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Found 41868 results

  1. Squeebz

    Realistic DayZ

    Hello Everyone! , Got a DayZ Chernarus Server for you guys that still like to keep it original ! Server is Brand new , has Some custom mods Including the following , Self-Bloodbag , Clear Roads - Removed Wreckage (Cuts down on Lag) , Auto-Refuel, Custom Buildings (Barracks,Tents,Industrial) and Some more . Keeping the server mods at a minumum due to mission file size and optimal gameplay! Server is based around Realism (Hence Realistic Dayz) so Loot ( :beans: )spawns are scarce , cuts down on the carelessness. Around 250 Vehicles currently on the server and 3-4 helis . Server is Located in Chicago and ran on [GMT-6] Central Time , so it has day and night cycle . Zeds (Zombies) may seem Over Powered ..... so bring your A-Game! Has Active Admins and updated Antihack Scripts. Website will be coming soon as well. So stop by and check us out , we are a growing server and hope to see you in Chernarus! Server ip : 69.39.239.141 Port:3408 http://www.gametracker.com/server_info/69.39.239.141:3408/
  2. Guest

    Traps and destructible environment ideas

    You can hit gas pumps and they explode, choppers can take down trees, Wait till the vehicles arrive, there will be explosions and fire and carnage everywhere :P
  3. There was a brief period back in the days of the mod where Dean put up a few leader boards. They were partially functional, periodically unavailable, and eventually overcome by hackers and taken down. While ill-fated in execution, I think the concept was a good one. Give players a record of survivors against which to compare their own survival abilities and accomplishments. I think it's a step toward making the game feel like a larger community rather than isolated and temporary pockets of 40 anonymous people. Unlike the mod leader boards which tracked all survivors, I think that Standalone boards should be limited to dead survivors. I don't think any of these stats should be visible or published while someone is still alive and in game. It begins to feel too much like a "score" at that point, and I don't think that feels right for DayZ. If, however, when you die you are presented with the option to "Save & Publish" your survivor's stats, I feel like the leader boards become more of a history of survivors passed. A collection of "Survivor Stories" that you can imagine being passed around by word-of-mouth, journal entries, graffiti tags or notes scrawled on paper. A sense builds of legends being passed on from one generation of survivors to the next - of great heroes, infamous killers or renowned explorers who have made their mark on Chernarus. This feels more authentic to me and more appropriate for DayZ. In order to keep leader boards from being overly influential on what people choose to do in the game, a huge variety should be included covering many aspects of the game and ensuring that, practically irrespective of your play style, there's at least one leader board upon which your character might be ranked at the end of your life. Some examples of leader boards might be (some assume future functionality): Trailblazer [Total Distance Traveled on Foot] Wheelman [Total Distance Traveled by Car/Truck/Motorcycle] Seaworthy [Total Distance Traveled by Boat] Paperboy [Total Distance Traveled by Bicycle] Test Driver [Total Unique Vehicles Entered] Field Medic [Total Bandages Applied to Wounds Not Your Own] Doctor [Total Blood Healed Not Your Own] Zombie Killer [Total Zombies Killed] Zombie Rifleman [Total Zombies Killed by Rifle] Zombie Shotgunner [Total Zombies Killed by Shotgun] Zombie Shooter [Total Zombies Killed by Pistol] Zombie Archer [Total Zombies Killed by Arrow/Bolt] Zombie Marksman [Total Zombies Killed by Headshot] Zombie Brawler [Total Zombies Killed by Melee] Glutton [Total Calories Consumed] Survivor [Hours Alive in Game] Wartorn [Total Damage Sustained] Kidnapper [Total Handcuffs Applied to Unique Survivors] Sadist [Total Force Feedings on Unique Survivors] Killer [Total Players Killed] Rifleman [Total Players Killed by Rifle] Shotgunner [Total Players Killed by Shotgun] Shooter [Total Players Killed by Pistol] Archer [Total Players Killed by Arrow/Bolt] Marksman [Total Players Killed by Headshot] Brawler [Total Players Killed by Melee] Celebrity [Total Unique Survivors Encountered] Sniper [Longest Range Confirmed Kill] Zombie Sniper [Longest Range Confirmed Zombie Kill] Demolition Man [Most Vehicles Destroyed] Hunter [Total Animals Killed] Chef [Total Calories Cooked/Prepared] Burglar [Total Residential Houses Visited] Bean King [Total Beans Eaten] Looter [Total Weight of All Items Picked Up] Comrade [Total Time Spent w/in 10m of Another Survivor In Game] Nightowl [Total Time Spent In Game After Sunset] Repairman [Total Vehicle Parts Attached] Hero Survivor [Longest Time in Game, No Player Kills] Hero Zombie Killer [Most Zombie Kills, No Player Kills] Hero Explorer [Longest Distance Traveled, No Player Kills] Hero Medic [Most Wounds Bandaged, No Player Kills] Hero Doctor [Most Blood Transfused, No Player Kills] Some care would need to be taken to avoid explotation in some of these - i.e., repeatedly shooting your friend over and over again in order to bandage his wounds or replace his blood. In most cases, this is solved simply by including "unique" in the evaluation, or by ignoring repeated usages on the same person in a short period of time. I think with some thought, the team could probably make a list twice this long by release, especially given all the new features they're sure to bring online. There's a reddit thread with a similar suggestion which includes an excellent screenshot. Credit to user jellypawn for this post which motivated me to write this up. :thumbsup:
  4. Adding character progression in a game like Day Z is dangerous, particularly in the area of over-doing it. I've seen suggestions ranging from a few random perks that characters begin with at spawn all the way to Elder Scrolls style skill points. The danger here is twofold: 1. We don't want to take away from the game's current strengths (or potential strengths once it comes nearer to completion). Gear progression is a huge strength, and adding too complicated a character progression system will decrease not only the importance of gear progression, but also the time developers will be able to spend on gear in general. So the first rule is: not complicated, easy to implement. 2. If we under-do character talents, they become pointless. Having a couple of random perks upon spawn is just that: A one and done roulette that really doesn't offer much in the long run, except perhaps a little easier time in certain situations. Here is my suggestion: Create (depending upon how many 'useable gear themes' are eventually added to the game) 6 - 10 proficiencies with perhaps 3 or 4 tiers. For instance, one proficiency (when vehicles are added) could be mechanical. All new players would start with the lowest tier in each proficiency except for the one that matches his or her 'pre-apocalypse job', which could be either maxed or close to it. The proficiencies would act as modifiers for how efficient and successful a character is when using the gear associated with it. A military proficiency would influence accuracy or weapon modification. Mechanical proficiency would influence the ability to repair and upkeep vehicles and other machines. These proficiencies would raise in tier when the character had attempted them many times, thus allowing characters to eventually max out all proficiencies. This would add much value to character death, as well as give the game a greater sense of progression, and wouldn't be too hard to implement.
  5. So these ideas just kind of came to me so I thought, hey why not share em and see what people think first off Blindfold: I think rags and other fabrics should be usable as blindfolds, so if you kidnap a person (or just want to execute them while their blindfolded) you can, and not have them be able to teamspeak or chat with their friends about where they're going. for instance you make a base and vehicles are released so you want to take the person and hold him for ransom (cause you know, there are people that actually rp in this game) but you don't want their entire team knowing, BLINDFOLD HIM Smokes: Only reason i think this is a good idea is if you couple it with the blindfold you can do a proper execution Playing dead: So you're shot and all hope seems lost, play dead, this wont fool zombies but it might fool other players, while playing dead your body can still be looted and you can still be killed and what have you. BONUS: you can loot people if they're handcuffed without the need for them to drop their gear.
  6. Haven't found a topic in the suggestions forum about it, so here it is, really quick. I'm sure it has been mentioned before and this isn't an original thought but still I'm just going to put it out there. People are talking about all kinds of different vehicles, but what I'd love to see are horses you can ride on and use for carrying heavy loads like engines for cars 'n shit. Thats all. Discuss! edit: Ok I'll try to make a list of things that have been mentioned in this thread. Of course all this is under the condition that they get well implemented. No one wants a poor implementation of a feature like this. Also I'm aware that this is a very big task, and will likely not happen during alpha or beta. But maybe once the game is out and they add new features over time. Horses should be a fast off road transportation. Slower on roads. They can carry/pull heavy loads like engines and maybe even a broken down car (as long as the wheels are intact). You could find saddlebags in different sizes where you can store loot in. Also a weapon slot would be nice. where you could store an additional rifle for example. (Different kind's of horseshoes for different terrains. Making the horse perform better under specific circumstances. Like faster on road or off road depending on the kind the horse has on.) Don't know how realistic this is, since I don't have a horse. They need to be balanced, so that cars don't get obsolete. So they need to have downsides. These would be: You need to give them water (they can eat grass, that you can find everywhere). They can get shot. They are shy, thus likely to attack you if you startle them, or throw you off if they get scared by a zombie or gunfire. They can be stolen easily.
  7. Hakiki

    Heart massage

    Definitely an interesting idea, and I'm all for it. Even though the medical system is far from fully developed, somewhere down the line I can see this as being a big deal. If someone gets unconscious for whatever reason (except maybe head shots or heart shots) and you are unlucky and can't revive them by CPR alone, maybe it could even help keep them alive for long enough to allow for someone to run and get a defibrillator to try to use that on them. Could even be implemented with a system where a left-click equals a chest compression, and a right-click equals ventilating their lungs. If you have a breathing bag it will be more effective than mouth-to-mouth, and if you have to do mouth-to-mouth you risk getting sick if the victim is sick. You can only keep compressions going for so-and-so long before you get tired and have to switch with another friendly player, or if you are all alone with the victim you have to let him die. I see this as an excellent idea, but it does however require there to be much more community oriented team play implemented in the future, because there is no way I will risk my life by trying to revive a complete stranger that will most likely kill me if I successfully resuscitate him. And it requires bodies to be able to be dragged around, either into/onto vehicles or simply to the nearest bushes, because I am _NOT_ reviving someone in the middle of an open field... All in all, excellent and to me an original idea that I haven't seen before. Some well deserved beans given to OP.
  8. doviszxc

    What do you want to see in the next patch ??

    I think they've said that they will mainly focus on the "ghosting" and "combat logging" thing. They will also add two shotguns, as far as i've seen, here they are : Yep. Both of those are planned. Chris Torchia ‏@ctorchia "A 'WIP of the week' pic. You've seen it teased but soon you'll be able to find it." " Dean Hall ‏@rocket2guns "fix combat logging and some other big bugs next goal :P" I don't think they will be adding vehicles anytime soon though, they are focusing on stabilizing the servers and fixing the biggest bugs. As for the desync, I agree. Annoys the living **** out of me. Oh, and theres theese guns in "planned" mode for right now. (( See DayZ wiki for more info : http://dayz.gamepedia.com )) Ruger 10/22. Not an official photo. The SKS. It has info about it in the wiki. (( http://dayz.gamepedia.com/SKS )) This is NOT an official photo. And the AK-74M. Not an Official photo either. Atleast we can get our hopes on getting some new guns ^_^ -Dovis
  9. DocParadox

    Suggest an Item Thread!

    NO VEHICLES, Horses and mules only
  10. So i just wanted to know what other people feel are the most important issues that need fixing first. I did use the search function and found nothing relating to this question. Could you please list it from one to three so we can see what issues are really affecting the most people. Also this is a thread about what you think the most important thing should be IN the patch, not how long the patch is taking or how much money the company has made so if you have to say anything about these two topics please make your own thread that no one will read. I will go first 1. Desync for me has been a massive issue and i hope this is addressed although very strangely after opting into the experimental patch this issue seems to have been completely resolved, something for people to try if they are having the same issue. 2 I would love to see some more Civilian typed weaponry, maybe some improvised weapons just to balance the map out and make it so people do not have to keep heading to the same places and also surviving away from these hot spots can become viable. 3 I would love to see vehicles or some form of transport like maybe some bycicles, in my opinion the sooner the better although i am aware this may be a long time coming.
  11. Element47

    Add "quests" (not quests...ummm opportunities)

    more like "repair the diesel generator in the stranded ship. working power generator allows usage of welding tools, needed to return vehicle engine parts to working condition. vehicle engine parts can then be used to repair vehicles on the map. diesel generator remains repaired until server restart" obviously this is a suggestion for far further down the line, when the game is running fine and stable and additional content can be added. but its never too early for brainstorming ideas, and additionally, early consideration of possible features can make implementing in the future easier
  12. TangoAlpha

    Why do YOU play DayZ?

    I play for the survival aspect, I enjoy exploring and surviving. I look forward to improved zombies, helicopter crashes in the woods/fields, vehicles etc.
  13. blfonsworth

    Two Questions before buying the game

    The main question you should be asking yourself is if you understand that you're not buying a game. You're buying a very early ALPHA. This seems to be the biggest issue with people, they get upset over the things that come along with being an ALPHA.. like having to run everywhere b/c there are no vehicles.. Or glitching through walls.. or getting totally geared up only to glitch off a ladder and die, or to log off for a while and come back only to find your character has been reset somehow. If you understand that and you are cool with it, then the other stuff will seem very miniscule in comparison..
  14. Gugolas

    Two Questions before buying the game

    1) Not so many, of course security has still to be improved a lot and they will work on it. 2) I can't answer you about mechanics that are still not implemented (vehicles, bases...) but it is something that requires time. You might also play in group with RL friends or in an online clan, sharing things and works speeds up things for sure, as it would do in a real survival situation. Anyway in 2 hours you can have a good gaming session, in my opinion :)
  15. Problematic

    Two Questions before buying the game

    1. There are hackers around, but they're (in my personal experience) not a lot of them, I've clocked over 90 hours in this game and didn't encounter a single one personally but heard stories from people who did. And yes, ofcourse the developers will do everything they can against hacking. Be aware of bugs to which you cán lose your progress/character anyway, as an alpha it naturally isn't all that stable yet. 2. Well vehicles (or bases) are not (yet) in the alpha so if you're coming for that already, don't bother just yet. But it's definitely possible to have fun in 1 - 2 hours, just pick a crowded server and you will likely run into some unique player interactions. Some encounters may bring you more joy then others, but then that's just this game.
  16. Iemitsu

    Two Questions before buying the game

    1. There will be hackers, but nowhere as much as the mod. And game devs always hate hackers so it will be addressed. 2. There are no vehicles yet, just so that i said. It really depends, this game requires a lot of walking so if i only had 1 hour to play, i probably wouldn't go on.
  17. MadMags

    Two Questions before buying the game

    1.The hacking side of things is very high on their agenda and why they changed the model to server-side stuff instead of client side (someone probably knows the technical terms and all that and can correct me if I am wrong. 2. With SA they haven't implemented vehicles as yet but 1-2 hours should be enough to get kitted up once you get used to the lay of the land. There are well documented hotspots where you can find action if you want it's just getting there. If you haven't played before then I suggest looking at the map http://dayzdb.com/map/chernarusplus also I find getting a list of what the Russian road signs means helps a lot for navigating. At first though you will probably spend the first few 1-2 sessions dying of thirst. I would suggest seeing if you can group up with some experienced players via a request on this forum and have them show you the ropes.
  18. Hello all forum members. This is owenr/admin of Red Dragon Gaming. We have just created a brand new Overwatch Private Server tailored to players who enjoy the Pve aspect of Dayz over the KoS they've experienced on most other servers. We have a small community of players who are VERY friendly and usually team togeether for nights of enjoyable playing over just gunning each other down just because. PvP is not outlawed by any means and we do have a few bandits on the server but for the most part it is a friendly community. We all talk on our Teamspeak server in game. We have 2 admins (myself and one other) who are active, fair and care about the server. We just moved to a new high powered VPS that means LOW ping times (dependant on location) and great frames (the hardware specs are very high). If your tired of plain jane Dayz our server offers so many custom sights and sounds, custom locations and even a brand new city. You'll never get bored even if your playing alone. Below are some of the things we offer: -Custom Player Bases with Protected bubbles - A.I. -Custom A.I. Missions -Custom A.I. Bandit Camps :) -Towing -All Weapons Unlocked -Enough Helis and Vehicles To Go Around -Self Blood Bag (blood bag thru scroll wheel or right click in gear) -Consume Blood Bag From Gear Menu (eat the blood bag...yuck!! get 2500 blood back but HIGH infection rate) -Pick Your Spawn Location -Remove Clothing -Strip Parts From Vehicles -Siphon Gas And lots lots more Come and join the number one growing Overwatch server. We are always open to comments and suggestions to improve the server. Server IP is: 192.95.54.193 TeamSpeak IP is: 192.95.54.193 Search In Dayz Commander for: Red Dragons (overwatch mod)
  19. Great fun I just finished changing the entire trader database so that only gold and silver are being used for trade also added armor to hero and bandit traders and heli's and other op vehicles are hard to gain as now gold has value as its not easy to gather lots of it quickly still working on setting prices for all items its a long road with 1300 items to alter but I am getting their
  20. Publik

    Replacement for "Hide Body" option

    They'd probably need to make sure it's on dirt lol. They can tell that in code somewhere, since vehicles behave differently on dirt and you make different footstep sounds. As for zombies eating the corpse, I'm not really sure if they're that kind of zombie. Even if they would eat the corpse, who cares if people accept it or not? If zombies try to eat the body, let em. Just means if you kill someone you better be quick about looting their corpse lest the zombies get there first.
  21. Westerburg

    Utterly Disappointing

    Many of the people you play with are apparently idiots and not at all sure what the term 'alpha' means. Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished. That means the game works, and most of the stuff is there, but assets that don't work aren't implemented while they polish up code to an implementational (is that a word?) state. Basic coding for fires is there, as are the ingredients to build them, but the code isn't allowing for it yet. The basics for vehicles are there (mine your game directory or check the config files) But the code isn't stable so it's switched off. Right now is the stage where most everything is there in one form or another, but it hasn't been tested or has proven it needs work. Right now is when they are bouncing ideas off the testing groups to see what works, what doesn't, what features they should be working on, and what's going to get left out. Alpha is buggy as hell. After this comes the code freeze, where they stop putting in new ideas and work to polish what they've got code wise (work on stability, things that make things crash, collision. In most games that doesn't even happen until about 6 to 7 months after alpha starts. In this particular game they are working on the code-freeze portion while they are working through alpha, though they are focusing on the alpha portion as it is what is called 'playable alpha', which essentially means they are working half as an alpha and half as a beta at the same time. Most games don't even allow external beta testers until beta starts. You bought into an Alpha my friend, as the page clearly states, and as the game states every time you log in. You ARE NOT here to ENJOY playing the game, you ARE here to find problems with the game and report them in a respectful manner. As a side note, if you bother to look at the dev roadmap at all you'll see that their priority is to achieve server stability and implement the non-function features of the game so that it will be ready for BETA (FUlly playable state where they test server stability and overall game stability, iron out things they've missed. That's the level of the game you are looking for, I suggest you participate in a respectful manner in this ALPHA, or patiently zip your lip and wait until BETA next year. you can read this in the meantime.... http://en.wikipedia.org/wiki/Video_game_development Edit: Not sure why it changed the text to black.....
  22. frosti

    Hardcore hive... a solution to the division?

    My vision of hardcore hive servers: Important: This is with having in mind that log out timer, hunting, vehicles etc. are in game and it is for gameplay not realism. Basicaly the idea is to make players fight for surviving as much as they fight with other players. To make game 50% survival 50% pvp. Features: - players unlock skills over time they survive. Being able to fix, use guns etc. takes time to be unlocked. You have to survive first to do it. - running ability limited. No ulimited running. - ability to sabotage and fix sabotaged wells. Sabotaged wells stays unworking throught server reset untill someone fix them. - advanced medical and injury system (injured hands, feets, legs, eyes etc). It will require more then just bandage up to be fully healed after being shot. Require assitence of other players. etc. -while fighting zombies in melee you risk infection. Killing zombies with bullets highly advised Banditry: - Sanity system. Player that kill other players will require more food,water and medical suplies. This is to make being "bandit" mean something. To be bandit it will require effort and skill. Bandit will be a person that put some effort in killing others and not just a guy that run around and KoS. This will also encourage people to capture and rob, and to be captured and robbed rather then KoS. Something like that I would call hardcore.
  23. elf cakes

    Hardcore hive... a solution to the division?

    a hardcore mode would be great! get all the people who want to play CoD on the casual mode with no zombies and 10000 vehicles and instant loot, get all the people who want to play dayZ on the hardcore mode :D works for everyone
  24. BHBDeano

    Should you only have one character per server?

    Characters should be saved on that server only, if you want to move servers you make a new character. The argument about losing your guy if the server becomes inactive or shuts down is stupid, what about your vehicles/ tents/bases do you want them to hop over with you too?
  25. Canned Muffins

    Honest Question

    I played on a UK server in the mod where there were not many players on after a given time zone change.The server featured several neat mods such as self blood bagging,more vehicle spawns,and AI hero and bandit squads roaming the various cities. They would engage each other and even zombies. If you fired at hero groups acting as a bandit then they would fight back and if bandit groups saw you they would attack on sight generally. This sort of PVE or at least AI playing was very fun for us as we set up camps and noticed that our camps and vehicles at times were stolen in front of us basically by the AI. So you could still be robbed and killed but the AI in some cases were predictable especially in how they did flybys in helicopters and shot at you. Still we had fun and still played with players on occasion but the survivalist single player was still fun. the option to have this is attractive but if it does not happen or ends up being only a mod in private hives again thats fine.
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