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Found 41868 results

  1. .... *sigh* Don't we have enough of these threads. Vehicles will be here soon. How soon? Think Valve time, then remember something. Rocket and the dev team have perfected "Valve Time".
  2. xalienax

    Please, say NO to helicopters.

    a few things 1. in the "official" mod there were only 3 helicopters. all hueys for most of the early days of the mod. thats THREE to go around amoung 60+ players on a full server. the helis "on every street corner" was PvP-focused private hives ramping up vehicle spawns. 2. Groups should dominate the map. i dont know why people can't get this through thier skulls. GROUP PLAY = INTERACTION. ever day i read 3 threads where people complain that theres no reason to work together, then when thiers something that take a GROUP of players to maintain and operate they complain it makes groups OP/the only way to play. isnt that the point? group up or die? 3. What Happened to Survival SIMULATOR? Simulators shouldn't be balanced. they should be authentic. vehicles need as much realism and atention as all the eating and disease junk gets, and so do weapons for that matter.
  3. Irish.

    Castles no more?

    I was being literal with my first answer.. once they implement helis, vehicles, base building, persistent containers.. and change the spawns.. and players learn to pull their head out their arse and start exploring the map. We will have those epic battles at Devils again.. one of my favorite places to fight in dayz. Only better place imo is NWAF but Im biased so that does not really count.
  4. PineappleWolf

    Please, say NO to helicopters.

    They have mentioned somewhere, don't quote me on it, that the first implementation of bases will be underground bunkers, and then eventually you'll have base building similar to Epoch or other such mods. And you'd be able to find them, and break inside regardless. Who also says we can't have some cool batman thing to store vehicles inside of, or that the entrance is small? I have a video of Beck being a 1337 Helicopter pilot, and by that I mean parachuting into his own rotor. Things like that by inexperienced pilots, which there are plenty of, are what makes them more difficult than vehicles. Also the fact they're noisy as hell and need open flat areas to land. Besides, we're talking about helicopters, not bunkers nor cars. If you wish to discuss boats however, you know where to go. Fun/Good Gameplay > Opinions, alas. And I've had several competent pilots fly me, mostly because I'm a shitty pilot. These were not the ones who decided to see how fast it went.
  5. FrostDMG

    Please, say NO to helicopters.

    Ok guys. try to keep the discussion on topic. I'm all for making end-game goals tough to achieve and I think Helicopters were great motivators, however, I don't like their potential downsides. I would love if we could customize already existing vehicles - GAZ, UAZ hell, even the truck. If we could armour plate those vehicles, that would give people a goal - goal for something that was more than "get guns". I can only assume most of you guys have either played solo or without a good pilot in your group. In my group there were 2 guys that always flew (me and a buddy since we were the best at it) - never once did we get shot down or did our camp get found out because of our heli - what you basically do is "fake" your flightpath, and only turn when you're out of the way of any towns. Helis were immense fun - but something that gives an advantage so great that one has to wonder if the game would not devolve back into the same old "one group whores all the vehicles". In my group we actually didn't steal or raid when we found one vehicle - there was no point landing and checking out the loot, too much effort, and we also wanted other players to have vehicles, due to the game becoming completely stale once you were controlling a server. Also, we don't know if camps going to be underground. If they are, I think it's a big mistake. If other players can't raid your camp, then why not have it right on the coast so you can just kill noobies without the fear of death, without the fear of your camp being found out? Even if you can somehow store your loot underground, there needs to be some sort of an indicator so that other players can identify and loot such locations. Just because you can store loot underground, doesn't mean you can store cars. Hard working groups of even 2 or 3 people might have 2 cars which are so incredibly easy to spot from the sky, but could actually be incredibly difficult to find on the ground. That's the thing - on the ground, you can park cars in such a way, in between trees that they're incredibly difficult to spot, especially when they're green/dark - when you're in the air, due to objects not rendering, there's no such difficulty. I had a video of our group getting away after we raided a camp we found on foot... Can't find it atm...
  6. noother10

    Please, say NO to helicopters.

    I'm for helicopters. It adds a goal, something to achieve and aim for. I start the game now, go 1 hour or so and have mostly full kit so what do I do after that? Shoot people I guess. When vehicles are in, find a vehicle, repair it, use it and keep it. That adds a goal in the game that takes much longer and can be easily lost. After vehicles we can have bases, something even longer to achieve but harder to lose. What happens after that? If we have helicopters there is another thing to go for which would be harder/rarer then a car. They'd be handy for opening new avenues of gameplay. Some newb is stuck at a spawn being attacked by bandits while I'm at my inland base, yeh I won't help since you're 30mins away and won't likely be around by then, but if I have a chopper it'll only take a few minutes, why not? As long as they add variants, make armed ones rare, others like news choppers and tourism choppers more frequent, but still only like 1-2 choppers per server (and that's with 100+ player pop). They don't have to be flying death machines, they are a target for players regardless, less people banditing newbs.
  7. optimumbox

    Please, say NO to helicopters.

    I disagree with your take on helicopters as far as camps are concerned. In the mod, camps were easy to find because you would be able to see vehicles, tents, etc. If objects like backpacks, weapons, or crates are persistent they will be difficult to spot on the ground. As for controlling the map, I agree to a fine point. There is the advantage of being able to take off and pick up your friends on a whim, but it does make you a giant target in terms of tracking. I used to track the direction of helicopters all of the time in the mod. I would say 8/10 times I would be able to follow it back to the pilot's campsite. As a pilot, you never true know if you're landing zone is safe. Also, since they are supposedly reworking the vehicles anyways, I should mention that actual helicopters require maintenance after every flight. They are the most difficult and expensive civilian type aircraft to maintain.
  8. PineappleWolf

    Please, say NO to helicopters.

    How are they bad for gameplay and immersion? No pilots or manuals survived? And bitch please you don't even know how bases are going to be constructed, even then, the first versions of bases are underground bunkers. You have no idea what you're talking about. Also, back up with fucking experience. Have you flown a helicopter on standalone? No? Shut up. Have you flown a helicopter in the mod or a mod of the mod? Even then you're still probably referring to one of the many easy god cheat whatevertehfuck servers that run rampant and not vanilla game play. Most of this thread is just whining about how they're going to ruin shit, you haven't even tried them and have no idea how they're going to be. Do any of you have any PROOF OR EXPERIENCE to back anything up other then your own opinionated bullshit? To the ones who think cars and any type of vehicles are immersion breaking, that's illogical, mechanics most likely survived and I'm sure with all the car-maniacs someone would be able to fix a damned car. Anyone who opposes vehicles/helicopters with out legitimate factual reasons, no opinionated bullshit, is just being a whining bitch who doesn't know what they're talking about. Other apocalypse type games/shows... Walking Dead: Cars, a tank, and former military members had a lot of armored vehicles, which were a RARE sight in their new world, and I think I might have even seen a chopper, in fact, didn't one crash? Fallout: Fallout 2 you help repair a nuclear powered muscle car. New Vegas probably has all sorts of transportation, let alone Vertibirds, used by the NCR/Other Factions. The Boomers even rig up an old WWII bomber to use. Fallen Earth MMO - You craft your own vehicles eventually, which takes forever, and they are eventually faster/different types keying in with the larger and larger maps you get access to as you level. Left 4 Dead - You travelled around off screen in numerous vehicles, from commercial planes to Military Helis to cars and boats. I have an idea, instead of bitching about Helicopters, lets bitch about BOATS. Fucking OP Boats ruinin' my immersion.
  9. Bororm

    Parachuting...

    Separate parachutes would be badass imo. I like the idea of being able to stick them in the helicopter and access them in flight as well, would be nice. Would create some interesting scenarios too having to decide to give up your pack for a chute. I think you should have to manually pull them. I think they've got a place in the game as long as there are air vehicles. They could spawn in hangers or something. Even come in different colors/types if ya wanted to get real fancy =P
  10. Bororm

    Bicycle Suggestions/Discussion [Official]

    The take on helicopters thing is a nice middle ground because at least from videos I've seen you need to know the process involved to start the thing up. Like Irish says, even in the mod people were crashing helicopters all the time (I crashed my first few before bothering to actually learn what I was doing) and that was even with auto hover as an option. You can skip about halfway through. I don't know the first thing about how to fly a helicopter and if I jumped in this thing in game I'd probably never get it going just doing random shit. So you learn what's required and you get better at it. They could even include in game manuals, though most people are just gonna watch videos/tutorials any ways, that's unavoidable. Sure eventually most people will know exactly what to do, just like how in the mod most people eventually were able to fly, but there's a higher learning curve and it adds something to the game. Having to flip switches and shit while being under fire would be amazing. I'd also note that the engine is a modification of take on helicopters to begin with, so I may be totally off base here and maybe they gutted the thing since they gutted vehicles, but I'd like to hope it could be implemented with not too much difficulty.
  11. Etherimp

    Please, say NO to helicopters.

    I am not trying to deem them "inappropriate/appropriate".. You can make Helicopters as realistic and/or rare as you want, and the end result is the same. Helicopters in game vs helicopters not in game is the only factor which matters.. IF you have helicopters in the game, you reduce travel time IMMENSELY and allow players to see a birds-eye view of the entire map, which allows tents/camps/vehicles to get stomped out much more rapidly than they can be replaced/maintained. Adding more difficulty to getting those helicopters, or maintaining them, or flying them, WILL NOT change that. Make helicopters as difficult to fly as real heli's... People will still learn to fly them and use them. Put only 1 helicopter on a server... SOMEONE will still have access to it. Make it so Heli's only have 1-2 passengers.. Those 1-2 passengers will STILL have access to the entire map. Make it so fuel is hard to come by... Heli owners will just lock down the locations where fuel exist. Make it so it takes 2 hours to refuel them.. Doesn't matter, 2 hours of refueling + 1 hour in the sky = well worth it for the amount of control you have over other peoples bases/tents/stashes/vehicles. As long as heli's are in the game, in WHATEVER form you put them in, it still affords the users of the heli's the same benefits... in fact, by making them more and more difficult you're actually doing yourself a disservice.. You're making heli's exclusionary rather than inclusive.. If it takes 10 people to refuel/repair/maintain a heli, then only teams/clans/groups with 10 players or more will have access to them. That really what you want?
  12. Well yeah obviously they are a little OP now, but only because of their free xXwallhaxXx in the form of scenery clipping, something I've been bitching about since day 1, and the whole problem with respawning at the moment, which effectively ruins stealth for players and makes engaging zombies hugely unpleasant. In terms of zombie stats they're balanced, the bugs/unfinished game mechanics are what's making them overpowered [fighting a zombie that's melding with a staircase is bullshit]. What they need to do is 1): Make zombies have a little get-up-from-corpse animation, which lasts about 30 seconds, after they're killed rather than just instantly respawning, as a placeholder until they get better respawn mechanics 2):Change zombies causing bleed, in part, to bone-breaking3):FIX FUCKING WALL CLIPPING, HOLY TITS4):Make 50% of the military ammo/equipment ingame spawn on military zombies and police/riot police zombies as incentiveMy own personal suggestion was that zombies be able to sprint slower than the ungeared player, but sprint endlessly, in fitting with the virus not giving a fuck about preserving its host as anything but a method of spreading the virus quickly. Players themselves have a finite sprint before they tire out and go back to a jog, and that jog is slower than zombies can sprint, meaning they can catch up. Being geared up ruins your ability to sprint, meaning vehicles aren't just a pleasant addition to decrease travel time, they're a necessity so the zombies can't keep up with you and your 80 cans of beans. As it is at the moment, it's good: players are finally seeing zeds as a bigger threat than KoSing.
  13. So, DayZ TV just posted a summary of what Rocket said to another wave of questions asked from DayZ Reddit folks. Here is the link. http://www.dayztv.com/news/2014/05/dayz-development-state-answers/ Here is the summary itself if your to lazy to click on the link (As expected too hehehe.) This is also textual property of DayZTV, and they deserve all the viewers because they usually are the ones to come first with DayZ news. Cheaters, hackers, scripters seem as prevalent as ever. Are you going to deal with this problem? That is an extraordinary claim to make. I’m not aware of any scripts that do anything useful any longer. Certainly, the majority of the hacking effort has moved to memory-hacks rather than scripting. If you check the popular hacking websites, as I do, this is clearly stated everywhere. I’m actually not aware that anyone is making or using script hacks such as: · parachuting cows · spawning items · teleporting players · server-kill-everyone · thunderdome · and so on… It is far easier, and less risky, to exploit using hacks than scripts currently. There is little you could do with scripts in DayZ, as most things are conducted client-side. Instead, hackers are using memory injection and other normal techniques that are common across most games. This is what VAC is traditionally targeted against. BE was also designed, specifically, to deal with scripting issues. But such scripting problems existed because Arma had to be a very trusting game. However, hacking is still something we are very concerned about. But we’re also very proud we’ve pushed it back into ESP, aimbot, wallhacks, etc… There are some unfinished areas of work – such as local management of magazines on weapons. These are being worked on. At the same time there are other issues still plaguing this game such as the desync (Guaranteed messaging system?) The guaranteed messaging system has enabled: · Increase for loot spawning from 10,000 items to 35,000 items. · Effective doubling of server FPS · Made it possible for the first time, for us to run more than 100 players on a powerful box. This was not physically possible before. · Allowed us to enabled a true physics SDK, with all calculations run on the server, and being distributed to the client realtime. · much, much more. What about the Path finding? This is being worked on by a new studio we setup in Bratislava. Previously, we spent several months trying to make the current system work. Once we were finished with that work, we decided it would be easier to start again and write a new system – than to try and make the current engine system work better. This is a serious undertaking, and as I have said in the last two devblogs, we are close to testing early parts of this new system out on experimental. I’ve overviewed the new collision system developed at bratislava and it blew my mind. A procedural system as part of packing the game raycasts to generate the navmesh in grid across entire terrain. This means navmesh is generated for the entire map, including buildings and trees and fences. The data was almost completely clean. It was beautiful. What happens now is our programmers use this new system, with a new method, to ensure that zombies only walk on this global navmesh. This will revolutionize the zombies, imo. It not only changes their behavior but reduces their performance overhead. The engine only needs to check if the zombie is inside the navmesh and not to constantly raycast for geometry collision. This does not solve dynamic objects (other players, zombies, animals), but we can deal with that next (source). There are obviously enough people making assets for the game, why have some of them not been moved to other projects at BI That is not how development works, the work would then suddenly need to be completed very quickly at the end. How are they supposed to generate all that content suddenly at the end of the project? Also, many of these people are hired specifically to work on DayZ, and they might not have any interest in working on other projects. In some countries, that would be constructive dismissal. Imagine joining an airline and being told you’re flying a 747-400, only to be moved to piloting a Cessna 172. · Does it hurt you to receive content (for free) while waiting for more important fixes? · Does it hurt development of the more important fixes for artists to make content? Regarding the Artists I’ve indulged this one long enough. The artists have a list of tasks to do, and they are doing them. These are independent of much of the activity of programmers. · They do not harm development of fixing core issues · They do not harm the enjoyment of the game (I would argue they increase it) I cannot see a single reason why we should send artists on paid/unpaid leave and not have them producing content. Adding more programmers only works up until a limit. Please check out the Brook’s law link I added. The more people you add, the slower things can become. Three people on the project were on it this time last year. Now there are well over 70 people working on DayZ. I don’t even know everyones name. Software development is not simply a matter of “add more people”. Removing artists will not help get more programmers. Whenever we find a suitable programmer we are hiring them. We have current vacancies, in fact. What kind of project management is DayZ under save for your oversight? Do you have a project plan? The project following Bohemia’s project management processes, which follow Agile methodology. This see’s us with an overall roadmap, which is then broken into line items which form a project plan. This plan has then been broken down by resource, and is the rough budget. Although, I must stress, the budget is not about money: it’s about making sure the right resources are available at the right time. Are IPRs held with BI to go over the overall project, timeline and issues that need addressed, if not why? Assume IPR: you mean initial project requirements, or perhaps intellecutal property rights. Bohemia own the rights to development video games using DayZ. I am contracted to assist them in this process. The project requirements have been generated mainly through discussion with the team, with both myself and the senior management at Bohemia providing input and direction as required. It’s managed and owned by Bohemia, and I participate as part of this process. As project lead, I consider myself ultimately responsible for the delivery/non-delivery of any targets. Do you follow any documented industry best practices? also Is DayZ being developed under any type of well documented and formal software development life cycle? I believe we’re making good use of Agile methodology, which is very important to our development. Given the very changing nature of the product (it did not exist two years ago, for example), and the rapid growth (only three people currently on the project, were working on the project this time last year) – agile is extremely important. We've been changing direction quite a lot to respond to changes in scope (for example, based on the massive sales, redeveloping our plans to be very broad). Beyond that, I would say the project is managed in a similar fashion to other projects I’ve worked on, such as aircraft acquisition with the RNZAF, and the RPDP prison project in NZ. There’s not much room for PMP, or such input. We’ve tried getting very formal but the only real success has come when were have been very flexible and adaptive with our approach, not being frightened to replan when we identify a weakness or flaw. TL;DR : Agile /SCRUM Is any kind of regression testing even performed on the patches that are pushed out or are they just put on the experimental servers for a few days and let into production from there? We have about 20-30 testing staff who work 9-5. Their responsibility is mainly to test the current (internal) development build. They prepare a daily report of the state of the build against a “traffic light” listing of core game mechanics, and key testing targets. They can also be assigned important tasks directly from the team, such as testing new functionality or (most likely) producing good repro steps/missions for bugs reported from the community. Prior to release of a build, it goes through at least 24 hours testing with this team. However, I do have the authority to order the build to be released (which generally pisses the QA lead off), and I have done that on occasion. We’ve only done that once with Stable, but we do it sometimes with experimental because we hope that it will become our development build reasonably soon. This means that people will be able to try out what we are working on, right down to the very day. This will also allow QA to focus on regressing bugs and also preparing for Stable updates – so we can (internally) stop worrying about experimental. I understand that ‘we’ are the testers but why was Hicks ‘testing’ a patch in the production environment? Do you actually have proper dev, test, and staging environments? When you hear of Brian testing in production, most likely this means on the central server side. Generally speaking, this means we are changing a value (such as login timeout). Our famous “cock up” with stable patching, when we had to hotfix like crazy, was because we made an assumption that a bug associated with the experimental central server, would not appear on the stable central server. Since then, a final step before production has been to do a “hot” test of these kinds of high-level, central server changes prior to a full deployment. Since moving to that process, we have not had any more incidents. The update process of the central server is not linear like the game is. Technically, it is updating all the time as it has full-time engineers at our provider conducting performance changes, load balancing, hardware replacement, DNS changes to cope with DDOSing, etc… We are replacing our experimental architecture (which is much simpler) with the exact copy of the central server architecture. This will provide us with more robust “like” testing. However, we will still likely include a small “hot” spot test, live, of central server changes prior to mass rollout (which can occur completely independently of a game update, or a game server update). Can we see the original and current project plan? The internal project plan is not available, for what I hope are obvious reasons. But here is the official Roadmap: · Playable vehicles · Wide variety of native animal life · Player created constructions in the environment · Extensive interactions with the environment and crafting options · Streamlined user actions and interface · Upgraded graphics and physics engine (including ragdoll, etc.) · Control and animations expanded and improved for fluidity · Support of user mods
  14. Katana67

    Please, say NO to helicopters.

    Yeah, I love helicopters in the mod. I love what they add to the game. Sorry, more vehicles please. And rarity/ease of use/ease of maintenance is a massive factor in deeming helicopters as inappropriate/appropriate. Dismissing it as a factor is just silly.
  15. Etherimp

    Please, say NO to helicopters.

    The people who are actually experienced with this game (the mod) are not worried about people "joy-riding", they're worried about people dominating the map by destroying/stealing all other vehicles/tents. It doesn't matter how RARE something is.. It still offers the same benefit and that benefit is NOT GOOD FOR THE GAME. In fact, it could be argued that the more rare/difficult to maintain they are, the better for those who actually get them. 2 Heli's on the map? Takes less time to get and gain complete control. 8 Heli's on the map? Much harder, but still possible. 40 Heli's on the map? Very difficult to get and control. But it doesn't even matter how many there are or how difficult they are to control or fly or maintain and it doesn't matter how much armor or weapons or storage they have.. Having ANY heli on the map AT ALL, gives players the opportunity to fly over the entirety of the map and destroy/control everything, and it allows them to pick up and drop off players across the map in a matter of minutes rather than hours.
  16. EDIT: After reading this post the owner "apparently" closed down the server and claims that the IP is now owned by someone else. With that said, please disregard my comments below and if an Admin is reading I'm happy to have this thread removed. Once again, the IP is now owned by someone else "apparently". I'm the ex joint founder and server admin of the above server and I want to warn players off joining. I actually called the owner-admin out today on his admin abuse and he immediately revoked all my rights, kicked us (myself and 3 moderators who were also asking him to stop abusing) from TS and shutdown the server. But in the event that he starts it up again, please stay away. I had exactly the same admin rights as he did, with map eps etc and server control , but I never used them unless it was necessary , i.e helping players find lost vehicles, replace vehicle keys etc.. This is Epoch btw. In short this server is being run by admins that use esp, fly mode, god mode, etc.. So stay clear unless you want to waste your time. He likes to tp next to people and show off his skills, which often resulted in a player death and a "oh never mind, I'll give you stuff back" .... Admin abuse is absolutely not on! Butt hurt? Yeah. Constantly being teleported away from what I was doing, to have a tank spawned on my head, or shot and then asked why I didn't have Godmode on.. Makes me a little butthurt. Losing TS privileges and being banned from his server, best thing ever.. :P
  17. viper4sfg

    DayZWars

    This is the 4th Special Forces Group Challenging all Milsim / Bandit Groups out there in DayZ Epoch. If you and your group thinks you have what it takes to assault others bases, survive on a map that you can barely find weapons on ( requires you to actually look and stock up on ) and go against elite DayZ KOS units or even those Care Bear Units that want to help the Pubbers, Then come on to the DayZWars Server on the EPOCH MOD. Show us what you got, get killed or even cry your way out of the server? I personally challenge you units to come and Fight. Server is up but will have more stuff added to it with Custom Bases and Auto Refuel. You'll have to fix your own vehicles though. If you want 15 choppers you'll have to earn it the hard way. Only the skilled dedicated player will do this. Do not need Cry Babies on the server. Come and get us, I don't think you have what it takes. ALL MILSIM AN OTHER UNITS SERVER WILL BE POPULATED WITH OUR UNIT and OTHERS ON APRIL 15th 2014. You are more than welcome to head on there now to start stocking up if need be before people get on. Because once we get on there We're killing all your asses. Good Luck and Let the WARS BEGIN. PS> We also have the Attack Littlebirds with Only Mini Guns on the server, for you pilots who think you can Fly. Heh Good luck pussies All units or groups that come on the server on the 15th will be given 5 Brief cases of gold to start with for free. A custom skin attached to their player ID's for their groups that way you can ID friendlies. That will only be on the 15th-18th on a first come first serve basis. Come to TS, for details ts3.DayZWars.com Server IP: 208.67.250.61:2302
  18. Steak and Potatoes

    How to get the own server full?

    Put 10,000 vehicles, 24/7 daylight, free machine guns in the server name.
  19. Hikurac

    Simulation.

    No I love playing with my friends, and yes I know it's a stupid idea. It was the only plausible thing I could think of to make people truly feel like they are loosing someone when death occurs, as chances are they would never meet again. With this implemented tents could no longer be used as "re-supply stations" when someone dies. It would also make persistent equipment (vehicles, etc) feel much more important and personal, knowing that you wouldn't be able to have it after death. Overall people would simply care more about trying not to die. None of this is serious, its just a thought to hopefully spark a better idea in someone else's mind.
  20. Etherious

    Rocket's Answers to Reddit Questions

    True, and you think we will get Hello Kitty vehicles? ;) Also, 10k items to 35k!? WOOT! But, where would they put the other 25k loot items?
  21. Etherious

    Please, say NO to helicopters.

    Max Max style....OHHHH see now that I don't mind. I thought you were talking like this type of armored vehicles...
  22. PineappleWolf

    Please, say NO to helicopters.

    It is time for my fruity opinion of the matter. After having played Epoch with my clan mates, I would like to share my EXPERIENCE on the matter. Rather then just listen to half of you bitch for either side not bringing up any points/experience (most of you). Now, from my experience with helicopters over the past few days, I have come to this conclusion: I don't know how to fucking fly these things, so I'm going to stick with land vehicles because I keep crashing and/or worst. There doesn't ever seem to be enough ammunition for these things, even with traders in Epoch, people just don't seem to actually focus/use these and rather spend their money/effort on other sources,they're mainly a form of fast but fragile transportation. When going on NPC bandit raids that come in the form of random events on our server, they would land their helicopters far fucking away at risk of being shot out of the air.One of my clan mates tried to see how fast/"go faster" to a location in a Helicopter, it decided in turn to flip the fuck over and crash into the trees killing us all.TLDR -> Helicopters aren't flying tanks of death (unless you crash them), they take some ability to even fly (which I lack and thus stay far away from them, but others fly with ease), and they would not fly low/land near any NPC events at risk of (albeit aimbot NPCs) of being shot the fuck down in inglorious death. I think you're also thinking its far too easy to get these things, I've ran across four helicopters over this week, both which needed a shitton of work to get going, and one was the one I mentioned above flipping and crashing when attempting to go faster. Though this was EPOCH, with trader merchants in which he bought a shitton of parts after selling off some of his armory. By comparison with what I assume would be in DayZ Standalone, aka having to manually loot through towns and finding these parts, and then GETTING to the helicopter, using what I assume would be carried over, a tool box. On that note, perhaps we might need to even have all these random tools in our inventory to use? I've seen pliers, wrenches, screwdrivers in game. Perhaps we'll have to collect these tools this time, and put them into a tool box? Pros of a Helicopter: Fast movement - Able to bypass land based obstacles. In the air - possibly a more difficult target(If Armed/Can shoot regular weapons out of): Possibly able to provide some aerial cover fire.Cons of a Helicopter: Loud - Can be heard from distances before its even in viewing rangeFuel - YOU HAVE TO LAND SOMETIME TO REFUELBest places to land are clear flat areas --> Anything else is trouble/deathHave to level correctly before parachute attempts, otherwise fuck up rotors/break heli(If Armed) Need specific magazines/boxes for any attached guns. Good luck finding those, or have fun loading the chamber every ten seconds while flyingYou have to find parts to fix up the Helicopters to use/maintain them.Look @ Pros, Look @ Cons. Helicopters only provide aerial support/view, and/or faster travel opportunities They're loud and noticeable, and bitch please when they land to refuel jump those bitches. For that matter, when they land/hover to drop people off, jump those bitches. People would have difficulty landing some of these helicopters in say, a fucking forest. Pro tip: Why is your super secret hidden base in plain site in a big open area? I can't even fly helicopters let alone land them nicely without major difficulty On the note of Attack Choppers/Armed ones, where you think you gonna get that ammo for them MGs or even find the magazines/boxes to hold them properly? They are already supposedly planning to tone down military grade gear, and already I barely find M4 clips/ammo outside of military bases, unless someone died or left them there. Y'all think you're going to find enough ammo, and not to mention whatever kind of storage device the guns use to hold the ammunition, in abundance for these helicopters? For that matter, I'd like to reiterate the annoyance of FINDING THE PARTS to REPAIR/MAINTAIN said things, especially when people are probably going to be popping you all if you get close enough to shoot. DayZ right now is a KoS fest, you think that your precious helicopters will be safe? On the note of items, perhaps you have to find Parachutes now instead of having them? Hope you got a chute equipped or you're going to have fun times with gravity. Also, we don't even have land vehicles yet, stop freaking the fuck out. /End of my Fruity Opinion. -Pineapple Wolf
  23. eleventhavenue

    Bicycle Suggestions/Discussion [Official]

    The only thing I have against rail vehicles would be that probably would take a lot of time to get working. Now helicopters on the other hand... I had many great experiences related to helicopters in the mod, but I think they always felt like one of those features that just were there because Arma 2 had it. When I and my comrades became ´´experienced´´ the mod started revolving more and more around helicopters and high-grade stuff, and less about surviving in the harsh world. I think the devs should step away from this kind of development, and instead focus on the thgs that fit DayZ, not Arma 2. Like hunting. We haven't even got hunting yet.
  24. emigrates

    Bicycle Suggestions/Discussion [Official]

    The idea of Heli's in DayZ SA is repulsive. Bikes? Sure! Cars? Okay! Trains? Not a problem Flying vehicles? Fat chance.
  25. Inception.

    Bicycle Suggestions/Discussion [Official]

    Bicycles are vehicles fit for a god.
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