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Showing results for 'Vehicles'.
Found 41868 results
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Maybe the reason why they haven't added bicycles?
kichilron replied to Loopest's topic in General Discussion
Even though vehicles are bound to specific server one still has to implement the necessary bits, so it gets saved. As far as saving vehicles across servers: how would that work? Someone drives that bicycle and it magically drives itself on the other server? For that simple reason it's impossible to have them globally - you are the only one playing your character, which is why that is possible. This does not apply for vehicles, however. -
Maybe the reason why they haven't added bicycles?
p4triot replied to Loopest's topic in General Discussion
They wont, vehicles are bound to server. -
Maybe the reason why they haven't added bicycles?
hrdrok replied to Loopest's topic in General Discussion
I don't think they intend to have vehicles save across servers. That way people don't hoard vehicles from other servers. -
Maybe the reason why they haven't added bicycles?
Deathlove replied to Loopest's topic in General Discussion
Naw, saving vehicles across all severs would be OP. If ppl really want the vehicles they SHOULD stay dedicated to one server to get the most out of the experience. -
modders. soon as modding happens well have the ability to build fortresses like epoch. walling off entire compunds and vehicles... infact the vehicles already work. funny- people with pirated copies can play unofficial builds with working modded in UAZ and infact all the vehicles from the mod. but those of us with legit copies are screwed with "rockets vision". gee thanks. modded private hives were the best thing to happen to the mod and they'll only be 100x better then offical build of the SA too. In the mean time while there is only one rendition of the SA the forum wars between different play styles will continue for sure :P
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Im all for this if they can get it *officially* integrated in a propper manner that doesnt result in delayed flickering/popping/etc. basicly it needs to be fully prolished and perhaps ignore terrain/vegetation for the reasons mentioned earlier with running in the woods. No people need to stop trying to make everyon play the game according to thier own vision. I will rejoice the day modders get free reign and private hives return. then i'll never have to wait for rocket to piroritize features i like, just play a mod that does (Ie clan play focus, Bases, vehicles, etc). my bottom line tho; THERE IS A REASON YOU HAVE HARDCORE MODE, USE IT AND LEAVE EVERYONE ELSE ALONE. removing 3pp is a easy out for devs rather then simply changing camera position.
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The decline of the DayZ mod has been a travesty to watch, like a semi-unwitting collusion to ensure its demise. Popularity and player numbers were always going to wane heavily with the arrival of Standalone, but nowhere near as much as with the concerted neglect that has been apparent. Rocket and/or BIS have perpetrated a seemingly palpable obstruction of any further progress, which has helped to ensure abandonment by both players and server providers. No way have they been or are too busy to simply give 1.8.1 the once-over and the yes or no. According to some server hosting providers, the public hive stopped accepting new server activations a while ago, so providers simply cannot supply any new servers even if they wanted to. Public hive servers that are shut down irreversibly reduce the remaining pool of surviving servers. In turn, most providers have dropped public hive DayZ mod, in part owing to player decline from lack of servers, hive support and mod updates ... round and round in a self-fulfilling prophecy of doom. The only way to get a public hive server is to find a host that still has existing active servers and recycle them ... before they are all killed off. As many have found, Standalone is still very WIP and can be banal entertainment at best in anything more than minimal doses. A loot farming and barbie clothing simulator has finite appeal. We all know it will improve, but want something decent ... and resembling the original (not you, over-modified Epoch) to play in the intervening months / years prior to completion of DayZ. Players have been and are returning to the DayZ mod for vehicles, helicopters, stashes and tents ... just variety in a relatively complete game environment if nothing else. Bored Standalone players have been trying out the mod to find out what the fuss was all about and to get their mitts on vehicles. Unfortunately what they have found is the remnants of the public hive system in festering decay, put there in no small part by the dismissive and short-sighted failure of the BIS developers. Despite getting what has amounted to a rather long free lunch with volunteer development! The DayZ mod could have been a continuing promotional tool in providing alternative entertainment and a cultural springboard for the player base during development of standalone. And a source of even more ArmA2 sales dare I say. Or further experimentation upon a willing pool of lab rats ... like we have been for the last couple of years. Epic fail.
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Best explination/solution ever. In the post-apoclaypse people will factionalize and militarize in groups pure and simple its been seen in ever major societal collapse in history. Some times along racial lines, along religious lines, blood lines, etc but you always end up with factions led by warloards fighting over dwindling resources using those previously stated reasons to justify continues violence in an attempt to hoarde resources. With that said, the idea that "this isn't a military sim" goes out the window. Military equipment will last for some time especially guns and land vehicles like Hummvees, trucks, even APCs. those wont require extensive maitenances while just sitting around. the problem, as you pointed out is the "gamey" slot based system used for the mod. Rater- let players have effectively infinate slots and the limits restricted by max VOLUME in a compartment and total weight of kit. the heavier you are the shorter you can travel before needing to stop and rest, use more watter, and move slower. if we do all that extremely OP weapons can be in as rare spawns- but if you want any kind of defensive capability you'll have to work as a GROUP. let people have thier M107s- and since they can't carry anything else without passing out after 3 mins of jogging let them also convince people to carry thier food, water, medical, and extra ammo while sittring around guarding the sniper who is only carrying his one man shoulder arty.
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That last bit, so much so. If your foced to deal with other players its no so bad. the problem with Epochs' apporach atleas from a true dayZ player's view point is that it means you can basily just cycle a ural full of "rubish loot" sell it to the trader and leave with a Blackhawk packing miniguns. A few things SA could do with it to take advantage of whats been learned without all the draw backs; 1. Get rid of the gold bars concept entirely. its there to make an easily quantifiable currency for the sake of coding the AI traders. P2P trading barter sysetm ONLY. 2. I like thier system for crafting multiple of one into a larger version of the same thing and sysetm for base building using this meathod. However, remove the whole plot pole/ownership mechanics. no one is going to respect your ownership of anything in the apocalypse unless your standing there with a gun. 3. No super-advanced vehicles like blackhawks, Hinds, etc. they wont remain operational for long in the apocalypse and even if a few individuals had the training to maintain thier intricate electronics or turbojet engines, finding the precision engineered parts (often built in various factories hundreds or tousands of miles away) required would be nearly impossible. 4. Vehicles based on more more primitive designs (such as those common in 3rd world countries with simple Internal comubstion engines and early diesel engines) would be somewhat manageable for a civillian with some mechanical background to maintain. aditionally simpler designs allow "back country enginnering" or... fashioning of simpler parts from materials avilable. 5. Any helicopters should be based on early designs for the same reasons above. a civilian worked as an mechanic or perhaps even an aircraft mechanic could concievably maintai simpler helis that are more akin to ultra-lights then modern choppers. (think ver early vietnam era prior to the advent of the huey)
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Lately I've been seeing a lot of unimaginative threads. Ideas keep getting regurgitated like reintroducing the humanity system, creating indicators for murderers, sanity, the idea of "end game" (which obviously does not belong in a sandbox game), leveling, "skills," experience points. You name it. Every video game gimmick which has been employed a thousand times in the past, when DayZ truly is trying to be nothing like other games. Dean Hall himself has described DayZ as the "anti-game." Objectiveless, difficult to mind-blowing extremes, brutal, realistic, and immersive. There is only one way we are going to make people "valuable" in this game. There is only one way to keep people from getting bored to the point where murdering other players is literally the only source of satisfaction to be had. Simulation. This is going to be quite long and as you are reading, I want you to try and really imagine these mechanics working in game. Imagine a game chalked full of complexity, where your "skill" is exactly that. Your personal knowledge about the world around you. No gimmicks. Just difficulty through authenticity. - Vehicles. Vehicles in the mod were quite simple and in my opinion, too rare, and too easy to repair. Carrying an engine, a fueltank, two tires, and a 20 Liter jerry can in your inventory was no problem. Let's just examine that for a moment. A small 4 cylinder engine is going to weigh in at a minimum of 200 pounds, and of course they only get heavier from there. Fuel tank, lets say 50 pounds. At this point, your backpack straps are going to tear before you lift the damn thing off the ground. Add a couple 20 pound wheels. Now add 20 L of gasoline (1 L of gas is about 1.6 pounds) and you've got 32 pounds. All that put together is roughly 322 pounds. That's the equivalent of strapping a fully grown obese man to your back. There's simply no way this is possible, and it tells me that the vehicle repair system needs a serious overhaul. 1: Land and Sea Vehicles. Major components vs. Minor components. - Certain parts (major components) should function as "containers" for other parts (minor components). Just as you can attach a propane container to a gas stove, you should be able to attach spark plugs, fuel injectors, pistons, distributor caps, crankshafts, and belts to an engine block. Rather than replacing an entire engine, you would pop open the hood of the car, look in the "inventory" of a component, and see all these items with their respective conditions. -Batteries, alternators, and other components should be critical to a car's function. Just as in real life, you would need a battery to start a car. If the car has a dead battery, you could either replace it, or even jump the battery with another car using cables. Perhaps you could even use a defibrillator while starting a car to give it a quick jump and get the engine running. The alternator should charge the battery, and therefore if it is ruined, it won't work at all; meaning if you stop the engine, your car is not going to start again. Alternators are small and could be replaced pretty easily. On top of that, the alternator should have a belt just like in real life. You may have a perfect alternator, but if it's belt is ruined, then it's not going to work. - Wheels should require at least a wrench or a tire iron (which can be found in the trunk of most cars) to replace. Perhaps wheels and tires could be separate items, meaning that a puncture in your tire does not necessarily mean you have to replace the entire wheel. Perhaps with a hammer, or a rock, or a crowbar, you could replace a tire on the hub of a wheel. Additionally, you could repair a punctured tire with duct tape for a short time, giving you enough drive time to move the vehicle. Some minor repairs could be done by hand, others would require specific tools like a screwdriver, a wrench, ect. Repairing major components, like an engine block or a fuel tank, could be done with a welder's torch and fuel for said torch. Instead of carrying around a huge, heavy engine block, you could simply find a welder's torch and repair the engine block already inside a car. All of these components should have some effect on the function of a vehicle. For example, bad spark plugs, pistons, crankshafts, and tires, would effect the speed of your vehicle. Certain parts like the crankshaft or a tire would completely immobilize the vehicle. Batteries and starter motors obviously effect how well your vehicle starts, if it does so at all. Rather than having a magical indicator at the top of your screen telling you a vehicle's condition, you would have to diagnose the problems by inspecting the components. Salvage and Armor (confirmed) The basic idea here is that vehicles would actually be quite common, but far more difficult to repair and generally spawning with missing/damaged components. This means salvaging parts from different vehicles would be a necessity, and doing so would require tools. This way, you could take an alternator from one car, a battery from another, a few pistons from this truck, ect, and then consolidate those items into your vehicle of choice and get it running. Some parts could also spawn in garages and industrial areas of course, those having a higher chance of being Pristine or in decent condition at least. -Taking doors and armoring cars has already been talked about by Rocket, so I don't think this needs to be addressed to much. Perhaps with a welding torch you could attach armor. Doors and other outside components from vehicles could be salvaged and used with basic tools like a wrench or screwdriver. 2: Air Vehicles While flying air vehicles in the mod had a small degree of difficulty, it isn't enough. Starting a plane or a helicopter is a process that requires some knowledge, and this should be reflected in the game. Take on Helicopters has a good system which requires preflight and startup, and how convenient, it uses the RV engine. Now imagine trying to do this with no prior research or instruction. You're probably not getting off the ground. And that's how it should be. Nobody is born knowing how to fly a helicopter. In game books could provide a medium for delivering these instructions to the player without forcing them to break their play and look for a youtube video, but of course that's perfectly fine too. It's all about what the player personally knows and is good at, which is right in the vein of DayZ. Anyone can do it, but not everyone is going to take the time to learn. If it's naturally difficult, players who know how to pilot a helicopter successfully are going to have a natural "value" for their skill, which nobody can take away. No matter how many times you die, you are personally still skilled at flying a helicopter in DayZ. Air vehicles should have a similar repair system to cars, as in the engine, rotors, and other major components being "containers" for minor components. Carrying around a whole helicopter rotor is totally insane, but carrying around bearings, control rods, swash plates, and the like, is far more believable and adds a degree of difficulty to repairing a helicopter that we never had before. Similarly, helicopter engines should have their own class of components and should be rare to find, or they could be salvaged from another helicopter. Medicine, Surgery, and Physical Conditioning. Right now the combat in DayZ could be described as binary at best. Either you are: 1: Conscious. 2: Conscious with broken legs. 3: Unconscious. 4: Dead. That doesn't really leave a lot of room for improvisation. So here are my ideas. The Organ System - Create hit boxes for major organs. Each organ (similar to a car part) would have a damage state. By default, they are healthy and normal. Being shot, stabbed, or hit with a blunt object would change the state of the organs affected to hurt, punctured, or eviscerated. Obviously different organs would have different damage thresholds. For example, a punctured brain or heart would obviously kill you immediately. A punctured lung, liver, or stomach, on the other hand, would not. - A hurt organ (66%~80% health) would heal itself over a short time, assuming your player is fed and hydrated. - A punctured organ (33% - 66% health) would take a VERY long time to heal (2+ hours in game), and would cause your character constant pain and would affect your mobility. - An eviscerated organ ( <33%) would not heal on it's own and would result in unconsciousness and rapid death by internal bleeding. Internal vs. External bleeding Wounds should cause different types of bleeding. Zombie attacks, minor knife wounds, and other blunt trauma would only cause external bleeding. A punctured organ would cause minor internal bleeding, which would make you nauseous and light-headed. An eviscerated organ would cause major internal bleeding, which would make you sick, cause you to cough up lots of blood, and ultimately lead to a grim death. Realistic Morphine. Says it all. This shouldn't be a simple cure-all for broken legs. It should be a pain killer and a way to prevent unconsciousness. Broken legs should be mended through splinting, and should cause your player to limp for a period of time. Whatever happened to those limping animations, rocket? Bullets in the Body Bullets should have a chance of remaining in your body until they are removed. This could be done with forceps, a scalpel, or even a knife and some pliers. Removing bullets would not be a necessity, but leaving them in would increase the amount of time it takes your body to heal. Additional States of Consciousness I'm talking knockdowns. When a person is shot in the chest, arm, or leg, it's not typically instant unconsciousness or death. Often times they are barely conscious, in a state of shock, but still able to do certain things. Implementing more knockdown states and animations could really add to the gunplay. For example, instead of simply "going prone" when you get hit in the leg, you should also be able to sit up and drag yourself around, much like the sitting animation from Arma 3. In this state, you could back yourself into a corner and use your gun to defend yourself. You could also try to crawl to safety. As stated before, your organ status would have an effect on your health. This also applies in this state. Say you're in a house, and someone shoots you in the chest through the window. The shot knocks you down, and you drag yourself into a corner with an awful pounding in your head, wheezing as your punctured lung fills with excess fluid. You quickly apply a bandage and wait for your assailant to enter the door, at which point you unload your pistol into his neck and face, killing him. Now at this point, you might just have to sit there and wait to die. If you were hit in the heart, your death is imminent. You're coughing up blood, wheezing, waiting for death, and it doesn't happen. So you crawl upstairs and use a pair of pliers and a bayonet to dig a bullet from your side. You inject yourself with morphine to ease the pain, and slowly but surely you begin to recover. Defibrillators - Defibs should work on unconscious and dead players, as long as they haven't respawned yet, or within 15 minutes (whichever comes first). Furthermore, defibrillators should only restore a person's consciousness. They would not fix damaged organs or bleeding. Tool Based Surgery Basically, if you have the right tools, you can do different things. A scalpel or a knife will allow you to make incisions. Forceps or pliers will allow you to remove bullets. A suturing kit will allow you to attempt to repair organs. So if a person is shot in the stomach, your first measure would be to remove the bullet. Next, you want to make an incision. Then, with a suturing kit, you could actually make an attempt to repair the organ. Of course depending on the damage of said organ, you have less of a chance of succeeding. This can all be done through items you have equipped. So let's say you have a patient, dying from internal bleeding. You give him a saline bag to keep his blood pressure up. You give him morphine (or vodka; I like to think there should be multiple ways to do the same thing) to stop the pain and prevent him from going into shock. Then, you put the scalpel in your hand and choose "make incision." You put the suturing kit in your hand and choose "repair organ(s)" This plays an animation and takes some time, and obviously he is loosing blood as you do this. Based on some simple dice rolls, you will either receive a message that says "you have failed to repair (player's) (organ)." or "you have successfully repaired (player's) (organ)." Then, you can choose "close incision" with the suturing kit, which will stop the blood loss. Assuming you were successful, the player will now be able to make a full recovery. If you are not, the player will die of internal bleeding. Or you could choose to simply leave the incision open and let him bleed out. The possibilities are endless. - Contaminated tools would also impart any infections they have to your patient. They could also pick up infections from a patient who is already sick. This would make disinfecting medical items to prevent infection very important, which brings me to another point. Resistance When your player catches a particular infection and manages to overcome it, that character should become resistant to that particular illness. After catching the same sickness two or three times and surviving, you would become totally immune. If you die, you would lose this immunity. This both adds an incentive to survive an infection, and provides just a little extra motivation to keep your character alive longer. It's realistic, and it isn't a "level" or a "skill" of any kind. I mean, just imagine the kind of stories we could be telling each other on these forums. How "I found a survivor and nursed him back to health, and later he betrayed me." Or how people might actually become friends over such an event. Or "I tried to save my friend but he was too far gone and I had to put him down." That sort of thing. It would make the experience far more compelling. Crafting. (Confirmed) This is something I think we are all impatient to see in it's full glory. Rocket has talked about making improvised explosives, combining certain items, ect. We need this. Fortunately the dev team is most likely already working on their own plans so I don't feel like I need to say much here. Hunting and Gathering. (confirmed) - Animals must behave realistically. There was nothing more annoying to me than the deer in Oblivion which couldn't even outrun your player. It's silly. Deer can run in excess of 30 mph, which means stealth and patience are key. - Traps. Setting up snares to capture hare, laying down salt or corn in a field to attract a deer to your killzone, ect. - Dangerous animals. Boar are known to cause horrible lacerations with their tusks, are quite territorial, and tend to travel in packs. Also, coming across wolves or the occasional Eurasian brown bear would be awesome and terrifying. http://www.dailymail.co.uk/news/article-2361758/The-wolfs-door-Killer-beasts-roaming-Western-Europe-time-100-years.html - I saw a while back some pictures of the team Mo-capping dogs and horses. Hopefully this means dogs could be used to help the player hunt, either by catching rabbits, or by leading you to prey animals. Also dogs could alert you of danger, like wolves, bears, zombies, and even nearby humans. Construction. The title says it all. We need the ability, and the necessity, to build fortifications, camps, and barricades. While I admit that many features of Epoch are not suitable for the Standalone, I think it provides a good model of how construction can be put to use effectively in this game. - Cold should be a real part of this game. I was hoping that the breath was going to be an indicator of that mechanic, but sadly it isn't. Temperatures should drop at night in particular. Your character should shiver, as on Namalsk. Messages like "I feel cold," "I'm freezing," and "I can't feel my fingers" should be indicators of hypothermia, which will not only prevent your character from healing and make you hungry more rapidly, but will also knock you unconscious and kill you if you don't find a way to warm yourself up. Cooking food and making hot drinks like tea or coffee should also help with this. - Safes, lockable cars, and other storage devices are part of this. - All player constructions should be destructible by other players and zombies, which means you are never truly safe. - Enforcing a certain amount of maintenance for constructions would prevent players from building things that are way too massive, and would help the server to automatically clean up any unused constructions. -Building anything larger than a door barricade, or a small wall, or a tent, should require lots of heavy materials and should even require that more than one person interact with a construction simultaneously. You can't carry thousands of pounds of cinder blocks on your own in real life, nor are you going to throw up a wooden shack in minutes. Needing an extra pair of hands is one of the main themes through these ideas, as with surgery. Requiring a certain level of cooperation for certain actions will increase player interaction, whether it's good, bad, or neutral. Zombies. The ultimate threat. Zombies are probably the biggest challenge this game has to face. They simply must be a viable threat to players. They should be fast, they should be able to knock players down, grab players and slow them down, and of course their numbers have to be up to snuff. They should also be able to tear down player fortifications and move in herds. Someone else made a thread and suggested that zombies should also be able to spawn inside buildings (which are not player controlled, of course) and lie dormant on couches, beds, inside car wrecks and such. This would bring a nice sense of context to the zombie virus and would make looting much more dangerous. It would also be neat if they had a 50/50 chance of being alive when they spawn in these stationary positions, to maintain that element of surprise. A Larger Game World. I made a post about this idea a few months ago, and I think down the road it's going to be the only option to keep the game feeling alive and fresh. http://forums.dayzgame.com/index.php?/topic/149976-long-term-standalone-discussion-globalization-logistics-economy-and-more/ Basically the way it works is through a "cell" based mega map. Reaching the edge of one map would give you an in-game server browser, which would allow you to move to the next map. With this technique, the game world could be basically endless. Of course there are a few technical hurdles to accomplish with this idea, such as enabling vehicles to travel across servers and such, but I think it's a worthwhile consideration. Another key feature of this cell system is that travelling into a new cell increases the value of your character's life, as you would not be able to respawn in what I call the "frontier" cells. This would add a more survivalist aspect to the game, where having made it across many different maps would be a status players could wear with pride. Also, adding higher value loot, buildings, and more interesting areas outside the spawn map would provide an incentive for players to explore more and utilize the systems which I have proposed above. This could really tie the game together into what I would consider a "full release title." So there it is. Probably the longest post I've ever made. Any other ideas like this? I'm talking big picture stuff here. People seem to be attracted to negativity on this forum, so it's hard to get these kinds of ideas rolling throughout the community. Instead, we tend to focus on troll threads and nonsense complaints, when really, this is just the beginning of what DayZ could be. The solution to KoS mentality is not to punish killers. It's giving them something else to do, and this is it. This is the "something else" that we could be doing. Exploring. Hunting. Building. Learning to fly helicopters and repair vehicles. Removing bullets from our injured friends. Facing massive hoards of terrifying zombies. Overcoming sickness. Surviving. Happy new year everyone!
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I dunno about you guys but I really miss deathmatching in Elektro! I feel it was a much better map for brutal PVP. Berezino is nice but i feel the sheer size and open spaces just don't have that same claustrophobic feel that Elektro had which made for those epic heart pounding times. . For me its Berezino = OK, Elektro = EPIC. What is/was your favourite? P.S I understand why they changed the spawns, but lets be honest 90% of players just play deathmatch anyway. Please bring back the Elektro spawns so that we can have those epic times again at least until the things worth playing the game for (persistent storage, bases, vehicles) change the whole dynamic of the game. :-)
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So every vehicle currently in Arma 2. Brilliant. Good job. An assortment of civilian vehicles that you can modify by attaching guns/ armour plates is good enough for me. Hell, throw in a vodnik or a humvee or even a military transport helicopter to keep in line with the story's Arma 2 lineage... but Apaches? Main Battle Tanks? This is the zombie apocalypse, not World War 3.
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Thing is, I want tanks, jets, apcs in Standalone. The region was a major warzone a few years before (ARMA II) But I want them as props, not as actual vehicles you can drive. Rows of them at a military base that aren't heaps of scrap metal (all the military vehicles are rust buckets right now; since when do zombies have armor piercing limbs?!)
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Want to Start a Server or Need Help Adding Scripts?? - LOOK NO FURTHER!
Neckdeep replied to prominentalex's topic in Mod Servers & Private Hives
My partner and I just opened up a server and could use help! We are running a Chernarus Epoch We're looking for - Auto-refuel - Street and house lights (unsure whether we have the cycle, but mostly day from what we've figured out) - 3 Hr restarts - Take clothes - Self Bloodbag - Admin tools, Have a basic one atm but if theres anything better out there that would be much appreciated. - Heli lift / towing - Custom loot spawn ( Looking to get rid of all the trash ) -Custom loot spawn part 2. since its epoch we were looking to have random materials spawn around the looting areas etc. - Get rid of Road Debris ESP Friendlys Suicide Bury Body Custom Map Markers BEC Controls Server Restarts AI Missions Cargo Drop Infistar Antihack ( dont know if free) Snow ( on our terms) -Toolbox into bike and repacking -Clear all unowned cars from spawning (theyre just eveywhere and unowned) -Weightless so no passing out or anything of that sort. -Snapping objects - Debug monitor: ( if you have time ) Server name: Punisher Gaming Player name. Blood, kills, zombie kills, bandit kills, murders, bandits alive, heroes alive. Uptime / Time until restart. - Good AntiHack, preffered the best free antihack atm. - Adding premade bases around the map - Lowering prices on vehicles/goods/etc. - Vehicle flip. - Salvage vehicle parts / remove vehicle parts. - Siphon Fuel - Implement Soldier clothing - Last thing is IF POSSIBLE we were looking at Stalker Skins, dont know if its just overwatch or if its viable for epoch as well. Thanks much! My Contact info : Skype: itzkframework Our Raidcall: 8176594 ( Punisher Gaming ) PM is also an alternative -
DayZ Community is what is REALLY destroying the game
akafugitive replied to EraChanZ's topic in General Discussion
I agree with you for the game in its current state. I have high hopes the development team also sees these issues and are working around putting in the right mechanics to increase the difficulty of surviving. I don't think KOS mentality will ever be curbed, and is kind of the beauty of the game. People are free to interact with others the way they want, blind trust in strangers is likely to get you shot. No markings for others intentions leaves you needing to be suspicious and apprehensive of others, increasing the atmosphere. I do however think the game is over run with the death match mentally over survival mentality. A lot of this probably has to do with it being accomplished very easy and without punishment(finding supplies such as food, guns, mags, ammo are incredibly easy). Another issue is once you are geared in a couple hours what else do you do? When finding the firearm you have took 3 days to find you might not want to mess around and loose it. Also base building, vehicles, managing health and illnesses, and having alternate means to find food, allowing for a spawn reduction. As the new mechanics are introduced it will all play a huge role in changing the atmosphere, rewarding survival and keeping the ones that don't want to adapt dead or on the coast punching each other in the face. When I spend weeks moving through the bush and building a team to invade what would otherwise be a suicide mission into the NWAF(because zombie population becomes deadly), successfully accomplishing this difficult task will reward us with superior equipment. After obtaining that equipment, when me and my crew encounter someone with a death match mentality they just won't stand a chance. When ranging shots requires wind, range and deviation calculation they will have a hard time hitting us, on the lucky chance they do: a] my armor will absorb the impact while my crew turn you into swiss cheese, or b] my medic will smoke up the area and get me back up while my crew turns you into swiss cheese. They may get lucky and we will take fatalities, it happens, but overall organized groups(bandit or otherwise) or lone wolf's minding their business in the shadows will rule over all else. -
Would You Support A Gun Shop Loot Location?
Caboose187 (DayZ) replied to Katana67's topic in General Discussion
Oh I agree. As it is, there are players that server watch waiting for the resets so they can make a mad dash for their precious gear because they "know" that it's going to spawn. I don't care if they change the percentage of certain items spawning is locations because it still doesn't change the fact that's where they still spawn. Christ, this will be even worse when vehicles come in. Once people learn of the spawn locations it's just a simple mad dash and voila, you've got control. What I'd like to see is more open world spawning. Random stuff in the woods, that sort of thing. -
How can I record the game with a flying camera?
NagsterTheGangster replied to Odahviing's topic in General Discussion
Noope, unless you go to ARMA 2 mod of it....there might be a way seeing as there are air vehicles and stuff. -
I agree with adding with vehicles. BUT I DON'T WANT ARMED TRUCKS ARMED TANKS ARMED AIRCRAFT / HELICOPTERS THIS WILL RUIN DAYZ :D
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Zombie Horde DayZ Epoch Community! www.zombie-horde.com TS3: ts3.zombie-horde.com Server #1 DayZ Panthera! : 81.19.211.145:2302 Server #2 DayZ Chernarus! : 81.19.216.33:2320 Hello everyone! Welcome to Zombie Horde DayZ Epoch a brand new DayZ Epoch Community! with many features to keep you entertained for hours on end! We offer a lag free server with many mature and active friendly admins that you can rely on if any problems should occur or only if you need to collect your donation gear which you can look at on our website! Our servers have highly trained admins with good experience on keeping server's running smoothly with no lag and that can provide good support whether its a bug in game or you need tech support! we can solve it! We keep up-time as much as we can and have 3 hr restarts , if you think you aren't getting the best performance please contact the admins and we will have a look at the server! Here is a list of features we offer on our server and we are looking to build a big strong community where people can come together and play the game! - CUSTOM WEAPONS - CUSTOM DEBUG MONITOR - EXTRA LOOT SPAWNS - SAFEZONE ANTI STEAL - AI PATROLS (Can Drop Codelocks) - CHAINSAW'S AT WHOLESALER'S! (4 10oz Gold) - CUSTOM TRADERS - REALLY GOOD FPS - NO LAG - MATURE/ACTIVE/FAIR ADMINS - CUSTOM BUILDINGS - 300+ VEHICLES - CLEAR ROADS - HOSTED EUROPE (UK/LONDON) - M107/AS50 (Must Be Donated For) - CUSTOM ANTI-HACK (infiSTAR/BEST ANTI HACK) - SNAPPING FOR BUILDING - EXTRA LOOT (But Fair) - DONATION LOADOUTS - NEW SERVER (1 Day Old) - AI MISSIONS (Quite Challenging Ones Too) - SAFEZONE TRADERS (To stop campers/stealers) - SELF BB - LIFT/TOW VEHICLES - MUCH MORE! - (ALSO TAKING REQUESTS FOR EXTRA FEATURES) - WILL BE LOOKING FOR STAFF We are a brand new community looking for any players out there who would be interested in joining! join our teamspeak 3 for more information or hop on one of our servers and we hope to see you there!
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TOO MANY MILITARY VEHICLES. GOT IT
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SGN DayZ Epoch 1.0.4.2|MISSIONS|SALVAGE|R3F LOGISTICS|SARGE AI|CUSTOM CRAFTING|AUTO REFUEL|MUCH MORE!|
zipy replied to zipy's topic in Mod Servers & Private Hives
Welcome to the official 8bitGamers Epoch Chernarus Server! We offer over 80 plus mods on our server! We have active admins and everyone here plays legit, even the Admins! Our current Admin Tools are the $40.00 InfiSTAR Admin Tools/Anti-hack! Server IP: 94.173.38.110:2302Teamspeak IP: ts3.8bitgamers.co.ukWebsite: http://www.8bitgamers.co.uk Our Current Mods Include, but are not limited too: - Base Building 1.3- Self Bloodbag-Take clothes- Tent sleep healing- Zombie Bait- Zombie Bomb- Suicide- DZAI- DZMS- No voice in side chat- Burn Tents- Drink Water- Fast Roping- EVAC Chopper- Building Snapping- AI Bus Route- Church heal- Heli Lift- Towing- Vehicle Key Changer- AGN Safezones- Animated Heli Crashes- Auto Refuel- Bury Body- Salvage Parts- Regen Blood- Taunt Zombies- Snow(50% Chance on Restarts)- Anti-Zombie Emitter- Street Lights- House Lights- Tower Lights- Animated C130 crashes- AN2 airdrop care packages- Air Raid- Skywriting- Cant tow/lift locked vehicles- Indestructible bases- Car Airdrops- AS50's & M107's Not convinced? We are run in partner to a very successful gaming community "8bitGamers"We are also currently looking for one Normal Admin, and two low admins. Server IP: 94.173.38.110:2302Teamspeak IP: ts3.8bitgamers.co.ukWebsite: http://www.8bitgamers.co.uk -
Zombie Horde DayZ Epoch Community! www.zombie-horde.com TS3: ts3.zombie-horde.com Server #1 DayZ Panthera! : 81.19.211.145:2302 Server #2 DayZ Chernarus! : 81.19.216.33:2320 Hello everyone! Welcome to Zombie Horde DayZ Epoch a brand new DayZ Epoch Community! with many features to keep you entertained for hours on end! We offer a lag free server with many mature and active friendly admins that you can rely on if any problems should occur or only if you need to collect your donation gear which you can look at on our website! Our servers have highly trained admins with good experience on keeping server's running smoothly with no lag and that can provide good support whether its a bug in game or you need tech support! we can solve it! We keep up-time as much as we can and have 3 hr restarts , if you think you aren't getting the best performance please contact the admins and we will have a look at the server! Here is a list of features we offer on our server and we are looking to build a big strong community where people can come together and play the game! - CUSTOM WEAPONS - REALLY GOOD FPS - NO LAG - MATURE/ACTIVE/FAIR ADMINS - CUSTOM BUILDINGS - 300+ VEHICLES - CLEAR ROADS - HOSTED EUROPE (UK/LONDON) - M107/AS50 (Must Be Donated For) - CUSTOM ANTI-HACK (infiSTAR/BEST ANTI HACK) - SNAPPING FOR BUILDING - EXTRA LOOT (But Fair) - DONATION LOADOUTS - NEW SERVER (1 Day Old) - AI MISSIONS (Quite Challenging Ones Too) - SAFEZONE TRADERS (To stop campers/stealers) - SELF BB - LIFT/TOW VEHICLES - MUCH MORE! - (ALSO TAKING REQUESTS FOR EXTRA FEATURES) - WILL BE LOOKING FOR STAFF We are a brand new community looking for any players out there who would be interested in joining! join our teamspeak 3 for more information or hop on one of our servers and we hope to see you there!
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Dayz EPOCH Charnarus (1.0.4.2/103718) VETERAN CH:ON-GMT +2 150+ Vehicles. Debug Monitor, Street lights & Auto Refuel - Private Hive. | SurvivalServers.com Good news everyone! My and my friend have just bought a new Epoch Dayz Mod server, and we are waiting for you all to join! Come and join us in the amazing land of charnarus, the server is getting better, and better as we speak! We are right now working on installing some new mods on the server, such as tow/lift vehicles, and custom weapons and much, much more! Some info about the server: -Ip Adress: 78.46.82.110:2802 -GMT +2 -Restart every 4 hours -Debug Monitor -Map: Epoch Charnarus -3rd person view, and crosshair. - Active admins! Come and play with us!
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Zombie Horde DayZ Epoch Community! www.zombie-horde.com TS3:ts27.gameservers.com:9191 Server #1 DayZ Panthera! : 81.19.211.145:2302 Server #2 DayZ Chernarus! : 81.19.216.33:2320 Hello everyone! Welcome to Zombie Horde DayZ Epoch a brand new DayZ Epoch Community! with many features to keep you entertained for hours on end! We offer a lag free server with many mature and active friendly admins that you can rely on if any problems should occur or only if you need to collect your donation gear which you can look at on our website! Our servers have highly trained admins with good experience on keeping server's running smoothly with no lag and that can provide good support whether its a bug in game or you need tech support! we can solve it! We keep up-time as much as we can and have 3 hr restarts , if you think you aren't getting the best performance please contact the admins and we will have a look at the server! Here is a list of features we offer on our server and we are looking to build a big strong community where people can come together and play the game! - CUSTOM WEAPONS - REALLY GOOD FPS - NO LAG - MATURE/ACTIVE/FAIR ADMINS - CUSTOM BUILDINGS - 300+ VEHICLES - CLEAR ROADS - HOSTED EUROPE (UK/LONDON) - M107/AS50 (Must Be Donated For) - CUSTOM ANTI-HACK (infiSTAR/BEST ANTI HACK) - SNAPPING FOR BUILDING - EXTRA LOOT (But Fair) - DONATION LOADOUTS - NEW SERVER (1 Day Old) - AI MISSIONS (Quite Challenging Ones Too) - SAFEZONE TRADERS (To stop campers/stealers) - SELF BB - LIFT/TOW VEHICLES - MUCH MORE! - (ALSO TAKING REQUESTS FOR EXTRA FEATURES) - WILL BE LOOKING FOR STAFF We are a brand new community looking for any players out there who would be interested in joining! join our teamspeak 3 for more information or hop on one of our servers and we hope to see you there!
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When do you think the first vehicle will be introduced?
xalienax replied to crazyandlazy's topic in General Discussion
again Copy pasta the vehicles from the mod. Modders runnign cracked private servers already have proven it can be done. no reason a paid team of developers can do the same thing.