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

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Found 41868 results

  1. Hi. You know, if bohemia was just after a fast buck with no intention of finishing the game, they probably would have done something much easier, like simply repacking ArmA 2 without all the assets the Dayz mod didn't use and relabeling it DayZ Standalone. Why bother making engine changes? Why bother reworking the map? Why bother remaking anything? You mention vehicles, guess what, just like my last sentences, they could have used the old ones with the exact same older system. Do you(OP) even know anything about Bohemia? They are a relatively small indy company. They don't release a lot of games, but when they do, they support them and add content for years, unlike the AAA companys that release a new version of their titles yearly. It was clearly stated the game probably wouldn't even reach beta stage for over a year. Not sure where the confusion comes from. PS Anybody can come in here and state they are a 'fellow developer' and use that as a way to disprove others opinion. I'm not sure why you would think anybody would be obligated to believe you. Especially since you don't even seem to know there's a new trend of early access alphas. Regards.
  2. HIHBGaming

    Adding Vehicles Sooner

    It does not take 30mins from Solnichniy to get to a town that may have houses to loot, Solnichniy itself may have stuff left over from other survivors. Key is to actually search. With the advent of vehicles it won't make things any easier, you'll still have to fix them and that will be quite a chore in itself. I think you need to change your playstyle a bit and realize that DayZ does not give you anything on a silver platter. Once you realize this you'll do a lot better at working for what you need. It's early days and if you're disappointed now you're only going to be moreso later in the piece. Welcome to DayZ!
  3. Hey hey I'm liking Standalone, but it's one for the future for me. I want a bit more to my game, but with some elements similar to it. It has a better feel of raw survival, so I'm wanting to join a server that is challenging both in raw survival against elements and against human players. Map - Chernarus, Namalsk or Taviana preferably Vehicles - at the most 100, preferably under 50 Scripts - no auto refuel, a very basic loadout (or nothing at all), nothing that wipes the players arse really, no god mode trader cities (if Epoch) Anything like this out there? I know most folk used to play like this, but moved on to 1000 vehicle servers etc... Based in the UK myself Thanks
  4. kingrex

    Adding Vehicles Sooner

    Even when they do add vehicles your still going to have to run a lot, it not like they will be all fixed up just sitting on the coast.
  5. doublebrain

    Adding Vehicles Sooner

    Its not a bug so you will just have to wait for them to get released. If you dont like running around dont play DayZ. Even if vehicles get in it wont be easy to get one.
  6. Squaaz77

    Adding Vehicles Sooner

    It seems I spend all the time that I play DayZ, running. It seemingly takes forever to get anywhere in the game. And since I have a glitched spawn, I spawn in Solnichniy every time, making it at least 30 minutes of running before I even get anywhere.
  7. gangrenetvp

    Friendly Servers

    add in "My Little Ponies" as vehicles as well... Only two ponies "with wings" per server please! "My little ponies" shouldn't be able to crash inton one another either, that'd cause PvP. We must maintain a balance to the game while also remaining true to it's spirit! ;-)
  8. I want to state this clearly. There have been many post about stating that I've said that game is being developed too slowly. I don't care about the pace. I'd actually prefer slower development than attempting to implement vehicles in 6 months time. I simply want the developers to focus on the proper things within Alpha.
  9. -= Guild of Mute Assassins =- DayZ Epoch Lingor Max Vehicles & helis[Active Admins[Donator Package[Weekly Events] Tons of added Scripts] Hosted by Guild of Mute Assassins 199.15.254.58:2312 -=GMA=- has just added a new Epoch server to its line up, GMA BlackWater. This server will provide an exciting environment like non other. After the Outbreak died down a little and we figured out how to survive with the zeds. We also learned that the humans were more dangerous than the zeds could ever become. The Islands of Lingor are plagued with Bandits and the military can't even provide safety for survives. Can you find the will to survive or will you become a zed like we have all seen time and time again. Join GMA BlackWater and test your skills. We have friendly admins to help resolve any server issue. We have added and tweaked the latest mods to ensure you have a one of a kind experiences.-=GMA=- offers donation package if you choose to help insure the server life. BUT THAT'S NOT ALL!!! Register @ www.guildofmuteassassins.enjin.com to receive a Free Base Starting Kit for your group, clan or guild. If you have at least two members in your group register on our website and receive a Ural packed with a Base Starting kit. Must have 2 members present to receive Kit. Once Kit is received loot is yours and you are free to do what you will. Will you start your dream base or sell it all for gold? :Free Kit Includes: 20x - wood walls 20x - wood floors/ceilings 20x - 3x H barrier 2x - wood shack Login to www.guildofmuteassassins.enjin.com to learn more about server, up coming weekly events and to register for your free kit now!!. ---> REGISTER HERE NOW!!!<----
  10. Times change and the availability of Early Access on Steam will continue to open up the early stages of games to a wider audience. Simple economics here, instead of relying on investment the company can build an early access game and have less input from a publisher. It is a double edged sword though, on one end it gives the actual developers more freedom to make the game they want and not what someone in marketing wants, but it can turn into a WarZ scenario as well. Consoles They have always said if the game has enough interest for a console release it is a possibility. Once again economics. But they have also said they want to finish development of the game before releasing it on consoles. One reason they would want to do that is economics as well, it is expensive to push patches on the consoles so why even bother porting an unfinished product and paying for all the costs to continue serious development. Your other point is the point hippies make. "Oh no companies release products for money, the horror." Yes they are looking to get their game out there to the public with next to no marketing budget. It is smart and relies on word of mouth and favorable press. People make things for consumption, welcome to the real world. Community development is terrible. Developers should keep an eye on player suggestions, but for the most part people should be brushed off and the developers should make the game they want to make. Where do you go for an accurate snapshot of the DayZ community in the first place. The forum is full of "purists" whose views do not reflect the general DayZ playerbase and Reddit might reflect the views of the more casual subset (although they are most likely closer to the actual DayZ playerbase). Community suggestions are often stupid as well and not possible. They should engage with them and pay attention to the most pervasive ideas/suggestions, but a good 90% of the community's input is useless and idiotic. Spray cans are easy to put into the game and since you are not privy to the make up of the development team I doubt you understand that concurrent projects are the norm (you say you have worked in development but it is not coming across that way). Setting dates and breaking them is a bad idea. Internal deadlines and goals are different than broadcasting them to the public. I doubt they have meetings where everyone states it will be done when it is done, they probably provide deadlines and goals internally but none of that needs to be given to the public. It is far worse to state vehicles will be here by 6/15/2014 than to say they hope to have them released within the next six months. A vague goal is taken as just that by the majority of players, a hard date is seen as a "promise." 2/10 would not bang.
  11. Sadly, this. But yeah I have faith they will figure this out. Really hoping the parallelizing core thing dramatically improves performance and frees resources. The mere fact that DayZ will be the first of its kind suggests the enormity of the project at hand. I don't think any of us are truly cognizant of how huge this is. How many things does DayZ want to be? A high-perf shooter? yes A social mmo? yes A hunting/survival sim? yes Open world pve? yes A crafting sim? yes This game is so ambitious. I think it will be a solid year before all the major pieces are in place. Not exactly sure why Dean threw out this generalized 6 month number. He should know by now that people tend to latch onto these to time frames like gospel. And also that it took an extra year to produce alpha because of the vagaries of fate. What do I know though? Maybe he thinks it'll be 3 months and that is why he said 6 months. I still think dedicating significant resources to a brand new map is the most efficient way to buy a large chunk of time to work on stuff while keeping the player base preoccupied. Heck, I know Chernarus better than my own region by a hundredfold and it still took me appx. 70 hours of game time to feel like I had sufficiently explored everywhere on the new map. I guess it took me about 300-500 hours to get "bored" with Chernarus the first go round in '12. This is an extremely loose prediction but I suspect we'll all feel some genuine boredom 3-4 months in and it could potentially suck from month 4-8 while we seem to wait endlessly for bigger updates for the big stuff i.e. vehicles, base building. But if we had a brand new map to keep us all busy and distracted? A new map could also help alleviate the rise and fall of concurrent user base between updates. The reason I'm so big on this new map thing (besides obvious awesomness) is from a business standpoint it seems like the one area one could simply throw money at a project and get good results. As I try to imagine the dev process from my place of ignorance, I can't imagine that hiring a glut of artists and programmers to work exclusively on a new map (considering the core part is there, one is simply using the existing tools used to create chernarus+) would require intensive oversight. There's nothing new to invent, just a bunch of new skins, textures and polygons, right?
  12. As a fellow developer I felt it important to voice my own concerns as well as those of the player base that I've read or personally heard. I have no problem being the voice attacked as long as the conversation remains honest and straightforward. I believe that one of three things are happening internally with the development of this game. 1) Bohemia Interactive is only using this as a publicity stunt and way to generate quick revenue. It was never their intention to allow the dev team to create a finished game. The game will eventually be put on permanent hiatus. (This happens often. It happened on the last would be AAA title that I collaborated on) 2) The development team has no clear direction or goals. Essentially there's no clear focused way to their developmental habits which also spells doom for the game. 3) The development team was part of a scheme to generate a lot of money for a product that would remain in developmental hell for years before finally being put on permanent hiatus. (Not Likely) What Early Access Alpha & Alpha Are Meant To Be Typically when a game already has a large fan base (as this one does from their mod), a developer invites a small group of players from a player pool with different backgrounds to become testers for Early Alpha. These players usually have different levels of experience, different computer makeups, etc. so that the developer can have a wide range of data. When Alpha is released, typically a developer will open it up to a larger number of players. They give suggestions as to what they'd like to see implemented and bugs that they've found. This is the phase where core gameplay functionality is meant to be implemented. It is also the phase were there should be a strong focus on core and minor bugs. All of the player's vanity features (spray cans, etc) that are not part of the core gameplay functionality are typically (and supposed to be) implemented towards the end of Alpha heading into beta. The Evidence Releasing An Early Access Alpha To A Wide Public As I've said above, it's unusual for a developer to release an Early Access Alpha to the entire public rather than a small amount of gamers... especially when they already have a devoted player base and a large amount of media coverage. To release the Early Access Alpha for $30 USD (remember this is usually an extremely barebones version of the game) is also unusual. Before anybody screams about the popup that you agree to before you start playing (about how the game isn't complete), I chose to buy this as a fellow developer because I had an interest in watching the game develop around the community. Releasing the EAA for $30 isn't in itself suspicious. In fact I thought it a rather smart way to raise money while ensuring the you have an invested community for the product. But when placed besides other evidence/points of interest that I will raise it becomes slightly more suspicious. The Developers Talk Console I've read a seemingly endless amount of articles that were released before or near the game's release date about how the developers have already had major discussions with Sony & MIcrosoft about porting DayZ. And when reading the quotes by Dean, he makes it seem as if porting DayZ to these consoles is imminent. Anybody that knows anything knows how long and hard it is to port a popular finished PC game to console. This game is nowhere near finished and yet there is extremely ambitious language surrounding this subject (when Dean usually uses the least ambitious language about the game, updates, etc. possible). This concerns me just because of the timeline that these articles were released. To me (and others developers that I've talked to) it feels like it was meant to both increase media coverage but also bring DayZ to the attention of the average and or console gamer. Why pay $60 or more when you pay $30 now if the developers have had strong conversations about porting this game? Updates/Not Listening To The Community Dean states over and over again that they released the Early Access Alpha to the public so that they could listen to the community and implement features that the player base wants. There are two problems that I've already found with this. 1) The developers aren't listening to the community. How many features have been implemented or reduced when it's been generally agreed on by the public? How many community suggested gameplay elements have been introduced at all from any of the updates? 2) The updates feel like they're meant only to increase the amount of players. Who could honestly say that any of their updates have fixed or even mildly addressed any of the massive glaring holes in gameplay? So what have they introduced? They've introduced what I call player's features. Features that players will become excited about for a time. Features that will receive a lot of press and ultimately bring new players. Two examples of the problem are the Shotgun and Spray-Cans. The Shotgun was a main talking point in the media when the update was announced. If I hadn't played the game yet and I'd read those articles I'd have thought that this was a must-have game. While shotguns and guns in general are part of core gameplay, spray-cans are not at all. As with other updates they chose to implement a lot of player's features without addressing any of the issues that he community has requested. Empty Promises/No Timeline After Dean had his public social media discussion, I became convinced that something suspicious is going on internally. Again I've worked on game development teams and I'm speaking based on that. Dean has promised vehicles and a lot of other features that have players foaming at the mouth but given the development of the game and his refusal to set any sort of timeline (other than 6 months) I doubt that they will be able to reach this goal so quickly. As a dev team project manager you want to set hard dates (even if you have to back off which is what usually happens) because you want to drive home the point that as a team the focus should be on implementing and debugging certain features. Thus far there's been a refusal to do so while offering lofty goals that drive press. As a point that's a bit off topic: With this last update Dean stated something like "Every developer has been forced to go home for the weekend". Anybody who has worked in the industry knows about crunchtime... the time before any update or before the game releases when the dev team works overtime to ensure that everything rolls out as planned. It's unusually and disheartening to me that they've done this and similar things that have raised concern from the player base in the past. I've read many post about how players feel like an action taken by the dev team means that they don't care. A vacation here, refusing to go into crunch time (which is expected when you're a developer) there. The very long point that I'm making in all of this is that I no longer expect for this game to ever be completed for one of the three reasons stated. I'd like to hear your feelings on this.
  13. PitstopHead (DayZ)

    Rolling Changelog: Stable Branch: 0.32.114557

    I agree. We're in this game because it's engrosing and bloody intense. We enjoy was it is....I would say though that we don't want too many big things like vehicles. Make them rare and people will engage and fight over them! Just don't add hubcaps!
  14. AP_Norris

    7 step to better books

    I was thinking the tasks being harder to perform themselves.That way a small group might not have someone good with vehicles/ a decent enough pilot. Book mine and newspaper came right into my head, didn't read any posts but original.
  15. Come check our new server out. VelocityGaming - TS: eurots1.gameservers.com:9257 Fun, Friendly and lots of banter. Please suggest anything you would like to see in the server. Donations would be nice, they will be brought in for certain things soon. It's cheap dont worry. Money will go straight towards the server nothing else. Donations: Pay something monthly or buy our bundle. Bundle 1: 100 x Each building material, Choice of weapon, 5 breifcases, Choice of heli, car or truck, 10 x Each Food & Drink, 5 x Each medical supplies. Bundle 2: 80 x Each building material, Choice of weapon, 5 breifcases, choice of heli, car or truck, 5 x Each food & drink, 3 x Each medical Supplies. Bundle 3: 50 x Each Building material, Admins choose your weapon, 3 breifcases, choice of car or truck, 5 x Each food & drink, 2 x Each medical supplies. Bundle 1: £12/$20/15 Euros Bundle 2: £8/$15/10 Euros Bundle 3: £6/$10/7 Euros VelocityGaming Events: Humanity Events Admin Base Raid Admin Bounty/Player Bounty For each even there will different prizes to be won, from weapons to breifcases to vehicles and also bundles. Admins: MRwaffleszz, Vatallus, SilentSnake and RandomShiznic What the server has: Wicked AI Missions Self Bloodbag Refuel Take Clothes Extra Buildings Tow/Lift No Plot Pole Trader Safe Zones Players receive 3 cases of gold Admin/Player Events No Admin Abuse Server Rules: No pestering admins or asking for a TP or equipment No bullying/racism No combat logging No base raping No blowing bases up No blowing vehicles up inside bases No abusing admins No voice in sidechat English in sidechat 185.2.139.156:3051 Come visit us and have fun.
  16. deepfried

    Dissapointed new player

    There is plenty of loot if you know where to look and when; when being preferably after a server restart, or as close as your can get, and where being either places that people don't generally go or the high value areas like the air fields, military bases, and cities. Being a veteran of the mod and having about 50hrs in the SA game, I can get mostly kitted out in an evening. being a new player however you will have to take higher risk strategies like looting Cherno or Electro, and you will need to study the dayzdatabase map to learn the building type that spawn what you need, and where they are. This all said, the current state of Dayz is not representitive of the final product, you say you know its in alpha but do you really understand what they means? the game is at least a year away from beta and only has about 20% of the content in place and working in terms of mechanics beyond the basics. THere is also a lot of bug fixing and balancing still to be done, essentially the game is by definition not playable, that is basically what alpha means. However thats not to say you cant have fun with it, so long as you take it as you find it and dont have any expectations. As for the videos that got you excited for dayz, well most of them, certainly those featureing vehicles and aircraft, are from the mod which is fairly mature at this point, the standalone game which you are playing doesn't have most of that content yet. Also bear in mind these videos you are seeing are highlights, they show you a few minutes of play from several hours or days of actual playing, truth is Dayz isn't about constant action, if thats what you're after then you will spend most of your time running naked to Balota, Cherno, or Electro and either getting shot or shooting people... this isn't a particularly fullfilling way to play the game and you will get bored of it quickly. there is a huge map to explore and learn to survive in, learn navigation and orientering skills, learn tactics and learn the thrill of looting a high risk area knowing that the character you've invested dozens of game hours in can die in an instant from and unseen sniper or a run in with another surviver. Final tip: its much better to play with others, playing alone will get you so far but past the first 40-50 hours of gameplay you will need to group up.
  17. Survivor_Sabre

    'No-Fuel' Vehicles and Moby Dick...

    I was kind of hoping there would be helicopters, but now you mention it: it does sound rather unrealistic, and I think realism is crucial for this game. Perhaps if they added in some kind of learning system? You could find a book that teaches you helicopter maintenance. Or even one for engine maintenance, one for piloting it, etc. That way using a helicopter is something you really have to work towards. Also, you (and your group if you don't play lone wolf) can jealously guard your top secret books and others would try to steal them. :D To be honest I wouldn't know the first thing about putting a new engine in a car, I can change the tires, lights and wind-screen wipers and that's about it. >< So if a Zombie apocalypse happens tomorrow first thing I'm going to do is get my hands on a 'how to'. ^^ Oh yeah, and loving the ideas for vehicles, especially the Kayak. :D
  18. Right, let's advertise a server that spawns you with military grade weapons and has too many vehicles and at the same time call ourselves "mature players". (Also, I didn't think you were allowed to advertise servers on the forums.)
  19. commanderbash

    Dissapointed new player

    man out of all the post only a couple are actually trying to help this guy out, Masteryopa, there's no vehicles in the alpha yet, so anything with any vehicles is the mod that this game will be based off of. if you've never played it'd help to start by reading a new player guide. or youtube one, get to know the basics. when you load in, run along the street until you find a sign with a city name in Russian, either in the steam overlay, or on a second monitor/smartphone google dayz chernarus+ to get a google map of the game, find the town you're in, and find the nearest well, drink from that well until you're full and you should be good for more then long enough to find food. you'll find that certain buildings have more food more often then others. currently any brick building is a safe bet, not all houses spawn loot there's places across the map that are very likely to spawn specific things like certain guns, attachments, food, and backpacks. once you get the hang of it you'll have a great time. good luck
  20. They're criticizing my behavior by calling me an asshole. I'm pretty sure that's a personal insult bud. Totally not personally insulting at all. You're right. I feel almost loved. How about vehicles, player structures, more weapons, ammunition types, loot spawn mechanics, more zombies with better AI to kill, etc.? If I wanted to "use my imagination" I could just close my eyes and imagine a zombie apocalypse. I didn't pay $30 for a glorified chat room in which to imagine fun things happening. I'm waiting patiently for more game features to come online, like every reasonable player.
  21. i think you're misinterpreting the term. as far as i know - CoD Kiddies = People whose only interest is to get a gun, and then sit in one of the coastal cities in order to shoot anyone and anything they come across, then die, and repeat. going up north and shooting everyone you see is entirely different, it's taken 3+ hours to get all the gear, and fuck getting sent back to the coast once you're there, you've actually got something to protect. i might be wrong though, it's a forum term with probably various meanings to various different people. also, there are no such things as "no kos" servers. we need a few thing stickied on the forums: 1. vehicles will come, they will not be numerous 2. "no kos" servers don't exist 3. sanity/anti kos systems are not going to be implemented just a couple of things that people seem to create forum accounts specifically to ask for, ending in 30 topics with the same general idea.
  22. In general, I love the complexity of this game... Have followed it for a long time, played the mod quite a bit, and have banked over 100 hrs into DayZ. The blood types is great, from what I've seen that is supposed to be coming with different type of illnesses would be awesome. A complex crafting system, like what we've seen with the IEDs (paint can, timer, road flare, duct tape I believe)... love it, would love to see all sorts of that type of crafting. The more complex with health, damage, etc., etc., etc. the game is made, the more I will enjoy and play the shit out of it. Obviously in early alpha there are a lot of things the guys are going to add in, test, then move onto the next group of things. I personally would like to see gestures able to be done on the move, a load more zombies if server load can handle it... stay away from a ton of buildables and vehicles. A very slight amount of vehicles, and make the parts super rare and a lot of different things to fix a vehicle to a driveable state. I think the need to treasure everything you have should carry throughout the entirety of the game, and make it tough to survive. The Devs have potentially developed the most revolutionary game out there IMO, and I think they have big plans to uphold that from what I can see so far. Props to Bohemia, Hall, and his team.
  23. I'm basically just throwing in my thoughts when it comes to Zeds and Player Progression. There have to be different types of zombies, some examples: Walkers [fast running speed, small damage, low health, attacks in groups] Infected manifestation = several zombies clustered into one body [very big, high health, walking speed, high melee reach, deadly, poisons items, other zombies and players with infection in a 5 meter radius]) Soldier-Zombie [running speed, medium damage, bullet-proof vest which heavily reduces the received damage of pistols and other small caliber weapons] Standard-Zombie [walking speed, low health, has no cheek (hits cause infection)] - Should be 100% of the Zombie Type population in small towns. Zeds should mainly react to noise which makes them very dangerous at night. Everything aside from Walking creates noise, the amount of noise should depend on the speed of movement and the surface. Shooting with a weapon creates noise too and depending on the type and caliber of the weapon this can attract very many zombies, especially when the player shoots a shotgun inside of a city-center. Some Zombies (depending on the type) should still have good vision. Soldier Zombies should be able to track movement at ~200 meters while Infected Manifestations and StandardZeds can only see in a radius of about 50 meters. I'm pretty sure that those values would need some testing and maybe should be lower... There should be a very high amount of zombies all over the map. Like 50 zombies at a military base, 100+ at the NWAF and Cherno should be a zombie fest with like 500++ zombies walking/lurking around... Minimum amount of zombies in the major cities should be 300... Zombies-Idle state should makes rather loud croaking noises which sound different depending on the zombie type. I mean... in the major cities there should be so many zombies that you cannot even go into a building without clearing those zeds in front and of course... inside... of it. Zombies have to be deadly and devastating, forcing most players to work together to be able to survive. Zeds should be scary and they should be a real challenge. There should be no way a fresh spawn can go straight to one of the major cities. In fact the major cities should be endgame locations where only well equipped players which operate in groups and/or are very careful can survive a loot run. All Fresh-Spawns should spawn in Kamenka, Kamyshovo or Niznohye. Small towns like those should have ~20 zombies max. That way players can slowly gear up and move towards the inland... places like balota, cherno, elektro or berezino would mean a fast death for a bambi. Player-Progress (due to area/zombie difficulty) should be like this: "LvL" 1. Small Towns, Cars/Vehicles, Train-Stations, Castles // Main Opponent: Standard Zeds "LvL" 2. Medium Sized Towns, Industrial Areas/Factories, Shipwreck, Crash-Sites (Civil Heli/Plane,) // Main Opponent: Standard Zeds. Walkers "LvL" 3. (endgame) Cities, Military Areas, Airstrips, Abandoned Military Convoys // Main Opponent: Extremely high amount of Standard Zeds + Walkers, Infected Manifestations, Soldier Zeds.
  24. applejaxc

    Difficulty Setting discussion

    Do you mean 3P no 3P, hardcore no hardcore, or VETERAN status? VETERAN (traditionally in ArmA) means your map does not show the location of any people, vehicles, or objects, you cannot place waypoints, and there are no crosshairs.
  25. YassirX

    Zombies should run faster than players

    There just have to be different types of zombies, some examples: Walkers [fast running speed, small damage, low health, attacks in groups] Infected manifestation = several zombies clustered into one body [very big, high health, walking speed, high melee reach, deadly, poisons items, other zombies and players with infection in a 5 meter radius]) Soldier-Zombie [running speed, medium damage, bullet-proof vest which heavily reduces the received damage of pistols and other small caliber weapons] Standard-Zombie [walking speed, low health, has no cheek (hits cause infection)] - Should be 100% of the Zombie Type population in small towns. Zeds should mainly react to noise which makes them very dangerous at night. Everything aside from Walking creates noise, the amount of noise should depend on the speed of movement and the surface. Shooting with a weapon creates noise too and depending on the type and caliber of the weapon this can attract very many zombies, especially when the player shoots a shotgun inside of a city-center. Some Zombies (depending on the type) should still have good vision. Soldier Zombies should be able to track movement at ~200 meters while Infected Manifestations and StandardZeds can only see in a radius of about 50 meters. I'm pretty sure that those values would need some testing and maybe should be lower... There should be a very high amount of zombies all over the map. Like 50 zombies at a military base, 100+ at the NWAF and Cherno should be a zombie fest with like 500++ zombies walking/lurking around... Minimum amount of zombies in the major cities should be 300... Zombies-Idle state should makes rather loud croaking noises which sound different depending on the zombie type. I mean... in the major cities there should be so many zombies that you cannot even go into a building without clearing those zeds in front and of course... inside... of it. Zombies have to be deadly and devastating, forcing most players to work together to be able to survive. Zeds should be scary and they should be a real challenge. There should be no way a fresh spawn can go straight to one of the major cities. In fact the major cities should be endgame locations where only well equipped players which operate in groups and/or are very careful can survive a loot run. All Fresh-Spawns should spawn in Kamenka, Kamyshovo or Niznohye. Small towns like those should have ~20 zombies max. That way players can slowly gear up and move towards the inland... places like balota, cherno, elektro or berezino would mean a fast death for a bambi. Player-Progress (due to area/zombie difficulty) should be like this: "LvL" 1. Small Towns, Cars/Vehicles, Train-Stations, Castles // Main Opponent: Standard Zeds "LvL" 2. Medium Sized Towns, Industrial Areas/Factories, Shipwreck, Crash-Sites (Civil Heli/Plane,) // Main Opponent: Standard Zeds. Walkers "LvL" 3. (endgame) Cities, Military Areas, Airstrips, Abandoned Military Convoys // Main Opponent: Extremely high amount of Standard Zeds + Walkers, Infected Manifestations, Soldier Zeds.
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