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Found 41868 results

  1. Phantasm (DayZ)

    Vehicle numbers

    Vehicles should be rare and involve scavenging off multiple vehicles to get one fully functional. The people who seem to want them, in my opinion, to be common are generally the careless types or lesser experienced that die quickly.
  2. BakerCharlie6

    Custom Compilation of ideas

    Hey guys, just thought i would throw in some more ideas about the possible progression in the game's development. These are but a few of my ideas of thing i would look forward to seeing in the future. 1. Ammo: Reloading and Breakdown All forms of ammunition should be able to be reloaded by finding the base materials like gunpowder (Rifle/Pistol, Military/Civilian grades as well) casings and boxes of bullets in order to craft your own personal ammo such as a Hollow Point bullet using military grade powder to create a powerful Handgun round for the .45ACP. This also means that not only can you make ammo , but break it down into its base forms to then use to create different or more of another kind of ammo providing you have the materials. 2. Customized Gear This idea revolves around making your character look 100% unique via combining different clothing options to, more or less, Improvise clothing options. Example: Taking a Pistol Holster with The SEWING KIT(big part of this idea) and combining it with a jacket = Concealed Holster on the inside of the jacket. Example 2 : Taking a hooded coat, pants and Balaclava and the the SEWING KIT and combining it with some Decorative Moss and Fake Leaves = Homemade Ghillie suit. 3. Electronic Equipment and its uses I'm sure most of us have seen the walkie-talkie in the game and its current use is yet to be known but what about more than just that. Who know? maybe you come across a military grade computer that was Protected in some way and has a Solar battery charger attached to it. now you can use that computer to gain access to the location of some of the weapon caches or supplies stored by the Military that were never retrieved (the battery charger is also a slick item to have)? Or maybe a gas powered Generator that is capable of powering a house or a storage shed or Garage, Maybe even big enough that it is an industrial size' genny' capable of powering an entire city block or your home base/fort? 4. The Armory (my personal favorite subject) Not just guns, LOTS OF GUNS!!!! Every gun from Warsaw pact weaponry like the AK and RPG to Browning Manufacturing (M1919 LMG and M2 'Ma deuce' 50 cal. HMG) and everything in between. Grenade launchers and weapons from all around the world and not just small arms, Miniguns, A2A and A2G Rockets and missiles for Aircraft and Ground Vehicles is just a few examples. 5. Vehicles: More Diversity then DayZ Mod Almost any common Civilian and Military Vehicle is available on a Random Spawn That has percentage chances, To spawn in EVERY major town and city on the map (Elecktro, Cherno ,Stary, Novy,Solnichy,Kamyshovo, etc.) but aircraft are not restricted to biplanes and heli's. I mean Jets and Air Liners and Legendary aircraft like the AC-130 and the A-10. Granted thes forms of aircraft will be Extremely Rare. 6. Faction Warfare and Management for admins Duh......If your a bandit or a lawman it will show it on the player screen and Neutral Npc Safe zones in certain areas to allow a Free flowing Marketplace made and maintained by the players on each server. This is but a few of the ideas i have and some of them come from the Dayz Epoch mod and rMod add-on but i think it would be cool to see this in the BASE game without outside modding involved.
  3. gannon46

    Development is too slow

    i have all the time in the world. i don't care if it takes ten years I'll be playing. This is the best survival game ever in my opinion of course. and to say they need to hurry development is stupid do you really want another crashfield 4 look at that hunk of crap it was rushed and its awful now crashes every ten minutes and they keep patching(i don't think they even know how to fix it) this is not a AAA title get over it and learn some patience. I'm wondering if all of the people complaining on here about rust being better and there aren't enough features etc have even played the original mod or the other version of it such a namalask,origins,epoch etc. probably not. and if you have then you should go back to playing the mod cause it has vehicles and more features. so quit being a buzzkill for the rest of us that have been patient because if this game is ruined because of a bunch of flyby night gamers who only play whats popular then i'm going to be pissed. and to Dean and the folks working on the game take your time make it perfect. cause i'll walk the map forever if i have to.
  4. angry pineapple

    Mi 2

    Flying Helis in the mod was good fun. If they are added, I just hope that they make fuel quite difficult to find. Having a heli that can easily be filled and flow around that map to find all the vehicles/camps is too OP imo.
  5. Capo

    Do you agree with modding in SA?

    what if someone created one? all i'm saying is, we in no uncertain terms have no place for 1000+ vehicles, loadouts and extra military spawn servers, i'm not against mods, i'm against shit servers. The problem is the majority of the mods for the mod catered only to those servers, or were ignored. that's what everyone's scared of, and for good reason. It's not ideal, but i'd rather be a cunt than have the game turned into something i don't want.
  6. In my opinion sometimes 40 is just too much. You want 70? It wouldn't even be a zombie apocalypse it would be a super-populated country simulator :P About the vehicles, bro I'm also reeeally anxious for them but we'll have to run until I think the end of this year =/ running simulator 2014 ;)
  7. GarethAUS

    Vehicle numbers

    This I blame on the mod and the fact that the "Husks" were default Arma entities (Making it easier for the mod team to populate the map) This is something that I feel will change since you can not even sit in the vehicles at the moment, I assume the ones that are going to be accessible will not be as rusty XD, but I do hope that the car population is high but the things that make them run are pretty rare making it a real question to repair or not.
  8. ambiguousFoo

    NOT just another skills post.

    First, for those of you who haven't seen it, check out this vid (the inspiration for this post) For those who don't click above, some Russian guy shows us how to open a can of beans with his bare hands. Thankfully, now that I know his method, I will not die due to lack of can opener in the upcoming zombie apocalypse. So why then, would I have to meet this demise in Dayz? What if my character could learn cool tricks? Now just to be clear, I am NOT suggesting classes or traits/abilities (character stat modifications). I AM suggesting that characters can LEARN and SHARE knowledge that can increase their utility/survival chances. This does a couple of things... - it empowers players with intrinsic value which can increase the complexity of character interactions. When encountering a new player, consider the choice between shooting them for loot or opening dialogue to see if they can provide a skill. - it adds tactical complexity to the game. Consider in this implementation then that a proper knowledge of medicine may be required to efficiently bandage or apply IVs. - it can add value to books or similar items that may assist with or partially provide knowledge, creating a additional value vector that increases tactical depth (consider existing vectors as weapons and food/medical) With the above in mind consider then that: - with proper implementation, this doesn't need to collide with the extant paradigm of "Player Skill vs. Avatar Skill". Rather, such learned abilities would instead impact item interaction menus, or modify the efficacy of existing item actions. - learned skills might be incremental (applying bandages enough times, handling enough firearms, ATTEMPTING to repair vehicles enough times through trial and error) EDIT: feedback in this thread indicates this would likely be a bad idea (players gaming the system to 'level up' skills would be stupid) - EDIT: There should be no skill trees, this approach would be more recipe/guide singleton based. - EDIT: items that provide skill knowledge would need to be consumed if advantage #1 above (adding to player's intrinsic value) were to be leveraged. (otherwise skills just become something else you can loot off of a player (if they have a guide/book/recipe)) - new players should begin with NO learned skills (for the same reasons new players start with no gear - organized players would then be able to easily game the system with respawns). - the existing first person dialogue indicator could be used to indicate unfamiliarity with an acquired or held item. For example, while holding a defibrillator in hands my completely noob of a character may emote "I have no idea what this contraption is for" and my only action menu item might be "Press button" ( which could easily kill or possibly help the person I am trying to defibrillate). P.S. I swar I DID DO A SEARCH on the terms skills/traits/abilities and came up with surprisingly few results for what I expected to be a relatively 'spammed' topic. For those incoming trolls coming in to shoot down the ideas posed above please consider that as far as I have researched, the above implementation/approach has not been discussed, and that a high volume of discussion around a particular topic (as indicated by # of posts) indicates a high demand for a given feature and, as proper dayz fanboys, we should all do our best to help the devs by brainstorming and fleshing out these kinds of ideas. Thanks! TDLR: Add the ability for players to LEARN and SHARE item related skills (like opening a can of beans without a can opener)
  9. I'm not complaining. Just curious to know when do you think they'll implement these things? I'm looking forward to more players per server (perhaps 60-70?) and more zombies / faster respawn of zombies. This will allow for gangs of people to form and more heroes/medics/bandits. I guess they are not testing vehicles or tents yet due to resets but I think the game will become a lot more exciting like the early days of the mod when they add this. Finally I would love to see a super rare huey in the game (1 per server) because the helicopter is obviously the end game and something to go hunting for days for :P
  10. jsopko90

    Vehicle numbers

    Well, Rocket stated already that vehicles won't be that rare, maybe to get one running will be a bit of time, but the FUEL for them will be rare, making the decision to fix up that truck or car be a tough one, considering you'd have to fuel 'er up and get 'er to a safe place, then figure out how to stockpile fuel.
  11. Bubbajones

    Vehicle numbers

    most vehicles should be rusted out hulks with only a few good parts. only a small number of vehicles (3-4) should be in near working condition at server start. by cannibalizing numerous vehicles and reassembling many many pieces should player be able to complete a vehicle. gasoline, by nature, has a shelf life of a little over 1 year. players will have to make their own fuel - and it should be hard.
  12. blurhitz

    Vehicle numbers

    Yeah but maybe the maresia coming from south would've rusted the metal parts of the cars after so many time in the apocalypse? This is also good because up North the salt air wouldn't be that strong and the vehicles would be in a better state, this would encourage people to travel north, while south vehicles would be all f*cked up Idk if this makes much sense but... it seems logical
  13. Jasonperson

    Vehicle numbers

    On a forty slot server there should be around 60 repairable vehicles. Its silly to think that all the vehicles got blown up expect for like 5. Sure, they should be heavily to moderately damaged, and with no to very minimal amounts of fuel, but not only like 1 vehicle for 5 players. Fuel should be the real issue. Its not like someone would've went around and put satchel charges on every vehicle in chernaus right when they crashed or ran out of fuel to lead to abandoning the vehicle.
  14. blurhitz

    Vehicle numbers

    For every 10 people in the server, 1 vehicle. For every 5 people in the server, 1 bike :thumbsup: and, in addition, of course, vehicles should be hard to fix ;)
  15. Capo

    Vehicle numbers

    i assumed we were gonna be able to customize vehicles, not build one. that sounds odd. i think there should be very few vehicles that are in working order, but a moderate amount that need repair. refueling should be a bitch, and maintaining them shouldn't be too hard, but still relatively in depth. i don't really like running, but a vehicle speeds up your traveltime by about 5x. So it should be a luxury, not a right.
  16. *Exile* Sami

    Vehicle numbers

    Arent we gunna be allowed to create vehicles? So therefore, wouldnt it be unlimited?
  17. IkaikaKekai

    Vehicle numbers

    I honestly think there should be a 'medium' number of vehicles on a server (not including bikes, there should be at least as many bikes as there are players on a server all scattered around). So like 5 : 1 player vehicle ratio.
  18. applejaxc

    Vehicle numbers

    Players should outnumber vehicles (AT MOST!) 10:1; There should be no more than 5 vehicles on a 50 slot server.
  19. GarethAUS

    Vehicle numbers

    Just wondering what the community thinks in regards to vehicle numbers when they are implemented, as in how many vehicles per server, how they should work and how hard they should be to get? Personally I think that Vehicles should be pretty common but the fuel should be very rare, to repair them you should need tools and realistic parts (you are not able to shove an engine in a backpack), parts like spark plugs, fuel filters radiator hoses are the things that after some time would most likely be causing problems, unless the engine is totally buggered. I really do not understand the people who think there should be like 3-4 vehicles on a map this large, they must like running XD what do you guys think?
  20. Capo

    Why aren't PvE servers allowed?

    they fix alot of issues, but they also ruin more than they fix. Private hive owners in the mod completely fucked it up, steps need to be taken to prevent that happening before the game is even finished. I'm not against pvp servers with loadouts, extra loot and 1000+ vehicles, but you know what? fuck that, i am, because that sounds completely shit, and it sounds like exactly what we'll end up with when private hives are given free reign. Not that there's anything wrong with private hives, but the mod pretty much jaded them in my eyes, private server owners either want to play the game their way or are just desperate for a popular server, and fuck everything up in the process. private hives - say no.
  21. melancholymastermind

    Why aren't PvE servers allowed?

    The issue mainly is that 99% of the player base go around shouting that PvE is explicitly and ABSOLUTELY never ever going to happen. We all know private hives are coming and we all know private hives will allow true PvE servers without the downfall of moronic server hoppers using them as loot stations. There will be Normal Servers, PvP Servers, PvE Servers (and all manner of other custom setups) In all likelihood a server with a non standard set of rules will be forced to have a private hive to keep the normal servers true to their vision. So to everyone against PvE. Why do you have a problem with this? (Im not talking about now, im talking about once its possible) To the people who say go play a different game : Tell me a single game out there with the realism of survival that DayZ has, with an open world the size of DayZ, with the zombie count of DayZ and the simulated vehicles and weapons in DayZ? With First Person view? I know of none. State of Decay is an arcade game in 3rd person only, 7 Days to Die is unrealistic and like minecraft, The Dead Linger is unrealistic with shoddily put together worlds and terrible gunplay.
  22. Gandolaf

    End-Game Playstyle

    Now some people will come to tell you that "end-game" has no place in a sandbox game,completely disregarding vehicles,base building and other possibilitys.
  23. I have always been interested in doing some kind of geographical digitization of Chernarus to extrapolate some useful data. I've seen some great height maps before for the mod, which was used as a loose guide to determine sniping positions. If I can obtain the height data (x,y,z coords) from DayZ SA in a proper format, I should be able to come up with some useful data from the resulting heightmap using some rather simple procedures. I'd like to hear your reactions to my proposal. I've seen an influx of new players to the world of DayZ so I thought this might be useful to some. A lot of veteran players from the mod may find no need for such thing, however. Viewshed Analysis Setting Up Campsites Geographically speaking, and based on topographical data, I can determine the best areas for campsites on the macro level. Let me define a couple of terms in the context of setting up campsites. > Macro Level - Based on the topographical layout of the surrounding areas, where are the best geographical locations to build camps ? In a valley? Ridge? North? West? East side? > Micro Level - Specifically, where are the best spots within that geographical location to place the tents? By a grouping of trees? Next to that huge rock? > Best - what do I mean by saying the "best"? Within the context of setting up a camp/base, the "best" means the most hidden from view. The locations that can be viewed by the least amount of area. Performing a viewshed analysis for a specific point on the map will give the player an exact idea of where their campsite is viewable from. Knowing this information, players can place their campsites in the least viewable areas. This process can account for the tree canopy as well. << !!!!! On the micro level...it would be up to YOU to determine which specific tree or rock to put your tent next to, for example. ---- ---- Snipers Performing the VA can serve snipers as well, since it gives players an exact idea of how much area you can see from a specific point. Which conversely, can be used as counter-sniper information! From the Sniper Hill, for example...from where can I see the top of Sniper Hill to provide counter-sniper support? It works both ways. Traveling Whether by vehicle or foot, if you're concerned with safety on the road then a VA can provide players with information on the most hidden paths to take. Remember, it can account for tree canopy. If snipers are your concern, then a VA will tell you which roads/paths have the least viewable areas, which again, accounts for the tree canopy blocking the view. Travel Time By Vehicle Which road should you take to make it from Cherno to Shakhovka? Don't worry if you haven't even heard of that town. :) If travel efficiency and speed is your concern and you're using a vehicle, then information on the fastest routes would be useful. If you have a vehicle that can handle off-road efficiently, then other factors come into play. More on that next. By Foot Sprinting and running are greatly affected by the slope of the terrain. This can be accounted for! What are the fastest routes around Chernarus on foot? You don't need to follow the road...but you want to avoid the steep inclines that slow your pace down. Based on slope data, you could determine the fastest route by foot to a certain destination. Incline also affects vehicles as well to a certain degree! ========== Is this information trivial? Useful? Unnecessary? What other kinds of geographical or topographical data would you consider useful for DayZ players? Again, veterans from the mod may not need this info anymore. You know how to get around and you have an idea of great camp spots. But with the success of the mod and the Standalone's release, there has been an influx of brand new players! I don't know how to obtain the elevation data from Chernarus+, or if it's even in a proper format to import into my GIS program. (Geographical Information Systems) I know others have extracted the height data from the mod, but didn't know if anyone out there had some insight on this process...or just opinions on my idea. I have no idea how to make something interactive, or make a java program or anything cool like that. How would I even get this information out there to the public? I'm just throwing out this idea...thinking about things. Take care DKR
  24. The ip to the server is 198.154.118.39:4100, we have many scripts such as self blood bag, ai/missions, custom loot table, trader city god, heli lift/tow and flip vehicles. We have helpful and respectful admins. Come give us a try.
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