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Found 41868 results

  1. You should have told your friend how to get his bearings first. The easiest way is to head towards the nearest town and follow the road until you see signs with the town name on the town limits. Of course, he should be aware of the danger of other players and zombies, zombies being minimal (just run). The DayZ mod is not easy (except for those noob private hives with all vehicles/weapons/etc) and DayZ sure as hell didn't hurt Arma 2/OA sales. In fact it was pretty much single-handedly responsible for a massive resurgence in Arma 2/OA sales. DayZ being "too hard" isn't going to hurt DayZ sales. DayZ being turned into some massive carebear fest would hurt DayZ sales. People that just got DayZ because of the hype, will very quickly discover DayZ is not your typical carebear twitch shooter that powders your bum and tells you, you're mommy's special boy.
  2. Enterable buildings really changed the map. item degradation adds a new layer to the game. The inventory is much better. Mele system, though still bad, is a major improvement over the mod. weapon attachments are awesome. A lot of features from the mod are still missing, like tents, cooking and vehicles. Movement is still as clunky. Some exploits that were dealt with in the mod are back. Also there is always the looming possibility of a hive wipe at any time.
  3. RPC has multiple servers spanning across multiple games and our new Dayz server is now up! We would love for you to come and check it out. Teamspeak IP: rpc.teamspeak3.com Dayz Private Hive IP: 192.31.185.212:3238 Hope to see you there!
  4. ninjacalypse

    How about no private servers?

    I think there are other reasons for private servers, such as for players who want to create a roleplaying environment and players running around calling everyone f****** and n****** and doing other stupid crap isn't exactly conducive to immersive roleplaying. Having a private server doesn't mean every private server would turn into 5000 vehicles/full kit/etc. servers. Some admins might want to ever further restrict private servers and make them more difficult, less weapons, no vehicles, etc. but we don't even know right now what options would be available to private servers. As long as your character on a private server remains on that server only, I don't see it as a big deal. I don't even see public/private servers as a big issue right now. Moreso is the server hopping, combat logging and haxxors (ZOMG!). I'm pretty sure that the DayZ team is going to focus on getting the game closer to an official release state before they start worrying about a private server hive.
  5. I would like to personally invite everyone to come play on our new server, The Hospital. Some server features include: 1) Custom loadouts - Everyone spawns with an M4 and a few medical supplies. 2) 1000+ cars and helis - We REALLY have over 1k vehicles that respawn on server restart, never have to walk again. 3) A loaded weapon cache in Cherno and Elektro - Various ACOG, M60s, SVD camos. If you're looking for action, these are great places to start. 4) Very active admins 5) Founding members get a custom loadout. Want to spawn with an ACOG, Grenade Launcher or Alice Pack? Our thanks for seeding the server. The servers IP address is 69.162.119.250:2342 We hope to see you on the server!
  6. Element47

    How about no private servers?

    so you missed the 9 out of 10 private hive servers with "150.000 vehicles :: auto-refill script :: spawn with as50 :: donate for full gear access!" in the mod?
  7. Are you kidding me ? Sure you can move around freely (open world), but the amount of things you can do... 99% of the activities consist in shooting guns and driving various vehicles. Even older games like GTA offer more varied gameplay... ps: Minecraft IS a sandbox game.
  8. slyder73

    What is the Point of the In game Map Now?

    The ingame map is better for navigation than the 3rd party website map. Ingame has the countours/elevations etc and geographical landmarks. Using a map and compass or just the map and landmarks, it is easy and realistic to navigate or plan a route. That being said, I did that in the mod days and have played Arma2 since it came out so pretty much have Chernarus memorized and have no need for the ingame maps at all. Even a compass is not necessary because you can always tell which way North is by the direction of shadows at any time of day. I guess you could say I've "leveled up" and have intrinsic knowledge of the landscape the same way I do in the region I hunt in real life. LOL I use the 3rd party map now to see what has been added in terms of loot probabilities or new items/vehicles etc.
  9. well as i watched 28 weeks later last night i thought about in army bases that dead soldiers would have security passes to get into secure zones. this would make another reason for killing and searching zombies in these areas and other areas around the map to retrieve keys or passes or other objects to open things from secure units to gun cabinets to prison doors. so army base you kill a certain army type zombie search body retrieve pass enter that particular gate point. without this pass key you cant enter ! big prison in middle of map (this should be as big as churno or electro) make a big horde to protect around it with mega loot inside. 4 big towers maybe a main middle center tower slightly higher. to gain entrance again no just walking in you need a pass or key from one of the dead guards or zombies workers. this give meaning and no easy ride. it becomes a challenge. also when entering you need other keys and passes as you go in further. this turns into a epic journey and event by doing this and not just a open the door. maybe you can snap a key in a lock aswell to prevent any others from other areas getting in. this idea could also work for vehicles in towns and having keys in buildings adjacent to the vehicles. so moped keys in pizza shop, taxi , keys in taxi office and so on. also why is there no pubs :) i think by adding reasons objectives to killing zombies and items on them you are adding good gameplay with a reason. true itema have been added to some zombies in the mod but not to open doors or vehicles and so on.
  10. Zedicologist

    Reality Virtual Engine-Bad for DayZ

    They are already working on the ragdoll physics, and better vehicle physics compared to the mod. This game is no where near being finished or even half the stuff has been implemented. They have a lot of really cool stuff they are going to do with the engine for this game vehicles, weather, zombie improvements. The difference will be night and day in a year. Hopefully xD.
  11. floj

    Like to See Squad.xml Added

    Custom content always ends in x rated material/rocket cocks. (no pun intended) - I'm not offended by such things (had great fun scrawling them on classmate's homework 15-20 years ago :D ) - but they do take you out of the immersion. I like the idea of medic badges since it's a very simple geometric shape that can be painted or stitched onto almost anything without too much effort or resources required as well as be found in pre-existing forms on medical clothing and vehicles. The idea of completely personalised detail for your squad makes me wonder where they got them all made, or who spent the time stitching all the little fabric pieces together. So I'd argue for a middle ground, give us some basic geometric shapes and a simple editor (something similar to Eve's corporation/alliance badge creator but less intricate designs and more basic building blocks), make us require the right coloured paint/material for each part and allow people to craft their own in game.
  12. i am missing real environment improvments. grass and foliage that you can actually hide in for example, or grass that doesnt clip through buildings obviously missing features that are down the line to be added (again) like huntable animals, harvestable veggies (shrooms n pumpin stew would go great with grilled rabbit); vehicles, tents and stashes environment interaction is lacking, having to take 120 sips over a course of twenty minutes instead of choosing "drink until full" once is not realism but usability failure there are many little things that i miss, but those do not detract too much from the overall joy and fun. its rough around the edges, there are many palceholders, but you can see the potential already, and it makes me shiver with anticipation :) there are many little (or some not so little) things that i absolutely love, like the weapon attachment system, the extensive medical system, the degradation/durability system, multilayered clothing as part of the inventory system, the new sky and clouds.. i actually shat on all danger and stood in the middle of NWAF yesterday to admire the sun going up great fun alltoghether
  13. Karmaterror

    Like to See Squad.xml Added

    Hmmmm....on the fence. I like the idea of having something on vehicles and players. But the lore has to stay. No "spray" style stuff. I prefer the idea of them being ingame items that you find. Just like serenity said, find patches, then a sewing kit. Stencils, duct tape and spray paint to do something on a car. Gives something else to do when your bored at camp. Also had a great little idea of sneeking into an enemy camp and respraying all there logos lol. We used to do pranks like that on my old private hive. Once while they were offline me an the guys moved all 12 admin vehicles to the opposite corner of the map....then held them for ransom :D
  14. It's impossible to tell if I'm in the minority to be honest. So many people have admitted that they enjoy 1st person more but play on 3rd person servers because that's where the action is. The controls don't suck dude. It works absolutely fine. The fact that other people are dealing with the mouse acceleration and slower movements put EVERYONE on the same playing field. Everyone. Frankly, hearing the same shit over and over again about 1st person controls lead me to believe we're just getting a lot of biased parroting in here. "yeah yeah! it's clunky! yeah! What he said!" *rolls eyes* Whatever, I'm done arguing with you. Hopefully Rocket implements that whole not being able to see players/vehicles around corners thing in 3rd person. If that's being worked on then all of this is moot.
  15. The controls are only "clunky" if you're trying to play it like an arcade shooter. As I've already said... I do play on 1st person only servers.. but here's the problem: Have someone mod in hundreds of working vehicles and aircraft and starter kits and you'll see the same exact thing versus legacy servers. The ones who suffer are people who enjoy both 1st person and playing with a lot of people. Although apparently this is only an issue with US servers. *shakes head*
  16. terminal_boy

    Some sexy action in Vybor water fountain

    This is why we must have vehicles.. DayZ dogging convoys would be epic.
  17. Demophon

    Trading convoys

    I suppose it would work if people could manage to tell the friendly players where they would be setting up camps and trading posts. I don't think that would really work. You'd have to have a large group and the ability to hide vehicles. Not to mention most people would sit in the tree line and shoot at you from a distance...
  18. Like I said.. people choose populated servers over server preference. If the norm becomes "US EAST 200+ VEHICLES MURDER KILLROOM SERVER!!" then you will see those full all the time too. Is that good for the game? No. EDIT - people always choose the path of least resistance. And once that path has been trail blazed.. people will choose the path of popularity. Since 1st person "hardcore" servers are the exact opposite of "path of least resistance", they will never be populated. Then that problem is exaggerated by the fact that the most populated 3PP:OFF servers will be about 15-20 servers down the list when sorted by popularity. It doesn't even get a fair shake.
  19. you shouldnt have needed to tell your friend what to do. just tell him 'the aim is to stay alive' and he would be fine, the game even says 'you are hungry'. as for spawning with friends, hell god damn no. clans would be absolutely everywhere and there'd be absolutely no chance of any interaction. however i do feel that having some servers add the feature and some servers without the feature will be cool. but then you run the risk of eventually having all servers with the feature because it's the more popular opinion. look at what happened with the mod. it started off as a survival game and over time almost every server was CHERNO DEATHMATCH SPAWN WITH AS50 AND DMR 5000 VEHICLES NO NIGHTTIME BETTER LOOT and by god i truly hope we don't end up with that again.
  20. I've stopped using both map and compass but once vehicles and GPS thingy makes it in I'll want map again. And to be honest if the map was even harder to find and or split into even more pieces I wouldn't mind. Not very realistic but it's alright as gaming element
  21. Etherimp

    The KOS conundrum, problem/solution.

    I don't think you can add a lot of artificial and often arbitrary "punishments" for KOS.. People KOS for a variety of reasons. Sometimes I will KOS, most times I will not. Times I will KOS -I see someone who is armed (gun) and is wearing a Payday mask.. Yes, as silly as it is, I feel payday masks are picked up and used by people who want to look "scary".. If you want to look scary or intimidating then I feel you are the type of person who will shoot on sight anyway, so I won't give you the benefit of the doubt. -Fully military geared with gasmasks and camo... People don't get geared up for PVP unless they are looking for PVP... Just like survivors don't don Ghillie Suits and sit on sniper hill in the mod unless they are looking to shoot freshspawns. Not to say everyone who wears military gear will kill you on sight, but it's better to be safe than sorry. -When I find server hoppers/ghosters at NWAF. -When I see fully geared players on the coast. (Balota, elektro, etc.).. If you're still on the coast and you're fully gear, odds are you're looking to kill fresh spawns. This may not always be the case (RhinoCrunch and his crew help fresh spawns), but again, better to be safe, than sorry. So, you see, I have been conditioned by my environment to kill certain people on sight. If I see a survivor wearing civilian clothing and carrying a mosin on his back, I will probably approach him (cautiously) and talk to him, ask him if he needs any help.. And I have had others do the same for me. The problem is not that the game. The problem is the community. People want something to do and they want to use their guns. The way to "Fix" the KOS problem is to show the community through example how rewarding it can be to play as a hero. Youtube: The Green Avenger DayZ, and you will laugh hysterically and it will make you want to take a similar approach. Watch RhinoCrunch's series on "Surviving DayZ Standalone", and he does some really cool things for fresh spawns. These kinds of players/youtubers are good for DayZ, and if you want to fix the KOS "problem", the only way to do so is through your own actions. Another thing is.. Once Vehicles and other "end game" content are put in the game, groups of players will be required to get things done.. Usually this will just be players who have been playing together since the Mod (like my community) helping each other out and shooting outsiders.. There's nothing particularly wrong with this, as you still have people cooperating, and competition and rivalries arise, which brings a lot of action to the game.. keeps people playing if they're always trying to get one over on the competition. TLDR: Before you preach about fixing the game, realize it's the community that has the KOS problem, not the game.. then realize that in order to change the community you have to change yourself first, and inspire others through your actions.
  22. Fabik

    The KOS conundrum, problem/solution.

    It would only be boring because there is nothing to work forward to. No objective. Just a bunch of loonies fighting for guns and vehicles. In this situation, in real life, my main concern wouldn't be to get a gun. I'd push north, east or west. Anything but staying in this stupid place...
  23. pogosphere

    Why is the world of dayz so static ?

    I proudly announce that we have a new winner in the category : Best post of this topic. The momentary ranking(top 3) including our new winner is: First place 2nd Place 3rd Place Hells High has also still a chance to climb up into top 3,if he does step up his game just a little bit more! Hells High you heard it,don't give up so fast.I believe in you! Disclaimer: The price in the category "Best post of this topic" should not be confused with the "winning the discussion in this topic" award.Those two are different awards. You can only "win the discussion in this topic" if you bring valid arguments.For winning the "Best post of this topic" award you don't need necessary valid arguments. Now to the actual topicpart: @Zollicoffer Im sorry that you don't like it, but the forum rules are very clear in this point.Sadly there is pretty less room for arguing on that. It seems that you have to accept it,or bring up some better arguments to disable my standpoint.If you don't,i won the discussion in this topic and with that i won the discussion in the whole forum. @e47 Yes the game is fun for the first 5 minutes of play,but than it falls appart.There are just not enough interesting locations and things to do on the map. Relining on player vs player as core gameplayelement is just not enough,because it gets very repetitive,with the small toolset which is available at the moment,for the players. And it does not look like BI is willingly to change that in an considerable amount of time.Why should they,after the players have showed them,with the huge amount of steam sales,that they are totally happy with this kind of development policy. Beyond that ,instable netcode,clipping errors and environmental pop ups of objects in the middle distance,giving the game the final deathblow at the moment. There is no lack of good ideas from forum members. Like: -the integration of an ancient museum with swords,bows,morningstars and other medieval themed weapons, where the player can go and loot those things -randomly on the map crashed ambulance vehicles which you can loot. -former survivorcamps with zombified people crawling around in them. -including rivers with floating corpses and items in them -bitten players turn into zombie npcs. -weather effects like fog,rain/floods or thunderstorm. But i don't think that the developers take any of this ideas serious,even if they should.I would go further and would say that they don't take anything serious at all. They are just to busy of doing nothing productive and writing disclaimers,that we should not buy their steamproduct at the moment,which does not hinder them at all to give it free for sell on steam ;)
  24. 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. 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. * 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-tb...gdagDUEFDg7i0ow * 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/...all--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.wikime...ký_památník.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...Nov2011+002.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.
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