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Showing results for 'Vehicles'.
Found 41868 results
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Persistent storage containers; do you like the idea or not?
Advent1 replied to -MadTommy's topic in General Discussion
It'd be silly to lose your tent access if you die. But remember, when vehicles are added in, all that inventory space will be precious. I'd imagine people will carry a canteen and 2 cans of food at most to be able to lug around all the vehicle parts. -
How hello's should be in SA, in my opinion: Random spawn locations, not always in the same place. Always broken when found, should take an amount of effort and work to get one fixed. More realistic controls, maybe Normal difficult from Take on Helicopters. Gotta remember its not a helicopter simulator either, but should be hard enough to fly if you don't know what you're doing. Refueling should take long (like the mod), but not going to mention much about that since who knows how refueling will be in SA. Repairing them would depend a lot on how vehicle parts will be implemented in the game, but specific parts like the Rotor and maybe more should be added. Also carrying big parts like engine, rotos etc. should require you to carry in a vehicle, or maybe not so realistic, but better than the mod. To carry only in your hands and can't sprint with them. Having a bunch of engines in your pockets seem a bit unfair. This would be the "Require teamwork" aspect of having choppers, but if you want to do it alone, you still can, in a harder scale. Fuel should be at airfields like some people mention, but also possible to transport fuel somehow. No point in having a chopper broken down somewhere and no way of getting fuel to it. Amount per server, maybe 2-3, it would be very hard to see all 3 flying around at the same time. Only civilian type helicopters. Like the Little Bird or other small ones you can find in Take on Helicopters. However not too big like Mi17 and none should have any weapons on it. As a hardcore (server) helicopter pilot from DayZ mod I can say that choppers can be a disadvantage for some players, but the work there is behind acquiring one and maintaining it, should balance the advantage of having it. Many people don't even bother with them because they are a lot of work to keep. And by this is finding it, getting it repaired and taking off (if you still haven't got ambushed). Then refueling it when you are low is a task, and keeping it for the next day is a whole other story, this is in the mod. Standalone will also support much more people on the servers. Being a Chopper "hoarder" (as some call me) I have even owned all 5 choppers of the server at one point. But using and hiding just one of them for over 2 days is already worth it. Most people will not go through all the work of obtaining a chopper to keep it only for 2 days. Unless you steal it, which normally ends up blowing up, because they don't know how to fly or don't care and just "YOLO" it. But for Standalone, if you don't like choppers, you shouldn't feel the need of getting one because of the effort. And having them downgrade from guns and skill to fly should not affect the advantage of you having one or not. And the people who do try to get them often, remember they will probably get ambushed at some point, they can only use it as a transport and it has no guns to shoot you. I'm sure there are many things that I am missing or ideas, but having choppers in the game discussion should be similar to having land vehicles in the game. And having acquired a helicopter should also pay for your hard work of getting it running, just like a car would in its own way. They should not affect how you play. Let me know what you think and/or what you would change. Thanks!
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Persistent storage containers; do you like the idea or not?
louist replied to -MadTommy's topic in General Discussion
I can see where you are coming from, but that system would be tantamount to punishing people who play in groups. Either the person who died has to do something else, or the entire group has to log off and and switch servers. For those of us who can only play together a few hours (if that) a week, that would suck. My other concern is that it would break up server communities, once we have the mechanics in place to encourage people to stick to a specific server (bases, vehicles). It would send a mixed message. I am also of the opinion that as people begin to settle down onto specific servers, we'll see a healthier mix of interaction, as people begin to developer relationships. -
The truth is the survival part of the game is very easy, all you need to do is stock up on food (6-8 items is enough) and water (2-3 soda cans or 1 canteen), go to a forest on the west or north edge of the map, go prone; and do absolutely nothing else. I guarantee you will survive most likely for several many hours at a time. With the lack of vehicles, and the location of the forest not being directly in-between two urban/civilian/military areas, no one will stumble across you. A tree house isn't needed to achieve survival in the wild, and would only serve as a small landmark that stands out at a distance (even through foliage) that will attract attention. The reason players; especially geared players head back to the coast/cities/airfields is boredom, and the thrill of combat. Heck, most of us could survive the game without using weapons for days or even weeks by heading out into a well chosen forest with a nearby food source/water supply to scavenge through every server restart or two; and this will only become easier once animals are added for food supply. I understand your reason for wanting to add a treehouse, but I don't believe it adds any other dimension to the game apart from being an easier to spot tent. Sorry pal.
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A general discussion on What order would you want things added in, or things you would like to see.
Target-UK replied to brokenhope33's topic in General Discussion
For me.. - Vehicles (even if its just bicycles) - Base Building (just somewhere to store gear will do) - Zombie threat increased with numbers and strength Also these... -
* Horse's to ride on. Must poo every 30 minutes, occasionally throw you off and get scared at gunfire and bolt off even with you on top. Only gets used to gunfire once it has experienced it on many occasions, be it from you being shot at whilst on horse back, or from the player firing weapons near the horse, chasing and taming the horse each time it runs away. The horse will get more "used" to gun fire with each training session. Eventually the horse will become battle hardened, will start wearing eye-patches, smoking cigars, give his opinion on economical matters and even gallop upside down while spouting one liners. (see below picture) * In extreme cases the horse will become so battlehardened (a mixture of painkillers, morphine and clever use of burlap sacks and gas canisters will speed up this state of mind, though your horse may choose to run for extended periods of time aimlessly for no apparent reason) and may try to ambush players and even vehicles with his free loving comrades. (see below picture) * If your character happens to be called Clint, and is wearing a poncho and sombrero, your horse is now invincible and has a gatling gun attached to either side of it. Horse now only smokes cigarillo's, and spits slightly more often, usually into a empty metal bucket conveniently placed. Keeps a .44 Magnum in case a bambi is "feeling lucky". * One of these horse draw vehicles (see image below) 1 horse can now transport 3 people! * Perhaps this game should now go in the direction of a horse simulator * Man made traps ie bear traps, or rope trap that catches a persons ankle and hangs them upside down from tree, building, lamppost etc * Underground sewer system * box of matches + gas canister + garden hose = man made flame thrower (you heard me) * Customization of cars, ie be able to reinforce it, add heavy V-shaped metal bumper guard for mowing down zeds and players mad max style, attached guns behind front lights, swords or metal drills that come out of alloys, shoots flames out of back, drops oil slicks and bananas, turbo jump, parachute system because james bond, batman hook shoot drive up buildings, barrel roll * Towels and plastic bags for clothes * Supply drops * NPC airlift from a random location for a very limited time for a player lucky enough to spot the craft land, and reach it before its take off. Craft will fly to a small medical facility with restricted airspace, to find rare medical related loot. * The ability to put your friend with broken legs into a wheelbarrow, and push him around that shopping mall while he rides shotgun quite literally, blasting zeds and foes alike while you push and steer. Teamwork! (see video below showing real zombies from 1970 before they was all killed irl. Start at time 1.28.48 if you please) * Wheelbarrows! * Through gnomish engineering, turn that wheelbarrow into a wheelchair hybrid you can push your self around in! * Wheelchairs * harley davidson with tripod attachment for 2 people in total * Ability to attack zombies with cream pies then spray them with water to add further insult to cream pie related injury's (see video below showing real zombies from 1970 before they was all killed irl. Start at time 2.11.20 if you please) * Swords * A mace on a chain, cus we like to get medieval sometimes. * Mexican sombreros and ponchos * Hawaiian shirts * One player drives the car, the other sits in the open boot/trunk, shoots and fire DIY explosives! (see video below showing real zombies from 1970 before they was all killed irl. Start at time 1.33.00 if you please. Watch for 2-3 minutes) * Cheap 1970's music * Beards * Duck tape + twigs and branches = pretty awful camouflage that makes a lot of sound when you move, might entangle your legs and feet occasionally and generally hinders your movement. But hey its camouflage without the camouflage! Warning the below documentary capture's real life as it was in late 1970's urban America. Many rebels died to bring us this information.
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I kept wanting to start a thread on this subject but I couldn't think of a valid argument for why Humanity should be added to DayZ:SA. I felt that starting a new thread in witch I would just say that I want a way to distinguish bandits from other players and try to eliminate the need to be a "shoot first, ask questions later" player myself just wouldn't be enough. But today I found a thread about this on a computer hardware forum and thought the argument and idea was good enough. This was a response to the original post on that thread: "This is what happens when kids overrun a game. Day Z didn't used to be like this; back when it was a newly released mod for ArmA 2, it emphasized teamwork, and since it was played by ArmA 2's more mature community people actually did work together. Most people didn't shoot first and ask questions later, but ever since most BF/CoD/Titanfall gamers jumped on board, things changed. What's worse is, the developers of Day Z seem to want it to be this way. Originally Day Z had a "humanity" system: essentially it gave a distinctive bandit skin to those who shot on sight. This way, you could tell who'd be hostile upon first glance, but they removed this system, lowered the amount of zombies on the map by hundreds (though they may have fixed this by now), and made loot/vehicles much more common (though I believe standalone fixes this). They need to add the humanity system back and expand on it, perhaps by enforcing some kind of penalty on those who shoot on sight (make them visible on the map and make zombies spawn around them)." Source: http://forums.evga.com/tm.aspx?m=2117293
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A general discussion on What order would you want things added in, or things you would like to see.
brokenhope33 posted a topic in General Discussion
A general discussion on What order would you want things added in, or things you would like to see. cars? animals? (Deer, bears, wolves, wild cats, fish etc) zombies not clipping though wall? not falling up the stiars or through the stairs? lights not going through buildings at night? more buildings? more citys? tempature? differant weather(snow hurricanes)? flying vehicles? boats? more guns? gun acessorys? night vision? differant ammo? chemical weapons?(tear gas, mustard grenade, smoke grenade) rotton bodys on the ground(more realistic)? buildables?build a base, cover, fencing, trenches, barricades differant outfits (gili suits)? destructable envorments? caves? traps(, trip wire, motion detector, holes with spikes with brush, etc) the ability to take a pee or poop(and not a infinity bladder) items reset without reseting the server? more zombies, faster zombies, differant kind of zombies? NPC -
While I agree something needs to be done about server hopping, I believe that there could be a better solution or at least improvements to the current system. One idea I have heard and agreed with is to remove the time when logging into the server you just left. You could not have joined any other server to do this, so moving your character if they are in danger would not be possible. Also it would prevent people server hopping still as they can't loot the same place they looted minutes before except after a restart of course. I personally think the current system should be removed but not permenatly. At the moment character wipes do happen fairly often so server hopping while annoying really does not affect the game overall. Once a feature is introduced which would give server hoppers too much advantage like persistent containers or vehicles then it should be reintroduced. While I have no problem with the current system I am sure there could be a better way to deal with it or at least improvements made.
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Hello, A few Admin's and I have recently started a DayZ Epoch Server running Epoch Chernarus 1.0.4.2, its brand new and running a fresh database. All kinds of players are welcome here: Bandits, Survivors, Heroes, and all Clans/Groups are welcome! If you stay with us and play for a while, you will quickly learn that this server is the right server for you... With non abusive Admin's (meaning we only use our Admin tools when necessary and only for our players) and a whole lot of custom addons to comfort your DayZ addiction. You start with a M9, 2xM9_MAG and a couple of bandages to keep your time on our server "hardcore" enough for you. Bring your friends, bring your clan and most importantly, bring yourself! We currently only have 32 slots as we do not know how our server will pan out but if the community is large enough "WE WILL INCREASE THE SERVER SIZE" and we will keep increasing our server size until we run out of slots, and when that does happen we will be adding new servers to our arsenal to comfort your gaming needs. If our server does get popular enough, we will create a private hive around our servers so you the player can keep your stuff while switching between servers. Server Info: DayZCommander search for UCD Or IP: 176.31.103.99 Port: 2302 Teamspeak IP: 176.31.103.99 How to join: Download and install the following mods from DayZ Commander: DayZ Mod DayZ Epoch 1.0.4.2 Timezone: GMT +1 Slots: 32 players 3rd person view: ON Tracers: OFF Crosshairs: OFF Death Messages: ON Nameplates: OFF Side chat is ON, but keep voice in side chat to a minimum Server is protected with AntiHack/Gotcha Antihack and there are multiple admins online either in the server or on teamspeak. Admins: There are several, mature Admin's protecting this server! However: Unlike most other servers, they cannot spawn in items, and they cannot teleport you! The Admin's are capable of teleport when needed and are able to refund certain players if they have lost their inventory or currency in a server related problem/hacker but the player will need to prove what happened and tell the Admin what time this occurred before the server restarts. If any Admin's have got some good gears, it's because they've earned, same goes for regular players. If a accusation occurs of any sort it will be investigated thoroughly and the player who does happen to accuse any other player will not be named. Features: - Custom Items added (weapons, vehicle, items and buildings) - Custom Mission & Supply Drops - Custom Debug Monitor - Self Bloodbag - Safe Zones ( around traders ) With god mode - AutoRefuel & Repair & Rearm - 6 hour restarts - Custom Antihack - Active Admin's - Sarge AI - Custom Map ( we are adding new buildings to the server annually to keep the map interesting ) - Take Clothes - Supply Crates - Donor Packs ( look at website for details ) - Custom Gear - Tame Animals - Halo Jumping - 400+ custom vehicles ( mainly up north ) - 24 hour day/night cycle We will be adding more buildings and removing others ( if you don't like the building ). As a server we want to include the community more so on our forum we will have a place for players to give their views and vote for addons to be added or removed. Server Rules English only in side chat! We do not allow cheaters! This includes bug abuse, hacking or just other general cheating! Combat-logging is not allowed, don't do it, because we don't! If you have any tips or request, feel free to post them, here or on our forums. http://underconstructiondayz.co.uk/ ( our site will become available on 19/02/2014 at 8:00pm GMT+1 ) You can also contact me at: [email protected] ( our emails will become available on 19/02/2014 at 8:00pm GMT+1 ) Stay tuned for more information! Enjoy the server and remember to add this server to your favourites!
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I dont understand why there is no AUTO RUN KEY!!!
deepfried replied to Bohannan (DayZ)'s topic in Suggestions
In all my time playing DayZ mod the only scenario where I really felt the need for "autorun" was with long boat trips on maps like Taviana and to be frank I just stuck a coin in my keyboard. But for Chernarus it would seem rather like missing the point, if you autorun then you're not playing the game, you need to keep your eyes peeled for hidden vehicles and tents and you need to be aware of your surroundings and the tactical aspects of the terrain... you do not run in a straight line to your destination, you move from cover to cover, fitting in surveillance positions, you don't do that, you're dead . But, and there is a big BUTT, most of this gameplay simply isn't in the game yet as the features haven't been implemented, no vehicles, no bases/tents, no animals to hunt, and no one else around precisely because these things aren't in yet... so yeah, NOW an autorun key would be neat, but that has nothing to do with the direction of the development of the game, and everything to to with mitigating some of the shortcomings of the early alpha bare bones build. -
Why the dayz formula will ultimately fail
deepfried replied to randalmcdaniels's topic in General Discussion
The huge map is *the* point, its what lends the game authenticity as a survival simulator, its a sizable chunk of life like terrain which is the entire basis for an authentic experience (note I fully realise the mechanics aren't in yet to make that a reality), take that away and you're looking at a large and somewhat janky Cod map. Its going to be hard to appreciate this point until the game is more finished, with bases, vehicles, hunting/camping, properly spawning loot in all the loot locations, large number of zombies etc etc... -
Im very sure he said NPCs wont happen in vanilla. And about PvE... More zombies Harsh weather Diseases Aggresive animals Scarcity of items Endgame stuff... Base building Vehicles
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Only to people who are not geared up and camping. Of course to get geared up you just go to an empty server where you don't have to worry about someone using 3PP to camp an area. Then once you have your gear you go to a good location where you can see everything in 3PP but can't be easily seen in turn, camp, and shoot. Zombies are less dangerous in 3PP(although they are not all that dangerous in general right now) since you can see them around corners and they can't see you. Watching your footing is easier(try running the boards in the swamp in 1PP without looking down). Spotting loot is easier since you can simply run past some loot spawns and see it without glancing around. Now... wait until vehicles are in. 1PP in a vehicle makes it a LOT harder to maneuver.
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In the current state of the game the gameplay might get boring and repetitive, and I'm sure that it won't be the case when the game is fully released, but back to my point... To keep the gameplay fresh and interesting there should be random events in the game. Here are a couple ideas I have: 1) Every building in the map would have a chance to turn into a "safehouse" on server restarts, they would have more loot in them, boarded windows, locked doors (you would need a crowbar to break in), lots of supplies, dead people and maybe even weapons. 2) Chopper crashes (I think the mod had this feature,) which would have fire arms and other military loot. 3) Fallen survivor camps which would spawn in forest areas, there would be tents, vehicles maybe and supplies.
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Is there anything being planned that incentivizes not shooting on sight?
DaveyTheElder replied to alleycat's topic in General Discussion
Locking players to single servers will happen as soon as any server specific structures of permanence are added. If there are bases, or vehicles, people are much more likely to stay on one server. Vehicles can't work exactly as they did in the Mod however because in a world where you don't spend all your time, you have to be able to lock things up. -
This relates to items like canteens, open food and the like - or really, anything that can touch your mouth or a wound. Dirty items will have a chance of inflicting sickness on the player when consumed, or applied, or fired at another player. Different things would obviously have different degrees of impact; dirty water would have a good chance of sickening you, while dirty food would be proportionately more likely than water, as it stays in your system longer. This could also apply to the character's hands after picking up or holding a dirty item, and require some form of sanitisation to make eating completely safe again. Dirty bandages would almost always result in infection, morphine injectors/epi pens as well. Dirty clothes could result in sickness or infection, or both, if they are separated at some point. Dirty trash items could be used by bandits to infect the wounds of captive players. This could also be expanded to stuff like weapons and car parts. Oily substances might be applied to guns, making them have lower accuracy when fired in bursts, or greater recoil, due to difficulty gripping the weapon and holding it still. Melee weapons might have a chance to fly out of your hands when you swing due to a similar application (or they could simply be found like this). A dirty engine might degrade over time; a dirty fuel tank in your car might taint your fuel and cause the car to stop working. Obviously I don't know the specifics involved with how vehicles work IRL, but you get the picture. The severity of the sickness/infection would depend on the item and its application. Dirty blood would probably sicken your character to the point of killing them. Eating with dirty hands would have a small chance to make you sick. Different items are cleaned in different ways. Car parts require a specific tool to clean. Hand sanitiser or soap could be found in residential buildings. Bandages could be boiled over a fire. Bad medical supplies would have to be thrown away. Weapons could be wiped down with a rag and some kind of solvent. Needles could be heated over a fire. And, of course, this state doesn't actually show up on the item unless it happens as a direct result of something you do. For example, you might put an opened can of food on the ground. You know that's dirty. You could probably safely assume that a person could identify damage on a blood bag, and thus judge it unfit for use. However, if another player were to tamper with something and give it to you, nothing pops up. You might pick up an axe and not use it immediately, thus not triggering the label because you have gloves on; you pull it out later to use, and it slips out of your hands. You wouldn't actually know until you've swung with it or raised it whether it's dirty or not, and so the status label doesn't show up on the item until that trigger is activated. And so on, and so forth. You get where I'm going with it. One more little detail that would make the game that little bit more complicated and interesting.
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Dear Developers! It would be nice, if you try to make medical supply more complex. I have some suggestions to do so: 1. It should be possible to drag unconcious and dead bodys behind shelter/into houses. 2. It should be possible to reanimate dead bodys with the defibrilator under several conditions (there should be medication for unconcious and dead body seperately) 3. It should take more time to bandage a shot person. There are several ways to do this: First of all you could increase the time for bandaging people. Bullets should have to be removed before bandaging, if they didn't go trough. (You should add tools for doing this) And PLEASE think about adding medical MINIGAMES! For example: If your mate got shot in the shoulder, you can see a shoulder wound. Now, if you want to help, a minigame starts. The minigame should afford dexterousness So first of all, you should have to take out the bullet (if it didn't go through). Then you should have to sew your patient and disinfect his wounds. After all you should have to apply a bandage. This minigame should last several minutes, depending on how fast a player can accomplish it. Therefore there should be effects to the wounded player after the minigame. (For example, you may have forgot/do not own any desinfection ,the patient should get an infection. Or if you didn't sew the wound, he loses more blood... And there should be an effect for leaving a bullet in the body. So the better you care about your patient, the better does he feel after it. 4. There should be much more different medication and different diseases with specific symptoms. Anyway the medical system should be improved and much more challenging. Skill and expierience should be factor to helping people. so there should be a BIG difference between an experienced player or a noob helping you. 5. I have some other suggestions too: Please add a chemistry system for constructing bombs, medical stuff, gas grenades and so on... 6. You could make this game THAT comlex, so that REAL LIFE KNOWLEDGE could help you out trough the game. For example: A real life doctor could have an advantage in supporting people. A real life engineer could have an advantage by constructing vehicles/mashines. A chemist could mix substances to produce whatever needed. This would make your virtual life more valueable and work against KOS too! And you should implement MINIGAMES for doing this, what would be a nice idea to make actions need some time to be accomplished. Thanks for reading, Cypresss
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Community list of suggestions for stats/abilities/spawns for existing items
Wolfguarde replied to basinox's topic in Suggestions
Long ass list of suggestions inbound: Fire and burns should be a thing, in my opinion. If you step in a campfire or a molotov explodes next to you, you should be running/flailing/rolling around and trying to put it out. That being said, it might be taking things a bit too far to allow molotovs and fire torture; maybe simply leave this as an environmental effect, which requires medical treatment once burns occur. Snow should be collectible in a canteen, then left for an extended period or used in conjunction with a campfire to create water. Seperate stage for boiling to purify. Tranquilisers. Period of unconsciousness is determined by how healthy the character is. Excessive tranquiliser dosage may lead to sickness or death, perhaps? Tranquiliser darts could also be smeared with rotten food to cause sickness, or berries to cause poisoning. In theory, you could also treat bullets this way, but balancing that might prove to be a bit of an issue. Acids could also make an appearance as a means of ruining items. If you come across a bandit/player you don't like and knock them unconscious, you could treat their weapons with acid to render them unusable if you can't carry them. Bedrolls and blankets should be added, possibly also swags once we have vehicles. All sleeping utilities should be subject to weather damage when laid out, and the player should be subject to environmental factors when using them. For example, sleeping in pouring rain is very likely to make your character sick and drop their temperature to potentially lethal levels. Swags would provide some protection against the weather. Not directly related to item suggestions, but the player should be able to throw items in their shirt/pants pockets away on the run, simply pulling them out and chucking them to one side/over a shoulder. Not sure if this has been added or not, but in the event the damage system gets a revamp, heavily bleeding wounds should require stitching with a sewing kit. This would not need to track the number of times a person has been shot or struck, but simply track the severity of their bleed debuff and provide the option to stitch the wound once a certain threshold is passed. Chalk. Let us draw arrows and the like on roads, and add murals into the game - if not the same sort of tag-upload system as the L4D series has. I really want to see this in the game. Limit it in the same sort of way Dark Souls does their orange soapstone messages if you stick to words and symbols. Rain washes away chalk, naturally. Add snow shoes and make travel on snow somewhat slower, particularly during snowstorms. If animals are added as more than a meat farm, give us snakes we can milk for venom. Tranquiliser darts could be filled with it, or the player could treat their bladed melee weapons with it to significantly amp up the threat they pose to zombies and each other. Whips could be added as a crude means of creating loud noises and attracting zombies. Add rope-and-hook implements that can be thrown over low-hanging walls or structures and used to climb if they possess a lip. Shallow lips have a chance on every movement tick to come loose, with obvious repercussions. If zombie bodies end up being persistent, make them draggable. A group could pile zombie bodies to create a makeshift barricade for PvP or to limit zombie movement during city raids/scavenging runs. Decorative items could be added once bases are implemented to add a bit of character to your structure. Factories could be revamped to have functions, allowing players to repair/interact with equipment therein to perform functions that are otherwise impossible. The main thing I'm thinking with this one is a metalwork factory; while guns and bullets are not and should not ever be craftable (nobody's going to have molds in an apocalypse), you could create makeshift reinforcements for melee weapons (metal caps on the end of a stick/staff, for example), repair simple metal-based items and such. Naturally, you'd want a group for this sort of activity, given factories make quite a bit of noise. When vehicles are implemented, allow car doors to be removed (driving past an object/corner with a door open, or using a melee weapon/tool of some sort) and used as makeshift barricades or shields; you can knock zombies or players down while running at them with one, and (correct me if I'm wrong here) block weak weapons such as pistols with them. Obviously they would also prove useful for fending off a few strikes with a melee weapon, giving a chance for said weapon to get stuck and require effort to remove - and therefore, to be torn from the grip of your attacker if you then choose to move quickly enough. Also, I want to see swords in the game. I have an irrational and overpowering attraction to long-bladed weapons in any game I play, regardless of genre. They need to be implemented. Now. >.> -
This is a advert to my DayZ server. This is a new server and more features will be added over time. Features (Soon More Will Come) : │Always Daytime│Self Bloodbag│150+ Vehicles│New Server│Regular Difficulty│Custom Anti-Hack│PVP│Choose Spawn Location│ I hope you enjoy the server! :D IP : 198.154.118.41:7802
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Is there anything being planned that incentivizes not shooting on sight?
Bubbajones replied to alleycat's topic in General Discussion
everyone would cope with the situation differently. making everyone suffer from the same symptoms regardless of individuality is the wrong approach. you want to reduce the deathmatch? a lot more zombies.have zombies be really poor at hearing quiet characters at more than 10-20m, but have them go ape shit for gunfire up to 500mone serious bite = infection and deathmuch more crafting, bas ebuilding, vehicles and repair mechanics.add tradeskills that reset on death.then you will see people thinking twice about kos. the death match game only exists because people have nothing to do once geared up. -
Persistent storage containers; do you like the idea or not?
pilgrim* replied to -MadTommy's topic in General Discussion
Persistant storage can't be hive based, it would make no sense - every time a player logged in to a server his tent(s) and stashes would appear too, and vanish when he logged out? Doesn't make sense. And that would be the same for vehicles? A point about persistant storage is - other players can find that stuff when you're not around. Or are you saying that every time you plant a tent, that tent would be persistant, in the same place, on every server in the game? With a million players? Has to be server based obviously. -
Which vehicles would you want to see in DayZ?
Kintaro (DayZ) replied to Nex (DayZ)'s topic in Suggestions
I would be happy if they just added bikes to begin with, which you have to repair. It would be realistic and would help to travel around the map while waiting they add motorized vehicles -
Persistent storage containers; do you like the idea or not?
fitzee replied to -MadTommy's topic in General Discussion
Hi. I disagree about lockable storage, even with cheatards, any form of player base/storage should to be lootable and destructible. I spent a lot of time hunting tents, vehicles and helos in the mod. It's a valid playstyle when, like me, you get bored of deathmatches. Regards. -
New Update Rolling out on experimental 0.36.115535
TEST_SUBJECT_83 replied to Rancor's topic in General Discussion
It's definitely vehicles!