surviving with a badly damaged baseball cap, being down for sometimes 6 seconds and other times 10 minutes, people sprinting all over the place carefully dodging and whacking with woodcutting axes and pickaxes, loud bullet snaps that made you jump so hard your hand bounced off the mouse for a second and you had to scramble to regain control, getting held up, executed, making freshies box each other for their lives, feeling truly lucky to be alive with your pals in the deep north, somehow surviving all the random deaths only DayZ could give you. I know this is long-winded, but this game just feels less immersive now. The constant HUD and lack of ANY WORKING VEHICLES are starting to get to me. 'KoS' is barely complained about anymore it's so common, especially with the pathetically short uncon timer. I just feel like this game hasn't been the same since they made a console edition. DayZ was everything that was great about PC gaming in my opinion. Thanks for the memories. DayZ used to feel like a beaming light on a hill in an increasingly crappy, generic game market.
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@kevo1414I am about to put up a Banov server and vehicles with be ready to roll from the start -- announcement soon in the Server Ad section (as soon as the damn company I paid to provide the server actually builds it - they said 1-3 hours, but it's lookin' more like 1-3 days at this point lol)
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@Asmondian Still reading, I am at the number 28. So far, so good. Nice suggestions. I think you are like me. Playing Dayz without any HUD to maximize immersion. And thats why I like those suggestion. I will continue reading this, but I will just throw this one suggestion so that I don't forget later. When you entering a vehicle with backpack on your shoulder, make a backpack visualy "disapear" once you are in the car. Same goes for guns. Clipping backpacks through seats and clipping guns over car's roofs is quite annoying to see. In real life you would either put backpack and a rifle in the truck or you would put stuff somewhere on the ground of the car (behind the seat or something like that.) Devs, please listen to Asmondian suggestions. With his QoL suggestion and infographics he gave a lot of value to the community and because of that he should be heared. Thanks. Edit: One more suggestion. Being able to drag players. Or lift them up on your shoulder if they are wounded. Edit2: #33 Hell yeaaaaaaa! Edit3: One more suggestion. Small items, such as worms, fishing hooks, batteries, notes, flare ammo we should be able to stack them as 1x1 space item. Just like any ammo that you can stack, but lets make some limitation. Lets say you can combine max 3 batteries and 3 flares ammo etc... Edit4: Please continue I would like to hear that 🙂 Edit5: One more suggestion. Being able to steer Vehicles with mouse to have more smoother turning's. Edit6: #42. Devs...just do it. Edit7: Also add some new sound effects. For water pumps, for breaking long sticks and breaking bushes with hand, for ripping cloths and much more. Also there is no sound effect for filling a cooking pot with water (could be the same when you fill water in the pond with water bottle). Edit8: Also don't forget about this.
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Taviana has to be the most impressive macys insite map for Arma 2. DayZ is awesome because of its mypascoconnect diversity and vehicles. I never feel that I've just stumbled onto a useless town like in Chernarus.
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Another well thought out set of suggestions. Here's the ones that jumped out at me: 3) Add the existent rusty textures to functional vehicles - No, its too hard to distinguish the wrecks from teh spawns already. 5) Make the tents placement less restrictive in relation to irregular surfaces - agreed and 1.15 is adding some server configs for this. 7) Increase the speed and traction of the M3S truck within realistic ranges (Prague V3S) - yes 13) Allow to cut medical scrub t-shirts into rags (Consistency with pants) - yes (general issue with many cloth items) 17) Disable the ability of burying ruined items or containers - yes, containers AND items should degrade 20) Reduce/differentiate the lifetime of the packed tents form the unpacked ones - (general config issue with deployed items) 27) Allow to add full backpacks inside vehicles - no, goes against my ideas to prevent hoarding. 33) Clothing state should also impact on their max cargo capacity - yes, this is a great PVE feature 34) Enable vehicles respawn time base on inactivity (or reduce its lifetime if it is actually working) - YES! we've talked about this. 39) Communication devices should relate with the dynamic events - yes, there needs to be a reason to use the radios 42) Contaminated areas vs. Air Strikes, a more dynamic approach to toxic zones - great idea on the dynamic zones. as for the static zones, its not that hard. needs improvement. 44) Add vegetation on roads. dayzsa raods are so much clearer than a2:dayzmod! please don't do this UNTIL vehicles are improved.
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Great suggestions each and every one of them! Some comments: 5 (Tent placement) is absolutely critical. The placement is far too restrictive, while I personally dislike removing all restrictions because this invariably leads to unrealistic placement of tents and bases. A middle ground needs to be found with sensible placement logic. 6 (Nerfing lean sprint) is also critical. The Q-E sprint wiggle looks stupid and should never have been possible in the first place. 27 (Packed backpacks in vehicles) is perhaps the most important suggestion of the entire list. I think they are looking into this, hopefully we'll see something done soon. I would also want to remove the meta of having a barrel or other large object in hands when entering a car, that should simply not be possible. Would also be nice if worn backpacks and shouldered rifles were hidden when sitting in vehicles to circumvent the clipping issues. 30 (sounds from thrown grenades and other objects) is especially important. The game already detects impacts since items will bounce off walls, so making objects "plonk" when bouncing and hitting the ground should not be overly complicated. It would also create the opportunity to distract players by throwing items, like we can already distract infected even though the object does not actually create any sound. They could use the "drop to ground" sound effects as placeholders until dedicated sound effects can be created. (I also want a splash when throwing things into water! 😁) 31 (On screen bleeding effect) is on its way I believe. I hope they work with a discreet but still unmistakable vignette. For example they could use the red flash from getting hit (now disabled on 1.15 experimental in favour of the directional indicators) but make it pulse slowly while bleeding. Multiple and/or heavier bleeds would increase the speed of the pulsing, giving you an idea of how much trouble you're in, even without HUD. 36 (Manipulating attached radios) is a good suggestion. I would also like the option to have a separate hold-to-speak keybind for using the radio, so I can speak with companions in my presence without broadcasting our conversation to the entire map - without shutting off the radio. Thank you Asmondian for posting this list in such an organised and visually pleasing way, let's hope the majority of these suggestions make it into the game soon.
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Hello there! I've been wanting to do a new post with some ideas for a long time so here it is: A new QoL (Quality of Life) list of changes for DayZ Standalone that I think it could help to provide an overall better experience in the near future. The intention was to come up with achievable and “easy to implement” suggestions that involve small changes or tweaks within the current content of the game (with some exceptions). As I said, these are not meant to be massive changes and that is precisely the idea. At this stage of the development of the game, suggestions like “add helicopters”, “add shooting from vehicles”, “add this completely out of the blue and complex idea” conspires against the possibility any of these will be even considered. Keep it short, keep it simple and aim for an impact on the daily gameplay without much effort/development behind. Hope you (and mainly the Devs) find them useful or at least serve to awaken other tweaks/improvements. OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/259915-dayz-30-qol-suggestions-part-6/ HERE ARE MY QOL SUGGESTIONS 1) Being able to set locked attachments by default on spawned vehicles (server configuration) Right now, we can assign a chance of occurrence of any vehicle attachments (Spark plug, wheels, battery, radiator, etc.) in the cfgspawnabletypes.xml and set, for example, that vehicles spawn at 100% ready to be driven. But what we cannot do is to make those attachments already locked inside vehicles so everyone would have to use the proper tool to remove them. Why is this so important? Because right now, any player can (and they usually do) remove any vehicle attachment with their bare hands leaving scrapped vehicles all over the map. This is not only unrealistic but also generates an unwanted consequence of emptied the servers of working (or potentially working) vehicles since its extremely improbable that players take the truble to rebuild a completely empty vehicle or destroy them to force their despawn. So my suggestion is then to add the possibility to lock vehicle parts from their spawn through the cfgspawnabletypes.xml and implement this idea as a default configuration – at least for the wheels – for vanilla servers in order to discourage random scraping vehicles without any reason but harming the rest of the players. Exception: The exception to this rule should be the ruined parts, which should be able to be removed without the need of any tools. 2) Allow players to interact with doors while aiming or performing simple actions (Eating/drinking) When you try to open a door while aiming your weapon (Hip fire or ADS) or performing any simple action that do not involve a full movement restriction, you won´t be able to interact with doors since the “[F] Open” menu won´t even show up on your screen. It is also quite frequent to see players hitting the doors with the weapon melee attack in this kind of scenarios. I really think there is room to improve this by allowing to interact with doors with your weapon raised or when you are performing some simple action like eating or drinking. This shouldn’t really create any huge conflict between the key binds since you can assign “[RMB] + [F]” = Melee hit (only when you have a weapons in your hands) and [RMB] or [ADS] + [F Hold] = to open the door. If you are eating/drinking, just hit [F] = open door like you normally would since the on-screen menu should show up. 3) Add the existent rusty textures to functional vehicles Vehicles in DayZ have a particularly shiny condition (even when damaged) and their aesthetics in my opinion “clash” quite a bit with the rest of the vehicles/structures around the map (and this is even more noticiable in Livonia). While this may respond to the idea of making functional cars more identifiable to players, it kind of kills the atmosphere of an abandoned scenario. My suggestion is something that I have personally implemented and the result was incredible: being able to use the rusty textures of the wrecked vehicles (both in chassis and parts) in some of the functional vehicles in DayZ adding a massive ambience without the need of any new content. These rusty - but functional - vehicles, would camouflage much more with the world providing an incredible atmosphere. It is something anyone can do right now in their server, but it would be great to have it on vanilla-public servers as default. 4) Allow to see (not to interact) the inventory of a surrender survivor I have already mentioned this suggestion in my previous post and I think it is very important to bring in it back to the table. If you want to check someone inventory to identify a possible threat, you are forced to either tie them up or ask them to drop everything to the ground. In both cases, the interactions usually end pretty bad because there is no reasonable middle ground between the willingness to interact of both. In order to deepen interactions and increase the chances of encounters that do not result in a mere KOS (which is part of the game and should always be present), it would be good to allow inspecting the surrender survivor inventory when he performs the raised hands animation. This could be limited to 3 basic conditions: 1) Having your hands up 2) Crouched raised hands position - instead of the standing one 3) It should be limited to see, not interact, the hostage inventory. There are lots of servers that had already implemented this system through mods and it works really great. It would be a shame not to have it in vanilla. 5) Make the tents placement less restrictive in relation to irregular surfaces It is perfectly understandable why tents must necessarily be placed around flat and clear areas to avoid any clipping issues or exploits like blocking entrances and things like that. But the current tent positioning - even in clear and semi-flat areas - is so restrictive that it is almost impossible to place them in most of the terrains if they are not 99% flat. In a way, this kills its purpose of hiding tents in the forest or outside mayor cities. I think it became necessary to make the vanilla placing system for tents slightly more permissive taking into account that, in case of any unwanted clipping or exploit that prevent other players for looting the tent, we can destroy them and access their content anyway. There are some mods that already allow a more flexible positioning without braking the laws of physics and I’m aware (and glad) that with 1.15 we will be able to disable the clipping restriction. But a middle ground between extremely restrictive / full clipping allowed would be greatly appreciated in the vanilla experience. 6) Nerf / restrict the leaning (or sprint) while running / aiming A fairly simple suggestion that was somewhat corrected with a small QoL mod not too long ago: the idea is to limit the possibility of leaning (Q/E on pc) while running avoiding that unnatural movement/exploit to dodge bullets. In the current build, if you are not aiming your gun, you can spam Q/E (leaning) while running to make a strange “snake movement” and avoid bullets. Of course it still has the general stamina limitation but it’s a very common thing among players even in 100% vanilla servers. Same with the Q/E while shooting your weapon (not running). In short, the general idea is to nerf this movement with that objective, there could be multiple options: 1) Disable the possibility of using Q/E while running full sprint by forcing a speed reduction (jog) every time you lean. 2) If you are aiming your weapon (ADS or Hip fire), you shouldn’t be able to go from Q to E directly. Instead, your character should take the normal straight instance first. For example: You aim your weapon, you Hold “Q” to lean left. If you hit “E” to lean right you won´t be able to. You would need to release “Q”, go straight and then Hold “E” to lean right. 3) Reduce the speed of the Q/E movement in general. 7) Increase the speed and traction of the M3S truck within realistic ranges (Prague V3S) I think the main reasons why the M3S truck is not very popular (IMO) since its release are probably two: It only have 2 seats, when I think everyone was waiting for an +6 passenger’s cargo. That’s something that we can´t really change with a QoL suggestion. But the second reason is that it’s extremely slow, being its max speed 44-45km, pushing its engine to its limit. As a result of this, most of the times the M3S end up abandoned somewhere around the map, used as a storage method and completely vanishes for the rest of the players in a server. So my suggestion is this: since the M3S is based on the Prague V3S… why not to use the IRL max speed (Around 60km/h) without moving away from a realistic approach? This would make it slightly more functional without losing its heavy cargo truck nature. That extra 15km/h could really make a difference. 8 ) Increase the light sources glare while using NVGs NVG´s are a quite OP item and I think we all know that. In a way, it’s good to be like that since those are (or should be) one of the hardest pieces of equipment in DayZ and kind of an endgame for a lot of players in the vanilla experience. However, there is something that as an ARMA franchise fan always surprised me and I believe that at some point it would have to be part of DayZ (either officially or if possible through mods): The impact of light sources on the lens of NVGs is almost nil. You can look directly at a light source when using your NVG´s as if you were looking at the sun with the naked eye. I know it's a change that probably requires a bit more development to be just a QoL suggestion, but having it would not only be a much more realistic approach but would also imply a greater balance when facing NVG´s equipped players equipped. So the suggestion (somewhat ignorant of how it might materialize) is to aim for a greater impact of light sources on all night vision devices. 9) Add an audible indicator to the consuming pills action Pretty simple suggestion: just add an audible indicator for when you consume pills (medicines in general) so you don´t have to rely on the HUD anymore to tell if you actually took it or not. I think most of the sounds for this are already in the game files so I think it shouldn’t be something extremely hard to implement. 10) Reduce the amounts and general lifetime for human steaks, bones and fat Unlike animal meat/guts/fat, which lasts about 45 minutes on the ground as long as the animal has been skinned and quartered, human remains last 14400 seconds (4 hours). It seems to me that it is excessive and that it pollutes mostly the coastal/spawn cities during the “fresh spawn’s massacres”. I assume that the idea is to leave a record that "something happened in that place” but you can achieve the same result without the negative impact of having tons of human remains littering the map, killing the fps and server performance. Thus, the suggestion does not attempt to nullify the idea of human remains being left in place for an extended time to prove that something happened or is happening there, but to adjust it to more reasonable numbers. I believe that a lifetime of 5000 seconds (Around 1.3hrs) and by slightly reducing the amount of human flesh obtained by the dead players would still fulfill the function without these negative elements mentioned. 11) Add a short delay before the auto-alignment of the sight/scope when entering ADS This suggestion is a 50% aesthetic and 50% a functional modification that implies the following: currently, when we raise our weapon to enter ADS, the iron sight or reticle aligns perfectly with the center of the screen in a matter of milliseconds. This allows anyone to aim at the center of the screen before entering ADS and shoot perfectly centered without even finishing the ADS entry animation (as in CSGO). A subtle way to slightly modify this would be to set a slight delay in the automatic alignment between the weapon and its iron sight (I’m talking about less than a second) when entering ADS. In other words: when one enters ADS, the weapon and its iron sight/reticle should take 0.40 seconds to align to the center so that one cannot shoot 100% centered immediately and the first shot will be conditioned by this (and the following ones by recoil/sway of course). Thus, if the first shot does not take at least one second of aiming, it will never have the perfect accuracy it currently has. 12) Distinct (low pitch) sound for the “Screamer” infected As we know, since 1.13 we have new types of infected, each with its own particular attributes, being the “screamers” one of them. Every time they aggro a player, they attract multiple infected to the area with his shout. The main issue I always have with these infected is that, even when they are visually identifiable because they are dressed as generals, the most important characteristic of these (their scream) goes a bit unnoticed since it is exactly the same as the rest of the infected. I think it would be ideal, simple and it would add a lot more to the experience to add (or modify the existing ones) a much deeper (lower pitch) tone to their scream so that, even without having seen it, we can tell that “a screamer has screamed” and that you are probably in big troubles. 13) Allow to cut medical scrub t-shirts into rags (Consistency with pants) It is not a very relevant suggestion but it would add to give consistency in this aspect. Simply allow that medical scrubs t-shirts can also be transformed into rags as they can currently be done with pants. I repeat, it is completely inconsequential, but it points to consistency. 14) Add dark vignette during ADS in addition to the already present blur effect Just another trivial but very immersive suggestion. The idea is to add a darker vignette around the client screen when you ADS. It provides a more realistic effect and definitely adds to the visual aspect of the game. It also serves as a way to prevent gaining clear information (even with the blur) of the surroundings when you are looking through a scope. It could also be limited to when one holds one's breath as a sort of advantage/disadvantage between the slight zoom obtained and the tunnel vision effect. 15) Add a sound effect when zeroing your weapon to prevent the need of any HUD element With 1.15 experimental update, we are now able to tell in which fire mode our weapon is set without the need of any HUD element and just by hearing the particular sound of each fire mode. This was something that lots of people (including me) have been asking for and we are grateful that it has been incorporated. However, this opens the door for applying the same reasoning to other aspects of the game, such as when calibrating your weapon/optics, another thing I had suggested in the past. In few words: You always need to enable the HUD just to calibrate your weapon and know the zeroing range of your weapon (100m, 200m, etc.). This kills a big part of the immersion of playing without any HUD/Indicator. By adding a simple “click” or “progressive nut” sound effect, you can just go all the way down and then use that sound reference to identify the distance you want (Example: 2 "clicks" up, so your Winchester is now at 400m. All the way down and its back at 200m). The main idea behind this is to be able to avoid any kind of HUD element while playing DayZ. 16) Allow to repair hard surfaces containers with an epoxy putty Quick, reasonable and should be an easy to implement suggestion: allow hard surface containers to be repaired by using epoxy putty in the same way it is used to repair reinforced helmets and vests. I think this is logical, consistent and something we unfortunately cannot do today. 17) Disable the ability of burying ruined items or containers Another change that should not be very difficult to implement is to cancel the possibility of burying containers (or items in general) that are ruined. At the time, I had suggested the possibility of adding an attrition damage every time we bury and dig up an item (to reduce a little the imbalance offered by this feature), a suggestion that I still support, but I think there is not too much discussion that completely ruined items should not be used as storage methods using the persistence time of underground stashes. 18) Make binocular smaller and attachable to your belt and/or backpack I will probably repeat this suggestion until the Devs get tired of me. There is currently no incentive to use binoculars over any other item that allows us to see at a distance (Scope in hand, rangefinder, scope on weapon) besides the steady pulse they offer. Its size is too big (3x3) to even carry them and you can't attach them to any slot to save that space. If you compare the IRL size of the model of binoculars those are not quite far from a 1P78-1 Kashtan scope from example and the last one takes only 2x2 in our inventory. So the suggestion is to add an attachment slot for binoculars for the belt and/or backpack so you can carry the binoculars in your waist/back and change their size from 3x3 slots to 2x2 to enhance people carry them more often. This item really adds to the game and it’s just a shame that people do not use them because of this (I really think it’s the main reason). 19) Mix the unconscious and dead animation to enhance the check pulse / uncertainty meta As a consequence of the unconsciousness animation being so recognizable these days, the goal of determining whether someone is dead or not becomes rather inconsequential. While it is something that is achieved after learning the characteristics of one position (uncon) and the other (dead), most players already know by now how to use the information provided by the player’s animation. I think that being able to tweak/mix a little bit more the position of an uncon player by assigning some of the death animations (facing the sky) would give a greater difficulty and "revive" that initial uncertainty. You will then be forced to discover whether the character is alive or dead based on their pulse, breathing or sounds of pain. 20) Reduce/differentiate the lifetime of the packed tents form the unpacked ones We all know that tents have a huge persistence. Around 45 days (or 3888000 seconds) once one places them and this time gets refreshed every time we interact with them. This is great in a game that appeals to a persistence world but the thing is that packed tents somehow share this persistence time making players able to hide them (again, I’m talking about packed tents) in random places, making them unavailable to the rest of the players. Of course you can play a bit with the nominal values to compensate for this but it would be ideal to be able to differentiate the persistence between unpacked and packed tents, so the latter being much less persistent and forcing them to respawn after, for example, 8 hours of inactivity. 21) Add an audio clue for the dehydrated state (like when starving) Added in 1.14 stable, we can identify when our character has very low energy (food) by hearing the sound of his stomach crunching. This was definitely an excellent addition to the game in every way. Taking that concept, I would like to see it also applied to our character's dehydration which currently has no sound/external representation at all besides the HUD. A suggestion/alterative to this would be to randomly employ the "out of breath" sounds (same sound used when we run out of stamina after holding our breath) as an indication that our character has reached dangerous levels of dehydration. Not in a permanent way but in a repetitive way that allows us to notice that our hydration has reached dangerous levels. 22) Add the spawn of certain sawed-off weapons in the world The mechanics of sawing off weapons is great, but there is no way for players to learn about this feature in an intuitive way. By this I mean, no one is going to saw off their weapon if they don't know that this feature is even possible since not even the description of the handsaws is a good source for this information for this. There are many new players who do not even know that this mechanic exists. With the recent addition of the sawed-off LE-MAS, it would be excellent if both the sawed-off LE-MAS and the Sawed-off BK-43 (leaving outside of this list the sawed-off mosin 91/30 and the sawed-off BK-18) have a minor chance to spawn directly in the world. This would serve two purposes: 1) To give a greater variety of weapons in general 2) Introduce the knowledge that these items exist and it is possible to craft them natural way. 23) Reduce the lifetime of empty garden plots due inactivity With a similar concept of the one mentioned about human flesh and bones, garden plots are another element that unjustifiably contaminate the map. While it is true that they can be manually removed with the same tools that were created, no player will take that trouble to do it and their persistence time is too long. Of course I am referring to the garden plots per se and not to the ones with crops that already have a much more reasonable life time, avoiding permanent farms. I think a good idea would be to set them to a persistence of about 6 hours - 21600 seconds – without any kind of interaction, so that the map can be progressively cleared of them. 24) Allow the ability to craft improvised split by using Duct Tape Whether as an alternative to bandages/rags (with the same splint model) or with a new ducted model, I think it would be quite realistic and practical to be able to craft a splint by using 3 short sticks + Duct Tape at +75% of its capacity. Of course the ideal would be to have a new model for this splint and even with own characteristics (which is more efficient in maximum healing time considering that rags/blends are easier to get than Duct Tapes at +75%). But in the short term, at least having the ability to alter between rags / bandages / duct tape should be a good step forward. 25) Crafting an improvised tripod (One use only) The idea is quite simple although I understand that it may be a bit more elaborate to implement it since it will require a new model and so. The suggestion implies that by combining two short sticks with one long (unsharpened) stick, you can craft an improvised tripod to which one can then add a rope or metal wire so that it can be used in a campfire with a cooking pot. It should be a one-time use item (once set up it could not be removed) or progressively damaged so it could not overcome the benefits of the metal tripods. It would not be a bad idea either to be able to directly attach pieces of meat or long sticks with meat on their ends to be able to cook multiple foods at the same time. 26) Unconditioned action of grabbing / taking out items This is something I suggested quite some time ago and every time I play DayZ I notice that it would be extremely necessary for the smoothness of the gameplay (mainly for consoles). A little bit of context to explain this idea: not that many updates ago, the "reserved slot" system was implemented so, for example, if you have 2 long rifles on your back (right shoulder / left shoulder), and one of them is in your hands (with the reserved slot on one of your shoulders), when you try to grab another long rifle you won't be able to do it unless you manually drag it to the reserved slot. The "reserved slot" system is excellent because it avoids what happened before its implementation when players unintentionally throwing items to the ground when looting other items. However, there are some situations where we would like to avoid this “manual mechanism” and take or pull out an item imperatively, without any restriction. For this, I suggest that through a “hold key” of a few seconds, we force our character to replace or drop the item in the reserved slot or hands without the need to open our inventory. Let me show you with an example of how it would work: Example 1 (Forcing picking up items): We have an AKM in our hand and a Mosin on our right shoulder. The AKM has the reserved slot on our left shoulder. We see an M4 on the ground and want to take it fast. If you hit F, we won´t be able to grab the M4. If you open our inventory and drag the M4 to our character, we won´t be able to pick it up either. We will need: 1) Drop the AKM by holding “G”, and then hold “F” to grab the M4 into our hands or 2) Open our inventory, drag the M4 to the reserve slot for the AKM. 3) My suggestion: If we approach and hold F for 3 seconds, this weapon will directly replace the reserved slot of the AKM. Example 2 (Forcing pulling out items): We have a knife in our hand and our inventory completely full. We are bleeding and we have assigned the bandages to quick access 2. My suggestion: If we hold quick access 2 for 3 seconds, our character will force the bandages into his hands even if it means throwing our knife on the ground. 27) Allow to add full backpacks inside vehicles I understand that, in the past, there were bugs related to the possibility of putting containers inside containers, thus generating a rather dangerous "Inception" effect. But once those bugs were fixed I think it is more than reasonable to consider the possibility to store backpacks (as with any other container) with items inside vehicles. It is not only realistic but quite necessary for the gameplay in general. Clothing should be excluded from this possibility. 28) Allow players to extract (drain) gasoline from vehicles into a container One functionality that would be extremely useful and definitely possible to implement is to be able to obtain/drain gasoline through the tank of vehicles (and I am referring exclusively to functional vehicles). By simply approaching the same container with the same mechanics as in a gas pump, one could obtain gasoline from a disused vehicle to use it in another one. It would be an interesting addition to the gameplay. 29) Handcuffed players should be able to get inside vehicles for themselves It would be very convenient and useful to allow restrained players to perform certain actions for themselves that do not involve the use of their hands. A very clear example of this is when we want to make a player to enter a vehicle while their hands are tied. They simply cannot do it. However, they can get inside vehicles with a sea chest or barrel in their hands. We definitely need more consistency in that regard. The suggestion is then to allow the action of entering vehicles with hands tied, even when it means that, inside the car, the player goes with the same animation of any other player. 30) Add a sound effect from grenades seconds after they have been thrown Right now, the only reference we have that someone has thrown a grenade is the warning offered by the removal of the security pin. Nothing more. You may or may not die in complete silence due a grenade before we even hear the explosion. I think it would be amazing and quite simple to add a "plonk" or “hitting to the ground” sound effect to the grenades seconds after they have been thrown (something simple, not even a realistic reflection of impacts against the floor or walls or anything similar). This will make things much more exciting and give an auditory cue that a grenade has landed close to you, creating that panic moment. Just like with the artificial sound after you have placed a landmine. 31) HUD-free screen representation (or sound effect) for the bleeding state I know that the Devs have spoken about this in the experimental 1.15 update changelog, but it seems appropriate to mention it again. You can see this all the time in almost every DayZ stream/gameplay while playing on hardcore servers. People trying to play without the HUD but, after they got shoot/attacked, they need to open their inventory – or enabling the HUD - just to check if they are bleeding or not. This is extremely anticlimactic! I know that your screen will eventually became black and white over time and that there is a “cut sound” when you receive a wound, but it’s just impossible to hear it in the rush of a battle and for the time your screen goes black and white by multiple cuts it’s probably already too late. By adding a more representative/noticeable sound effect (like some heartbeat for example, being even realistic since your heart will beat stronger when you lose blood to compensate) or a screen effect (like a continuous red coloring on the edges of the screen or just a red “flash” when you receive the cut) you can provide with enough non-invasive information to the player to avoid having to always rely on the HUD. 32) Obtaining berries after cutting a Canina bush or Sambucus bush One of the items that has been forgotten and has almost no impact on the gameplay are the berries. Probably because of their low caloric level or because of the difficulty of finding them (and I’m pretty sure those are even disabled in 1.14). My suggestion is that one can get a % of berries by cutting the bushes proper to each of them instead of having them spawn as dynamic loot on the ground. I think it would be an excellent exception to the rule and would re-signify this natural food source. Those bushes are not really easy to find and there are not usually tons of them in the same place to be able to exploit this feature, so it would be a great reward for players who actually know this mechanic. 33) Clothing state should also impact on their max cargo capacity I know this is not a QoL suggestion because it would imply quite some development, but in any case, maybe it could serve as a think tank for Devs and modders. In a nutshell: the suggestion is that the state of the clothing / equipment, besides impacting on its thermal, permeability and durability properties, also has a direct bearing on its carrying capacity. Thus, a pristine field jacket for example, will have 42 slots of capacity, but in a worn condition that capacity will be reduced by 10%, damaged by 30%, badly damaged by 50% and so on. I think the impact of slot reduction (something very noticeable for any player) would give so much more importance to the fact of having to take care and repair your equipment. On the other side, considering that there is already a mechanic to allow the game to drop the content of things to the ground when they get destroyed, this could be also implemented along with this capacity/damage system to drop the items that were using those “damaged slots” in to the ground. Just an idea. An alternative, to make this mechanic less frustrating, would be to apply the same logic as with the ruined clothes. That is to say: if you have the item on, the things that are already in the "damaged" slot will not fall or get lost, but when you move them you can no longer place them in the same place. The same is currently true for damaged items (e.g. a backpack). You can use it until you take it off and then you can't put it on again. 34) Enable vehicles respawn time base on inactivity (or reduce its lifetime if it is actually working) I've explored quite a bit in this regard and I could not achieve a functional system where vehicles disappear after, for example, 5 days of inactivity. I think this is key to the intention that I've been arguing in several suggestions in this post: that the vehicles are part of the servers without, after a few weeks, completely disappear because they are either scrapped by the players or are abandoned and unused in some corner of the map. One establishes through the different variables that we can modify that a vehicle disappears after X amount of hours and the event is generated again and it just doesn't happen. The car remains there permanently until someone destroys it completely (which is not the case). My suggestion (and at times question) is to know if it is possible to add this mechanic (or correct it in case it is not working correctly) and set a lower lifetime to the vehicles event after someone they leave them somewhere on the map and completely independent of their condition, the presence of ruined parts or any other type of feature. Respawn based solely on inactivity. 35) Alternative despawn system for spawn cycling dead fresh spawn’s bodies Another suggestion regarding dead corpses is a bit more complex and is mainly based on the concept implemented in the "Body removal" mod by DannyDoomno1. Let me give you some context: For those who do not know it, this mod forces the despawn of dead fresh spawn’s bodies in a shorter time than vanilla (for example, 5 minutes, and you can set any time) if a player has respawned within a certain – definable – time. Then, for example, if you die in the NWAF (Dead body A), then respawn in Berezino, suicide within the first 5 minutes of that character’s life (leaving the Dead Body B) and gets a new spawn in Chernogorsk, the “Dead Body B” will disappear in a much shorter period of time (and as long as there are no players nearby to see how it disappears in their faces) than the dead body 1, that will remain for the vanilla lifetime. This avoids several things: 1) littering the map with dead fresh spawns due the spawn cycling. 2) Abusing the spawn cycling mechanic by obtaining starting fruit in an almost infinite way. I really think that a similar system could work really well in the vanilla DayZ experience. 36) Allow to manipulated attached communications devices through key binds Another suggestion that unfortunately you will see repeated ad nauseam, but I really think it is extremely necessary mention it whenever possible. Just like with the Head Torch or the NV googles, you should be able to turn it on/off radios and change their frequency when those (radios) are attached to your backpack by using a default key. Radios are one of the most interesting items in the game but its implementation conspires against the idea of enhancing their use. They need to be practical and handy. I even think Ammo (Modder, part of the DayZ Underground team) has implemented the possibility of interacting with the radio attached to your backpack/vest by moving your head down and looking at it without items in your hands. But in this case, some particular key binds for radios would be more than enough only for when they are attached to our backpack. 37) More worms (x2) if you use a Shovel or Farming Hoe The title is pretty self-explanatory: if we look for worms in the ground (for creating a bait or other use in other traps) using a shovel or a farming hoe, we should get twice as much worms as we would get from using a knife or any other smaller tool. I think this is an easy to implement idea that shouldn’t require much. 38) Hatchets and axes should allow us to get bark from trees Another quite simple suggestion to make the game more consistent is the ability of obtaining bark from trees by using a hatchet or an axe. Right now, you can chop down a tree but you can´t get bark from it, being quite frustrating when in any other IRL scenario it would be even easier to cut some back from a tree with a hatchet than with a kitchen knife. Just add the toggle option for cut tree or cut bark by clicking LMB once. 39) Communication devices should relate with the dynamic events I know there that are probably countless complexities to make this possible, that’s why it’s not really a QoL suggestion, but I think what is really important is the main concept behind it. The idea is to establish a much more direct link between communication devices and dynamic events so that it is through them that their use is enhanced. How could this be achieved? One example would be to play some kind of sound, alarm, broadcast, morse code or simple “beep” through the radio when an air strike is about to fall within a range of 5km. Another example would be to be able to track helicopters crashes signals in a range of 2km by using a field transceiver as a backpack, giving a real utility to this device. Anyway, there are dozens of ideas that I could come up with to link communication devices with dynamic events, so I repeat, what matters is the concept because I think that in this way these items will take a greater role in a natural way. 40) Stunt effect (and minimal shock damage) when throwing things to a player Originally developed by Helkhiana and mainly seen at Namalsk, anyone who has played the map probably know about the great mechanic with the snowballs over there. For those who don't know, when you throw a snowball at another player and actually hit him, he receives the impact as if it were a melee hit. I'm not sure if it takes any kind of hp damage or shock damage, but the mechanic itself is just excellent. So, the suggestion should be a little bit obvious by now: bring that feature to the vanilla experience and let players being able to throw some very particular items (like rocks or other blunt items) at other players generating a stunt effect and/or a very light shock damage. I envision the possibility of several fresh spawns throwing rocks at the same more geared player in order to knock him out. It would be something very interesting gameplay addition if you ask me. I understand that there may be some inconsistencies with the system and it may not be 100% polished, but as long as it is added as a gameplay enhancer and not a pvp tool, I doubt it demands an absolute level of accuracy. But obviously I'm not in a position to evaluate this. 41) Adding a horn to vehicles (Default H) whose use consumes battery power This is something already present in the DayZ Expansion mod (even with the animation where the player hits the horn) and that adds a lot to the game experience. Just add the possibility of honking the horn in the vehicles (Default H). To avoid spamming this feature, each time we honk the horn it should consume a % of the car battery. 42) Contaminated areas vs. Air Strikes, a more dynamic approach to toxic zones This is probably the most controversial suggestion of the post, but I would like you to at least consider it. It would be interesting (and an extremely useful addition for the gameplay) to be able to slightly differentiate the “static toxic zones” (permanent, with high tier items) from the “dynamic toxic zones” (resulting from air strikes). In what sense? Let me explain: We all know that the static toxic zones have created the goal of obtaining the complete NBC suit in order loot those high tier areas. In other words, this objective is based almost exclusively on the possibility of looting T4 gear. While interesting, this meta it is somewhat limited and runs out rather quickly since many players abuse this system by hiding an NBC suite in the vicinity of static areas in order to loot regularly. On the other hand, the dynamic toxic zones (or air strikes) 95% of the cases are reduced to the idea that one must escape from them. Thus, there are not too many gameplay opportunities after an airstrike since besides running away, because there are hardly any players running around the map with all the NBC equipment. Again, a very limited meta. My suggestion: the idea is to generate a difference between dynamic and static toxic zones, using the best of both scenarios. In the case of the dynamic toxic zones, they should only require a gas mask (with a filter of course) to avoid any kind of damage. In other words, the dynamic toxic zones should not generate cuts in our player. On the other hand, the static toxic zones, since they have (according to the lore) a permanent contamination for some reason (added to the fact that they contain high valuable loot), they do justify the need for the full NBC suit as an end goal meta. What will be the result of this? A higher incidence of dynamic toxic zones in the game where players can actually play inside them and use this amazing new feature as another pve threat (and not only be forced to run away. 43) Add an animation for when turning on/off NVG´s Currently there is no power up animation for the NVG's, head torches and universal lights in the case. There is also no transition effect for the NVGs. While this is purely aesthetic, it does have an impact on the gameplay when it comes to knowing whether we are actually trying to turn on the device or not. The suggestion in this regard would be: 1) Add a power-on sound for these devices. 2) Add an animation that involves holding the hand to the head in a sort of manual activation (to be able to see it in 1PP). 3) That when "lowering" the NVG's it takes 1 second more to turn on and first we see the lens as seen in the image above this text. 44) Add vegetation on roads I always found the roads in Chernarus to be in surprisingly good condition, a bit out of tune with the general atmosphere of the game. The same thing happened to me in Livonia where, in contrast to the houses consumed by vegetation, this pattern was not repeated on the roads. Thus, the proposal is to expand a little the margins of the roadside vegetation towards the center of the roads, thus gaining much more atmosphere and ambience with a modification that, I hope, should not be extremely complex to implement. 45) Disable the vehicle parts HUD indicator when driving a vehicle The idea is to disable the on-screen indicators of the parts of the vehicle when you are driving it (see image above). I am aware that we can perfectly well disable the HUD completely, but I think that a vast majority of players turn on the HUD when driving because they need it to have a better reference of the gears and speed, and the fact that sometimes that menu end up popping up in the center of our screen, messing up with our vision is quite unnecessary. THANKS FOR YOUR TIME AND SORRY FOR ANY GRAMMATICAL ERROR OR POOR CHOICE OF WORDS, ENGLISH IS NOT MY NATIVE LANGUAGE
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Chernarus go2tech.de [GT2][Airdrop|Soldier AI|Bases|Trader]
Dxnis posted a topic in Server Advertisement
Chernarus go2tech.de [GT2][Airdrop|Soldier AI|Bases|Trader] is a custom chernarus server ! (a wipe is planned on the 1st of December 2021) We have a custom-built trader and amazing mods. it's constantly updated with new features. Looking forward to grow as a community! # --Features-- - Friendly admins and mods - Map: Chernarus - Organized Trader - Constantly updated with new features - Additional weapons mod - Numerous clothing options - No stamina when sprinting - Multiple cars (vanilla and modded) - Airdrop missions - Soldier AI patrolling high-tier loot areas - Custom Heli Crash Sites -In-game built Map mod - No vehicle damage when the engine is on -Autorun mod -Toxic zones # -Rules- Trader Rules -Do not camp traders -Do not follow people outside of Traders to kill them -Do not run into the trader safe zone to escape a PvP fight -Do not steal items from other players in the Trader Base rules -No building in or within 500 meters of spawn areas, 1km from the large military, 500 meters from the small military (3 tents or less), and 1km from Traders -Do not block or build on roads -Do not block access to military spawn points -Do not take over (raided) bases -Do not camp a base for an extended period of time -Build a flag only if you intend to build a base -Do not hoard helicopters or cars, the number of vehicles should reflect your group size, not your ego -When raiding a base, do not despawn loot, take what you want, leave what you do not want Chernarus go2tech.de [GT2][Airdrop|Soldier AI|Bases|Trader] IP: 37.59.34.178:2302 https://go2tech.de/discord Looking forward to seeing you on the discord server. -
There is a very good reason I have focused on vehicles. I have been buying and playing BI games since Operation Flashpoint. BI is NOTORIOUS for half-finishing games, and even more notorious for introducing big mechanics into a game and just abandoning them, never truly fixing the issues that keep it from becoming good. I suspected the moment they changed vehicles and made them server side that it was a candidate for abandonment, and thus far, they have proven me right. Arma 3 is the only exception... it has one or two game mechanics that they actually did fix, after nearly 7 years, but they did fix them, so they get some props, but overall, we are still in "D-" territory if they had to be graded, and it's always the same. Start the smoke and mirrors with something new and shiny nobody really wants to get people to look away from the real issues within the game. And speaking of Arma 3, vehicles work amazingly well. So for them to go from great to utter and complete garbage shows just how inept their thought processes are. Just like this hitmarker stuff. In spite of the plebes stating I've hurt their feelings, there is no other reason to put in hit markers in a survival game. You just tell the player he has been hit or in shock. Also, why go through all the trouble of simulating bullet direction, sound, ricochet and all of that if you are just going to hand hold the baby and show the direction of the bullet on screen. Seems like you are wasting a ton of resources to simulate all of that only to throw a graphic up on screen telling the player where to look. It should be evident that DayZ Standalone was never meant for console. BI saw a money grab opportunity and needed to test their new "engine" on console for Arma 4 or whatever they plan to do next. So the game we all love got new guts that aren't working all that great and will likely never be fixed, or at least they won't be fixed until the game is irrelevant. I applaud BI for continuing to work on Arma 3, but the game is only relevant to a handful of people at this point compared to other titles. The same thing is happening to DayZ Standalone. It sucks, our zombie survival game is STILL the best game that defines this genre IN SPITE of how bad BI treats it. It almost seems like in their mind that just putting a handful of people on a game for 10 years is sufficient and they measure their success in keeping a couple of thousand players interested in their game for a decade or more. I don't entirely follow that logic. But again, the top company brass thinks Ylands is the best thing since sliced bread, and puts a ton of resources into it, and NOBODY plays that game.
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It's not stalling exactly, it's catering to the Console Plebes, this has been BI's goal all along. The console guys can't figure out where they are hit from so, BI's answer is to make it like Fortnite. Keeps people complaining about something else other than their failures to make vehicles something worth using in the game. If they had kept Survivor Games and let a modder do all this stuff specifically for that game mode, then they might could have pulled off some kind of low key hardcore competitive shooter.... but they didn't, instead they've just unleashed this vomit no one asked for onto the dwindling player base in order to keep everyone from focusing on real issues. Remember, the engine switch was to get this game onto consoles, not to actually make the game better, while some things are better, there are so many real problems, they have just decided it's best if we all ignore it and look at this new mechanic that they know will piss off half of the community, namely the PC half. If they were actually interested in making the game better, cars would have been a priority. Or how about a little bit better job at alerting the player he is bleeding than a small icon, I mean, that is actually something that would improve things.
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The Awesome Vehicle Thread
THEGordonFreeman replied to THEGordonFreeman's topic in General Discussion
Seems like it's still working as intended. And judging from BI's changelog for 1.15... it will continue to work as expected. I would suggest to anyone thinking about buying this game to consider the continued current state of vehicles and the amount (or lack thereof) attention they have been given them over the years. -
The Broken | 1PP | PVE/PVP | Winter | Frostbites | Hardcore Survival |
steam-76561198047695811 posted a topic in Server Advertisement
Hardcore based server where your survival skills will be tested. Play on this server only if you can accept a challenge and are able to forward plan and grind your way to surviving. -- SERVER INFO -- ● Winter Chernarus (Custom Edited for Hardcore Focus) ● PVE with PVP in millitary zones ● Files are individually edited for extreme survival ● Limited loot balanced for invested gameplay ● Almost none not perishable food (you will need to hunt and fish) ● No Trader! ● Medical Attention (realistic illnesses and treatment) ● Craftable Ammo ● More Vehicles ● Custom Bridges to Skalisity Island and Prison Island Military Zone ● Custom NEAF military zone ● 4 Hour Restarts ● 3 hours day, 1 hour night. Discord: https://discord.gg/h7Wq2GWC5M Discord channel will provide you with server information, rules, and how to survive tutorials. -- MODS -- ● Survivor Missions ● Increased Zombies ● Infected Animals ● Medical Attention ● Zeroy Fishing ● Garbage Search ● Garbage Knife ● Less Meat From Animals ● Perishable Food ● Munghard Items ● Windstrides Clothing ● Mass Many Items ● ATVs ● Zombie Pelts ● DayZ Dog .. and many more!