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Showing results for 'Vehicles'.
Found 41868 results
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Saving & surviving in Dayz SA questions?
xalienax replied to bench1290's topic in New Player Discussion
1. No tents or storage beside what you can carry as of yet 2. No playable vehicles of any kind are in at the moment however they are confirmed for in the future. 3. Less from what ive seen, but you cant simply run them off and they can do this "lunge" attack that will some times knock you out especially if low healt to begin with due to shock mechanic. 4. FPS is very subjective due to amount of variations in rigs. I get over all more FPS then the mod but more frequent stutters and frame drops (and occasional momentary freeze-frames/hangs when zombies are spawning. -
TERMINUS Epoch Taviana - FREE clan startup packages
Scourge79 posted a topic in Mod Servers & Private Hives
Hi Guys, We have a new Epoch Tavi server up, been going for about a week. The main features are listed below. We are looking for clans (and individuals!) to set up residence and join the fun! We have active and friendly admins who use a variety of 3rd party admin tools to make the server secure. The ip is 31.3.230.66:2702 and we have a teamspeak you are welcome to join on 216.52.148.205:9989 No Build LimitBuild SnappingNo base maintenance requiredBase components (except for wooden doors) are indestructibleSelf BloodbagHelilift and towAI missionsALL traders are safezones, even the wholesalersTake clothesADMIN TRADER*ADMIN EVENTS** *items not available through vendors are tradable with admins and we offer custom items & vehicles for either gold or donation (LAV25HQ, BTR90HQ, M240 nest etc) **Admin events are run regularly, we take pre-arranged contestants to a special arena and award prizes to the winners. Good prizes. Things you will want to hug and keep :) Hope to see you out there! Aperture [TB] -
Really like it. So many possibilities to make more primitive weapons and gear; - Improvised Rope/Cord *Could be made from simply twisting live/supple vines or gathered "branches" together- or ripped off of defunct appliances/vehicles in the form of wiring? - Spears of various type *Everything fomr a simple sharpened stick to ones with peices of scrap metal or household knives attached to the end. - Improvised "Blades" *Even the steel food cans can be broken down and a peice of the metal sharpened against the pavement or a rock somewhere to make a blade for an improvise knive, weapon, or hunting implement. - Improvised "cammo" *Sticking or attaching branches from your surrpoindings to your clothes will make you harder to spon in the wilderness but stand out in the city
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Something tells me someone, somewhere, with certain ties to KGB would still kick off a fuss about NATO/UN being in their country, even if it was on the collapse from a zombie influencing virus. It all depends on how it started I guess, how long it took the humans to be infected and how long it took until they turned. From what I've seen so far (vehicles abandoned on the side of mountains, left in the streets, doors open and military installments just abandoned), I'd say they turned pretty quick.
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G4F - Gamers4Fun - DayZ Epoch 1.0.4.2 | Indestructable Bases | Self Blood | Lift/Tow | Tons of Vehicles
daryl2599 replied to glowpowner's topic in Mod Servers & Private Hives
Its a Great server There's Active Admins Loads of Really cool Features Nice Players and we also have a Teamspeak Here are some of the features Self Blood Heli lift Vehicle Towing Salvage Vehicle Custom Clan bases Custom Military Bases Custom Spawn Menu AI Patrol / Missions Extra Vehicles Extra Buildings Indestructible Bases PlotPole Zombie killer Anti Hack You should Come check us out !!! :D -
1 bullet = everything in backpack destroyed!
Bororm replied to UltimateGentleman's topic in General Discussion
Honestly this topic has been talked about a lot with suggestions made and as I said earlier it's just another case of them implementing a system and not tweaking it yet, which will likely come in beta. That is their whole purpose of the alpha currently, to implement systems/mechanics and then they work out the bugs/fine tune/balance later. This is also why they don't give a fuck about gun accuracy currently. We'll probably see the same issues with things like cooking, building, vehicles and all those major additions. -
Connection Info: 37.59.90.87:2402 Server Name: Drambuie Sunrise DayZEpoch - 1.0.4.2 - (Veteran|3D:ON|CH:ON) - [AI Missions/Loot Spawns/SBB/Auto Refuel/Tow-Lift/Evac Chopper] Mod : DayZ Epoch 1.0.4.2 Slots: 40 TeamSpeak: Coming Soon Modifications EMS and AWI Missions (custom difficultly and modified loot) Indestructable Block Bases (Wood destructable) Snap Building Lift and Tow (Unlocked Vehicles Only) Anitmated Heli Crash Sites with Loot Custom Debug Monitor Trader Safe Zones Self Blood Bag Auto Refule Evac Chopper Treasure and Loot Crates Several Map Updates, NE and NW Airfield Mainly, More being created. Coming Soon Further Map Mods Custom Load Out Sugguestions Welcome
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Wot Is Luv? Bandits don’t hurt me, don’t hurt me no more Server IP Address: 103.18.206.58:2402 Wot Is Luv? DayZ Epoch website: http://wotisluv.com Come and join us on our new DayZ epoch server New patches and goodies getting added every day So far…… - 24/ 7 Daylight - Player domes available by application - AI missions - Custom extra guns and vehicles check change log - Self-blood bag - Auto refuel/ repair/ rearm - Anti-theft traders - Snap building - Halo Jump Soon to be added…… - Custom cities and structures in development - Deployable bikes - AI spawn location (Base) These may already be added when you read this as well as other patches check change log here: Change Log: http://wotisluv.com/viewtopic.php?f=20&t=5&sid=db82f9aef02bc8c2f8a48f6e9ad41bac Feel free to send us suggestions on other things we could add to the server on the website suggestion page: Wot Is Luv? DayZ Epoch website: http://wotisluv.com Server IP Address: 103.18.206.58:2402
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[IGC] Invictus Gaming Community [EU] [Recruitment Open]
Moominpapa (DayZ) replied to Moominpapa (DayZ)'s topic in Clan / Group Recruitment
Busy night last night - further additions to the base include reinforcing the compound wall with metal panels as well as wire & tank traps..nobody is coming through that! Also we've added several guard towers to give added fields of fire from fortified positions! Also added an armoured humvee with machine gun to our arsenal of vehicles! We're looking for active, mature & experienced players that want to help us become the top clan on the server & grow our community! Check out the OP! -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
finnpalm replied to SmashT's topic in General Discussion
What other games? All you people asking for hordes of slow infected need to consider a couple of things. - Slow infected means you can avoid them, which means people will usually do that. - Hordes or just large numbers put a huge strain on the game and will make it run less smooth. Now, if there are hordes of infected that everyone went around killing for no special reason it would lessen the problem since the hordes would be diminished or wiped and thus less of a strain on the game. However if they're slow people are more likely to avoid them instead of wasting massive amounts of ammo or risking their life getting into melee. This leaves hordes upon hordes of slow infected that does nothing but slow down the game. Faster infected is a compromise in part because the infected need to be dangerous, but since they can't be numerous they instead must be stronger and faster. And finally the concept of the slow, stumbling undead is based on the fact that they're actually dead and decomposing which is why they stagger slowly and fall over easily, since the tendons and muscles are among the first things to degenerate in a decomposing body. Now instead consider living people infected with a rage virus. They will have adrenaline flowing and blood still pumping to oxygenise the muscles. They will be fast, and strong because that's the effect of the virus and adrenaline. Now, they're also unarmed and suicidal which is their weakness and compensates for the former. Basically faster, stronger infected make sense logically and technically. Slower weaker actual zombies make sense in other scenarios. But not here. The only real problem at the moment is the pathing. Once the infected can't glitch through walls any more, they will be pretty much perfect from a playability and storyline point of view. Maybe some minor tweaking, but nothing drastic. I understand that many of you really prefer the slow type of undead from the Romero movies. But think about if you want a laggy game with huge slowdowns, or if you can compromise and settle for smaller groups of more dangerous infected. Yes they did manage to run the game with several hundred infected spawned, but only after removing all loot. If they are to go for slower hordes, something else will have to go. Higher player numbers? Loot? Animals? Vehicles? What do you suggest they leave out to be able to have those hordes that you want to see? -
Teamwork mechanics to give a reason for non lethal interaction.
Linden posted a topic in Suggestions
I think it would be cool to need to interact with other players in the game (without killing them), to achieve certain things. One way it could be done is with weight, volume and fatigue, e.g. when looting with a group you can share the load and therefore move faster and travel further before you need a rest. I hope they implement something like that, and this leads me to what I'm really interested in. Let's assume we're getting building and vehicles in this game. You could have certain actions that require two or more players. E.g. when constructing buildings or flipping over large upside-down vehicles. In the Epoch mod you build walls and happily swing them around by yourself with no problem, but irl they would be very heavy. What if you needed two players to move one of them? This way, to make larger constructions than say a shack or tent, you would need help from other players. I imagine having to move slowly with them as well, making you vulnerable while building and also making every additional person you can find to help a real asset. If you like playing as a good guy, you could search for trustworthy people and make friends, or literally pay people peanuts to work for you. If you like playing as a bad guy, you could capture Bambi slaves to do your building/heavy lifting.. and maybe heroes would try to rescue them from you... I know, I'm a dork.. -
DAYZ EPOCH PANTHERA: Serious ACE-style Clan/Faction/Team Recruiting
Raiden_Kills_Cyborgs posted a topic in Clan / Group Recruitment
REQUIREMENTS: Fluent English 13+ Somewhat experienced with ArmA 2 Willing to play as a bandit Epoch Panthera ~~~ NAME: Illius Mortiferis (latin for Angels of Death) TAG: [iM] Clan/team/faction name can be discussed, atm its a bit sh*t. TEAM MEMBERS (5/4/14) 1. Raiden 2. OG Bobby Johnson 3. Longshot 4. 5. ~ Chain of Command 1.Team Cpt.: Raiden 2. Team 1stLt. (backup): OG Bobby Johnson 3. Team 2ndLt. (2nd backup): Longshot Team leader is whoever is online 1-3. Team leader leads the group on combat missions. Between these three, decisions are made about major amounts of gold/base building. ~ Squad Sniper (L115A3 Lapua, AS50, DMR, M24 + variants): OG Bobby Johnson Spotter (L85 AWS [if the server has it], M110 TWS, DMR, and a silenced rifle to take out zombies attracted by high calibre shots): Crius CQB #1 (anything CQB, M14, M4's etc): Raiden CQB Medic (anything CQB + 5 bloodbags, 5 morphine, 3 painkillers, 4 food, 4 water): Badger AT(AS50, M107, KSVK, RPG-7, ER7 RFW, MAAWS): Longshot ~ Transportation Driver: Longshot (Backup: OG Bobby Johnson, Backup #2) Pilot: Raiden (Backup: OG Bobby Johnson, Backup #2) ~ Base Base building 1 (CQB #1): Raiden Base building 2 (CQB #2): Longshot ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is very tryhard. Yes. Very. But it's my attempt to have a serious Dayz Epoch clan with an ACE/ACRE style management. This doesn't mean we're like, professional associates, it's still a game and we can have fun with it, I'm just sick of failure in DayZ due to disorganization. To discuss the team's beginnings, we can use skype at first, but if this evolves into anything serious, I will rent a teamspeak server. Five people at the most. Also, this is for fun. I'm not going to play with you then when we're done with DayZ never talk to you again, you know? For all I care i'm just meeting 3 new people through DayZ. Regardless, leave a post with your AGE, TIMEZONE, IN-GAME NAME, and your desired role. After posting, hit me up on Skype: britishgamer1 ****Rules (i'm not hitler but 5 people requires these): - No taking vehicles by yourself. (2 atleast per car, 3 per heli. [unless there are only two on] - No hoarding. We share everything we find. Once we have our team together, however, we can "call" a gun that we always get, that matches with your role. I.e., the sniper can "call" the groups AS-50, the CQB cannot. AT gets all launchers. - Absoloutely no abuse of power. This is coming from the Cpt., too. Just because Lt. is slapped next to your name doesn't mean you can be an ass, although this problem probably shouldn't happen. Anyway, if you're interested, leave a post. Have a nice day! -
[CGN]Epoch Taviana{.com} |Parameters; -mod=@Taviana;@mod=@DayZ_Epoch|No-Battleeye|Custom AntiHack|SelfBB|Deployable Bike|Side Missions|Much More
ContagionGamingNetworks posted a topic in Mod Servers & Private Hives
[CGN]Epoch Taviana! Living ain't easy & Dying ain't hard Hello, and welcome to the official EpochMod.com forum post of ContagionGamingNetworks Epoch 1.0.4.2 Taviana.com server! Introduction/Info Section Current Mods(Adding More & Taking requests!): *Self Bloodbag* *AI Side Missions* *Fast Build* *Deployable Bike* *R3F Lift/Tow* *Custom AntiHack (So No Annoying Battleeye)* *Custom Admintool* Configurable Features: *Custom Loot Tables* *Custom Traders* *500+ Vehicles* *NO PLOT POLE Our Server/TS3/Website: Taviana Server IP: 192.31.185.209:3017 Teamspeak 3 IP: 216.246.109.163:10029 Website URL: http://contagiongamingnetworks.enjin.com/ Help Section: Setting Parameters: Copy and Paste: -mod=@Taviana;@mod=@DayZ_Epoch Into a box that should look something like this: -
In that case, I'll lock this. There is no need to make a copy in the correct area, complaining about the lack of vehicles will not bring them around faster. They are done when they are done.
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OMG OMG OMG OMG thank you. have bin waiting forever and havent seen anything about vehicles in the changelogs Yeah mates im talking about standalone. Sorry for posting wrong
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"Quarantine is used to separate and restrict the movement of well persons who may have been exposed to a communicable disease to see if they become ill" ~ Center for Disease Control and Prevention I thought of the idea of a quarantine, as an interesting thought exercise in how we can fuse the ideas of lore, unique locations, zombie densities, and pragmatic gameplay considerations. This isn't a suggestion per-se, but more of a demonstration of how lore is important and can translate into in-game environments and gameplay dynamics. Lore Sometime after 2009, Chernarus was the host to a virulent outbreak of "infection" (we have no formal name as of yet, but this is the "zombie virus" as it were). As such, and being a pre-militarized nation which played host to a NATO/US/RU peacekeeping mission, the government (in conjunction with international monitoring organizations) attempted to quarantine the outbreak. This saw a deployment of military personnel and emergency responders to construct an infrastructure to implement said quarantine. This included the rapid deployment of security forces to quell insurrection and rioting, the construction of a network of roadblocks and checkpoints to regulate the population, and the fortification of various entry/exit points into the country as to implement further regulations on the population. These measures of quarantine obviously failed, as we're left with a deserted landscape populated by the infected (and pesky bandits). Yet the infrastructure of the quarantine would remain as both a blemish on the landscape of Chernarus, and as a remnant of the vein attempts to contain the infection. Thereby adding to the sense of post-apocalyptic survival in DayZ for the player. Unique Locations This brief bit of background has very real implications for the tangible in-game environment of Chernarus. Roadblocks and quarantine stations could be erected outside of every major city (Chernogorsk, Elektrozavodsk, Berezino, Svetlojarsk, Zelenogorsk, etc.) Likewise, certain areas could be wholly contained by retaining walls (see below) which has resulted (as per the failure of quarantine in Chernarus) in a containment of masses of infected in certain cities. At these locations, who knows what one might find. A traffic jam, an abandoned military convoy, a mass grave, a burnt out husk of a roadblock, evidence of a riot, or just a horde of infected. Each one could be configured in such a way as to tell a specific story. Likewise, in addition to land-based roadblocks or outposts, one would also find quarantine centers and/or hospital ships in the ports of Berezino, Svetlojarsk, Chernogorsk, and Elektrozavodsk respectively. This could perhaps explain the un-moored (and wrecked) ship south of Svetlojarsk. Zombie Densities This method of quarantining could lend to an approach which addresses a variety of zombie densities. For example, in a larger city with a trapped/quarantined infected population, it could be assumed that there would be a higher density of zombies in said city. However, in smaller towns which were not the subject of quarantine, the zombie population would be more diffuse or spread out. Likewise, the quarantine (as a plot device) can be used to explain or to provide for a more dangerous experience in entering a city. Not only would a player have to potentially navigate around the physical barriers of a quarantine, but he/she would have to contend with a higher zombie count inside of a quarantined area. Gameplay Considerations As mentioned above, the idea of a quarantine (as opposed to a blanket treatment of zombie spawns across the map) may provide for more risky and rewarding urban gameplay, where zombies become the alpha threat. This is not to suggest that in rural areas, the zombies should not be a threat (they should). But to justify the added loot inside of cities, and potentially encourage people to be more mobile, I think this would be a good method of adding a bit of lore-friendly and environment-building danger to Chernarus. Quarantine stations and roadblocks could potentially yield their own loot categories. Which would perhaps be limited to riot gear and/or police uniforms. I'm timid to suggest adding more military spawns to the world, but adding a diffuse (vice centralized) network of potential loot spawns is something to consider. The overall level of "military" loot should not be upped in my opinion. Moreover, any new loot building/location shouldn't be able to compete with the pre-existing barracks and jailhouse buildings we've got now. Once vehicles are implemented, assuming that it's still more expedient to drive on roads, roadblocks could possibly be used by enterprising players/bandits as outposts. Which could lead to shakedowns, firefights, trade hubs, all that jazz. Likewise, once construction is implemented, these roadblocks could perhaps be cleared and fortified by the aforementioned players to be used as a fortress (which would of course be subject to infiltration and destruction). Your thoughts? TL:DR - Lore is important in buttressing or providing for in-game environments - Quarantine infrastructure could be used to add unique locations and in-game environments (such as roadblocks, quarantined areas, etc.) - It could also be used to tweak zombie densities into the cities and/or surrounding quarantine infrastructure - Quarantine infrastructure provides for unique in-game experiences with regard to looting, player interaction, vehicles, and construction.
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Come join our server Connection details : 88.150.201.27:2302 Antihack by Infistar We have: Evac chopper Service stations Missions Self Blood bag Take Clothes Commit suicide Tow and lift vehicles 50+ Ai with chopper patrol and para drops Bandit camps Alpha Zeta (definitely recommend coop to take this, prize of 10x10oz briefcases.) Dynamic spawn vehicles in various conditions. Hero and bandit traders Indestructible cinder and metal Plot poles linked to your user ID (you wont lose them after death) Animated Heli crashes and more custom scripts with some surprises Starter pack given to 1st 10 people to join: Consisting of Safe, Chainsaw, Pristine Ural. We have already had our first joiners to the map but there is still bundles up for grabs so what are you waiting for? Come join the map :)
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Hello, I've searched the forum and I couldn't find anyone talking about the trains in Chernarus. One of the things I've always wanted in DayZ was a way to repair the train and go around Chernarus on a train waggon. You could get some parts to repair a broken train and you could ride on it after you fix it. If you could fix helicopters in the Mod, what's stopping you from fixing a Train in the Standalone? Imagine the power struggle between groups of players to gain control of the train, in which you could carry gear, other vehicles, or simply go across Chernarus. You would have to push your way through small villages and cities like Chernarus, facing ambushes, snipers, etc. Anyone agrees?
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The traders just got some new toys for us to play with :D We do not wish to make the game too militarized, but have added some vehicles we think goes well with Epoch. From left to right: Jackal 2 MWMIK (GMG), BTR-40, BTR-40 (DshKM), Jackal 2 MWMIK (HMG). From left to right: HMMWV (M2), HMMWV (MK19), HMMWV (M240). The Cessna 185 Recon and AN2 Cargo Plane have been retrofitted with a front mounted M240 with 1200 rounds. From left to right: Cessna 185 Recon, AN2 Cargo Plane, An-2 (Aeroshrot), An-2 (TakAir).
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Standalone: Zombie horror survival deathmatch shooter. Mod: Zombie horror deathmatch with vehicles.
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Teamwork mechanics to give a reason for non lethal interaction.
gannon46 replied to Linden's topic in Suggestions
are you saying vehicles will make folks co-op BS I tell you they will ambush and kill and steal your vehicle which will only increase the KOS deathmatch mentality. -
yes, we do want vehicles, but we also want well made vehicles, well i do at least.
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For christs sakes we need some freaking vehicles. We are now having to find other places to turn into Electra deathmatches.
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It's an interesting idea, but clearly you did not do a good job of searching; http://forums.dayzgame.com/index.php?/topic/187580-train-suggestion/?hl=train | Train Suggestion! http://forums.dayzgame.com/index.php?/topic/184370-metro-station/?hl=train | Metro Stations http://forums.dayzgame.com/index.php?/topic/178844-railway-pump-cart/?view=findpost&p=1894211&hl=train | Railway Pump Cart http://forums.dayzgame.com/index.php?/topic/180683-a-train/?hl=train | A Train http://forums.dayzgame.com/index.php?/topic/178858-train-vehicle/?hl=train | Train Vehicle http://forums.dayzgame.com/index.php?/topic/172668-vehicles-common-bicycles-capture-able-trains/?hl=train | Vehicles: Common Bicycles & Capture-able Trains These are just the results related to trains on the first two pages of searching in the Suggestions forum alone.
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Hi guyZ, I'm sure this had been asked before but why on earth making this game taking soo long??? DayZ sold 2 million coppies, and with 30$ a piece that's shit load of money. Yet it seems like it's gonna take a year or two before release. It just annoys me that DayZ mod has vehicles, base building and everything yet non of those are in the SA. They have the money, I don't understand why it's taking soo long. Sure it's still alpha but I feel like the devs become rich and now they are sailing in their new yachts in carabbians, drinking expensive whiskey and smoking cuban cigars next to a beautiful young girl. And i'm just sitting here... 30$ short... waiting for the updates. There are tons of awsome stuff in the suggestions forum. If only they can finish the core game... And whats with all the bugs. Is the engine the problem? If so, why don't they switch to ARMA 3 engine? So the new free2play DayZ-Rust(more Rust less DayZ) clone coming out. I'm happy because H1Z1(what a stupid name) will become a competitor to DayZ and hopefully it will force devs to work faster to not to lose players. Anyway, I just wanted to share my thoughts. I'd be really glad if someone can explain me these.