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Showing results for 'Vehicles'.
Found 41868 results
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It's counter productive because at this stage, reproducing errors multiple times over and over is more important than trying to hinder that process to force people who are doing simple graphics settings checks a timer before they can exit the game to do so. An even easier answer is that there are much larger fish to fry in terms of actual game content and engineering that needs to be put into place before this. Like, would you rather vehicles to be re-introduced, or have less clipping with the walls, or zombies to stop walking through them, or stuff disappearing from inventories, the things that make the game physically unplayable, not philosophically?
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playing as a friendly/neutral is always hard. its so easy to just kill a man oh i pulled the trigger and shot him cause he was going to shoot me, whatever i had like at least 4 or 5 encounters with new spawns /survivors today. yeah they were sketchy but i did'nt have to kill any of them. even saved a spaniard earlier from a KOSer just to have the scum bag combat log. any way my point is play how you want if you get frustrated and want to quit now then you might not have the patience for the long haul yet. cause when they add vehicles, tents/storage how mad you gonna get when that stuff gets destroyed stolen after months or weeks of scavanging for no reason except greed or griefing. goodluck and hope you stick with it cause the battle for humanity has just begun and the bullets have just begun to fly.
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Had a thought about ropes the other day. They're currently in the game and useless, but there are many crafting and utility uses I can think of for them, but one in particulalr has captured my imagination. Currently you can handcuff other players (though having them walk in handcuffs seems to cause them to break free, which should be fixed), and I've heard that you may eventually be able to put burlap sacks over their heads. Why not be able to hang other players as well? Bandits, being bandits, could have all kinds of sick fun with this feature, and Hero types could enforce frontier justice of a kind. Say you catch someone being a douche (or just someone, in case you're a bandit), cuff em, put a bag over their head and hang them by the neck until dead from a tree/bridge/bulding/whatever. You could even leave a note on thier corpse describing their crimes, or claiming ownership of the deed (pin it to their chest with a nail?). Other thoughts I had are the ability to put a rope around someones neck and lead them around (follow mode?), if they try to make a break for it, a mechanic based on comparative health of the players could decide if the captive is pulled to the ground or goes free when the rope goes taut. Another idea I had is, when vehicles are implemented, the ability to drag another player behind a car, eventually killing them, though slowly (dependent on speed/terrain?). It's a bit morbid, admittedly, and I'm not sure if the engine could support it well enough to be worth while, but it seems to me it would fit the game very well. People are already brutal to eachother, why not allow for a bit more expression in that brutality, whether it stems from cruelty or justice. Thoughts?
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Ultra realism Vs Balanced game design
Diggydug (DayZ) replied to kermo50's topic in General Discussion
I'm all for more realism but to an extent. I don't want to have to stop and take a piss every now and then and watch my nutrition. Have to recover for weeks after a gunshot wound until I'm back to how I was. Becoming cripple for life because a zombie broke my leg and I didn't have proper medical treatment. Finding the right shoe size so I don't screw my feet up with all this running. Cutting myself on a tin can when I'm eating tuna and getting infected with an unknown disease and only knowing the symptoms once it's too late. Having back pain because of all the gear I tote around. Walking everywhere because running for miles on end in otherwise practical gear is taxing. Chafing so I have to walk awkwardly or stop and treat it and rest for hours. Finding the correct tire size for a sedan. Making sure your shoes are tied and taking them off occasionally. Yeah realism sounds like a blast then huh? We can't achieve the realism some of the forumers seem to want. We can't open up every cabinet, climb through windows or use an empty tin can to drink out of. We can't capture rain water. We can't shimmy up trees or climb faster up ladders. We can, however, use warm blood bags to regain lost blood, as long as it's the right blood type. We can crawl for miles with a broken leg. We can sprint for miles fully geared with only a drink here and there. We can survive a gunshot and then return fire while bleeding out. We can survive on an awful diet of tuna and soda with no true health issues. People only argue realism when it's convenient, but seem to forget the unrealistic things that make DayZ playable. We can't achieve true realism, it's still a game, but we should aim for certain aspects to be as realistic as possible, namely weaponry and vehicles. If you ask me, anyway. But when it comes to diet, physical limitations, and requiring certain tools to do X, I don't see why that should be as realistic as can be. Yes, we get it, you can open a can of beans without a can opener. So make the can opener useless? Or not. There's a line, and I think Rocket is well aware of this. It's finding that line and getting near it instead of making this Virtual RealityZ. -
thats an interesting interpretation... as i understood it, it was more because, you know he was paid to make the standalone on the grounds the mod was so successful by BI. Its not going to be like the mod, in that you can modify, arm and armor vehicles... end o the day, if you can make improvised explosive devices, as it looks like we are going to be able to, there is more than one way to skin a cat.
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If you're asking how will we be able to stop vehicles without anti-material rifles, well that's easy. You shoot them. If it's like the mod and most vehicles are civilian, then it doesn't take much. I've always had success just shooting a tire out, except on Urals. If you need an anti-material rifle to stop a Betty van you have other things to worry about.
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I like the ideas. Especially armbands or similar. As for sown in patches, I would also like to point towards this (kinda vital) thread / idea: http://forums.dayzgame.com/index.php?/topic/162124-like-to-see-squadxml-added/ This basically lets players add their own patches to vehicles and clothing alike without any dev effort (other than enabling this thing). You can't customize (patches) more than that, so that's a big plus. Anyone could make and use a group logo or something else, like a medical patch to imply there's a medic at work. That might be one of the steps in customization and identification. Obviously there'll be more clothing but one could combine. Squad.xml (custom patch) + armband + certain look + facepaint = perfect look / identification.
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I’m not actually sure if I feel this is a good option but I’ll put it out there for discussion. The guts: Essentially, setting up a camp to rest before logging out (or returning to an already set up camp) – what you have in the camp determines how well rested you are. The semi-persistent bit is what will draw the ire from some – the camp lingers for a period of time after you log out (say somewhere between 10-30mins). When you log in your camp appears at the same time (or slightly before to not break immersion). While you are logged in you either have to break camp (and carry all your shit around with you or in back of your vehicle), or leave it where it lies. If you log out away from your camp, it persists (and is lootable) and you recuperate more slowly (unless you find a better place to rest). Whiny disclaimer: This is intended as a compromise between fully persistent camps (where if you don’t play for a week the odds are good that someone would have stripped it clean and performed some of Rocket’s upcoming animations in your fire-pit) and logging out immediately with all your camp following you into the nether. I know from a realism/authenticity perspective, magically disappearing camps seem off – but what about magically disappearing characters? To take that approach to its logical conclusion your character should be persistent after you log out. The idea of semi-persistence is that it is a compromise between you not being there to defend your camp (or deal with intruders in another appropriate fashion – diplomacy?) and character persistence. It’s an imperfect attempt to make something work that would be no problem if you were in game 24/7. Camp features: For example you could accumulate a few useful odds and ends: - Tent vs inside a building vs roughing it. The first two options would allow you to recuperate more readily than roughing it. - Fire vs no fire – added warmth might improve your recuperation but the smoke plume and flames would be visible during the time the camp persists post-logout. - Scrim/camo nets – could be necessary for incorporating vehicles (later development obviously) into your camp (i.e. so that they are saved on log out). - Meat smoking/drying racks – more for use during play when hunting implemented but would add ambience. - A storage box - Jerry cans – store fuel - A near by garden - maybe this persists I like the idea of sleep when logged out (which was discussed heatedly and at length in the mod forums), but I think it should be limited to, say, 10 hours (i.e. if you are logged out for 4 hours, your character rests for 4 hours; if you are logged out for 2 weeks, your character rests for the maximum 10 hours). I also like what was implemented early in the mod – while logged out your player grows hungry and thirsty, but again this should be for a limited period (again e.g. 10 hours). This means you should eat and drink prior to sleeping (logging out) and eat again when logging back in (depending on how long you’re out up to 10 hours). I can foresee some of the major difficulties with this idea (like what if someone else on the same server has a camp placed in the same spot and you want to log in). If it were implemented, I would prefer that it would be alongside the one-character, one-server idea from a previous thread (http://forums.dayzgame.com/index.php?/topic/162584-should-you-only-have-one-character-per-server/). Anyways – thoughts and feelings? Critical input preferred – I know some of you will hate this (and maybe rightly so). I just really want to have a camp to call home…
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Hello fellow survivors! My name's Sovie! Iv'e been playing DayZ since June 2012, and i'm a huge fan of the game/mod. Though i'm interested in somethings that could be interesting for the Standalone. Now iv'e heard about the Take on Helicopters mechanics/physics being implemented in SA (not sure if it's entirely true) But what about vehicles (cars, trucks, etc etc)? Now i'm not a huge sim guy, but having some sort of realistic driving mechanics would be an amazing implementation. Such as maybe getting stuck in the mud (after it rains), being able to tow other vehicles (not that simple attachTo command that most people know, like a real rope or a towing winch) and maybe compatibility with Steering wheels? Such as something like this: I don't know, just some stuff i thought id'e enjoy to see in the standalone. Other than that, the alpha is a HUGE success and i'm glad it's going far in development/community growth. - Sovie
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Lol I honestly tried teleport and fast travel and got nothing on either, though yea I guess it won't be nearly as bad once there are vehicles. As far as people teleporting away from fights like most of yall are saying... You can just insta log and get out of thoughs currently.
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Armed Vehicles.....NO. If so, make the ammo SO rare and the making of an armed vehicle SUPER hard. I hate armed vehicles >.>
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DayZ - US 592|The Walking Dead Server
Nick Stewart replied to EclipseGaming's topic in Mod Servers & Private Hives
The server above is DEAD - But the REAL WalkingDead DayZ Server is still around. I'd like to invite players to a new server. Good times, lots of action and plenty of vehicles. Trying to find a place you can set up and stay? Well, look no further, visit WalkingDead WalkingDead Cherno (Regular Dayz) Server IP: 216.172.106.5:2342 Website: WalkingDead Dedicated TeamSpeak: IP: WalkingDead.cwvoice.com Spawn Selection allows you to pick where you spawn.Every vehicle spawns repaired and refueledSelf blood bagAS50 sometimes spawn at crash sites.350 + Vehicles 30+ Aircraft w/ no respawn delay after being destroyed.Restarts every 2 hrs. for fresh loot, vehicle spawns keeps server fast.Radio on toolbelt allows you to learn what type of loot is at crash sites when they occur.Talking (voice) in side-chat kicks player (after warnings).Debug MonitorVery rare, but AS50 found at crash sites (not nerfed).Weapon CraftingAnti-haxTeamSpeak3 WalkingDead.cwvoice.comTake Clothes from the DeadAnti-combat logKill MessagesHoly Book in inventory prevents infection.Repair StationsMap Legend and IconsAuto RefuelMercenary NPC Fortress w/ Sarge AI - Tough to fight, but big loot reward in base.Crash site missions - announced via radio and marked on map.Vehicles re-spawn at restart (fueled and repaired)Added Military Camps full of high value military loot.Tent Placement allows you to put tents inside rocks and stuffTag Your friends, see them map.Suicide OptionHoly book protects against infectionHumanity system offers multipliers for kill streaksBattle Zone: Randomly occurs on map. Defend a position against attack for 15 min and be rewarded with loot crate. Donation items of Private Helicopter, House with Garage, Storage Crate, Three different loadouts, Skin Morph, and custom spawn pointPRIVATE HELICOPTER CUSTOM STARTING LOAD OUT HOUSE & GARAGE ________________________________________________________________________ WalkingDead Epoch Server IP: 192.31.185.225:2302 Website: WalkingDead Dedicated TeamSpeak: IP: WalkingDead.cwvoice.com Auto RefuelFair and active adminsUrals loaded with base building itemsSalvage parts from vehiclesSiphon gas from vehiclesCoastal AI controlled bus route (hop on and ride)Helicopter fast ropeSelf blood bagDeploy bicycle or motorcycle (if you have required items)Helicopter / Vehicle repair padHelicopter / Vehicle re-arm padFull moon nights (last only 2 hrs)More realistic zombie soundsAI MissionsPrison IslandCustom cities and bases addedGod mode tradersAnti-HaxHelicopter NPC PatrolsSurvivor NPC attack zeds and banditsBandit NPC attack anyone.Select your spawn point http://youtu.be/TcV9ZxaBDw4 Select your "class" http://youtu.be/jhgjDwNzoxg -
Only way to really fix these issues is with private hives.
dnk replied to Mullucka's topic in General Discussion
I wouldn't play on a public hive. I want a well-administered, whitelisted private hive with a sense of community. I quit playing public hives very early on in DayZmod, and I won't go back once I have a choice about it again. Whether it was a modmod community or a larger private one like BMRF, the experience was much better, if not solely because of the lack of hackers and the punishments for CLing. They also kept out things like thermal vision, NVGs, AS50s, and other ultra-high-end loot that sort of ruined the game in the pubs. The 3rd-party AC stuff helped a lot as well, they improved loot spawns, added new areas to the map (like a NEAF), and generally upgraded the game experience from what was a terrible public hive situation. By all means, the privates were sometimes more "hardcore" than the pubs, so enough with this "100000 vehicles and ALL THE GUNS" rubbish. Besides, if you don't like that, fine, it doesn't affect you since you're committed to the pubs. I played on the more hardcore hives, others certainly chose the lootastic ones. I never felt it affected me that other private hives were committed to different play styles. Better for me also, since I didn't have to deal with those players on my hive. Everyone was happy. Or hate people for wanting choice because they have different tastes from you. Full of yourselves much? -
Focus on the survival aspect AKA stop asking for guns
omgwtfbbq (DayZ) posted a topic in Suggestions
Yes, more guns, vehicles, or places to go would be nice, but the development team should really focus on strengthening the core element of the game before adding in all the other fun add-ons. There should be more types of tools, food, drinks, gear, backpacks, medical gear, and animals for hunting. Am I offering specifics or demanding that they add these or I won't be satisfied? No. My suggestion is that the devs really refine the staying alive part of the game to where they feel completely satisfied with it. This includes fixing the zombies to move in hordes/organically, something they've always strive to complete. Because this IS a zombie apocalypse simulator, the zombies should be the main focus. They should be a massive threat and large numbers of them should be avoided instead of run away from when running through the middle of town. Once they've achieved that, they can start adding more maps, vehicles, guns, loot spawns. This is also directly related to the hundreds of posts saying "X gun NEEDS to be in the game". If they only keep the M4, Mosin Nagant, and two pistols, and just add multiple attachments for the guns, I'd be perfectly fine with that. The gun wouldn't be your goal, the goal would be finding that one piece of the gun that makes it become exactly what you're going to use it for. The game would come down to the question of what you will be using the gun for, when given the choice between the two, and hoping you picked the right one. Less guns, more household items. -
I think that a fifth gesture should be added to the game. If people could hold out a thumb like a hitch hiker they could walk backwards along roads with their thumb out to let people with vehicles know they want to be picked up. People can already give people the finger so its not a very unreasonable request. This is of course only really useful when vehicles are implemented. I guess you could hold your thumb out to a group of people on foot if you wanted to travel with them but that would probably just get you shot and killed over your gloves.
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Only way to really fix these issues is with private hives.
R.J. replied to Mullucka's topic in General Discussion
I don't know where many of you came up with the idea that every private hive had 10,000 vehicles, high end gear, and abusive admins. This is simply not true. As for 24/7 daylight, I'll state my personal experience with it. Nothing kills a server faster than incorporating the day/ night cycle. I had players who were all gung-ho begging for night only to leave after an hour due to boredom & frustration. I'm not saying every server cleared out, but a majority of players clearly didn't care for it after experiencing it first hand. If history is any indication, once the novelty of the night cycle in SA wears off, players will server hop to find a day server instead. -
Only way to really fix these issues is with private hives.
gottyplays replied to Mullucka's topic in General Discussion
And i should be forced to obey personal admin rules, on servers with 300000+ vehicles with super duper gear on start always daylight no zeds, just because someone don't have enough patience to click that little star, near the word FAVOURITE? That's simply not true, i had to subscribe to the only european vanilla private hive, and it was a pain in the arse. i had to give telephone numbers and whatever..and finally they stuck on a super old version of the mod. there were even private hives that let you pay for gear..are you really sure you want that? i'm ok if private hives would pop up to break monotony, and to have a play there from time to time.. -
Only way to really fix these issues is with private hives.
Hetstaine replied to Mullucka's topic in General Discussion
24/7 daylight, constant 1-2 hour restarts, mega vehicles..no thanks. Private hives may have fixed a few things initally in the mod but then it all went to the dogs. -
Solving Both End-Game/Meta-Game and KoS Problems At Once
Richard Brooke replied to Pendulum Effect's topic in General Discussion
I don't know about the vehicles flying overhead, but something more like Helicopter crash sites would be fine I think. Bases would just be relatively the same concept, just a different "skin." The idea I really like is the zombie military island. Perhaps instead of just offering "high-end" military loot for your character, it had valuable resources for building armored cars, base building materials and other fortifications (machine guns, anti air defenses or whatever) as well. That way you would have to start slow by dragging one piece at a time back to your base and slowly building your stash and collection to the point where you can take a ferry and a car to load up with more loot, thus making it more efficient to raid for loot. It would still make base building possible without going to this island, but you'd find much better quality and better security measures for your base. In this way, you can also have a status symbol if your collection, base, car and gear is so insane that people will know that you have run the gauntlet many times. Does anyone know if they kept building destruction in? -
I liked the towing mechanism some servers had in mod, but ya small vehicles stuffed in large vehicles would be cool.
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Hey so I was thinking it might not be a bad idea to maybe add in some new custom vehicles in such. Now this is something that mean my friends and I put a lot of time into thinking about even before we knew about standalone. If anybody else has any ideas that fall under this category would like to support our ideas feel free to comment and post them in this forum. Ideas: Our first idea was to not use the train tracks as decoration but mode of transportation that you get points for your with the hero and bandit lifestyles. Basically his last train keeps running or you fix it you get raised up a level or get points towards raising up a level or if you decide to make it stop working or hijack it you get level points decreased. The second idea we had was also to give another decoration purpose. We thought it might be interesting to make those blue four wheeled trailers movable and fixable with their own set of custom parts such as wheels and trailer hitches and glass as more standard parts. While you could also upgrade them with things such as locks and tracking devices or something for security but is also hackable for stealing and bandit purposes Our third idea was make it possible to load ATVs and bikes into the bed of pickup trucks and Urals using buildable or findable ramps. The fourth idea touching back to the second is to make flatbed trailers that are used for the same purpose as the ramps and idea three. Our fifth and final idea as of now was to add in more ATV like vehicles such as an Argo that can fit 2 to 3 people, is amphibious and has 6 to 8 tires. But also might be fun is to have multiple versions of it like in real life. This would also have been its own special parts such as a hull, tracks that go over the wheels, and be able to tow a small trailer designed only for ATVs and such.
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I agree, M107 has no place in post-apocalyptic world and in terms of logic, not a single helicopter or anyone would be carrying this weapon in a zombie outbreak, since it doesnt serve a function, that anyother lighter sniper rifle couldnt do, its not like zombies are driving armored vehicles. Its massively unpractical weapon and only encourages shooting-on-sight simply because you cannot move it around that well. Id say every single smart person in apocalypse would leave this weapon be even if they didnt have a weapon at all, simply because its dead weight. Also civilians do not drive around with armored cars to escape, so not necessary and actual tanks could stop them as well, that would have been there to stop outbreak.
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Only way to really fix these issues is with private hives.
Zombie Jesus replied to Mullucka's topic in General Discussion
The persistent character is a way to minimize loss from a server being shut down or otherwise unavailable. Sure you would lose all of your stored gear and vehicles, but at least you can walk away with the gear you have on your character. I always liked having multiple servers but it did get confusing from time to time and if they at least minimized server hopping I would be fine with a hive. Private servers do nothing to stop combat logging though since they can just wait or join another server and come back later and still have a all their gear on the original server. If they added a timer to rejoining a server ghosting would not be effective so that fix is fairly easy, the hardest fix is server hopping. -
Only way to really fix these issues is with private hives.
Mullucka posted a topic in General Discussion
Personally I don't like private hives, I like have the freedom to choose any server and play with different people every time. But what is gonna happen when we get vehicles and tents/houses, ammo crates? Are they going to be persistent over every server? If we have all our stuff on one server then we will end up staying on the same server anyway. So then what really is the point of having a persistent character across servers? I know some of you will say that you had many many cars and camps across different servers, well good for you. Issues instantly fixed with private hives: combat logging, loot hopping, ghosting. It's a nice idea Rocket, and maybe you have a great way to fix all these issues, but the whole community has brainstormed this and I don't see any amazing ideas. Thoughts? -
Solving Both End-Game/Meta-Game and KoS Problems At Once
yessaul robinovich replied to Pendulum Effect's topic in General Discussion
We are going to talk for a moment about endgame, and how this ties into people's approach to playing the game. There are several separate problems at work. Some are easy to remedy. Some are not really problems at all - merely consequence to a very flawed and temporary 'main hive' system that will resolve themselves as private hive mechanics are implemented.But the endgame itself, that seems like something dean has given a great deal of thought to. What happens after your immediate concerns about survival have been at least temporarily remedied. What is the actual game about? It was very comforting to hear that dean has been in touch with the folks over at CCP, because they are probably the only developer with a live, top-tier MMO that have to grapple with this concern in the post-Ultima Online period. A short while ago I found a post - either here or on dayz reddit, that consisted of an in-game screenshot modified by a player in photoshop. the additions to a scene of typical buildings you'd find in a larger town were boarded-up windows, up-armoured store-fronts, barricades and spray-painted warnings to wound-be bandits indicating a number of survivors having taken up residence there. The author of this doodle asked why the environment seems so pristine despite the level of upheaval that has taken place there. Raph Koster, perhaps better remembered as Ultima Online's Designer Dragon, struggled with similar issues of endgame as far back as that game's beta, back in 1997. And it was during that time that he nailed a very solid line of reasoning. To make your players have a stake in the world you're attempting to build is literally just that, giving them a stake to put down in it. Some sense of physical ownership of some part of that world to call their own. I think, and it seems to be something that dean has conveyed between a too-great number of posts and interviews and anything in between, that the emphasis of this game is you, the survivor, and the interaction you are capable of with others in an environment where the threads of society have been severed. Attempting to rebuild them in various ways that work (or do not) is a pretty compelling thing for a game to tackle. Even in its infancy, as a mod, dayz is one of the few games that has successfully managed that. Imagine the kind of ability to modify vehicles you see in origins translate into pretty much every part of the environment where it makes sense, and have all of that be persistent with each individual server. Let the player leave their mark on the environment as much as they can on the lives of other survivors. The two can be and often are inextricable. Create ways for players to claim parts of that environment for themselves proportionate to the amount of effort they are willing to invest into the process and the upkeep. These sorts of things foster teamwork both in terms of playing as an organised group and forming ad-hoc relationships out of pressing need as opposed to some rigid constraints. don't design to moralise. These are still sort-of artificial goals. For example, a lot of people in the mod would band together to fix the helicopter as some end-game content. But what was the actual purpose of having the helicopter besides flying around and being able to spot abandoned vehicles from up high? You can get a lot of emergent content from having players organise into these sort of semi-permanent encampments, in part because other players will organise to take them over. This is where we could get into a lengthy conversation on balancing the economy, sinks and faucets, resource scarcity and other reasons for people to fight over besides skillbro 360 noscope pissing contests and/or ~ ~ top lel keke ~. the other problem you're pointing out is much easier to tackle. current public hive situation allows for gearing up that is easy and painless - plenty of low population servers to cycle through in a location where you know things to spawn. whether those locations are close or further inland kind of isn't the point. if you can get in there and cycle through the servers, you've assured yourself a military weapon and plenty of ammo. there are hardly any zombies, so having firefights in a z-heavy environment isn't likely to attract significant enough attention to keep someone from using something very loud like a mosin in that setting. mosin is great for those accurate head-shots that bring players down in one hit while saving the loot, but it isn't the most effective thing against zombies. all of these issues are largely resolved with private hive, disabling the ability to hop for gear, ghost in fights, etc.. another thing to consider is just how much food and water someone currently requires to merely get 'healthy' - its something around 10 cans, depending on what they are cans of. sometimes more. and a comparable amount of water. though i imagine that multi-step preparation cooked meals will fill one up much more efficiently than canned produce we have today, there is a fairly high 'cost of living' with these bare necessities. as for covering your ass in case of infection, broken limbs, shock/pain..etc.. well, that's an even greater amount of stuff that you must haul around. i am guessing that once some kind of weight carrying/stamina system is implemented, there will be a tighter balancing act between ability to move and camouflage/conceal yourself and ability to carry everything you may possibly need to survive. there are many variables that currently appear to be placeholders - loot composition tables, weapon performance and dispersion. but also just the low amount of variety in weapons and equipment. these are temporary problems affecting the current balance of things which will be remedied as more things make their way into the game and diversify the amount of meaningful options a player is given. the process of gearing up should be thereby considerably extended, serving as fertile ground for the kind of stories and situations that make this game worth playing. i think that is actually dean's intention to provide the greatest amount of meaningful options to the participants in playing out these sort of survival adventures instead of creating rigid systems governing player interaction. I think that sort of sums it up. tl;dr: the future of dayz* is territorial ownership and systems to support it. take over buildings, armour them up, have a whole economy around sourcing scrap and scraps, tools to do metal and woodwork, multi-step crafting recopies. other problems with KOS currently affecting the game are merely product of 'main hive' architecture and the game will never play right with that. if you want vanilla dayz experience as intended, play private hive in FPS. or make your own hive and play it however you want. If you've got a full server of folks wanting to play it your way, does it really matter how the others do it? well, maybe it sort of does for the game's popular perception. but not beyond that. But private hive is the only way you can balance resource scarcity. Otherwise some guy will just log in and out of the same building on 10, 100, 1000 servers with low pop until he's got everything he could possibly want/need. and then its COD time. * - the future also likely involves fewer, more robust and dedicated servers with larger number of players and entities, with (quite possibly?) a few official hives/servers operated by bohemia itself. given enough time and enough flexibility, no two servers that have operated for a significant length of time would have the game world looking the same way.