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Found 41868 results

  1. Hello, i host a DayZ Epoch Server with 45 slots.He runs on a virtual server with 8 cores, ssd harddrive and 16 gb ram.There are different scripts installed on the server, when i deactivate them the performance don't change at all.The main problem is the huge database:After resetting the database all works fluently, the traders work fast.The database is 7 mb big (9000 building parts und 500 vehicles).I searched on different forum but didn't find a working solution for this problem. I need a solution for a better interaction between database and the arma engine.I'm looking forward getting a good answer here.Thank you. Guten Tag, ich habe einen DayZ Epoch Server mit 45 slots.Dieser läuft auf einem Virtuellen Server mit 8 Kernen, SSD Festplatte und 16 GB RAM.Es befinden sich einige Scripts auf dem Server, deren Ausschalten nichts an der schlechten Performance ändert.Das Hauptproblem ist die große Datenbank:Nach einem Zurücksetzen dieser Datenbank lief alles flüssig, sowohl bei der Ladezeit der Trader als auch FPS-mäßig.Die Datenbank ist circa 7 MB groß (ca. 9000 Building Parts und ca. 500 vehicles).Ich habe bereits zahlreiche Foren durchsucht aber keine vernünftige Lösung für die bessere Interaktion zwischen Datenbank und Arma Engine gefunden.Ich hoffe mir kann hier weitergeholfen worden.Vielen Dank im Voraus.
  2. [3MB] Epoch PVP [TANKS HELIS JETS] Select-a-spawn,SelfBB,WAI MISSIONS,Starter Gun/Map,Military LOOT,Lots of Vehicles,Refeul/Rearm,Indestructible Bases (1.0.4.2/103718) 3mbclan.com Active adult admins new server ready to go!!!!! Team speak millerjr.ausucomm.com
  3. dacron

    MIA Clan

    MIA CLAN Introduces our newest server!! Epoch NAPF Server 74.122.195.223:2302 AI Patrols Highly Militarized Side Missions Bandit controlled map locations Vehicles from side missions stay EVAC chopper deploy bike with toolbox Adult Admins Warning Noobs will Struggle
  4. MIA CLAN Introduces our newest server!! Epoch NAPF Server 74.122.195.223:2302 AI Patrols Highly Militarized Side Missions Bandit controlled map locations Vehicles from side missions stay EVAC chopper deploy bike with toolbox Adult Admins Warning Noobs will Struggle
  5. mjrhzrd

    Glory of War Napf Epoch Server

    If you want a fun, Dayz Epoch environment that you get what you loot and not looking for free candy at the door, this is the server for you. There is a 20 mission pack running as well as animated crashes with good loot. AI helis to make a small challenge. An AI stronghold with good loot. It will take you quite a while to get bored here. Yes the Admins are active and will protect the player base vs hackers. For example: two clowns joined yesterday and kept getting BEC kicked for scripts, Examination show them having LRR115s 6 mags of ammo, pipebombs, large gunbags, 12500 humanity, all within 15 minutes of joining the server. They then started teleporting around the map killing the legit players. Admins took the appropriate action. We will consider creating/importing custom bases to build off of for groups/clans of 3 or more players. We now have Indestructible Cinder and locked vehicles within 90m of a plot pole are indestructible. We have custom castles and some custom frames for bases to build off of already imported. BTW, did I mention that plot pole maintenance is FREE? Yes, I said "FREE." Game server: 162.223.29.138 "Glory of War " Teamspeak: ts3.gloryofwar.com Forums: www.gloryofwar.com Trader prices and rules: dayz.gloryofwar.com
  6. nurdseprem

    Gear Shifting Concept for the SA.

    Hello there, i just created a little concept for vehicles on reddit, but somehow there are people downvoting my thread just one minute after i have created it. Its really annoying to get a few views on that because it just gets so damn negative voted that i can't get acess to some critism. http://www.reddit.com/r/dayz/comments/26gyzf/dayz_sa_gear_shifting_concept/ Thank you guys, im not bagging or something ... but its really frustrating :/
  7. mathewjknott

    1825 Dayz Later

    -: 1825 Dayz Later :- Server IP 178.33.135.113:2502 Team speak ts.1825dayzlater.co.uk Website www.1825dayzlater.co.uk MapEpoch Napf Server Features 100% Custom traders.Keep plot pole and modular items on death.IED’s.Indestructible cinder block bases & locked vehicles.DZMS.Supply Drops.Zombie free bases.Drink from sources.Church healing.Remove clothes from dead bodies.Safe zones.Self blood bag.Snap building.Suicide.Walk amongst the dead.Anti glitch.Auto return to lobby on death.Bury corpses.Sleep healing.Added animations.+ much more.
  8. ColonelBurton

    DayZ Standalone Forum Best Ideas

    neoslayer *A train or metro that goes from east to west and players have the ability to sit and drop in every station (with zeds spawns) => Absolutely no. A handcar for two to four people maybe *Easter eggs (each one telling a part of how the infection began) => and some linked with the occasional, absolutely rare quest *Add minefields => this will likely ruin the game *All servers go Day/Night in fast cycles => although the night time thing was a good idea, all people do is jack up their gamma or leave the server *Agreesive wildlife In a very small amount, bears / wolfs. => NO!! PLEASE LEAVE THE WOLVES ALONE! They are more scared of you than you are of them. *Have infected wildlife and no meat value when killed. => No, I think this should remain a human problem since this is likely a virus created by sinister elites to depopulate mankind. If crows and dogs get infected, then it's over, no chance of survival. Some buildings and cars should be alarmed => Disagree unfortunately. Stand-by-units in houses will be down by now and have you ever looked at the state of the cars in DayZ?? But I do think you should be able to craft a makeshift alarm system using a rope and empty can, a bell or something. Town Sirens (bring hordes to the city) => With a crank siren? I LOVE IT!! *Some houses should have garages which you can find a vehicle in. => Yes. How about 99% of them are the electronics-riddled junk we buy today, and only 1% are actually cars that will survive a few years of standing around. *Add dash skill => Eh? Well, I do think the more you carry the slower you ought to be. *Suicide option => Disagree totally. People should play the game out and make friends when they're in trouble. *Make Players Unique (Big choosing options such as in Saint Row the 3rd) => A few more features like beards, haircuts, hair colour etc. would be nice. *Wearing Certain items for example a jacket will keep you warm, if you have a hat or helmet on and its hot it keeps you cool. => I always wondered why wearing a cowboy hat and rain jacket doesn't protect you from rain but I guess that will come in time *Advanced 'Carry Body' Mechanic Improve: being able to carry a body that's wounded, being beneficial means of carrying an immobilized partner from a broken bone or simply from unconciousness/shock. If your partner gets shot or attacked from a zombie while carrying, the body will automatically fall to the ground and could possibly die or go into further injury => I definetely think that hiding bodies should work something like this: Drop backpack – pickup body – move somewhere while slowed down massively – drop body *Hiding a body should require an entrenching tool => Burying, yes. Hiding? No. *Craft molotov bombs with empty whiskey bottles + Jerry Cans => Styrofoam or oil + petrol + rag + match + glass bottle = molotov. The problem with flame weapons is the flammability of buildings and objects. *Defribrillator (looted from hospitals, medical tents and heli-crash sites (Only 1 use inside of a 20-30 sec window since player got killed) => As was recently established in a discussion I was part of, defibs don't revive when the heart has stopped, but epinephrine and CPR does. After heartbeat is reestablished, the clinically dead revived person needs hospital care or he will die in 99% of the cases. Yes, this is only a game. But at this point, you're chances at surviving are pretty good if you're careful. *Side chat only to talk to admins => The game needs some admin functions. I'd like to see some players banned permanently from all servers, but I don't even know who killed me, that is just dumb. *Hunting Knife combined with rifles to make bayonets => duct tape needs SOME function ^^ *Stun gun disabling (knock out) players for 30 sec (one hit only) => They're called pistol-whips and buttstrokes XoD *Tazer (1 use, knock out player for 15 sec) => Love it, though I don't know how long a tazers battery lasts *Peper spray (blur players view for 15 sec) => And choke them, making fast movement impossible *Golf clubs => Anybody who wields a golf club is a madman and will be killed on sight *Swords / katanas => The cheap imitation swords you buy at the comic shop are not really made for striking. What could work though is an antique Kosak sabre *Batons (minimal damage, maximum knockout) => Awesome, a bone breaker. But will it kill zombies? Positronica You'd have roving gangs of bandits who's only "goal" in the game would be to take hostages and then taunt/torture them until they rage quit, either to go to another server, or to another game. The game doesn't need any features that allow one player to essentially remove another player's ability to do anything besides watch the game for potentially hours on end. => I'd prefer to be kidnapped and tortured for once than to constantly be shot at and punched for my gear by some douches that are to antisocial to speak. It would mean that every time you got attacked, you'd have the risk of essentially being stuck with an indefinite respawn timer before you could play again, and during the whole wait you'd have to deal with some 14yo insulting you. No thanks. => What's up with the 14yo playing games like this. Aren't there laws against that or something? Defkaunta JUST ONE (because otherwise it wouldn't be so scary) big massive mutated zombie randomly found in the countryside of Chernarus. He is muscle packed and about 6 meters high. => I had a similar idea thanks to watching RE movies recently, and I do sort of like it although the mutation ought not to be too far-fetched. A 7 foot pack of muscles should be fine, though I don't think he ought to carry guns and stuff, that would just suck. callsignBravo Batteries for flashlights! => Wow, someone really liked your idea! profesercreeper I have a idea, they should add police stations and inside the police stations are gun lockers that can only be entered if you pry the gun locker door open with a crowbar. => I really like this idea. Because in a real SHTF scenario, it makes sense to carry bolt-cutters and crowbars for exactly such a reason (though an axe would also help in such a situation) Five_High How about the idea of an ingame camcorder or camera to take pictures or videos of the stuff you're doing. You would have to equip it as a physical camera in your hands with its own interface/controls. => I hate to say it, but there is like a 5% chance people will care about your video when they loot you. Better to film using something like fraps and upload it to youtube. ZonxOwl it would be cool if they added Surviving count for how many days you have lived. => I want this. But please, no kill counter. PancakeFrisbee SKI MASKS!!! / ability to wear bandanna as a face mask? => YES!!! More facial attire in any case Now for my own ten cents Zombie behaviour First off, I'd like to say that I feel zombies should sound different depending on sex. I'd like the femals to actually sound like female zombies. (having said that, I can tell in first person that the heavy breathing after running is a male, even when I play a female.) Some zombies should crawl or just lie down quietly in wait. To add suspense, a few zombies could spawn in a lifeless state on the ground. This would also add a measure of confusion when looting. When passing by the ones that are lying in wait, they grab your ankle, stopping you in your tracks and then going for the bite, giving you roughly a second to react =o) More zombies with jobs Rare "zombies with jobs" spawns. Cops, gas men, construction workers and more. "Zombies with jobs" add a flare of tragedy to the scenario. More "character" items I'd like to see more "useless" items in the game like the tracksuit pants and the yellow raincoat. Like a priest robe (with 1x4 pockets), lingerie (only for females PLEASE!). Before you moan about this, please consider that many people do not intend for this game to be a mere deathmatch. I'm more okay with the underwear loonies than the speech impeded power-gamers. Hidden pockets Using a sowing kit and some rags, you can add a "hidden pocket" to certain garbs. This pocket can only be looted if you actually put on the piece of clothing. Sowing gold coin into your uniform was a common thing during WWI and WWII Turning into zombie I heard there is a minute chance of being infected. If the infection is not treated, your character could "turn" after a certain amount of time. After a half a minute or so of unconciousness, you respawn, losing your backpack and gun and melee, then play the remainder of your life as a zombie. Zombie players should have mad stealth skills and thermal vision. This would actually make it fun to go around Berezino picking on fresh-spawn and sneaking up on geared up survivalists. Obviously, the player zombie should be able to take a couple more hits than the regular one. Weapons I'd like to see the 50 cal added to the game on very rare occasions as soon as vehicles (cars, humvees, choppers) are implemented, though I don't really want vehicles in the game at all (except bicycles and horses). The Barrett M95 and the Browning M2 both fire this caliber. The Barrett should be classified as a heavy weapon, while the Browning should only have carry option and not fire options unless mounted. The ammunition should stack 5 shots max per inventory slot. Other heavy weapons I'd like to see are the occasional LMG36 (G36 modded as heavy weapon) with 150 round drum and the PKM. Heavy weapons should impede movement slightly more than other weapons. Their purpose (LMG36 & PKM) should be covering fire, and they should only be accurate in a prone state. Also, I'd like to see the Dragunov rifle in the game (7.62 x 54) but also the VSS Vintorez (7.62 x 39) simply because they are pretty gangsta The 7.62 NATO caliber would also be nice (G3 and MG3 are my two favorite weapons of all time) though these would have to be extremely rare spawns. Maybe there is a german consulate in some town? ;o) Backpack physics Not carrying a large backpack should have some perks. For example, prone mobility should be way more advanced. Enabling you to turn on your hip, lie on your back sitting up halfway, then back on your stomach turning 180°. You should get up from prone state much faster without a backpack. Turning and weaving should be harder when you wear a heavy one that is full to the brim with stuff. I have a 60 pound GOOD-bag that I can jog with quite well, get prone and up again, but when I run zig-zag the thing develops a life of its' own. This will make people that horde loot think twice about starting a random firefight in the forest. I do think that taking stuff out of your backpack should take a moment and have an animation BUT not dropping the backpack on the ground inventory style. I'd hate to have to do that to get a can of food out, and then desync and lose all my stuff. Defensive wildlife So I watched a video concerning the upcoming version 0.45 and this guy was knifing a cow. The cow did nothing but try to gallop away from him. The truth is, a cow would get the hell away from you. Then it would gang up with others in a defensive position. There is a certain chance that a headbutt attack from a cow would cause serious injuries. As concerns boars and deer, I would be VERY careful about trying to knife those. I would really hate to see bambis running across the field trying to knife wildlife. It is just WRONG Vehicles I'd like to see bicycles in the game along with a few horses. These two modes of transport would be the most common in a SHTF scenario. The occasional motorbike (up to two passengers) would also be cool. There should be a serious risk of injury when falling off a motorbike while not wearing a crash helmet and leather jacket (taking a hit, crashing, going to fast on wet roads). I'd also love to see the occasional supermarket trolly that packs tons of goodies that, when your hands are free, you can gently push down along The Road ;o) Sickness Let's face it. The harsher the consequences of sickness, the more empty servers will be when it rains. I think sickness should cure itself after some time, and in the meantime you should have occasional coughing and sneezing bouts, as well as impeded mobility (the more you run the quicker you pass out). If you don't treat yourself well during medium sickness levels (some rest, slow movement, fresh food, plenty of water), only THEN should there be a red zone where you need tetracycline to survive. Inventory I think the inventory system needs to be thought out new. At this point, a can of soda or food takes up as much space as a pack of coal tablets or matches. This is not only unrealistic but a pretty damn nuisance. I really feel like the item slots ought to be quartered and then redeveloped (can = 4x4, matches = 1x1, coal tablets = 1x2, swiss army knife = 1x2, combat knife = 2x5) I also don't want to get into how much more stuff will fit into a backpack. If I take my a/m GOOD-bag it's enough stuff to fill about 10 mountain packs) I personally think that the slots should be expanded, but the physics of the backpack change depending on how many slots are filled. I maintain there should be an animation for taking something out of the backpack. Instead of packing every tactically critical item (pistols, sawed-off izzie) into your backpack, this would cause you to have to think hard about how to store your inventory. There should be more options for carrying concealed weapons though (belt holsters, customized trench coats etc.) Crafting holsters out of leather should be possible, I've made two makeshift belt holsters myself in RL using only some leather, a knife, a hand press, two rivets, some super glue and a leather band. Oh, yeah, the game needs belts in my opinion. This is also where you would carry a knife, not stab it into your shoulder. Also, I'd like to see more tactical gear to expand inventory, especially the tactical leg rig (enabling ammo pouch, gear pouch, holster). Improved melee (PLEASE READ THIS THOROUGHLY !!!!!!!) Melee is one of the weak points of the game. I recently stood in a room holding a spade in my hand talking to a guy and he came up to me and knocked me out with one punch. He was fresh-spawn and I was "healthy". That is not on! 1.) Weaklings do not knock out experienced survivors in one punch 2.) The one punch knock out is a TV-myth and usually only works when the punch comes unexpectedly from the side or behind or if you're approaching your attacker (or if you're drunk). I have almost a decade of martial arts experience to back this claim up. 3.) When you're holding an object in front of you, this reduces the chance of getting hit. If you don't believe me, go up to some streetwise thug, give him a pocket knife and tell him you're going to knock him out in one punch. Be seein' ya! 4.) Maybe it's just me but I'm totally against bambi-power-gamers. Beyond that, I wonder why my characters have higher chances at killing zombies with bare fists than with a crowbar. If you've ever been in a bare knuckle fist fight, you know that when not wearing gloves, chances are you're going to break a digit or bust a capsule when you hit a guy (not to mention when you miss and hit the wall or his spade or whatever). So let's face it. Bambis that attack using bare fists should have a high chance of breaking their hand which should hinder or slow down using any objects plus weaken any further blows dramatically. This would not only be realistic but get all the fools back in line, forcing them to outwit people they want to loot and not simply go straight for them like a lunatic. Gun melee: let's have pistol-whips and buttstrokes. I don't want to have to disarm my character to knock someone out. More non-lethal options, please. Also a secondary attack for every melee weapon. Like a quick blow motion and a full swing. Holding a weapon and not attacking should raise chances at deflecting (or have a separate key for deflecting). Whatever the case, MORE DEFENSE AND MELEE REALISM PLEASE!!! Corrected reload mechanics You know what I mean, and you hate it too. You pick up a speed loader, a different type of mag or a snaploader and go loot a town. Every tenth door you want to open gets your character confused, and he reloads his gun. There should be a separate button that pops up the reload or use inventory menu, interacting with surroundings should be separate from interacting with your weapon / hands. Well that's all the ideas I can think of now. I'll post more when I come to it. Please let me know what you think, guys and gals. Stay alive! EDIT: One more thing: eating canned food and drinking soda should cause litter that you need to keep and dump somewhere if you want to remain without a trace. Cans could also be used for certain crafting.
  9. Redstar Payne

    CARS SUGGESTION (REALISTIC AND POSSIBLE)

    Maybe one or two types but rare sports cars might just be a little too immersion breaking. last thing i want to see is someone blasting down the road in a ferrari or lambo while im trying to find a busted peice of crap to actually survive in lol but im all for some decently rare cars to be in the game. Hell some of the SUV's suggestly would make some nice luxury vehicles for players to fight over. Honestly I'll just take the busted truck or Van that i can fit a few friends in to set ambushes for those "higher class" survivors ;)
  10. I love this server, I play almost everyday and absolutely love it. The admins are friendly and most of the players are as well. All the added vehicles and buildings make the game play so much easier and a lot more fun to play. It's so easy to make money and get big bases quickly. The 4 types of missions give the server a wider variety of depth and makes it better to play. There is the occasional pvp event which is great fun and the prizes are amazing, i won 2 stingers and a bunch of rockets for it. Also the added gem system gives the ability for better vehicles than just your regular epoch vehicles it alos make getting money a lot easier and quicker if you know where to look. In short i find this server absolutely amazing <3
  11. I like the aspects of survival and charcter customization and in my opinion it would be great if those could be combined to allow for more choices. Some might be "just for show" while others might have some special use or general utility. Instead of only having "joke", "low tier" and "high tier" items there should be a variety of options that can prove useful under certain circumstances while also having some drawbacks attached to them. On the other side there should also be room for purely cosmetic aspects. I decided to make multiple topics instead of a single long one but will use former thoughts in later ones (thats why the topic name has a number in it). This part centers around dynamic (ingame) changes to character appearance that mainly result from gameplay choices and should help making every survivor unique in some way. This topic is not about clothes but other options to customize your character during gameplay. Part I - Stamina & Weight Part II - Temperature & Wetness Part III - Character Creation Part IV - The Dynamic Character 2 CHARACTER: 2.4 Weight and Training Instead of keeping the same shape all the time you should be able to change your body ingame for the better or the worse. You progress towards "Fat" when you consume food that would put you above your maximum energy capacity and you progress towards "Thin" when you are hungry. Progressing towards "Trained" is much harder: You need to consume stamina while being healthy and either tiring or exhausted due to physical activity (you need to run for quite a while before progressing even starts). For the sake of simplicity I suggest a semi-onedimensional approach: You can only ever be "Fat", "Thin" or "Trained" and transition is only possible via "Normal" state. So you can either progress further towards your current state or the normal one (if you do something that would make you progress towards a different one). So a thin person that starts to train will first gain weight until he/she reaches the normal state and then start to build up those muscles. Besides affecting your characters appearance and weight (and thus stamina costs - a trained survivor would have about the same weight as a normal survivor) there could be some other effects: Normal: - no positive or negative effects Thin: - faster temperature loss - lower maximum energy - lower stomach capacity Fat: - faster temperature gain - lower movement speed - higher maximum energy - higher stomach capacity Trained: - higher stamina - higher moevement speed The more you progress towards a certain state the bigger the effect and the more your survivor will look like it. The exact appearance should depend on your body type: Athletic males would look especially skinny when "Thin" but when "Fat" most of the weight concentrates on the belly while arms and legs stay thinner. A trained one would - as the name suggests - look similar to a professional athlete. Muscular males would keep their broad shoulders even when very thin. Weight gain is more significant on the torso and arms so "Fat" one tend to look bulky while "Trained" ones would look more like bodybuilders. Rectangular males would still be relatively stocky when thin, gain weight all over the body when progressing towards "Fat" and a "Trained" one would be well muscled without looking like he was on steroids. Hourglass females would have the typical supermodel figure when "Thin", keep a defined waist even when "Fat" while gaining weight elsewhere and hardbodies when very "Trained". Pear femnales would keep wide hips even when "Thin", a relatively slim upper body when "Fat" and a very feminine shape even when "Trained" but with well defined muscles. Androgynous females would be boyish when "Thin", quite bulky when "Fat" and pretty masculine (in body shape) when "Trained" (comparable to the athletic and rectangular males). 2.5 Hair and Beards also here You hair and beard (if male) start out relatvely short (for both genders) and grow slowly over time. This means that growing long hair would take multiple ingame days and Rapunzel hair would be a strong indicator for a character that survived a long time. Still growth should be faster than it would be in real life just to make it possible to grow long hair. Hair (but no beards) could also have an effect on body temperature with long hair offering better protection against cold but also taking longer to become dry if it got wet. Hair can be cut and altered with different tools, where the specific options depend on the tool itself (you can't get a very orderly hairstyle when all you got is a Machete) the length of your hair, our hairtype (curly hair will always be curly) and the cut (if you use scissors it will look very different than if you use a sickle). Cutting tools: - Razor (best for shaving, relatively clean cutting) - Scissors (best for cutting, clean cut) - Knifes (okay for both cutting and shaving but might not cause the best results) - Machete/Sickle etc. (only for very crude cutting) The basic length and cut might be altered using other tools. A comb or hairbrush might result in much less savange looking hair. Use a band to create a ponytail and hairspray to make it stand (headwear will probably ruin this). Dreadlocks and braids should be possible as well. I am not quite sure if loose and long hair should have some drawbacks like impairing your vision (smaller FoV or blocked vision during rapid movement) - it pretty much depends on how much it forces players to tend their hair (which should not be one of the more frequent or important things to do in my opinion) and the technical possibilities of course. Finally you should be able to do these things (and maybe even more) to other people (buddies, strangers and prisoners). Maybe even cut off someones long hair as some kind of trophy. 2.6 Body paint & Piercings Pretty simple: paint your skin with different colors and shapes which of cuase requires you to find suitable equipment (like those colors) before. This includes makeup, bright colors and also camouflage and mud. The equipment should be able to be used more liberally - for example lipstick might be used to give you red lips but also to paint your face with red stripes or even color your whole face in red (which might require multiple lipsticks to be used). You should be able to color most body parts (everywhere) with a wider array of possible patterns or symbols although more elaborate paints might require another survivor to apply them to your skin. Getting rid of the paint should depend on the equipment in question. Simple colors and mud might only need you to jump into a body of water to wash them off you while others might require the use of alcohol. However, no bodypaint should be permanent and the colors might fade or blur over time (maybe faster on wet survivors and slower on dry ones). Piercings could work similar to clothes but applying them would be more elaborate (finding suitable equipment, desinfecting the equipment and choosing the place on you body) and might require another survivor to do the job. With the right equipment you should be able to take them off pretty easily and maybe even reapply them. 2.7 Tattoos & Scars Lets talk about permanent marks. Tattoos are basically the big brother of body paint and should always require another survivor to apply them. Just like in real life they could work as identification marks especially because once you commited to them you won't we able to change them (until your survivor dies). In general almost everything possible with body paint should also be possible with tattoos and the bigger the tatoo the longer it takes until its finished. Tattooing by itself should require special equipment and take quite some time (and maybe even carry some risk of infection if not using sterile/high quality equipment) so not every survivor is able to affort it. Scars should come in two flavors: combat scars and decoration scars. As the name suggests the first kind is aquired by being wounded in combat while the second kind works similar to tattoos but with some differences: decoration scars don't come in different colors (unless combined with tatoos if possible) and can't be as detailed. On the other side you don't need that much dedicated equipment. Still it should take quite some time and the process might be painful and cost some health as well as risking infection as well. Combat scars are aquired by getting wounded. Bleeding wounds (or worse) would have some probability of leaving a scar. This probability should depend on the quality of the medical equiment used for treatment and further reduced by letting another survivor treat your wounds. Depending on those factors you will keep a big scar (pretty ugly but might look badass), a small scar (visible but not disfiguring) or no scar at all if you are lucky. So treating your wounds yourself with bad equipment has a high chance of causing a big scar, a smaller chance of causing a small scar and a very small chance of causing no scar while getting treated by another survivor using good equipment might have a good chance of causing no scar at all and a small chance of causing a small scar. There might be even more specialized items that reduce the probability of leaving a scar even further at some cost (more inventory space needed, heavier, much rarer). This way scars could also help to give away people who like to fight often and mainly carry equipmemnt that helps with fighting as the tend to have more and bigger scars than pacifist medics. And battle hardened loners would also look like battle hardened loners with quite some scars all over their body. 2.8 Skills also here Now DayZ is obviously no role playing game where you collect experience points, level up and buy shiny new abilities with your skillpoints. But on the other side its not very realistic for a random survivor to have the skills of paramedics, soldiers, hunters, tailors etc. combined. Now I believe knowledge should stay on the players side - you should not be required to read a book ingame to perform specific actions. But training and experience should play a role: A freshly spawned survivor might know how to do something but lacks the experience to do it perfectly. So similar to shaping your body you might be able to passively shape your skills by just doing things. If you perform one action over and over again you will become faster or the effect might be increased. Maybe some actions (like clothes modification or crafting more complex items) might even require a particular skill to be advanced enough before you can do so. Still most actions should be available to everyone although in a less effective shape (an untrained medic might take much longer to treat woulds than a more experienced one making the patient lose more blood in the process). Skills would affect multiple actions (e.g. a medicine skill would affect treating woulds, giving and taking blood etc.) and should slowly degrade when not used for a longer period of time - faster you skill level is higher as it takes a lot of work to maintain extraordinary skills. So your actual skillset would depend solely on your playstyle instead of some starting preset or skillpoint distribution. If you concentrate on a few of your abilities you will end up as a specialist while doing everything on your own would make you into a generalist. Possible Skills: - Medicine (bandaging, taking or giving blood) - Firearms (reloading, cleaning, switching stances, drawing guns) - Brawling (drawing melee weapons, damaging melee weapons, melee attack speed) - Crafting (tool usage, repairing or creating equipment) - Mechanics (with vehicles/machines implemented) - Survival (skinning animals, cooking, making fire, gathering wood) ... (further suggestions are welcome)
  12. Hey everyone! So, I know this is going to piss off all of the server hoppers (trust me it's how my group gets loot too...) but it makes more sense to have characters LOCKED to servers once loot respawn is in effect. First of all, it'll stop server hopping. 2nd, less ammunition, meds, guns, etc etc will be floating around. 3rd, once base-building and vehicles are implemented, it will give players a reason to stick to a server. And last but not least, it'll become necessary to identify the bandits and heroes on the server in order to maintain player relations. The reasoning here is that the servers' communities will have to rely on knowing who's who so as to avoid unnecessary conflicts. It makes a ton of sense to me, what do you guys think? (Proper critique only please... I don't need any "you're fucking stupid that's so dumb" type of responses. Keep that kind of nonsense to yourselves) ~Baklavah
  13. The vast majority of us have played the mod and know the joys and pains of having helicopters - broken window causing fuel to leak, main rotor parts being nowhere in sight when you needed them, the joy of fixing your first heli... Then taking to the skies to find every possible clan camp on the map... Good times! However, thanks to the mod I have experienced the potential benefits and downsides of helicopters and came to the conclusion that they should NOT be included in the stand alone. My main gripe with helicopters is simple - whoever has one, controls the map. Helicopters not only nullify distance, but also the threat of other players. When you're moving at 200 KPH, way in the clouds, you're not in any danger at all. Small arms fire barely tickles you when you're on the ground, in the air it's nigh on impossible to get hit. This is a huge problem in my opinion, as it allows one group of players to have an immense advantage over everyone else. Players who die can be instantly picked up at the shore and dropped at the camp to re-gear in no time. At least when you're taking a car down to the shore, you're risking not only the vehicle but also your gear - is it really worth it risking your car just to pick someone else up? Groups who control helicopters have supreme reign over the server and quite frankly destroy the server - trust me, finding camps in a heli is very easy, camps are the only thing holding groups to a server, so when the camp's gone, so are they. Helis are basically too good. You can make them only have space for 2 players and my opinion would remain the same. All the other vehicles have serious disadvantages. In my opinion the period of time when Helis were disabled but cars were about was some of the most fun I've had on DayZ. Searching for players and camps on foot with my squad, yes please! Planes IMO could work, since they require a good bit of land to land and take off and if the 3rd person is disabled, it's very hard to see anything out of them. Thoughts, opinions?
  14. sloasdaylight

    Please, say NO to helicopters.

    And? The game rewards cooperative team play and organization. Besides, as someone playing as a lone-wolf, the need for a base, or at least a large one with separate caches, is virtually nil, unless you're a hoarder the likes of Smaug, or Glaurung. Everything a solo player needs can be kept on the player or in a single camping tent, which can be strategically placed under a tree to conceal it as much as possible from both the air and the ground. If you want to expand beyond that and create your own personal fiefdom, then feel free, but there's extra risk associated with the extra benefit, just like grouping up. Being in a group isn't without it's dangers either. You're easier to spot and tail when you go back to base. Larger groups need more food and water, and more/larger vehicles to transport their members. The risk of friendly fire increases exponentially the more people you have in a group, especially if you don't have a viable way to distinguish each other (UN helmets, only black helmets, blue boonies, etc.) A solo player can get by with a single tent and a bike, hidden a few dozen meters away against a shed, or against a tree or some such. Edit: Plus, as a lone-wolf style player (a playstyle I enjoy quite a lot), you have the freedom to move from one location to the next easily and quickly, and it almost is a disservice to try to establish a set location and tie yourself too it too strongly. You don't have teammates with whom you're going to be meeting up often, and there's no/limited need for a rally point of sorts. Really the only reason one would want to have a tent/base (that I can see) as a lonewolf is to facilitate re-gearing in the event of death, and in that case, like I said, a single camping tent (provided it has enough inventory space) should suffice.
  15. sloasdaylight

    Please, say NO to helicopters.

    Build decoy bases, spread your gear/loot across multiple bases at different locations, put tents directly under trees. We did all that stuff back in the mod and we didn't have problems with our tent city being found. If one of your bases is compromised, you don't lose everything. We had a central base with a little bit of everything that served as a rally point, but our Arms Cache was somewhere else, as were our food and medical supplies. Likewise with our vehicles. Right now most of the concerns I hear about helicopters are coming from people who either didn't think hard enough about how to avoid base detection in the mod, or from people who played with people who didn't think hard enough about how to avoid base detection in the mod, or people who refused to take an active role in the power struggle on their server in the mod. Helicopters are not unbeatable God machines.
  16. its amazing to see the amount of people that get amped up and excited about the smallest little bs updates. crossbows,vomiting,new coats and pants. its honestly a joke. such small little updates that dont mean anything. a game of this caliber has so much potential but i feel like it will never get there seeing how its been this long already. what it needs - vehicles, wide variety. i want shit to break and i want it to take time and patience to have to fix certain issues with vehicles. not some bs like click of the mouse with a "repair kit".. make changing a wheel/tire a 15 minute deal not including running out and scavenging for one (if you can find it with the right lug pattern) gas also needs to be pretty scarce. -weapons, a huge array of weapons. and random features that arent on every gun. afterall thats what you would find in real life if you were raiding hundreds of houses for guns. not the assortment thats currently in game. m4's and acog's? really? an acog isnt a common optic at all. game needs ak's, semi and auto, rare 9mm pistols, lots of shotguns(most common gun in households), rifles with messed up parts that you have to source out. the whole "ruined, damaged,worn, and pristine" is a joke if you ask me. 22 cal rifles and pellet guns should be alot more available than a ak or m4. ammo. alot more scarce. at one point my buddy had over 1000 rounds of 5.56 on him. and that was just within a couple hours of playing. does anyone really think in real life you would just find that much ammo spread across your journey in a 2-3 hour time span? -base building, have certain servers be locked in for your base setup, and some just be server to server. can you imagine having a portion of the ship wreck for your base? or aviation tower at a airbase? possibility of real time gameplay thats always live. when your offline and not playing, your character is in your base sleeping in your bed. and could be raided anytime and have all your gear looted and be killed(stronger base setup the better). -different mission types/mods. think of a battle royale type mod on arma 3 ,60 player server where you and a crew of 2-5 people spawn inside a house and it would be just like it would be right when shit hit the fan. it would probably be hectic, mabey group up with the neighbors or go solo. all depends on the house you start in, some weapons might be in the house and mabey your out of luck. pack up all your gear and food and dip out or camp it out while the bandits do their thing. -weapon spawns and gear in more realistic spawns rather than just on the f'n ground. why cant i search through some cabinets for canned food? or under matresses for guns. or safes inside a house that have to be opened with a massive tire iron or torches or whatever the hell else you can think of. -no ghosting in on people, period. if your in a 5v5 fire fight and someone spawns inside your building that your holding down and kills half of you its pretty lame. sure you can hear the load in sound but anything can happen. i dont think you should be able to log into a server if someone else is within a certain distance. 20 feet and under? -more buildings and less open field. probably about 70% of chernarus is literally just open fields or trees, where pvp or confrontations RARLEY even happens. more city type enviroments would be nice -servers that are years ahead of others in terms of civilization. trading area controlled by npc's or players?, buy stuff or trade items with other players. gas, food, ammo, clothing etc. dedicated safezones, and not safe zones like warz where people just sit outside with snipers and kill everyone. possibly be able to just spawn in somewhere out of the safezone where you choose, mabey just one or two spawns out of safe zones per hour? i could probably think of alot more stuff but this is just what came up first. and i know what the majority of people are going to say to this is. "ITS IN ALPHA". yeah thats fine and dandy but i can almost guarantee you that this game will never be anything amazing. just look at the updates they are coming out with right now. throwing things,coats, binoculars,crossbows, and dont forget!! YOU CAN USE A CAN OPENER AS A WEAPON NOW!!!!!wooohoo isnt that cool?!?! such garbage updates its not even funny. didnt they sell like 2 million copies of this game? whats that about 60 million dollars? now sure thats not all profit. advertising,paying devs's, more advertising, testing shit, buying computers and mass amounts of other hardware, rental spaces and whatever else, those were just some random things i thought about when developing a game. im sure it goes very far in depth and i would have no idea about any of it. but i think its safe to say they are in the positive right? yeah i think they are WELL ahead... so why cant some shit be done on this game? probably because they got their money already and are ready to dip out. oddly enough, seeing how much i just talked shit about this game. i still like it alot and still play it. just wish it went alot more in depth
  17. sloasdaylight

    Please, say NO to helicopters.

    Satchel Charges, Grenades (improvised or not), and other destructive methods will destroy helicopters when they're on the ground. If your clan doesn't have one, figure out where the other group has theirs and blow it up. I must have destroyed 2-3 helos, and dozens of vehicles during my tenure in the Mod by shooting their main rotor assembly, shooting out tires, repeatedly ramming vehicles into one another, driving over tents, blah blah blah, all while they were on the ground. On one occasion, I found the camp of my clan's main rivals on our server, loaded up as much as I could into their Ural, drove it back to our base, took a bike back to theirs, then rammed their helo with their Gaz and drove over all their tents repeatedly to destroy whatever was left that I couldn't take. Then for good measure I lit a fire, threw a timed satchel charge in their helo, and booked it out of there. You guys act like once someone has a helo there is absolutely nothing that can be done about it, and you might as well lay down and die. Be proactive and blow the motherfucker up. It's not terribly difficult to figure out where someone has a helo after a while (need to have a bit of open space to land/take off safely, constant helo activity in 1 quadrant of the map due to take offs and landings, etc.), and then it's just a matter of finding it and wrecking the thing when the people who own it aren't around. Now admin hoarding and other sort of shit like that is a different matter, and that ruins servers regardless of what gear/equipment they have.
  18. Hey and thanks for the promo! The server is running vanilla so I have around 40-45 vehicles including bikes. Teamspeak is ts.dayzeuropa.com
  19. After how successful our Chernarus Epoch server has become, we decided to launch a Taviana Epoch! IP: 195.154.173.91:2402 Website: http://clanwarfaredayz.enjin.com/ Background: Some of you may remember our very successful DayZ Epoch server 'Clan Warfare' which we regrettably shut down as we prepared for launch of the Standalone, with the current state of the game and the overall disappointment of the game we have all been playing the mod and we all in mutual agreement that we should bring back our epoch server. You can view our original post here > http://forums.dayzga...d/#entry1488879 So what is Clan Warfare? Clan Warfare was the idea of mine and a fellow leader of a group to start a server and optimise it around teamwork and group survival gameplay, with many addons and server customization the amount of clans and groups of the server just grew and grew, until we eventually found our server overflowing with players everynight forcing us to expand both the number of server slots and the dedicated teamspeak. We are here to seek new groups to join us on the server and relive those moments from before. We have put in alot of effort with spending alot of time editing the map to be as realistic as possible and we are very happy about the early results already, we have added scripts in that we not in before as we look to make the server more and more enjoyable. If you're interested in joining us in the project again please contact me, you'll find our details at the bottom of the post. The rest of the forum post will be similar to the last where we explain more about what we are offering in more detail, please look closely at the screenshots to see what it was like before. Clan Warfare - The #1 Server on Epoch Now Updated with 1.0.4.2 with new content! Message to all Clans, People looking to start a Clan and players looking to join a Clan. My name is Jay and I thought I would post here and tell you all about our project, Clan Warfare. We are a gaming community who once ran a very successful DayZ Server, and have recently re opened. I will explain in more detail. What we do and this project is all about; we run a DayZ Epoch Server with lots of add ons and scripts that maximize working in a team to survive and clan warfare between rival clans. We have our own 50 slot TeamSpeak 3 Server dedicated to the Server, we are looking for more clans to join the fight so we can relive the moments of the last stint of the server. For anyone wanting to use the teamspeak what we do is give leaders of each individual clans almost max power on the TeamSpeak so they can keep their individuality and be in charge of there own clan, ranks and channels etc.. We have added over 50 items to all the traders. Including Chainsaws, Cinder Blocks, Bucket of Mortar, Plywood Pack, Lumber Pack, AS50's, M107's, TWS AND CWS Thermal Version Weapons, Combination Locks, 2 Stroke Engine Oil, a new Little Bird and over 30 weapons to the Black Market & Hero/Bandit Vendors + alot more. We provide a large teamspeak for the server which most clans and players used. Giving each clan leader high power ranks so they are able to setup their own channels and ranks and keep their dependence and individuality.. When it comes to DayZ everyone plays on the server is either arch enemies and rivals or team up to take on a bigger threat and a more geared clan that will take more of a beating. The more clans we able to get onto the Server the more competition and team warfare we can have, we have limited to amount of Heli's but kept the Vehicles relatively high. We want Heli's to be rare and fought over not clan warfare in the skies. We prefer to sort out our differences on the field, weather it be planning a raid on a enemy clan or defending a certain town or position. The competition is high and we want to expand even further. The server is run by level headed people who are all about being fair. Not giving anyone a certain advantage and keeping everything to the bare bones and making clan warfare even more intense. If you are even remotely interested in the idea and playing on the server as a clan simply add my Skype and I can explain in more detail and answer any questions you wish, you will find my contact details at the bottom of this post. With our server being on Epoch we greatly like the idea of clans fortifying up there defences with structures and locked gates etc. and give each clan something to work towards and something to defend. If you are a leader of a group or looking to start the group and wishing to keep your power then that is no problem, in the TeamSpeak know one is more powerful then anyone and every clan leader has the same rights which they can setup their own channels, ranks, passwords etc and keep themselves in check. The server we run has been updated and will feature all of these.. -Self BB -Custom Map -Suicide -AI Missions -Action Menu ​-Indestructible Bases -No Plot Poles -Cargo Supply Drops -Lift/Tow -Take Clothes -Heli Evac -Intro Music -Custom Debug Monitor -Professionally Made Custom Map -Outposts -Safezone Trader -No Decay -Full Moon Nights -Clear Roads -Treasure Chest Side Mission -No Plot Poles Needed -Deploy Bike -Animated Heli Crashes -Dynamic Weather -Auto Refuel -Debug Monitor -Day/Night Cycle -Build Snapping -AS50s/M107s/Thermals whole new Custom Loot Table loads of new guns -Added Trader Items (Cinder Blocks, Mortar, Metal Floor, Combo Locks) -Indestructable Bases The server was created and maintained by experienced DayZ Server hosters and always open to all new ideas and keeping things fresh. If you are a lone player looking to join the war with a clan and like to look of the post above simply add me on skype too and we will find the best clan for you, we have a mixture of US, UK, European and Mixed clans so the options are vast. The server and TeamSpeak are currently going great and we need that final push to help us achieve our goals in making the best competitive team orientated survival DayZ Epoch server there is. Most of the screenshots are of the server before. As we look to re create the great setup we had before, we need members to help kickstart us up again. Here are all the details about the post below: TeamSpeak3 IP: 85.236.100.27:18787 DayZ Taviana Epoch Server IP: 195.154.173.91:2402 My Skype Details: jayhamilton96 Our YT Channel: youtube.com/ClanWarfareEpochTV If there is absolutely anything else you are interested about or wish to ask anything you like, please dont hesitate.
  20. xenology

    Mauser C96

    Woo! More weapons for barenzino cherno and elektro kids to KoS me with plus the fact building and no vehicles have been added and we have plenty of guns so far imo yet besides the fact we're almost done with the year and it should be going into beta at the end of it also the fact that Alpha has nothing to do with the game so far even BF4 has gotten more fixed with their game then this one......
  21. Katana67

    Remove In-game Player List

    We will have vehicles, and the concept will be repeated from the mod (i.e. being able to communicate to folks on TS across the map, for rides and pinpoint accurate exfiltrations). Nope, I don't want to claim the "realism" argument. I want to make the argument that it is detrimental to gameplay, in having the unfettered ability to contact one's teammates across the entire map via an unregulated third-party program that has nothing to do with the items/abilities you have in-game. Likewise, any method of easy meta-communication inherently undercuts the efficacy of in-game inclusions, like walkie talkies... radio stations... and the like. I don't like the idea of a third-party program DICTATING the usefulness of what is, and can be, included in the game. In other words, why even include walkie-talkies if people are just going to use TS? Why care about your life if you can just insta-negotiate a ride up to your clan's stash and re-gear? How would you feel, if you had blown away three clan members, then had the other six that were already inbound get informed of your exact location/heading, and track you down to murder you?
  22. Now here's a beautiful piece of craftsmanship for you civilians out there! The UTS 15 Shotgun hell yea!! Designed in Turkey, this could be an auxiliary weapon of choice for all you hunter-gathers-explorers out there. Perfect for Cherneruse, it could be placed in the game as one of the more rarer finds. Would be ideal for the police force, as this was its intended target user. Players could theoretically find these in abandoned police stations, abandoned vehicles, etc. It actually chambers multiple shot. e.g. birdshot, buckshot and slug. You could switch between different modes during firing! See this bad girl in action! https://www.youtube.com/watch?v=A_o3YsUVAyQ
  23. krackman

    Secrets of DayZ in the Last 4 Months

    Ofc, but we're relating to dayz not Arma II. If it was so, then the GM is just a tower, and the deerstands are just deerstands for hunting ( which is still possible since they're placed better for shooting deers than defending. Also, as i remember there werent any hanged people from trees in the game, but only in the early mod, neither were there crashed/destroyed vehicles on the road at GM. Can't remember if the blockade actually was in the game.
  24. Redstar Payne

    CARS SUGGESTION (REALISTIC AND POSSIBLE)

    A lot of the vehicles listed were good choices but leave out the concepts and the high dollar vehicles. Unless Rocket decides to add in a estate area were some of those luxury vehicles would be found i highly doubt they should be incorporated at all. As for the more rustic trucks and older vehicles which im sure would be more common to the areas i love the idea and would love to drive, maybe with the exception of one or two middle class cars and suvs. Military of course i back but they should be rare and mostly damaged if Rocket is going to build in a repair system with the possible upgrades he was talking about. All in all i love the post and hope to see plenty of those added!
  25. It's awesome that they are finally fixing the zombie noclip, but they should not have tweaked zombies at all before doing this - (Just like they shouldn't have nerfed the kung fu run speed before adding vehicles, and they shouldn't have added a server hop penalty timer before adding loot respawn, or at least fixing the broken button for Play [rejoin last server] ... etc.) - and i hope they don't touch zombies any more at all until their noclip issue is fixed. Everything else involving zombies is trivial compared to that single noclip issue.
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