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Found 41868 results

  1. UltimateGentleman

    Signs

    So after watching Mr. Moon roleplay as a trader I was thinking, wouldn't it be cool if you could set up a sign saying that you're a trader, or just whatever you want? So you could say you're in a certain place, with a sniper guard and trade for things either you need or just to be helpful. Or you could just pretend and shoot anyone who shows up, either way people have to be careful. People who legitimately do it could encourage friendlyness amongst players which is...very rare, outside of groups. I don't mean ADD IT RIGHT NOW DEV TEAM but when base building is going for sure, that would be cool. Along with making an actual stall type thing or lockbox for your goods. I think it would be cool, people could set up a market of sorts, with armed heroes, it would also be fun to commence bandit raids on the markets of course. Maybe something with vehicles too signs on them or maybe you could paint something on them to indicate your intentions. When servers need to be reset a lot less frequently it could probably be a viable option and would make for some nice roleplay.
  2. Now Supporting Epoch Version 1.0.4.2 Server IP:69.39.239.145:3238 TeamSpeak: 198.154.118.43 * Epoch Features: Anti-Hack / Free Loadouts / AI Missions / Max Vehicles / Spawn with Gun / Service Stations / Side Chat is Enabled (no voice Please ) More Heli Crash Sites / Custom Loot / 50 Slots / 3 Hour resets with multiple warnings / Lag Free Server / Added Buildings / Self Bloodbag / Salvage Vehicle Parts Suicide Option / Evac Chopper / Always Daylight/Tow&Lift/Snap-Building/Take Clothes/Safezones/Camera-Pan/Church Heal/JSRS/ACE_SM *Custom Loadouts: Players who support, and donate to Planet-Dead: Dayz Servers will be provided with a (Pre-configured) Custom Loadout of your choice. *Free Loadouts: Players get a chance to tryout one of the 8 Donator Loadouts every Weekend! We Offer a Free Donator Loadout every Weekend on Rotation to everyone! *Active Friendly Admins: We have friendly admins online around the clock, but don't confuse friendly for pushovers; we'll own anyone who doesn't follow the Server Rules!! *Anti Hack Programs: Updated BattlEye Filters + Server Side Anti-Hack http://planet-dead.com
  3. dgeesio

    Love How Everyone Is An Expert

    you do realize your post is as bad ? :lol: what the point is with many and you mention zombies and creating a new way and they could of left it is. the funny thing is by the time its supposed to have caught up been fixed this game will probably be irrelevant . deans gone. probably before the project is even finished. he knows on this engine and how it is it cant be done right. you got people modding arma 3 which is doing better than 40 man team with millions behind them, funny thing is breaking point is better than SA now for eg zombies work deently in that yet not in SA. they use dayz mod code :lol: so how can a team of 40 not do what a few modders do in same time or less. your never going to get zombies perfect in this game. alot of it isnt even to do with zombies they arnt going to redesign everything and if they do how long will that take? exactly by the time if they did the game is irrelevant . so this project wont ever be finished to anything more than a prettier version of the mod. mod was great fun SA isnt because i did it all what is now 2 yrs ago. wait till christmas " we finished vehicles " lol ! meanwhile in free mods with better engine people are doing everythhing they want to :lol:
  4. ColdHeat

    The TANK Thread

    I'm not entirely sure yet if tanks really would make the game better. As with helicopters that might be armed with MG's or even more they have to be implemented very carefully to not ruin the balance and end of days flair. Right now I feel every feature that adds to the survival aspect is a step forward while every modern weapon that get's added is a step towards the old ARMA military simulator again where it all started. On the other hand improvised vehicles (and Molotovs to counter them) would certainly be fun and we need every ultra-rare late game content we can get but currently I think the devs are better advised to spent all their focus on the most basic ingredients such as zombies, survival & performance. A good game needs a good basis, not lot's of additional features. I would love to see a minigame like feature that allows you to weld plates of metal and even mounts for guns to ordinary cars in the good ol' A-Team style but I wouldn't be mad if this only get's implemented as DLC after the game is done and released. It's always fun and productive to think about it even now yet since we have no real idea how the game will look like when it's almost done I'd say we're a bit early to already fantasize about how additional high-end stuff could be added to the game.
  5. So Sexy

    The TANK Thread

    Vehicle modification was mentioned by Rocket, so most likely it will be in, "soon" after vehicles.I dont see tanks being useful - considering how long it would take to repair them, and how easily they are destroyed.
  6. xalienax

    Love How Everyone Is An Expert

    Well put. Despite all my differences with loyal "rocket fans" about over-all game direction, Id rather a quality product tomorrow then a rushed cash grab today; thats left for dead (no pun intended) within a years time. I do think however that the devs should try to mimmic the Gameplay of the official mod in as many ways as possible. it is THAT very game play that went viral and that we all all burnt hundreds or even thousands of hours on. I know some "survival purists" may not like things like vehicles and effective military loot but both were an enormous part of the mod and imho if that is ignored a considerable portion of the playerbase that migrated from mod will walk away just as quickly.
  7. Bororm

    Why do YOU prefer SA over the mod?

    I played the shit out of the mod, like a ridiculous amount, and I haven't gone back to it since the SA launched. I knew the SA was going to be way behind in content (vehicles, amounts of weapons, etc) for a long time but that stuff doesn't really bother me much. They are laying a good foundation to expand on all those aspects of the game, and will be able to do so much more in the long run. I play the SA knowing full well what it is, but to me it's still better than what was left for me with the mod. I didn't like the direction the vanilla version of the mod was going. The journal (glorified achievements, forced narration into my gameplay), the infection mechanics, even the ui changes all rubbed me the wrong way and I felt a lot of it was diverging from the spirit of the game, of trying to force too much onto the player. I should be able to take a blank book, and write my own journal, not have the game arbitrarily fill shit out for me. There should be less UI, not shit drawn in crayons etc. One of the last things Rocket did before he left the mod was take out bandit skins, one of the first things the community did was put them back in. The humanity system was garbage. So the vanilla became as much of a mod, as a mod of the mod to me. In terms of other mods, my group kinda dug dayzero, but I really didn't like it. The weapons felt really odd to me in the way they handled, and I didn't care for many of the map changes. Too many little things added up to turn me off from it, like not being able to access gear in vehicles, and not being able to split/stack ammo (I liked using a double barrel, and this meant splitting shotgun shells was fucked for me). It seemed like they tried to remedy many glitches that were only a problem 1% of the time, by turning them into an inconvenience 100% of the time. A good example is changing clothes, you had to relog just because once in a while you break your legs. I'd rather take my chances breaking legs. So I also played some epoch. I actually enjoyed epoch quite a lot, but my group didn't get into it and it's a very group focused sort of affair. That was the appeal to me, I was bored of regular dayz and I would have loved to engage in some end game type of content, of building an awesome base and having squad fights daily with my neighbors etc. But my group wasn't digging it. Later on they started to, but by then I was already over it. So the SA to me is the closest thing I can get to a vanilla dayz experience with the most convenience. I feel all the improvements to inventory and to the map are just amazing and I look forward to what they will do with vehicles and base building and all that sorta stuff. I can live without vehicles for the time being, usually finding them results in a "now what do we do?" conversation, and they just make the map smaller. I can also do without tons of guns for now, I usually ran a double barrel in the mod any ways and do the same in the SA. So when all is said and done, I don't feel the SA is lacking for me personally, and already gives a better experience on the most basic gameplay aspects. Once persistent storage of items and loot respawn get put in I'll be really stoked. If I could go back to I think 1.6 of the mod, on the BMRF #4 server I'd dig it on the side, but it's in the past so I just gotta look forward to the future.
  8. Lionel Hutz

    Killed=Temporary Server Ban

    I like the OP's idea - provided it can be toggled on or off by server admins. This is not just about preventing corpse runs to reclaim loot. In fact, I think the main benefit of this feature would be to reduce deathmatch-style play (especially in areas that are close to re-spawn points) by removing killed players from the action, i.e. if you die you can no longer influence the scenario unfolding on that server. This will become even more important once we have base-building, and vehicles allowing quick movement around the map. Attacking and defending a base will be quite different if attacking players are able to die, re-spawn and get back to the same area relatively quickly, with all the intel they gathered on their first attempt. Same goes for defenders. The idea of re-spawns as "reinforcements" has some validity in a military game, but surely not in a post-apocalyptic survival game. I can't see how this would significantly cramp anyone's style - you could always play on a server that has this feature disabled, or you could agree with your group that you'll all move to another server if one of you gets killed.
  9. I agree that PvP (or the threat of PvP) is and always will be the essence of the game. By PvP I do not necessarily mean death-match style play. Rather, I mean that even if you play as a reclusive "survivalist" loner eating berries in the forest, other players will always be a threat, and will always be the most unpredictable and dangerous element of the game. Like some of the other recent posters, I think most complaints about the current state of PvP stem from the fact that there's not much to do in-game at the moment, other than get geared and go looking for trouble. This leads to a particular kind of PvP interaction, where you're dealing with players who are bored, a little reckless, and no longer interested in playing like a zombie apocalypse survivor. I think this would change if there was more to "achieve" in-game (base building, vehicles, stockpiling, farming, harvesting wood and other resources, etc) - not because everyone would suddenly hold hands and be nice to each other, but because you'd have more to defend, and more to lose. There will always be a few bandits who kill for the sheer fun of it, but I think they will be fewer in number and less annoying once the game has more depth. I should also add that none of the above is a complaint. I've already had way more heart-thumping, hair-raising experiences in DayZ than in any other game, even with the game mechanics as basic as they are!
  10. lipemr

    The TANK Thread

    "The name "tank" was adopted by the British during the early stages of their development, as a security measure to conceal their purpose." The real name for armored vehicles is combat cars/vehicles. So a LAV, APC or whatever can be called a tank, but as this can cause confusion and almost no one uses the proper name, they use the name tank only to heavy armored vehicles that run on treads. And it was you that started this nonsense sensationalism with your "tanks? what then? jets? submarines? derp". If you're not going to contribute to the topic, just leave. We're having a decent discussion here, bringing balancing and facts to the table. Your personal opinion have absolutely no value to this discussion.
  11. Hey people , We have after much thought again opened a DayZ server thatcurrently runs on 20 slots until it is full of a bit . Then it is increased to 40 /50.The server is currently running on the Epoch version 1.0.4.2 and has a total of (already) 8/20 players. The features of the server are : -1000 + Vehicles- Armored Vehicles ( maximum is Vodnik BPPU , so you as an infantry still has chances)-Halo jumps at Spawn-Three very active admins-Safe Zones for Traders-AI Missions-AI City-Goldmine-From the Editor - insertable Bases for clans- More Military Loot-Self Bloodbag-Take Clothes-Anti Backpack stealing ( Trader zone)-Auto kick for voice in Sidechat-Admin Events-Added weapons-Teamspeak/Channel For clans-Anti - Hack-Car Refuel-Program for in-game purchases-Special Vehicles(like only 5 Little birds with rockets and miniguns on the map , unbuyable )-Killmessages-Evacuationhelicopters-Selfbloodbag -Salvage modification to remove every part -Snap Building -Wrecks with Loot -New Traders & Changes -No Tow on locked vehicles -Vehicle Master Key Name of Server: - Resurrection of the Dead - server_ip : -217.198.132.22:2302 The Teamspeak IP is displayed ingame. We'll See us :)
  12. TEAMSPEAK: ts52.gameservers.com:9314 [WPD] - Epoch US Chernarus Server: 63.251.20.30:2302 Website: http://wolfpackdayz.enjin.com/ We are here to bring you the most unique and enjoyable time you can get while playing DayZ. We want to push the envelope, with keeping the original DayZ core mechanics in-game. We stride to make everyone have a fair and fun experience. Respect and maturity is required for this server. Active admins will not hesitate to ban anyone who is hacking, exploiting or harassing players. Combat loggers and hackers are dealt with swiftly. They will be dealt with by one of the 5 admins. By joining the server and becoming an active member of the community, I can assure you, you won't find a better gaming experience than the one at the Wolf Pack DayZEpoch! Don't you miss the times where in DayZ, you were generally scared. Scared to go out in that field, knowing it might be your last decision. Don't you miss the value of having military grade loot and having vehicles? Join our server to re-live the DayZ experience! SERVER DETAILS Epoch ChernarusPaid for Infinistar Anti-HackVeteran DifficultyNametagsVilayer HostWell Maintained Vehicle SpawnsDay & Night Time Schedule (4 hour Day 2 Night)Server Based out of the East CoastWebsiteActive Community and eventsEpoch Server Features: Vehicle Part StrippingAdjustable View DistanceCustom Color FiltersAuto RefuelIn-Depth AI MissionsGod Mode TradersNametagsSafezones with Anti TheftAnimated Heli CrashesAS50AI Walking Dead PrisonClear RoadsTake ClothesVehicle TowingHeli LiftingDynamic WeatherChopper EvacBuilding SnappingNo Trash LootChoose SpawnHalo Spawn-- Building on [WPD] Wolf Pack DayZ Epoch Server -- - Fast Building (Building only takes one stage)- -Building Snapping (Buildings snap on evenly like legos)- -No plotpole Requirement- -Base Building Loot (Construction Supplies now in the loot tables)- Starting Loadout: -Weapons Added to the Loot Tables - AS50 (Heli Crashes Only) AKS 74 UN Kobra SD AK74 PSO AK47S G36 SD Eotech M16A4 M4A1 RCO GL AKS 74 AKS 74 NSPU AKS 74 GOSHAWK Mk16 CQC CCO Mk16 CQC CCO SD Mk16 EGLM Mk17 CQC Mk17 CQC CCO SD Mk17 EGLM Holo Mk17 EGLM RCO Mk17 Holo Mk17 GL Mk 17 Sniper SVD NSPU Server Intro - AI Prison - Website includes - Forums - Server Game Giveaways - Server Events - Server Changelogs - Donator Perks I hope you join our server and become a positive influence on our community, have a good day, and goodluck surviving DayZ.
  13. Craftdoge.com presents Dayz Epoch on map Naph 1st person only no trade cities no overpowered weapons no overpowered vehicles only 1 trader(sells plotpole and safes) no helis or planes 100 vehicles TakesClothes Snapbuild/fastbuild increased 30m plotpole to 60m increased amount of buildable items in plotpole from 150 to 500 no maintain plotpoles(as there is no currency) active adult admins Spawn with bandage/painkilles/pack only only three sniperrifles(CZ550,M24,DMR) and they are rare no lightmachine guns We also have a epoch server an chernarus with extra loot, extra barracks, jets/armed helis, tons of scripts and Weekly Events in addition we have a Minecraft 1.7.2 server visit www.craftdoge.com for more info on all three!
  14. dodas

    Why do YOU prefer SA over the mod?

    because mod became too much unrealistic for me. Spawning bicycles really? vehicles everywhere and guns the most unrealism for me is at epoch. Epoch is just for fun like rust
  15. making zombies a threat won't make a robust PvE environment. its all about risk / reward. PvE will benefit from; -Deep base building system. refrenece Epoch for this. one of its good points. spending weeks cooperating to fortify a stronghold should matter! it gives people a reas to cooperate and undertake a group project. -Deep and functional Medical sysetm (steadily improving already) -Hunting and both pasive + Hostile animals. -Some kind of primitive agriculture could go hand in hand with the strongholds! Basig gardening techniques wouldng just be forgotten and the idea that a small groupd of survivors couldnt farm veg or fruit that is already a staple in the area isn't beyond reason! PvP Will benefit from; -Reasonable and realistic weapon handling. -Accurate ballistic simulation -Vehicles (these can actually benefit both but i think they are really more beneficial to PvP as they not only cart away your loot but also provide a means to out manuver anyone who hasnt got one.) -More Mod-Like weapon selection. Both are vaild parts of the game. without both it would be BORING. As the end-game celiing is raised with bases and stockpiling, so is the desire to defend/destroy/capture. I think we shouldnt hope for mechanics that cater only one side, or that punish the other, but ones that result in an organic self balancing of the playing field. It shoudl be just as viable to play defensively as offensively. those willing to work together should be able to stockpile necessities with minimal risk thru hunting, resource mangement, and bases- Meanwhile the PvP crowd shoudl still be able to (within reson) lay siege to a stronghold and capture valuable resource.
  16. xalienax

    Why do YOU prefer SA over the mod?

    I think the SA has great potential. i wouldn't say its better in its current state. I really hope they find a balance. those who played the mod feel more mil gear has a place and Op vehicles should be OP. if they arent theres utterly no reason to fix them, hoard them, or fight over them which imho is a fundemental part of DayZ. On th flip side i can appreciate what the pure survivialists want. i just hpe the devs can produce something that keeps both the 'Arma II with zombies' crowd which made dayZ the succes it is, as well as the newer crowd both happy. it's a very fine line to walk and a little tiney bit to one side or the other will completely ruin it for the other side. This is always an issue when a title evolves from a previous one, from a mod, or is a 'reboot'. any creative liberties taken or fundamental shift in gameplay will be met with a back-lash from veteran fans of that title/series. I think the current state of fire arms is horrendous in the SA and they are if anything a disgrace and should be more like the A2 ones. nothing will change my opinion on that. thier choices for base weapons stats if anything are purely to add value to thier crappy atachments system. i say throw the whole system away and port guns + ballistics direct from A2. done.
  17. igor-vk

    New zombies, Soon?

    Apsolutly!! when aggro system and wall bug is solved, zobies should be main threat hor players. That is even more important than vehicles or tents if you ask me.
  18. Karmaterror

    Why do YOU prefer SA over the mod?

    Personally im stuck in limbo at the moment... I play the mod for 30mins.....im pining for the cloths system, food drink system and extra buildings of the SA So I swap over.....30 mins in im pining for tents, vehicles, weapons and loot tat spwans in proper places. Not to mention zombies that can actually be a threat when looting. So I usually end up on the A2/A3 editor messing round with zombie scripts lol A few more things into the SA like respawning loot, zombie AI and base building....then il never look back. For now though id recommend the mod. Once you got your personal gear, toolbelt ect, its not so much a case of "where should I go to shoot peeps".....its more "what should I do next". Theres actually options beyond PvP :)
  19. maxotaur

    Great Idea i think

    We all know there is a train track by the coastal regions and if the devs could add in a tram of sorts which held about 6-10 people i guess would really keep players satisfied over having to run alot, if you kept 1 per map then there would be a real sense of teamwork to get to were people want to go and players can essentially decide where and when to get off, it might seem like a very problematic thing like "who drives? how would it work?" but it's simple Tool box keeps the tram in shape, there are large batteries that power it and there is a lever that moves the cart to the nearest town and stops moving when you pull it again, and you can only pull it once every minute. (lets players on and off) There is no way to reverse the tram until you get to a town as this restricts the ability of a player trolling other players by making it go back and forth. This would really be a good means of transport and you could even make it so players can only be seated and cannot fire from it making PVP only be involved over taking it as their own rather than camping in it and firing from it being an unfair advantage. what do you think of this as a way to hold over players for a bit until vehicles come?
  20. CANUCKinNZ

    Why do YOU prefer SA over the mod?

    I love the mod for the more things you can do like vehicles, bases and the rest. I went back to it today to be reminded that my ping is about 50 or 100 higher than in SA. Mind you I do play on a 3G vodem stick. :( SA has better graphics even in its alpha state and the new towns are 100 times better than the mod towns already.
  21. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    Like we have said define base building everyone's point on base building is different. We will not be going down the route same as epoch. But we do plan to have our own base system. Hunting systems will change, zombies will change, vehicles will change weapons will change over time. When how is another question. Now some of the red tape has been cut we can try to create a point and endgame to the dayzmod and building is going to be a part of this. Contact myself or kichilron on skype and get your self involved in testing. So we are getting on pretty good with this test phase and for something new we have now retried the old crossbow and brought in a new one witch can have a cco sight attached to it. Thanks to the CCG crew.
  22. noother10

    Yesterday I played the Mod after 200 hours of Standalone.

    Aren't there games out there where you walk forward down a specific path you can't change and only one way to travel and all it is is "Shoot and kill" whatever moves? That is a few steps less. I played the mod a long time ago but got bored of it fast. If you wanted blood/saline you had to go to a few of the specific spots on the map that ended up camped by players with sniper rifles and assault rifles. Never saw any functioning vehicles and zombies were easy to get away from, hell you even started with a gun and ammo. Many times you'd spawn and another player would be spawning nearby at the same time and you'd just open fire on each other with the pistols, it was stupid. I've seen plenty of vids of the other mods of the mod which seem like they have half arsed versions of what DayZ SA will implement. DayZ SA is alpha, not even beta, so not sure why it gets compared so much. Once they've put vehicles in, hunting for food, respawn systems for zombies/gear, it'll be much better then any of the mods.
  23. noother10

    The TANK Thread

    My own opinion would be for vanilla/standard DayZ SA, no tanks. Now that isn't to say no tanks ever, perhaps have them made and available within the game for private hives that want them for some specific gameplay element. But I'd say yes to somewhat fortifying vehicles, especially if the physics system can deal with them. If I find a bus and stick metal plates or logs on the front so I can ram broken vehicles, zombies and other things out of the way while traveling through a city without taking heavy damage to the vehicle, I'm all for it as long as there are consequences, like increased fuel usage, and make the handling worse due to the extra weight. If it can be done via the physics systems, perhaps if you've not balanced it correctly, you could roll over much more easily. I can see private servers/hives setup for more specific types of players like having more military vehicles and weapons for a combat focused server, or less vehicles/weapons/supply for a survival focused server. So why not have some things in there that are useful for various scenarios but might not be normally available on vanilla? So perhaps just stick with things that fit the dev's design for DayZ which would be normal vehicles, perhaps with the ability to strap things to them to make them better suited to the environment and use, while maybe adding some extra things for private hives to use. One thing though I'd like to see is extremely low chance things on the public hive which may very well be a tank or plane or combat chopper. Something that maybe once a map on a server you play on daily you'd see and think "Wow!" as a sort of event or something to break up the standard play. It could be stuff like a super zombie, an NPC event, zombie animals or who knows.
  24. odin_lowe

    Im back to the mod!

    Epoch is very popular with it's base building feature. You can have some Taviana or Chernarus servers if you want. My favorite is probably Namalsk. Always been a huge fan of the S.T.A.L.K.E.R. series and I like snow so the combination is a pure win for me. Note that all of the above are for ArmA2. I used to love Breaking Point but now it switched to ArmA 3 and is totally different. ArmA 2 Breaking Point B) Wow. It was fantastic! A bit too military for some with all it's weaponry (insane variety of guns, some just for the bling : Golden Desert Eagle...) , vehicles (more helicopters, armed humvees, etc) and locations/military bases but the ambiance was terrific!)
  25. lipemr

    Any good Chernarus Epoch servers?

    MGT servers are a completely failure in all aspects, they only have people playing there because of frankie and other famous streamers. And their community reflects that very well. I was playing in Survival Operations, i found it very good, but i dont think they have a chernarus epoch server. If you like shit more easy, dreamfall's there too, but it is riddled with dupers and cheaters, that kinda ruins the game. TrainWreck and Infinitygamers(argentinian server) are very good too. Your best bet is to avoid those dodgy named servers with loadout, donating and 1232352345 vehicles advertising.
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