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Showing results for 'Vehicles'.
Found 41868 results
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Hello all! Got a new 24/7 admin monitored DayZ Chernarus server for you. Our server offers these following mods ; Auto-Refuel (Decreased Wait Times) , Day/Night Cycle ,Clear Roads , Removed Random Cluttered Camps , Self-Bloodbag , Street Lights , Take Clothes , Custom (Realisticly) Modded Military bases to bring out that Survivory feeling at Bolota , Cherno , Stary Sobor , NWAF and NEAF , also we have turned down the vehicles to around 150 and only 4 choppers on the map (most of them default spawns) . Our server is optimized for NO LAG . We do not run debug monitors for a more realistic feeling. Also it gets extremely dark at night when away from cities. We have known Heros and Bandits , Choose your side ... and survive! JOIN US AT THIS ADDRESS BELOW! http://www.gametracker.com/server_info/69.39.239.136:3068/ WE ALSO OFFER A COMMUNITY AVAILABLE TEAMSPEAK BELOW! ts5.gameservers.com:9133 CHECK OUT OUR WEBSITE BELOW [NEW] http://landofthedeaddayz.guildlaunch.com Stop by and check us out! If you like us! Then Favorite us! If not , were glad you stopped by anyhow!
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Epic Meatpie!.. Those satchel charges were so much fun. We used to clear out hoarder camps that had between 20-50 vehicles/tents all over the map with them. But one time I was on and recognized a clan that had a tendency to land near the NWAF in the same spot with their heli.. So shortly after a restart I placed my lone satchel in their landing spot and trekked off to get in some firefights at the NWAF. About 1 hour into our battles, we hear a heli fly by and its fairly obvious the aforementioned clan read about the action in sidechat and decided to come on up for some fun. I start sprinting towards the heli landing area because I had no idea what range the satchel charge has for detonation.. Im running, they're landing.. I hear the blades start to wind down so I take the chance Im close enough.. I click "detonate satchel charge" and BOOM! 5 deaths show up on the sidechat.. the loot was like 20 heli crashes combined.. it was insane. We left a ton behind after loading up our Ural and SUV. We laughed about that one for a long time. :P
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Tactical Mirror & Spraypaint warnings
BeefBacon replied to Lucille is coming!'s topic in Suggestions
By that logic they should never have implemented in-game maps because most players use a map in a browser. I like this idea. Could be neat if there was a super-rare fibre-optic camera thing that special forces use to recce rooms before breaching. In Arma 3 there are vehicles that have a view screen that usually show thermals. As far as I'm aware they have minimal impact on performance. You wouldn't have to reflect the whole world, just make the mirror a view screen. Perhaps a key could be bound that allows you to adjust the mirror - similar to the free look mode. -
SURVIVAL INSTINCTZ Epoch 1.0.4.2 IP: 69.39.239.136:3119 **Added Bandit Island**
jrobi14 replied to Gooober's topic in Mod Servers & Private Hives
you have so many hackers on this server and never have any active admins. i want admin assistance cause my whole clan lost its base vehicles and money we are back down to being fresh spawns due to the lack of active admins -
Authenticity is subjective. ARMA III is "authentic" and yet the majority of its weapons, factions, and vehicles are fictionally employed if not downright fictional themselves. If they're aiming for "authenticity" then making these weapons rare seems to be the way to go. Rather than denying their existence entirely. Dismissing them because, somehow, they're "inauthentic" does no good in my opinion. Obviously, there are pragmatic development pipeline priorities for them to consider. But categorically dismissing something isn't helpful, especially when it's based upon an incomplete understanding of what DayZ, Chernarus, and the real-world small-arms landscape is. I never understood why the weapons of a game influenced its setting. Seeing the weapons in the mod didn't somehow ruin the immersion/experience for me. Chernarus is still Chernarus if you're finding a SCAR or an AK. Breaking "immersion" is also a very, very, subjective consideration. If previous precedent is to be considered (M4A1, kitted-out M1911, Amphibian S, FNX, and all the attachments associated with said weapons) they are clearly seeking to make their weapons lineup unique. Also... One, people seem to have an aged notion of what weapons are actually used and what are lolFutureWeaponzzzbrah. The SCAR, Tavor, and certain other platforms are widely used now and are becoming more popular. Two, people have a warped definition of fiction and what it entails. Fiction, in itself, makes things plausible which are not in reality. Three, people have an unbelievably sensitive notion of what constitutes "realism" and "immersion". Four, people have a bad taste left in their mouth with regard to so-called "high-end" weapons given the problems of the mod (i.e. duping, hoarding, lack of rarity, etc.) None of which have anything to do with the weapon itself. Five, and most importantly, people apply their understanding of plausible weapons in a very, very, malleable manner (meaning it's based upon personal preference and that's pretty much it). I've had arguments where the line has been drawn at the TDI Vector, the ACR, the SCAR, the M14, the M4, and now the Uzi. There is no monolithic limit whereby a weapon somehow tips the balance of "runing immersion". It is all up to the individual. Six, I have never... ever... not once, seen someone assert that these so-called "high-end" weapons should be common over their Warsaw Pact counterparts. Two years of posting, never seen it.
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It depends on the server, you can get the exact same situation in DayZ, were you get loadouts/vehicles everywhere/etc. I've found many Wasteland servers that were an exact copy of vanilla DayZ, just without the zombies. It appears I have killed the thread. What do I win? :lol:
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There is no real struggle to get gear in wasteland, plus you have a team that helps you. Tjhere are vehicles everywhere also. Getting geared up and surviving in dayz is a pretty challenging thing at times and quite satisfying, this adds tension to the pvp and its why it is so popular. In wasteland within 2 seconds of spawning you find a car, get a weapon and are on your way to your favorite pvp spot. Meanwhile in dayz you have quite a bit to do before you reach that level.
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Are you seeking a battle buddy or perhaps just a fresh start ? Are you a hardened veteran just looking for a challege ? Well look no further! Deadly LandZ is here to provide! With staff that is full of veteran DayZ players and heavily experienced admins/mods we guarantee you that you are going to have a very fun and enjoyable stay on our server! We are trying to build a whole new community of friendly and helpful players! Come and join the experience while we climb to the top!!! Server website: http://1stbrigadegamers.com Server IP: 192.223.27.243:2302 TS3: ts.1stbrigadegamers.com:9989 -------------------------------------------------------------------------------- A legion of friendly Admins/ModsCustom Anti-hackIntellegent AI missions/Roaming AIAI helicopter patrolsAnimated crash sitesCare packagesCustom map editCustom AI base - Zone AlphaSelf Blood BagVehicle Tow/Lift Auto Refueling/Repair (Fuel is free)Safe Zone Traders30m plot poleSnap BuildingHeli evac24/7 Day (for now)Plenty of vehicles scattered around the mapDeploy bike (toolbox)Third personIndestructible cinderCustom debug monitorAdmin eventsStarter gearPrivate TS roomsDonor loadoutsBuilder packs
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Ok, so far i have played around 15 hours on the arma2 mod on an epoch server and have just started building a base with my 2 brothers, im curious to see what other people have built aswell as what is even possible. i saw a video of a sky base that was only accessible by helicopter but i have come to the conclusion that if i landed a helicopter on the roof of a base it would glitch through and fall to the ground on restart? Aswell as if you logged out above ground you would then glitch through and fall like the vehicles. Can this be confirmed as i have yet to test it myself. I am mainly making this thread to see what others have built aswell as new ideas, Il post a picture of my freshly started base as soon as i get the chance, but im very interested in the idea of a sky base even though accessing it would be pritty easy aswell as people being able to spot it due to it floating in mid air. what are your ideas?
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The mod has always had a gameplay model whereby the zombies spawn in towns, although I remember there was an update used very briefly which had zombies spawning in the countryside. It was taken out for performance reasons, if I recall, and I miss it; it made the forests a little more dangerous. I used to play a flight sim called Aces High, which had a terrain-holding system. Once one of the game's three factions took and held a certain percentage of airbases, the map was "won" and reset. I've been pondering a similar model for DayZ. My suggestion, and this involves adding some features that can be turned off if required: 1. Rework the current zombie spawns so that the server admin can set the zombie spawn rate, from zero to lots. This lets the server admin implement "classic" DayZ if he wants, or alternatively have a map with no zombies at all. 2. Block off the northern edge of the map so that the players can't access it. Cover the dividing line with a radiation / plague zone that kills the player if he gets too close, as in STALKER. This would also solve the problem of the map having a visible edge, which has always been one of the game's bizarre reality-breaking features: "Hey, why don't we make it an island, like in Operation Flashpoint? Or put in radiation zones, like STALKER?" "No, that would be unrealistic. STALKER is science fiction, DayZ is reality. Let's make the terrain come to a dead halt instead. Just like in real life." 3. Optionally spawn zombies north of that line. The server owner can set the spawn rate, again from zero to thousands. These zombies are given the goal of walking towards the southern shore, perhaps flocking towards Cherno and Elektro. if the zombies breach a certain threshold for a certain amount of time, make it so that the map is "nuked" by the authorities and (a) all the players are killed ( b ) their tents, vehicles etc are destroyed in a blinding white flash of nuclear fire. Thus giving the players an incentive not to simply kill each other. Perhaps have it so that the zombies are given the goal of demolishing the hospital or the central government building in Cherno, and if they succeed - simply by whacking it with their fists, thousands of fists - the map is declared lost. The admin has power over the zombie spawn rate; if he sets it to zero, the map will be essentially Classic DayZ. In combination with point 1 the admin could turn off all the zombies all over the map, turning it into a player-vs-player funfest. Voilà. The idea is that if the players do nothing or just fight amongst themselves, the map will eventually become overrun with zombies and then everyone will die and lose everything. Initially the southern half of the map will be zombie-free, but over time all the loot will be scooped up, and the players will be forced to head north. At which point they run into a zombie horde, so they'll have to fight hard to get what they want. The key things are (a) determining the performance hit of having thousands of persistent zombies on the map ( b ) giving the server admin power to turn these features on or off as required. I would pay for that game. I would pay again for that game.
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To be fair, i disagree with this post entirely, vehicles should be added asap and then zombies be dealt with. Oh and by the way, this game is a S-I-M-U-L-A-T-O-R how many times do i need to say this? if there's going to be a chopper in there if there was a zombie apocalypse, then there will most likely be one in dayz
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If there was singleplayer I would mod the shit out this game and there would be vehicles.
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Single player with AI bandits/heros would be brilliant. I can't play online due to my poor internet connection so I had to give up playing last year, but I do miss the zombie killing, looting and finding vehicles to repair (which I enjoyed with our without other players on the server). So a single player option would be a good idea imho, what's so wrong with wanting to play this game offline anyway? As for comparing this game to WoW , that's just ridiculous (shall we compare it to RuneScape while we're at it?).. I've played DayZ for 3 years, ran several custom servers and one official server. In all that time the one thing I've learnt about the DayZ community is that there are more opinionated single-minded bullies than there are decent open minded live-and-let-live type players. I wish the staff and fan-boys of this community would stop telling everyone HOW the game should be played, if I want to play offline, I'll find a way and just because you don't like the idea doesn't mean it isn't a good idea for myself or others. But then, you compare DayZ to WoW and you've already lost my attention :p lol
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Outback Warriors | Mod Variants Group | 18+ (Exceptions) | Global
Kraaz replied to Reactimals's topic in Clan / Group Recruitment
In-game name:Cameron Age:18 Location and Time Zone: UK How long have you played ArmA?: I played ArmA 2 for about 3months if i still had it would be alot longer. How long have you played DayZ?: Probably about a week. What skills do you possess that may help the group?: Good communication, Active everyday if needed, I was a driver in arma 2 so when vehicles come out am your guy. Know how to shoot a gun properly. Do you have the time to spend with the group (minimum 2 days a week): Like i said i can be on whenever needed, things might change in a few months but i will tell you nearer the time Is there anything interesting about you?: no idea LOL Anything you want us to know?: Just that im very good at communicating and that am not squeaky. -
If you are implying DayZ doesn't need vehicles to be successful by placing a Left 4 Dead picture in the background, you'll be sadly mistaken. L4D is a run-and-gun twitch FPS developed by valve for arcade-like experience and fun. DayZ is a Zombie Survival developed for slow progression and making multiple decisions. Two entirely different games. Vehicles are ESSENTIAL to DayZ because it gives a sense of progression. You say the vehicles will be camped and people will know the spawn locations? If so, riddle me this. If they have the ability to randomly spawn players at any point on the map, why can't they do it with vehicles? In short answer, they most certainly can do so. There's one problem fixed. Now you want more animations. Quite the generic "NEED MOAR ANIMS!" that you see in a lot of game development forums these days. I'll make this simple so you'll be sure to understand. Dean doesn't just wake up and simply make an animation and say "lel here ya go :)". It takes MANY hours, if not days in a small studio with little nodes attached to most of your body, and you prancing around trying to replicate what you would wish to see in the game. And after that, it is sent to the office where it is edited to clean up the sharp and ugly points. And it might just be all that time for one animation. You have to give these devs time. Most are working far from home and haven't seen loved ones in ages. I wish people would stop treating the devs as if they are mindless robots that execute everyone's command with haste.
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ZincGaming.com Gaming Community - Dayz Epoch Server NEW 18/4/14
Spaffman replied to Spaffman's topic in Mod Servers & Private Hives
Hello Everyone, Just a quick refresher to invite everyone to come and join us on our teamspeak & in our new Dayz Epoch Server, I would like to invite you all to come and join us and to get your feedback on what you would like in a server to make it competitive with others. IP'S: Teamspeak - 85.236.100.85:11637 ZincGaming.com Epoch Server - 81.19.211.131:2302 A few of the mods we have installed. - Animated Heli, AN2 Crash - Selfbloodbag - Autorefuel - Salvage modification to remove every part - NPC (Sarge AI) with modified weapons - Side Missions (EMS) with reduced loot - AI Zone Alpha - Several Map Updates - New Traders & Changes - Traders Safezone - Wrecks with Loot - Service Station near Stary City - Snap Building - Indestructible Bases - Extra Vehicles (Merlin, M113Ambul_UN_EP1, BTR40_TK_GUE_EP1 , M1133_MEV_EP1, Bell Heli) - No Plot - Tow & Lift with modified vehicle/heli list - No Salvage on locked vehicles - No Damage on locked vehicles including alot more buildings and missions Ikea Missions, 3 new town's, 2 new castle's, 6 new barracks all over the map (hidden) + MUCH MUCH MORE!!! Looking forward to speaking to you & playing along side you guys & girls. Many Thanks Spaffman www.zingaming.com [email protected] -
Could you explain what the hell is this "got eyes on you" sense? what? the only thing thats handicapped with 1st person on the game right now is the sound (that i dont know why, they work just fine in arma 2 and 3), peripheral vision is like this in any game and just a bit of FOV tweaking can make it much better. Fiddling with FOV have the downside of reducing the scope zoom, and that's pretty bullshit, but anyway. You cant be serious if you're telling me that the bugged sounds should be balanced by the ability to see shit behind cover and kill someone almost without any exposure. People play 3dp servers cause they're addicted/used to it, as EVERY streamer out there uses this lamecore tactic to get kills, and by the same motivation that makes bullshit servers with 999 vehicles and 213123234 barracks be full while vanilla/hardcore servers are usually empty. Most people want the easy way for everything. And the concept of dayz tells that you're supposed to be out of your confort zone while playing, hence why you should play in hardcore if you want to experience what's dayz is really about.
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Was a problem in the past, as far as I am aware, as they made the vehicles spawn before the buildings, but that has changed now. The objects stream before the vehicles do and your character only joins the server when you're done anyway. In short: nothing will fall through anything. Moved to Gallery.
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Community Events.. ideas and why we need more of them.
DedicateDdos replied to Irish.'s topic in General Discussion
Once private hives and vehicles are added I'm willing to pour time and money into getting the survivor gamez to dayz SA, not just for streamers and youtubers but as large scale events. -
Something of which I don't think that has been explored enough in DayZ Standalone is the topic of boats. Currently we don't have much in terms of naval exploration but with the idea that the island of Utes could become a potential off shore island of Chernarus I thought what sort of "transport" could be used to get there? As some have said their opinions about Air travel, I thought about the next best thing and thats boats. Here's some examples starting from small to large: An Inflatable Life Raft - Commonly found as an emergency equipment aboard boats or in and around coastal areas. These self-inflating life rafts are handy to have to survive in coastal waters and are usually outfitted with their inbuilt survival kits containing fresh water, emergency rations and emergency signal flares. They usually come inside of a large carry pack (which could be stored in a backpack, albiet taking a fair amount of space. A self-inflating portable, 1-2 man dinghy - Similar to the Life Raft, a self inflating 1-2 man dinghy complete with its own telescopic folding oars. Could also come in its own package which can be stored and "deployed". Rowing Boat - A wooden rowing boat, often found close to the coast as static objects but could be found docked at port yards, you'd need to find Oars (which could also be applied as makeshift melee weapons) in order to use a rowing boat albiet some may have oars already on-board (abliet rarely). Additionally a small outboard motor could also be found at even rarer chance. Sail Boat (Small) - A small sail boat complete with sail to utilise earths natural winds to propel the craft. A small outboard motor could be found to use as well in a similar vein to the Rowing Boat. Fishing Boat - A fishing boat that could come in all sorts of sizes, difficult to use and hardest to maintain. A fishing boat has enough room to store several people, not to mention store some valuable supplies and emergency equipment, but it's often banged up shape (due to rough waters) often leads them to be very difficult to maintain. Barge/Ferry - Quite possibly the largest and even the most hardest to maintain, but is large enough to even carry vehicles across from islands to island at a time, albiet at a slow pace.
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Ok, I tried searching and couldn't find any topics on the subject, so I'll just ask. I just started playing Epoch today having only very briefly played the original mod before switching to standalone. The server I'm on there's a crapload of cars spawned in but the majority of them are locked. Is there any way to unlock them? Also, is there any way to lock my car when I'm not near it/logged out? I found a bunch of bases with no one in sight and a lot of vehicles surrounding them but couldn't get in to them, like someone drove them there and locked them. Any help would be appreciated.
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How can anyone be so against the progress of the game? Wish I had a "remove beans" button. Vehicles are an integral part of the game's realism, something to work for, something for fun, and something to get you around the giant map without holding W for two hours. Are you honestly freaking SERIOUS HOW ARE THOSE EVEN REASONS KoS happens anyway and without vehicles; also (1) you can dodge a car far easier than a bullet and (2) vehicles take time to build, you don't just HAVE THEM Can you even into English? Or even just coherence? HOW IS THIS A BAD THING I'm actually mad Edit: Also, if you have the ability to "run around in a car take guns from all airports", so does everybody else. The playing field will be levelled when items respawn anyway.
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You wouldn't want to drive away the player base by limiting how fast they can travel without vehicles being in the game... We are part of the testing too.
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Increase traffic inland by removing the tents at Balota
xalienax replied to Grimey Rick's topic in Suggestions
I think perhaps you took "gameplay steering" the wrong way. What I mean is that its should be 100% true sandbox, emergent, player's choice. Not "game design" more ore less forcing you to go to A instead of B because that's the only place you can get something you vitally need to be effective. I agree they should make use of the whole map. More unique spawns in each town would be an interesting way to encourage travel. But also additional content to promote Long-term group play Vs. Let me gear up, kill someone, and die then repeat. (which is what the SA currently offers.) there is no real incentive to work together until you can start working towards things like bases, vehicles which are a nightmare to fix and maintain, etc. This stuff that many refer to as "end-game content" think the massive fortress bases made by 20-30 man clans on epoch- weeks of resource management and construction and crafting- All the while having to defend your base from other clans and lone PvPer's & and bandits this sort of content will see people using the map more strategically and playing in groups cooperatively will be the way to succeed. with that all out there, I must re-state my original opinion tho, that taking valuable tiems from an existing spawn to "push" people to go somewhere is not the way to make a good sandbox. -
Increase traffic inland by removing the tents at Balota
xalienax replied to Grimey Rick's topic in Suggestions
There's no reason to really travel. its a general lack of content issue. No storage, no base construction, no vehciles. Removing spawns from costal areas would only be a shoddy and aggravating way to "force" people to go to the new spawn locations. im 100% against gameplay steering like this. Once vehicles and some form of storage or construction are added traffic will expand as clans/squads will want to base up in more remote locations to minimize thru traffic around their bases.