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Found 41868 results

  1. FOREWARNING: THIS IS AN ATTEMPT AT RP'ING IN THE GAME, IM NOT ASKING FOR REAL DONATIONS OR ANYTHING! (ITS JUST RP, PEOPLE CALM DOWN) Here's a shout out to all my fellow Survivors, Scavengers, Medics, Heroes, YouTubers, New Players, and other individuals in need of Security services! I'm posting here to let you all know that I am starting a service where anyone in need of support, help, or extra security/protection can hire me on for an extended amount of time until they no longer need/want my help. Right now im just taking donations from anyone I assist, so its technically free right now. What I do/can help with -Need someone to provide over-watch while you loot the town? Call me up! -Getting hunted by a pack of bandits? Call me up! -Are you a streamer/youtuber who constantly gets stream sniped? Call me up, and Ill do my best to help you out! -Medics providing assistance to survivors need extra security so you dont get ambushed? Im your guy! -Is that one guy in Electro killing innocent survivors and you cant do anything about it because he has all the loot in town? Let me know, ill take care of him. -Just about anything you can think of related to this! Will provide any form of Security, Over-watch, scouting/navigation, etc. Im a jack of all trades! I can provide medical/supply assistance for you, but I mostly work on security services. Experience/Skills My Name is Matt, but i prefer to be called Vee, as that's what i usually go by online. Im 20 years old, I've played Arma and DayZ for around 2 years now, Im very experienced in it. I know strategy very well, I know my way around Chenarus very well, and I work great by myself or with a group of 2-4. Im pretty damn good at what I do, so when you call me up, you can expect reliability, and the job to get done. I cannot show you proof of my work just yet, so you'll just have to take my word for it. In the past I used to play with a friend from the Netherlands, and I was really the only guy he wanted to play with because I was such a good teammate, and i knew how to have a good time while doing what I do. Payment I will take payment of any kind. Right now, I will be taking donations, so my services are technically free, but as time goes on I will probably be in need of something. I do not ask for much. Usually If i do require something, I'll ask for what I need most at the time like a can o' Beans, battery, a few bullets, etc. Donations are always welcome. Please do not offer me 6 pairs of pants though or something else that ridiculous, i need stuff I can use :D Contact If you want to get in touch with me, you can do one of 2 things. 1. You can post here or PM me, and i will try to respond as soon as possible. I will check here regularly. 2. Easiest way is to contact me on Steam directly. My Steam name right now is "SpookMaster Sergei". This is subject to change, and if it does change, I will edit it here asap. Look for the same picture as my avatar here. 3. Skype is ulysses_404 I live in the US, in Mountain standard time(GMT-7) I am on usually from 1pm-10pm, can be different depending on what is going on in my life. When you contact me, I will respond as soon as reasonably possible. Real Life may interfere with my services(may be offline, out of town). In game I usually try to stick around the center of the map, and have a patrol route that extends down into the major cities. If you need assistance on the other side of the map, it may take a little while to get there, but i will finish the job, you might just have to be a little patient. Future Expansion/Goals As the game develops into a bigger/better version of itself, it will probably be easier to get assistance from me(Ex: vehicles, better gear,etc). I will also take on other individuals who are seeking this kind of work/or who seek to provide similar services. If you wish to do this though, you will have to be very experienced in DayZ/Arma, because the people you are helping are relying on you to get it done. Contact me here if you wish to help with this and join up. Should have a microphone. These kind of things will help to improve the overall quality of my services. over time. IF YOU WISH TO LEAVE A REVIEW, PLEASE LEAVE IT BELOW. Thanks for looking, and Happy Trails. I'll see you out there.... ***Will not provide assistance for: combat loggers, hackers, exploiters, and general jerkoffs. I have the right to refuse service to anyone.
  2. Yay, can't wait for vehicles! :D Boats ftw!
  3. TEST_SUBJECT_83

    I'm killing Bambis

    I can't wait until there is more laid back stuff to do like, phishing, cooking, hunting, camping, base building, and repairing vehicles.
  4. Anyone have a good Epoch server that is actually trying to create a DayZ environment rather than an Arma Wasteland environment? I realize with AI missions etc there will be some vehicles with weapons etc, but MBTs, BMPs, etc with launchers and HE rounds change the gameplay to Wasteland not Dayz in my opinion ... even with indestructible bases. Don't get me wrong that's fun ... but I'd rather be playing Arma3 Wasteland than Arma 2 Epoch Wasteland that most servers have become. We already have a base on a server that is in Stage 3 of their Militarization, so now you've got RPGs, MBTs, Jets, Apaches, laser designators, admins spawning in vehicles for themselves with full ammo etc ... So a few of us are looking to play DayZ on an Epoch server. Anyone have any suggestions? AS50s, BMPs, Jackals, etc with mounted machine guns are fine and fun, but all this other stuff is not what we're looking for anymore for our DayZ Epoch play. Thanks! :thumbsup:
  5. Rudette

    Effective deterrent to KOS?

    I see where you are coming from, but nothing in the mod was ever difficult enough. The risks you took were always small ones. Biggest threat to you were other players. What I want, what I'm talking about an environment made 98% HATRED and 2% Water. Surviving should be the most difficult part of this game. It should be a struggle. These hunger meters, thirst bars, wetness/dampness, cold/hypothermia, disease, illness, finding medical loot, vehicles that are tough to maintain, tougher to protect from other players----All these things need to pushed from minor annoyances to completely and utterly stressful. Navigating through zombie infested cities or high density loot areas should be all but suicidal without a group. Vehicles should require intensive repairs to maintain, keeping one should be a communal effort. Things that draw people together rather than away from each other. These are things that will help. As it stands all these things are easy to manage...They never escalated to being difficult in the mod...And they are not threatening risks in Standalone..Because Alpha...But I'm hoping in time we really get that sense of stress that is essential to the survival genre.
  6. Whyherro123

    Would ingame currency have a place in DayZ?

    In most of the scenarios we have seen in the world so far where society has collapsed in some fashion, a "currency" popped up almost immediately after the collapse. It mostly takes the form of some type of good that has many applicable uses, is easy to carry, and can be made reliably in the collapse situation. It would still be a "barter" situation, but everything tended to be valued against the currency good. 1) hard alcohol has many different uses, from medical disinfectant, solvent, firearm cleaner, to fuel for stoves and vehicles with the proper engine filter. Also, you can drink it to stave off both starvation and dehydration, plus you can mix it with water to make it safe for drinking. In the American frontier, corn moonshine was used as currency after the Revolution, as the hard currency used by the Government was next to worthless. It is relatively simple to make, with materials that any long-term community would have already (corn, wheat, potatoes, any form of crops with sugar, basically). 2) Copper. It is useful in electrical wiring, plus it is common enough to be found in most houses, instead of gold. I believe that if Day Z is to accurately portray any sort of long-term survival system, there should be some sort of currency system implemented. Of course, it should be dependent on the community to choose what they want as currency. Moonshine, copper coins, batteries and bullets. Hell, I believe that DayZ should eventually at least try to emulate the rebuilding of society, or at least some sort of economy. Of course, this would entail the implementation of agriculture and light industry (both of which are estimated to spring back relatively quickly after a collapse). Go hunting, bring meat and hides into town, trade for cloth for bandages and moonshine, trade moonshine for bullets/arrows/whatever you will. Maybe the work could be done off-screen? ie, farms and factories from outside the map boundaries trade goods in return for loot scavenged from cities, ala Fallout? I like that idea, because eventually, if this was a utter-and-total-collapse-of-civilization, the modern bullets and cans of beans would eventually run out...
  7. ""Bows, arrows, and thrown items/weapons...bows and arrows, knives and spears are all on the list – along with a physics-based throwing system that can be used inoffensively (throwing a can of beans to a friend in need) or offensively (throwing a can of beans at someone’s head)."" Fluff. ""Reduce spawn of military gear and other important items We get away from running to a particular building to find the military item. You might find one there, but nine times out of ten it won’t be. It’ll only be when they get destroyed or disappear that they respawn again.” The result will be a more mobile player population, making more use of parts of Chernarus away from the major cities and military bases."" Make loot spawn randomized. I gather they want a limited amount of high end gear so only some will get lucky? ""Limited item respawn on server; items respawn when another is destroyed "Then we’ll be able to dramatically reduce the spawn rate of important stuff – like military weapons. As some of these difficulties increase, players will start to see the benefit of grouping up.”"" They will kill to get their hands on the desired items. This is not the difficulty that needs increasing. ""More zombies, but some isolated areas of the map too “We do still want the sense that there’s no zombies in particular places, out in the wilderness,” Hall says. “It brings this sense that I’m safe, but I have to take an active risk to go in where there’s more danger. I find that quite interesting.”"" No brainer. ""Player to player contagious disease? “Say your group is getting along really great and you’re doing well and someone starts coughing,” Hall says. “What do you do? You suddenly have to face all of these issues."" Fluff ""Hunting (already known) Hunting for game is a priority feature to be added,"" Agreed. ""Night having an effect on hunting Hunting is also a way for Hall to start solving a much broader problem with the game – nighttime. “Nighttime is my favorite time in DayZ as a concept, but in terms of gameplay it’s... not so much,” he concedes. “You don’t really get much out of the game then, and that’s why – as designers – we need to fix it.”"" Unless there are going to be crucial items that can only be found while hunting at night, this will not help. ""Tameable animals Not every animal you encounter in the woods will be wild. Tamable stray dogs are something that Hall is keen to include..."" Fluff ""Horses possibly “Horses are looking a lot more likely than they were before,” he says. “Part of the problem is animating them. It’s not something we can promise, but it’s right up there in terms of things we’re looking at in the moderate term.”"" Fluff ""Vehicles next priority, Starting with bicycles Vehicles are the next priority feature, requiring the cooperation of groups of players to assemble and maintain. The vehicle you and your friends build will, in a sense, be a second character – and it’ll need just as much caring for as a human being. We’re going to start simple, with bicycles – they’re slow, and there’s not much to them – then from there we’ll head out.”"" Agreed. ""More 'appropriate* difficulty for running vehicles, including helicopters “We won’t be able to do everything, but the idea is to provide a much more DayZ-appropriate vehicle experience. For example, I would love to see helicopters – but it’s going to be so difficult to keep your helicopter running, because there’s going to be an incredible number of items attached to it that all have to be looked after. The helicopter becomes this amazing thing to see – not just something you find and get in and turn on.”"" Fluff ""Underground bases Something else he’s thinking about long-term is living space. “I want to go with underground bases because it solves the problem of space on the surface. Even though DayZ has a huge map, it’s still not big enough for what we’re talking about."" Not a fan but better than nothing. ""Player run laboratory for virus research I’d like there to be – dare I say it – in-game content where you create a lab and try to keep that running. Suddenly resource gathering becomes very difficult, and very important. Being mobile becomes critical, because your base is static. One of your goals would be researching the zombie virus and how it mutates, as well as researching and even manufacturing new viruses."" Fluff. ""Extended moddability I’ve been looking for ways to add user-created content without them having to make a mod and distribute a data file. It’d be great if we could have it so that players could make stuff and create events that happen based on the existing database.” Engineering, science, medicine, animal husbandry – these are all signs of civilization, not post apocalyptic chaos."" Fluff. ""Player customization There’s things we’ll do to support that [Gangs/Groups], like tattoos and being able to write markings on your weapon. "" Fluff. More core, less fluff pls.
  8. DarkwaveDomina

    Did you really put in heart attacks?

    What makes you think the guys working on the medical system are the same guys working on the vehicles, weapons, and zombies?
  9. manbearpig

    The Chainsaw

    Motorized vehicles are a long way off. The first introduction will be non motorized vehicles such as bicycles and god knows what else.
  10. manbearpig

    Svetloyarsk?

    Ah thats pretty cool that he replied. I would like to see some kind of vehicles in the game soon, but really haven't minded running. It forces the player to plan their journey instead of (like in the mod) just looking for a car to get somewhere fast. I'd like to see the vehicles spawn rate toned down a lot too. So motorized vehicles become a super rare commodity causing power shifts and tactical assaults etc.
  11. Karmaterror

    ''Realistic'' features in Alpha

    In a way I agree, defo about keeping the stable branch....well....stable lol. But those complex features are a must have, and I do think its best to get them in early with the most time to iron out bugs and make them work flawlessly as you say. I know the original idea for Dayz mod was a pure survival game, zombies were only added to make it more "mainstream" and probably to be a constant threat to the player. With tat in mind im not surprised R is going for some really in depth systems. I like to play for survival, not just to shoot people. But as in the mod, its just too easy atm. With any luck these systems will move survival to the forefront of the game, instead of pvp and stuff. If your bored of the SA....and I can understand why atm lol. The mod is always still out there, and that's got vehicles and basebuilding. Now when I swapped back over il admit....it felt old at first. But if you can stick it out, get geared....then that's where the mod still wins over SA. Now your geared and have options for things to do. Should I fix a car...or look for a tent....find a heli....go look for other peoples camps. All of that will come to SA in time but for now I agree with you, once your geared, its painfully boring and "running simulator" is the best description :)
  12. zhrike

    Svetloyarsk?

    I asked Hicks a few questions on his live stream with Senchi yesterday, one of which was about the content up north. He actually answered a few of the ones I posed, which was cool. Apparently Senchi is the creating the content for the map, and is, and will be, working on the areas up north over the next year. Hicks said he'll go over to him and try to persuade him to commit some of the changes every once in a while to get some of the stuff added, so it appears that the northern areas of the map will be coming in slowly over time as the patches are released. I also asked about bicycles before vehicles, since vehicles are a long way off. He said that he might imagine that bikes would be in first before mechanized vehicles, but not to quote him, which I just did anyway. Specifically he mentioned mountain bikes.
  13. tbh at the moment alot of people who arnt playing are just waiting for vehicles or base building in some form to be added. i like some of the realism touches in game but some shit does leave me scratching my head sometimes :) overall the game should be fun first reality second ;) you cant make a video game real ! getting the balance right is always tricky :D
  14. Wolfguarde

    Information Vs. Immersion

    While I agree in principle, keep in mind that not everyone has one. I would like to see all HUD information including hotkey bindings restricted to the inventory. Let such things as bleeding be visible in first/third person by looking at yourself, and such things as thirst, hunger and sickness be primarily detectable by visual and audio cues. Your character's stomach starts growling when he gets hungry. He starts stumbling and fainting when he starts to starve, unless he's in danger and adrenaline has kicked in. The character starts swallowing more and breathing hoarsely when thirsty. When sick, he starts coughing and his nose runs - symptoms get progressively worse the longer he's sick. These things would all show up in the inventory screen as well, but would be possible to see/hear without needing to resort to it if you don't want to break immersion. I risk someone turning this thread into a train wreck in even touching on perspective-related issues, but I think that this should apply to vehicles as well - as a result, you're not going to spend all your time in third person while driving/flying/sailing, as you'll have to monitor vehicle speed, fuel, and possibly heat and revs from within the vehicle. A vehicle might have a damaged fuel tank, which would lead to fuel leaking; you wouldn't know unless you're looking at the gauge regularly. A fucked engine might result in oil leaking (resulting in higher engine temperature?) or weak revs/speed. Bad wheels would cause the car to tilt - not so much as to be easily noticeable outside the car, but enough that you're going to get tired of looking at the world through a windshield that makes everything look like a crooked painting after a while. Plenty of possibilities. I'm sure Rocket and co are creative and inventive enough to make use of this sort of incentive.
  15. Wolfguarde

    When Bike deploy on Standalone?

    I believe vehicles have been mentioned a few times as something that's a way off - too much essential stuff to implement before vehicles and such are given serious thought. Give it time, and if you really can't stand playing without vehicles, just flip back to the mod for a while and give the standalone time to catch up to the standard you want it to be at.
  16. Okay, after going over some patch notes, future planning and upcoming features I was discussing this with some other people last night... First of all, we are playing a videogame. Not a real life simulator. The main reason of a game is to entertain. If you want to be entertained in a single player environment or a multiplayer environment, it does not really matter, as long as things are fun and enjoyable. Day Z has always been a lot of fun. The Mod started with a lot of issues and is still being plagued with a lot of these issues, but it does not take the fact away that it always has been an amazing experience and I've spend hours of fun and social interaction with lots and lots of people. When the SA got released I did not know what to expect. My first impression was "hmmm it's okay but I will keep playing the mod until they release some more content" however, 2 or 3 days more of playing got me hooked. The graphics, the fun social interaction where people tend to be complete psychos, the will to survive and not be seen by other players... I love it and I still do. Sure there is still a lot to be worked on, sure there are some flaws and of course I do realize that this game is in Alpha status and that a lot of things are not working as intended, however I can honestly say that this is one of the most fun gaming experiences I've had in many many years. Thumbs up for the entire team that has been working on this. The laughs me and my friends have had playing this game.... I can not remember having so much fun and being so excited about a game as with this one. I've been working for a company that released the biggest MMO out there, I've had my fair share of experience in debugging, interaction and dealing with new content and the reaction of the players that are reviewing this content, so I am also not surprised by the reaction of a lot of people thinking that this game has been made just to cater their needs only and whatever they do not like, they want to have removed. This is not one of these kind of reactions. This is just a mere suggestion/opinion of someone who is enjoying this game a lot and would like to know if there are more likeminded people out there. This game is in Alpha status and it could still go into any direction, so sharing my opinion should not be a problem. So here is my opinion: This game got released in alpha status with a set of features and gameplay mechanics. Most of it was based on social interaction and combat. It made it a lot of fun. Things like handcuffs, holding up people and things like that could result in the most hilarious situations. Yes, the game is a survival game, but at that point it was until a certain extent. So in the last couple of months, more and more patches got released and more content has been added. It has been a lot of fun with implementing new guns, clothes, colours, towns and optimizations. The bleeding system got better, however a little alarmbell started to go off when I first noticed a "blood testing kit". My first reaction was "hey, are they not taking this a little bit TOO serious?" But well, me and my group of friends did not take notice to it and we kept on going. After some patches I started to read things about a defib kit, heart rates, blood types and more and more realistic characteristics regarding the human body. I discussed this with some other people and all of us basically came to the same conclusion.... We were hoping this would not get too serious. Right after we finished discussing this, I was checking the new patch notes and "heart attacks" were going to get introduced. I was reading up about this and this is the main reason I wanted to open this topic. Could it go TOO far in DayZ? Could it take the human body and interactions too far? Could it go at the cost of fun? Don't get me wrong. I am all for a survival game, however I would not enjoy a game that would take itself too serious regarding your health and diet. There is a fine line between semi-realism and fun and complete realism. Most people do not play a game only to get confronted with the same realism they face when they turn off the computer. I really hope that this game does not decide to take the direction of taking these aspects too serious, and try to keep it fun. Of course there will always be a group of people who want complete realism, but who would expect that when you play a game based on a ZOMBIE apocalypse? Please keep things fun and accessible for everybody and do not try and put in as many things as possible and then STILL need to optimize, put in vehicles, loot etc. People are even suggesting the ability to shit in the woods, smoke drugs... come on.. Could we first work on fixing the base and go from there? The basics that the mod already provided and proved to be really successful? Do we really need heart attacks, clogged up arteries, explosive shits and things like this? What is survival for you? Is it to not be spotted, collect fluids and food, and retreat and find a group of trustworthy people and hunt down gear to increase your chances of survival in combination of persistent storage units like tents that will still be there after server restarts, or does survival for you mean not getting a wet tshirt and a random chance to drop dead from a heart attack while you are taking a shit in the woods smoking a bong? There will be people saying it is a combination of both, but what would you sacrifice for the basic need of having fun in a game without having to think of a hundred of other things that will just stress you out instead of having a great gameplay experience? I still hope that the game will stick to it's core. As I said before, this is not a rant or a whinepost, just my humble opinion. In my opinion it would be great to introduce the features that were present in the mod first (after optimizing and current bug solving) and then see what could be added more to the game. I personally do not need a patch that introduces loads of new things every week. I know this game is in alpha, I am patient and prefer quality over quantity. So I would prefer that the Dev team would take the time they need to work on core implementations and optimizations first and keep delivering an amazing game like they have been doing so far. Thanks for the long read. :) I hope there are more people out there who share my opinion.
  17. LaughingJack (DayZ)

    Summary of dev Q&As from streams

    Since our beloved DevTracker can't get this one automated in (for obvious reasons), I thought I create a little topic where I collect these things for the players. Because a lot of these things, that the Devs say in the Q&A sessions, are asked over and over and over again... Also, if you haven't please read the "Confirmed upcoming features" in the announcements: http://forums.dayzgame.com/index.php?/topic/156129-confirmed-upcoming-features-for-dayz/ I'll try to update this first post every time with the newest information, but I can't promise that I'll be able to deliver all information immedeately (or even within a day ;)) And, if you don't mind, bump this thread with an answer, so it doesn't get lost :) Also, if a stream comes up, there is always the possibility that I miss it/never get to know that there was one, so please inform me (just post in this thread^^) about every stream you hear, that is not mentioned in this post. So here we go (Changed the direction: Newest entry is on top now) Roadmap of DayZ and Q&A with Dean Hall - 28.03.2014 Started with roadmap a year ago; Now when more units were sold than calculated, more things can be done and the roadmap had to be redoneFocus of DayZ: Survival & ImmersionTeamsize:BI "Riverside": 16 people in the core team + 4-30 in QA as neededQA is scaled as neededBI "Slovakia": In Bratislava, formerly "Cauldron studios", bought by BI; 25 people atm, scaling up to 40 people; dedicated to DayZspent the last month getting ready to deploy on DayZImmediate Goals More robust process for testing/delivery (to stable)Bow&Arrow / CrossbowArrow/Bolt sticks in target, can be recoveredInteresting for hunting as wellFireplacesGraphical work, emmesive textures etc.Skyrim inspiration for Bow shooting and cooking; also from Project ZomboidCan cook thingsMust be craftedCan be upgraded to ovens (bake bread)Server persistent objectNetwork optimizationsImportant: Desync/Lag fixesChange to guaranteed messaging (described below - short: Client / Server spam each other all the time to make sure that all the messages are recognised)Lowered bandwith usageLowered overhead (CPU), mainly for the serversNo spawn penalties for joining same serverWhen:best case: 2 weeksWorst case: End of AprilRespawning loot prototypeWorld divided into quadrantsQuadrant resets when it is empty for a set periode of timeIncludes resetting doors (status of door randomly set)Accelerated timeWas already in the game but accidentally removed when fighting desync/lag issuesConfigurable by server adminsUp to 64 times faster day/night cycle (can also be slowed down)Rules for hardcore tbdThrow-able items: Any day on exp nowEverything that can be held in hands can be thrownDifferent materials (wodd, metal, plastic etc.) react differently (bouncing off, rolling etc)Uses "Bullet" physics SDKCalculated on server (to stop clientside hacks, maybe performance issues)Player controlsMouse acceleration issuesArma 3 dev working with programmers to implement whole new system for player controlsDexterity (the more attached to the weapon the slower it can be turned around)FreelookPhysics based movementJumping consideredShort term (Q 2)RagdollNearly functionally completeBased on "Bullet" physics libIncludes falling charactersThe futureDragging unconscious/dead bodiesBlended body injuriesNew AI pathfinding (whole team in bratislava working on)Animals and ZombiesTechniquesVoxelization (terrain voxelized; how AI sees it)Walkable polygons (define where and where not AI can walk; helps Z attacking through walls/floors)Navigation mesh optimizationObject avoidanceFirst iteration nearly complete, maybe sometimes earlier turned on on exp. for testingHandles interiors, small objects64 bitCompiling now on 64Servers can use a lot more memoryImportant in the future for physics (including vehicles), new AI, Navigation meshes etc.Prototype animalsPrototype implementationAllows player "hunting"6 new animal types from scratchWandering the mapPersistent objectsAll objects make persistent (experimenting with that, may not come that way) not only tents & backpacksPretend that everything is persistent and saved to the DB to monitor the load + performanceMaybe most objects persistentAdvanced weather effectsSnow & fogWill not stay on the ground, but snowflakes can be seen, temperature is going downWill affect ballistics, same with windSome way to visualize how the wind is blowing without using UIWorld containers, can hold itemsHelp with performance a little bit (allow more objects in the world)RefrigeratorsOvenCupboardsMedium term (Q3)Multithread / Multicore"kind of exists in the engine a little bit"Probably a lot more focused on the server, because most calculations are done thereMore Zombies, more players, more animals...More flexibility to server providers: Scale down for small server, private hive; for large communities 100-200 players on one server also possible soAdvanced animalsHostile animals (wolves, beers)Neutral animals (rabbits, zombies)Companion animals (dogs definitive; horse on the cards but lot of work to do)New zombie behaviorMore responsiveRedeveloped "agro" systemMore benefits to stealthZ stabilized in Q2 and improved after thatCentral Loot economyControl loot numbers centrallySet for all servers per hiveControl amount of NV goggles, advanced weapons for all servers on the hiveBarricading (inspired from the dead linger)Physic based constructionMainly focused on existing buildings (barricade windows, doors)Server persistentWith new Z mechanics (Z piling up on door & bvreaking barricade)Basic vehiclesVehicles pushed to Q4 maybe beyond to make them really work and not use Arma 3 files, wouldn't allow crafting; advanced physics etc.So at first: Small vehiclesBicycle, Motorcycle, ATVPossibly small carsCustomizable/configurable like weaponsPhysics basedModding supportActually already in but turned off, because too much changes are made to the game architectureProbably tied with private hivesFull support for modsSteam workshop integrationPlayer statisticsSteam achievements already in but turned off (like: Survived for X days)Database interaction API for developers (statistics can be read out easily and shown on websites)HorticultureBerry picking already in, same will come with apple from apple-trees, Pumpkins from fields etc.Inspired by Project Zomboid: Plant plants and harvest themAlready worked on prototype, maybe releaseing protoype earlier, concerned about performanceLong term (Q4 and beyond)Advanced vehicles:Cars/trucks/Planes/Helicopters/boatsCombined with central loot economy: Not all parts on one server / not enough for 2 helicopters on hive/ steal things from existing onesUpgradable componentsSimilar approach as weapon attachmentsAdvanced animals:Horses?Animal husbandryExtended barricadingExtending barricading to full constructionAllow players to create new structuresPersistent to the serverAdvanced social mechanicsFaction identification methodse.g. make own armbands etc.Spawn tied to controlled locationsBetter UI support for tradingQ & AQ: Plans to improve nighttime (lighting, Z mechanic)A: Plans for lightning, but atm limited, bc. DirectX 9 which is tied to the simulation; plans to disconnect it and replace it with DirectX 11 if possible; Hard because DayZ has to deal with HDR when light goes sliding from midday to dusk and night, where the sun is, the moon is; torches used etc.Q: Plans to implement rivers from (?)A: What scarmed it, prototyping how to do it; not on roadmap because it's not keyfeature; if team grows maybe things will be added to the roadmap; also for low priority map features like riversQ: Food&hunger times balancing done by server admins?A: Server admins will be able to do that as well (food & hunger timer)Q: Full release ETA?A: Finish at end of the year, test it for some months, end of Q1 next yearQ: Favourite pokemon?A: PikachuQ: Did you sacrifice some part of the un in the game for realism?A: Yes, absolutely. Example: You can't move the character very well at the moment: Instead of a Counterstrike-like movement control more realism; precarious balance between how much realism before it takes away funQ: Underground areas?A: Not on the roadmap, make sure core pillars work, not written out for done in the future, because some achievable goals have to be done to a date, reaching that points is a process, so no more information on that subject at the momentQ: Barricading: How to stop people from server hopping in barricaded buildings?A: Reasons why it has pushed further; start with concept of "controlled areas" where you can't spawn in, probably barricading working before controlled areas will work (so server hopping into barricaded houses will be a problem for some time ) but at the time barricading come sin, the concept of "controlled areas" should be finishedQ: Face on the character like in arma 2?A: Immature things done be people, much more customizing, 20 new character things including beards Live stream with Brian Hicks and Lead Animator Viktor Kostik - 26.02.2014 Experimental patch: 2 handed animation overhauled: now you have to bring the weapon up (space) to swing it correctly (just like guns) - "activated"-modePerishable food: a point in discussion; food will perish later; importance of cooked/harvested(!) food later onSo harvesting will come somewhere down the road (also the hoe and hicks comment on his twitter was a good sign for that)Gamma exploit: There should be unified settings for all players; but some people have to adjust them to make it playble; it will be looked at and may be changed when game develops on lightingMouse acceleration bug: Dean commented on it, team is aware, working on itSupporting events like survivor games, not super-critical but continously talked aboutGraphic-hardware optimization: ATI/Intel/Nvidia: pushing optimization with hardware manufactorerMilitary vehicles: Not talked in detail about which vehicles will be in, first about the system and get the system workBicycles first, will also take time, chopper not a matter by nowAnimation for walking with raised weapons: Work in progress"Don't expect to see a camping tent in game anytime soon" (actual quote)Writing names on protective cases/ammo boxes: Not talked about; interesting thing; no MS paint like paintingAnimation: Bug crouched walking diagonally to the right with gun on back: clips through the head: aware, addressed later onNo ETA on respawning loot, but it is being worked on; ETA: Soon. (was asked 10 times I guess, answered 2 times ;))Animation for holding a map: worked onDucks? ("like...the bird?") MaybeShouldering 2 firearms: design decision, from animation it would be no problemSound: positional&ambient: it is actively been looked at & will be addressedNew guns/new items: Added in the game all the time during developmentWill zombies carry loot: Yes. They will carry loot, not always but there will be a chance, like in the modDuarbility of clothing/armor: More different types with different values, also against environmental effects"JESUS CHRIST, THEY ARE COMING UPSTAIRS!" (sorry had to include that...was just so horror-movie-cliche^^)Multiple profiles per cdkey: Right now not looked into it, maybe in the futureOther spraycan colours: maybe in the futureLadder glitch should maybe been already fixed in experimentalClose interaction like giving items or even advanced like double attacks would be very nice to have, but from performance/synchronization itvis too hard to make at the momentServer hopping: Ongoing issue, as game develops, it is watched how player reactWill a Char get infected if a zombie kills him: NoBut different diseases from Zombie attacks (if the character survives them) will comeDuct tape+rope to handcuff: At the moment not, but in the future maybeETA for Physics: Next experimental patch maybeDMR: Right now not, doesn't make senseFridge will not be moveable by playersAge: discussed again and again; beard+hair growth: wanted to do, but not for one specific type of character, it has to affect larger scale of characters; In the future (after core features): Yes, why notBinoculars: Finished (art&design) configuration pending, specific programmer support is waited for some itemsSteam workshop: DayZ will fully support it when it gets releasedNot understanding DMR in 50 cal: started modelwork an SVD (Dragunov?)AK: Worked on right nowAs confirmed on reddit: It is the AKMSuicide: Will come, the topic is not scrapped, has to be done correctlyWeather: bigger effects on Gameplay will be there; e.g. 1st rain->wet->cold etc.Will Zombies be a danger to freshspawns: Yes, absolutely intended: Started with the first respawning mechanism that is now on experimental, and there is a ongoing polish on Zombie systems; they will be "a real pain in the ass for freshspawns"NPCs: Not planned, the only human life are the playersPlayer spawning: keep as far as possible from high risk/high reward areasRestrict logging in in high risk areas: not plannedLimping animation: Fully intendedMigrating engines: not any time soonNo immediate intend on adding "hissing" (?)Extensive crafting is planned: recipe system, ongoing feature and developing; futureproof system, it can be built on; after core features it will comeBI intends on continue pushing updates after releaseCharacter backstories: The character should not be too far away from the player; Char is built by the player as he plays, not defined by a spreadsheet at character creationNext experimental patch: "as often as possible", focussing on feedback of the last one, iterate on bugs, getting it ready for stableStable push, next maintenance (wednesday) if no major bugs occur in experimentalSlow vault: No direct plans on removingLight machine guns: Every intend to support them at some pointsAnimation: Plans for cancelling animations (food, bandaging): Yes, will be possible to cancel is worked onSMGs are in workMid march another Q&A with hicks and possibly with a designerMap expanding: Map will not become bigger, but populated with new towns, interesting areasBase building: Rich support for some kind of...and the headset died. DayZ behind the scenes, Studio Tour - 25.02.2014 Not much to mention here, but also interesting to see it :) Poking with sticks (not sure if that will really come^^)Glance at a new gun on a developers screen DayZ Devblog 24.02.2014: As rocket twittered: "Just a quick look at some of the progress for our next patch." UPDATE after watching it myself (and checking it with iBanes List ;)) Lighting will be more important for gameplay purposes. Flashlight, headtorches, gaslamps will work now during day (HDR improvement)Physics : throwing items will be on experimental soon (atm already in but disabled)throwing items: To give a friend ammo or to attack.Physics allows ragdolls to be implemented, this will also change the weight a character actually movesItems have own materials now - that means, they will react in different ways., also in terms of penetration (and in my guess also weight?)Containers (e.g. refrigerator, filing cabinet) can be interacted with, models will be redone (opening doors etc.), more deep for loot systemBow+arrows (PVC bow+composite arrows were shown from a "very early state", so some variety may be coming here as well), arrow deflecting of the ground, sticking in zombies/players and can be recoveredAnimations smoother and more precise; Especially for one/two handed combat (but still not finished), this will also change the way items are held, and attacks are performed and also how hits are resolvedMap updates: new buildings (e.g. police stations, health center and other ones all over the map, new towns), far more to comeFixing loot spawn bug (buildings that should spawn loot but don't do)Weather & environment will be much more important and should be like an antagonist: In the first step: clothes get damp, will affect items, different clothes have different values for absorbancy valuesRain (weather) completely is synchronized for all clients on a server;Medical System: improved messaging to the player so they understand their actual condition.Hunting+Cooking: Whole new (big) team, big experience from hunting games, dedicated for hunting, making animals, behaviors of them, how hunting worksSame team will also be work on Zombie pathfinding, hit boxes and collision detection (wall glitch^^)Maximize the element of survival: Campfires to cook and keep characters warmGas canister works for cooking+pot/pan on internal (soon experimental?), campfires are worked on nowDesync: Problem is the huge amount of bandwith DayZ uses when players with lot of items are close to one anotherProgrammer speaking: non-guaranteed updates for inventory items are sent all the time from server to client, the more items on player and players around, the more messages are sent, the more desync.Some fixes are done now as far as it is possible, but in long-term (some weeks, maybe months): change to guaranteed server updates (messages are sent only once) but will also be ongoing worked onZombies and Loot respawning: Big topic at the moment (loot respawn should come soon now that Z respawn is on experimental I think...)Zombie respawn mechanics optimized, already on experimental, should be on stable in 2 weeksRespawning should work soon sensible: no respawn in front of a player or in an overtaken townPersistent objects: Backpacks, paper (I swear he said "piper" ;)) and wood (once barricading comes in)Next Steps: Once the things on this list are complete the next focus will be on low-speed vehicles like bicycles and barricading. Faster vehicles like cars would follow the slow vehicles in later updates and will have a complex part system. Items like spark plugs and car batteries will need to be located to make a car operational. Cars will also break down and need to be repaired with items like these. Live stream with Rocket (20.02.2014) - from reddit, thanks to rudette :) UPDATED after hearing it myself 2. Update: merged with iBanes list (thanks ^^) Female models now have female voice acting.Bugfix for lootspawn buildings/cars/tents is worked onRain: Damp clothes make you cold, lowers body temperature makes you use more energy, damages equipment etc.Bows are still worked on, arrows will stick where they hit and be recoverableZombie wall glitch is priority task together with performancerun up hills: should maybe be possible (actually a collision issue)flashlight performance will be increasednew gas lamp is worked onLight sources: resolving the collision/leaking issues with light sources would be incredibly difficult and largely unusable at the momenthunting, cooking, crafting before vehiclesvehicles will come afterwards, starting with bicyclesVehicles: No carbon copy of the mod - vehicles will be totally redesigned, bicycle are possible already with the code that is in the game, but other vehicles will need far more work, but will definitely in before betaWhen will barricade houses, set up camps come: short to medium term, they will be persistent server basedPrison: Work in progress, longterm thingServer Files (privat hives) : working on security/control protocolsFriend Identification System (to ID Steam Friends in-game) - not planned. Would likely be left to the modding community and only for non-hardcore serversWallhack/floorhack: known & worked onHacking is dealt with every day, continuous ban wavesNew towns and buildings - being worked on all the time (Senchi) and will be part of many major updatesBetter fps in cities: ongoing thing, working with graphic cards manufacturer, lot of work to find out where the problems areZombies getting more aggressive, higher numbers as server performance gets betterBackpacks as first persistent storage, tents laterRocket wrote yesterday (23.02) on reddit: Refrigerators and other static scenery items in game will have storage values and gear spawning in them in the future.Ragdolls are being worked on with other physics (throwing: not only weapons)Hunting, Cooking and Crafting up next for major implementation.Dead linger inspired boarding 'short to medium term'Binoculars done but not in game yet"Complicated" medic system is comingheart attacks not common (fever, then hit with blunt, electrical shock etc.)disease mechanics are already in game just not turned onMorality System: Not planned at the moment possible console versions: When the game is successfull enough, he doesn't want to affect the pc release, so after pc release maybe, doesn't affect him as a pc gamer, it would be nice but there is no timeframe on itBlood on hands after looting a dead player is being considered.Suicide: Is worked on, Pistol & rifle & knife suicide is plannedNo custom faces (scanned in, like rainbow six) due to TTP and performance hit.Axes to have spawn chance in stumps near woodpiles.3 types of animals: Predator (Wolves and Bears), Prey (Food), Companions (Dogs, horses)Dog mechanics were working ok, becoming owner of dog was not, that's why it wasn't implemented nowAmputations are tabled till performance testing can be done with ragdolls.DMR/Other weapons are implemented when they get around to them, no real road map for when certain weapons are introduced. (AK is being worked on now "quite a beautiful and brand new")self made silencer: maybe, crafting is worked on atmBeards may not get in due to being to gender specific and too much work.Indian faces being worked on.Chainsaw almost done.Stats will be available on siteDegradable items (food, medical supplies) over time, being worked on with refrigeration devicesPaint Fire-axes ("I thought they were in")Stamina to be improved (balanced?)Physics based doors, locking doors and a complete overhaul of doors in the future.Player will be able to lock doors, zombies pile into them until they breakFishing ConfirmedCannibalism: Definitely want to put it in, but need to work on the consequence system of something like this100 slot server in stable would be very interestingSlow vault"jump" will be removedAxes take damage every time you hit something with them but depending on what it takes more/less dmg (flesh, stone, other melee weapon in hands of opponent etc.)Sliding down ladders probably comingDampness from sweating seems to be implemented on experimental branch nowWeight based+volume based inventory system: Old system will be revisitedNew maps/enlarge chernarus: (no answer because he was distracted - happend more than once, just mention it once)Lootrespawning will happen soon ("has to be done first") beforethings like loot % per server population can be thought about (the mor epeople on a server, the more loot spawns)Skills: It will mainly be passively skillbased. So as you get better at repairing certain things, you will be able to repair more and more badly damaged stuff. It won't be something you'll put a skillpoint in. It will only be the more you do it, the better you get at itKids: Very complex to put in, has to be done tastefullyNudity: Talked about it, no rush to put it inEnvironment should be more effecting the player (e.g. rain, wind)Barricading/player built camps & cooking are the things Dean looks himself most forward toCampfire: Will come but is very complex for something like so specificHardcore mode should be hardcoreParticle System - will be replaced at some point in the future. Will allow for better visuals/animations.Better blood effects: Unknown, probably when the particle system is replacedMelee System - it's clunky, but it's very difficult make it really smooth. Would like to improve it, but focus is improvements to the medical systemCurrently in 3-4 week update cycles for stable branch. This should be the expected time frame for updates to Stable branch for the foreseeable futureQ& A with Hicks ( 19.02.1014) (quotes taken from reddit) ambient sounds are being worked on every building should spawn stuff there is no "right" way to play Dayz suppressors, depends on work organization about some key devs environmental effects should be done right, so patience here loot from zombies: is alreay a dev task WET, SOAKED state on experimental have no meaning yet (regarding sickness) hardcore ideas: no reticule, more damage to bullets, more damage done by zombies....many things might be happen hacking: permanent being worked on, also with battleye viewing around corners in 3rd person mode: permanent discussion topic clan/community support: private hives(shards), form community around features/feature sets physics system: almost made into exp branch, was being worked on today, for throwing items 1st person lift over walls: teams has to see if this unbalances things almost 40 people (to whatever question that was the answer. Maybe teamsize?) damage slots on containers: is not Hicks_206's department balancing: will happen all the time campfire: not in yet modding: we available (e.g. Taviana), not earlier than beta/release wish of hicks: persistent storage naturally suppressed pistol will be in game, is being worked on "suppressors will suppress soon." config needs to be done little story: throwing poop was in very very early game (because of the 3d poop model i guess) dev process: features with some content -> bug fixes -> more content per feature -> bug fixes maybe regular(weekly) streams on http://www.twitch.tv/dayz with changing team members 10/22 needs some bug fixes, almost done IEDs: some ideas are being worked on(?) lights and walls: bugs in arma engine, nights will have more lights to the player available Dean is working on vehicles, maintance might be needed dynamic events like helicopter crashes needed to be done right. It was a useful addition to the mod. Indeed added sniper cycling on mod, but there were also guys watching the crash site fishing: maybe Dean is working on it throwing knives and axes: "Would be very interesing!" new spawn points near Svetlo, Berezino, Kamyshovo - also better loot spawn near these spawn points (med kits, etc). Already on experimental. "Swords would be bitches!" Bows are still worked on steam controller: not being worked on, but close relationship with steam target style: not realistic, but authentic. good feeling of being in another world boonie hats should be in next update Senchi (map designer) has a work roadmap for a year. For locations in the north. snow: needs to be figured out the right way timeout system for login/logout is work in progress NVGs: might need spawn limitation for whole hive. No clear idea for this snap someone neck: Don't tell Dean about this. Players create better experiences than devs. Give players the right tools. Narrative elements (should) come from the players. Q&A with rocket (12.02.2014) Binoculars models is ready, but not yet configured6 Month is a very conservative estimation for vehicles, rocket expects them much soonerFacepalm gesture is coming ;)Animals/hunting will be in very soonCooking has already started workMachete killsBow & arrow models are ready, need some programmingFishing is a biteasier (dont now compared to what...)Spear is coming as wellHorses look to be very hard, but they will defently be doneSaddles with inventory spaces ==Easy"I'd love a snow area"Experimental build makes use of steam cloud (saves profile)They'd like to do a CZ550, it's on the list but it's not sure when it will be inWhen throwing (Physics) is implemented, guns and pistols will be very rare, because it will exist an option for ranged weapons beyond rifles/pistolsRocket worked on Tazers, as part of the unconscious systemThe medical system is also expanding a great deal tooThat all togetherallows them to reduce military style weapons a lotHand signals: They cannot go much beyond the current gesture system (like manually made ones). But if they run out of F-Keys, "we will simply make it you can configure the gestures however you want"Bows should work almost like they work on Skyrim, then they will look on for poisoned darts etc. which nwill be easy when the basic bow system worksMore pistols will be added (while reducing rifles) Dean loves the Brown HP, so chances are good, that it will be in gameA "Stream straight to twitch" mode will be considered but focussed will be a "cinematic mode" so that youtubers have an easier way to make contentServer based persistent containers is coming in next update and will appear on experimental any day now (Said 4 days ago)"Medical system is getting a major facelift and cooking is starting shortly"Major performance updates (which is already an experimental)
  18. ChimpyGlassman (DayZ)

    The Chainsaw

    Do you suppose it will need gas to run? Speaking of which, vehicles will be a very welcome addition.
  19. Haven't found a record of it. Hopefully it will be up soon here: http://www.twitch.tv/hicks_206/profile/pastBroadcasts or maybe even here http://www.twitch.tv/dayz/profile Edit: I pasted this from reddit so don't get me for false informations, but these were (according to the posters there) the essential things mentioned in the stream: ambient sounds are being worked onevery building should spawn stuffthere is no "right" way to play Dayzsuppressors, depends on work organization about some key devsenvironmental effects should be done right, so patience hereloot from zombies: is alreay a dev taskWET, SOAKED state on experimental have no meaning yet (regarding sickness)hardcore ideas: no reticule, more damage to bullets, more damage done by zombies....many things might be happenhacking: permanent being worked on, also with battleyeviewing around corners in 3rd person mode: permanent discussion topicclan/community support: private hives(shards), form community around features/feature setsphysics system: almost made into exp branch, was being worked on today, for throwing items1st person lift over walls: teams has to see if this unbalances thingsalmost 40 people (to whatever question that was the answer. Maybe teamsize?)damage slots on containers: is not Hicks_206's departmentbalancing: will happen all the timecampfire: not in yetmodding: we available (e.g. Taviana), not earlier than beta/releasewish of hicks: persistent storagenaturally suppressed pistol will be in game, is being worked on"suppressors will suppress soon." config needs to be donelittle story: throwing poop was in very very early game (because of the 3d poop model i guess)dev process: features with some content -> bug fixes -> more content per feature -> bug fixesmaybe regular(weekly) streams on http://www.twitch.tv/dayz with changing team members10/22 needs some bug fixes, almost doneIEDs: some ideas are being worked on(?)lights and walls: bugs in arma engine, nights will have more lights to the player availableDean is working on vehicles, maintance might be neededdynamic events like helicopter crashes needed to be done right. It was a useful addition to the mod. Indeed added sniper cycling on mod, but there were also guys watching the crash sitefishing: maybe Dean is working on itthrowing knives and axes: "Would be very interesing!"new spawn points near Svetlo, Berezino, Kamyshovo - also better loot spawn near these spawn points (med kits, etc). Already on experimental."Swords would be bitches!"bows will be theresteam controller: not being worked on, but close relationship with steamtarget style: not realistic, but authentic. good feeling of being in another worldboonie hats should be in next updateSenchi (map designer) has a work roadmap for a year. For locations in the north.snow: needs to be figured out the right waytimeout system for login/logout is work in progressNVGs: might need spawn limitation for whole hive. No clear idea for thissnap someone neck: Don't tell Dean about this.Players create better experiences than devs. Give players the right tools. Narrative elements (should) come from the players. I just marked the most discussed and (for me) really important information...
  20. mudracing

    When Bike deploy on Standalone?

    I was seeking a discussion in this forum regarding the deployment of vehicles or bikes, but I did not find it I write a new discussion. Standalone Dayz has a good gameplay, but not having inside vehicles, many players prefer to remain in Arma Mod. I have heared many players who say they leave from Arma Mod only when it will be available even just a few bike to move more quickly. My question is: when will we see us even just some bikes in Dayz Standalone? Thanks
  21. crazykage

    Effective deterrent to KOS?

    Op, I think I see what you are going for, but more importantly, WHY. See, you, me, and all the others out there that KOS for ANY reason, do so because its part of the game, and because it is fun. But what many KOSers don't see, is that there IS a problem with KOSing, but it has nothing to do with the KOSers. The problem is....ALPHA. Right now, there isn't much in the way of content in the game. Our options for interaction and cooperation are quite limited. So our options are to cooperate (heal, feed, trade, team up, etc.), and to fuck with (handcuff, rob, poison, etc.) one another, and even THOSE have a limited amount of choices. How many different ways can you spray bleach in someone's mouth? How long will it take to find blood test kits, test one another's blood, and just HAPPEN to have compatible blood for transfusions? How many different ways are there to share food with a bambi. Sure, we could team up, but for what? So we can gear up with the safety of numbers. THEN what? Run around in the woods and do nothing? I can achieve the same state ALONE. I don't need to team up to get to that point. Not only are they limited, but the options themselves aren't fully fleshed out yet. And it doesn't take long to exhaust them all. And of course, the third option is to kill. Whatever the reason: boredom, preemptively (possible threat), reactively (defense), etc. And many of us players do so, because there isn't much else to do, and frankly, its the most entertaining part of the game atm. Without it, the other options would quickly become not only boring, but POINTLESS. The constant threat posed by other players is the only REAL threat in game atm, and is what makes the game more interesting for all. But the problem is that with these limitations, MANY players are resorting to killing one another, and the game HAS devolved into a bit of a PVP mosh pit at this point. So much so, that its safe to assume that every armed player WILL kill you if you don't kill them first. Hell, even unarmed bambis are a threat. I was once in elektro, fully armed, not looking for a fight, but got attacked by three bambis with nothing but their fists! It IS getting a little ridiculous at this point. But the solution isn't to implement any kind of mechanic that discourages KOS. We already have the threat of damaging otherwise valuable gear if we aren't careful in how we do it. The solution is simply TIME. As more features are implemented, there will be more to do, more options, and more REASONS why we should cooperate, beyond the simple safety of numbers. I look forward to the day when I will not just want, but REQUIRE assistance from another player for more than just getting a saline or blood transfusion (again, something I don't NEED another player for: I can just eat and drink my way to health). Repairing vehicles, gathering materials to build a base, defending it from other players, etc. But one thing to remember: The threat of another player killing you, for any reason or none at all, will ALWAYS exist.
  22. TEST_SUBJECT_83

    Did you really put in heart attacks?

    I agree, but I'm pretty sure the reason they are putting this in now is because it's easy, or at least a lot easier than vehicles or the other major updates we so desperately need. But seriously....give us some bikes, then let us have a heart attack. It's all testing to see how things go and work. Who knows they may scrap it all together. But we honestly don't know how it will work out in the end. As for a stamina system, that is already confirmed. Stamina will be a thing...how soon will we get it? That's a different story, but until more pieces get implemented the puzzle we have now wont always make sense until more pieces are added to make a more complete picture. Dean and the devs can see the whole picture...or at least most of it...we can't, so it may not make sense to us why and when some things get added.
  23. I don't like the idea either if in fact it means I can no longer take shots and survive or run the map to get from one side to the other... I mean (ok I get it you want to test it first) but if they had vehicles the map run wouldn't be an issue find a gas can and a car put gas in car repair if needed and drive but that's not an option and it takes what about 40 minutes of running to get from one side to the other... now I might die because of it and then end up on the shore with no way to run back to my corpse because i will die of a heart attack trying to get back to it...
  24. Timecharge

    Server population - do you gravitate to large or small?

    full, yet i still don't find that many players besides new spawns due to the lack of vehicles and only 40 man servers
  25. DeatHTaX

    Did you really put in heart attacks?

    I personally don't mind the implication of this further down the line. That's fine with me. I just don't get why they put this in the game NOW, when there are no vehicles, and no accessible way to traverse the map efficiently. and keep in mind, the quicker people get to and from places at this point in time, the more they experience, and the more feedback they are able to give. So why limit the traveling capabilities of your testers this early in the development stage?
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