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Found 41868 results

  1. TheSzepy

    Cars wont drive uphill

    rev up the engine in neutral(with turbo binded,really high, to redline), then quickly switch to first/reverse (what you need) while still holding gas+turbo, unfortunately 2 years after release BI still doesnt know how vehicle gas pedal, torque, and basiclly whole car works without artificial boosts(same as vanilla physX vehicles in A3) to engine inertia/performance, because why learn how to use bullet physics lib properly when you can screw every aspect of the game and its mechanics
  2. Come check us out!!!! See if you can survive!!! ForsakenLands PVP ( Hardcore | +Adventure ) Looking for a server Look no further if you're looking for a survival experience? scavenging from house to shed looking for gear, food, water. We have A Chernarus Server Offering FULL PVP Are you a fan of DayZ official servers but are sick of running into Toxic players? Look no further as we have an official type of server which is run by admins to prevent toxic players, cheating and duping. We pride ourselves in having a great supportive and growing community with always someone to interact with, trade with or even end up in a war with! Vanilla Style Raiding along with C4s, Vehicles around the map, No traders, Helicopters about to be found. Check out our discord. I look forward to meeting you!! Peace [F.L] SmoggyGaz - Server owner. https://discord.gg/fWPzheu
  3. DefectiveWater

    DayZ Update 1.12

    True, I never understood why there was a need to have server-side vehicles, and plethora other things like: ADS lag that happens when server doesn't run too well... why isn't ADSing client side, if I'm not wrong, every FPS/TPS game does it client side... You said it well, why didn't they let BattleEye do it's job, why not add ways to "tag" possible cheaters if server sees some suspicious activity/people report suspicious death (although... I assume this would be too abused if players could report). While I do agree that 0.62 had some good features, and a unique flavor to everything, it also had massive flaws, and current 1.12 is much more playable when it comes to bugs and performance (still... not ideal). I would take 1.12 any day over 0.62. But... if let's say 1.17 adds some of that flavor from 0.62 back to vanilla game, it would be probably a nice improvement.
  4. Private Evans

    DayZ Update 1.12

    0.62 ran for sure better than 18 frames in most places except for some of the anyway oversized cities. Not to forget that we are speaking about a version that was not polished and final, I am pretty sure that they could have been improved it over time like they did with Arma 3. Arma 3 Altis was nearly unplayable on day one for a lot of people including me ( I remember that I had to downgrade view distance and quality to even get it loaded) and now it runs on my system with far above 100 frames. But even today after a lot of polishing, maps like Tanoa or Livonia with a lot going on,like npcs and explosions and gunfights and vehicles, do not provide more than 30 -45 frames for most players even on high end PC's...The Contact SP Campaign did not even touch 60 frames, but bringing framerates going down to 15-10 at some heavy scripted parts, but was epic as fuck and great fun...and should I tell you what..Arma 3 in gerneral is nevertheless absolutely successful. People give a fuck since OPF because Arma with all its shortcomings is offering something absolutely unique...so you are clearly talking nonsense there! People also loved the mod with all its wonkieness because it was ...special. If a game has soul, if it is immersive, if the gameplay is good and if it is unique and special...people will always give a fuck about fps and wonkieness....Play a heavy modded fallout or Skyrim same thing...and there are endless more examples. Honestly..and I mean this by no way personal or offensive...its also people like you that helped making this game here such an disappointment..at least for all of us that were here from the very beginning. Graphics, gunplay, vehicles, medical gameplay, nutrition, hypothermia, stamina...there is nearly one thing that really works well...but praise the lord we've at least can play it with 60 fps .....
  5. William Sternritter

    Cars wont drive uphill

    @RustyShmakle Shift to first gear when going up a hill slowly. Ada actually has the best performance going up a hill but you need to shift first gear. Keep it in first gear until you climb it. No, that is not how cars work IRL, unless the hill is really steep but this is the problem with vehicles in DayZ at least since 0.62. Even when driving fast like 60 on the asphalt, it is still better to downshift at least one gear to maintain speed up hill.
  6. - 100k Start - Helicopters - Airdrops (Drug Drops as well) - NPC and Custom Traders - Custom Vehicles - Custom Weapons - Mutants - 125+ Rifles, Guns, Pistols - Base Building Plus - Unlimited Stamina - Map - Party/Groups allowed - No vehicle damage - Storage options - Events! - Custom Locations JOIN OUR DISCORD! -----> https://discord.gg/5RwM7bpcMj
  7. Guest

    Building

    And so there are no features because there is a possibiility that people may use them... A game that hates when people are thinking. You can build a wall thats easy to raid and npcs can just ignore it and walk in like it's not even there... This is reality. Mods are upgrading this part of the game but the problem is still the same: its engine. The game not only hates when people are thinking. It also hates when people are playing it and leaving anything behind on a map. It will lag, which means that hostile object was installed somewhere. "Also, the ability to remove hay bails and mounds would be AMAZING. Not to mention other decorative vehicles (camper vans etc)" - now that's even harder thing to accomplish... Interactive map? You're kidding? Each change like that will leave a marktodelete reference which (bigger numbers) will clog databases in the end. So far this game has disappearing grass (texture related) and refreshing trees (each reset). That's propably the limit. Anything else needs a lot of work.
  8. Devils Areola|PVP|350K Start|KOTH|AirDrop|Heli|ATM|Trader|BM|Drug|Toxic|C4RaiD Check Out Our Discord: https://discord.gg/k5crqfZqGk Direct Connect: 38.64.138.193 : 2302 Ready for a challenge? Then wander through the dangerous world of Chernarus. Where players are not the only thing you will have to watch out for. Bring the PVP and Raiding ON - Few limitations full KOS and Raiding Grab your NBC gear and brave the Toxic Zones fighting of Players, Zombies, Wolves, and Bears to come out unharmed and loaded with loot. Build your Base and cultivate your strains of Cannabis to sell to players or transport to the Drug Trader. Hunt, Fish, Skin to Trade your Pelts and Meat with the Hunting Trader and fill your bank. Become The King of The Hill and fight off Zombies and Players to hold down the flag and claim the Loot. Increased animal spawns, custom zombie spawn, increased loot, Toxic Zones at Tisy and Troitskoe - Gear up at the BM or Hunting Trader with full NBC sets including Masks and Filters to survive.. Custom Coastal Trader and Offshore Locations Zombies - Drop AMMO and MONEY (the stronger they are the better the loot and money... some have a chance to drop T4) Raid- Doors/Gates Only Aidrops every 45 minutes Helis Spawn at 5 locations 2 additional spawns for Blackhawks Randomly Full Black Market, Drug Traders and Hunting Trader NEAF Quarantine Zone - close quarter PVP in many areas here and if not careful you might wind up with a horde to fend off. Black Market where you can buy and sell some very expensive weapons. Map physics adjusted to make vehicles smoother.
  9. Devils Areaola||Valning1PP|Survival|PVP|NO TRADER|Lightly QOL Modded Direct Connect: 38.64.138.60:2487 Discord https://discord.gg/k5crqfZqGk Valning Survival Server Full KOS - NO SAFEZONES Lightly QOL Modded Killfeed Global Chat Airdrops King of the Hill Codelock Build Anywhere VPP Map BuilderItems CF Valning Map [Admin Tools - Zomberry / VPP Admin Tools] Vanilla Weapons / Ammo / Vehicles / Gear Enjoy the many unique features of Valning as you fight to survive. Team up or go solo this is DayZ and you never know who you can trust...
  10. Would Appreciate If You Gave The Server A Chance 😛 We Have Custom Areas & A Variety Of Mods. Join The Discord Too As Their Is A Lot Of Info! We Have SpawnSelect, 3 Custom Traders (Military, Civ, Aircraft Traders) & A BlackMarket. Raid With Rockets/C4 (Expansion/BaseBuildingPlus). Open Raiding, Get C4/Rockets From Airdrops Only, Find Launchers Randomly. Server Name: TRG SURVIVAL - WIPED 5/14 | KOS | HELIS | 100k | FACTIONS | BLACKMARKET | BPP | RAIDING | DRUGS | EXPANSION Server IP: 184.95.62.178:7015 Discord: https://discord.gg/NWGZSaEE Wiped Recently On The 14th Come Play Server Is Smooth And Lots To Do! Custom Areas, PvP, Start With 100k In The ATM, Drugs, Base Building, Raiding, Modded Weapons/Clothing. Helicopters/Vehicles, Own A Dog. Traders & Much More!
  11. SwissArmy1984

    cfgeconomycore

    Here is a copy of my cfgeconomycore.xml for my Namalsk server. It has explanations for the different items. <economycore> <classes> <!-- These are rootclasses to be used by economy. Do not forget to add attribute act="character", if root class represents character (player, infected, animal) Do not forget to add attribute act="car", if root class represents moveable vehicles --> <rootclass name="DefaultWeapon" /> <!-- weapons --> <rootclass name="DefaultMagazine" /> <!-- magazines --> <rootclass name="Inventory_Base" /> <!-- inventory items --> <rootclass name="HouseNoDestruct" reportMemoryLOD="no" /> <!-- houses, wrecks --> <rootclass name="SurvivorBase" act="character" reportMemoryLOD="no" /> <!-- player characters --> <rootclass name="DZ_LightAI" act="character" reportMemoryLOD="no" /> <!-- infected, animals --> <rootclass name="CarScript" act="car" reportMemoryLOD="no" /> <!-- cars (sedan, hatchback, transitBus, V3S, ...) --> </classes> <ce folder="db"> <file name="types_dzn.xml" type="types" /> </ce> <!-- Morty Weapons --> <ce folder="Morty_ce"> <file name="Morty_types.xml" type="types" /> <file name="Morty_cfgspawnabletypes.xml" type="spawnabletypes" /> </ce> </economycore> I recommend copy-pasting it to Notepad++ for the coloring scheme. The only items for which there are no explanations are the <ce> ...... </ce> sections. These define folders in which you can place additional 'types' and 'spawnabletypes' files. They make it easier to manage multiple mods that add items to the game. I'm going to change my handling of the mod FOX WEAPONS, for example, to include the 'types' and 'spawnabletypes' files either in the 'Morty_ce' folder or its own folder. The 'types_dzn.xml' file, for example, was an addition by the Namalsk Island or Namalsk Survival mod (not sure which one) to add frozen items to the map. The file actually sits in the 'db' folder with the standard 'types.xml' file.
  12. PCGN MegaLoot|28 Weeks Later ChernarusPlus - Premier PVP and base building experience PCGN MegaLoot|28 Weeks Later #1|1PP|PVP|Traders|Helis|BBP|+Guns Platform: PC Region: NA-East Coast Discord: https://discord.gg/jpCSmGDMDZ https://www.gametracker.com/server_info/74.91.112.206:2502/ PC Gamer's Network proudly presents their next DayZ server. We have been around running servers and leagues for PC Gaming since 1998. Our experience admins have helped run some of the most popular DayZ mod servers out there including the #1 Origins server. Come join us again in our new ChernarusPlus server for more great memories! IP: 74.91.112.206:2502 Our ChernarusPlus server aims to bring you a premier PVP and base building experience. Our aim is simple: DayZ full experience with PVP oriented action PCGN MegaLoot core economy loop: -spawn fresh on coast -loot and eat/drink to survive -progress north into higher tier loot areas containing better survival equipment and weapons -pvp and fight for better equipment to better help survival and build bases -Koth events and high tier loot areas contain gear worth fighting for -high tier loot is best for survival and fighting , enticing players to build bases to keep it safe, and fight each other for it -trader economy encourages a variety player activity across the server \-money to buy base building supplies, vehicles, and basic survival gear, and complete a high end kit at black market for a premium \-hunting to sell pelts for money \-looting gear to sell for money \-repairing vehicles to use or sell for money \-farming weed and coca for money -choppers are very rare to find on the map, and serve as an end game high tier vehicle for base raiding, protecting, and gaining access to special high tier loot areas (oil rig) -Choppers are the end goal for spending money at a super high premium - not the means for making money by selling map found choppers -tier 5 loot only found in special crates and is not available at any trader to buy -----.50 cal, high end snipers, special variants, etc We are always building new content and expanding on this amazing DayZ experience! Join our Discord to get involved if you find issues or have suggestions 🙂 2 traders Green Mountain and Kumyrna, including vehicles and most items (except the highest tier gear) with safezones Black Market Trader containing the highest tier gear with NO safezone Banking ATMs - Starting cash 20K - Maximum cash 2m 1st Person Perspective only Fully customized and balanced 5 tier loot economy with interesting takes on Traders Locked crates containing Tier 5 equipment and supplies hidden in several locations requiring a rare key to unlock, if you can find one Cannabis+ and Drugs+ Abandoned Grow Operation prime for raiding and finding rare seeds to expand your own King of the Hill event creating PVP hotspots and consistent mid-range rewards Unlimited run stamina Flip Transport Saline Bag+ Global Chat, Compass, Party VanillaPlusPlus Map BaseBuildingPlus + item stack/repair Blackouts Bajas - Tier 1 IRP Land Rover Defender - Tier 2 RAG Armored Hummer - Tier 3 MegaLoot Choppers - Premium (SIB) helicopters with Arma 3 flight model No vehicle damage, no more ah!, carsfix, dbo_surfaces - Stable vehicles 🙂 Airdrops - Fully customized with 2 tiers of military crates, medical/food crate, and base building kit and supplies crate Disease Injectors/Cures - Get rid of diseases in a pinch, or inject an unwitting victim! Lots of custom guns and item packs that everyone loves - Mass/Cl0uds/CPB/AWS/MVS/TWP/Mortys/Munghard Custom Tier 4 tent maze Underground Bunker (Tier 4) Over 30 caves, islands, bunkers, Oil Rig (Tier 4) and more custom locations spread across the map to discover and explore! Loot, Build, Defend, Conquer. We keep a clean server with the following rule set: "No Hacking or Cheating", "No Glitching or Duping", "No building within 500m of safezones (disabled)", "No building within 700m of Military areas (not disabled)", "No stealing / griefing / harrassing at Traders/Safezones", "No camping outside of the Traders/Safezones or the Black Market", "No racist, gender specific, theological, or religious bogotry/insults/remarks - ZERO Tolerance", "Shit happens in DayZ and you will die and you will lose your gear. No Admin replacements for game mechanics", "Exceptions will only be made for server imposed settings/issues causing loss - solely
  13. Would Appreciate If You Gave The Server A Chance 😛 We Have Custom Areas & A Variety Of Mods. Join The Discord Too As Their Is A Lot Of Info! We Have SpawnSelect, 3 Custom Traders (Military, Civ, Aircraft Traders) & A BlackMarket. Raid With Rockets/C4 (Expansion/BaseBuildingPlus). Open Raiding, Get C4/Rockets From Airdrops Only, Find Launchers Randomly. Server Name: TRG SURVIVAL - WIPED 5/14 | KOS | HELIS | 160kSTART | 2XLOOT | FACTIONS | BLACKMARKET | BPP | RAIDING | DRUGS | EXPANSION Server IP: 184.95.62.178:7015 Discord: https://discord.gg/NWGZSaEE Wiped Recently On The 14th Come Play Server Is Smooth And Lots To Do! Custom Areas, PvP, Start With 160k In The ATM, Drugs, Base Building, Raiding, Modded Weapons/Clothing. Helicopters/Vehicles, Own A Dog. Traders & Much More!
  14. Ophelia_B

    Building

    Also, the ability to remove hay bails and mounds would be AMAZING. Not to mention other decorative vehicles (camper vans etc)
  15. Would Appreciate If You Gave The Server A Chance 😛 Been Working Hard On Getting This Server Running. We Have Custom Areas & A Variety Of Mods. Join The Discord Too As Their Is A Lot Of Info! We Have SpawnSelect, 3 Custom Traders (Military, Civ, Aircraft Traders) & A BlackMarket. Raid With Rockets/C4 (Expansion/BaseBuildingPlus). Open Raiding, Get C4/Rockets From Airdrops Only, Find Launchers Randomly. Server Name: TRG SURVIVAL - WIPED 5/14 | KOS | HELIS | 160kSTART | 2XLOOT | FACTIONS | BLACKMARKET | BPP | RAIDING | DRUGS | EXPANSION Server IP: 184.95.62.178:7015 Discord: https://discord.gg/NWGZSaEE Wiped Recently On The 14th Come Play Server Is Smooth And Lots To Do! Custom Areas, PvP, Start With 160k In The ATM, Drugs, Base Building, Raiding, Modded Weapons/Clothing. Helicopters/Vehicles, Own A Dog. Traders & Much More!
  16. Would Appreciate If You Gave The Server A Chance 😛 We Have Custom Areas & A Variety Of Mods. Join The Discord Too As Their Is A Lot Of Info! We Have SpawnSelect, 3 Custom Traders (Military, Civ, Aircraft Traders) & A BlackMarket. Raid With Rockets/C4 (Expansion/BaseBuildingPlus). We Have Raid Weekends So Only Raid On Friday-Sunday Starting Noon PST Friday. Server Name: TRG SURVIVAL - WIPED 5/14 | KOS | HELIS | 160kSTART | 2XLOOT | FACTIONS | BLACKMARKET | BPP | RAIDING | DRUGS | EXPANSION Server IP: 184.95.62.178:7015 Discord: https://discord.gg/NWGZSaEE Wiped Recently On The 14th Come Play Server Is Smooth And Lots To Do! Custom Areas, PvP, Start With 160k In The ATM, Drugs, Base Building, Raiding, Modded Weapons/Clothing. Helicopters/Vehicles, Own A Dog. Traders & Much More! Mods: Mortys Weapons Airdrop-Upgraded CannabisPlus King of the Hill MunghardsItempack Cl0ud's Military Gear BulletStacksPlusPlus Invisible Clothing Mod Breachingcharge DayZ-Dog DinkyItemsPlus CPBWeapons MuchStuffPack SkyFall [CrSk] BMW 525i E34 IRP-Land-Rover-Defender-110 1K-Slot-Jackets HellRetex Survival HellRetex Weapons Mass'sManyItemOverhaul NoExplodingHelis FixVehiclePositions MuchCarKey_Expansion Docs_Weapon_Pack_Standalone SQUAD MSF-C PartyMe FlipTransport Code Lock TraderFixesAndFeatures Trader Banking RaidSchedule Modular Vest System Basic Map BaseBuildingPlus DayZ-Expansion-Licensed DayZ-Expansion-Vehicles DayZ-Expansion DayZ-Expansion-Core Community-Online-Tools CF
  17. Hello Dayz Community Peoples, I have been playing and more recently modding xbox nitrado server, usually just boosting some things maybe making a gun or two spawn more and making the vehicles spawn complete havent had any issues, until i recently switched back to play livonia and now its almsot like my xml file corrupted somehow, i have tried pretty much everything i can think of and have done a weekly wipe to try fixing it with new modded files. the things I've "modded": - AK101 - M4A1 - Winchester - Gunter2 - V3S - outside of this I halfed zombies and slightly boosted food, meds, and building materials and added in a custom plank spawn. all thing i have done before and not had this issue
  18. I used to play DayZMod. I don't like getting into fire-fights for the sake of it, or rampaging around the map looking for people to attack. I like: · quieter servers. · PvE and helping human players to escape from zombies, or from starvation/injury. · collecting and stashing gear; hiding it so it is hard to find. · exploring the map and sneaking around, avoiding conflict with people; following players to find their tents/bases/vehicles, and raiding them later. Does DayZ do this kind of gameplay well? Or is it mostly about just running around shooting people and destroying stuff?
  19. This is just a new list of +45 QoL (Quality of Life) improvements and/or small tweaks for the game that I think could provide an overall better experience in the next updates. The idea is to come up with achievable and easy to implement suggestions that involve small changes and tweaks within the current content of the game. Yes, these are not massive changes to the gamelpay and that is precisely the idea. At this stage of the DayZ development, suggesting extremely elaborate ideas or new features conspire against the possibility that they can be ever implemented. Keep it small, keep it simple and aim for an impact on the daily gameplay because no one is going to reinvent the wheel at this stage. In the past, many of these suggestions have been considered and incorporated into the game so I decided to try again. At the end of this thread you will find a list of those suggestions that were later incorporated into the game (which is not to say that it happened because I suggested it of course). OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/259915-dayz-30-qol-suggestions-part-6/ HERE ARE MY QOL SUGGESTIONS 1) Gasoline Canisters | Make them explode when fired Self-explanatory. It is an element that would add a lot of fun to the gameplay without meaning a significant change or even a new technology. Simply by adding the attributes of the grenades could be achieved perfectly. No fire effect involved, just an explosion like a grenade or a gasoline station. If one wants a more realistic approach we could limit it to the impact with tracer bullets, although I understand that there are certain limitations of realism to this, would still be an attractive element for the gameplay while being quite simple to implement. 2) Glasses/Masks and god rays | Realistic functioning, color tints We can all check its implementation in several community servers thanks to Mandibull (DayOne). Would give the glasses a real use beyond the merely aesthetic element and could also be applied to different helmets and masks with different degrees of protection (reduction) of the god rays. For example: Sunglasses reduces 90% of the glare. Motorbike 100%. Gasmask 50%, Combat Helmet with visor 80%, and so. 3) Catch water from rain | Being able to catch it with canteens and pots Another feature that was once part of the game and is now present in several community servers thanks to modding, the possibility of collecting rainwater by using a canteen or cooking pot and looking at the sky is something we need to have back into the game. The main concept is even already there (we look at the ground when we want to empty a bottle), so it shouldn’t be difficult to implement in Vanilla. Im aware that DUG (DayZ Underground) and other servers have already implemented this idea as a mod with perfect performance. 4) Police cars wrecks in PD´s | Re-signifying Police Stations Almost every police station on the map (Chernarus) has a completely empty parking lot and the absence of any kind of interesting loot within them means that they only serve as a "point of reference" within a city. By incorporating several destroyed police cars with loot in their parking lot, this would give more life to PD´s and its surroundings. This element is one of the most attractive in community maps such as Esseker, giving more dynamism and interest to the PDs. 5) Grenades attached to vests | Chance of explosion Allowing grenades to explode if they get shot while having them on your vest would be a very fun element to the gameplay. Even the infected could eventually spawn with grenades on their vests, and you could get rid of an infected horde by shooting the one carrying the explosive. Why would anyone wear grenades in their vest if they are at risk of exploding then? First, maybe that's their objective when rushing a camo building full of people. Second, the impact area would be extremely limited anyway. Third, remember that in vests like the plate carrier the grenade position is to the side. 6) More camouflages for items | Barrels, Vehicles, Wooden crates Hidden bases in the forest was an amazing thing back in the day. Your travels through remote locations were more enjoyable because you always knew that something could be hidden around. Now, since tents can´t be carry anymore in your back anymore and vehicles are not really a safe option, people just limit themselves to use the (IMO) extremely OP underground stashes as their main storage alternative. This is unbalanced and uninteresting for hidden loot dynamics. By allowing players to use camo net as an attachment for barrels and vehicles - just like it happens with the tents - you can provide with a more balanced method to hide stuff in remote locations, incentivizing other players to search for them. 7) Leaning | Allow to keep the position with a double tap Quite simple idea, by double tap Q or E (PC), the player keeps the tilt position until he/she presses any other key or moves. It is something that is quite required in pvp scenarios and that has taken place in the past. Should not be difficult to implement. 8 ) Backpacks in vehicles | Disable them from the player model There is currently an issue when multiple players get inside a vehicle: if the player in the front seat have a backpack, that clips through the back of the seat and prevents the player to enter the seat behind (The contextual menu just won´t show up because of the backpack obstruction). While the clipping issue it’s also something that need to be fixed, the bigger problem here is the impossibility of accessing the back seat. Maybe by removing the backpacks from the players just like the game does with the items in hands you can prevent both issues at the same time. In older versions of the game the model (and its equipment) was adapted when entering the car, I don't see why this cannot be repeated nowadays. 9) Down Jacket | Add it to Chernarus, vanilla. Along with the old Tactical Vest, the Dawn Jacket is one of the most memorable pieces of clothing for veteran players of DayZ. It was already incorporated by Sumrak in Namalsk so I think it would be appropriate to incorporate it now in Chernarus too. It is an aesthetic change but it definitely going to be worth it. Its insulation value would have to be considered, but in any case, it would be a good item for northern Chernarus as a high tier civilian item that protects from the cold and offers a large amount of inventory slots. Either way, I'm one of those who thinks we need more civilian high tier clothing and less militarized survivors everywhere. 10) Wet items/weapons | Possibility of malfunction The number of "submarine bases" in the current build of the game is incredible. They are hard to find and there are almost no consequences for hidden items inside. it would be nice to implement an extra impairment to the wetting feature to balance this. In the case of weapons, for example, the possibility of malfunction with the same reasoning when it comes to rain. 11) Weapons Fire Mode | Sound effect and/or weapon representation Speaking about guns, by adding a simple “click” sound as a reference you could know that you are actually changing the fire mode without the need of any type of HUD. It would definitely be a great alternative if you could actually see this change reflected in the gun model (you can “inspect” your rifle by entering in the throwing stance with a SMG, a rifle or a AR) but, in the meanwhile, a simple sound effect should do the trick. 12) Remove the crosshair | Or replace it with a simple dot One of the most anticlimactic and inaccurate aspects of the game is the crosshair. I honestly don't know what it's for. Its design is invasive and looks like a placeholder, yet it has been there for years. Yes, I am aware that it can be disabled, but the idea is to go back to the old, classic point the default experience of the game. Yes, I am aware that the game allows you to disable crosshair any time and that hardcore servers do not have it at all (I never play with the crosshair on, even non-hardcore servers). But I'm talking about a design idea (as in EFT) where it is the developer who sets the tone - hardcore in this case - and not the discressionality of the end user. 13) Military Tents | Carry as a backpack Since this was removed from the game, the "nomadic" bases in the middle of the forest that kept players alert and roaming the entire map have been replaced by mega-bases in the middle of cities full of walls and barbed wire. Bring back the possibility of carrying a tent on your back (replacing the backpack slot) to increase the chances of bases in remote locations and stop centralizing the dispersion of players on the map. 14) Flash Grenades | More range, more “blindness” time. This will probably be a reason for adjustments in the future, but in the current version (1.12) flash grenades have an extremely small range and their effect lasts quite short. Increasing their range to at least 4 meters and extending their effect to 12 seconds would give real utility to an item that is very interesting for gameplay. 15) Attached Radios | Key binds for using them Just like with the Head Torch or the NV googles, you should be able to turn on/off and change the frequency of the radios when those are attached to your backpack by using a default key. Radios are one of the most interesting items in the game but its implementation conspires against the idea of enhancing their use. They need to be practical and handy. I even think Ammo (Modder, part of the DayZ Underground team) has implemented the possibility of interacting with the radio attached to your backpack/vest by moving your head down and looking at it without items in your hands. 16) Bleeding | Severity according to origin and not just to quantity Nowadays you can bleed to death in a very short time if you have two cuts from slipping down a flight of stairs. The game does not discriminate whether the wound was caused by a fireman's axe or a scrape on your foot against the concrete. The idea is to divide the bleeding into three types (mild, moderate, severe) and not simply by quantity. In this sense, 3 light wounds will cause you to lose a tiny percentage of blood while a severe wound will cause you to lose a lot of blood. The distinction could be given in: Minor wound = Infected, cuts. Moderate wound = Low calibers, one-handed melee. Severe wound = Shots, two-handed melee, predators. 17) Diseases Indicator | Different diseases symbols (Alternative Blood Test Kit) We definitely need to have different icons for the multiple kind of diseases, especially for new players. The global bacteria icon it’s just not intuitive enough and not very helpful for the learning curve of the game. It would be also a good idea being able to use the test kits on you not only to identify your blood type but also to assign a new symbol to properly represent the disease you have (Example: you have cholera with the global bacteria icon, after you use a blood test kit, the bacteria icon changes to a more representative icon). A new medical item could even be added to the game for this purpose. While I love that a game has a difficult and challenging learning curve, in the case of DayZ and diseases, I think the difficulty in diagnosing for new players comes from a poor design and not from a real intention of complexity. There is almost no way - for a new player - to differentiate Salmonella from Cholera or Poisoning without using elements outside the game (guides/charts), and this is a huge mistake. The learning curve has to be complex, but progressive and possible, never frustrating or almost impossible. 18) ADS transition | Make it slower / smoother The current transition from hip fire (Raised weapon) to ADS is extremely fast. You get to your sight view almost immediately and there is also an exploit to make it even faster. This not only makes the game feel casual and arcade-like, but also conspires against the original idea of "warning" the other player about your future intentions through your movement (thus enhancing interaction). This need to change. I think this movement/transition should be much slower, as many other games have applied. Just check EFT (a pvp focused game) transition from hip fire to ADS. It’s even slower than DayZ but it feels so much realistic and smooth. Please remember, I am talking about the transition between the raised gun (hipfire) and ADS, not the gun at rest and hipfire. Those are very different things. I insist on the example of EFT where it is a clearly focused on pvp kind of game and where the implementation of weapon handling is smoother and softer than in DayZ SA without lossing any combat speed at all. 19) 3d Map item | Check the map without a full interface This is already a thing is most community servers and its completely amazing. The fact that you can check a map outside the “full screen map” it’s one of the most immersive approach that can be made with them. I would love to see that in the vanilla game as well, both for the map and notes. I know that, in the case of the map, it’s a unique 3d model so it may be impossible to make with notes but maybe there is a way around. I’m not saying to replace the “full screen map”, but to provide a hit/hold option to choose between both alternatives. 20) Longer beards | Synonymous with survival Suggestions #26 and #27 are purely aesthetic I know, however, I sincerely believe they would add a lot to the game. Especially considering that DayZ currently lacks one of the most important elements for a survival game IMO: The possibility of appreciating/keeping your character and their survival by something more than just his gear. There is no evolution, no passive skills, no expertise, no progress… just gear. So until any of this stuff became a thing, aesthetics is probably the only thing that individualizes us and makes us value our character. Longer beards (even longer than image four), white hair or even particular features after having survived for a long time would be an interesting element. 21) Shave head | Alternative aesthetics, individuality And if we consider longer hair, we must also consider the opposite alternative: to be able to have a bald character. Since we can shave our beard, it should also be possible to shave our head, even in female characters. It would be a hygienic guideline, it would complement better avoiding clipping with some objects and it would look completely badass. 22) Binoculars | Faster use and One Click action Every time we use this item the character takes too long until we can see through them. Its use is unresponsive and anticlimactic. The movement has to be more agile and, at the same time, offer the possibility to make a simple click to keep the binoculars in use (as it happens with the Scopes) instead of having to hold LMB all the time. There is currently no incentive to use binoculars over any other item that allows us to see at a distance (Scope in hand, rangefinder, scope on weapon). Its size is too big (3x3), you can't attach to any slot to save that space and the speed of use is still incredibly slow. 23) Inventory Sounds | Add sounds and fix soundless exploit Adding a very subtle noise to each item (or category of items) when managing our inventory would be very welcome to players. But more importantly, correcting - adding a sound - to when we drop an item, mainly weapons, on the ground and then pick them up to make no sound at all. This "exploit" is one of the most used in PVP situations where one can pull out a weapon without warning the enemy of its presence. I think Inclement Dab (modder) has even developed a good concept of this as a mod. 24) Gas Canisters | Explode when shot with smal flashbang and/or smoke effect The simple fact of being able to use this item as a sort of small flashbang / smoke effect when shooting it would open the door to very good in-game sequences. A player could throw it and then shoot it to blind the enemy for a few seconds. The technology is already there, so I think it would be simple to implement. Just as an example, this was already implemented as a mod in several servers. Example. 25) Underground stashes | Bigger dirt pile and multiple stashes restriction Nowadays you can bury multiple objects in an extremely small and limited space of land. While this already has its penalty (since you can't choose which one to dig up first), as a matter of balance, it would be good to find a way to limit this from becoming possible by restricting the possibility of creating an underground stash on top of an existing stash. Im not talking about a global undergroun stashes restriction or limit, just avoid putting 10 underground stashes in the same pile of dirt. In addition to this, the remaining dirt pile after you hide something underground should be bigger in size to prevent multiple exploits and again, turn this hidden method into a more balanced and less overpowered one. The reasoning is always the same: for every asset, there must be a liability and this improves the balance within the game. I insist that underground stashes are completely unbalanced storage methods with their current implementation and in some cases - mostly exploits - they become literally impossible to find. 26) Precise positioning | Long torches and other items Quite simple suggestion, it simply allows to place the long torches on the ground with the precise positioning. The same could apply to sharpened sticks with food at their ends. 27) Russian Roulette | A way to implement it Completely unnecessary but very interesting for the gameplay, a good way to implement it would be to hold right click and then hold the R key (default reload) to spin the drum. This can obviously be a lot more complicated according to the current implementation of the Revolver, but I'm sure they will find a way to incorporate it again. 28) Skin and quarter chickens | Increase the interaction area Quite frustrating during the gameplay and I think with a fairly simple solution, every time we want to butcher a chicken, when we use the knives to look for worms or even when we do it in the middle of the asphalt, the interaction area is so small that, even with the crosshair activated, it becomes complex to find the exact pixel where we get the action. The idea is to increase the interaction area for this action in the case of chickens and small animals in the future. Another way to correct this is with the possibility of transporting the chicken as an item and then being able to combine it in your hands with a knife or any other tool you wish to butcher it. It would even be a good alternative for when, in hardcore servers, you find a chicken and kill it with your fists but you don't have any melee to cut it. You could carry it (as you do with fish) until you "prepare" it. 29) Bleeding | HUD-free screen representation You can see this all the time in almost every Dayz stream/gameplay while playing on hardcore servers. People trying to play without the HUD but, after they got shoot/attacked, they need to open their inventory – or enabling the HUD - just to check if they are bleeding or not. This is extremely anticlimactic! I know that your screen will eventually became black and white over time and that there is a “cut sound” when you recieve a wound, but it’s just impossible to hear it in the rush of a battle and for the time your screen goes black and white by multiple cuts it’s probably already too late. By adding a more representative/noticeable sound effect (like some hearbeat for example, being even realistic since your heart will beat stronger when you lose blood to compensate) or a screen effect (like a continuous red coloring on the edges of the screen or just a red “flash” when you receive the cut) you can provide with enough non-invasive information to the player to avoid having to always rely on the HUD. Alterantive 1: Heartbeat Alterantive 2: Screen Effect 30) Epinephrine | Avoid fainting in flashing red blood One of the most characteristic features of a survival game is the possibility of overcoming death or near death. But when we are blinking blood this becomes almost impossible. The fact that the infected don't attack us when we are unconscious is a step forward but I think we need the epinephrine also to avoid regular blackouts when our blood is flickering. This would at least give us the possibility of hiding until we recover normal levels or receive a blood transfusion. 31) North East Airfield | Bring it back to life Nobody can deny the huge amount of work and improvement of Chernarus (map) in general, but there are at least two locations that I think have resulted in changes for the worse: Myshikino tents and the Krasnostav airfield (also known as NEAF). I don't know if there are any future plans for this particular location, but I think that by adding an ATC, hangars and some barracks you could re-signify this airfield and enhance players to go through it. Nowadays it’s a completely empty space and a waste of what it was one of the greatest points of interest in Chernarus. 32) Apartment buildings | Is there a good reason why those are empty? Back in the “DayZ”, you went to those apartments to find civilian tents and clothing, but since some years ago, the apartments buildings in Chernarus are completely empty. People tend to camp and snipe from those creating some of the best PVP sequences but now it’s became just another dead space in the map. The fences positioning does not work properly inside there so it’s also quite hard to build bases or lock rooms in there. We already have the Namalsk experience where you can find supplies in those buildings bringing them back to life. Chernarus should copy this by adding civilian loot and tents in them. 33) Stealth | Add a slower stance/speed while crouching Stealth is an element that will gradually take more place in the game with the new modifications to the infected and the possibility of one tap them by attacking them from behind. However, in the crouched position, one cannot switch between a light step and a slow step by pressing the walk key. It would be very useful to be able to add an even slower step in this position by completing the three speeds in each of the stances (Standing, crouching, prone). 34) Burying Dry bags | Make them take damage with every bury/unbury Similar reasoning than with the wet items, Dry bags are quite easy to find along all the coast (Docks/containers) and people use them as a big storage method as a hidden underground stash. You can prevent this OP storage method by making them take some damage/worn every time you bury/unbury them. 35) Handcuffs | Make them unique/useful In my opinion, handcuffs are not getting the relevance that they should in a game that uses their features/items as the main source of stories and interactions. The fact that you can break them in a matter of seconds and without any tool involved absolutely kills their purpose. You shouldn’t be able to break free from handcuffs just by struggling. You would need the key or any other melee item (to avoid frustrating scenarios) to set you free. This will open a huge window for really cool interactions. In addition to this, the suggestion #20 (jogging while tied up) is key to make this feature not frustrating. 36) Communication Devices | Range, Multi-frequency concept and persistence We really need a change for radio concept to make these items useful again. Having 7 different frequencies and only a 5km range turns what could be a huge element of interaction into an absolutely dead item. I have suggested quite some time ago to increase their general range, around 10km for the personal radios (I remember an EXP build though where they were worldwide and people use them a lot), and that all communication devices should be multi-frequency, with a higher "sound gain" or lower “noise” when you are on the same frequency than the broadcaster. In the case of the Field transceiver and Zenith studio, there shouldn’t be such distinction so it can be heard perfectly along all frequencies. The argument against the multiple frequency idea could be a possible "loss of privacy". But let's be honest, almost no clan/squad uses in-game communications to talk to each other, not even on RP servers. Radios have been and always will be devices for meeting strangers, not regulars. The other part of the suggestion is about persistence. Just like with the construction lights, you should be able to place and power the Field transceiver with a power generator, making them persistence and enable for longer periods of time. I imagine a natural increase of the usage of this communication items at nighttime where people return to their shelters and turn on their radios while waiting for the sunlight. 37) Animal source items | We need more crafting recipies Animal-based items not only encourage hunting but also broaden the interest in animals for more than just food. There are several mods that have implemented very easy and logical items related to animals. From different backpacks using the different animal skins (as you can currently do with the Boar skin) in DayZ Underground, or clothes and helmets made from animal heads (DUG, DayOne, among others). I think it would be very interesting to have them or at least some similar complement. (Image from DUG). 38) Prone/Crouch F5 | Allow captors to access hostage inventory Currently you can only access a hostage's inventory after tying him up. Allowing access to their inventory by proximity when they press F5 and are crouched (where there is no possibility of movement for the hostage) would improve interaction and expand the number of possible scenarios. 39) Clothing status | Wet Textures representation It will probably involve a lot of work, but I think it is perfectly feasible and adds a lot to the idea of immersion and dispensability of the HUD. The idea that wet clothes have their representation in our character to be able to know their state without having to inspect them (as happens when they are damaged or worn). It is something that is present in different mods (WindstridesClothingPack by Windstride for example) and it really works perfectly being IMO the best clothing mod ever created so far. I think it's an element that would definitely have to have its place in vanilla at some point. 40) Melee combat | Blocking consistency The melee and mainly the block feature is probably one of the features in DayZ that has less consistency right now. You can "block" attacks from a fire axe with just your fists but you cannot block infected attacks with a shovel or any two-handed melee. And this also does not work as a pattern because sometimes it works and sometimes it does not. This needs a clear revision to make the system more consistent, dividing items into two categories (one-handed and two-handed) where one-handed melee attacks (e.g. a knife, and including fist to this category) can be defended by one-handed and two-handed melee, while two-handed melee attacks can only be defended by the latter. At the same time, it would be good to complement these categories with an exception: a heavy attack with a one-handed item can never be defended by a one-handed melee. There are many other considerations regarding the melee system but I think they deserve a separate thread. Likewise with the feature of dodging to the side. Since its implementation, I don't remember any situation where its use was justified. It is something worth rethinking. 41) Petrol lighter | Allows it to be used to illuminate Present in many mods (such as the Munghards Item pack for example), the possibility of lighting with the lighter by making it consume its uses would offer an excellent ambiance. Perhaps a little more difficult to implement and somewhat unnecessary but it is worth mentioning: something similar could be done with matches for a matter of seconds. I repeat, quite unnecessary. 42) Animal Meat | Initial heat value It would be interesting that human or animal meat has an initial temperature value (e.g. 30 degrees) that can be used for initial heating as we do with food or hot containers. Obviously with progressive heat dissipation. I think this would be excellent to incorporate. I recognize that this is perhaps a suggestion more for the Namalsk discord than for Chernarus, considering the impact of weather on the Namalsk Survival mod. 43) Helicopter Crash Sites | Radio Signal The idea is not new but with the incorporation of APSI and muon technology in Namalsk Survival, it has become much more feasible. In a nutshell: helicrash events should generate a radio signal (which could consist of a simple "beep" by proximity) that can be heard and tracked through the use of radios. This would not only give a new attraction to the event but would also encourage the use of this item which is an excellent element for survivor encounters. (Image from DayZ Wiki). 44) Weapon inspection | Pop-up menu when holding down key Once again, the idea is to avoid as much as possible the intrusion of the HUD inside the game for those of us who are looking for an immersive, agile and hardcore experience. Without adding too much (no new animations or new features), one could simply assign a key (or combination of keys) to the inspection of our weapon so that, when pressed, in the center of the screen we get the basic information of the weapon that is found below left when we play with the HUD activated (weapon status, ammo, fire mode, etc.). I think it would even be very easy to implement. 45) Grenades | Audio clue when they hit the ground Currently the only reference we have that someone has thrown a grenade is the warning offered by the removal of the security pin. But that also doesn't give us much reference as to whether or not he finally threw it. I think it would be very good and simple to add a "plonk" sound effect to the grenades (Example of what I'm talking about) to make things much more exciting and give an auditory cue to balance things and avoid unrealistic exploits. Even landmines have an "audio clue", even though in my opinion they should not have it. 46) Bandaging | Possibility of prone bandaging I understand that maybe there is a design intention to give more vulnerability when you bandage yourself for a matter of gameplay. First of all because you need to expose yourself to a crouch position to do so and, unlike other actions, you cannot move while performing the bandage animation. While I think that limiting movement during bending is a good idea to prevent the game from being too arcade (like in Rust, where you can bandage yourself running), I don't find many arguments to avoid being able to do it in the prone position. 47) Salmonella and Cholera | Full stomach symbol Many may not realize it, but until you acquire the knowledge that you have to take small bites and sips during Cholera or Salmonella, new players usually have a very frustrating experience. While I don't question the mechanics and I definitely want the game to be hard, one thing is to be a difficult experience and another thing is to be so unintuitive that forces players to resort to external sources (which should not happen in a game with a progressive learning curve). How could a fair middle ground be reached with this? If you noticed, when you eat/drink too much (without having Salmonella/Cholera) the “full stomach” symbol pops up alerting you to the possibility of vomiting. This does NOT happen before vomiting as a result of illness and eating/drinking. Thus, it would be good to add the “full stomach” notification also when one is close to vomiting from Salmonella and/or Cholera, giving a sufficient clue to the survivors how to survive the disease but without being completely explicit. 48) Fishing | Quick slot for changing bait It may be a minor suggestion (it is the idea after all), but the fact that one has to craft – with an animation included - each one of the improvised baits and you cannot just combine them quickly as it happens with batteries and scopes, grenades and vests, radios and backpacks, visor and combat helmet, among dozens of other items... it really unnecessary and tedious. That’s why I suggest to allow a quick slot to the bone hooks to be able to attach the worm to it just by a drag/drop action (like in many other recipes) without the need to perform a whole animation every time. THANKS FOR YOUR TIME
  20. PCGN MegaLoot|28 Weeks Later #1|1PP|PVP|Traders|Helis|BBP|+Guns Platform: PC Discord: https://discord.gg/jpCSmGDMDZ https://www.gametracker.com/server_info/74.91.112.206:2502/ PC Gamer's Network proudly presents their next DayZ server. We have been around running servers and leagues for PC Gaming since 1998. We've held some of the most popular DayZ mod servers out there including the #1 Origins server. IP: 74.91.112.206:2502 Our ChernarusPlus server aims to bring you a premier PVP and base building experience. Our aim is simple: DayZ full experience with PVP oriented action PCGN MegaLoot core economy loop: -spawn fresh on coast -loot and eat/drink to survive -progress north into higher tier loot areas containing better survival equipment and weapons -pvp and fight for better equipment to better help survival and build bases -Koth events and high tier loot areas contain gear worth fighting for -high tier loot is best for survival and fighting , enticing players to build bases to keep it safe, and fight each other for it -trader economy encourages a variety player activity across the server -money to buy base building supplies, vehicles, and basic survival gear, and complete a high end kit at black market for a premium -hunting to sell pelts for money -looting gear to sell for money -repairing vehicles to use or sell for money -farming weed and coca for money -choppers are very rare to find on the map, and serve as an end game high tier vehicle for base raiding, protecting, and gaining access to special high tier loot areas (oil rig) -Choppers are the end goal for spending money at a super high premium - not the means for making money by selling map found choppers -tier 5 loot only found in special crates and is not available at any trader to buy -----.50 cal, high end snipers, special variants, etc We are always building new content and expanding on this amazing DayZ experience! Join our Discord to get involved if you find issues or have suggestions 🙂 2 traders Green Mountain and Kumyrna, including vehicles and most items (except the highest tier gear) with safezones Black Market Trader containing the highest tier gear with no safezone Banking ATMs - Starting cash 20K - Maximum cash 2m Cannabis+ and Drugs+ Abandoned Grow Operation prime for raiding and finding rare seeds King of the Hill event creating PVP hotspots and high tier rewards Unlimited run stamina Flip Transport Saline Bag+ Global Chat, Compass, Party VanillaPlusPlus Map BaseBuildingPlus + item stack/repair Blackouts Bajas - Tier 1 IRP Land Rover Defender - Tier 2 RAG Armored Hummer - Tier 3 MegaLoot Choppers - Premium helicopters with Arma 3 flight model No vehicle damage, no more ah!, carsfix, dbo_surfaces - Stable vehicles 🙂 Airdrops Disease Injectors/Cures Lots of custom guns and item packs that everyone loves Custom Tier 4 tent maze Underground Bunker (Tier 4) Over 30 caves, islands, bunkers, Oil Rig (Tier 4) and more spread across the map to discover and explore. Custom locations on the map with loot spawns + More!
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  23. Hi, I was trying to make the vehicles from this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2428707135 spawn on my Livonia server, but somehow I'm lost on how to do that. Going by the files there are no seperate parts like doors/tires, which is cool, but the files to make them spawn as is seem to be missing too. Any advice?
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