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Found 41868 results

  1. Doomlord52

    DayZ Development progress makes no sense

    Oh no, I just realized I typed beta there. You're right, it should be done in alpha. That was my mistake, and it's fixed in OP. What should the artists be doing in the mean-time? Well, there's still tons of art-related stuff to do. Even without the programming behind the vehicles done, the assets needed for that entire system could be made. The mod had 27 vehicles in it, and of course, those all could have variants. Then, as rocket said in an interview a while ago, parts from vehicles need to work on other vehicles as well (to some degree): this would mean stand-alone type parts, such as doors, windshields, etc. Those by themselves could already be in the game as static geometry, with no need for scripting. Other parts which would need to be added to the loot system could also be made: things like the alternator or spark plugs (again, quoting rocket) could be modeled, set to pick-able, created with flavor text, inventory icons, etc. They could even be added to the game as 'junk' pickups, since they would have no use until drivable vehicles were added. Depending on the detail that was being targeted, the vehicles might also need several different states, such as ones with the front-end severely damaged (beyond just a blend-layer over the normal texture....), that would require a different set of models as well. Other than vehicles, you have the base-building type of things. Storage crates, mobile fuel tanks, maybe some kind of BBQ for cooking meat, large tents, sandbags, barricades, etc. also all need to be made. The existing models could be used for this, but personally, I think they would be far too 'military' to suit the survival aspect the game is trying to go for. However, one could argue that new 'civilian' versions of existing props should be done in beta, since it's an art pass. In that case, inventory UI icons are still needed (but that wouldn't take long). Of course, eventually the game may hit a point where the programming back-log is simply too great, and the artists need to be moved into a more 'beta-oriented' production schedule. This is likely. since DayZ does borrow heavily from ARMA2 in many areas in terms of art, but few in terms of gameplay and mechanics. At this point, even something as simple as a statement saying "the art department has begun an art cleanup while the programmers work on new systems" would be extremely beneficial for the community, not only from the standpoint of knowing where the dev team is at in terms of progress, but also because it would signify impending improvements. Such an art cleanup would be greatly beneficial, since many of the assets from ARMA 2 (and even ARMA3, but that's not important) aren't exactly what I would call excellent. Reduced polycount is always a benefit, and replacing objects with more instance-friendly ones would also be great in terms of performance. That's just off the top of my head, and with the information that's been published. Im sure that within BI's DayZ team there is a much better list of things the art team could do, that will be needed in the near future. /edit To alleviate this problem entirely, where part of the community thinks that progress is too slow/random/illogical/etc. you could always make the internal change log (i.e. the day-to-day stuff) public (except for security/anti-cheat). That way people like me would know that "hey, the code for vehicle wheel movement is finally in" or "that missing collider has been fixed".
  2. Accolyte

    DayZ Development progress makes no sense

    I've not read all of your post(s), but let me address this. Vehicle prototyping is something that should definitely be done in alpha, not beta. What you say in your quote above is the same argument that pops up in every single one of the rant threads that get posted here, only you worded it a bit better. Why would the artist and animators not work on fixing stuff and adding more stuff no matter what stage the game is in? Are you suggesting that they should sit in their chairs and do nothing at all while they wait until programming support for say vehicles is finished? Obviously not. Please stop, you're making no sense.
  3. The fact is that this game is not going anywhere. It's been nine months since release. Promised features like vehicles are still not in, we're only just now getting the easily-exploitable 'centralized item hive' that they raved about as one of the main reasons for a standalone game, cheating is rampant, the game is less optimized than ever, gameplay is still 'get your weapon of choice within 2 hours of looking and some ammo, now you're done forever' with no endgame interests at all, just a pointless deathmatch for no gain. There are bugs upon bugs, and new ones every patch. Rather than implement arma 2 or arma 3 guns and vehicles as the players asked at release, giving a huge and instant variety of content at all levels, they chose to work on low-quality remakes of them for no reason whatsoever. These developer resources could have been spent on fixing the enormous mountain of game-destroying problems and bugs. Zombies are poorly implemented crap-piles worse than they were in the mod, every new gun is some clone of a previous one with near-identical ballistic properties rather than being some unique niche-filling weapon, there are basic amateur idiot mistakes like 9mm doing 900 damage while .45 does almost 5000... the game is a joke, and only the most naive among us still believe they have any interest in making is better. They already have everyone's money, and that's all they intended to get. It's much easier these days to make a cheap scammy cash-grab game and hype it than to make a good game that will satisfy your customers. Worse, just be calling the game 'alpha' for years and years you can have people defend it for you, when even on 'release' it will still have less features and polish than a real game's pre-alpha stage. Only the people who play this game <1hr or less per week argue this, because they don't really care what happens to the game and just want to get a 'good feeling' from defending the developers and pretending they're morally superior. The absolute fact is that at this rate, we will never get a full-featured and polished game - it will go on like this, at a snail's pace of 'development' just to keep the poor saps who bought it complacent, then they will quietly abandon it with some excuses about new projects or financial limitations.
  4. Doomlord52

    DayZ Development progress makes no sense

    2 years professional work, 7 years doing 'mod' work. It's not top-tier "I have my own company and make $200,000 a year" stuff, but I've done enough to know what its like to develop systems, create assets, etc. And also, it is a lot like making a wall of lego bricks, if you're doing it right. Code should be modular, assets should be pretty much interchangable (rigging, scale, etc.). When I do work in CryEngine, I can literally exchange one building (for example) for another (with colliders, lighting, textures, impact sounds, etc.) simply by replacing the mesh WHILE the editor is running. Since the mesh contains the material assignments, it'll pull them from the material/texture library. The materials are pre-set to play the correct impact sounds, lighting will update, and colliders will be set (in CE via materials). You're right about the model re-texture, though. But in this case, it's not from place-holder to final. It's from a texture that looks good to another texture. There's no need - it's not polish or anything, it's just a re-do. The same can be said about the new 55-gallon barrel - why is it needed? The current one is fine. Instead, car parts could be modeled/textured/scripted and added to the spawn system. Right now they would have no purpose, but it would show that vehicles are coming soon, and it would show that the team as a whole is actually focusing on that. I would (as would others) that development has been very slow. The game now is still very, very similar to the one launched back in december, and it's still not even close to what the mod offers, even disregarding the whole vehicles thing. This is what you're supposed to do in a community alpha, and what (as a developer) you want the knowledgable people in the community to do. For example, in Company of Heroes 2, a friend and myself found a rather serious exploit regarding unit veterancy. Instead of just bug reporting it, we wrote a large post covering how it happens, what it affects, and (from what we could tell) exactly why the bug was occuring from a script perspective (in that case, veterancy was being assigned to the wrong entity). We also found another bug regarding the reward of exp from unit kills, where it was simply going to the last unit to do damage, rather than the actual 'killer'. As a result, troop losses to cold (a feature in CoH2) were being attributed to enemy action. Again, we bug reported it in detail, and showed exactly why it was happening. In both cases, the bugs were incredibly obscure, and were really only a rumor up to that point - it was obvious that the developers had no idea they even existed. The developers thanked us, and both bugs were quickly fixed since they didn't need to do any serious investigation. So yes, that's exactly what I'm going to do. I'll look into their render path, see what I can see, and report what I find. Maybe they already know everything there possibly is to know - in that case, I got to do something I enjoy doing: nobody loses anything. But maybe I (or someone else) finds something that slipped by the developers, and the findings actually end up helping the game become better. Is that so bad? No - it's not: everyone wants a better game.
  5. hells high

    DayZ Development progress makes no sense

    My suggestion to you would be to learn a skill, gather a team, and build a mod. Not like a retexture, like a complete mod, with redesigned systems, scratch done art assets, etc etc. That is literally the only way you can start to comprehend the complexity of development. Its not a wall of lego bricks, where everything just fits on top of one another until you have the full thing. Edit So reading on in the thread I have learned that you do, indeed have a skill and presumably experience. This is good. However I still don't fully agree. Every once in a while when I create an asset it is needed quickly and thus finishing stages like texturing often require placeholders. Colour the metal grey and the wood brown, poof placeholder. Can be built and tested and whatever. Now, maybe I need to create a new asset. Knock that one out. Now I don't, so what do I do? Go back and do the first texture. Fire that off, inserted into the next build and boom, the changelog reads: -retextured *model* As I'm assuming you know various people have various jobs and are assigned to different things, but it can also be quite fluid especially when you have many employees. You can't have 20 programmers all writing the same system, sometimes extra developers set to work on, say vehicles, instead of the new rendering system. Prototyping vehicles clearly fits into the alpha stage, as its definitely not a feature complete. Like you said, ARMA2 already has frameworks for vehicles. What ARMA2 doesn't have is the expanded functionality of those vehicles.
  6. Pvt_Larry (DayZ)

    BRM-1K

    I've always kept to the side of caution when military stuff is suggested, and I don't feel any need to restate all the arguments already made. But, having thought about it some, I would say this: 1. In former Soviet Republics and Eastern Bloc countries there's certainly no small number of old Soviet military vehicles. 2. If such vehicles were being operated by Chernarussian forces during the outbreak, there would be presumably little damage to some of these vehicles, as the infected can't exactly use anti-tank weapons. 3. These vehicles, if you chose to use them, should be gas-guzzling monsters, meaning it would be fairly difficult to keep them supplied and running. 4. It would also take quite a few rather specialized parts to repair them, and older Soviet APCs don't have the best track record when it comes to mechanical failures. 5. It would also be rather difficult to find ammunition supplies for vehicle armament, you may be able to find some 73mm shells or MG belts at military depots, but likely not all that many. So I would say that APCs (BMPs, BRMs, what have you) would be ok to have in game, since it would be very difficult to get one to working condition, and still very difficult to keep it supplied with fuel and ammunition. They wouldn't be a real common sight, and so long as they are rare I see no problem, and it could also be quite interesting. It would also be nice to have some wrecked military vehicles scattered about, there's abandoned cars and police cars here and there, but what did the soldier zeds ride to their doom in?
  7. Doomlord52

    DayZ Development progress makes no sense

    It is important to distinguish between 'stuff' and system features. A new barrel (or AK skin, or jacket #342) is not a feature, it is a new art asset. Art passes are for betas. Vehicles (and the associated mechanics) are a new feature, these get added during alpha.
  8. Doomlord52

    DayZ Development progress makes no sense

    Wow, the response to this has been quite... interesting. I thank those who welcome the discussion, and actually posted real feed-back. The people with the 'other' comments: yea, thanks. So, let me get a few things out of the way: People seem to dislike the wiki-quotes. That's fine, and yes, it's not an academic source. However, the definition of alpha/beta/rc/release is pretty much set in stone, since it's been just about the same throughout all of software development. If you disagree with the definitions I posted, you're welcome to look them up yourselves from whichever reputable source you choose; however, I am certain that they will all say effectively the same thing. In Alpha you add features, in beta you are feature-complete and begin to debug/optimize/etc. I will likely do this when the new renderer comes out. I spent the last ~2 years doing some small game-dev work, mostly related to final render path, so I've got a few useful tools I can put to use. For example, RenderDoc is a great tool for tearing into the draw calls and buffer passes used to create a frame. Hopefully, the new DX10/11 engine is better than ARMA3's, which uses about 7 depth passes, spaced between 4 color passes (why would you do this?). SImply combining the depth passes into one, after an initial color pass, and then using that depth-pass info in a second color pass (for things like SSAO) would cut down on draw time by a massive amount (it would likely double or tripple FPS in gpu-bound situations). Interesting. Care to elaborate on why you don't agree with my statement? I don't even mention beta, or moving to beta, in my bit about vehicles. I simply stated that releaseing vehicles in essentially a 'feature complete' stage all in one go is not how one should approach a public alpha. Of course, adding features post-release is a normal thing to do. Often, the community will suggest things the developers never even thought of. However, during the initial release, the developers should set out a 'minimum viable product' goal, which contains all of the major mechanics and systems they wish to have for "1.0" release. This is an interesting approach, but is is valid. However, your last sentence brings up essentially what I was talking about in my OP: this isn't a true beta. Worries about a 'loot economy' are not worries which should be looked at during alpha. The mechanics behind it are, such as limiting the number of specific items across the entire hive, but tuning this to the point where food and ammo being too comon, vs. other things being not common enough (on a per-server basis) is a purely beta-related topic. I agree, that if the devs wish to implement vehicle parts before the actual vehicles, a system for cross-hive spawning should be in place first. However, this system is fairly unrelated to loot spawning density on individual servers. I agree: DayZ is NOT feature complete, and is in Alpha. However, spending development time on 'beta' features such as new 55-gallon drums and re-texturing the AK101 indicates a split in the development team. Changes such as those should all be happening in beta - not alpha. This exactly. It's good to hear another game dev agree with me on this. I hope that clears some stuff up.
  9. d.walker43

    Sitting on Chairs and Laying on Beds

    This may be implemented when vehicles are, because there has to be a way to sit in the vehicle. of course then there will probably be people driving chairs around.
  10. I'm a long time player in this server and do not have any relation with the admins or owners. My intention is to bring new players to it, since it's dying after the recent Steam migration. This is not a MGT/CCG server type, where everything is made easy for you. It has all the most common features (auto refuel/repair, deploy bike on respawn, auto bloodbag, tow/lift, safezones at traders, take clothes), but it's not a "get rich fast" server, being balanced to give you a hard time to get established. Why I love this server (and some of you will also love it): Reduced starting gear (machete, map, painkiller and morphine, possibility to deploy bike);Balanced loot tables (M107, KSVK are very rare). You will not see a lot of people running with these types of weapons;No OP weapons or vehicles (best vehicle you can get is an expensive armed vodnik, no AS50 or Cheytac); Balanced prices with big gaps between buy and sell prices (removing money from the economy if you prefer to buy rather than loot), expensive food and drink, no buying medicines, no buying combo-locks, expensive building materials;Higher base maintenance costs. If you want a big base, be prepared to pay for it;Day/night with awesome weather effects;Ace A.I. (best AI I've ever seen in Dayz);No crosshair;Helpful admins. This is not a server for little kids that want everything for the next minute and play Dayz like its CoD. This is the place for those who want a challenge. Come and try it. http://www.gametracker.com/server_info/37.187.134.77:5302/ http://tlc-gaming.com/home
  11. DayZ Overpoch Server "Prestige Worldwide" 40 Players - Arma 2 version: 1.63.125548 DayZ Epoch Version: 1.0.5.1 To join either search "Prestige Worldwide" on dayz commander OR search for "Prestige Worldwide on dayz launcher. Or alternatively the IP address is 103.18.206.92:2312 The server is running off a dedicated server and has 2 hour restarts with warnings. The mods included on the server so far include: - Tank Trader - RPG - Tanks - AI Missions (weapons, building supplies, medical, supply drops and others). - Added military bases (Dichina, Novy Lug and Bor). - Single Currency - GOLD ONLY. - Starting loadout (basic gear and a G17). - Deployable mountain bike. - Self blood bag. - Snap Building. - Safe Zones. - Roaming AI (easy around cities and the coast and more difficult at airfields). - Refuel, repair, rearm at service stations. - No weight. - Custom map changes such as airfields and other locations. - Increased spawns of military loot. - Always day time. - Overwatch traders at Stary, Klen and Bash. - Added barracks. - Sector FNG (AI Base) ~ Under construction. - Custom Stary trader city. - No plot pole. - AI Bus route Other features: - Active Admins. - Special admin missions. - Added vehicles. Server Rules: - Respect Admins. - No base kamikaze. - No building in military zones. - No camping safe zones. - No hacking. Server Admins: - Davoh - Charlie - Roflstompasaurus - Poojabber Join the server to receive a FREE base building starter kit. (just find one of our admins in game to receive this gift)
  12. Dayz of the Dead Server Details 50 player Server DayZ Epoch Napf 1.0.5.1 IP: 192.254.71.229:2302 NOTE Dayz Commanders is having a problem finding some servers an alt to this is to get Dayz Launcher http://dayzlauncher.com/ Features! ======================== * Map, Napf by MoMo Map is 4x the size of Chernarus. * Tons of new buildings * New custom central Hive system * Customized Base Building * DayZAi .. Spawns in Towns/Cities etc.. * House lighting ** Feature plan * Towing * Trader Safe Zones * Safes (Lockable) * Lockable Vehicles * German and Swiss weaponry * Tons of new vehicles about 150 on the map. * Vehicle Scavenging/Fuel Siphoning * Crafting * AI Missions *Donation Perks! Every week goes buy we are constantly adding more features The admins play activly and are here to help.. just starting out? find the admin camp and we'll give you a boost :) come join us and find out why people love this server! :) Server Details 50 player Server DayZ Epoch Napf 1.0.5.1 IP: 192.254.71.229:2302 NOTE Dayz Commanders is having a problem finding some servers an alt to this is to get Dayz Launcher http://dayzlauncher.com/
  13. winzzahh

    Elektro spawn gone?

    I know this post is old, but it is still a problem and it is better than making a new post I suppose as its still on the same topic..ish, and what you just said reminded me of a real world problem right now. As an exmaple - The Cane toad was introduced to counter the cane beatle, now the problem is far, far worse. To counter getting to end game quickly they have changed the spawns or so it seems, but the problem of walking 30 minutes everytime someone with a mosin in the hills rudely interupts your arrival to cherno or an airfeild is annoying and is why I stopped playing. It became more of a walking simulator than anything else. In my and many other's opinions there should be spawns in many places but still have them at electro or cherno..or even a little further out but the walking is so stupid in DayZ and that with no vehicles makes it boring as....DayZ Standalone.
  14. frozenjaws

    DayZ Development progress makes no sense

    hmm let me be the first to justify your logic with a response. "The first topic is loot distribution and adding "more granular control over the quantity of each type of item that spawns". This isn't a feature, this is feature refinement - balance adjustment. Fine tuning the amount and types of loot that drop isn't a new feature, it's a variation of an existing feature, and a minor one at that." Here's where you went off a little, in fact dean has stated many many times that vehicles are going to be very rare, having some parts for advanced vehicles like choppers be extremely difficult to procure. And with the loot system as it is, this is not possible. You would have an item with a certain spawn chance and it would spawn every so often, even after say maybe an advanced vehicle is already built or the parts are well distributed, which is something he has mentioned he doesn't want. Now with the central loot economy the plan is for them to be able to limit the amount of an specific item to a number for the entire hive and so in fact central loot economy is a absolute must have BEFORE vehicles are introduced.
  15. Its really starting to come along nicely now, more survival gear a couple of new weapons.....lovely, not to mention the prototyping of vehicles of some kind may be soon in our future.
  16. sausagekingofchicago

    DayZ Development progress makes no sense

    Quotes the definition of Beta including the phrase "feature complete" then suggests vehicles and other features shouldn't be added until Beta.... Righto.
  17. From what I took from you thread, you built an argument about your belief that dayZ is actually in a pseudo-beta state and by following that logic: "As it stands, the current Steam page is a lie: It states that DayZ is "in alpha" and that you shouldn't buy "unless you want to actively support the development of the game". Neither of these statements are true. As shown above, the devs (somehow) belive that DayZ is in BETA, and they do NOT want people actively supporting the devlopment of the game, short of giving them money. If the statements were true, we would have far fewer guns/shirts/hats and the initial stages of the vehicles available for play." And this is the crux of your argument - this i do not agree with. Up till this point I was could understand your logic, I think anyone can see that there is a slight blurring of priorities between what needs to be done to advance the game and what needs to be done to keep the angry, spitting maw of the masses pleased. I have also seen post suggesting that the team is too focused on the "alpha" build and should in fact try harder to "re-pioneer their pioneering approach to early access" (not my words) to incorporate more aspects of beta! So while I don't think some of the comments in this thread are helpful, I can completely sympathies with them. Sometime this shit just starts to get to you :( .
  18. GreyZ- The Experiment - OverPoch | Very Strong Anti-Cheat, Lots of Custom Mods, Completely Redone Map! and New Features Added Today, 3 Hour Restarts, Welcome Boxes for new players Welcome to GreyZ - The Experiment! If you're looking for a new server to call home our server is lag free with a great anti-cheat and a boatload of custom features=) . Details down below. ______________________________________________________________________________ Information: - Website: http://www.greyz.org - To find DayZ Epoch Chernarus and our other servers all you have to do is filter "GreyZ" in dayz commander or ingame. - If you can't find it through dayz commander, copy and paste the ip below and either favorite it on dayz commander or launch the game, go to multiplayer, and paste the ip in "remote". - DayZ Epoch Chernarus 74.91.117.159:2314 - DayZ NAPF overpoch 74.91.117.159:2440 - Our Admins Are: Chuck Finley, First Lady, Gnasty, Boss Pepe, BuddhaJono, Andy, Kebster, Chuggi, Forrest Gump, and Aethos. If you ever have an issue on one of our servers or have any questions, join our ts and message/poke one of us. ______________________________________________________________________________ Features: -All Airfields Completely Redone From Our Last Changes -Custom Refugee Camp -Added Towns And Cities -Multiple NPC/AI Bases -Hidden Treasure -Rare Vehicle Spawns (APC's,Low Powered Tanks & Helis ect.) -Repair,Refuel,Rearm At Any Fuel Station -Purchase Your Very Own Evac Chopper -Build Elevators -Purchase Static Weapons -Strong Anti-Cheat -Active Admins -AI Missions (Vehicles Save After Restart) -Indestructible Bases -Snap Building -Buildable Booby Traps -Buildable Zombie Emitters -Craftable Weapons,Backpacks,Items & Ammo -God Mode & Anti Theft @ Trader Safe Zones -Custom Kill Messages -Towing & Airlifting -Dynamic Heli Crashes -Vehicle Crafting (Build 15+ Vehicles) -Halo spawn (Select Your Spawn) -300+ Vehicles -Take Clothes -Smelt vehicle parts -3 Hour Restarts -Backups every 10 minutes -Bright 30 min nights at the end of each restart ______________________________________________________________________________ Rules: - Don't talk over sidechat. - Be respectful to players/admins. - Don't use offensive language. Those are our 3 main rules but for a more detailed list go here: http://newgreyz.wix....yz#!rules/c15m8
  19. d.walker43

    boats and rivers suggestions

    I never said it would have to take up the whole map. Make it curve around and such so that you can get around the map, but have to go extremely far out of your way to get there. Also, its kind of the point. In a zombie apocalypse, you shouldn't be able to just sprint at full speed through towns and forests and such without attracting attention. this would make people actually plan out their journeys a bit more, you would have to actually think about how your going to survive a supply run. Remember also that when land vehicles are added, you will be able to get around that way. you could just go crashing through the bridge choke spots. its wayyy to easy right now to get supplies and such, it wouldn't be this easy in reality. It wouldn't be a matter of who had the best guns, while that would influence it im sure it would be a matter of who knew more about survival.
  20. AP_Norris

    Vehicles.

    He is suggesting a direction he wants vehicles to go.This suggestion has depth, by suggesting a type of vehicle. If it has not been confirmed or denied I see no problem with his suggestion. A nice moped hasn't been mentioned by the devs as of yet.
  21. ☣BioHaze☣

    Anti tank rifles

    This rifle is beautiful in it's simple function driven form and a solid suggestion based on region it would seem. IED's/Sticky bombs are fine for anti-tank. Any kind of light/medium explosive, even Molotov cocktails should hinder/destroy most vehicles unless they are armored. To me, sniping is as fun vs Zeds as players, and I don't really care for your gear, so you might imagine that I'm somewhat ambivalent towards modern long range sniper rifles in DayZ. That being said, there probably should be a modern long range rifle in DayZ but I also believe that long range sniping should be made extremely difficult given all factors involved (weapon condition, wind, bullet drop, and even temperature/humidity can likely effect how a projectile travels).
  22. Evil Minion

    Anti tank rifles

    I actually think an RPG-7 fits the game best for this purpose. Anti-materiell rifles would be too precise and either too rare as anti-vehicle tools or too common as anti-personnel-overkill tools. Still a .50 cal precision rifle would be interesting - but ultra-rare (rarer than most vehicles and probably the rarest gun of them all), with ultra-rare ammunition that is also used by a slightly less rare heavy machine gun. Also it should be almost impossible to use in anything else than prepared long range fights. And I would like it to be a bolt-action so something like: AW50M95M99 (single-shot)KSVK 12.7It does not make sense to add two heavy calibers or even two AMR's because of the basic rarity involved. Getting to fire a single shot out of that baby should require a lot of effort beforehand.
  23. Evil Minion

    BRM-1K

    Yes to this, helicopters, tanks, heck even yes to self-propelled howitzers. But it should come at a high cost: ridiculously hard to findridiculously hard get running in the first placeridiculously hard to supply with enough food fuel and ammoneeds a realistic crew to operateTo get those high end vehicles groups of survivors would have to put in a lot of effort and time and also require a quantum of luck. And then the core rule should be "nothing lasts forever": Your crew gets slaughtered, the vehicle taken away from you, it breaks down and you cannot affort repairs, you run out of supplies and cannot find any or someone just uses explosives/rocket launchers/mines to blow it up. So in order to get an awesome vehicle players should have to pull up awesome logistics. And then better enjoy your reward it as it won't last. If it gets used to terrorize the coast shooting freshspawns until some hero squad blows it up or as a "superweapon" to break into or destroy another teams base (nothing lasts forever - remember) so be it - its up to the players. In the end those vehicles should be something like the "Deathstar of DayZ" and even extremely durable survivors should rarely see more than two in their entire life.
  24. hothtimeblues

    Anti tank rifles

    As50, is that a .50 caliber sniper rifle? I didn't play the mods much but I heard something about them. So I see your point. Those should be able to penetrate an engine block. But did those really bust up the vehicles in the mod, or helicopters? If so, then I'm OK with that. But because we are adding barricades...... if someone has one or two plates of steel then .50 sniper rifle is not as useful as a anti tank rifle. Especiallly a modern anti tank rifle round that I would think uses depleted uranium. Only depleted uranium is gonna go through any barricade in Dayz. With a depleted uranium tipped anti tank round.... someone who just spends days collecting multiple layers of heavy plate steel and just wants to camp can be killed with my suggestion.
  25. As promised, I'm trying to add positive ideas/posts. I would like the ability to tie zombies together. Either in pairs, or even a chain of zombies. We should be able to round up a zombie if we have a net or a dog catcher's tool. Then, we can tie zombies to stakes in the ground and thus form perimeters. If we tie up 8 zombies together, then set them on fire, they should go crazy and try to run in different directions. It could be used as a distraction if you want to sneak through a city or base at night. Or you just use it for pure, god damn fun. When vehicles come, we should be able to tie zombies to a bumper and drag zombies. The ability to create different lenght ropes is the key to having fun with the physics here my friends. Hours, and hours of pure god damn fun my friends. At least some great youtube videos.
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