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Showing results for 'Vehicles'.
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Dread Nation Napf 1.0.4.2 IP: 74.91.28.170:2312 TS: Alphateam.enjinvoice.com Website: alpha-elite.enjin.com Active Admins. The server has the following. Refer a friend program. Admin Events. JSRS Enabled. Self Blood Bag Bike Deploy No Weight Extra Build via Gems Vehicle Service Points WAI Missions Random Events Vehicles you don't normally see you can buy at traders. No mozzies but KA-137s in place. No Maintenance.
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Hello, before I get bashed for a re-post. I have searched this issue for the last 2 hours, yes there are similar threads on this but they are all 12+ months old and have no solution for me. So here is everything that is happening. The problem is I get stuck at the loading screen saying "Requesting Character Data." It seems to be only on my "main" server. I can get on other servers ok (I've only tried one other but joined no problem). I was using withSIX, launching the mod, and then manually joining the server through the in game server list. The only thing I have changed since then is I d/l DayZCommander and d/l the appropriate mods (DayZ and Epoch in my case). All of my friends are on this server and I have multiple military vehicles, an exellent base, all the weapons, ammo and gold I could ask for. Please is there anyone that knows how to fix this? Again it loads through everything then stops dead on Requesting Character Data the number still moves to 120 sits there for a while then sends me back to the lobby and says "Log in Timed out! Disconnect and try again!" Also I am still trying it through withSIX because DayZ commander is saying bad version, failed to connect. I don't have any custom profiles and I've even hard deleted the default profile. Server: Elite Epoch Chernarus v2| [JSRS] 88.150.212.66:2802 PC: Windows 7 Home Premium i7-4770k geforce 660 Ti 8g ram
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Am I the only one seeing this..... People losing faith in the game
Weyland Yutani (DayZ) replied to thelonewarrior's topic in General Discussion
My thoughts are: glad to see those types of people go. Most players I've run into, and I'm talking 80%-90%, are new to the game. If they don't have enough patience to deal with the current state of progress or have the mental fortitude to research why development has slowed (Dean Hall's reddit reveals why and it's nothing out of this world) then we don't want you hanging around whinging about why you don't have your cookie yet. The community is only going to suffer by having these kind of people. These are the kind of people that will be drawn in by the 500+ vehicles, donator loadout's, self bloodbag/saline etc. Impatience ruins something special like DayZ as patience is the biggest element in this game. DayZ doesn't need 10 million whinging babies turning this forum into a cry fest about how OP a weapon is like COD forums have turned into. COD was a great game once upon a time, but the whinging little kids completely ruined it and now the game is catered to them. Reiterating, glad to see them go. Also, I'm playing some other early-access games and DayZ is moving so much faster than any of the others. -
Keep in mind, by the time multiple vehicles have been added (the prime time to implement this), DayZ will have a whole new rendering/graphic engine with Multi-Core/Hyperthreading support, as well as DX11, x64, and support for other modern technology. FPS shouldn't really be a question by then.
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I'd say don't add PIP due to the simple fact that it impacts FPS. As for the need for PIP on hardcore servers, I doubt we will be driving any heavily armored vehicles, the 1st person camera is more than enough for civilian vehicles.
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Welcome to United Nations Epoch Infestation. "Are you prepared for the fight of your life?" Find us at: Napf Island IP: 198.24.172.30:2302 Saureland: - IP: 206.222.11.218:2312 =Requires RMOD -- http://offgaming.us/rmod/download/ Takistan : 192.99.7.143:2312 =Requires RMOD -- http://offgaming.us/rmod/download/ Speak with us on Teamspeak3 unitednationsepoch.teamspeak3.com Donations for Bases, Vehicles, Weapons, Gold & Load Out are accepted. Please contact an Admin for your gaming needs. United Nations Epoch Infestation is a PVE only enviroment. No PVP/No Stealing or Base looting. All offenders will be delt with quickly and BANNED. Ai Missions ,"DZ" Ai and increased Zombie population make these servers a challenge for even the most Veteran Dayz gamer. Extra Buildings at airfields, Ai bases, and custom high loot spawns are added to enhance game-play. Owners: [u.N.] Sgt. Gritty [NAC] Jeremy Admin Cherno/Napf: [u.N.] Liosha (Angry Puppy) [u.N.] Ghostsniper189 [u.N.] Mudduck [u.N.R.T.] Lumpy Admin Sauerland: [NAC] Jeremy [u.N.] Titan [u.N.] Drake Enjoy your stay and have fun!! --------------Website---------------- http://dayzunitednationsepoch.weebly.com/
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Am I the only one seeing this..... People losing faith in the game
xalienax replied to thelonewarrior's topic in General Discussion
this. 1 million times this. the more you try to steer the focus away from gear and the struggle between groups for that eqiupment (vehicles included) the more and more Mod vets will just walk. it will always be about the quest for the top level gear, the risk of loosing gear, and the reward of getting more lootz. -
The vehicles need an overhaul all the configs need stripping and redoing from the ground up. We will be looking at doing this for the next patch after 1.8.1 is out Next version will hold this Crafting Continuation, Start of Basebuilding, Vehicles updates, Weapon updates. These 4 areas will be the main goal for the next patch. (once 1.8.1 is out)
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[PPSS] Poon Platoon & Semen Squads [Recruiting] [Ts3] [Tactical Infantry]
Maple (DayZ) posted a topic in Clan / Group Recruitment
Poon Platoon & The Semen Squads are looking for new members. We're a highly tactical group that uses modern day infantry tactics and movements throughout our gameplay to maximize efficiency and help players become better players and thinkers. We encourage activity and members are kicked if not active for one month unless their absence are posted on the clan forums. We are seeking calm and analytic players who are interested in being in an established gaming community. We have designated roles for our players in order to bring the highest efficiency within the squad during combat. These roles vary between Team Leaders, Grenadiers, Riflemen, Automatic Riflemen, Machine Gunners, Assistant Machine Gunners, Rifleman/Navigator, Medics and squad leaders. We use squads of 9-13 men. We participate in PvP matches and clanVclan matches. We also conduct assassinations on twitch.tv players and the leadership of organizations that we're at war with. All matches are organized and no innocent players will be harmed. We are focused on being an Infantry Platoon for now. When vehicles become more available throughout the game we will focus on becoming a motorized platoon until heavy and light armor comes into play then we shall become a group centered around mechanized infantry. We respect the ideas of all players and take each and every player's words in consideration while planning out attacks and defenses. We are in the process of gaining more members to create separate squads and introduce a ranking system. Communication and planning are 90% of the battle. 10% is the action. We have some rules: Invite Only 16-17 yrs old must enroll in 1-2 week probationary period and are placed in Independent squads. 18+ will undergo 1 week probationary period and are placed with fire teams that better suit their personality, gameplay and relations where they can be used effectively within a squad. Multiple members who know each other in real/virtual life can be placed together in squads in order to maximize efficiency of that group. Must own Team speak (Push to Talk Only) Team speak Address: ts4.gameservers.com:9115 Website: http://-ppss-dayz.enjin.com/home Add me on Steam: Maplesyrup1284 or Maple (My pic is of my cat in a bag) Please register on our site and submit an application. Join our teamspeak and let's get to know you. Those individuals who wish to join, but fail to submit an adequate application form and refuse to join team speak will not be accepted in the group. We are in the process of purchasing a server. Due to the high cost we are debating whether to have one in Alpha or wait until Beta. Hope to hear from you soon! [PPSS]Maple(Maj) -
I'd suggest another server, firstly. Epoch is difficult with bandits stealing your stuff every few days. However, if you're set on this server, make a small base out of wood and then go around the map lifting/towing abandoned vehicles. Take them to Stary and sell them. Soon enough, you'll have your plot pole.
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Hey guys I recently started admining a server a friend of mine has set up. Everything is goin well except we have no vehicles atm, we are corresponding with the server provider but if anyone has any suggestions, would be welcome. My other big question is, is it poss to add a mod that gives more clothing options....like Celle with the hazmat suits and all the other player skins from arma 2 ? We really want to resolve the vehicles issue asap so we can start trying to promote it, so that's top priority :)
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Amplified Gaming Epoch Chernarus IP: 23.250.9.28:2302 Name: Amplified Gaming Epoch Chernarus | High FPS Dedicated Server | 200+ Vehicles | Indestructible Bases | No Plot Pole | ACTIVE ADMINS | Starting Load out | Side Missions | No Weight | Snap Building | Self Blood Bag | Tow & Lift | Auto Refuel | 1.0.4.2 | GMT -8 Custom Scripts: Extra Vehicles Auto-refuel/repair Anti-hack Build Snapping No Plot-pole Self Blood-bag AI Missions God-mode & Anti-theft in trade zones No Weight Server Rules: No combat logging! We tolerate all kind of language in the side-chat, though we do not tolerate racism. Do not Exploiting known and unknown bugs. No Voice over side chat. As long as you don't break any of these rules than were cool.
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I like the idea of being able to identify players with a tag once you are close enough to see their face (and they aren't wearing a mask). And you should only be able to name a new character. That way you get a clean slate when you die so you can opt to play a different style. But a lot of the other suggestions are from the DayZ Fantasy Club. DayZ isn't Minecraft or Warcraft or EvE Online. I just don't think it will ever be reasonable to assume the game will ever develop much beyond 40 players running around Cherno eating beans, getting chased by zombies and getting into firefights with other players. They'll keep making tweaks to the survival mechanics and adding more weapons and gear. But there's not going to be a "rebuilding of society" with markets, organized towns and an economy and whatnot. At best you'll just have a few bandit bases where they stow their weapons and vehicles between raids. Maybe the ability to barricade a structure. That's about it IMHO.
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Realistic player identification
scriptfactory replied to scriptfactory's topic in General Discussion
The whole thing that turns DayZ from an online game to an MMO is the public hive. Rocket envisions clans eventually setting up home bases on certain servers and performing raids on other clan servers to get items they need. Servers become like individuals islands in the huge landscape of DayZ. Server hopping could be easily fixed by expanding on this idea and saving player locations on a per-server basis. Log into a new server and you get a random spawn location. Die and all spawn locations are invalidated. Please note, this also fixes ghosting. Item persistence will be what keeps users tied to a specific server. I guess vehicles and bases will be server-bound. -
Am I the only one seeing this..... People losing faith in the game
BadAsh (DayZ) replied to thelonewarrior's topic in General Discussion
It take long breaks inbetween patches myself. And I bet many of the people that can't help going here to announce they are slamming the door on DayZ will be back later in the process when the game is more finished (and they've got their precious bases and vehicles). -
Why Were Helicopters "Overpowered" In The Vanilla Mod?
Karmaterror replied to Katana67's topic in General Discussion
Your base can be destroyed by anyone regardless if they have a heli. And that's sorta what I mean, there is the option to build a camp that they just cant see. If you want you can risk it building tents for greater storage but knowing helis can see them better. If speed vs stealth is applicable to infantry units then it must also be applicable to vehicles. But its beyond just stealth in movement its stealth in concealment. You would have more success stashing a bike than a heli. The fuel aspect balances it aswell. Its many factors beyond just that one thing. What about the fact you are directing people to your camp by flying there? Have you never followed a heli then zeroed in on there base by listening to it come and go.....that 2000m odd audio range really hurts them there. Not to mention the huge dust cloud they kick up that then drifts through the forest. Cars/trucks... Yes they are loud and not particularly stealthy, but compared to a chopper, a small hatchback is Sam Fisher lol. On that note is the ural overpowered because you can carve your way through the forest mowing down trees letting nothing stop you while lugging over 200 items and 50 weapons? That also adds to it...heli cant carry that much compared to 4 wheeled vehicles.....another layer of balancing. The guys at BI balanced these vehicles for the Arma. They all have there drawbacks and advantages and those don't disappear just because we are playing dayz. We still want realistic vehicles and these were, by design, realistic. Helis can reverse strafe ect..... That doesn't make them overpowered....that makes them helicopters :P Yes they provide better access...but what for? Why do you want to land on a petrol station roof? to snipe someone? the big huey parked next to you may give away your position a bit.....stealth again ;) I don't think they should be adding excess fog in or spending ages on the renderer just for helis. There are much simpler options, like just making the texture with that issue in mind. The stashes show they have thought about it for long time, im sure they will have a solution in mind for spotting camps. Or maybe they wont, maybe that's all part and parcel of having a heli, and we will just have to "camp smart". Even in the mod it was not at all hard to hide a camp from a heli. I hope they make it in :) -
How important should vehicles Be in the SA?
dystopeon replied to xalienax's topic in General Discussion
I'm all for lots of vehicles, but only without offensive capability whilst driving (e.g. bike, motorbike, ATV). Cars, tanks, planes, heli's etc should be much rarer and spawn in deteriorated state. Possibly cars should be more abundant and driveable. It's not like cars aren't abundant already (~10 billion roadworthy vehicles exist on earth, yes much more cars than people). -
Why Were Helicopters "Overpowered" In The Vanilla Mod?
Etherimp replied to Katana67's topic in General Discussion
You're saying all of those things like they're equal.. Speed > Balanced by complete loss of stealth? Who needs stealth when you can travel 15k in 5 minutes? You don't need to be stealthy.. If you're flying high and fast it's not like anyone is shooting you down. So.. why would you need stealth? The fact that you're capable of traveling 15k in 5 minutes is part of the problem, and you can't solve it by making helicopters loud. Make helicopters audible from across the entire map.. If you take off at Balota, someone will hear the helicopter at NEAF.. Now, make the Helicopter travel Mach 3. Balanced, right?! Wrong. That analogy illustrates how silly your argument is. For balance, you need two equal parts, one which balances/counters the other. Stealth is not countered by speed and speed is not countered by stealth. They aren't equal. The only time you need to be stealthy is if you're afraid of being shot.. When it comes to infantry, Stealth vs Speed is balanced.. but helicopters have more advantages than just speed, which you completely fail to address. Speed. (We already have things which are loud and fast.. They're called trucks/cars.) Mobility (they can strafe, rotate, reverse, and hover, all things which planes and other flying vehicles cannot do). Access (They provide access to areas which other vehicles/players cannot get... See: The tops of high buildings, castles, etc) Visibility (They provide a birds eye view of everything around them) People have suggested the following solutions to the visibility advantages -Fog... DayZ Mod and Standalone both already have fog. Makes no difference. If it's too foggy, the people scouting camps just land or find something else to do (like refuel) until the fog passes. -Better rendering... The games graphics settings are PARTIALLY client side, and I do not see that changing. It would be VERY difficult to dictate to the client with any degree of fairness what graphic settings they HAVE to use. The only solution would be to set the in-game settings at a "lowest common denominator".. for example: Bad PC's can only reliably view objects at 500 meters.. good PC's up to 1500... So, let's just set the view distance to 500! .. So, now you're overtly limiting someones PC capabilities to balance the game around low-end PC's.. You want the game to look like shit? I don't.. You want your good PC to be wasted? I don't. -Lock first person mode... While I would have no problem with this for infantry situations, I've already outlined why this is a bad idea for vehicles. -Make tents/stashes more difficult to see from the air ... Sure this is a good solution. I would, too, like to see better camo'd tents and more difficult to see stashes.. but then we're not even taking into consideration the fact that Standalone intends to implement player-built bases, which we could assume would also be visible from the air. Rather defeats the purpose of player-built bases if they can just be robbed/destroyed every day by whoever possesses a heli. And so far, I have seen no counters/balance to the fact that helicopters offer unlimited access and superior mobility.. They are inherent to the nature of helicopters. -
Why Were Helicopters "Overpowered" In The Vanilla Mod?
Katana67 replied to Katana67's topic in General Discussion
Both will be just fine, in addition to other ground vehicles (which I hope are less inconsequential than in the mod). -
DemiseDayZ OverPoch Militarized Napf Lots of custom Addons
Chrsthar2 replied to Chrsthar2's topic in Mod Servers & Private Hives
Bump.. Added Day / Night Cycle 2 hrs Day 2 hours Dusk 2 Hours night - 6 hour Restart - Adding new vehicles and addons Shortly. -
Thanks guys, think we gonna leave extra cloths. We want it to be accessable to everyone not just our mates with the right files, the cloths would have been a nice none game changing little addition to vanilla z but meh. Any ideas on why our vehicles wouldn't spawn? or is that all down to the GSP to sort out?
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Why Were Helicopters "Overpowered" In The Vanilla Mod?
lipemr replied to Katana67's topic in General Discussion
then add tanks with common ammo, as the point of a sandbox is to do whatever you want, right? Helicopters are only fun to the clan that's owning it. Tell me if you find it fun when your stash that you hid 2km into the woods gets found on the next 2 hours after you logout. DayZ is about grieving people, make it easy for some while making hard for others and you have your bullshit formula. If you want air vehicles, add cessnas with vision restricted to 1st person view. helicopters never had place in dayz and were added only because there was literally nothing else to do after you found a DMR or M107 in the mod. there's just no argument to justify adding these kind of vehicles to the game. Unless you add a tank with AA capabilites, following the same logic. -
THE TANK THREAD Okay, I know someone is reading the title and going 'Is this guy looney?' but please, please atleast have a read before making rude comments. Im convinced that i can cook up a way that we can have a few AWESOME vehicles that are worth an ENOURMOUS amount of work to acuire and maintain, and still not destroy the rest of the game. So, Why tanks? Why not an attack chopper or Mini-gun toating Blackhawk? Well Simply put i think that the TANK inherently due to its big, loud, slow nature mean that the ill prepared will have time to avoid it, and those cunning enough to ambush it in a strategic chokepoint could disable it with improvised explosives. Unlike a heli which will still allow you to have a "god view" of everything below, the tank will force you to still traverse hills, valleys, woods, and other vision obscuring terrain, albiet in a virtual rolling fortress. So, the candidates: Exhibit A: Militia Imporvised APC This beast is made by welding a box of heavy metal plating onto a large comercial duty truck. the excees weight high on the body and wheeled design make it poor off road compared to tracked options, but readily avilable parts are a plus. Exhibit B: T-55 Main Battle Tank A true monster, this relic of the cold war is still often found in poorer countries, tho it is being widely replace by T-72 and later varients. It uses a Simple water-cooled diesel engine, and doesnt feature any truly advanced tech. Repair by an experienced mechanic given time and enough manpower; Plausible. On the downside its rather slow, extremely loud, and has limited crew capacity for all the trouble put into repairing it. Exhibit 3: BMP-2 APC Another hold-over from the cold-war era that continues to see wide service, this versatile baby sees a wide array of gear fitted to it depending on what nation it's serving. The engine and transmission tho rugged are notoriously difficult to deal with in the field shoudl something go wrong. this would probably be the hardest of the 3 options for the average mechanic to fix up, but given you could find smeone with the knowedge, manpower, and time this tille honey would be a godsend in the apocalypse. it features tracked drive train, excelent on and off road performance (for a tank), and can accomidate a sizeable amount of people in the back. it lacks the fire power of the T55 -or ease of repair/construction of the Improvised option, but provides amazing protection, offense, and flexibility. Reparring/Improvising Armored vehicles > All would require Welding eqipment (which it's self would need in turn either a generator or fuel tanks for the torch) > Metal Plating could be "cut" from vehicle wrecks around the worls with the cutting torch. this would be a rather noisey, smokey process likely to draw atention of both players and infected. > All vehicles here (or some vairent of them) use diesel engines, as such "engine parts" will surfice for game play reasons. well just have to asume they were modified to fit? > Tank Ammo will come in SINGLE ROUNDS. extremely rare spawn, requing you to carr the large cartridge "IN hands" to the tank or storage. this means you cant defend your self AT ALL while carrying a round of ammo for it. looting and recovering the ammo pretty much mandates a group effort. rarity mandates that weeks of looting High-Value military spawns like NWAF may turn up 5-7 main gun rounds. > Wheeled options use standard truck wheels for simplicity of development > Tank Track segments found at Military bases moderately rare. Must be "team" carried by 2 people due to weight, or dragged. Driving/Operating Mechanics > Improvised APCs would have gun ports allowing pasengers to "shoot out" perhaps even drop grenades or improvised explosives out as you drive. > Proper tanks that were repaired will feature stabilised turrets and magnified optics for the gunner, however do to this being the apocalypse the electrinic targeting systems had to be bypassed meading you will have to range and lead your target manually. (for the sake of story mcgyver mechanic guy bypassed the electronic systems which were byon hope of repair to make the guns atleast functional) > Like in the ACE mod, you cannot swap between seats in the tank that would not be possible IRL. (EG. driver would have to get our, and walk up to the right side of the T55 and climb inot the turret to switch to gunner) this forces teamwork to operate them. > Improvised APCs with wheels are vulnerable to having wheels shot out, ones built on tracked construction or farm equipement (like bulldozers) are not, but much much slower. > Perhaps restrict crew and driver to internal view? this opens up the posibility for the clever lone wolf to ge close enough with an improvise explosive or incendary of some kind. I genuinely think that a combination of extreme raritly of ammo, Extreme amount of time and effort involved in reparing or preparing these, And the fact they they will be lubering beasts that draw tons of atention to you long before you can ever see any would be victims, make them fairly balanced in a gameplay sense. The eastern block/Col-War era hardware also would be right at home in a colapsed post-soviet nation. (where it makes sence that a few of these would have been in the native motorpool or reserves)
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I've actually had to stop coming to the forums because the ceaseless posts for things present in every other game drive me insane. I'm really starting to have serious apprehensions about the game's popularity because with that popularity comes an influx of requests for leveling systems, NPC's, ridiculous weapons and vehicles, and every other gaming cliche that has been rammed down the gaming community's gullet over the past decade and a half. Different is not bad folks, just let this game develope appropriately and you won't be dissapointed...and if you are then there are literally hundreds of other games that encorporate all those cookie-cutter ideas for you.