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Found 41868 results

  1. These guys are awesome. I'd give them a 10/10 with a (relatively, due to no vehicles) quick response time and excellent bedside manor. They even gave me several cans of soda just because i was thirsty. They were so good to refuse offers of ammo, a gun and medical supplies. Thanks guys.
  2. Pendulum Effect

    How to make the map more engaging.

    I typed this up on my phone, so I'll have to come back and finish/edit this post when I get to the computer. Sorry ahead of time! [Post edited: 0550 CST 1/7/2014] TO THE ACTUAL POST! I agree with all of these suggestions. I'm a relative purist when it comes to DayZ and I hate when people insist on the inclusion of leveled skills, NPCs and general arcade type implements. The world of DayZ is supposed to be static and desolate due to the nature of post apocalypse devastation, but it is rather cookie cutter at the moment. I have played the Wasteland mod for ARMA, so triggered events are a good way to keep the map from becoming uninteresting and player-based static. As it stands now the map had very few interesting places to explore and has very predictable hot spots, regardless of some inclusions. I'm all for the inclusion for the aforementioned locales and player driven events. I don't feel as if they are "too far-fetched" or "non-representational of the area." In my mind, this argument holds little water, as Chenarus doesn't have to be exactly the way it is in present time. It could take place in 2020 for all we know. Why not add fun locales to explore. We've already pored over this map for years between DayZ and ArmA II. Variety isn't bad, as long as it follows the same art style and aesthetic of the surroundings. Here is my list of items to include. I will separate it into two sections; live and static. LIVE: -Aircraft: I'd like to see the inclusion of mysterious aircraft, on random spawn timers, unaffected by server restarts. These aircraft can fly overhead and drop supplies, crash, or possibly land. The AI controlling these vehicles will instantly despawn if they land (or perhaps just die in the cockpit due to injuries sustained). Crashes and landed aircraft will be home to zombies roaming. This could get people to follow aircraft in the hopes of stealing supplies or even the vehicle itself. This could also make for interesting PvP or friendly player encounters. The origin of these aircraft is unknown, but players can RP that the military is sending supplies, reconing the area for potential incursion or research. -Randomly spawned bases: Now this can be a bit of a problem as bases are more static and immovable. For vehicles, they would either be destroyed by the flames or stolen for people to use, thus creating a convenient way for these objects to disappear from the map after a set amount of time. Bases, however, can be tricky to remove from the map, or even add. It can be immersion breaking if done incorrectly. My current idea is that these bases would spawn in a similar manner to Wasteland (in areas that are unoccupied by survivors and are out of line of sight), the materials can be used for building bases of your own, or be entirely taken over if one wishes. This would be a great way to attract other players for the possibility of loot, building supplies, vehicles and zombie killing. There would be NO NPCs, only zombies.These would be heavily fortified bases. It's defenses could be turned on other survivors. To add a twist as well as functionality: the bases are on self-destruction timers. A survivor has a set amount of time to find a base after it spawns or the self destruct protocol kicks in. It is possible to delay it via a computer terminal or by adding more fuel to the generator, but do you take the risk going in if it could explode at any moment? It makes sense that the military would have such a feature, in case the base was overrun or unguarded after a certain amount of time. The explosion would destroy the base and clear it from the map, cutting back on server resource allocation. Could also be home to zombies that are more durable; body armor and helmets make them more difficult to take down. Think of the riot gear zombie from Walking Dead. -Island Raids: Now before you bash me and say that this is not World of Warcraft and such, hear me out. This has the MOST potential out of anything. Currently there is little reason to head to the islands other than to make bases or camps that are more difficult for other survivors to take over. I for one would like to see them utilized for something really epic and in layman's terms, end game content. In one of the versions of the DayZ mod there was an aircraft carrier outside of Chernogorsk. What if one of islands was home to a giant military base/harbor, much like Pearl Harbor. This base could have an aircraft carrier docked, but eerily abandoned. Why? This was the place they ferried thousands of survivors in the final hours of the outbreak in the hopes to sail somewhere unaffected by the plague. However, things went horribly wrong and obviously some of the infected made it over. A massacre ensued, leaving the entire Island infested by zombies. The real twist here is that currently the objective of the game is to travel North after gathering supplies in the South. After that, the game stagnates and becomes about killing other players so they don't kill you for your gear. This game mechanic would force people to gather supplies for the trek North, build a base, fix a car and then ultimately head back South, brave the gauntlet of new players (Bambies) looking for highly geared players to kill and then go to this military Island. You could acquire a speed boat for this trek, you could eventually get a ferry complete with spots for vehicles, or you could spend time swimming. This island is home to a myriad of zombie types (based on the zombie life cycle), just like Dean Hall has envisioned for his game. In addition to regular zombies of the life cycle, Alpha zombies, a faster and deadlier version of what's on the main land. To enforce the notion that thousands of people were trying to evacuate this area, there will be a pool of as many zombies as they can comfortably spawn in this location. But they will respawn if killed. This will present a highly significant challenge as wave after wave of zombies will throw themselves at you, but really only if you make too much noise. Going it alone is doable, but you must be highly skilled and bring a lot of ammo, but you will probably die 99% of the time. This also presents an opportunity: cooperation! Being so difficult, you would most likely need to find a group of people to take over in order to survive. You could attack at day. Or you could attack at night with night vision! You could take a group of four, equipped with suppressed weapons and stealth your way across the island, looting as you go. You could take a group of 10, going a hybrid of stealth and loud. You could place snipers on the roofs of several buildings, giving cover to the rest of the group. Or you could go with 20-30 people, create a massive assault on the base where you clear the base moving as if you were a wildfire. Friendly fire could ensue. People could be picked off by zombies and you could watch your numbers slowly dwindle until you find yourself alone or scattered, being swarmed. You could finally finish sweeping the entire base (this would be an hours long task, with mid to high end military loot) with your group, finally ending at the air craft carrier at the far end (Ultra high quality military loot and the jackpot of all loot spawns), only to turn on each other. Or you could agree to meet up for another run at a later date, keeping a cooperative spirit that would last. Do you kill on sight now? You could be killing the same guy you raided with earlier. Now he's devoid of gear and won't show up to the next raid. You're shit out of luck, because he was the one with the keys to the Ferry you used to get your armored Humvee to that island. You need to find another group now, Champ. Do you kill Bambies, or do you go to the South to help them survive, nurture them and groom them to become a part of your team to raid this island? This would help enforce communities and even servers where people will tend to logon to most often in the hopes of finding people they played with once. I must also point out that, by design, server hopping would be entirely impossible on this island due to the massive amount of zombies respawning. If you were to spawn anywhere on this island, you would be overrun and mauled within seconds. Zombies would even spawn in buildings. It would probably be best, too, if stashes were implemented before this, as people would want to hoard as much weapons and supplies as they can, just in case they die. Also, if going to do this island raid, you will most likely want to stash everything but medical supplies and magazines for your weapons. Explosives may be necessary. Include an option to pull the pin on the grenade and blow yourself up, just in case you get trapped. Like C.J. from Dawn of the Dead (2004) with his propane tank in the van. Martyrdom at its finest. STATIC: -Shopping Malls: Okay, for this one, we'd only really need one shopping mall. I'm talking a two-three story mall with, for example, 36 different shops. Could be anything from gun stores, clothing stores, electronic stores and hunting supplies. Could even have some food court options. Most of it would be picked over, I'm sure, but you could spawn in some interesting things there. It would be a hotspot for activity and would make for some fun cat and mouse games for both survivors and zombies alike. Mess with the PA system and taunt other survivors, for extra creepiness. Have a lot of zombies in here for some Dead Rising type fun. Not as arcade, but still fun if you want to blow of steam by shooting a ton of zombies. -Super Mart: In an age of Wal-Marts and such, is it really too far fetched that there could be one of these somewhere? Could make for some interesting loot and encounters. -Destructable Gas Stations: A survivor is holed up in a gas station, just shoot the tank for maximum prejudice. Or maybe you're trapped and you want to send a message to the guy who's keeping you in there. "You may kill me, but you'll never have my gear!" So, there's my list. I'll come back to it if I come up with more ideas, but as it stands, these are the most interesting (in my opinion) ideas to keep the game fresh and interesting, especially after you've done all you can in the game as it is right now. Feel free to amend, add to or even use my ideas as a template for further endeavors. I'll follow this post. I hope it gets attention from both the community and the dev team.
  3. ddhelynn

    "Friendly Servers"

    Dunno if any server is truly 'friendly', but on ours, when you respawn (mod) it is with a pistol, ammo, small backpack. we do have bandits, but get off the coast, head north, stay off the road, as you travel noisy that way. Move in the grass on the side and weave amongst trees, bushes, always on the lookout for zombies. Avoid the bigger towns; these are prime hunting grounds for bandits. Airstrips, factories, grocery stores, schools are prime loot areas, sure to draw the rough and tumble crowd. best to do your looting in smaller areas, devoid of movement or vehicles. Look; Listen; Stay hidden. Approach NO ONE. Tough learning curve to this game. In mod, type Proteus in the filter. We have vent. Our Admin is a good one. I have Standalone, but choose to play Mod for now. I'll play Alpha when I get better at this! LOL
  4. wgaf

    Vehicles?

    They'd better let you tie people to vehicles and then drag them.
  5. vaevictis

    Vehicles?

    The game is in alpha and vehicles are not yet ready... Once they are, I hope they add ultimate zombie vehicle: or another ulitmate zombie killing machine:
  6. chompster

    Vehicles?

    sure let's wait till the end of this year for vehicles..
  7. nicolasvei (DayZ)

    Ultralight Aircraft

    If it's only aircraft to transport player and stuff, i'm okay with it. But still, it will be easy to find camps and cars. I want to fly as much as everyone, but like I said, I think it would be better to not implement any flying engine. I remember back in the days when I spend almost one day searching camps with an offroad. I found 1 camp, no tents, only 2 or 3 vehicles full of supplies at the same location in around a day of search. Took a chopper, found what, 5-6 camps in an hour with a bunch of unused cars that I could tell the locations to my clan to bring them back on our camp. Well agree or not, it's just my thoughts :P
  8. nicolasvei (DayZ)

    Ultralight Aircraft

    No no no no and no. Choppers or any type of flying engine ruins the game. It's too easy to find vehicles and players camps, and back to the mod, it was easy to pull 100 bullets with the heli machine gun on someone or a car. Like one of my previous post, I wrote that on my server, without helicopter, my clan's camp lasted 1 month and more. We had decent supplies and car. Nobody touched it or even found it. It was funnier to play, had a good time with my black SUV that I kept for so long. One day, we added 1 chopper to the server, and guess what, a day later, all camps on the map were destroyed by another clan on our server, and they brought back like 30-40 cars on their camp. I found their camp in the north west of the map, (it was so funny to explode all theses cars with a grenade) but still, the fact is that it's too easy. I got on the road with my SUV and they shot my wheel and I crashed on an accident the same day. When the SA will be advanced, they talked about construction and farming or whatever they want to implement. It'll be too easy for player that have bad intentions to ruin the gameplay of other players. I know it's a part of the game to kill or destroy or steal, but I don't want it to be so easy. 1 chopper is enough to ruin almost everything. I know it's fun to pilot a chopper and blablabla, but it doesn't have his place on a survival game. Personally I wouldn't be on a chopper if it was real life, I would just have a good car and a good place to stay and survive, and defend it. Sorry for the english. But whatever, it's my opinion and i'm not a game dev. I'll play no matter what.
  9. thedogfoodyayho

    Bicycle Suggestions/Discussion [Official]

    Exactly. My guess is he played the 999 vehicles servers with M4 SD Gl on spawning and DMRs in your backpacks. And "teleporting" between places? One of the biggest features of DayZ is the Giant map, which forces players to do more than simply walking 20m on spawning, dieing, respawning with their gear, and going back for more. IRL you can't "teleport" anywhere you want. You have to walk there. Whats the point of a giant map if you get a car after spawning? DayZ is hardcore. Its NOT a PVP game (although currently thats all there is to do) so why don't you explorr a bit instead of crying becuase you can't spawn at Balota and get an M4 5 minutes later. Don't like it? Try a Shooter.
  10. Capo

    Bicycle Suggestions/Discussion [Official]

    Too far from everything? What do you mean by that? you have polana, gorka, dubrovka, krasnostav and NE airfield, all within a 3 hour run including a generous loot time. I hope the devs wait, this "I'm going to wait until vehicles are added into the game before exploring" attitude is dumb, and it needs to go. Not only because once vehicles are added into the game, it's not like they're going to be easy to find, repair, keep or even like they're going to be on the coast, it's because it's just a lazy excuse to continue playing balotafield 4. Even when they are added, it's not going to be like on a private server with "spawn your own bike" or just "bikes are everywhere" there'd be like 4, on the whole server. You're gonna end up still having to run everywhere. Stop moaning about not getting spoonfed, get jogging. They moved the spawns for a reason, go find out what that is.
  11. Firstly, they need to pay the staff. Secondly, they need to license quite a bit, as anything with a trademarked name they need to pay to use (guns, vehicles, etc). Thirdly, they need to run severs, and make sure they keep the severs running for quite a while. Fourthly, is the fact that they are doing this as a job, and thus, must make a profit from sales.
  12.  DropBearChick

    How to make the map more engaging.

    add caves as well but i love all your ideas, maybe 2 or 3 l00+ hordes, and a prison as well but i agree the only apocalypse style stuff is the military camps and the car wrecks. also a gun shop and a fruit store and a pharmacy would plz me a lot, plus i noticed up north the roads are really random, congested and not much around them so maybe he planning something up north. oh ad running streams with waterfalls. and maybe an offshore aircraft carrier were the populus was evacuated but one was infected good place for all loot inclusing high end military. and military vehicles
  13. MR DELICIOUS

    How to make the map more engaging.

    TLDR for those who don't want to read my essay: It's basically a list of real life features (sports fields, aircraft crashes, cinemas, quarries etc.) that should be added to the game in order to make the map engaging and realistic. There are also suggestions for each entry as to how you could make it interesting from a game design perspective. This is a cross post from the general discussion - please add a comment with any additional ideas you might have. I've played for the game and mod since release and have seen it comes leaps and bounds. I think the cities look fantastic now - much more fleshed out and better urban planning. The cars, kiosks, gas stations etc all feel and look great. However, I feel that while it's nice to navigate purely via pre-outbreak existing features (towns, forest, airfields), it would do a lot for my immersion and gaming experience if there were some interesting feature locations to reflect a pseudo backstory in the world. What I really mean by this, is using interesting topography and land features to tell a story, and allow players to tell a story. My other objective here - my main objective - is to make this world feel lived in. At the moment, it feels about halfway towards anything resembling a real human world. This serves a couple more features on top. 1. There will be a myriad of objectives for all players now. While one player might run to get a gun from a military camp, another might try to advance the aesthetics, transport or communication of their character. 2. The atmosphere and character that the following will create will go towards creating incredible memories/anecdotes and amazing content for both players, streamers and content creators. Instead of being killed by a guy in a motorcycle helmet at x town, you could be sniped from a ferris wheel, beaten to death on a soccer pitch etc. 3. The character of the game will become incredibly unique - both telling a story of what has happened, but also adding to the stories of the players. Rocket has said throughout development that he wants players to decide everything. No NPCs, etc. I completely understand that, and agree. The following features are not NPC gimmicks, but reflections of events that transpired before the player arrived (in the same vein as the abandoned military camps). As we've seen in zombie/apocalypse fiction, the static nature of human progression and development often mean things that would otherwise be temporary (a car crash) become a static landmark. Instead of meeting how players normally do in Day Z (which is like an apocalypse hasn't happened) at map name features, they would meet at interesting landmarks. Here are a couple of ideas I was throwing around: * Heaps of cars abandoned on a highway, similar to The Walking Dead - lots of food/clothing/vehicle spawns This could easily be on the road between Chern and Balota Airstrip, or more interestingly up near NWAF (now the furthest place from spawn. * Empty, huge refugee camp - this could reflect the final stage of the outbreak. An incredibly gory, bloody refugee camp north of the NWAF (a currently empty area). It could very well be built around a small town. This location should fill people with dread. It could also be a good medical/food/equipment drop. * A 747 wreck site deep in the black forest or above NWAF (massive amount of fuel to loot, lots of mixed loot with some high yield mil spawns) - lots of zombies there. The best idea would be to have a 500m explosion zone that is littered with parts and the ground blown back by the drag as the aircraft hit the forest, so the player must follow the path of destruction before finding the downed boeing. Having the wreckage spread out would also add an element of terror. Imagine being a bambi and coming across a plane seat in the forest, then following the wreckage until you find the body of the plane (and 50 zombies to boot). * A now empty creepily fortified house (similar to the one in the book of Eli) with a dug moat - something a player could take over and roleplay from. The house could be north of NE airfield. * A failed nuclear reactor northwest of Zelenogorsk (perhaps it's super deadly, radiation sickness within 500 meters of it) similar to Chernobyl. You need specific gear to go near it - anti-radiation pills, geiger counter, hazard suit etc. that can only be found in a military research/medic center. If Rocket wanted to go crazy, he could make the Nuclear reactor able to be put into meltdown, or for a player to be able to mend meltdown. * Radio station. It would be great to have a radio network you could broadcast throughout an area (through speakers in cities and from car radios). The radio station could be somewhere relatively central, with a power line up to a hill. You could have to repair the power line in order to start broadcasting. It would be a great place to troll other players from (create your own radio show, play music, talk through or whatever), or to organise a meetup, or to organise an attack, or to basically fight over. * Junk yard. A mazelike scrap yard that would serve as both a place to be fortified, as well as a good place to scavenge automotive and machine parts. Also a chance for vehicles to spawn here. * A prison. Fairly obvious and it's been said before. It would be great if the prison was an island off the very far north eastern point of the map - kind of an end game. It could be an amazing place to fortify and would be a nightmare to take. * Bus depot. There are buses everywhere. It would be great to be able to find and secure a bus depot. It could have good automotive part spawn points as well as a fuelling station and the chance for buses to spawn. It would be good if this was a pretty reliable spawn point for buses, as it would turn a fairly mundane real life location into something highly valuable, as groups would seek out a bus to drive around in. * Small military spawn areas. I think it would be great to create small areas with military spawns dotted around the map - in towns, in forests and on the road. It would be great to have blown up humvees by the side of the road, small failed checkpoints, perhaps a last stand of soldiers in barns or houses, or perhaps a destroyed encampment in the middle of the black forest. Basically, to incentivise small town exploration and to deepen the knowledge of the map ("let's check the humvee convoy near Polana"). The easter egg nature of stumbling across a military grade sniper would also be incredibly satisfying. * Burned down buildings (suggested by gregor). An obvious effect of the beginning of the outbreak and something that would add texture to the currently pristine buildings. * Mass graves (suggested by gregor). A great natural horror feature that would reveal the true side to the apocalypse. It could be surrounded by zombie hordes and would be an amazing point to discover (perhaps in the middle of the forest, complete with trucks that transported the eventual victims). They could also be featured just out of towns and settlements. It would also be interesting to be able to set them on fire - creating huge clouds of black smoke. It could also give you risk of infection. * I personally would like it if Balota airfield was converted into a civilian airport, with the hangars/barracks replaced with a civilian terminal. It would add a great sense of history to why the military camp/checkpoint was beside it, and would also explain the proximity to Chern. Would be a great place for civilian cessna's to spawn. It would also be fun to fortify a Soviet airport terminal. * Inland railway. People have already spoken at length about handcarts, but it'd be great to be able to start up an old diesel engine in Berenzino port and use it as a group transport. You could have to fuel it with an insane amount of petrol. * Have orchards actually spawn their relative fruit on the ground. * An ashen wasteland and lots of burned cars (similar to the one in Iraq) to signify the militaries drastic response to the outbreak. Again, big craters, dirt, downed trees and carnage would go a long way to creating a unique landmark for players to meet at or visit. I feel like the current map doesn't reflect the carnage of military + zombie outbreak. Creating vast differences like scorched earth would go a long way towards this. We already have the ruined village south east of Novy Sobor, why not add to it/really scar it up. * Motorbike/Bike shop. There could be two or three on the entire map, and it could resupply the necessities for keeping a bike (and obviously be a bike spawn). * Clothing shop. Sure, a lot of people in the apocalypse like to play as serious Sam, and wear only survival gear, but I'd like to kit my character out so he best resembles a freak. You know, ill fitting tee shirts, short shorts, sandals, mickey mouse ears, that sort of thing. You could put 3-4 of these clothing shops around, and the spawns could be very, very rare for the more crazy looking things. I'd also throw the masks into these shops (and maybe have wearable bandanas be the going look for bandits). It would mean that as opposed to every player running straight to get guns at mil spawns, a lot of people would search these shops for cool looking gear, or certain things to roleplay a character. * Manor House. In a similar vein to 28 Days Later, a manor house with a wall/grounds would be a really nice break to the otherwise untamed wilderness. Manicured lawns inside the relative safety of the wall, and then the manor itself would provide a great base, and a great landmark. * A wall. I can imagine the armed forces attempting to erect a wall to try to contain the zombie outbreak. It wouldn't need to be complete at all (because it failed), but perhaps 300m-1km long. It could be a cool military spawn, as well as adding some flavour to the game, and a landmark. I want to make clear that it wouldn't be a functional wall, it would be merely a landmark, mil spawn area and point of interest. https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSMOXVoXqesQd6LwUo1ZUGAUvr7na-hInhBfE7gdagDUEFDg7i0ow * A shopping center. It would look like a proper Soviet era shopping center (I've provided an example below), and would typically be in a city large enough - like Zelenogorsk or Chern, or perhaps a NW city. It could have a plethora of different item spawns, and could be easily fortified. The car park could feature as a good civilian vehicle spawn (with the possibility to spawn an army issue vehicle). It would be good if the exterior was slightly damaged already, or graffitied. http://us.123rf.com/450wm/demerzel21/demerzel211311/demerzel21131100169/23850827-ulan-ude-buryatia-russia--september-9-2013-typical-buryat-walking-across-a-soviet-style-mall--centra.jpg * Rolled oil tanker. You could have some skidmarks, a broken barrier, roll marks and then a giant oil tanker down in a ditch. People could stop by it to siphon fuel for their vehicles. * Theme park. This could be great for atmosphere. It could be somewhere east of Zelenogorsk in the flat open lands. A nice ferris wheel people could snipe from, a chance to find Hoxton masks and clown/mascot suits, soda, .22 rifles and there could be a PA system that when turned on, broadcasts a very creepy funfair sound through the nearby city. People nearby would be very freaked out to hear it start up. There are also a heap of reference images to use for this. * Mine field. This could be a fantastic addition to the game, as one of the first things the military could have done was try to area deny the zombies. A stretch of land with pressure triggered mines (much like the North/South Korea DMZ) could be an amazing feature in the game, as you either pick your way through it, or go around it entirely. There could be barbed wire and signs up warning of the danger ahead. I imagine myself being chased by bandits and picking a path I've memorised before as I run through it. I also think it would be relatively easy to implement as it would be some already implemented signs of wreckage/craters, signs, and Arma trip mines (reskinned). You would only really need 2 for every 25m square, and then spread that out so that it's a 1km square area. * Sports arena - perhaps a melted ice hockey stadium. You could even put a military camp inside. I think it would be a great location to fortify, and if it's open topped, it could potentially be a spawn point of a military huey (thinking 28 days later evac). * Monument. A big war monument (to the second world war) placed on a significant hill in the countryside would present a formidable vantage point/point of interest. The Soviet's built a whole heap of them, and it would be good to see a large structure to this effect. Similarly, you can imagine bandits and the like transforming a monument of peace into a place of death. http://upload.wikimedia.org/wikipedia/commons/thumb/3/31/Berl%C3%ADn%2C_Tiergarten%2C_sov%C4%9Btsk%C3%BD_pam%C3%A1tn%C3%ADk.jpg/800px-Berl%C3%ADn%2C_Tiergarten%2C_sov%C4%9Btsk%C3%BD_pam%C3%A1tn%C3%ADk.jpg * Zombie horde. A horde of 50-100 zombies that roamed a path until disturbed. Would present a formidable challenge to any player who stumbles into them. * Cinema. It would be nice if a couple of the big cities had a silver screen, old-style theatre. Looting them for soft drink/food etc would be fun, and it'd be a cool location to fortify. * Logging camp. Would be great to have in the northern reaches of the map. The top could be a great spot to fortify, and there could numerous things - fuel, industrial parts, perhaps a giant tree felling vehicle with a buzz saw. * Mine. Directly north of Olsha (to utilise the port nearby), this could provide a great place to fortify, explore, as well as loot for explosives. Plus, soviet mines are atmospherically fantastic. * Quarry. This could be in the far north west part of the map, much beyond the NWAF. It could provide a great environment to find explosives, fortify, land helos, find big trucks, etc. Also a great topical point of interest. You could also broadcast over the quarry PA system. * Soccer field/archery range/gun range/golf course. It's pretty common for each village to have a soccer field in rural Europe. It would be a pretty simple thing to add and just give some texture to the game. You could have players find arrows and bows at the archery range, and rifles at the gun range. You wouldn't have to have many of these (you don't want it to be unrealistic), but it'd fit in with what many of the population did with their leisure time. Golf clubs could be a melee weapon, and there could be a chance for a golf cart to spawn. Of course, you don't want it to be too ridiculous, but I think a golf cart would actually make for a novel sight in the game and would be quite a handy vehicle in a zombie apocalypse. * Substantial inland river. I mean a river that would travel far inland and is wide enough to allow moderate sized vessels to traverse it. It would be fantastic to divide the land up (create chokepoints at bridges), as well as allow for players to use boats to move inland. It would also create some amazing firefights as bandits attack boats from the shore. In addition to this, it would be great if a town could be built across the river, with a couple of bridges across the water, similar to something like the following: http://2.bp.blogspot.com/--mracJtOHd0/TrVTfws_4BI/AAAAAAAAAPo/mWfbGkAsna8/s1600/Bradford.4Nov2011%2B002.JPG * Bridges across valleys/rivers. I don't mean footbridges or tiny little bridges, I mean big, two lane stone arches that could cross steep areas of valley around the three valleys or elsewhere. You could have barbwire and wrecks on it - a former military checkpoint, and it'd add some interesting height difference to the inner parts of the map (where there are no tall structures besides green mountain). You can imagine bandits establishing a toll/check point or fortifying it. Incidentally, can we please have the ability to blow up bridges in order to ambush convoys or effectively deny areas? https://encrypted-tb...lIE19lDceej8Pmg * Goat trails/cliffs. Topographically, it would be really nice to see some proper clifftop roads similar to the roads that cross through the alps. I'm well aware that the southern areas of the map may not support this, but I don't see why the northern reaches couldn't be comprised of alp roads and sheer cliff faces. It'd be great to create checkpoints and for zonal control. It would also create a natural end to the north of the map. http://www.ski-epic....ad1280x1024.jpg * University/school. Apart from obviously stealing faculty cars, it could be cool to have a large atrium library - the big old school types where you could find books etc. It could also be good to have a big empty indoor swimming pool to fortify. * Last but not least from me, I'd love to see a city in comparable size to Chern/Zelen up in the NW corner of the map. It would balance the entire map out, and create a real sense of distance within the current map. The idea of running from spawn to this city would make the map seem huge, with so many interesting things to encounter along the way. You could add the arena/funpark/radio station to this city and all of a sudden it's a big hotspot for high intensity encounters. There are hundreds of unique features that would go a long way towards creating an incredible experience. Please add yours below and I'll continue to compile the list.
  14. Outlawled (DayZ)

    Fix (not remove) Third Person Perspective

    There's no problem implementing the LOS system with vehicles other than the fact that if you're in a tank, your LOS will be cut off in every direction, so everyone will be invisible when you're in third-person. The problem I mentioned in the video is with disabling third-person in vehicles via a loop that uses a scripting command (which only works properly on infantry units, unfortunately) to switch the player's perspective. I don't think this is really relevant, though, because I'm sure that if Rocket wanted to disable third-person in vehicles, he wouldn't need to script it.
  15. GG - added a link to the vid in the OP. You mention that there were issues with how vehicles are coded that stopped you implementing this for driving as well...care to elaborate for the few people that would understand - not me personally, but I'm sure some that read the forums would be interested - maybe Rocket himself ;)
  16. Khad (DayZ)

    Bicycle Suggestions/Discussion [Official]

    Sure they will. When vehicles will be implemented.
  17. GBN24

    New spawn points. good or bad thing?

    I think the new spawns are terrible. At least for now. I read there was a new patch and didn't know what it meant by "balancing of player spawns". So I spent hours trying to spawn with my friend because I'm not experienced enough at this game to know where I spawn unless it: A. Says so at the bottom right of my corner like the mod version B. Gives me a compass/map/GPS to start with I wasted so much time killing myself to actually be able to do anything. I'd agree with them if there was more interesting content or at least vehicles but at the moment I don't want to waste time to have a CHANCE at playing with my friend.
  18. So. Tired. In bed. But I can't sleep. I need to write stuff or I won't be happy. Vehicle Modifications: I know it's too early to talk about vehicles. Anyway, adding metal plates/makeshift blades to the car in order to make ir more resilient/shred zombies and bambis apart at the expense of speed and handling. Makeshift Explosives: A gas tank, some kind of fuse, matches. Not an expert of explosives, would it be possible to make an improvised, low power grenade with a little gas tank like the ones we have? Nailed Shoes: Add nails to shoes. Gives a boost to speed while walking along slopes, a malus while walking in flat ground and deteriorate while walking on roads and hard stuff. Makeshift stuff!: A bottle, rags, duct tape and voilà, a perfect suppressor. Throws aim off by a mile, but nobody cares. Spray all day. Slingshot: We have rocks. I want to crack heads with those. Medical Overhaul: More in-depth medical system, bullet-caused infections and all that stuff. Possibly things that requite a second person to be done. I'll just sleep now. I have some more stuff, but I am fairly sure 90% of the above have already been said.
  19. Another cool idea kingrex! If they weren't already fitted to the aircraft, perhaps they could spawn in the inventory of larger road vehicles like small trucks / vans. Floats would also limit landing sites which could add an interesting twist. Why thanks Matman! :) Legitimate concerns Raptor, but these problems can be mitigated pretty easily. Perhaps ultralights could spawn in a random location and state of repair, so that nobody truly knows where to run to or what parts are needed to make it airworthy. Making ultralight flight difficult to achieve will also dissuade immature players from using them as weapons. I honestly think that simple aircraft have just as much validity as road vehicles and boats. As long as they are carefully implemented, I reckon it would add a cool new dynamic to the DayZ experience. Me too - but where would a survivor find a suitable helium alternative in Chernarus? Hint --> :beans: :beans: :beans: Nice flight plan! :thumbsup: :beans:
  20. doublebrain

    Bandits, Heroes, Survivors, Zombies and.. Civilians

    Na man... just no. There are no factions in this game, there are survivours with different ideals and a different sense of morale. One of the big points of DayZ is that we are all the same. We all need to drink, eat, we need clothes and defense. When we start playing we have nothing and we are free to take anything we want. Also players are civilians, in this game you are supposed to be the average Joe. You are not a trained military, not a survival specialist, not a hero sent by god. By the way, there will be allways a group of people who know what it means to play DayZ the way its ment to be played. And as long as these people are there I dont mind if others fill their maps with 100 new barracks, 500 repaired vehicles and give new spawns an M24 and a two M249s in each hand. Or they ban everyone who kills another player. Or they make cows parachuting everytime someone finds a can of beans.
  21. reapers239

    Fix (not remove) Third Person Perspective

    I am all up for civil conversations. One thing ppl are forgetting is that the camera for third view is the way it is because also we have vehicles coming, and third person view helps driving them, specially when you go off road and on Helis which i also pilot on first person. i Was going to suggest a over the shoulder TPV like Mass Effect, but i almost forgot about vehicles. As for first person theres nothing i dont like same as third. I think ppl think is clunky in person due to body movements, maybe they are just used to others games where you can change items and weapons almost instantly, where in dayz they are going for close simulation of how body reacts which i like. However my concern right now are other moree import stuff that needs fixing, like when i was shooting a Z like 4 feet from a house even though the wall was in front of me i was shooting the wall and had the effects and all for it.
  22. I don't get it, I've had NW airfield to myself, ran to NE, no one there, saw a big ship on the coast and no one was there, ran all the way down south to Cherno and no one was there. Where is every one? Elecktro/Cherno used to be massive hot spots and now they aren't, Zino was dead as usual, I just cannot seem to find any one. It is really hard to tell where other players are in the SA though as there seems to be no footsteps like the mod, that or the environment sounds are just so loud. In the mod you could always hear people, but they're like ghosts in SA. So am I running past everyone and not noticing? I don't think no vehicles helps either, it is so tedious running everywhere, I guess people are bored of travelling and then become bored of the game and quit out? I notice a lot of people who are in and out constantly, one min the server can be populated and the next loads of people have left, then it becomes populated again and the cycle goes on. I'm just so bored! It's like a worse game that when the Mod first released and you had to wait 30 mins to load into the server, I don't understand how it could get released with less content than the mod and twice as broken.
  23. Bubbajones

    The KOS conundrum, problem/solution.

    Forcing people's avatars to adopt personality disorders and behave differently then the player desires is NOT the way to do it (regardless of what your self awarded PhD in psychology/psychiatry says.) Assigning a value to every avatar (beyond blood donor) is probably the most constructive way. Every avatar upon spawning should be assigned a skill that resets and randomizes on death. Players will be able to see which skill their avatar was incarnated with in the paper doll menu.The skill should grant a substantial ability that would make said avatar desirable for a friendly encounter or grouping. When players use their skills they slowly increase in potency making living longer a rewarding experience and adds more value to the life. a player who has lived a very long time (in-game terms) could have the ability to create/perform some amazing feats. These skills could include: Cook - the player has the ability to process foodstuffs and get 3x the nutrition out of the base ingredients. player can neutralize food poisoning etc... Mechanic/handyman - player can repair/upgrade vehicles (once implemented), fix tools, repair electronics, etc... Tailor - by using rags and other articles of clothing, the avatar can repair and enhance articles of clothing Nurse/doctor- avatar can perform medical treatment 3x as fast with 2x the result and with a much lower chance of infection. They can also successfully "operate" on players in the field and bring them back from death, if their skills reach that point. Tracker/outdoors-man - player can "see" paths left by other players/zombies/animals for up to 1 hour after they have past. by examining the tracks, they can identify male female, animal species, direction. players can fish better than others with bigger for frequent catches farmer/botanist - player can grow food faster with larger harvest. player can create medicines,tonics, and ointments with local plantlife.(once pickables are in) adding a value to your avatar; adding something they you can trade with another such as a skill or service is how you give players a reason NOT to KOS. Right now (and justifiably) the game is early in its development players are merely bean dispensers. *edited for spelling
  24. Max Planck

    Communities/player controlled towns

    When storage and vehicles get introduced, I think it will be more tempting to have some sort of home to put it in. A town would be easier to defend than, say, a clearing in the forest. More fun too.
  25. Obviously I like it, i stated that before in one of my posts, but not from the exploiting point of view. Simply I think it differentiates the game from other FPS games and gives people the option to use a more functional viewpoint - it's easier to loot, easier to travel (i couldn't imagine traveling kilometers of distance without being able to observer the surrounding areas, which is a big feature in DayZ SA). Because 1st person servers exist, it's not a gamebreaking mechanic. Regarding the guys ability to pre-aim - If you stand in the center of the road in any big city, you're doing it wrong. Dayz is a multiplayer open world survival horror video game, and not a serious FPS combat simulation. I admit 3PV is a shady area in a game such as ARMA, or Planetside (vehicles) tho.
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