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Showing results for 'Vehicles'.
Found 41868 results
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I'm pretty sure that Dean is going to make cars and vehicles in general pretty rare for some reason (I guess that's because he likes hiking so much) so how about adding some "smaller vehicles"? -Skateboards -Rollerskates -Kick scooters -Bicycles (obviously) All those could successfully shorten the travel time and be fairly common without disrupting game's survival concept.
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Hello there! My suggestion is hardcore driven :) Why not to make some in-game items (that maybe will appear in the future) really bulky and heavy, hence it should be impossible to simply pack them in the backpack and run away as it just like a large can of beans. Instead you should only carry them by 2 hands, one at the time and in a walk mode only (just like the fist fight mode now in SA but without sprint ability). Those items may include: Car wheelCar batteryMobile generatorMobile PA systemBarrel for fuel/water... you name itIMO this is what the survival is about: if you want to possess anything that gives you an advantage (vehicles, generator, etc) u have to sacrifice something i.e. your mobility. To be ahead of the "simple no"... There was a thread recently: http://forums.dayzgame.com/index.php?/topic/165457-shopping-mall-cart-storage-more-loot/ It's a great and fun idea but why not to enhance it with something more practical (and more common for Chernarus villages) like this: This baby is pretty mobile, tough and i can tell you from my experience that you can easily use it in the woods/fields/dirt roads even at decent speeds! Actually I think this kind of vehicle should be the first implemented in Dayz SA :) Therefore if you (or your team actually) decide to repair a vehicle or to make something more global than simply running around, then you should either waste time and risk your life slowly carrying something from A to B, or find and use the wheelbarrow (which IMO should be pretty common and spawn in every village/town)
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Incorrect 3PP makes using vehicles easier it is not essential. Also it looks very much like mirrors are coming into DayZ from ArmaA3 (check the .cfg for the pip line) Even better would be if the stances came in as well then looking over a small wall would be less dangerous
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[POLL] - 3PP / 1PP and seeing round corners
pacific_coast replied to floj's topic in General Discussion
EVERYONE IS FORGETTING ABOUT VEHICLES. Yes, someone on the Elektro Hospital roof can lay prone and spot the entire city for his whole team, and never be seen. Yes, you can be killed outside the fire station because someone hid around the corner, leaning with 3PP on, and quickly killed you. You never saw them, you could have never seen them and they had the drop on you due to a camera exploit. This is major BS, but I've dealt with it since the MOD. Deal with it. 3PP off servers are the compromise. I want to be able to land my heli/ drive my car without killing everyone inside it, or damaging it beyond repair. Mod players: you know you don't drive/fly first person unless you are experienced. New players trying to drive/fly in 1st person are going to waste alot of vehicle spawns. 3PP is needed for vehicles. -
You mean like vehicles? Rocket has stated they want to do vehicles correctly and that is the only reason they are not in the Alpha yet. So while this discussion is about something that won't be in the game for a while yet, it is not about something that won't every be in the game. Vehicles will be in the game.
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There are no airplains in the game, there are no helicopters in the game. Why are we discussing things that obviously not going to be ingame in the alpha, even in beta and in the full release its questionable? Why arent you instead make a thread about ground vehicles since we know we will get those for sure along the roadmap.
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I would like to see vehicles in DayZ get more complicated especially the aircraft. I have a few m8s who play the DCS games and they assure me that the avionics and flight mechanics in those games are a lot harder compared to the ArmA system. Seeing as how Mr Halls vision of DayZ is a harsh unforgiving anti game environment, it would be a step in the right direction to have at least the hardcore mode simulate something like the DCS system for aircraft. Make land based vehicles use a 3 pedal and gearshift system as well. I do believe that BIS has a working model that complicates the avionics and flight mechanics somewhat in their Take on Helicopters game. With all the great new systems they are putting in place for the infantry side of things and the survival side of things. Especially the implementation of a hardcore server version which removes the arcade style 3rd person view. An overhaul of the current anyone can drive and fly system in the ArmA2 engine should be looked at IMHO. An in game Book/Manual could be implemented that takes you through the start up system for the more complicated avionics of the helicopters and the flight mechanics etc. If they did this so that the new systems where on the Hardcore servers and leave it as is for the Casual servers they could once again cater to both sides of the coin. What ya think ?
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Change log date: 2014-01-17 #Completely revamped the mission system. -the bots are much smarter now, they communicate with each other! -they can spawn with static guns and RPG's to destroy your armored vehicles! -Heli patrols -Armored vehicle patrols -Parachute drops! #Added a new side mission with construction supplies.
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How is the mod a step backwards, it has more guns, vehicles, things to do and with the next patch it is bringing in more stuff from the SA, I say that the alpha was a step back from the mod, I just can't see how they got this game into alpha when it is worse off than the mod (IMO) now don't get me wrong I still enjoy SA but I feel it should have atleast been where the mod was when it started.
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Not a bad idea, but tbh they should not be rare with all the supermarkets we got in Chernarus :) They should however, be very very slow off the road, make alot of noise when you move around and stand out like a 50 foot fire in the middle of the night. So you can take your chances, which solo would mean suicide, but for a group of people it would be an ideal starter storage, before finding vehicles. A hoot? More like a deathtrap lol.
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Go check out the ArmA3 Mode "Wasteland" which has a similar gameplay as DayZ, but you can choose between 3 Parties. imo a very nice appraoch with existing arma features. BlueforOpforIndependentAs Bluefor you are not allowed to teamkill any other Bluefor. Same as Opfor vs. Opfor. Its basically Bluefor vs. Opfor mixed up by Independents that can do whatever they like and thats nice for lonewolfs who like to survive inbetween the "banditwar". To identify Bluefor from Opfor there's icons above the PC's. In generall the Wasteland mod has some nice features like being able to tow a vehicles when damaged or a monetary system where you can buy and sell stuff at NPC's shops. Only thing missing compared to DayZ are the Zombies... Till DayZ gets some more functionality i stick to Wasteland with more or less organized teamplay and the option to be a lonewolf and hide from the two big parties or sabotage them...
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Ok lets try to write a small scenario :) Imagine you are jogging along the Chernarussian forest's, minding your own business and searching for loot. Far off in the distance you see, what appears to be camo nets, sandbags and vehicles in the forest *sneak mode activated* So you finally make your way up and you see its abandoned, not a single living souls is anywhere around, so you start looking for something usefull. But all you find are pictures of what looks like a bandit, standing over dead survivors like a hunter showcasing his trophy, after a succesful kill :) What do you do?
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I thought Epoch was loaded with vehicles?
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You have to remember that every single other player is ultimately competing for the same resources as you. To use the mod as an example, vehicles were quite rare. Rare enough that most players could play for 6 months and never see one unless they knew exactly where to look (the middle of the woods). And I think it's safe to say that given the choice between no car and having a car almost everyone would pick the car. Now, let's say you're a guy who already has a car. Having a car gives you a pretty big advantage in finding more cars (just like having a gun makes it safer to look airfields to get more guns). The natural course of action is to take your advantage and abuse it to keep as many of the scarce resources for yourself as possible. At one point on a private hive me and my friends frequented we had 4 helicopters, one DShKM, one PKM technical, 3 Urals, 6 hummers, 4 pedal bikes, 6 motor bikes, you get the idea. We kept hoarding until someone made a post on the server admin's forums complaining that US 6 didn't have a single vehicle on it. And then we hoarded some more. We didn't do it just to be mean, we did it to be practical. If you have a helicopter you can find every single wilderness camp within an hour. The fewer vehicles other people have A) the less likely they are to find our super camp because no one wants to search the wilderness on foot and B) the less likely they are to find new vehicles at spawns. So instead of searching for weeks again after losing one car, we just took the 15 minutes to find and steal one at a time so when we died we just ran back to camp. The point is: People kill new spawns because even though they aren't an immediate threat, they are a definite competition for resources and may one day BECOME a major threat if you let them have said resources. It's simply logical to abuse your advantage to put others at a disadvantage as it can only further your interests. Making a comparison to spousal abuse makes you sound like a whiny bitch. Not to mention we all know at one point you've killed a bambi. Everyone has. And you probably didn't think twice about it.
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Epoch mod for regular DayZ is great because it adds some long-term goals like building a house wall by wall and of course having a secret stockpile of guns and vehicles. But it still has the problem of just loosing its point after a while. First, zombies aren't in enough numbers to be a real threat. Second, it is so tedious to do ANYTHING in this game.... example: In my newer server, I have to figure out how to walk all the way north to the trader to sell gold to buy a vehicle. But it will take me so long to get there I just don't bother. I have to make multiple looting tips obviously so it basically turned the game into a running game. Even though the Epoch DayZ mod is awesome, in general DayZ suffers from too much running, not enough transportation, and you need too much time to do simple goals. I play it every day and I do enjoy it... but the image my brain gets in the head right before I logon in play is "Oh boy oh boy oh boy!" and the once I login my brain says "so boring so boring so boring."
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Dayz Epoch Namalks Custom Vehicles and WW2 weapons
Kahmal posted a topic in Mod Servers & Private Hives
FactionZ..... You ask what it is??? Well simply put it is a massive PVP turn on Dayz mod. We have factions that you can join in or if you think you can handle it got at it alone. Weekly events where the admins get on and run a muck. See if you can get them alive; who am i kidding you find them and shoot them for there lootZ. Did i forget this is on Epoch also so yall have building which adds a twist also. We have a server forum that you will need to sign up with so we can have IP tracking if in case you are caught cheating you will get DAS BOOT. Link is here for the Public Server Forums. http://factionz.vigilantaddiction.com/forum/. ( This is for Whitelisting, this is a private server) I am also on steam name is Raven6969 please feel free to contact me for any questions. We have a close group of people who play already and we have lots of fun. -
I'd wager on a survivor winning the next Kentucky Derby if he puts his fists up and sprints. Most vehicles won't throw you off when a flock of starlings erupt from the grass... etc.
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| Konvict gaming is recruiting | Epoch | PVP and PVE |
KG karl replied to paramatt's topic in Clan / Group Recruitment
good day on KG, just spent an hour deleting old vehicles today, theres cars on teh coast?!!!! -
Suggestions for new hand gestures! Post them HERE! (no, not over there. HERE!)
crazykage replied to crazykage's topic in General Discussion
some good ideas thus far. I ESPECIALLY like the spock "v"! Moar? (I still REALLLLY think "facepalm" needs to be in game. Its more important than vehicles, hunting, and better zombie ai COMBINED, IMO) -
Op I like your idea about making Chernarus more Russian and can see why you don't like seeing so much western stuff. The reason for the western gear and weapons in my opinion is that the devs are modeling chernarus after the Czech Republic, which has a far amount of western weapons and vehicles. here is the Czech Republic military http://en.wikipedia.org/wiki/Military_of_the_Czech_Republic
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Lost me at Epoch. Terrible, just terrible. I tried to play the mod a week ago, took 10 minutes to load a server and I was disappointed in absolutely every part afterward. It was good when you had no other options, but all the mods of the mod were pretty damn horrible. Not to mention the only servers you can find now are "1000+ Vehicles, Tons of Barracks! Self Blood-bag! DMR Load-out".
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I'm fairly new at this game (got two people to buy ArmA II since ;); let the community grow!) and there are still many mysteries this game has for me. One of them is about what are exactly the mechanics behind the spawn rates of zeds and items. I've noticed that when you take out zeds their corpses will despawn after a while. I have never seen an active zombie spawn though. Do they spawn at each server restart? Or is it possible to completely clear towns of them until the next restart? (I would have prefered their corpses to remain or have their decay rate severely increase until a server restart; zombie corpses make great scenery IMHO) When you go out on a supply run, do items just respawn after a server restart? Or do they replenish eventually after a place got looted? About vehicles I do know their location are set when a server starts anew until a vehicle is claimed/repaired and moved elsewhere, then it stores its new location unless it gets demolished (then it resets again).
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We NEED some way to identify heros and bandits.
MR DELICIOUS replied to 1S1K-Airborne's topic in General Discussion
Holy shit, this has been a recurring topic for 2 years. Chern and Elektro are not friendly places. The expectation that you can go there and not die shows that you are either really green, or don't understand the game. Similarly, in playing the SA for over 120 hours, I've never once been KOS'ed. Every single time I've encountered somebody, I've controlled the situation to peaceful conclusion. If the people I'd encountered had a bandit skin, I would have instantly killed them. Instantly. By introducing these lazy design concepts, you gut the game of it's emergent core. I don't need to do any socialising, handling or diplomacy in the game because they're wearing x thing, so I'll just instantly kill them. The easiest way to fix a problem like this, is model it on real life and see if it stands the test. Do psychopaths all look the same in real life? No. They are phenomenal chameleons. Do all heros look like Brad Pitt in WWZ? No. So obviously a set skin doesn't work. It doesn't hold up in a game modelled on real life. So how do you fix it? Well, think of the real world reasons why someone will or won't kill people in a survival situation. These reasons are often a mixture of different factors, but with some quick brainstorming you can probably peg the most obvious: 1. Collaborative survival. - the need to complete larger objectives as a group (vehicles, building, clearing zombies etc.) 2. Strength in numbers. - the ability to create a network/private army to allow yourself greater strength and easier survival 3. Companionship. - to play with friends and to have someone watch your back Now for reasons why people KOS: 1. "Survival" - by robbing you of your life and gear, this eliminates a potential threat. 2. Ability to kill people at range easily. - it's easy and fun to grab a LRS and sit on an apartment block shooting at people on the other end of a scope. Or even to shoot at people across a field. 3. The love of killing. - some people just like to cause grief. These players will continue to kill no matter what, as this is their primary motive in an FPS (as it always has been in every other FPS they've ever played). Now, I'm guessing a lot of you guys crying about the KOSing are new. The SA is the first DayZ title you've played. The next couple of months will largely lower KOSing by virtue of features being implemented. 1. Collaborative survival. - more zombies will be added - vehicles that need numerous parts and fuel will be added - base building will be added 2. Strength in numbers. - people will come to realise that a well made team is a very powerful thing in Day Z. A proper squad can move efficiently, loot quickly and communicate effectively to clear and kill threats. 3. Companionship. - killing people over and over as a lone wolf actually becomes boring quite quickly when you get hunted down by groups of people in vehicles (where quick retaliation is very viable). 1. "Survival" - some people will always kill for "survival", however, you'll find that as the playerbase matures, people begin to move away from split-second terrified "I must kill them because they'll kill me" type situations. Players work out how to encounter other players in safe ways, and where they should be careful and where they can take time to talk (ie. Chern and Elektro are never safe). 2. Ability to kill people at range easily. - if balanced properly, the average weapon an average player should be carrying will be a pistol, bolt action or short range shotgun. This is an actual game design decision. At the moment, everyone is carrying military grade assault rifles, or bolt actions with sniper rifle scopes. It is really easy to engage someone effectively. In the future, if everyone is carrying short rage weapons, there will be an increased focus on diplomacy. This is an actual game design suggestion. 3. The love of killing. - a lot of these people will continue to kill indiscriminately. However, as we saw in the mod, people who have friends and are instantly killed speak, and they give information about killers to their friends. It isn't at all rare for someone who has been KOS'ed to report the bandits location, description and then have their friends rock up in a car a short time later. In all, there are many factors that go into why people KOS, and how to stop it. With expanded wardrobe choices, bandits will find it easier to distinguish themselves for better or worse. However, if you think introducing false mechanics that remove the realism (mental health, forced costumes and all that garbage), then you don't understand the fundamental ideas that made Day Z come into creation. -
So why do people refuse being held up?
Highlander007 replied to Mays (DayZ)'s topic in General Discussion
Turbo running is way too fast. I'm having hard time killing on sight people when they run faster than Hussein Bolt lol. Once vehicles are in, devs should take this feature out. -
Well the map editor for these game engine allows for triggers. Once a player steps in a radius then a sound can be triggered. A scripted event can also be triggered at the same time. You can make these triggers only work for certain players, vehicles, etc. This makes the game less static and I used to use it in my missions to make the mission more exciting in Operation Flashpoint. If they don't implement this then I would be very sad.