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Found 41868 results

  1. Ok lets just start off and say before I get tons of replies such as "its alpha noob" I just want to say I kinda like the fact that rain now makes your clothes wet and damages gear, it adds a sense of realism to the game and whilst realism doesnt always = fun, I'm interested to see how it pans out. However with the game in its current alpha state and nowhere near its completion I am a little confused why this has been added into the game at this stage and what I am wondering is how you guys who played on experimental got around this issue. What I am currently finding is, me and friends are logging on a server and the conversation is going like this. Me: "ok guys where are you, lets meet up" Friends: "We are in Elektro, where are you?" Me: "Cherno, but I cant run to you cause its raining and my gear will get wet and ruined" Friends: "yep raining here too" Me: "ok lets log to a different server" Friends: "this sucks....ok" Wait 250 seconds...all login to a new server and Me: "ok its raining here too....." Above is a slightly over simplified version of the problem but I think you get my point, without the ability to travel around in vehicles and stay dry then it hinders my ability to play the game at all as I am at the mercy of the rain. When I think survival game, I'm thinking more about survival from other players, zombies, starvation, dehydration etc etc...I dont see where the devs thought hiding in the house from the rain would somehow translate into fun. So again, how did guys on experimental get around this?
  2. WargameKlok

    DayZ is GREAT VALUE

    When is the next patch with the vehicles coming?
  3. blunce

    Boobytraps

    What's up y'all I think boobytraps are a great concept idea, especially for when barricading/base-building & vehicles get implemented. Some examples of make-shift boobytraps that I have in mind would be: 1.) Tripwire Grenade: A craftable item that needs nothing more than fishing line & a grenade. Tie the string to the grenade's pin, & suspend the wire between 2 trees/fences/buildings/etc. Once a player trips the fishing line, the pin gets pulled, grenade goes of in 3-5 seconds. Players should also have the ability to snip the wire & take the grenade if they find one without setting it off. 2.) Spike Pit: These were used in Vietnam & were known as "Punji sticks". I'm thinking small scale for this one, because in Nam, they were pits as deep as 6 or more feet. For DayZ, I was thinking a small, camouflaged hole, that when stepped in, the player could succumb to broken legs, bleeding, or maybe even infection (in Vietnam sometimes the spikes were covered in fecal matter). For DayZ though, other hazardous substances could be used (poisonous berries, bleach, ammonia, etc.). Would be a craftable item that requires a shovel & wooden sticks & could be placed wherever the player is standing (given that it's in soft ground & not in the middle of a concrete road). 3.) Make-Shift Spike Strips: A craftable anti-vehicle item that could be made with some nails & rope, & could be deployed virtually anywhere on the map. I feel that this one is pretty self-explanatory. Deploy on a concrete or dirt road when a vehicle is approaching & immobilize it with a flat tire from the spikes. So there's my suggestion for the day. Feel free to add more examples of boobytraps if you support the idea, & also feel free to explain why you feel this couldn't work / shouldn't be implemented. All feedback welcome. -blunce
  4. haven923

    Bush-Plane on pontoons and guide gear.

    Most "Jet fuel" is actually really common. In the Army, HMMWVs, generators, and mostly every other engine we have runs off of JP-8, or "Jet Propellant 8." Just so happens, that JP-8 can be used as a diesel alternative. You could just centralize military/air vehicles around diesel and civilian vehicles (cars, trucks, boats, etc.) around normal gasoline (unleaded, of course. Wouldn't want any brain tumors!) Occasionally, you run into stuff that doesn't use JP-8 in the military. I work on a UAV system (drones, if you don't know the acronym...) that requires AVGAS (100LL or 100 Low-lead) which is a high-octane leaded fuel. It's not the airframe that I work on, but that's what the Predator uses, too. maybe, if they do want to add in diesel and JP-8, they could make it where diesel simply runs rougher than JP-8 (since it isn't as refined) and causes faster deterioration. Maybe you could run a mix of diesel with a little JP-8 thrown into it in diesel vehicles. They would run a little hotter, but would crank out a little more power. I, personally, am a big fan of adding in a bush plane. I had been thinking about it for a long time, but never thought to make a thread on it. Fun fact: most pontoon systems also have wheels. Would be an awesome addition. Maybe have it where they have a low top speed so that they are scaled to the environment. Not sluggish, just low enough where you don't traverse Chernarus in thirty seconds and so that you stay in an on-ground player's FOV for a good while. Also, it would require some dynamic sound generation if you wanna go for real realism. Sounds would fill valleys at levels much louder than a plain. Also, sound would sound like it was coming somewhere behind the aircraft at higher speeds and altitudes. Thirdthorpe made an excellent point on the required maintenance of military vehicles. HMMWVs are NOTORIOUS for breaking without ever being used. Military equipment is so chock-full of "features" that they are actually really fragile instruments. Like he said, no than one functional military helicopter. Preferably, no military airplanes. Maybe have it so that there are a lot of broken down helicopters that could potentially be repaired, but only enough parts to get one going and to maintain it a little.puddle jumpers could have 2 on map that are functional. Maybe add a diving feature to swim down to crashed planes/boats to retrieve gear? Puddle jumpers should also come loot spawns for first aid kits, flare guns, map fragments (or GPSes), survival kits (knives, MREs, fire starting gear, pocket saw, etc.) For weapons, I feel they should be fairly limited. Maybe a revolver or a hunting rifle (could be a perfect place to spawn in a lever-action rifle! Such an aircraft attracts a certain kind of person, after all). Also, shark teeth would be phenomenal. It's kind of a staple of aviation. I painted one on one of our birds my last deployment. I would upload a pic, but the local internet is no seshu...
  5. Quimoth

    What is good about this game?

    If you don't get the words: development, alpha, work in progress, unfinished. then you will sum up what is wrong and wrong and wrong about it without ever coming to the point that makes you understand why things are as they are right now. point is, atm there is more wrong then right in this game, i expect nothing else from a game that is up for only a few months. yes they can throw all our money and hire tons of programmers, yet when 10 programmers are working to solve 1 issue, it doesn't necessarily speed things up. (just like you wont be baking an egg with 10 people at the same time) if you think you can do better, show me, if not... what the **** are you talking about. show some respect and maybe you should THINK before you buy ANY pre-release games. 2 other games which are being whined about as being developed to slowly: StarForge, WFTO. Yet the latter is getting more and more updates (it is like the rate at which things are being fixed and added is growing exponentially) i just wait for the next patch with the new cooking system, have fun figuring that out. then i'll wait till the vehicles/base building patch comes etc. etc. This dude below, really doesn't understand alpha is the stage every game starts in, it is up to the developer to determine when to release it, it has been released because it works well enough to PLAY the game. just stop whining and go play cod spoiled kid, if you can't wait for updates... stop purchasing ANY pre-releases.
  6. I consistently see suggestions on here about how to fix server hopping and almost all of them have some sort of major restriction. Everything from timeouts to restricting server choices to seperate characters on every server. A big problem most of you don't think about is how do these suggestions impact a players ability to actually play? Timeouts currently cause delays and punish the innocent as well as guilty. Server Disconnect or Crashed several times in a row? Enjoy your wait. It only minimally slows down server hoppers/ghosting and isn't all that effective. Restricting server choices how can I play with my friends? Not to mention how can I find the best server for me not only ping based but general play style of other players who visit the server regularly? While the one character per server would be a decent solution it has it's own problems. First it means anytime I want to play on another server I have to start over. Plus what happens when the server I've been playing on for months goes broke or no longer exists? I lose my character and whatever else. The friend issue can crop up again. As I see it the best solutions are only two. 1. Timeout instituted with a server memory so that if you get disconnected or whatever happens as long as you connect to the same server again you don't get a timeout. This is the most likely solution to be enacted as it has minimal impact on playability for most players and still enables switching servers to join your friends or whatever else. The major drawback is it doesn't really address issues of ghosting or server hopping it merely implements a delay and forces it to take more time. 2. Position Reset would be the other. If you keep connecting to the same server it saves your logout position and you start there again. However if you jump to a new server your location is reset to a new spawn location. This basically does two things. People will tend to play on the same server consistently and while it doesn't completely eliminate ghosting or server hopping it will make it much more difficult as now you have to run all the way across the map again. It doesn't have any negatives as far as playing with friends other than having to run to meet up with them. Major negative is the whole spawning in a new location people would abuse this and switch servers until they got a spawn point they liked. It might work better if they added another set of spawnpoints out in the middle of the woods rather than the current new spawn points. Still pretty much it would all be abused for changing location. Granted a lot of what people want to do to prevent server hopping/ghosting will have to adapt with the introduction of persistent backpacks, base building, and vehicles. I don't think we can accurately determine what the impact those will have on server hopping/ghosting will be. Anyways just food for thought. If your gonna post all these suggestions try to analyze things. Think about what the Pros and Cons of your idea are and then post those along with your idea.
  7. _=Unreal DayZ Epoch Server=_ Join now because for the next 5 hours from 6:00pm - 11:00pm Eastern All Players will be given a Car of their choice (No Guns) and a free briefcase! Also if a Clan of 5+ Members join they will receive a Epoch Building supply box! Unreal DayZ Epoch Server Offers... -Amazing FPS -Ai Missions -Self Bloodbag -Towing/Lifting -Super friendly and active admins -600+ Vehicles -Safe Trader Cities -Auto Refuel -24/7 Daytime and 30+ more scripts to make your DayZ Experience Amazing Join now for the great offer and a great place to call home! TS- 162.248.5.77:9987 - Join for a Channel! Talk to Hunt! Server IP - 69.39.239.147:3170
  8. Window Licker

    Future of Standalone and it's potential

    I didn't write anything about residential or vehicles as they are (imo) too far in the future to be overly concerned with, but that's just me. Considering the time and effort that's going into this product and the "stupid" design decision as far as the deathmatch with zombies crowd goes I say he's on the right track and isn't going to ruin this project at the last minute.
  9. Hi, This is yet another What I Want The Game To Be post. It will be concise and hopefully articulate, but you've been warned anyway. I really dig this game, I'm very excited by it's potential, and like many of you I have strong opinions on what the creators and devs focus should and should not be. 1) Scarcity & Survival My biggest point of emphasis for what I feel drives the gameplay and can make Dayz SA different / new / better than everything else out there. I see the two components as interdependent and equally important. How can it be done? There's already a bunch of suggestions on this very board and others, I wont bog down too much with repetition, stuff like- =deadlier and/or higher qty of zombies =less vital resources in general =environmental threats cold, wet, etc =hostile wildlife (unlikely anytime soon I know) 2) Residence / Vehicles I'm tying these two together because referring back to my Grand Vision of Scarcity they are all conceptually linked. VEHICLES - I see them as a necessarily evil, I'm not particularly excited about having them in game because it conflicts with how I (selfishly) want the game to be- about difficulty, survival, resource mgmt. and the excitement of threats to your life / time investment. But I recognize that without them traversing the map is just a giant pain in the ass and at some point after months of playing even the most masochistic hardcore Realism nuts of us would get disgusted with the idea of a 30 minute run from the Northwest to Coast regions. SO my hope is that in terms of vehicles they maintain a theme of rarity and undersupply. I'm hoping the most we ever see are bicycles, motorbikes, and potentially a couple old beaten Eastern Bloc cars. Nothing military grade. Also I hope that maintenance and acquisition would be legitimately difficult- keeping in line with verisimilitude and scarcity. Same principles for "player housing", except in this case I am not against in it in any way. What I'd like to see are: setting authenticity: keep it to tents, shacks, and/or boarding up existing infrastructure. NO grandiose forts / towers please scarcity: back in line with the above. let's make the resources for building these dwellings hard to get and let's make them somewhat hard to repair Ok at this point I'm in danger of violating my promise of being concise so I'll wrap up by saying I realize this entire post is both selfish and quite possibly a giant waste of time in terms of it being feedback that ever reaches anyone who has a say in the matter. Surprisingly I don't care about the latter, and for the former I just hope I'm not as completely in the minority as I think. Thanks for reading
  10. That's not how it works I'm afraid. xD Anyway, on topic - vanilla DayZ mod is the best IMO. Try and find a proper vanilla server that doesn't have a million and one vehicles and a load of custom scripts to make the game easier though.
  11. You know... honestly when I first heard of the hive system I thought it was kind of cool... however... when you really think about it... What is the benefit of having a hive based system? So you can join another server and have all your stuff...? Well with that comes the irrelevance of bases/barricading.The farming of items will pretty much subside once item spawning has been implemented properly. But having a base that you spend HOURS/DAYS barricading becomes irrelevant with the hive unless the bases are persistent. And the same applies to vehicles really... Really, the hive should be micro-hives. A host, such as vilayer or gameservers.com should have their own hive. Owners and operators of of their own hardware should probably be on their own hive as well. And really... I guess that's the way it was with the mod anyways, on a small scale. But having most general registered servers on a giant hive... I just don't see that being bandwidth and I/O smart... and they're already seeing that in testing. Not ranting or raving... just an opinion and am very curious how they're going to implement bases across a hive without making barricading irrelevant.
  12. Oblicure's DayZ Epoch Chernarus | 1000+ Vehicles | Auto Refuel | Tow & Lift | New AI Missions | New Helicrashes | 24/7 Admins! | 24/7 Day! | Great FPS | 4 Hr Restarts | Great PvP | Weekly Updates | Weekly Events! + Many More Owner: Oblicure Admin's [RECRUITING]: Moderator's [RECRUITING]: Brand new AI missions [including] Cargo Plane Drops Heli Crash Partys Truck Convoys Bandit Partys Brand New Heli Crash Sites! Weekend Events Saturday: 2 Truck Convoy [Trucks have to get to a desinated area before get taking hostage. Sunday: Find the Admin! Epoch Server IP: 146.185.23.130:3340 OblicureGaming.enjin.com Oblicure's Epoch Server gives you a great taste of what Epoch can bring you. You will always have over 30-60 Frames in towns [Cherno/Electro]. There are constantly Admin's online on the DayZ Epoch Server. You can bring your friends on to the server & one of the admins will give you a group starter pack for you & your friends. Every Week we give out items to constant/loyal players as they've been consistent on the server. The Owner "Oblicure" hopes you have a great time on the server's & feel free to kill anyone you see :).
  13. Waylander The Origional

    Looking For Veteran Advice On Best Dayz Mods

    Namalsk is a PVP blast where most of the buildings are military loot. I've gone from zero to geared in 15 minutes there. Origins is very good, basically dayZ+extras on a very well designed Taviana Map. Taviana is the same as basic dayZ with some new vehicles. Epoch is the mod to go to apparently, but I never really played it much.
  14. Rocket said that vehicles will come after barricading.
  15. booshman_oraunj

    PsychologyMeter

    I think that, as well as having meters stating your current hydration and energy levels, it could be a good idea to have a psychology meter to keep the morale level of your character up. Things that I feel could affect your characters mental state would include, staying dry and warm, eating warm food from time to time and not just cold tinned food ,perhaps make a warm drink too, meeting with people, helping people (healing them), trading items and helping to repair vehicles, helping to build barricades and set up camps. Things that could effect you negatively could include shooting an unarmed person, cannibalism, robbing someone, handcuffing someone, poisoning someone, placing a sack on someone's head, not finding a tent or bed to log out with your character. Perhaps rather than log out randomly in the woods, in order to gain psychological benefits, finding a place for your character to rest ie: an abandoned house with a bed or a tent, would help bolster your psychology meter. If your psychology meter is not maintained you may eventually experience a kind of psychosis. This could manifest itself in-game like the current sound glitches that occur for everyone atm like you'd hear someone reload or drink near you. You character may also experience hallucinations like seeing players that aren't really there running off into the distance. Your player may also randomly shout and say things which could give you away in a fire fight and attract zombies. I think this could be a good solution to discourage people from unrealistically behaving like sociopaths. Any thoughts?
  16. real meatshield

    Xbox

    I think the fear, hate and insecurity are derived from past experience. Having seen what has befallen some AAA PC titles over the years, as they have made the transition from PC to console port, and then, over the years, development take the evil turn to development for console and then ported to PC, it makes perfect sense for PC gamers to bash consoles. Call of Duty was a stellar title when it came out, and really opened the door to the masses for FPS gaming. 2015, who later became Infinity Ward, set a tone that has yet to be changed, really. And DICE, with BF1942, took it to another level with vehicles and huge maps that no one thought possible at the time. But the lure of big money got to them both, and now, what remains of IW are now whoring for paychecks in the activision slave pit, and DICE has sold their own souls to EA. Both publishers focus mainly on providing console content because there are so many damn consoles out there, but capitulate to the PC crowd after the fact- console development always takes priority over PC nowadays, despite what the developers claim. We are no longer the primary audience for games, it seems.
  17. muffy_duffy

    Vehicle idea (Dayz Standalone)

    Or how about we keep dayz vehicles the way they should be.... accessible by everyone. C'mon, really? locking and unlocking of doors? i could easily just take my FireAxe, Smash the window, and hotwire the damn thing. :s Just saying.
  18. dontoraneko

    It's Dangerous Work For A Builder In DayZ

    Builder rawks! Hope there'll be caterpillars available when vehicles will be implemented.
  19. mgc

    Vehicle idea (Dayz Standalone)

    How about vehicles and bases are untouchable if the player(s) that own them are not online. That way you can log off without having to worry about Dayz and take full responsibility whenever you have time to play. Perhaps a 5 minute timer before invulnerability kicks in to avoid loot protection logging. Owning a vehicle is done by getting in the driver seat. edit: Ways to protect your vehicle and ways to negate protection are nice but atm not critical. Lets just say that if you leave your vehicle unattended, I should be able to find a way in. In case of death, ownership resets.
  20. Tom Foxxy

    Vehicle idea (Dayz Standalone)

    Well it's planned that you will be able to have a crazy amount of different parts to put on your car. Maybe you could put reinforced window panels on it? Also, that wouldn't give you the key to start the car. It would only let you in. The addition of military vehicles would also solve that issue.
  21. Tom Foxxy

    Vehicle idea (Dayz Standalone)

    I have an idea for vehicles for Dayz Standalone that Dayz Epoch gave me. A player should be able to lock his/her vehicle (A player would get the key from using a key maker kit on their car.) If that vehicle is locked when the player logs out, it will spawn with them in the same location when entering another server or rejoining the server. If your vehicle is not locked when you leave the server, it will stay in that server and not de-spawn. If you are killed before being able to lock your vehicle, the killer can take the key from your body and claim your vehicle for themselves by locking it. Players can lockpick (from a lockpick item which would be very rare) your car to unlock it, then make a key for themselves and lock your vehicle, making it theirs. That way, players cannot just leave their vehicles laying around without fear of someone taking it. You should also be able to force handcuffed people to get into your car (Maybe you could put them in the trunk so they can't see where you're driving?) Anyway, those are my suggestions. Thoughts?
  22. Damnyourdeadman

    Weekly Report: A step into survival

    The weekly report of upcoming implementations.Copy-pasted from: http://dayzdev.tumblr.com/post/79960438354/weekly-report-a-step-into-survival This post is intended for the people that missed the new info. Weekly Report: A step into survivalAnother week for the team pushing towards a stable release. We considered releasing a version to stable branch mid week during maintenance, however there were still two serious issues to fix. The first was related to the testing architecture not being suitable for the large number of servers we were supporting on experimental, and the second related to the invisible zombies and players. Invisible players and zombies Fixing the invisible players and zombies was a product of moving to the client/server architecture but retaining some legacy aspects of the architecture. To solve this we have been hard at work continuing to revise the way the game works. A workaround we have implemented is that when desynchronization occurs between client and server, now the server will enforce the players new location by ignoring the clients reported position and teleporting the player to it’s position. What occurred was that sometimes the straight path to a location was blocked due to desync on the server, i.e. the path on the server was different from the path on the client. This could result in players getting stuck in walls on the client (or server) and issues occurring. Fireplaces and Emissive Improvements One key area for our survival focus has been cooking and the ability to make fireplaces. In order to do this we have created a new system for dealing with “emissive” textures that allows us to implement a mask for emissive, as seen in the picture above the result can be very stunning. This has been combined with heat haze to produce some excellent results. Players will be able to make normal fireplaces, as well as upgrade them to makeshift ovens such as below: Our designers are now working with our art team to implement all these changes so that players are going to be able to hunt and cook in order to survive in the DayZ landscape. New towns in Chernarus Our map team has been very busy, here are some sneak previews of some new areas that are coming in the next update: New Weapon Content Our art team have been extremely busy while we work on fixing the bugs associated with our current build. Focus is currently on supporting the designers with their survival features, such as the craftable PVC bow, fireplaces, and cooking. However we have also continued the excellent work done with weapons models, here are a selection of pictures below showing progress. We’re nearing completion of the AKM and the model was a true labor of love by @artguyharry. We’re working on staging the model now so its compatible with the attachment system and we really hope to bring variety to the possible configurations. By default the AKM will have wood furniture but we also noticed a great deal of customization in the AK civilian market and wanted to bring some of that more modern flare as well. A side-mounted PSO scope is being developed in tandem which players will be able to mount AK-pattern weapons. Mouse acceleration and player control We have been changing the way the player controls their character to improve playability. There was an issue with mouse control that affected many users of high DPI mice which we have now fixed. Changes to character turning should now also be consistent with how freelook works, which was taken from ArmA3. So we hope that this will improve the situation for players although we have more work planned on this. Physics and Arrows Continued work on our physics engine means that not only is throwing now nearly complete (it is now functional at a basic level), but it also means that ragdoll is very close to being a reality in experimental branch. This will open up many areas of development. Work with the bow and arrow has come along very well. Bolts and arrows can now stick into their target, whether player or the ground, or an object. Additionally, animation changes means that we can now make the drawing and firing of a bow look better than ever before improving the versatility of our “gestures” based animation system. Animals, collisions and zombie pathfinding We now have an entire team, based in Bratislava, that are working on animals, collisions, and zombie pathfinding. This is a longer term task as it will require new thinking and new ways to fix the problem. We’re excited to see what the team can bring in the coming months. Persistent Loot and objects This was close to being implemented fully when we discovered some issues with the central server architecture that would becoming more serious for performance if we went live with it. These are being solved now and we expect to be trying some of those performance optimizations on the central server this Wednesday. Where is the new build? We are committed to not releasing builds onto stable to introduce new game breaking bugs. Now that we’ve fixed those bugs, we’re internally verifying and fixing any new bugs that have been introduced. We will do an unscheduled update the moment we are confident we have a suitable build to release What is next for the future? Once the current build is stabilized we want to finish up on our “survival” push for the month. This means hunting and cooking finished and process on our “survival combat” which involves the bow and arrow, crossbow, improvised weapons, and thrown items. In the more distant future we’re already planning for vehicles and barricading systems. We look forward to finishing our work on the current build and having it out on stable!
  23. GenesisPC Dayz Server 178.33.135.114:2802 Server is 2 years Old this Month :) 150+ Vehicles 20+ Helis Autorefuel Tow & Lift Vehicle Salvage ElectroPLUS Klen Castle Pustoshka Castle Skalisty Outpost Black Forest Base Bor Base HM Prison Maze Ai Patrols Custom Buildings Custom Airfields Custom Crashsites Custom Faces 45 Missions Bountys Top Hero Top bandit Player voted events Teamspeak Server Active Admins Anti Hack Great Community of Players Can you survive here ? Can you Dance :)
  24. ""In the more distant future we’re already planning for vehicles and barricading systems."" Is more known about these barricading systems? I sure hope it's not going to be cookie cutter or replace base building. This game needs creative features.
  25. meanwhile in breaking point we have constant zombies in hordes patrolling towns, numerous vehicles , respawning loot no mouse acceleration a better engine and better graphics and better fps and better map. and that's free ! :lol: love dayz but its fighting a losing battle. unless the Devs start picking up their game and start fixing stuff properly at a decent rate comparable with FREE mods ! :o then how can this game progress or even be finished. yesterday i was thinking about it and all we have basically done is pay for the fun we have had on the mod for the last two years cause that was good.
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