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We Are New Server / Company That Puts It’s Focus On The Players Experience Overall. We are working tirelessly to bring a new experience to the scene, unlike most servers out there we only care for the players. We mainly focus on pve but there is a lot of pvp zones, but focus on your survival. Avalanche is a every growing community of gamers who just want to build a place called home. This frozen wasteland has many things to offer for its visitors and residents, new and thriving places to see, handful of vehicles and helicopters and even monsters of strange accord. The wasteland is always trying to kill you around every corner, so we must work together to survive this nuclear winter. As the owner of avalanche I can’t wait to see you in the wasteland and call this place your home, stay safe out there wasteland. AVALANCHE DISCORD : https://discord.gg/pn4j28N8 — JOHNNY MUSTANG
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Just started playing again. NA servers EST. Would like crew to cruise map in vehicles, build base, pvp and looting with.
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DayZ (PC) : THE REPUBLIC Wipe 9/1|50k|Sbag|Heli|KeyCard|AirDrop|Toxic|Koth [IP: 135.148.136.88:2302]
The Republic DayZ replied to The Republic DayZ's topic in Server Advertisement
The Community is growing! Come check out the updates and meet some players! Updated MOD List: AdvancedGroups | GameLabs | DayZ-Expansion-Market | ToxicZone | The Republic KeyCardRooms | RedFalcon Flight System Heliz | King of The Hill | CarePackages Helicopter Licensed | BaseBuildingPlus | Breachingcharge | Hacking Mod | Code Lock | DrugsPLUS | CannabisPlus | Collectable Items | MMG - Mightys Military Gear | SQUAD MSF-C | Modular Vest System | Car Bomb | SNAFU Weapons | RevGuns | Advanced Weapon Scopes | Care Packages V3 | PsychoGaming Vehicles | Armored Vehicle Pack | IRP-Land-Rover-Defender-110 | CarsForAll | CS Weapon Bag | MuchCarKey | FlipTransport | COCAs_NoVehicleDamageMOD | Humvee (HMMWV) M1151 | GAZ 66 SHISHIGA | GAZ TIGR | CarVanillaPlus | VanillaRoadPartsPack | No Shoe Damage | Disable Broken Legs | Summer_Chernarus | InventoryPlus | Inventory Blur Removal | BetterStash | BulletStacksPlusPlusEnhanced | AdvancedGroups Plotpole DLC New | SpawnsystemLiteServer | Real Metabolism | Enhanced Banking | CJ187-MoreMoney | shd_Ghillie | Unknown Ghillie Mod | Saline Bag+ | BBPItemPack | Base Fortifications | DayZ-Expansion-Core | DayZ-Expansion-Name-Tags | BetterVendingMachines_Expansion | CJ187-LootChest | MuchStuffPack | HeliWreckNoLoot | Helicopter landing pad | ReducedFireWeaponDamage | NoMuffle | CF | Dabs Framework | DayZ Editor Loader | BuilderItems | dbo_surfaces | VPPAdminTools | The Republic Modpack | Flying Birds! | MODs constantly updating and changing to enhance your gaming experience!! -
Join us at Legendary Dayz. We have lots of features and custom stuff on our server. - Safezone/Traders - Airdrops and CarePackages - Tons of Helicopters and Vehicles - PVE and PVP Zones - Great for beginners or experienced players. - Custom caves and islands - King of the HIll - DNA Keycard Rooms and buildings - So Much More! https://discord.gg/zpBueD3kUc
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[ EU / PC ] EXTERMINATION - Utes | 5 Max | FPS + / 1PP / Full PVP
Neroxeee posted a topic in Server Advertisement
Presentation of the EXTERMINATION server: EXTERMINATION is a server which takes place on the small map of Utes which was present on Arma 2. We are a pvp based server with a maximum group size of 5 players in 1PP. EXTERMINATION is a server hosted in EU on the PC platform What we currently offer on the server: - Two pvp events: Airdrop every 30 minutes KOTH every 15 minutes - A trader system: Expansion trader with Backmarket and Safezone A system of personal and clan bank accounts - A customized loot system: Sniper and Armor can be looted only in the events The loot in the buildings and grounds is based on the items that can be bought in safezone - A limited group system: The groups are currently blocked to 5 players maximum and we will make sure that this is respected. - A list of custom weapons and armors: APES Weapons Revgun CPBWeapons Arma Weapon Pack Equipment System - A dogtag system: When you kill someone you can take their dogtag and sell it for a high price on the black market. Other basic features: 1PP. No Stamina. Spawn Selection Leaning on sprint. The bases are currently disabled. Custom Player Loadouts. Custom mapping Custom loot cycle WIPE EVERY 2 MONTHS Other cool things are planned for the server like: Add oilrig because the map utes offers a large ocean Add vehicles (Helicopter, boat, cars) Add new weapons in the store because not all of them are available at the moment. Adding a base system under ground And more .. but for that we expect a minimum of players on the server. How join server ? Name: <JUST WIPE> EXTERMINATION - Utes | 5 Max | FPS + battlemetrics: battlemetrics.com/EXTERMINATION Discord (in development): discord.gg/CtgNrmj7D7 We look forward to your visit ! -
Hello there! This is a new list of QoL suggestions for DayZ Standalone. I have created several of these posts in the past, which I invite you to visit in the links below, and the intention was always to come up with achievable and “easy to implement” suggestions within the general framework of the game. Nothing too crazy, no completely new features or things that would not be in line with the overall concept of DayZ. Were these ideas deeply thought through and evaluated? To some extent, and that’s why I probably underestimate the complexity of actually adding any of this to the game. Only the Devs (and probably some experienced members of the community) can get a real idea of what adding them would actually entail in light of the current structure and content. So keep this in mind when assessing them because nothing is actually “simple”, even when it appears to be. Having said that, I hope you find them useful and least serve to awaken other tweaks, ideas or improvements, either from the official development or through community mods. 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 +50 QOL SUGGESTIONS 1) Soviet Plash Palatka | Tarp/fabric poncho. It would be very interesting and useful to have a craftable "plash palatka" that goes in our backpack slot offering high insulation value and waterproof protection. What is a plash Palatka in the first place? This is just an improvised poncho made of fabric, very popular among soviet troops and many other armies. This piece of gear could be crafted from a piece of Tarp/Fabric (2) combined with a Sewing Kit (75%) or Leather Sewing kit (50%). It would not only provide with another relevance and use for the Tarp/Fabric (item that its currently almost unused because players always craft the Improvised Shelters over any other alternative), but would also provide an extraordinary survival feeling with the proper balance between protection and size (no inventory slots). As I said, this item also has a real context with soviet clothing and the DayZ lore. 2) Precise positioning | Transparency when trying to place big items There is a general issue when we want to place large items (such as a barrel, a power generator and such…) when using the blue print system (or precise positioning). The item completely obstructs our vision (1PP) and we have to play with the free cam to be able to guess where is going to be placed. Although this could be fixed with some modifications to the holding animation of these items, their models or maybe by extending their positioning range (to be able to position it from further distances), when thinking about modding and possible big custom items, a definitive solution could be to add some kind of transparency to those items when the precise positioning is activated (LMB Click). By this, you would be able to see through them. 3) Flare guns | Higher altitude + longer duration (Credit to Kafeina) Currently, the flares shot from a flare gun last just a few seconds in the air and then they start falling at a very high speed, making them quite useless for their intended purpose (signaling, illuminating, attracting other survivors). The idea is to simply increase their height (shooting speed/distance) and reduce their descent time so that they can last at least 30 seconds in the air and then, another a little more when falling. Kaffeina (modder) has already implemented this with his "Aerial-Flares mod", but I think an intermediate version would be an excellent tweak for the vanilla version of DayZ. 4) Flags | Craft armbands and courier bags from them Flags are a rare item and the only real use for them right now is to add them to a flagpole. Since some updates ago, you can now obtain rags out of them. However, this item could be much more interesting (and also used by any player, even with non-base building intentions) by being able to create improvised backpacks and armbands from them (like you do with a burlap sack or boar pelt). This would not only offer a new element of customization (which is always welcome) but also a new and interesting use for an item that it tends to be exclusively associated with base building. 5) Sawed-off weapons | Less weight + random spawn in the world There are 4 weapons that can be sawed off right now, but the Mosin is the only one that actually lose some weight (4kg to 3kg) in the process. It would be convenient and consistent that all the weapons lose at last 1kg of their total weight when you do so. The LE-MAS (FAMAS) perhaps could be the only exception to this rule because of the type of modification it undergoes. In addition, as previously suggested in another thread, it would be interesting if these sawed-off weapons could also spawn into the world instead of being an only crafted item. Always thinking about diversifying and expanding the content with a large amount of non-op civilian weapons for tier 1 and tier 2 zones and also, since these are not very popular, it would give new players the knowledge that they actually exist. 6) Player animations | External clue when managing your inventory (Credit to Wardog) This suggestion clearly came from Wardog's tweet (@thewrdg) where he showed us some of the game's “hidden” animations, among them, one that simulates the player checking his pockets. For anyone who hasn't seen it, he linked that animation (checking your pockets) to the action of opening/managing your inventory, so that there is a visual clue to other players of what you are actually doing (instead of displaying a completely static player). I think that having this feature would be excellent to achieve a better realism by filling that lack of immobility when a player is still but checking his inventory and also, it would provide a visual cue of a possible risk, danger or appearance as part of a player during an encounter. An initial 3-4 seconds delay would be very necessary to avoid forcing the animation with each opening of the inventory. 7) Pieces of guts | Alternative fishing bait The idea is quite simple: Instead of having as our only option the earthworms as bait for the fishing hooks, make it possible to cut small “pieces of guts” out of animal/human guts to also use them as bait. It would provide us a better use of this item while being able to combine even more hunting and fishing in an organic way. Not to mention that it's something quite common IRL when improvising a bait. (Thanks Project Lemons) 8 ) Tripwire | Attach a loaded flare gun Another idea that I believe would add to the general gameplay is the possibility of attaching flare guns to the tripwire. This way, when its activated, the flare is fired and the presence of a player in the area is warned. We all know that this can be already done with other lighting items, but of course a huge flare in the air would provide with a much more interesting and noticeable indication of a player presence. This would also serve to play with the players' minds in anticipation of a possible air attack (dynamic toxic gas), forcing them to move from their positions. Eventually, this could even be extended to other types of weapons and ammunition, not for the purpose of damage or incapacitation (which I understand would be quite complex to materialize and neither is the idea to make this kind of traps as it happens in games like Rust), but for the weapon to be fired to the air, providing a long range audible alert. 9) Items Sterilization | Boiling items to sterilize them (Credit to Mikhail) Non-sterile bandages and rags, plus any other items that can provoke a wound infection in the future, can only be cleaned/sterilize with disinfectants. It would be a good and also a realistic idea to allow to get the “disinfected status” by boiling the rags/bandages in water. Attention should be paid to the time in which bandages and rags become ruined for this to even be possible. This idea is not new, and there is already a community mod that allows this by DZR|Mikhail. 10) Bayonet | Multiple cuts inflicted While bayonets have gotten a bit more attention recently by increasing their overall damage (being more effective against infected) I think there is still room for improvement in close combat to give a new relevance to this quite unpopular item. In what way? By providing a 100% cut chance and even, by allowing each hit to generate two wounds or bleeds on the affected player instead of just one. A hit with a bayonet against another player should represent a game changing scenario during a pvp, where the affected player should seriously consider his blood loss as a conditioning after having received a “lunge”. 11) Shelters | Differences and advantages between them Since its implementation, the craftable shelters and their three variants - improvised, tarp and leather - there was never really a differentiation between them besides the required crafting items. They all have the same storage, persistence and durability, even when the time and difficulty invested into crafting them is different. This is why the vast majority of players simply choose the “Improvised Shelter” as their main option, not only because it’s the most accessible to craft but it’s also because it offers the best camouflage. This kind of kills any incentive of crafting the other two shelters and prevents us from giving more use to the whole feature. The proposal is then simple: provide with more differentiations between them, offering more/less slots, more/less resistance, more/less persistence, more/less waterproof to the items inside, etc. The leather shelters should definitely be the best of all tree, followed by fabric shelters and finally, the improvised shelters should be just that, improvised, lasting no more than two or three nights, with slots limited to a single survivor storage. 12) Attachments | Better management/replacement (Credit to Akula) This suggestion and the next one are 100% from the user akula692008 from the DayZ forums, so I thought it was a good opportunity to make them more visible for everyone since I completely agree with both. In few worlds, the game should allow us to replace any weapon attachment (optic, buttstock, handguard, etc.) by the same way it does with magazines, this is, by dragging the item to the “combine” section of your hands instead of forcing us to drag it over the particular attachment. This would be not only more practical but also consistent and particularly useful for console users. 13) Attachments | Inventory battery representation (Credit to Akula) Right now, if we carry a rifle with a battery for your optic plus a universal light for example, we would see two batteries, one under the other (left side picture), and it is not quite intuitive for telling which device they belong to. The idea then is to reposition the elements as shown in the image above. This small change would solve this lack of clarity providing with a cleaner and clearer view. 14) Raincoats | Add the hood to them I understand that this is definitely not a simple thing to do and that there are many, many things to consider in what would appear to be a small cosmetic change. Nevertheless, I always wondered why those hooded pieces of gear like the Gorka Jacket, Raincoats or Hoodies did not allow us to equip ourselves to cover our head, protecting this part of the body from the rain and adding to the heat retention (or protection against frostbite in Namalsk). I think it would be a good feature (or future change) to consider either models with the hood already deployed (where it blocks the head slot because it is already taken by it, avoiding clipping problems) or, something more elaborate, like the possibility of folding/unfolding the hood. There is also a “banal” argument linked to a post-apocalyptic aesthetics where hoods and ponchos are a fundamental element. 15) Repeater | Sawed-Off version Simple idea that would add to the diversity of the civilian’s low tier weapons without really implying new content is the possibility of sawing-off the Repeater as it currently happens with the Mosin and other weapons. Of course, it should suffer the corresponding nerf to the distance, accuracy and weight, but the basic concept would be the same to all the sawed-off weapons in the game. Not to mention that it is something that actually exists. 16) Bone Knives | Attachable to the improvised rope belt Maybe this will be changed in the near future because this item is in the game very recently, but I suggest to add the possibility of carrying the improvised knife on the rope belt. I think it is logical and a way to make this a "first step" in the survival crafting progression for any player. I honestly didn´t find many arguments against this like I did find with the stone knife because of its shape and model for example. 17) Feet Wrapping | Increased crafting cost + less durability We are all aware that an improvised item, easy to craft and offering a great advantage when approaching enemy with total stealth could be somehow abused. Unfortunately, many players have been using it as a “pvp meta” lately. In an attempt to avoid this, the proposal is to increase their crafting requirements (actually, I would personally increase it for all the wrapped crafting recipes in general) and reduce their overall durability (or at least prevent them from being repaired or their requirements - rags - from being significant), so that they only serve as a transitory solution in those cases where your footwear get ruined and you must look for another one, avoiding bleeding feet or frustrating scenarios. 18) Radios as an attachment | Slot for vests and belts I have already suggested the possibility of having custom key binds for the use of radios so that we do not have to resort all the time to put them in our hand to interact with them in the first place. I believe that for items that are not so popular but at the same time can represent an extraordinary element for gameplay and immersion, making them as practical and accessible as possible is definitely the way to go. In this occasion, the suggestion is related to the possibility of attaching the radios to our vest and belt. This would also allow us to have more than one active radio simultaneously, on different frequencies. 19) Clear indication for front / back fences (precise positioning) Even when you can always use the knots on the poles and the initial position when deployed to know the direction of the fence (front/back), it is often quite unintuitive (its direction) when you have to rotate or place them in a very specific position. The suggestion is then to add some sort of “direction indicator” in the ghost model itself, or slightly modify the model (the bottom portion that would be buried for example) so that it clearly indicates which is the front and which is the back in a more intuitive way, even after having placing it. 20) Torches | Fuel should fully charge the torch Maybe the current limitation to this is somehow related to a balance and performance idea due the duration of the torches in general (avoiding that someone can leave for a long time multiple torches lit in a very easy way), but I think it would be a more functional that, when adding gasoline to the torches, they charge at least 50% of the total and not just 5-10%, forcing us to soak them in gasoline like 6-7 times. Using gasoline to fuel torches is already a difficult method to use and it should then have its reward which would have to be a hell of a lot better than simply adding rags. 21) Holding breath | Stance impact on the stamina depletion speed (Credit to Simonvic) It seems to me that it would be not only realistic but very beneficial for the gameplay in general to be able to differentiate the speed at which stamina is consumed when holding breath, not only depending on the weight (which determines the total stamina and therefore, how long we can hold our breath) but also by the stance of our character (standing, crouching or prone). Thus, for example, if we have 30% of our maximum stamina due our gears weight, when we hold our breath while standing, it will empty completely in 5 seconds. If we are crouching, it will do it in 8 seconds and if we are on the ground, it will do it in 15 seconds. It doesn't make much sense that someone lying completely flat on the ground, in a resting state, even with a lot of equipment on him, can only hold his breath for less than 1 second when he wants to land a shot. 22) Automatically stack items in your inventory (Credit to InclementDab) Right now, if we have for example a stock of 10 .308 bullets in our inventory, and we grab 5 more from the ground/world, these new 5 bullets will take a different slot in our inventory instead of just stocking on top of the existing 10 bullets. It seems to me that it would be more than practical to expect the game to put identical/stackable items together directly in our inventory, or at least to do so once our inventory is 100% full (no slots available). This can be limited to certain items categories if there is any case where it would not be convenient to stack. The same should apply for meds or other stackable items. Example. 23) Tearing up chickens using only your hands or boulders With 1.17, and improvised bone knife has been added. However, to get those bones in the first place, one already has to have a knife to dismember the animal that provides it. This doesn't make too much sense considering the progressiveness of a survival crafting line. I think the ideal case would be to allow players to dismembering small animals (Chickens and rabbits) either by using their own hands or using the rocks in our environment. As a result, we should only get bones out of them. 24) Open cans by hitting them with a rock With a very similar criterion of the previous suggestion, and taking into account that since version 1.17 we can now “combine” certain items with boulders from the environment for our crafting, it would be excellent to use this feature to open food cans, obtaining a substantial reduction in their total amount. 25) Mask attachment slot for backpacks and belts Keeping the idea of gas masks having multiple uses and not being limited to static/dynamic toxic zones, it would be quite necessary to be able to add attachment slots for them on both belts and backpacks. 26) Lock picking | Reduced effectiveness (Eventually tied to passive skills) While this idea relates to a broader concept like passive skills evolution and such, I believe that lock picking should not have to be 100% effective (opening or locking the doors on the first attempt) but rather have a percentage of effectiveness where it is possible to fail to do so and have to repeat the action. As I said, thinking about an eventual development of passive skills, this percentage of effectiveness could be linked - or even conditioned - to the skill developed by the player (or survival time). But an initial approach would be that lock picks do not always open the door but that there is a chance of failure followed by an audio clue that it has failed. 27) Grenades | Automatically attached to grenades slot 4 Quality of life modification, the suggestion is to automatically assign the slot of the vests grenades when we pick them up from world since, right now, we must manually take them to our vest. 28) Epinephrine abuse | Negative effects and overdose Epinephrine has gone from being a medical item to a military tool, where players stockpile large amounts of them to use one after another, perpetuating their stamina in an unrealistic way during combat. The concept behind my suggestion is precisely to try to avoid this abuse by generating some kind of punishment. This could be with an overdose effect (shock damage, reducing the duration/boost with the second application or permanent stock max at 50% for 10 minutes making it easier to go unconscious after being hit) or by adding a general stamina reduction after the epi effect (for a period of 2-5 minutes) if you applied more than one epinephrine within 10 minutes. Again, the main idea is to find a way to counteract its abuse by relating it to an effect it would produce in reality. 29) M7A3 grenade | Tear gas grenade (Credit to DUG) I believe that tear gas grenades would be an excellent addition to complement the use of masks in situations other than airstrikes or toxic zones. They should cause coughing, stamina reduction and eventually sock damage (unconsciousness without a default recovery until the gas wears off) if the players are exposed for too long. Of course, this could be repelled by using a gas mask with full filter, completely avoiding its effects. Particular attention should be paid to the area of action to avoid possible exploits where the smoke goes through walls, generating undesired scenarios. 30) Wash hands under the rain Being able to wash your hands when it rains (complementary to the idea of bringing back the “catch rain” feature, especially for maps like Livonia) would definitely be a QoL addition to the game. It wouldn't be invasive either (for the HUD) since you would only get that pump-up option if you have bloody hands and you are in the outside. They could even make it automatic without the need for animation. Bloody hands are probably the biggest enemy for new players, and if we add the rain, that first game may be impossible for them. Fighting each other may be a great option to leave only one active threat. 31) Rusted and static fire barrels around the map One of the simplest and most efficient attractions in maps like Namalsk is the presence of static fire barrels spread around the map where players can get together, warm up or cook. While this concept already exists with the indoor fireplaces around Chernarus and Livonia, the fire barrels provide a much clearer guideline and are generally found in large places, industrial areas and barns where you (and your group) can take a minute of rest, away from the urban areas. The suggestion is then to add those rusty, static fire barrels scattered around Chernarus and Livonia. 32) Bandaging | Continuous cycle when you have multiple wounds Right now, when we have more than one cut/wounds and perform the bandaging action, we have to complete a full cycle, finish the animation and then click again to start the bandaging animation again for treating the next wound. Although there are some “exploits” to speed this the “finish/start”, the ideal in my eyes would be that - as with other actions such as cutting down a tree, drinking water or getting planks from a plank pile - we could simply hold the LMB and the cycling would be continuous according to the amount of cuts/wounds that we have. I understand arguments like that there are multiple wounds and not always in the same place, however the animation is always the same, so it would not be something that could break any kind of immersion either. In other words, if you have 2 cuts, you just put a bandage in your hands, hold LMB and your character would perform two full cycles. If you interrupt the second cycle, you have only been bandaged once. 33) Logging in | Anti-ghosting + anti-glitching + anti-combat log I think it has happened to many of us that, being in a closed place, a player logs behind and kills us. In the same way, it is also frequent to chase a player into a building, waiting for the moment to rush their position and when we finally do it, they have disconnected without any actual indication to us. Although this suggestion would not be a definitive solution, I think it could help to prevent these situations and avoid the huge disadvantage it generates. What would this consist of? Adding a dark layout/vignette (as happens when we are regaining consciousness) that covers our screen and gradually expands until disappear along with a yawning sound (or any audio clue) would be an indication that someone has connected in the vicinity. On the other hand, the dark vignette / layout covering most of his (connecting player) screen for the first seconds after joining the server, would obstruct the ability to see through walls with the slow loading textures glitch that most of the low ends PC´s and consoles usually have. Clearly, it would not be a perfect system, but it would make ghosting, combat log and exploits associated with connections/disconnections less frequent. 34) Wooden Crates | Another general nerf suggestion This is a suggestion that I've been holding onto continuously by trying different approaches, because I really think that the wooden crates are very OP in a game like DayZ. I still believe we need a general nerf for wooden crates, therefore, after proposing a general reduction of its size and persistence time, the suggestion is now to increase the requirements for its construction, raising the number of nails needed from 16 to 32. 35) Actions over other players | Directional conditioning Actions involving interaction with other players should only be possible if you are face to face with them. We should not be able to feed players from behind, give them medicine or similar actions. Of course, there could be exceptions to this rule, such as tying another player or applying a bandage to him. 36) Improvised clock bomb | Crafting recipe Add the possibility of creating an improvised explosive device from a gas canister, tape, a grenade, metal wire and a kitchen timer. How could it work? First you should combine the duct tape with the gas canister, creating a new item called “Improvised explosive device” with tree attachment slots: 1) Explosive slot (grenade, flashbang, smoke grenade, etc.) 2) Metal wire 3) Timer. You can then add the required items, set the kitchen timer from 1 to 45 minutes and then attach it to the device so that, when that amounts of minutes have passed, it releases the spoon from the grenade and after a few seconds explodes. Because of its complexity and because it has a gas canister in addition to the grenade, its damage and explosion range should be higher. 37) Tents | Allow tents to be carried in player’s back I am sorry to be repetitive with this idea but I firmly believe that one of the main reasons why we do not find isolated bases scattered around the map (as historically happened in DayZ) as opposed to massive basebuilding structures, is because of the impossibility of transporting the tents in a simple way that does not necessarily require a vehicle. Both the military tents, the car tents and the canopy ones should be transported in our back taking the backpack slot. 38) Throwing items | Low throw alternative I know that this is definitely not a simple suggestion to implement, but I don't see it as impossible either. The concept is simple: once we enter the throwing stance after pressing G (PC), by moving the mouse wheel (as we do to change between optics) we can toggle between a normal – high – throwing stance and a low throwing stance from the waist. This could be particularly useful for throwing grenades at short distances, underneath structures or even to be able to throw random items at other players safely and without having items flying through the air. 39) Weapons attachments variation | Add the painted variation to weapons While I imagine there are already plans to add back the spray-paint that allow us to customize the weapons/attachments, it would not be a bad idea to have the color attachments already included in the random preset of some weapons as an alternative. This would add to the diversity and content without necessarily affecting the CLE. These attachments can either spawn in the world or for now only in the preset of the selected weapons. Many community servers (PC/Consoles) already have them added and they seem to work just fine. The only problems are usually with the colored mags. 40) Dynamic events | Abandoned night camps with fireplaces This suggestion is part of a larger thread that analyzes different alternatives to generate a reward for players who stay on the servers at night instead of just logging out, waiting for the day. Basically the idea is to take advantage of light sources during the night and link them with dynamic events. In this sense, it would be interesting that the “helicrashes” have a light source that makes them more "visible" during the night (like a beacon light that could also work with a radio signal) and, at the same time, the possibility of having other dynamic events such as “abandoned camps” with an active campfire where high value items can be found. I think it would add a lot of depth and ambiance to the game while providing access to the rewards of a dynamic event to players who choose to play even with the disadvantage of the night. 41) Snare traps against players | No damage + reduced mobility for 1 min The idea is to use this feature not only to hunt small animals (rabbits) but also as a trap against other players. How would it work? Of course some kind of animation/model would have to be added to the activated snare trap, but when a player step over it, it would attach to his leg (like a splint does) forcing the wounded walking animation for a whole minute. The affected player would then be unable to run full sprint and would be partially defenseless, even without having suffered any damage. 42) Vehicles water indication | More intuitive symbols While many of us have become used to being guided by the white smoke to determine whether a vehicle radiator has or needs water, it is quite common for new players to be confused by the unintuitive nature of the indicators. More precisely because while the fuel gauge shows a full tank on the right side, the water gauge seems to be the other way around. The suggestion is then to unify this representation of both gauges with the same criterion and maybe even add a red color to the indicators to make them much clearer. 43) Plate Carriers | Color variations I know it would be an absolutely secondary addition but very much appreciated for diversity, customization and content, the possibility of having different variants (textures) of Plate Carriers I think would be a nice addition to the game. It would not escape from the colors that usually wear these vests IRL (black, dark green, etc.) and it would not mean a huge work behind this item (it would be a simple retexture). 44) “Chemicrash” | Contaminated dynamic events Another feasible alternative for random dynamic events could be some kind of "chemical crashes" or "chemicrash". These could well be models of wrecked trucks that were transporting toxic waste in barrels from the toxic areas and were ambushed or crashed on the road. Naturally, this event should be followed by its respective toxic zone (with a rather limited radius), being only accessible to players with NBC equipment (or at least with an PO-X Antidote if you have a bit of skill), infected with NBC suits and loot rewards similar to helicrashes. The idea is to give more diversity to the use of NBCs and masks without this objective being limited merely to the toxic zones. 45) “Cooking” canned food | Water bath + increase its nutritional value The suggestion is based on the possibility of "cooking", or rather heating, canned food to increase its nutritional values based on the idea of comfort. The cooking method, to be consistent with what would happen in reality, would require a cooking pot filled with water, thus avoiding burning the can. They could only obtain the "cooked/hot" status by offering extra energy and/or hydration. It would be a good way to encourage the use of cooking methods and give more depth to this item. 46) Multivitamins Pills | Less quantmax While this has been changing over the course of the updates and vitamins are not as OP as they were before, I still feel that the minimum amount of pills is high enough that it is not valued correctly and ends up being overabundant. Currently, vitamins have a chance of spawning up to 10 pills, they are not very rare to find and can be stacked. The suggestion is simply to set a quantmax of 10% for this item, making it scarcer and therefore more valuable. 47) Long-Mid range Optics | Add a dark vignette Definitely not a new suggestion and I had already proposed it a few years ago, although not with this format. Basically what it aims to do is to add, in addition to the blur effect that ADS has with an optic, a dark vignette to provides with a more realistic and at the same time immersive approach. As you will notice in a suggestion below, I am not in favor of absolute darkness (as happens with the Hunting Scope for example), because it also ends up being quite unrealistic and immersion killing, so a simple darkness that forces us to focus on our target without obtaining much external information (although realistically one shoots with both eyes open) would not only be a welcome aesthetic and immersive change, but would give another spice to the pvp with ranged weapons. 48) Hunting Scope | Non-Full screen alternative view Following the same reasoning of the previous suggestion, and as I had already mentioned, we know that most (if not almost all) optics do not appeal to a "full screen" design where everything is black except for the reticle. On the contrary, the whole screen is zoomed to the optics, but what is outside it (sides) is blurred. It would be interesting and would look 10 times better if this would also happen with the Hunting Scope (see suggestion image), adding also the already suggested vignette. The effect and immersion achieved I assure you is gratifying. 49) Improvised metal sheets from vehicle parts Questionable suggestion but a suggestion nonetheless, I think it wouldn't be a bad idea to bring back the old concept of “scrap metal” to be part of some crafting recipes in DayZ Standalone. Of course not to the levels of DayZ Mod or games like Rust with extravagant crafting recipes, but something much more basic and limited. For example, with the possibility of turning car parts that we find in the world into improvised metal sheets to be used in our basebuilding constructions. Each car part (door, hood, trunk, etc.) would offer us 1 “sheet metal” that would be nothing more than the current sheet metal with a rusty texture. I understand that even if it sounds simple it is definitely not, but a similar concept that allows us to take advantage of the items along with a more apocalyptic atmosphere to the constructions (basebuilding) would be welcome. 50) Cutting trees | Two-step process (Credit to Derleth) In a nutshell, the idea is that when a tree is cut down, it will fall to the ground as it normally does, but without dropping the "reward" items yet (wooden logs, firewood). In order to obtain those, we must cut the tree again on the ground and it will then disappear, leaving only the wooden logs, firewood, long sticks and such. This would help to avoid unwanted clipping/collisions situations with trees and would also provide with a more realistic approach to the mechanics itself. 51) Shove away player/infected | No damage, 1 sec cold down, no stamina requirement (Not QoL) There are many things that could be improved in the melee system in DayZ, but where I notice a gap to be filled is when you end up cornered. In short, it is quite common to see players "stuck" without the possibility of changing weapons or resorting to attacks that slightly push the infected away to be able to survive that situation. Of course anyone could say that a good player would not have put himself in that position in the first place, but the game has to be difficult, not frustrating. For that, it would be interesting to consider the possibility of pushing away infected and even players, which would be the "default attack" when our stamina does not allow us to hit with our weapon or make a strong fist attack. This “push”, which should have a cold down of at least two seconds to avoid any abuse, should not generate any damage or take any of the stamina recovered away, could fill the gap that exists between unrealistically holding indefinitely a guard up against a wall until a friend comes to save us or die cornered against a wall without any resource at all. 52) Nerf to NVG's vision | Vignette intensity It is not the first time I suggest it and I am compelled to do so because I know that the game will at some point go in that direction. NVG's are too OP an element for a game like DayZ that aims for a balanced day/night gameplay. Not only because it discourages any player from playing at night in the presence of this item because also because the clarity of vision when using them and the lack of "blindness" from light sources. That is why one of the things that could be easily and quickly modified is its range of vision or vignette, to slightly punish the huge advantage obtained. 53) Encouraging nighttime play | Night wild life Once again, keeping the idea of encouraging night gameplay through “advantages” for the players, it would not be a bad option to consider increasing nocturnal wildlife in areas where they are not frequent during the day. That way, coyotes (alternative to wolves), white-tailed deers, foxes and other animals that IRL usually have a nocturnal activity, can be seen and found close to cities (even spawn cities). This would not only give an incredible complement of ambience (not to mention if you consider the population of glowing eyes in some of them), but it would translate into a much easier access to food sources for players who decide to stay playing during the night. 54) Better small containers | Add attachments slots (Credit to Florian) In all honesty, with over 10k hours in the game, I have never used a container to protect my items from external damage and I think very few players actually do it. Containers nowadays are more storage methods (buried) or inventory organizers rather than a protective piece of equipment. In this sense, the idea is to at least provide with a better utility in relation to their capacity and size. Right now, they can hold as many slots as they take, killing somewhat from any kind of benefit in carrying them (even more the ones that offers almost none protection). The proposal is simply: add more slots to the interior in relation to its size and/or add attachment slots to some of these containers to be able to carry more than their total slots, offering a real advantage when using them. 55) Gasoline | Used as kindling to start or keep a fireplace Gasoline should definitely be an item that allows you to light a fire without resorting to other types of fuel kindling’s. And even after the fireplace is on, you should be able to continue feeding it from "loads" of gasoline as it happens with the torches. This would re signify the use of bottles with gasoline or jerry cans for a survival purpose and not only related to vehicles. 56) Basebuilding | An electrical protective system (Not QoL) I'm not a big fan of basebuilding because I think it's a feature that consumed a lot of work from the development team and, in practice, it was never really one of the main attractions of the DayZ experience (not talking about Exile or the last part of the DayZ Mod). However, there it is and while it's a decent concept, it clearly has a lot of room for improvement. One of the things I have always proposed are the electrical protection systems to provide with a more balance experience with this feature. In other words, the possibility of electrifying the barbed wires once placed to make it difficult to even destroy them through regular melee methods. How could it work? Simply the same way Xmas lights work, one connects the barbed wires (disassembled) to a generator or battery and then attaches them to the fence/gate. This would generate an electric current to the touch, preventing their destruction through melee strikes. It would be a good element for base protection against offline raids and would also be within the real possibilities of the game with the current content. How could it be countered? An electrified barbed wire could not be disarmed with regular pliers and the player who touches it would receive health damage, shock damage and probably a cut. He should then either destroy the power source (generator or battery) or use rubber gloves (NBC Gloves) along with the regular pliers to dismantle them (giving a new use to this piece of clothing). I would have a lot more to elaborate on this topic, but as I said, I don't want to stray too far from quality of life suggestions. 57) Better skybox | Higher cloud intensity (Not QoL) I know this is a highly sought after idea and that there is probably some discomfort in comparing the game to previous versions in just one aspect, when in 99.9% of things it has improved tremendously. However, aside from any nostalgia or the idea that “all past times were better”, there is a reality and that is that the sky in DayZ has lost some of its appeal, probably founded on valid performance and synchronization reasons. It is also true that suggesting something without offering an applicable alternative is too easy for us (the community) but I think we all trust in the ability of the devs to find out a new approach to this and achieve more immersion with the skybox without the need of volumetric clouds. 58) Combined actions for Structures (Credit to Skigoggles) (Not QoL) Regardless of all the technical complexity of such an idea, the concept is still very interesting. The suggestion basically implies that certain actions (complex, big ones and generally associated with basebuilding but extendable to many others), can only be completed by two or more players working together. In this way, one player could initiate the action until 50% of it is completed and then, holding the click, another player should "help us" and complete the remaining 50%. Then the crafting/action will be successfully completed. The possibilities and alternatives are endless for this but, I repeat, what is important here is the concept behind it to force collaboration in complex actions and at the same time encourage interaction. THANKS FOR YOUR TIME AND SORRY FOR ANY GRAMATICAL ERROR OR POOR CHOCIE OF WORDS ENGLISH IS NOT MY NAVITE LENGUAGE
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For those who don't follow Experimental/the Experimental forum, vehicles made their comeback on the latest Experimental patch. I have to say they did a pretty damn fine job because there was almost no desync (as driver and as passenger) and handling the car also felt better. Vehicles are back and they are better than ever! Here are two clips showing the improved vehicles. The first clip is where I drive and the second clip is where BioHaze drives.
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Beyond The Pines| PVE | 30k START|UNIQUE MODS| HIDDEN TRADER|
-DualCore- posted a topic in Server Advertisement
We are a PC server dedicated to creating a fun and enjoyable PVE experience. We have unique mods, Traders, Vehicles of all types, events and a friendly player base willing to help with any situation. We have a very active admin team to keep the server running smooth and to help out in situations that require admin assistance. We will be happy to have you! Discord: https://discord.gg/g79aTXnAWJ -
Hi guys I'm new to the game and was playing a newbies servers 5.83.171.96 been playing for about 2 week. Collected a wide range of loot, vehicles, storages and was just getting to the base building side of the game. Yesterday morning was playing perfectly fine then I jumped off for a couple hour and went back on to find that server wouldn't let me back in and when I searched the IP it was shown 0 servers found. What is the reason for this as I seem to have lost all my progress and would be a shame to have to start again
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🔖 SERVER INFORMATION ip : 37.187.133.61:2302 Server Slot - 60 Short Night's - 12 mins 1PP,freedom PVP and KOS is allowed Mods - vanilla + no abusing weapon or abusing armor Server wipe 15th agust 𝐃𝐢𝐬𝐜𝐨𝐫𝐝: https://discord.gg/5jkzzPmA9t 🛑 NO TRADER ⚔️ [ C4 raid on weekend only 10am to 10pm (Paris UTC+2)] From the former Elite Legion gaming team, with a solid community of veteran Dayz players since the beginning of the game, I have about 3000 hours of games and I therefore think I have an opinion and a good eye on the game. We're looking for old-school gameplay in quiet PVP, no abused weapons or tier 3 armor, only Vanilla + modified to my liking, as it was there years ago on games. The Server does NOT offer TRADER, and will NEVER offer one! you have to know how to play and farm by the sweat of your brow, the real Dayz. The goal is to have fun, to be able to do the basics, Vanilla style with server rules and home improvement (small and large door, codelock, locker, vehicles, etc.) You can claim the area with the flag to prevented abusive locker-based raids, and prevented destroying walls as long as the flag is not destroyed. See you ingame guys, you are welcome on discord for any question ;)
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I worked in software development for years and did project management a number of those years, and I can assure you, you CAN engage with your customer on a daily or even weekly basis and KEEP THEM INFORMED of what is going on. People do realize that shit happens. The problem with BI over the years is that they ran their mouth and didn't deliver much of what they said, THEN they took the opposite road of not saying anything and delivering very little. I appreciate you engaging with us, but you really should read the old threads on this forum for a full of understanding of how things have been compared to now. BI is virtually neglecting it's fan base. Livestreams that few people even know about don't count. The non-update update announcements we get don't cut it. We are in the dark and no one there gives two shits at this point because there is no accountability. Oh I'm sure the suits hold people accountable, but I mean accountability to the people that support and buy your product. You guys are yiour own worst enemies at this point and nobody there gives a damn about it because why should they. You made a ton of money and that's it. Look at Hello Games, they screwed the pooch on their launch so bad, I mean it was one of the worst launches in video game history, and look at them now. Are you guys just not capable of demanding more of yourselves? Are you not capable of weekly communications with players outside the influencer bubble that you have continually been counting on? Why can't the devs explain why the client/server security is so lax? Why can't they let community server owners know they are working on fixing it? Why can't they give updates on their progress on all aspects weekly? An update on progress is not the same as making promises or even saying release dates. Hello Games turned out to be masters at doing that and engaging with the fan base CONTINUALLY and that is a small company. We expect better of you guys, and you continually let us down. We love this game, but as a development company, BI is simply not anything special at this point. Please DO BETTER. AND FIX THE SECURITY EXPLOITS AND VEHICLES.
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Hello Im install Garage mod and im put helipad but if i want park out my vehicles they said vehicles Spawn was blocking by GarageMod_ParkingArea1 and same if i want buy heli that can't buying because they tell me see image please
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Welcome my friends to the next premier Dayz RP server. Our goal is to create a community and server for all RP types to play and thrive. Unlike most RP servers our PVP zone is massive turning the whole southern part of the map into a KOS zone where you will always have to be on alert while venturing into the higher loot areas. Our admin team is very experienced both with the Dev side and admin side of things. My staff and I have a minimal of a year's experience per member. We aim to move to a white list as soon as the player population begins to rise. The hardest part for us now is standing out now and getting the player base to give our server a shot. What makes our server worth skipping over the rest? 1.) Dedicated server with auto restarts (with warnings) and auto updates as well so that the server is never down or pending for an admin pushed update. Maximize your play time with us! 2.) Fresh wipe = You will not being starting at a disadvantage compared to other players or groups. We just wiped on 8/20! 3.) Modded heavily but only to enhance your Dayz experience! Our mod list is large but we also have not repacked anything so that we can keep all mods within our server crystal clear to the player base. We also use a seasons theme to keep the game feeling fresh with a loot change overhaul every month! 4.) Experienced admins who truly care about your experience on the server! We have admins for almost all time zones who will be on actively to answer tickets and police the players of the server to ensure a great RP experience. 5.) All playstyles welcome and encouraged. We have something for everyone here, wanna play more of a raider/ bandit style then load up and head to the south and ambush your fellow survivors and make their misfortune your gain. Wanna set up a trading outpost and run the best store on the island? Do it. Wanna simply nomad around and let the adventure take you while exploring our COMPLETELY custom map overhaul of namalask? More power to you. Your imagination is the limit to what you can do and become just make sure you understand rules and you are not violating them. 6.) Custom map. Enough said on this point the staff and I have spent days creating custom locations for you to explore and find and completely overhauled alot of the existing areas making the map feel/ play completely different. 7.) PVE options are simply terrifying! We feature dozens of infected/ mutants and other creatures that will plague your Dayz experience and stop at nothing to see you dead! 8.) Seasons for a unique and ever evolving loot system with tiers, weapons, and gear always evolving but NEVER deleting what you have already scavenged. 9.) Featuring the Trader Plus mod our traders are a player driven economy meaning that everything you sell to the trader can be bought by other players and vice versa with everything you seeing in the trader was bought from other players! Some features such as vehicles and other items are set to a normal trader config to ensure everyone has the opportunity to own a vehicle. With Trader plus is a built in currency, car lock and bank ATM mods making it feel and work as you would expect seamlessly. 10.) We offer faction wars and land claim for all registered factions! This will cause warzones and some healthy conflict for the server and its players. Pick a side or avoid the conflicts. The choice is yours as always on the server. I could go on and on with hundreds of reasons why you should come check us out but I will leave you with this instead. We are a veteran group of RP players and Dayz players who have built this server in the image of what we always felt most servers lacked. We built this server for the community and for the sake of making an actual RP server that holds true to its word. Come by our discord with any questions or concerns you may have! We look forward to seeing you in game! Discord : https://discord.gg/nyMwjZABUX Server Name: Red Winter RP Server IP: 154.127.54.210:2487
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I figured people would be pissed off at the fact there are no vehicles still in this game. I mean, 7 months should be enough right? Since it was teased in Feb of 2022 and its almost September. Bohemia suit #1: "Nah fam, we'll release it to a paid tech demo that no one plays anymore and modders have basically already abandoned." Bohemia suit #2 "It's cool, they'll be too salty about getting killed to worry about all the missing features, not that I have any idea what is going on, since I'm so far removed from the dev process and only S the Dees of the stakeholders. Why would we give reach arounds to the people who actually paid for this lmao??!!"
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Welcome to !!Wasteland DZSA: !!Wasteland Cherno|50kStart|VanillaAspects|PVP|Semi-Hardcore|Custom Locations|Drugs|TraderPlus|Helis|DNA Keycards|CJLootchests|Airdrops|RadZones IP: 192.169.86.123:2302 Discord: https://www.discord.gg/EYR9MCn39E The one stop for a new Custom DayZ Experience! Language: English Only ___ !!Wasteland Cherno was designed with a well balanced economy with rewarding game play in mind semi-hardcore with random spawn points There is 50k Starting cash But no food can be bought at traders EARN THAT SHIT With all the mods that are available we didn't want to loose sight of what the Vision of Day Z is a "BRUTAL SURVIVAL GAME" There is no unlimited stamina on this server but there is modified vanilla stamina you can still sprint a great distance Vanilla stamina weight restrictions have been removed so you can carry as much stuff as you want without penalty We incorporated S-Gunplay which greatly enhances gun fights with realistic physics slowing down fights making you think NO CALL OF DUTY OVER HERE On a final note we hope you enjoy the server, its been 2 years in the making ___ Disclaimer: !!Wasteland has little to no rules when it comes to PVP/Raiding this was done intentionally ___ Server Rules: 1. No glitching or use of any exploits, this will result in a permanent ban 2. No using alt accounts this will result in permanent ban 3. No duping, this will result in a permanent ban 4. No camping Traders 5. No base building within 600 meters from any trader 6. No base-building in military zones 7. Please do NOT park vehicles at the traders and leave them, that's what the garage is for. If left for 2 days it WILL be Impounded 8. Do not steal vehicles inside of trader safe-zones. Respect others (don't be toxic) 9.Respect the staff of the server, we are here to help you as best as we can, and complaining or arguing with staff or the owner’s decision may result in a 48 hour ban, you have been warned 10. Have fun, be respectful, this is DayZ so some mods might break and you might encounter bugs ___ Disclaimer: The Rules are subject to change at any time. Join our [discord](https://www.discord.gg/EYR9MCn39E) to stay informed ___ Support: 1. Active staff 2. Active Discord 3. Growing Community ___ Featured Mods: Custom Wildlife Custom Cars/Helis Custom Weapons Custom !!Wasteland Clothing Custom !!Wasteland Vending Traders Custom Locations With Loot Custom In Game Music Custom Air Drops Custom Loot chests DNA Keycards Custom Traders W/ TraderPlus Rad Zone W/Nuke Events SVisuals/SGunplay BBP 2.0 Gebs Fish Cannabis Plus/Drugs Plus Building Fortifications Black Out Organ Harvesting ___ Organ Harvesting And Dog Tag Trading: Not only can you reap the rewards from your dead enemy's loot. You can now take it a step further selling there organs and dog tags at the Death Trader ___ Watch out where you go because infected children might be lurking around the corner: ___
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TEX DAYZ Vanilla+ EXTRA VEHICLES Vanilla+ 150 vehicles and no voice in side script IP: 198.154.118.41:2802
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Tired of KOS? Want more ways to make money? Come try us!
xXSlyDrakeXx posted a topic in Server Advertisement
Want more than just PVP and looting the map over and over to make money? Then this is the server for you :) Make money Looting, Hunting, scavenging car parts, Farming and Fishing. Want to be up to date what changes I make on the server? I have a YouTube channel & In game Server Panel that's updated with changes made & More! The YouTube channel is for video of you guys playing PVP etc. I have an admin tool with camera mode :) I won't put a link here not sure if it's okay. You can search JayZ Gaming DayZ and you will find it. It will show the mods I have in and gameplay of others so, you can decide if the server is for you :) Server Name: Jayz Gaming-Trader, in Game Map, Weapons, Gear, Vehicles, & More. MODS: Forgive the grammar. It's straight from a json.file "MuchCarKey - Lock your vehicle", "Dmns Vehicles Redux - 5 vehicles", "GoreZ - More blood", "CJ187-Moreitems - Better bandages-radios and more.", "AB-AN-PEQ - Weapon light", "Server Panel Information - Stats links and info on server.", "Unlimited Stamina - Doesn't help aiming & jumping", "Advanced Weapon Scopes - Better scopes", "MMG Mighty's Military Gear - Clothing-armor-pouches-belts and more", "Community Online Tools - To monitor cheaters - how loot is spawning - make videos.", "MuchStuffPack - Items for your base", "Fox Weapons 2.0 - Slew of new weapons", "Code Lock - Better than a combo lock", "VanillaPLusPLus Map - In game map with waypoints", "No Vehicle Damage", "Party Me - Team up with names above heads", "Trader - at Green Mountain & Kumyrna. Map has locations. NOTE All mods added except Fox Weapons & MSP is partial items of MODS.", "ATM - located at Green Mountain & Kumyrna", "Base Building Plus - blueprints found in industrial areas. Build workbench with blueprint and 5 planks. Kits can be found on map too", "Carim - In game global chat", "Airdrop Upgraded - well um loot from the sky.Comes every hour and despawns in an hour.", "Cannibis Plus - Tobacco & More. Another way to make money." "Ear Plugs - toggle sound effects while in LOUD vehicles with a key. Check control options under other.", "Minimap - check control options under other", "Compass - check control options under other" This Mod text is straight from the server panel. Good Information for the players. "The Following is how much you make selling to the trader. Run means how much fits in backpack or 1 greenhouse farmed.", "Now you can hunt fish farm for money.", "Hunting Normal wildlife 15k run - Wolf 20k run - Bear 30k run.", "Fishing 15k run.", "Farming Vegetables 5k run.", "Farming Tobacco 8k per run", "Farming Canibus 11k to 25k per run. Price based on rarity of seeds you find. There are 7 types of seeds." Again straight from the Server Panel in game. "Raiding - BBP can raid doors & gates only - Tier 1 5mins - Tier 2 10mins - Tier 3 15mins. Codelock 15mins. "Sledgehammer will raid all tiers. Hacksaw will raid codelocks.", "Lockpick will raid vehicles 10mins We have a community that's growing and not KOS players! :) -
For the love of God, can we please go back to the days of just VS3 trucks? Only trucks.. PLEASE... Because back then, we didn't have phantom de-sync bugs, we didn't have vehicles that stopped running for no reason, we didn't have vehicles that randomly despawned right in front of you, or dropped you 2000m from the vehicle, or killed you for no reason. The failure of vehicles is murdering this game. People work hard to put a vehicle together and then get fist phucked by one of the aforementioned bugs. After 2 hours of finding wheels, parts, etc, the damn car won't run w/o any reasonable explanation. The group morale is crushed, and people go to other games like Rust or BF4. Before you introduce new cars/planes/helicopters, do your due diligence and have a reasonable working product. Right now, the status of vehicles is no better than the 5 year old leg breaking bug.
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Welcome to Dayz Epoch US Chernarus I have re-created the Arma 2 dayz mod epoch with several different mods that gives that nostalgic dayz epoch feeling, We work hard to listen to our community and value their feedback to make this server a part of everyone. Not one individual has just their own way. We do not tolerate any toxicity or harassment. So come and try it out and help us grow into a great server for everyone. Mods: Care Packages V2 Better Inspect No Vehicle damage PartyME Spawn Selection BaseBuildingPlus 2.0 Ear Plus Custom Heli (paid mod) Earplugs Custom vehicles More Storage Traders/Trader Fixes Banking Raiding Arma Weapon Pack Snafu weapopn pack Drugs/Cannibis MMG Gear/Storage Dino Island https://discord.gg/M4zw2X9JnM
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Hello, Bohemia, I would like to consider some things for the military side of your community in DayZ and may improve the quality of life for folks who like to do military roleplay/MILSIM. So, my first ideas for a few gear items would be: - PASGT Vest (Could be called BDU Vest [Colors: BDU Camo, Olive Green, Tan/Desert, Black)(No ability to carry grenades [40MM and standard frags/smokes/flashbangs]) - PASGT Helmet (Could be called BDU Helmet [Colors: Olive Green, Tan/Desert, Black]) - M14/M21 Rifle(s) - Helmet covers (Colors: BDU Camo, Marpat Desert and Woodland Camo, TTSko Camo, Olive Green, Tan/Desert, Black) - ALICE Webbing Harness (Could be called Field Harness [Colors: Olive Green, Black])(Would also have the ability to attach to the PASGT Vest) Functional abilities to some items: - The ability to blouse "tuck" your boots for any kind of pants (Jungle Boots, Assault Boots, Hunter Boots, Combat Boots) - The ability to mount certain scopes to the M16-A2 that may be compatible due to the top hole of the carry handle, or the ability to saw off the carry handle (as done to the FAMAS) - The ability to open the top hatch of the Praga V3S truck, to peer out or to provide covering fire to the driver. Another alternative would be the ability to mount weapons on top of the V3S that would be accessible to the passenger by opening the top hatch. Vehicles: - The HMMWV, or Humvee. Though this may not be appealing, it would not consist of much armor and would only be used as a vehicle of transport. It would also be the 1989 variant of the Humvee, that would be painted in a camouflage as seen on the destroyed Humvees that are in the game. Final Note: If anybody does see this whom are supportive of this post, or are part of the developer team, please take this into consideration. I feel that the Americans and their involvement within DayZ lore is too little unlike ArmA 2, where you actually played as Americans. You may also notice that most of the equipment that I have mentioned are from the 1980s to early 2000s, but that is only the fact that I feel like they may fit the aesthetic or theme of DayZ and how it is set within a Post-Soviet country that has not developed into modernity. Thank you for reading this. EDIT: Clothing: - Another vest item could be included called the grenadier vest. This would be in the camos of (BDU, Tan/Desert, Black and Olive Green) Functionalities: - The ability to cut up military clothing and receive the option to create a helmet cover with the military fibers given. - The ability to drape camo netting over vehicles Another edit!: I have come up with some ideas regarding the chemical zones within the game that stick to the 1980s/90s aesthetic of the game. First, US military chemical suits from the Cold War/Gulf War time period. - M17 Gas mask (Fully covered) that would act as both a mask and a hood, but would only take up the mask slot so a helmet could be worn over it. - US Army chemical suit jacket (could be called BDU NBC Jacket) that would be in the camos of (BDU or Olive Green) and would carry around 24 to 30 slots - US Army chemical suit pants (Could be called BDU NBC Pants) that would be in the camos of (BDU or Olive Green) and would carry about 20 to 24 slots - US Army chemical suit boots (Could be called BDU NBC Boots) that would be in the camos of (BDU or Olive Green) - US Army chemical suit gloves (Could be called BDU NBC gloves) that would be in the camos of (Olive Green or Black) (Example of these items) Please help support this post, as I feel that it would be important to the American aesthetic of the game, as well as enhance the RP/MILSIM lovers of the game as well.
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I've thought a while about how loot spawns around the map and I've found out that it's really odd to see certain loot somewhere, where it shouldn't be found. That's why I propose some changes: I'd like to see some sort of differentiation between certain types of loot type zones, so that some stuff would be findable only in certain places of certain loot types and some stuff would be way more easy to find between 2 types of loot types in the boundaries of the same loot zone. What do I mean? I mean, that on example Western military equipment would be only findable in military areas, that we could consider as temporary, like on roadblocks, evac sites, Tisy tent city, even trains or that Rify shipwreck. Meanwhile Eastern military equipment would be findable everywhere, but would be quite a bit easier to find in permament military installations, like Veresnik, NWAF, Kamensk or even that unmarked military compound north of Krasnostav. Proposed changes wouldn't impact heli crashes. What sub-loot types would I create: 1) Military a) military permament infantry: Eastern equipment, including weapons, ammo, attachments, explosives, protective gear (maybe add a new Russian tactical helmet with new Russian NVGs, which wouldn't be compatible with existing tactical helmet, which for me looks as Western equipment), clothes and other equipment (including wooden crates to simulate undurable equipment being stored there), small chances of finding certain civilian stuff (like food, certain clothing, sewing kits, duct tape and other irrelevant stuff) b) military permament vehicles + industrial (for any places inside of military bases with warehouses, garages or roofs for vehicles similar to that of in front of camo building in Veresnik, judging by fuel tanks inside of compound it probably housed vehicles under that roof): everything from above plus oil barrels with gasoline AND a possiblity of plastic explosives c) military temporary: Western equipment, including weapons, ammo, attachments, explosives, protective gear, clothes (yup, if you want to look like US marine, then stop loot cycling airfield) and other equipment. NO civilian loot, any Eastern gear 2) Police a) village police: clothing, pistols, shotguns (please introduce BK-133 to civilian loot type, it'd be pretty normal for civilians to have pump action shotties), ammo for those and other gear b) city police: everything from village police + Pioneers, Skorpions and gear needed to operate those 3) Medical a) hospitals: around the same amounts of every type of medical supplies (blood regarding stuff + morphine, disinfectants, medication - includes epipen) b) medical clinics: a bit less blood regarding equipment and disinfectants and no morphine, but more meds c) temporary: a lot of blood regarding equipment and disinfectants, morphine of the same amounts as hospitals, medication rare 4) Fire stations stay the same 5) Industrial a) utilities like water and electricity: tools and industrial clothing very common, anything else rather rare b) civilian industrial (like garages and sheds): pretty much a bit of everything c) enterprises: building supplies common, tools and clothing common, some repair kits common, NO vehicle parts d) car regarding industrials: vehicle parts and some repair kits (like epoxy putty, for tires or electrical) very common, plastic bottles with questionable liquids findable 6) Civilian Here it's pretty much everything except military and police damage dealing equipment, everything of unquestionable legality. Which means you would be able to find sometimes fishing, survival equipment and hunting equipment, which normally you'd find only in summer camps and deerstands, rarely medical supplies (except morphine, blood bags and blood test kits) and very rarely fireaxes (after all it isn't illegal for them to have splitting axes, so why not let them have fireaxes?) Just some locations will have different stuff than others: a) Supermarkets and shops: more food, but no ammo and no weapons (besides handguns), hunting gear very rare b) Offices: little food, crap very common c) Fuel stations: food findable, handguns common as they are now d) Schools: food less common than normal, but tonnes of "school" loot like backpacks and clothing 7) Rural a) farms animals (so barns): tools, various farming items like garden lime, repair kits, sharpening stones b) farms other: everything from a) plus weapons and ammo for those c) non-leisure summer camps: your standard summer camps we know today, so survival and hunting equipment, a bit of civilian loot d) leisure summer camps and camps for kids: almost no typical hunting equipment, but to compensate a bit more civilian loot e) deerstands: Solely hunting equipment, but in big amounts 😎 Coastal, aka fishing industry a) boat wrecks: fishing equipment and bit of civilian stuff b) boathouses: only fishing equipment, but more of it Yeah, wrote quite a long article.
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I would love to see a Police car added with police belt that can hold mags, cuffs, a flashlight, and billy club. I would love to be able to have an ankle holster for the smaller pistols Blanks would be a funny yet interesting addition i believe peep holes on doors in houses. ability to decapitate people and put their head on a stick ability to go threw my menu while sitting in a car working dressers in homes and food in cabinets a small snub nose revolver not just a weakened magnum Bring back wild bores and add crocks and gators Please add horns to cars Ability for lock picks to be used on vehicles ability to cook meals BETTER STORAGE for ammo including gun racks and wall mounts. crafting our own ammo would be a very welcomed addition as well TOOLBOXES PLEASE Medical kit with a space bigger then 9 slots The NUMBER 1 thing i would love to see added is the ability for generators to power homes and use all that is inside. Drinking from the sink, washer and dryer return cloths to pristine, fridges store food and drink and keep it from spoiling, and lights . Yall already gave us fridges I know the devs are working with the hell dean hall left them but please give us more depth and save us from being just a open world reskinned arma with zombies
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PC Stable 1.18 Update 1 - Version 1.18.154960 (Released on 14.06.2022) NOTES Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update. Consider de-fragmenting your HDD after downloading large updates. In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED Abandoned trains dynamically spawning across Chernarus and Livonia M79 grenade launcher 40mm grenade launcher ammunition Derringer pistol Sawed-off Revolver Sawed-off Blaze Craftable improvised explosive device (IED) Plastic Explosive Claymore mine Remote Detonation Unit PO-X Vial Fireworks Launcher Craftable armbands from flags Gas Canisters explode upon destruction Keybindings for gestures can be adjusted in the in-game settings Gesture keybindings are now reflected in the radial menu Steam Achievements (can only be activated on official servers) FIXED Doors of several structures could not be opened by force Adjusted some exploitable building collisions (https://feedback.bistudio.com/T163092 - private) When driving the Gunter and Olga without a radiator, the spark plug got ruined too early The slot for cooking equipment was displayed when the tripod was not attached Widget of dead players/animals was not displayed after leaving a vehicle (https://feedback.bistudio.com/T163934) The stamina indicator was not displayed in the inventory with disabled HUD (https://feedback.bistudio.com/T162706) When entering the pause menu after disabling the HUD, the HUD could not be re-enabled (https://feedback.bistudio.com/T163869) Fixed an exploit related to fireplaces Stones were not properly displayed when left as the last attachment of a fireplace Melee damage was dealt in the direction the camera was facing The wrong text was shown when dragging a body out of vehicles The CR-550 magazine was not properly reflecting damage states The dry fire of the CR-550 did not have sounds in prone stance The land mine disappeared upon disarming Land mines ruined by shooting did not explode (https://feedback.bistudio.com/T164288) After cooking, the sound of roasting meat would persist on the equipment used Trying to ignite a wet fireplace would activate burning sounds The fireplace was missing some particles when burning It was possible to boil food in gasoline (https://feedback.bistudio.com/T146331) The BattlEye license was not being displayed when the Steam overlay was disabled Accepting the BattlEye agreement made the game unresponsive to mouse under certain conditions Transitioning between erect and prone stance while charging a throw was skipping animations in certain cases Brooms did not change their materials properly when burning It was possible to craft the improvised spear while the stick had food attached Ticking sound of the alarm clock could be desynchronized when interrupted while setting the alarm The tutorial screen was falsely showing console controls in the tab selection Inventory icon of the Long Torch was cropped Fixed several instances of headgear clipping with character heads It was easily possible to get stuck in the stairs of the castle tower Adjusted rag cover clothes to reduce clipping with other clothing items The Bizon was spawning with the 1PN51 night-vision scope (https://feedback.bistudio.com/T163972) Improved textures of the spear variants The animation of drawing a pistol from the holster would twitch unnaturally Fixed an issue that prevented military infected from spawning with EGD-5 grenades Skater infected gave a metal sound when hit against the head Bus wreck model was levitating slightly (https://feedback.bistudio.com/T161767) Stick was held badly when roasting meat over fires (https://feedback.bistudio.com/T164438) It was possible to unpin grenades silently (https://feedback.bistudio.com/T158850 - private, https://feedback.bistudio.com/T161873 - private) Items would float when taking them into hands with a wounded character Reloading while freezing could result in animations glitching Fixed some issues that would result in skipping animations Jumping with two-handed rifles could result in stretched arms Cooking slots in the oven took different amounts of time to cook (https://feedback.bistudio.com/T164090) Multiple flash-bangs in a row would eventually stop impacting the character The vicinity tab could disappear after scrolling through a long list of items Fixed an animation glitch related to going prone Plants missed their name widget during growing stages Brooms would recover health after stopping burning (https://feedback.bistudio.com/T164097) Food lost quantity when baked with lard Food did not lose quantity when being roasted on a stick Farming peppers and potatoes would display the wrong item name CHANGED Rotten meat now gets burned when smoked It's now possible to skin dead chickens, rabbits, carps and mackerels with the screwdriver Reduced the weight of the Handheld and Field Transceivers (https://feedback.bistudio.com/T157490) Decreased the inventory size of binoculars from 3x3 to 2x2 The sharpened wooden stick can now cause bleeding on targets Halved the damage to cooking gear while cooking (https://feedback.bistudio.com/T164266) Keybinding menu now has inputs split into several categories to make it easier to navigate Adjusted positions of rifles in the shoulder slots to reduce clipping with the character Animations of character symptoms do not conflict with other animations any more Added a UI prompt to exit the game credits Updated the game credits Adjusted the modern compass to be more readable in sunlight Adjusted colors of all raincoat-based armbands Balanced health of fence parts and armor, also depending on materials (https://feedback.bistudio.com/T157778 - private) SERVER Added: cfgeventgroups.xml to define groups of objects to spawn with dynamic events Added: Hundreds of static environment objects now have a config-class to be spawned by the server Added: "deloot" attribute to events.xml <child> to define the amount of wanted dynamic events loot for a child instead of the default value Added: "spawnsecondary" attribute to events.xml <child> to define if the child should be spawning the secondary infected event Added: Warning message when a definition in types.xml will be ignored Added: Additional dynamic event setup validation and warning messages Added: Dynamic events now supports spawning of "dispatch" from proto xmls Added: "dispatch" and its children "proxy" from proto xmls now have an additional attribute "dechance", a float value ranging from 0-1 to decide chance of spawning at a dynamic event Fixed: Banlist, whitelist and prioritylist were cleared when the accompanied file was failed to be opened by the game Fixed: The enableDebug window was not fully displayed in certain resolutions Fixed: Random loot spawned by dynamic events would persist after a server restart Changed: The game now has an error message and shuts down when it cannot find the world MODDING Added: Not-categorized input actions are now displayed within the "Unsorted" category in the keybinding menu Added: CreateFrustum function to Shape class, accessible from script Added: Added and exposed Shape::GetMatrix() and Shape::SetPosition() to script Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommand so they are usable from any Animal and Infected command Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommandBase so they are usable from any Animal and Infected animation command Fixed: proxyInfo was never filled in for BoxCollidingResult Fixed: Damage from explosions was always falling off in 4 times the range Changed: Logic of transition changes while smoking/drying Changed: Armbands were redesigned to allow flag variants. Textures were split in halves and renamed. Changed: Layout files are no longer cached on Diag exe Changed: The game now has an error message and shuts down when it cannot find the navmesh while it is configured to load one Changed: Fall off damage from explosion goes linearly from 100% to 0% (from indirectHitRange to indirectHitRange * indirectHitRangeMultiplier) Changed: ClearCookingEquipment method on FireplaceBase requires to specify an item to clear (old method is now deprecated and will cause issues) KNOWN ISSUES 40mm impact grenades disappear after 6 seconds of air-time PC Stable 1.18 Update 2 - Version 1.18.155001 (Released on 30.06.2022) GAME FIXED Fixed a server crash related to vehicles The Derringer was missing a reload sound after only one bullet was shot The Derringer did not display ejected shells The character got stuck in walking speed after dying while in inventory It was possible to arm an empty improvised explosive using an alarm clock or kitchen timer Consuming an item assigned to a quick slot could result in the slot becoming unresponsive Raising hands with an opened map in hands could result in desynchronisation (https://feedback.bistudio.com/T165934) Widgets were still displayed after disabling the HUD via keybinding Plastic explosives were dealing inconsistent damage (this also includes additional damage rebalance to reflect this fix) An improvised explosive with one plastic explosive was doing more damage than one with two explosives attached Disarmed plastic explosives and improvised explosives could not be picked up Timers from the improvised explosive could not be disarmed Ruined landmines and bear traps were still triggered on contact Cargo of vehicles and barrels was not displayed properly (https://feedback.bistudio.com/T165739) CHANGED The M79 Launcher can no longer jam Slightly increased resistance of the base building wooden walls against explosive damage (tied to plastic explosive fix) SERVER CHANGED: Newly implemented static objects were renamed to StaticObj_* instead of Static_ (https://feedback.bistudio.com/T166003) Fixed: Chernarus contaminated areas had seasonal event usage flag applied (https://feedback.bistudio.com/T166023) MODDING Added: Warning message for when "Static_" prefix is used incorrectly Fixed: Keybindings - Trying to add <sorting> block to <modded_inputs> not recognized (https://feedback.bistudio.com/T165909) Fixed: A server crash related to scripted animal commands (https://feedback.bistudio.com/T165943) Fixed: Buldozer was not animating proxies (https://feedback.bistudio.com/T166005) Fixed: Modded keybinding translations were not displayed (https://feedback.bistudio.com/T166026) Fixed: Adding too many sorting tabs in the keybinding menu could cause issues with the tab buttons ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ PC Stable 1.18 Update 3 - Version 1.18.155052 (Released on 14.07.2022) GAME FIXED Fixed two game crashes Equipping the plate carrier or smersh vests could cause inventory management issues The character was shaking while covering other players' heads with a burlap sacks or gagging them (https://feedback.bistudio.com/T159648) Fixed a game error related to inventory containers Fixed a server crash when corrupted character logs in (character is removed instead) MODDING Fixed: Items wouldn't get saved when spawned in too fast KNOWN ISSUES The inventory of the smersh vest and attached backpack is falsely displayed as one container, but still separated ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ PC Stable 1.18 Update 4 - Version 1.18.155060 (Released on 15.07.2022) FIXED The in-game server browser was not displaying Chernarus servers in the official tab ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ PC Stable 1.18 Update 5 - Version 1.18.155069 (Released on 28.07.2022) GAME FIXED Fixed: An issue where one could see inventories of players that broke from restrains/woke up from the unconscious Fixed: Server error message related to the inventory SERVER Fixed: Launcher mistakenly reporting Livonia DLC being required for Chernarus servers (https://feedback.bistudio.com/T166615)
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Enough with stupid updates that break something else, enough with wipe to not know how to make the economy of this game work ... Now I would like to play "in peace with no other problems" for at least 8/12 months! 😡 👿 😠 The only REAL update I will appreciate will be when (if) they REALLY fix the behavior of the vehicles! EVERYTHING else does NOT interest me! P.S. I only thank the various modders who are REALLY keeping this game at least "decent". THANK YOU !
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US EAST: PC: CHERNARUS: TheEnd: PVP/PVE: TRADER: CUSTOM AREAS: ACTIVE ADMINS
robbyslack23-d747d3d63b357b76 posted a topic in Server Advertisement
• Name: [NEW]TheEnd|PVPVE|Drugs+| WeekendRaid-C4/Hacksaw Chernarus Location: NA/E Max players currently: 40 IP: 209.222.101.187 Restarts: 12am/4am/8am/12pm/4pm/8pm/12am Playstyle: PVP/PVE 1PP/3PP in PVE Zones Discord: https://discord.gg/2PUw9twfFv • Loads of custom edits ie: (Tisy, VMC, NEAF, NWAF, Oil Rig, Black Market, Abandoned Military near Stary Yar, and Traders), clothing, guns, helicopters etc Snafu Weapons Drugs/Cannabis+ Spawn select DNA Key Cards Collectable Items Vehicles to include helis Care package KOTH Unlimited Stamina And many many more quality of life mods We will be running multiple events and we are always updating and adding to make the best experience for our community!