Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Search the Community

Showing results for 'Vehicles'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Author

Content Type


Forums

  • Official
    • News & Announcements
    • DayZ Badlands Expansion
    • DayZ Frostline Expansion
    • PC Updates
    • Console Updates
  • General
    • General Discussion
    • Gallery
    • Suggestions
    • Servers
  • DAYZ - GAME
    • PC
    • PS4
    • Xbox
  • DayZ Modding
    • General Discussion
    • Scripting
    • Terrain
    • Modelling
    • Misc
    • Official Tools
    • Community Made Tools
  • The Original DayZ Mod (Arma 2)
    • Mod Announcements & Info
    • New Player Discussion
    • DayZ Mod General Discussion
    • DayZ Mod Gallery
    • Mod Servers & Private Hives
    • DayZ Mod Suggestions
    • DayZ Mod Troubleshooting
  • MiniDayZ
    • MiniDayZ
  • DayZ Mod

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Steam


Twitter


Twitch


YouTube


Discord


Location


Interests


Bio

Found 41868 results

  1. LaughingJack (DayZ)

    Where are the updates? **crickets chirping**

    Wrong update buddy. The video is 2 weeks old now (it says 24.th feb...), this week there's no video in the tumblr devblog, neither last week blogentry had one. But good to see how you keep up with development while making thoughtful comments in the forum. Also, you clearly have no clue about developing or programming. e.g. "physics": It is quite a big deal if you dont use an existing engine for it. And it's needed for ragdoll, it's needed for vehicles, throwing etc. etc. etc. But you know what? read the whole devblog and watch some of the streams they made and after that we can have a nice and civilized conversation.
  2. Another 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! Read on Tumblr
  3. 18/03/2014 Forgot to post this yesterday Additional Vehicles and Spawns - Eby added another 70 additional spawn points yesterday. We also found a few vehicles I was not previously spawning and added spawn points for those too. The current max vehicle count is 130, I would rather find a solution to the "vehicle hoarding problem" we seem to be having than continually increase this number though.
  4. I would personally like to see the vehicle part quality playing a role in driving the vehicle. Like if you picked up badly damaged tyres, you would be more likely to get a flat wheel or spin out in the rain. If you have a damaged gearbox the vehicle should jump out of gear into neutral sometimes etc etc I also hope the vehicles will have a manual transmission so I can drive around revving in first gear.
  5. Crazy_Spider

    I Would Like to See Spawns Across The Entire Coastline

    Am I the only one that absolutely loves the way they have it right now??? I don't want a bunch of fresh spawns gearing up at Balota 5 minutes after they spawn! I don't want bambis knocking me out when I'm in Stary and taking my loot! We don't need Devs to work on useless spawning areas, and instead they should devote all their time to making camps, vehicles, and fixing bugs/glitches! I know I sound quite aggressive right now, and I don't want you to think I'm being mean :p But seriously, I really don't think that it would be a good idea to change spawns. Cheers mate.
  6. All this talk about vehicles,....just how long do you expect to be driving or riding one before you see that infamous black screen of death ? Just give me a tent a campfire and some meat and I'll be happy.
  7. Vehicles should imo be the second creative feature (base building being the first). Specifically, I want to be able to redesign the superstructure from scratch with various materials of varying thickness with corresponding aggression negating capabilities. I also want to be able to upgrade mechanical parts (chassis permitting). Chassis should have weight limits for obvious reasons. I don't expect vehicles other than bicycles in the game any time soon.
  8. Come join NDA's server that includes loads of ai mission's with intelligent ai that have a dead on shot and will even try to flank you. The reward is great and the risk even greater. You can find the custom areas of that map at kamenka, Cherno, NW airfield, NE airfield, and stary trader center.Vehicles are all over the map and we have medium strength armed vehicles such as BTR's, Jackals, and etc. (no tanks, attack helicopters, or jets). Missions vary from weapon caches, NATO weapon caches, bandit medical outpost, medical outpost, Plane cargo drops and crashes, and many others. We plan to add many more cities and military like areas around the map to create a more interesting Chernarus experience. With a toolbox on spawn you are able to get going right away with the toolbox to bike script. The load out consists of a G17, cooked meat, water bottle, painkillers and morphine, toolbox, map, hatchet, and flashlight. It's easy to gear up and get going which makes for a more enjoyable experience Spread the word and help us get this server started! No plot pole required for building. Thanks to Sandbird over at Greek operation Forces we now have tear gas. Instead of smoke grenades they cause blurry vision, shaking, and hearing problems until you move away you also might begin to cough. We have also enabled HALO spawns which enable much more access to the land. Greek Operation Forces-http://epochmod.com/forum/index.php?/topic/5441-greek-operation-forces-1042weedfarmunderground-bunkertarget-practicelotterybanktons-of-new-stuffveteran3dponchongmt-2 Server IP NeverDieAlone EpochChernarus -OR- manually add it to favorites with 74.91.126.125:2302 Sincerely The NDA Crew Like This
  9. Add vehicles but add just a few making it rare to find, along with gas and car parts. If people don't like vehicles in-game, I'm sure there are going to be server admins who also don't like vehicles as well. So why not make vehicles a server option to allow or disallow vehicles.
  10. Hello there Nothing will be "rushed" nor will they add stuff like old arma vehicles "as its easy". All good things come to those who wait. Patience. Rgds LoK
  11. =NVG= Night Vision Gaming We are back with a new Name and a new stable Server. Our admins worked everyday more then 6 hours per day, and now we can start! We are new and if you want to join our community, you can join. DayZ Epoch Chernarus 1.0.4.2 85.190.161.164:2302 Website: www.nv-gaming.de (currently offline) TS3: nv-gaming.de:9987 (currently offline) Server Features: The Server Difficulty is: Veteran Self BloodbagAI-MissionsSarge AIBuild SnappingTrader SafezonesAnti Steal200+ Vehicles24/7 DaylightNo Plot Pole needed to buildMore Vanilla DayZ Epoch Feeling Server Rules: No Hacking No Bugusing No Glitching No Insult No Voice in Side/Global-Chat No PvP killing, in the Mission Area No Camping out of the Safezones on the trader citys No Building on Roads and Loot Spots
  12. Hi there. Before I go into my thoughts and feelings on the current build of the game (0.34.115106), I'd like to give a quick introduction to myself, how I've contributed to the DayZ community, why I play DayZ, and why I feel so strongly about this game, and it's current state. My name is TOPMO3, and I've been playing the early Mod of DayZ for Arma 2 since May 2012. Being a 3D artist, and an avid enthusiast of games in general, I lent my skills to create custom textures for the DayZ mod. The Forum topic received over 40K views, and still remains one of the top 5 most viewed topics on the Suggestions Sub-Forum on forums.dayzgame.com. My hope was that the textures would be put into the game by the devs, but they never were. Oh well :) Although it may not matter, I should also mention that I work as an FX Artist in the video game industry for one of the more successful MMO companies, and I have had lots of discussions on DayZ with some of our most senior game designers, who all agree about DayZ's potential. I play DayZ because I think it's one of the most original and exciting games I have played in a long, long time. It's hard for me to be truly excited about games (mostly because everything is a copy of a copy now a days), and DayZ really has a freshness to it that is second to none. At least that's how I felt about the mod, when I started playing it. As with any new game, once the first week or so is over, and you become more and more familiar with the mechanics, some of the "magic" seems to go away. DayZ was no different, but it somehow still kept being interesting through it's persistent game-play, and it's constant level of "threat" that the player would feel. Either from the very scary (back in the early days) Zombies, other players, or just the foreboding environment (remember the really dark nights?) I eventually stopped playing the mod because of the Hackers, and waited patiently for the Standalone to come out, hoping this would be the game I was hoping it could be. After playing the stand-alone with my friends for about a week, I wanted to come here and offer my views on the direction of the new game, and hopefully have a conversation with some of you, to see how everyone else feels about it. I am currently playing on a full Hardcore server. I feel like Hardcore lends itself better to the tension of the game by removing the 3rd person camera. Yes, I am strongly against the 3rd person camera and it's for a good reason. 1st person prevents cute "cheats" like peeking around corners, or looking into rooms with the floating camera. It completely removes any sense of tension by making you feel like you're a ghost floating around your character. I also chose HC server because I was hoping the "threat" (more on this later) would feel more significant in Hardcore mode. I'll start with my biggest complaint at the moment. This "Survival" game, doesn't feel very much like a survival game at all. Let me be clear. The only sense of survival you feel currently, is in the first 15-30 minutes of a fresh play through. Either after you're dead, or if you started a new character, etc. When you have no food, no water, and no way of defending yourself, it truly feels pretty interesting in the "Survival" sense. Zombies can be somewhat of a problem, however, after acquiring any semblance of a weapon (hammer, machete, axe), zombies become a complete joke, and are easily disposed of. Even on the hardcore server, the only thing you have to worry about at the moment is another player, finding something sharp to open cans with, and finding water. I don't feel threatened, and the tension in the current build is almost non-existent, if you disregard PvP, which has always been great in DayZ. At the moment, the average game play feels roughly like this: 30 minutes of initial looting for food/water/weapon. Next 2-3 hours moving "north". Looting all the cool "stuff" you need. Spending a few days running around looking for action/loot. Eventually either dying to another player, or becoming so disinterested in empty towns, and your full backpack of useless stuff, that you move back to the coast, and kill new players. There is nothing for me to feel scared of outside of town. There is nothing stopping me from sitting in the woods all day, and moving into town only for food/water (when Hunting comes, this will eliminate that all together), and eventually, there will be no reason for me to play at all. Camps will help, so will vehicles, but eventually, those will just be hoarded into the woods by groups of players (as they were in the Mod), and there they will sit. Again, there is nothing "threatening" in the current build of the game, and I am confused why in the alpha (when the features of the game are being implemented), these core game play issues haven't been addressed. I have seen that Dean has mentioned the complete lack of zombies in level, and that they are trying to optimize the zombie to loot spawn ratio, making sure the servers can handle the loads, but what happened to the scary zombies in DayZ mod, that would swarm you, break your legs, and leave you for dead? Am I missing something? Did anyone remember crawling around zombies, as not to startle them, because that meant your immediate death? Right now I run past them with a "lol" and just cut the corner, and that's it. Zombies are currently a joke to me (sorry for the emotional response, but it's sad to see the state of the zombie in this game become what it has after a much more interesting version of them in the mod, which was 2 years ago!) Please allow me now to be much more constructive with my thread. What I think would greatly help make this game a truly unique experience and incredibly challenging, fun, and original? Please reconsider the "Threat" mechanic in the game. I don't mean the LoS for zombies, or aggro here. I mean the feeling a player has of impending "threat" to his life/safety/survival. Currently, this only happens during PvP, and outside of cities, there is ZERO threat from anything else. Here are some suggestions I have for this 1) Bring back scary zombies. They have to be fast, they have to be plenty, they have to 2-3 hit break your legs, and 5-6 hit kill you. Make them hear you again (seems like only LoS agro right now), and make them chase you and keep track of you for longer. The player has to feel like there is a constant "threat" of zombies in the world. This is absolutely crucial. The zombies must be the mechanic in this game that is constant, and terrifying. With the right implementation, I honestly feel like it's this mechanic that can actually get players to work more together, instead of KOS each other. If the zombies are such a threat, that players have a hard time surviving solo encounters with several of them. Group survival should be more successful. I am honestly hoping this is the end goal for the devs, I just really rather see more talk in the Dev blogs about this, than cooking. Because cooking is a neat "feature" that I can live without. Having zombies that don't work, or are a lol-factor, is game-breaking for me, in a zombie apocalypse simulator. 2) Threat in the wild. Dean has mentioned wandering zombie packs in the woods, and I think this is %100 must happen. Currently there is no threat at all in the woods, and that takes away from the overall tension the player feels. If you have a gun, food/water/meds, you can live in the woods indefinitely and see zero action. Zero action gives way to only one direction, heading into town and killing other players. There is nothign else to really "survive" against. You live long enough to become the villain. Which is why I think with the addition of Hunting, wild aggressive animals are a MUST. How would you feel about being ambushed in the night by a charging boar (it's eyes glinting from your flashlight), or a pack of wolves, or a bear? Even a harmless skunk or badger might scare the crap out of you. The feeling of "threat" in the woods would be significantly higher. Right now woods = safety. This should NOT be the case. Again, while seeing the devs work on cool new features, I think the sense of tension is much more important to the shelf-life of this game, than say, a physics system that lets you throw your beans at zombies. 3) No Night Vision Goggles, or Thermal Optics. Not now, not ever, please remove these mechanics from the game. As someone who has owned every item in the mod, I have to tell you that these items break the game, and break it badly. Players stop playing at night because they are terrified of someone on this server who has these items (even if anyone actually does or not). Full servers become empty, and the player with the NVG is forced to hop servers. Bring back the flares, bring back the glow sticks, and keep the flashlights. Those things create tension and fun. NVGs create irrational fear, and take the challenge out of the game. Remember when you first started playing, and you'd see those red flare glows in a town? Or active glow sticks on the ground in your area, that created tons of tension. Getting 1-shotted at night by a NVG sniper doesn't create any tension, just poor gameplay. I have lots of other complaints at the moment but I think everyone does, and they are getting sorted out by the Devs. Speaking of which, huge respect to the whole team, and the people working on making this game great. It can be a one-of-a-kind game, I truly feel that way. I am hoping that the core mechanics that really make this game new and interesting are what get the most attention from the community and the devs. I will continue to play this game, and hope for the great changes, but I feel that unless the game addresses the issues I brought up, it will still suffer from the same problems the Mod suffered from. As my friend put it "I just looted the airfield, what do I do now?" syndrome. This game is best when you're threatened, and you have to survive. Please bring back the threat that made me fall in love with this game. Thank you for reading the wall of text. Feel free to discuss/comment/flame. TOPMO3
  13. Hello DayZ Community I am here to bring you a weird but new kind of DayZ Roleplay server, I have seen many In the past but never really seen a DayZRP Overwatch server, Here is where I have decided well not I me and a friend decided to try it out we are currently in the making of creating a DayzRP Overwatch server with alot of custom things that will be listed below in the post but for now im going to tell you the basics. I understand there are other DayZ Roleplay servers out there I just haven't come across a DayZ Roleplay server that is in face overwatch so I thought I would give it a try Hosted : United Kingdom, London Server Slots : 70 man server Custom Mod Roleplaying Veteran Facebook : https://www.facebook.com/DayZRoleplayOverwatch?skip_nax_wizard=true# Twitter ; To Be Added Youtube : To Be Added Feature's Strict Rules - In Character Rules Apply You Must Stay In Character At All TimesRoleplay EventsServer/Strict Whitelist To Prevent Hackers and ChildrenZombie Damage IncreasedYou Spawn With Random Civilian Clothing ( e.g Farmer, Rocker Clothing )Custom ScriptsCustom Player Controlled Bases ( PCB )Custom Map Enhancement Rules : NLR : New Life Rule ( Death Of Your Character Meaning You Loose All Memory Of A Past Like You Must Not Go 1km Near Your Body, You May Only Go Back If You Have Died From A Glitch ) KOS : Kill On Sight ( Killing Someone For No Valid Reason Without Proper Contact, Or Shooting From A Distance ) RDM : Random Death Match ( RDM Is killing someone after you have made contact this can be either threw false initiation, or killed for no reason like killing a fresh spawn ect... ) IC : In Character ( You Are Required To Be In Character At ALL Times ) OOC : Out Of Character ( If You Need To Go Out Of Character You Must Post In Direct Chat With // or OOC : ) CL : Combat Log ( This Can Be One Of Manythings ) 1. Logging Out To Avoid Getting Killed/Hurt/Robbed 2. Logging Out To Avoid Getting Into Any Player Interactions ---Custom Things--- I will personally be adding alot of custom things in which i will list below Player Controlled Bases ( PCB's ) Custom Loot Cycles Custom Loot Spawns Custom Heli Crashes Custom Vehicle Spawns Custom Loot System Custom Buildings Custom Spawns Custom Spawn Skins Custom Airfields Random Checkpoints ( That would have been set up by the military ) --- Removals --- Debug Monitor Variety Of Guns Variety Of Over Powered Vehicles Gyro Copter and Bicycle Crafting --- Vehicles --- As There Would Have Been Military Here I Will Have These Vehicles Ingame Huey Littlebird x2 MI-17 Gyro Copter x2 SUV Lada's Humvee's Vodnik Betty Van's Buses Motorcycle Bicycle Jet Ski's PBX Fishing Boats Large and Small I will update this later aswell :) at the moment this is what i have
  14. If vehicles are in the game i would wish me this: animations.
  15. jayleann

    Where are the updates? **crickets chirping**

    I don't quite understand why people are talking about "cooking pots" as if it was something despicable. I understand and accept that this kind of feature is not satisfying to anybody, but to me this is a GREAT improvement. The reason because I support this game is not pvp, weapons or vehicles, but the survival part of the game. Living in the woods, hunting animals, cooking, fishing, building shelter, learning navigation, carefully approaching people in the hope to find friends, crafting things from natural resources others may have not the time for, sharing, looking foward to the new sounds they add at some stage of the development process (sound is SO important!)... And because Dayz is not developing as you wish in every single moment it doesn't mean its going down a bad path. Different people play Dayz for different reasons and I call improvements where you might call it a waste of time. When you people talking about cooking as if it was silly I feel personally offended because this is MY Dayz you are talking about.
  16. dgeesio

    Where are the updates? **crickets chirping**

    the simple answer is the project took too long to get to where it is now its two years too late now. what erks me i understand how the games are made and the time of development but its just you see mods like altis and breaking point doing what dayz sa are doing and should of done and have literally noone working on them but are still in a better state. not only this you look on server lists to find cracked servers with vehicles on since dayz one. even pirates have better content than us paying our way :rolleyes: work rate is sloppy, not good enough. i love dayz some of the best fun ive ever had in games but the way its progressing and being done is quite frankly a joke. i redownloaded the mod the other day just to see what had advanced and you know my first thought was ? why even make SA ? you know the answer MONEY ! that is the only reason. nothing really has advanced nothing is really better than anything which is available for free.
  17. michaelbeta

    Chernarus++: No area left behind!

    Here is another idea. Power Plant. Where do these wire towers lead? Where does Chernarus get it's power from? The area would be large enough to hold decent loot while a perfect spot for bandits. The loot could include some low-tier military loot (nothing extremely special), good clothing, tools, backpacks and equipment as well as some food, water and a high probability for vehicles or parts.
  18. 16/03/2014 Vehicle spawn changes - Eberteby created 90 new vehicle spawn points last night and is adding more in future. I have increased the maximum number of vehicles and tweaked the min/max numbers for some vehicles. 17/03/2014 Loot table tweaks - Radios are now twice as common in barracks, they also have a chance to spawn at general military locations (firestations, military tents). I want to see people actually using these not hoarding them!
  19. I really love how the game looks and was excited when I first got it. There are little issues such as vehicles and chat that I want to see implemented. I am not too hard to please so I just want an enjoyable experience without hacks and people telling me how the game should be or how we all should play it. I play this game because I love the concept, the uncertainty, and the good times I have with people I know and complete strangers. You never know what to expect from one encounter to the next. Your sig basically says it all. I am an avid Xbox Live player and I barely touch it anymore. There has been no other game that gives me the feeling that DayZ does...
  20. kihz

    DayZ Machinima

    This is posted from the thread I made in the Gallery section. It seems this is more active and would be seen more here. (Please don't cry about it. If you don't like it, move on and ignore it.) I make videos on youtube. My quality for DayZ is pretty good (can be improved through modifying some things post-production). I think making a DayZ Machinima would be pretty epic. I have a few IRL friends that would be involved, and I'd be looking for people here that would like to participate also. Don't expect compensation please. I make ~$50 a month off youtube. If the series managed to take off, then I'd suggest future projects in which compensation might be possible. As for now, you'd just be in it to be a part of it. DayZ has so many Machinima openings. It's still being updated and when vehicles are introduced, that would greatly increase the tools we have. Also, private servers. It's just a thought for now. Feel free to PM me on here for my channel (to see quality) and for my Skype to talk about it, or just post here.
  21. kihz

    DayZ Machinima

    I make videos on youtube. My quality for DayZ is pretty good (can be improved through modifying some things post-production). I think making a DayZ Machinima would be pretty epic. I have a few IRL friends that would be involved, and I'd be looking for people here that would like to participate also. Don't expect compensation please. I make ~$50 a month off youtube. If the series managed to take off, then I'd suggest future projects in which compensation might be possible. As for now, you'd just be in it to be a part of it. DayZ has so many Machinima openings. It's still being updated and when vehicles are introduced, that would greatly increase the tools we have. Also, private servers. It's just a thought for now. Feel free to PM me on here for my channel (to see quality) and for my Skype to talk about it, or just post here.
  22. guppy22143

    Xp System?

    Then learn things. And then execute said things in-game. In real life, a man could know HOW to chop down a tree... He wouldn't be restricted from it because he isn't level 20. End-game will be added in the future. It will range from base-building to vehicles, no need to turn this game into some choppy, linear progression arcade system. People make their own progress.
  23. Come join NDA's server that includes loads of ai mission's with intelligent ai that have a dead on shot and will even try to flank you. The reward is great and the risk even greater. You can find the custom areas of that map at kamenka, Cherno, NW airfield, NE airfield, and stary trader center.Vehicles are all over the map and we have medium strength armed vehicles such as BTR's, Jackals, and etc. (no tanks, attack helicopters, or jets). Missions vary from weapon caches, NATO weapon caches, bandit medical outpost, medical outpost, Plane cargo drops and crashes, and many others. We plan to add many more cities and military like areas around the map to create a more interesting Chernarus experience. With a toolbox on spawn you are able to get going right away with the toolbox to bike script. The load out consists of a G17, cooked meat, water bottle, painkillers and morphine, toolbox, map, hatchet, and flashlight. It's easy to gear up and get going which makes for a more enjoyable experience Spread the word and help us get this server started! No plot pole required for building. You can buy a evac chopper for your base that will pick you up off the coast or wherever you happen to be. Server IP NeverDieAlone EpochChernarus -OR- manually add it to favorites with 74.91.126.125:2302 Sincerely The NDA Crew
  24. Come join NDA's server that includes loads of ai mission's with intelligent ai that have a dead on shot and will even try to flank you. The reward is great and the risk even greater. You can find the custom areas of that map at kamenka, Cherno, NW airfield, NE airfield, and stary trader center.Vehicles are all over the map and we have medium strength armed vehicles such as BTR's, Jackals, and etc. (no tanks, attack helicopters, or jets). Missions vary from weapon caches, NATO weapon caches, bandit medical outpost, medical outpost, Plane cargo drops and crashes, and many others. We plan to add many more cities and military like areas around the map to create a more interesting Chernarus experience. With a toolbox on spawn you are able to get going right away with the toolbox to bike script. The load out consists of a G17, cooked meat, water bottle, painkillers and morphine, toolbox, map, hatchet, and flashlight. It's easy to gear up and get going which makes for a more enjoyable experience Spread the word and help us get this server started! No plot pole required for building. You can buy a evac chopper for your base that will pick you up off the coast or wherever you happen to be. Server IP NeverDieAlone EpochChernarus -OR- manually add it to favorites with 74.91.126.125:2302 Sincerely The NDA Crew
  25. irl-calibre

    I've heard troubling rumours...(no helis)

    yeah, well I guess we have to wait until weights / fatigue / illness are properly implemented then we shall see how necessary vehicles are, do you think you're going to be able to sprint unlimited about the map always?
×