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Showing results for 'Vehicles'.
Found 41868 results
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I think dayz mod type vehicle repair was enough. only few times I got a car running. If you realism faggots get what you want then only large clans will have vehicles and lots of us who play maybe with couple of friends will be screwn over. I just dont think this should be made over complicate.
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Speculation about "coming" loot system(s)?
Beck (DayZ) replied to Zeppa's topic in General Discussion
I can say without a doubt. Vehicles will be bound to a server. -
There was a post long long ago that someone(either it was a engineer or mechanic) was saying the main components necessary for a vehicle to work. It wasnt a huge list but it was pretty decent and I think Rocket even thought it looked pretty good. I would imagine they will be looking more towards that direction in deciding what parts are needed for a vehicle in DayZ Thats when you search for peoples vehicles instead :) Use to spend hours combing the edge of the map to see if we can find peoples vehicles hidden. In ending, we "obtained" a nice stash of about 3 motorcycles, 2 quads. a bike, and a few other vehicles as well. As far as them lasting a hour, well thats based on player interaction moreso. Also, dont run into trees -.-
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USE THIS ARMA 2 OA BETA: 112555 The ideal place to post bugs is: https://github.com/DayZMod/DayZ/issues Please make sure they are listed to the DayZ project. Feature requests can also be made through this system. Full Download: Client Files: http://cdn.dayz.nu/latest/1.8.1-4cf6dbd/@Client-1.8.1-4cf6dbd-Full.rar Server Files: http://se1.dayz.nu/latest/1.8.1-4cf6dbd/@Server-1.8.1-4cf6dbd-Full.rar Mission File: http://se1.dayz.nu/latest/1.8.1-4cf6dbd/dayz_1337.chernarus.pbo Prerequisites: * [Prerequisites] - Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328) * [Prerequisites] - Battleye Filters must be updated manually by server admins. (https://github.com/D...attleye-Filters) * [Prerequisites] - Updated to the newest beta 112555 Notes: CDN links above take a little time to propagate. Characters used in version 1.8.1 will not be backwards compatibly with older versions of dayz. (due to the hive changes). Mission file will need to be edited and updated to your correct instance ID. (init.sqf, dayZ_instance) New rule system can be edited from rules.sqf found in the mission file. Private hive runners will have to updated the sql manually Download Changes: * [NEW] - Mechanic - Nutrition system for all food types. * [NEW] - Mechanic - Hunger and Thirst is now based on the new nutrition system. * [NEW] - Mechanic - Salvage Parts from Vehicles (Players with a toolbox can now remove undamaged parts from vehicles in world) * [NEW] - Infectious Water Holes - Random water holes on the map are infected drinking from them will give you an instant infection. Identified by dead body's around water holes. (can be disabled by admins) * [NEW] - Base System - Generator has been added (Does not spawn, Not yet active). * [NEW] - Storage - Dome Tent has now been added. * [NEW] - Private SQL - Cleanup updated to move dead bodies(character_dead) to a new table before removal from main table(character_data). * [NEW] - 15 new models (feather,crafting). * [NEW] - Feathers added to Hens as you gut. * [NEW] - Destroy Tents with fire (matches & fuel tank needed). * [NEW] - Blood types/blood system -- You may now fill blood bags (filled blood bags only take 4k blood and give back 4k) -- incompatible blood transfusions will result in extended unconsciousness of the recipient. -- Ability to take/give blood from/to yourself. -- Blood types + Rh types are based off real world statistics * [NEW] - Blood testing kit (to determine blood type) and disposable transfusion kit. * [NEW] - Wild zeds re-added. * [NEW] - Blood trail system. Will allow players to track ppl bleeding. * [NEW] - Added 6 NEW POI's Thanks Musty Crew(AKA Bane). (enabled/disabled by admin) * [NEW] - New system for matches running out, 30% chance each time you use to drop your number of matches to 5 (foreach use after it will remove 1 match). * [NEW] - Hunting Knives new wear n tear system works in 5 stages. (IE start with knife random 30% chance to change to Knife5, This now gives 5 more uses before going blunt) Once blunt you yeld 50% of the meat you gather. * [NEW] - Making fires will now auto light. * [NEW] - Journal updated to provide a debug system. (Journal displays - spawn selection - forces full-moon nights.) * [NEW] - on death weapons on players back now drop to the ground * [NEW] - Blood will now regen over time based on player overall conditions. (>75% = 1.2, >50% = 0.6, >25% = 0.3). --- * [NEW] - Weapon attachments have been added (generic spawn - chance to spawn any place) -- M4A1 > M4A1_AIM -- M4A1_Aim > M4A1_Aim_CAMO -- M4A1_Aim_camo > M4A1_AIM_SD_camo -- m16a4 > m16a4_acg -- bizon > bizon_silenced -- Makarov > MakarovSD -- M9 > M9SD -- Crossbow > Crossbow_CCO + FL -- Crossbow > Crossbow_FL -- Crossbow > Crossbow_Scoped + FL * [NEW] - You can now drink from Water pumps using just your hands (150 thirst restored each use.) (action menu) (no infection chance) * [NEW] - You can now drink from ponds using empty tin's (300 thirst restored each use.) (Right Click Empty Tins) -- UNboiled Water drank from a canteen has a 30% chance of infection and restores full thirst. -- UNboiled Water Drank from a tincan has a 6% chance of infection and restores 300 thirst. (pond/Lake Only) -- UNboiled Water From you hand has a 3% chance of infection and restores 150 thirst. (pond/Lake Only) * [NEW] - Vehicle - Unbanned Pickup_PK_INS. * [NEW] - Vehicle - Unbanned Offroad_DSHKM_INS. * [NEW] - Added audio cue when you stumble across gathering plants. (15 meters) (cricket sounds will play) (Thanks facoptere). * [NEW] - Added the option to rip up clothes to make rags (these can be then made to bandages). * [NEW] - Added Humanitarian supply drops (no weapons). * [NEW] - You can now craft assault bags. * [NEW] - New Crafting recipes. * [NEW] - Function - random Location finder. * [NEW] - Tents & Stash sites can now be upgrade to increase storage. -- Small Stash site upgrades - +2 magazine slots per upgrade + 5 armor. Required parts is just etool and wood. -- Small stash sites upgrade to medium once upgraded to level 5. -- Medium stash sites can now be upgrade. Tools - Etool, Parts needed - Crate, Wood. --- 25 mags per level. --- Double weapon count per level. --- 25 armor. -- Dome tents now upgrade. Tools - Etool, Parts needed - Crate, Wood. --- 25 magz per level --- 5 weapons per level --- 1 backpack per level --- 10 armor each level * [NEW] - Achievement system - Thanks DeadActionMan(AKA Musty Crew) -- Current achievement list --- Time Waster --- High Flyer --- Grave Robber --- Shopaholic --- Top Shopper --- Sick Puppy --- White Collar Worker --- Fire Warden --- Slice Of Fried Gold --- Plane Spotter --- Trinkets of Deceit --- Litter Bug --- Cannibal --- Hunter Gatherer --- Firestarter --- Steady Aim --- Marksman --- Sniper --- Bunny Basher --- Clean Bill of Health --- Medic of the Apocalypse * [NEW] - Ghosting mechanic - Once logged out you can not log back in again for a number of seconds selected by the admin of the server- Enabled or disabled by the admin of the server. * [FIXED] - Infected Camps no longer repeatedly spawn infected. * [FIXED] - Infected Camps Loot updated to be more in line with crash sites. * [FIXED] - LOOT - Building locks have been moved to after the building has spawned loot. (hopefully this should allow the bias to sometimes fail but allow other pass's if no loot has spawned. * [FIXED] - You can no longer refuel a destroyed vehicle using a 5l fuel can. * [FIXED] - Humanity gain from blood transfusion moved to end of transfusion process. (Due to issues with skin change breaking the transfusion) * [FIXED] - Zeds will no longer target vehicles. If the player is targeted before entering a vehicle Zeds will continue to engage the player * [FIXED] - Carry slot, addToToolbelt/drop fixes. * [FIXED] - Ability to fly a helicopter with no main rotor on restart * [FIXED] - Antihack (again). * [FIXED] - Issues with zeds not spawning in some places due to spawn timer being too long * [FIXED] - Fixed issue with salvaging items from vehicles that don't have parts (ie middle wheels) Thanks Sven(Seven) * [FIXED] - Added limit system to secondaries explosions. * [FIXED] - Zeds will no longer target any air vehicle.(unless player was already aggro-ed), (no longer get fps drop from zed agro). * [FIXED] - Zeds should no longer move around when below 3 meters to player. (when being attacked) * [FIXED] - Tents/camonets can now be placed in bushes. * [FIXED] - Objects can now be placed in camonets. (ie Tent can be put under a camonet) * [FIXED] - Issue with objects being placed and killed during the same session now fixed. (objects now get removed from db when killed). * [FIXED] - Auto close gear menu on filling water bottles. * [uPDATED] - Character selection screen is now forced until a character is selected(Does not effect reality Servers, on new character). * [uPDATED] - Spawn selection screen is now forced until a spawn location is selected (if enabled). * [uPDATED] - Thirst and hunger updated to no longer be a instant fill on eating/drinking. * [uPDATED] - Melee weapons updated Range and shot count. * [uPDATED] - Full moon nights is now select-able by the server admins. * [uPDATED] - Salvage system updated to provide a chance some items like glass,engine and fuel can break during salvage * [uPDATED] MedBox0 has been removed and replaced with MedBox2. -- magazine = "ItemBandage"; -- count = 3; -- magazine = "transfusionKit"; -- count = 4; -- magazine = "ItemMorphine"; -- count = 3; -- magazine = "bloodBagOPOS"; -- count = 1; -- magazine = "bloodBagABPOS"; -- count = 1; -- magazine = "bloodBagBPOS"; -- count = 1; -- magazine = "bloodBagAPOS"; -- count = 1; -- magazine = "bloodTester"; -- count = 2; * [uPDATED] Foodbox0 -- Removed magazine = "FoodCanFrankBeans", magazine = "FoodCanPasta" -- Added magazine = "ItemSodaGrapeDrink", magazine = "ItemSodaCoke" * [uPDATED] - Re-added Flies on dead body's. * [uPDATED] - Weather - FOG has been changed from max 0.5 to 0.8. * [uPDATED] - Updated infection chance cure while sleeping from 1% to 10% * [uPDATED] - Quiver updated to be used like a mag for the crossbow. * [uPDATED] - Loot spawns now only spawn one item. * [uPDATED] - Sight & sound for zeds updated to provide a much better sneak system. * [uPDATED] - When in build mode and trying to enter a vehicle you are no longer ejected, the build just cancels. * [uPDATED] - Surface sounds of roads. (no longer draws from 200 meters.) * [uPDATED] - Infected camps - now spawn loot in tents in place of on the ground. * [uPDATED] - Infected camps - Now spawn zeds like any normal building. * [uPDATED] - Infected camps - Can now be taken down when found (tents/camonets can be collected for later use). * [uPDATED] - Medbox1 changes - Removed: Old bloodbags X 2 added: Emtpybloodbags X 5 * [uPDATED] - New temperature changes (to bring temperature into the game). * [uPDATED] - Motorcycle changes: TT650 speed increase from 120 to 180. * [uPDATED] - Increased Zed Sight from 100 to 200 meters. * [uPDATED] - Updated sight and sound for zeds -- Added chance based sight system (on seen depending on the range between you and the target there is a chance you will not be targeted). -- Sound updated to support a higher instant target sound from 60 to 80 (this is the amount of sound the player is making) -- Sound updated to support any sound below 80 and aboue 6 must be in the zeds line of sight before your targeted, -- Zeds FOV changed from 45 to 30. (this is the angle they can spot you on) * [uPDATED] - Inventory - Vehicle Fuel tank reduced to 2 inventory slots from 4. * [uPDATED] - Inventory - Wooden pile reduced from 2 inventory slots to 1. * [uPDATED] - Inventory - Rotor increased from 6 to 8 inventory slots. * [uPDATED] - Inventory - Engine increased to 10 inventory slots from 6. * [uPDATED] - Inventory - 20L Fuel tank & empty reduced to 2 inventory slots from 3. * [uPDATED] - Attack system on all zombies no longer an instant animation its been changed back to a smooth change to attack (makes the zombies slower to attack) * [uPDATED] - Chance of catching a fish has been updated to -- 5% chance standing. -- 30% chance while in a vehicle. -- 50% while raining. -- 65% in a vehicle and raining. * [uPDATED] - Medium Stash Sites can no longer be created from sandbags. * [uPDATED] - Loot Re-balance. * [uPDATED] - Re-balanced Zombies. (hp, Armor, speed, movement, animations) * [REMOVED] - Ammo in backpacks will no longer refill on player restart. (Removed due to side effects) * [REMOVED] - Blood gain from all canned food types now removed. * [REMOVED] - Loot bias has now been fully removed. * [REMOVED] - Server side grid system for loot. * [REMOVED] - Salute when trying to run with a object in view mode. DayZ Community Developers: This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us! --------------- Original Author --------------- * Dean 'Rocket' Hall Community Dev Project Managers --------------- * [R4Z0R49] (https://github.com/R4Z0R49) ------------------------- Current Contributions ------------------------- These contributors have made many changes, over a fairly long time span, or for many different parts of the code. * kichilron (https://github.com/kichilron) * [JST](https://github.com/Cybersam248) * [DDesmond] (https://github.com/ddesmond) * Skinkicker * Maca * Andrew * William * cyrq (https://github.com/cyrq) ------------------------ Past Contributions ------------------------ These contributors have made specific changes for a particular bug fix or feature. * [AlbyBDPK] (https://github.com/AlbyBDPK) * [skaronator](https://github.com/Skaronator) * [ziellos2k](https://github.com/ziellos2k) * [JoeysLucky22](https://github.com/JoeysLucky22) * [AlexAFlorov](https://github.com/AlexAFlorov) * [facoptere](https://github.com/facoptere) * [icomrade](https://github.com/icomrade) * [thevisad](https://github.com/thevisad) * [DDesmond] (https://github.com/ddesmond) * [sharkiller](https://github.com/Sharkiller) (Spanish Tranlations) * [Defwen](https://github.com/Defwen) (Czech Translations) * [[VB]AWOL](https://github.com/vbawol) * [Paul Tomany](https://github.com/Sequisha) * [M1lkM8n](https://github.com/M1lkm8n) * [JST](https://github.com/Cybersam248) * [NonovUrbizniz](https://github.com/NonovUrbizniz) * [MattzFiber](https://github.com/MattzFiber) * [Elvaron](https://github.com/Elvaron) * [silentspy](https://github.com/Silentspy) * [EHDSeven](https://github.com/EHDSeven) * [Tansien](https://github.com/Tansien) * [wriley](https://github.com/wriley) * [fred41](https://github.com/fred41) * [Killzone_kid](https://github.com/Killzonekid) * [Alex Grosse (Inch)](http://opendayz.net/index.php?members/inch.1011/) * [sumrak](http://www.nightstalkers.cz/en_index_nc.php) * [f0rt](https://github.com/ashfor03) * [Ayan4m1](https://github.com/Ayan4m1) * [Rajko](https://github.com/rajkosto) * [Venthos](https://github.com/Venthos) * [VRShiva](https://github.com/VRShiva) * [DasAttorney](https://github.com/DasAttorney) * [ddesmond](https://github.com/ddesmond) * [dayz10k (Harlan)](https://github.com/dayz10k) * [ingasmeeg](https://github.com/Ingasmeeg) * [caleywoods](https://github.com/caleywoods) * [Markolie](https://github.com/Markolie) (Dutch Translations) * [LordGoF](https://github.com/LordGoF) * [soapmak3r](https://github.com/soapmak3r) (Background Music) * [Hangender](https://github.com/hangender) * Aj (Leadz) * Ander * Shauneh ------------------------ Art Work ------------------------ * Alexander (G17 in-combat Icon) * Des (Gender images & Gui icon's revamp) * [JoeysLucky22](https://github.com/JoeysLucky22) * [Elvaron](https://github.com/Elvaron) ------------------------ Special thanks. ------------------------ * Special thanks to TOPMO3 and GenesisCrys for the outstanding work with retexturing the Viral infected. * Special thanks to David Foltyn for the support during the community build with his constent moaning and presure to do everything different :-). * Special thanks to Matt Lightfoot for his incredible logic we all love to hate :-). * Special thanks to shinkicker who has listened to all of the ideas and who has always been there to bounce ideas back and forth Thanks. * Special thanks to Shacktac for his incredable work within the Arma 2 community. * Special thanks to AWOL and Paul Tomany for sharing awesome features from DayZ Epoch. * Special thanks to JoeysLucky22 for the awesome art work. * Special thanks to the Aftermath team for sharing features/models from Atfermath. * Special thanks to BMRF, TMW, MUSTY for providing test machines before release. * Special thanks to Lester for providing access to use his addon. MAP Editorupgrade (EU) Contributing ------------ Want to contribute? Or have we missed your name? Please contact R4Z0R49 on http://dayzmod.com/forums/ Quick Install Info: Full Download Full Client Files and beta files from links above.Navigate to your arma 2 operation arrowhead directoryExtract the @Client-1.8.1-4cf6dbd-Full into your arma 2 operation arrowhead directory and install the newest beta.To start DayZ use a command line string like the belowExpansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus Steam Right click Arma2: DayZ Mod, select properties.When the window pops up go to the "BETAS" tabNow Select 1.8.1.0 in the drop down box.The files should now should now updateLaunch as normal
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more "disgusting" survival things, notice the quotes around disgusting like having to eat a rat in a city, or a feral cat/dog in order to survive. ways of making an organized group more apparent and deadly (vehicles with a mountain gunner or something that takes a lot of people, and time to make) and giant bases of a clan that are well known which leads to my next feature; private hives, so that ou can build a community, and become infamous for being a scary sniper of the server, or a large government that has power of a city.
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Is there a roadmap for the game?
Forrelist replied to [email protected]'s topic in General Discussion
There was a roadmap earlier this year that had Vehicles and Barricading (or basebuilding) set for Q3/Q4. I think it was maybe Rezzed, about easter? -
I think your misunderstanding is that there was no end game in the mod. The end game was what you made of it. Contrast with what the developer is stating about adding end game content to the stand alone. That is a far cry from "the end game is what you make it". As it stands now there is no end game. But, as stated innumerable times, this is alpha, so that is a pointless discussion, thus your poor example. You can't have an end game when the game is far from completion. Further, there is a difference between player end game and intended end game. You can take whatever game and set whatever goal and say "that's my end game". But that's not the same as the developer-intended end game. So, to rehash; Rocket stated vehicles were intended for end game content. End game content generally is not considered to be easily achieved in the gaming world. THUS vehicles should not be easily achieved by the player. Further, your claim that making vehicles hard will turn off the majority is completely unsubstantiated other than your own personal bias. As of now, you're making pure speculation with nothing to support it. 30 hours? Only lasting one hour? Hardly anyone will bother? Purely hyperbole with a side of whine. Sour? No. Just factual and critical.
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I see vehicles as a powerful force multiplier and a time-saver in completing otherwise arduous tasks. Want to build a base out of logs and cement blocks? Have fun hauling all of that on foot back and forth, one log at a time. With a vehicle, 3 hours of commuting back and forth for materials is drastically reduced. Need to meet up with a freshly spawned buddy? Picking him up in your sweet UAZ will make the process 10 times faster. I don't think that vehicles should necessarily be the final stage of the "end-game", but risking a vehicle for some ballsy balota loot run on a full server should not be a common occurrence. Once you have a vehicle running and in your possession, maintaining and protecting it should be of higher importance than any other piece of equipment you possess.
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I don't know what you're not understanding here. Vehicles were the end game content of the mod, it didn't necessarily reflect the difficulty in obtaining them. Simply saying something is "end game" does not indicate how difficult it is, beyond that it is more difficult than the standard gameplay. Getting a helicopter was essentially the pinnacle of "end game" content in the mod, but wasn't terribly difficult at all. Rocket saying vehicles will be end game tells us nothing significant, so citing him saying such doesn't tell us anything and isn't useful, especially in the context of the post you were replying to. I'm not taking it up with rocket, because rocket's not here, I'm taking it up with you because you are using his statement, which is largely meaningless. I'm challenging you to back it up, beyond saying "well rocket said it's end game so that means it must be difficult" in a post in response to some one saying it shouldn't take 30 hours to do something. Aside from that, as pointed out, end game can be subjective per player. My example was pretty good actually, because a large majority of players do consider a decked out gun to be "end game" currently. My first post was meant to be lighthearted, but you have a pretty sour attitude guy =P
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I mean that's sorta exactly my point. The end game is what you make it in dayz, so rocket saying vehicles are "end game" doesn't say much at all. And I don't find AKMs to be my own personal end game, as I don't care for them, it was just an example as I know a lot of people are into decked out AKMs or m4s or whatever but thanks for the passive aggressive insult =P
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Where game developer balancing doesn't meet a user's preference, mods will prevail. At least, I hope. B) Well, the future is bright regardless. Def looking forward to vehicles!
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I feel like if they make vehicles too hard to obtain, hardly anyone will bother. I mean you can traverse the map just fine on foot. Not that I wouldn't like to drive a car along these many many roads, but if I have to invest maybe thirty hours to get one working for an hour, I think I'd rather like to take a 'meh' approach to it xD
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+1 Yeah well, we don't all share your opinion. It doesn't necessarily have to be mint condition, but a working vehicle only requiring fuel doesn't seem too farfetched in an apocalypse scenario. I don't see why every vehicle would be absolutely trashed and in need of repair. Also, some of us don't really want to spend a fortnight fixing a car, picking up some friends, and then stashing it in the middle of the forest to log; only to log in and find the damn thing stolen immediately. I remember having to shoot out a tire and keep one in my backpack to prevent that kind of bs in the mod. It would be preferable to have some private shards where vehicle population is dense, so it can speed up the pace of the game and tone down jogging simulator 2k14. No it doesn't need to be Nascar with zombies, but some Lingor servers I played on back in the days of DayZ mod had struck a good balance. TL;DR: You can play on your servers where vehicles are the end-all of endgame, and I will play on mine where vehicles are mid-game material. We both are happy and our preferences of gameplay do not conflict. Cheers.
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I have a feeling persistence will long be at a good/working stage by the time we get (car-like)vehicles..
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Two big things have to happen for vehicles to be an improvement from the mod in my opinion... 1. Parts can't be generic. No more generic "tires" that fit on everything from a rickety bicycle to a Ural. No more generic "engine parts" that can be applied to everything from a motorcycle to a UH-60. 2. They must be bereft of most parts upon spawning. No more M240s with a few respawning belts on helicopters by default. These items, in addition to basic items like engines, tires, and the like, must be found in the world. There are also other aspects which are important, like having gasoline be a finite resource in DayZ (or dynamically allotted, which might be a good way of integrating the "loot management system"). That and decent camouflage options for vehicles are a must, real... customizable... player-created camouflage options. Ones that can be tailored to a specific location, as to not make one's truck stick out like a sore thumb. They also need to revamp how damage is done to vehicles. The "insta-charcoal" effect of a vehicle's demise needs to be a seldom occurance. The last time I checked, cars didn't always burst into flames when they are disabled. Similarly, the performance of vehicles needs to be varied so that off-road vehicles have an advantage (gasp) off-road. This was sort of the case in the mod, but it was purely based upon speed rather than handling. Personally, I'd like to see some advantage to using a road (both on foot and in vehicles). Be it lessened tire wear (or, if you're on foot, slower footwear decay), or markedly increased speed, whatever. Roads should be choke points, and using them should be both advantageous and a vulnerability. There's no real incentive to use roads in DayZ, and a lot of cool player interactions (i.e. setting up roadblocks and checkpoints) are short-changed by this. That and I'd like to see vehicle repair be less of an "action" and more of an "activity." I don't really like the approach of "click X to repair tire." You should have to find a freakin' jack, pump that bitch up, take off the deflated tire, mount the new one, torque down the lugs, and set the vehicle back down again. It shouldn't just be a "clickable" action that you press one button, and your avatar just goes about fixing the vehicle automatically.
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First of all I highly doubt they'll let cross server vehicles. More than likely vehicles will be persistent to the server. As for the looting...yea they are still working on it and balancing it out. I'm not sure how they are going to do it, but I'm sure they'll find a way to solve it.
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Especially the wheels.. fucking chicken wire fence with sticks can take out MRAP reinforced tires for gods sake. I also really hope for a proper suspension and traction system. Not asking for a Racing simulator but Arma engine vehicles have a disgusting history of being stiff as hell and have 0 loss of traction/drift when turning at high speeds.
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Just please please PLEASE do not make them as fragile and explosion-prone as the Arma 3 vehicles.
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Speculation about "coming" loot system(s)?
Insane Ruffles replied to Zeppa's topic in General Discussion
So there is supposed to be loot spawning across all the servers, with all Public servers acting as one big loot table together.... so what happens when your helicopter or other vehicle needs a part.... but that part isn't even on that server and wont spawn there for a very long time? You're screwed, unless you can bring your vehicles with you when you switch servers, which would be pretty cool. I honestly think this new loot table idea is extremely stupid, no offense to the author of it. I can already foresee servers lying about their loot, and server hoppers amassing even more than before. "Let's hop servers in this one military place because one of the servers will have something good that no others will." It will become a nightmare. Want to have a chance at finding a rare weapon? Too bad! The people who have it are untraceable and may even go offline for extended periods of time. -
I know this thread is old but while searching for people's tents I was up north of Svet, the whole area with the rocks and also the woods is really well done. The forests up there, while not necessarily denser in terms of trees, have more stuff going on like fallen logs, bushes, even some brambles I haven't really seen too much any where else. I recommend checking out the area. It's just a shame there's not a ton of reason to go up there, but as tents become more popular and eventually base building/vehicles I'm sure more activity will hit the fringes.
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Complete list of features already in-game (stable build)
tingkagol posted a topic in General Discussion
Hello guys. I've been away from the game a few months now and was wondering if there's an existing topic that lists all the features that are already in the stable build of the game. Reading through all the changelogs is a pain. I'm looking for a more simplified list without all the minor details (animations, clothing, guns, etc). I'm talking about major features like vehicles, base-building, hunting, cooking, persistent stash, etc. If you have a link please share. Hopefully this thread will be useful to other returning players as well. Thanks in advance. ============== Animals - / Hunting - / Fishing - / Cooking - / Persistence - / Respawning Loot - / Camping / Tents - / Vehicles - X Base-building - X Fixed Zombies going through walls - X New Game Engine - X -
As far as I know the first vehicles to be implemented will be bicycles. And it does sound like we'll have to hunt down small parts (sparkplugs have been mentioned) though I'm not sure how 'intense' it'll get. It sounds like we'll be able to remove parts from vehicles like doors. IE you might be riding around in a running S1203 Van, see another van on the side of the road and notice one or two of the doors are in better condition or that the front windshield is intact. So you pull over and remove the parts from that vehicle. It might even be possible we'll be able to scavenge parts from the static wrecks we see scattered around and can loot from already.
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I'm tired of get KoS. Wanting a group/individual to play with.
Kronons replied to iBlaze223's topic in General Discussion
It's like that now, but when they start to implement more pve features it'll force people to work together. For instance increased zombies, smarter zombies, base building, vehicles, etc...For now there is KOS, but it'll improve over time. But in my experience I've never ran into KOS. Most people I meet are nice and I help them with food and water and vice versa. Try to go into servers that says pve or doesn't have pvp in the servername. Also if they are broadcasting berizino then get out of the server... -
DN | DayZ Community - Epoch - Overpoch | Gold Coins & Banks | Respawn Menu |
Kimzer (DayZ) replied to Kimzer (DayZ)'s topic in Mod Servers & Private Hives
Updated: 20/08/14 All Servers Specific: Fixed: Check wallet. Now displays amounts correctly. Fixed: Animated Heli crashes. Now displays the correct vehicle type. Fixed: Proper money saving on quick logouts. Fixed: Maintenance. Fixed: Overwatch Skin trader. Fixed: Gold Coin and Bank icon optimized for bigger resolutions. Fixed: Safezones. Added: New respawn method, no need to exit to lobby anymore. Added: New map logo for the new respawn method. Added: Extended version of Cherno. Added: A new military base. Added: An oil rig. Added: Kicks for people using racist nicknames. Changed: Maxbank amount: 5 Million. Boosters: 10 Million Changed: Max deposit/withdraw per time: 999 999. Changed: AI Missions timeout increased to 20 minutes. Changed: Allowed more helis to lift vehicles. Removed: Arrows surrounding the trader area. Removed: Bunny Ranch mission. Removed: Unused files. Lingor Specific: Fixed: Traders not displaying menus. Added: New Corazon Trader. Added: New Calamar Trader. Napf Specific: Fixed: Traders not displaying menus. -
Different types of "Helicopter chrashsites"
byrgesen replied to Arthur Dubrovka's topic in Suggestions
I would love to see medical vehicle crashes aswell. I think its safe to assume, with the outbreak, there would be alot of medical response teams driving around and crashing :) Perhaps a medical chopper, ambulances and other vehicles with low or high amount of medical gear in them.