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Welcome to The Last Survivors Epoch DayZ Server Server IP: 185.2.137.60:3051 Server-Features: Friendly Admins Base Building 1.3 Admin Tools Debug Monitor Self Bloodbag Take clothes Tent sleep healing Zombie Bait + Zombie Bomb Suicide DZAI DZMS No voice in side chat Burn Tents Drink Water Fast Roping EVAC Chopper Building Snapping AI Bus Route Churh heal Heli Lift Towing Vehicle Key Changer Safezones Animated Heli Crashes Auto Refuel Bury Body Salvage Parts Regen Blood Taunt nearby Zombies Snow Anti-Zombie Emitter Street Lights House Lights Tower Lights Animated C130 crashes AN2 airdrop care packages Air Raid Welcome Credits Custom loading Screen Skywriting Cant tow/lift locked vehicles Indestructible bases Car Airdrops Teamspeak 3: (coming soon!) Rules: -Respect other people -Have fun -Don't rage -Don't talk in side chat -Only English in side chat - No Hacking -No Duping of any sort - No Racism I hope we'll see you on our server soon! Our Website: http://TLSDayz.enjin.com Server IP: 85.236.100.27:12707 Or filter 'The Last Survivors' via DayZ Commander
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I'm constantly shocked they don't throw all development into vehicles
RayBredburry replied to huggalump's topic in Suggestions
Yeah with all the loot the vehicles could hold, imagine the lag! I'll just wait.....and walk....alot -
How important should vehicles Be in the SA?
xalienax replied to xalienax's topic in General Discussion
I agree with you mostly actually. i would like more work dedicated to fixing them up to make it work, However with 50/60 players the standard now and higher counts being suggested (tho not offcially confirmed one way or the other) i think a few more actual repairable cars per server would be good. gives more people a chance to access them without really making it easier as they still have to do all the work of fixing. The mini-game thing i think is a bit too much but i would likje you to have to use different tools for different repairs- perhaps even have 'compound parts' like tires and rims that require you to then put the tire onto the rim (this can easily be done by two people oldschool with tire irons or crowbars given some physical effort). As to the person who mentioned bases and vehicles being locked. im okay with that as long as its a breachable lock. (Ie busting thru a base door with axes, or smashing a car window to get in) it forces the attacker to slithgtly damage the vehicle or structure to get at it and make a lot of noise in the process. this is a realistic tradeoff between security and the anything goes in the apocalypse game play that dayZ trys to portray. -
Another Epoch Server [PVP] // free crates giveaway for the perfect beginning!
hyperlink posted a topic in Mod Servers & Private Hives
Hello community! I'm gonna present you : Another Epoch Server 134.255.231.233:7695 [GER/EN] Another ## NEW ## Epoch Server [chernarus][3P:1|CH:0][1.0.4.2] 500+ VEH| tow & lift -adding | sbb | safezones | AI Missions | toggle snap | server restarts every 3 hours! | JOIN NOW Actually we are looking for a bit more population on our new epoch server ! What we have :----------------------------------------------------- -tow & lift (adding r3f in the next 2-3 dayZ) -self blood -DZAI Mission script ( gonna change it a bit in a few dayZ for building supplys) -safezones klen, bash, stary ( stary will maybe change, depends on the dynamix) -custom airfields (NE / NW) -custom military baracks (hidden, youll find it!) -custom hospitals -a lot of vehicles -epoch standard trader pricings -debug monitor -base maintenance every 21 dayZ -restart every 3 hours! -active admin support (not 24/7, but guaranteed daily!) what we dont need :------------------------------------------------- -basecrasher -hacker -no base building in cities or lootspawns! Feel free to join us, as the topic says : we are going to spawn crate events filled with building supplies for our new starters! The Server grows with its community, im thankful for every constructive tips! Thank you, we will hopefully see (shoot) us greetings, hyperlink_ -
Is DayZ being developed right in your opinon?
blazed replied to leefriendfield's topic in General Discussion
I wish Alpha meant: Have the core of the game done, and done well, Knowing exactly how you want your game mechanics to work and having them placed out early on. I wish it meant that content was missing, the Map wasn't so big, lots of missing items, products, weapons, vehicles, clothes, skins, etc. What I mean is I would be ok with Dayz if it had 1 pistol, 1 rifle, 1 can of food, 1 clothing, 1 vehicle, 1 backpack if everything else was already working as intended with some minor bugs. I know game development doesn't necessarily work like this but currently this Alpha game trend is getting out of hand on Steam, Why should Developers bother to Produce complete or at least Good Solid Foundation Base of a game when they know they can Sell a Sloppy Alpha version of the game and cash in on it early with no responsibility to finish it fully. It also removes the need of really pushing your game over the boundaries so that when hits the market it hits hard becoming a revolutionary game. DayZ has already made quite a sum of money so even if they just push out the basics and call this game done, it’s a win. -
Spread the spawn... better for everyone. 98% of the people doesnt care about some made up backstory (I dont think there is certain official one) doesnt matter if you spawn inland or coast. 98%o f the people doesnt think about the respawn anything else than the point to start running for the gear from. Spread out spawn could/would bring.. More trafic to the unused parts of the map There for clears the coastal deathmatch towns to some extent, no deathmatchers killing freshspawns just for lulz etc. More unpredictable persistent base locations. Everyone knows where to look bases now(north/west) in the mod which goes for SA too if nothing is changesd. Also devs need to fix the forests to make this work, its plain textures and no undegrowth... how are people supposed to try to hide something there, impossibru. Vehicles will not help any issues with coastal spawns, there will be few and 98% of the people wont have access to them for big part of their gamelife. They play alone or with friend, vehicles wont be anything worth mentionin with this case.
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The devs will never introduce tanks or armored personnel carriers. Bookmark me. Anyways I'm sure they're oh-so-easy to kill. Just pop tires, shoot tracks and apply molotov. Oh wait. Nope. Take the old BTR-80 for example. Protestors in Ukraine threw a dozen molotovs right onto a BTR and the crew survived the incident and the vehicle was still operable. Most "survivors" aren't going to be carrying dozens o molotovs ready for use. BTR has run-flat tires so good luck shooting them out and a mobility kill with a Mosin is not happening. It has NBC protection, night vision capability, 4x gunners sight, 600 km range, is fully amphibious, protection against 7.62mm from all directions and stops 12.7mm over the frontal arc, 500 rounds of 14.5mm and 2000 7.62 with an effective range of 2 kilometers... If you wanted to troll in any of these vehicles you could button down the hatches, swim out into the ocean and fire at people from hundreds of meters with total impunity. Yep, sounds like something real beneficial to the game.
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Hey,I am mitch I have made this group for 2 reasons TO HELP NOOBS BY LETTING THEM JOIN and TO BUILD A BASE AND GET 10+ VEHICLES if intrested please comment the followind name: location: age: expierience: steam:
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I don't think you understand what kind of tires are on the vehicles. Military and law enforcement tires on these sorts of vehicles may take many rounds before running flat and even then they may have steel or solid rubber so they can never run "flat".
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Of course things like Anti Material rifles would have to be implemented to combat these vehicles. But these vehicles and the weapons used against them need to be super rare and hard to get parts/ammunition for. just shoot the tires out then cook the insiders with some molotovs. Use your brain FFS. Vehicles with wheels are vulnerable even with tons of armor.
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Epoch PvP IP: 64.94.238.119:2302 DayZBP is a fresh and ACTIVE server centered around PvP and are currently looking for more players. We have a stable, active base of players and dedicated adult admins. If you're looking for a good community with plenty of opportunity for cooperation or murder, you've come to the right place. We do not support the Pay-to-Win system. Server Features Wiped May 11Start RifleNo weight restrictionsIndestructible Bases with a 20 Day Maintenance/Upkeep CycleObjects are saved to PlayerUID instead of Character ID(No losing plot poles)Emerald Interior Design(you can buy an Emerald at any Building supplies trader)Custom Loot and "Epoch Events"Lift/Tow Vehicles (Certain Vehicles)DeployablesSnap BuildingAdded Vehicles and weaponsSelf Bloodbag at Hospitals & AmbulancesTrader Cities God-Mod AI MissionsTake ClothesGold-Automated Repair/Refuel/Rearm at Gas Stations & Repair CentersExpanded Towns & Villages, Custom Buildings & Loot SpawnsCustom Day/Night Cycle (12AM-4AM EST)4-Hour Automated RestartsAdvanced Anti-HackJoin us on Teamspeak: 64.94.238.119 Admins can be contacted on Teamspeak For more information visit our website @ http://dayzborderpatrol.freeforums.net/
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How important should vehicles Be in the SA?
Deathlove replied to xalienax's topic in General Discussion
I picked the last one. In all honesty vehicles should be a minor consideration. The last thing you want is everyone having easy access to vehicles and farming loot spots while running everyone over to get easy kills. -
How important should vehicles Be in the SA?
Katana67 replied to xalienax's topic in General Discussion
Not sure the poll is worded quite right, I want them to be important in the sense that they allow me to travel from A to B quickly and store things which may provide a distinct advantage over walking or fixed storage. But I don't want them to be more prevalent or somehow more necessary. There are a lot of things that need to happen with vehicles before I personally, would consider them acceptable. First, they need to be randomized, rarer, and completely/near barren (i.e. no usable parts on spawn). Second, the repair parts need to be vehicle or vehicle-type specific. No more generic "tires" fitting on everything from a rickety bike to a Ural. Not sure if it should be "Toyota Hilux tire" or just "truck tire," but the parts have to be less generic. Third, the ACTION of vehicle repair needs to be made into an ACTIVITY. It's not enough to just have a generic "toolkit," click "use," and your character goes about repairing the individual part. Locating what actually needs repair via in-game visual cues (not HUD items) is essential. Likewise, repairing a vehicle needs to be made a process. I'd suggest a mini-game for different repair actions, but people would probably have a shit fit. Fourth, they need to save consistently and be persistent. Helicopters and technicals have to actually SAVE their previous ammo counts from restart to restart, and should NEVER come standard with ammunition. Fifth, camouflage netting. This may not seem like much, but vehicles really do stick out like a sore thumb no matter what color they are or where you hide them. A camouflage netting item needs to be included for all vehicles. Sixth, fuel availability. With the advent of the loot management concept, this could be applied to dynamically allocating fuel loot distribution on the hive. Siphoning fuel is a must, and it should be able to be done on both wrecked and live vehicles alike (but may not yield anything, or a small amount of gas). Gas should be a precious resource, not a "taken for granted" item in the game. -
How important should vehicles Be in the SA?
Whyherro123 replied to xalienax's topic in General Discussion
Bear in mind I am looking at this from a purely logistical perspective.... How much does the average suburbanite (which I am assuming most of us are) know about vehicle maintenance? While there would most definitely be people who can take a car apart backwards and forewards, I sure as hell don't know what is going on underneath the hood of my truck, beyond the basics of the internal combustion engine. Now, extrapolate that to an event where (assuming) 90% of the world's population has been lost. There are no new parts being produced, no new fuels, no new lubricants, no new tires, etc. How are you going to fix up a vehicle? What happens if it breaks? Runs out of gas? Yes, vehicles can carry a lot of people and supplies. However, they also require a lot of work. Bicycles FOREVAH. The most efficient vehicle ever designed by man. Can cover the miles quickly using nothing more than your own muscle power, can carry/tow a goodly amount of supplies as well as your person, can be walked/carried over off-road/rough terrain, the tires can be replaced easily, and can be improvised out of almost anything, up to and including wood. All it needs for propulsion is a chain, which (again) can be improvised. You can take the back wheel off and use it to generate torque in a generator, bringing mankind out of the darkness. Can be found almost everywhere on the globe, so finding a new one is not necessarily a problem. The bicycle is truly a beautiful machine. -
I'd like to see another system to be implemented; I was thinking of "Fatigue" for a more realistic approach to the mod. I believe this is a very important system which I hope we could see some time in the future of the mod. Feel free to express your concerns of this and/or elaborate your ideas about this. :) **NOTE: This will be edited strictly to add in/cross off anything related to this post. How it affects DayZ? Fatigue will be affected from physical movement like how hunger/thirst are affected by movement. If you notice, being in vehicles for prolonged periods decreases chances of going hungry/thirsty. If your fatigue increases without sleep, you'll go through sleep deprivation which could result in passing out. Passing out could happen at any time, even driving in vehicles. Body temperature decreases by higher levels of fatigue.Low blood levels could increase fatigue.Blurred vision if character's Fatigue is higher than normal levels.Sleeping at higher fatigue levels could cause snoring which could attract zombies/players alike. Keeping your fatigue at low levels won't decrease chances of hunger. I'd rather like it to be kept at normal level.Could increase chances of receiving an infection at higher fatigue levels.Being in cold temperate areas like the coast line will keep your fatigue at normal levels, it won't increase. With that, with your core temp. decreasing, this could result in becoming more hungry so it's not always a good idea to stick around the coast line. ;)I also noticed that when the character is at a lower level of blood and when they see a zombie, they'll hyperventilate. Perhaps this could decrease your fatigue from being in fear. This could remove blurred vision if character is already at a high fatigue level. How it can be treated? There can be ways to prevent your fatigue from becoming a serious issue. From here, I'll list them below :) Resting frequently(I.E; sitting on the ground) could help along with not carrying too many items. If possible to add in the weight of items, weight can be compensated between shifting items to your main inventory and backpacks. Almost like how Project Zomboid has done it.Increase chance of Camping Tent spawn. (I'd also like to point out crawling inside your tent can also help increase temperature. This has already been implemented long ago)With the new nutrition system, eating meats that have high protein or having sugary drinks could treat the fatigue temporarily. With this, it makes players choose to either satisfy their hunger, thirst or -- Fatigue: This could be temporary or restores it slightly, sleep is essential. If this were to be implemented, we'd need a new status icon for Fatigue. I've been looking around for ideas but no luck. I'll continue looking into this. To learn some more symptoms, here's a representation below.
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I was wondering if anyone was willing to participate in a Dayz faction event. This event will be a capture the hill like game mode. The objective will be the island of Skalitsky. The two faction will each posses a special selection of vehicles and weapons. Each side ill start a equal distance away from the island on the main road. The countdown will begin and both faction will race towards the island. The surviving team will win. The island will have advanced military equipment. Those who would like to participate please like or comment to show your support.
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How important should vehicles Be in the SA?
AdmiralBull replied to xalienax's topic in General Discussion
I don't mind having the same equivalency for vehicles based on the mod but,what I do worry about is,and this will go along with base building too,that folks will get possessive and start demanding a way to lock these things up so no one else can get to them or access them while they are not logged into the game.They will get belligerent about their efforts to get these together and up & running then,placing items in them and be all upset once someone else comes along and takes it over once they leave the game and it becomes vulnerable. I guess this will be where the modding tools will come into play and folks will mod a way to secure these items from others. -
How important should vehicles Be in the SA?
Etherious replied to xalienax's topic in General Discussion
While I like vehicles (mainly bikes and ATVs), I don't think they add much other than something to help you move around faster. *Shrugs* -
Problem is, rarity this makes adding stuff like basebuilding and vehicles damn near pointless. There's stuff that point to arma 2's campaign (chedaki berets, blown up IFVs etc) I'm not sure it would force people to explore other places, just continually server hop NW or balota for a single mag.
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How important should vehicles Be in the SA?
duke0095 replied to xalienax's topic in General Discussion
playing dayz usually takes hours. with vehicles you can have more fun in less time. would be nice to have them soon but not tons of them on one server as you see it nowadays in the mod. maybe something around 10 cars and 5 motorbikes for 40 players (?). btw 1 - 2 helicopter per server could also be a deal. i would miss them if they won't be added. -
I hope they add character "backgrounds", each one with a specific advantage but all classes would have an invisible form of "progression". No custom skins. "EMT" (civilian) = would have better medical skills. The more people you heal the less materials you need because you are more efficient at your job. After enough progression you spawn with a medkit, then a medical armband and, eventually, a special medical backpack identifies you as a veteran medic."Mechanic" (civilian) = better vehicle repair skills. The more vehicles you repair the less materials you need. After enough progression you spawn with a overalls that can be worn over your normal clothing and eventually a special "toolbox" that can carry over your shoulder and will hold tools and can be worn together with a backpack."Construction worker" (civilian) = same as mechanic but for base-building."Military Veteran" (non-civilian) = gradually lower bullet dispersion and increased physical endurance. After a certain level you spawn "in uniform" which looks special and holds the same amount of stuff as TTsKO gear. Much higher penalties for killing civilians."Reporter" (civilian) = pacifist. After a certain level you spawn with special version of the press vest and tranquilizer pistols/rifles. Higher penalties for killing all other players (besides traitors or bloody murderers)."Murderer/Criminal" (non-civilian) = can do whatever he wants. No progression. No loss of points when killing civilians. No skin. After one kill the character model shows blood on his hands/face. Blood is reset on death.All backgrounds would suffer progression penalties when killing civilians. Positive points when killing traitors or non-civilians for some backgrounds. If too many negative points are accumulated in a particular background you will be turned into a traitor and your hands/face will always be bloody while playing a character with said background. The only way to remove this is to get enough points so you are above a certain threshold. All backgrounds could increase their skills (medical, vehicle repair, construction, physical endurance, shooting accuracy) over time but upon death all of these skills would be reset. Only the background skills bonuses would be persistent through death.
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CGC Survivalist's Paradise II EPOCH/Dedicated Host/Fully Customized Map/Fully Customized AI Events/Much More!
RabidDiabetic replied to RabidDiabetic's topic in Mod Servers & Private Hives
More vehicles added to the map, come check it out. -
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
SmashT posted a topic in General Discussion
Dean Hall (Rocket) and Hicks were be at Rezzed this weekend to participate in a number of developer sessions. Here is the basic roadmap for 2014 from the presentation slides. Presentation and other interviews below. Highlights for next update More robust process for testing / deliveryBow and arrow / crossbowFireplacesNetwork optimizationsNo spawn penalties for joining same serverWhen? Best case: two weeks Worst case: end of April Fireplaces Can cook things!Crafting fireplacesUpgrading them to ovensRespawning Loot Prototype World divided into quadrantsQuad resets when empty X timeIncludes resetting doorsDoor state randomly set on world startAccelerated Time Removed as part of lag / desync fixComfigurable by servers adminsUp to 64x faster day / night cycleRules for Hardcore t.b.d.Throwable Items Everything that can be held in handDifferent materials react differentlyUses "Bullet" physics SDkCalculated on serverPlayer Controls Mouse Acceleration issuesDexterityFreelookPhysics based movementJumping consideredShort-term (Q2) Ragdoll Nearly functionally completeBased on "Bullet" physics libIncludes falling charactersThe future?Dragging unconscious / bodiesBlended body injuriesNew AI pathfinding Animals and ZombiesTechniquesVoxelizationWalkable polygonsNavmesh optimizationObject AvoidanceFirst iteration nearly completehandles interiors, small objects64-bit Compiling!Server can use more memoryHelps withPhysics integrationVehicle physicsNew zombie AIPossibly much morePrototype Animals Prototype implementationAllow player "hunting"6 new animal typesStarting from scratchWanderingPersistent Objects All objects or just some?Save state of everythingDecide which to permanently useAdvanced Weather Effects Snow and fogWeather will affect playerBallistics affected by weatherWorld Containers RefrigeratorOvenCupboardsMedium-term (Q3) Multi-thread / Multi-core Multiple threads on Multiple coresMore zombies...More players...More animals...Probably more server focusedAdvanced Animals Hostile animalsNeutral animalsCompanion animalsNew Zombie Behaviour More responsiveRedeveloped "agro" systemMore benefits to stealthCentral Loot Economy Control loot numbers centrallySet for all servers per hiveBarricading Physics based constructionMainly focused on existing buildings.Basic Vehicles Small VehiclesBicycle / Motorcycles / ATVPossibly includes small carCustomizable / Configurable-like weaponsPhysics based ("bullet" Physics SDK )Modding Support Probably tied with private hivesFull support for modsSteam Workshop integrationPlayer Statistics Steam AchievementsDatabase interaction API for developersHorticulture Growing plantsPersistent to serverPrototype to come earlierLong-term (Q4/Qx) Advanced Vehicles Cars / Trucks / Planes / Helicopters / BoatsUpgradable componentsSimilar approach as weapon attachmentsExtended barricading Existing barricading to full constructionAllows players to create new structuresPersistent to that serverAdvanced Social Mechanics Faction identification methodsSpawn systems tied to controlled locationsBetter UI support for trading.DayZ Developer Session with Rocket (Both Twitch and Youtube versions start at about the 18 minute mark) http://www.twitch.tv/egx/b/514982641 VG247 Q&A with Rocket http://www.twitch.tv/twitch/b/515027871 Fear and horror in games (Dean Hall, Al Hope, Will Porter, Maciej Binkowski) Dean Hall live interview https://www.youtube.com/watch?v=pxbNryjlt3A Interview with Rocket- 105 replies
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So, with all the Zombie Apocalypse games coming out, I'd like to look at what is hopefully going to be one of the things that makes DayZ different. I think the complexity of the game's system is going to play a big role in many people's enjoyment of the game. Many systems already have very complex mechanics to them; take the medical system, for example. Different blood types, different vitamins, different medications and chemicals to solve various issues. All of these things require some knowledge to use and be successful with. Now, DayZ has taken a lot of flak from certain people about things like this being unnecessarily unrealistic. While I see where these complaints are coming from, I really hope that DayZ continues in this direction, making all things just as complicated as giving the right blood to the right person. As DayZ has no "class, role, or skill" systems, it is things like the medical system that make true "classes". The complex medical system brings the need to have somebody experienced in this field, a "medic". To be successful you must try different solutions to issues, and actually learn what makes things work. As you succeed and fail at different things, you become specialized in certain areas of the game. I really hope to see these complex systems continue to develop with everything in the game. Vehicles, for example. I really hope that they require not only the necessary parts to fix, but the skill and knowledge of how to use these parts to get something working. You need to know which part goes where, how to tune this dial, how much oil to put in here, etc... Eventually we might see forum posts popping up like "Looking for a medic, mechanic, navigator, sniper, pilot etc..." On a side note, perhaps to accompany these systems, there could be certain books that act as skill books, but actually teach you how to do something. Most books in game now are just novels, poems, and other literature, but imagine if you could find a book that told you all about blood types, or how to fix a small car. What do you think? Is DayZ too realistic? Should it just be a loot & shoot? Or should it be an apocalypse simulator?
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Hey guys just letting you guys Le Wild Gaming Is proud to announce our new Dayz Mod Epoch Server. Everyone is welcome, its new , its fresh. 37.59.52.178:4302 whats included in the server here it is : Modified Vehicle Towing & Lifting Auto Refuel, Rearm and Repair Intro Radio Transmission Welcome Credits Custom Loadout Modified Salvage Script Suicide Head Shot Build Home-Made Vehicles No Plot Pole Required to Build Para-Spawn AI Air & Vehicle Patrols Safe Zones & Anti Theft Zombies Will Attack Vehicles Weight Limit Removed ,Quick Build ,Anti Cheat ,Water Mark, Snap Building. Hope to see new faces in Cherno