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Found 41868 results

  1. xxsheepdoggxx

    [SUGGESTION]Make EAST much more interesting

    I think it will get a balance one vehicles are in towns in east coast have many factories thus making them a hotbed for carparts once they enter the game.. for now yes no real reason to bother... later though
  2. I have to admit the thought of having some sort of objective or common goal would be nice, but it would be very short lived in a world so open ended. People would probably light up Cherno a few times and then it would fizzle out like the lights would from an fueless generator. Powering lights in towns or defending a base aren't a necessity for survival within this gaming environment. Not that I would totally write off someone's thought out suggestion it would be nice if you could splice it with my suggestion of fluid progression. These are common goals that we all need to achieve to progress further to improve your odds of survival, but to do that you have to risk your life to do so. Here's my fluid progression thread: http://forums.dayzgame.com/index.php?/topic/158264-fluid-progression-suggestion/ If you could some tailor your suggestion to fit with this kind of fluid progression then it could work. Same goes for any other goal based/objective based suggestions. Perhaps the need for power would be more suited to get all fuel stations working to pump gas out for vehicles and generators. This would then encourage cooperation to some extent, I mean bandits need fuel for their vehicles too, right? I think the bottom line here is, we can't add objectives that have no real causal effect. Putting the lights on a night, yeah so what? Not really a big deal to be honest, people actually live better without them. I think big towns and cities should be areas that we avoid at night. There should be more dead there. It's night fall and you're starving, and the town is full of the dead at night, fcuk going in there, but you have to because you're starving. Night times need to stay dark, especially in these places. Your second suggestion is quite nice though. Not sure about the whole fortification thing but I think if any city or town is cleared then there should be a time limit on how long it becomes repopulated by the dead. I love the idea of the zombies spawning from outside of the city/town and reentering it, perhaps even having the time reduced due to gun fire or conflict within an area. The more noise we make as survivors the quicker the place gets repopulated by the dead, attracted by the noise and the smell of fresh blood/corpses.
  3. Hunt3rForce

    Suggestion: Identification

    I'm interested to see what exactly is planned for the future of this game, i know to expect cars/vehicles as well as a form of base building, but i do not know much in terms of what is coming clothing wise. I hope this is at least considered.
  4. nicolasvei (DayZ)

    I think the map is too small for cars. Am I the only one

    If you watch the show '' The Walking Dead '' you can see plentyyyyyyyyyyyyy of vehicles. Only gas is rare. Now in Dayz, devs could implement a little gas system. I don't want it to be infinite. And 90% cars should spawn with broken parts.
  5. Instead of Endgames in DayZ how about major projects on just absolutely massive scales that take time, effort, lots of supplies, logistics, and teamwork? Example 1: Light up Chernarus Chernarus at server start is 100% dark. All street lights etc are out. You and a bout load of people have to gather tools, fuel, mechanical parts that need vehicles to carry to bring to the main power plant in Electro. Once various things are done and all the pieces are put together, the power plant is working. But you still have to go to individual towns (survive the zombies of course) and flip breakers on the cities main electrical panel (Im sure there is a more technical term, transformer or something). Eventually you could restore power to all of Chernaruses cities. This would take a lot of time in addition to all the other major projects available. And I believe a similar mod was made for ARMA II where a modder made chernarus have it's own power grid with computer terminals and everything. For the bandits and anarchists, they can also destroy the repaired generator turbine or whatever that your team managed to fix. Now the team has to protect their "bringing society back online" So in the end the engames are not gimmicky, NPC based mission so to speak but things that can be done based on the game mechanics allowing you to do these great big projects. If you build it, they will come style mechanics. Example 2: Defend the Base and Infected Wipeout I am personally a fan of the idea of set zombie spawn limit. So for example, on a server each city has a set limit of zombie spawns. Electro has 20 for example. So once all the zombies are killed in Electro, a timer starts and after set timer, zombies spawn in the woods away from the city. The then hoarde moves back into town. Players can than defend the city in a kind of protect the base way. Setting up booby traps and fortifications not only for the incoming hoarde but bandits and such. This would happen 20 times and then that city is done and cleared for good. Once every city on the map has gone through it's set zombie spawns the server can reset. I mean, think about how long this would take?? Maybe even make the spawn limit random so we never really know. This isnt gimicky or unrealistic because a country only has a set population that would have been infected, so you've essentially beaten the infection. With all the other things going on in the game world this would take a long enough time to be enjoyable challenging and people not think of it as gamey or unrealistic. All Rocket and Team have to do is make EVERYTHING possible and we'll be set. lol easier said then done. Who can come up with other ideas for major projects that they can let us tackle? If you like this idea let's keep the discussion going so the devs will see it front page next week when they get back to work. Love to hear from ARMA modders and programming savvy folks on engine limitations and such as well as negatives to these ideas.
  6. sab

    The only solution for DayZ: Simulation.

    I have to admit, I'm impressed with the amount of specifics you went into. Normally I would've taken one look at the length of the post and decided it wasn't worth it, seeing as most suggestions about topics in general have been the same thing over and over again. I've always been fairly passionate about vehicles, including helicopters, and I'd definitely been looking forward to a far more advanced medical system than what was in the mod as I followed DayZ. I'm glad someone is considering options for the future, even though it may be awhile until we see any of it, as I find it refreshing. Vehicles First off, your vehicle suggestion was great, I agree with it, however I did have a concern. You mentioned having vehicles as "quite common", but of course they would have more or less badly damaged/ruined parts. I don't know how I would feel about having vehicles as a very common find just so you can pick and choose which one you like best. I agree they should be more common if you were to implement such a system, but I feel if possible, that it might be a good idea to maybe have spare parts in broken down wrecks. For example, you can now open the doors/trunk of most car wrecks, why not say the hood to find parts in the future? To clarify, my concern would be that finding an actual car that doesn't have a completely totaled engine (to the point where it would be pointless to replace parts on it), might be too common. Of course there is always room for tweaking and I apologize if I made an incorrect assumption regarding the amount of cars you had in mind. Essentially I believe that on top of the increased difficulty from the part system that you suggested, maybe make actual repairable cars uncommon, but not rare. Just a rough idea, but potentially 2 cars per small towns, maybe 4 - 5+ per major city. Not so much that you run into them every five seconds, but not too little that it's like the mod in terms of finding a repairable vehicle. Being able to find parts in static car wrecks would, in my opinion help balance it out. On a side note, as I was reading your post regarding having to diagnose the car problem, excellent suggestion. I like it. The thought that immediately popped into my head that I felt I might be able to add onto it (assuming this is accurate to the region of Chernarus and the vehicles they drive): dashboard lights. Honestly, I don't know much about their cars, but if I had to take a guess I figure they would have something like this in one form or another. Something that notifies/alerts them to the presence of the problem, and something that may even help you diagnose the problem. Apart from that, obvious signs like stuttering, backfiring, engine failure, horrible gear grinding noises, etc, could be used to help in that diagnosis process as well. Helicopters I felt you pretty much covered this well and I agree again. I've never played Take on Helicopters, but throughout the mod I was the pilot for our squad nine times out of ten. I always felt it was lacking/too easy to get a hang of. Helicopters should, in my opinion, be complex machines to operate, not something you just hop in, press "Q" and take off. I'm not saying it should be an intense process that is grueling to learn, but I'd like to at least put some thought into it. I did watch the video and I could see something as simple as that working well, in turn adding on to the amount of satisfaction you would get from working so hard to repair it. I joked with my friend a little bit and mentioned that once I got the start-up process down, I could write it on a piece of paper (in-game) and we could store it somewhere inside the helicopter (he had made a suggestion regarding in-vehicle storage here if you were interested) in case one of the other squad members wanted to give flying a try when I'm not around. Medicine Stuff As I said above in my post, I'd been looking forward to a far more advanced medical system for a long time. I'm going to keep this reply short, seeing as I don't think I'm necessarily qualified to say what would be realistic/authentic or not. Suffice to say, I liked your suggestion regarding advancing the medical systems and personally don't feel it would become tedious. My only concern would be, whenever I'd die to another player, I was almost always filled with lead to an excruciating point. I feel having to remove 20 - 30 bullets from my body would be a bit... overkill, I guess. Though to be fair, at that point I doubt I'd survive long enough to go through the surgery, so in a way it works itself out. :P Again, definitely looking forward to seeing what they will do with the medical system and I apologize for any incorrect assumptions. EDIT: Pretty much just deleted at least 1,000 words worth of reply on accident, and the auto save function failed me so I'm going to make the rest as short as possible. Hunting + Gathering I agree, definitely would like to see hunting as a huge part of this game. My friends and I would enjoy living off the land from time to time. Making a bonfire in in the middle of camp as an ominous storm visibly approaches from the horizon. Maybe use the fire and a spit to roast meat we just hunted via bow or hunting rifle, we'd also use the propane lighters/cookers just to get an immersive feel in that aspect. I would like to see dangerous animals: boars, bears, wolves, like you suggested, maybe even snakes. It would be nice to have some dangerous aspects to the wilderness apart from getting lost and dying of starvation/dehydration, hypothermia (don't think that's implemented yet assuming it's planned), falling off a cliff and whatever else you could think of. I think I remember Rocket mentioning something about it either being difficult or impossible, however. I wouldn't quote me on that though. Anyone up for spear or net fishing? Hell, just making your own fishing pole out of some sticks and wiring would be great. Definitely looking forward to seeing DayZ's future in this category. Temperatures I noticed you mentioned under construction a suggestion for temperature. I'm guessing most are aware of this, including you, that the mod had temperatures in it, albeit a fairly basic system. That being said I imagine they'll be adding it later on down the road. I've noticed that when I pick up raincoats, it says "Wet" (ironic) under the condition, I also picked up a hat earlier today that said "Damp" in the same spot. I'm guessing these might be placeholders for a potential planned temperature system. I'd definitely be glad to see clothing actually affecting your body temperature as well. (Warm clothes allowing you to stay out longer from many heat sources, or wet clothes making you colder and requiring to dry out). For The Rest I'm not a very creative person, so I'm just going to avoid suggesting anything in these areas and trust the dev's judgement. I agree, however, that zombies should be a very formidable force, and that construction should be a big part of DayZ. Of course, most of these features you suggested/discussed probably won't be implemented for awhile, more important issues at hand and what not. All The Simulation Talk Assuming DayZ is ultimately a survival simulator, I think it's safe to say that it could be considered a grouping of more watered down simulators that ultimately make up the reality behind survival, let me explain the best I can. (I'll use ZedsDeadBaby's post as a reference). As an example, say you were playing a military simulator. Being completely realistic, like a real simulator should be, it would probably have you taking care of almost every detail, like loading one bullet into a magazine at a time, wiping your scope off if dirt or any other particles that get on it, very in-depth gun maintenance, sighting in (not to be confused with zeroing), etc. What DayZ does is it essentially takes the basic parts of the simulator, and turns them into simple actions. I can't say for sure how they'll handle gun maintenance, but a very understandable example would be putting say, 30 bullets into a magazine at once instead of one by one, which you can still do if you so desired. Likewise, with the medical ideas that SalamanderAnder suggested, he's not saying you're going to go into their body and find the bullet, grab it, then pull it out like you would in an actual Bullet Removal Simulator. Instead, from what I understand, he wants an authentic approach to medical care that in my opinion is of an acceptable level. Removing a bullet seems like a huge part of getting shot, not just bandaging the wound and never having to deal with it again. As a third example, I imagine starting up a helicopter and flying it is a lot more complex than what Take on Helicopters depicts. All of these "minor" categories: firearms, hunger/thirst, vehicles/helicopters, medical, hunting + gathering, could be increased in complexity to such a degree that it would be ridiculous to try and even learn how to do them, but with a bit of simplicity and balance applied to each and every one, each feature might not seem like a big deal alone, but combined actually make up a great survival simulator. All of that being said, I realize most of my post was not really useful, the majority was me just agreeing and adding my opinion here and there. Just glad to see someone putting so much effort into suggestions that I haven't seen much talk about before, I figured I'd work at a half-decent response.
  7. I agree with OP for now. But when we can't anymore endlessly sprint or run then some vehicles are welcome ;)
  8. I don't even agree with cars being difficult to repair. Cars are common. That's how it is. Cars don't fall apart after a couple of weeks of not using them. At worst, you might have to change a few small parts and clean out all of the fuel and the engine. Other than that, the majority of cars should work - and shouldn't be piss easy to break. That's how it is in the real world - and there's no problem with that being the case in game. Fuel is what is the problem. After an apocalypse, obviously the gas stations would have been ransacked - people would have stowed as much as they could away, hidden - or used it ridiculously fast, trying to drive cross country. Cars should not be rare. The majority should be in decent condition. I'm sorry, arguments otherwise generally make little to no sense. The problem with cars is the fuel, the noise and the visibility - and that's exactly how it should be. Military grade vehicles, however, I do not believe should be common. Partly because their OP - but more because they'd have likely been directed to the most important areas in the country to try to set up safe zones - and all be stuck in some bombed out city crawling with zombies - and seeing as there is no signs of any safe zone on the map, the majority would be long, long gone. Choppers especially - do you honestly believe that a chopper would last as long as the game appears to be set after the initial outbreak - without being stolen, attempted to be used as an escape vehicle and destroyed?
  9. I don't get it. Seems like everything that was fun in the original mod, is targeted for a ban or subjected to a ridiculous poll by the playerbase. Some of you like to walk around for hours and I get that. The game needs to cater to many people, some of which enjoy vehicles & aircraft, and not made to feel like they're being alienated due to the fact they dislike wandering in the woods for hours.
  10. Scotch Bingeington

    I think the map is too small for cars. Am I the only one

    The map WILL shrink. But hopefully vehicles will be a risky rarity.
  11. MR DELICIOUS

    I think the map is too small for cars. Am I the only one

    This is the thing. You can't look at this like a game that has to be "balanced". If players work hard to take all the vehicles in the map (which is ludicrously difficult) then they deserve them. Similarly, well implemented vehicles are a really necessary part of this game. At the moment, the SA version is suffering the post-release pre-vehicle growing pains that the mod did back in early 2012. Without any forced teamwork exercises, people get bored after getting gear and spend the majority of their time playerkilling. Vehicles give a large teamwork aspect to the game, as putting them back together is very time consuming and dangerous to do alone. If every single village has a couple of ATV's, then sure, it's going to be shitty. But finding a car or truck every now and then is really satisfying and quickly becomes a point of interest.
  12. They should add electric vehicles. Like these gems lol Maybe add generators to charge them or like 100 9v batteries.
  13. I made my first friend in mod as we suspected that admins of our regular server were abusing their tools and we were both raiding their camp so we teamed up. :) Second was when i was giving lifts for people from coast to north. I was shot by 2 bandits so this guy picked me up with heli to hunt these guys down rest of the night. If you find someone who doesn't kos you'll have to earn his trust and the other way around. Share your gear and put greed aside but never give more information than need be. (your camp,hidden vehicles,stashes etc.) I'd say it saves you a lot of frustration and lives to not look for friend but let them come to you. If they don't shoot you they have already proved something especially when you have good gear.
  14. nicolasvei (DayZ)

    I think the map is too small for cars. Am I the only one

    This game needs a bigger vehicle system than chopper. I'd like to see vehicles variety and 100% customizable.
  15. Chernarus is roughly 5x the area of the GTA 5 map and it's mostly empty wilderness. I don't think it's too small. Personally, I think vehicles of all types should be pretty common. Like if you go to any decent size town in Chernarus, you should be able to find a vehicle of some sort, even if it needs some fixing up. I don't think it's particularly fun to spend hours and hours piecing together a car, only to hide it forever for fear of a single bullet, rock or twig taking it out. It's like the same with loot. Loot should be common. After all, the people didn't take it all with them when they became zombies. But it should be proportional to how crappy it is. Every player shouldn't look like Spetsnaz commandos or like they just raided a North Face store to go climb Everest. Not unless they've survived for a long time. You should be encountering players wearing an old tuxedo jacket, mismatched cammo pants, some old sneakers and a fisherman's sweater. And the stuff should wear out over time so they have to constantly be replaced (which I think is the idea). IOW, players should look like a bunch of desperate hobos that just raided a Salvation Army dumpster. Cars should be common, but maybe you constantly need to replace parts. Spark plugs, distributors, tires, fuel, pistons, whatever. And make it so you just can't carry around an engine block or a quarter panel in your backpack. IOW, my theory is the game is made interesting not by having to scavenge the entire map to find a single can of beans or hoarding tons of supplies that never go bad. It's that you have to constantly scavenge to replace everything as it wears out.
  16. i cant wait for them to add back in vehicles.. i used to love setting up ambushes in choke points and waiting for cars to come through and light them up with a SAW
  17. nicolasvei (DayZ)

    I think the map is too small for cars. Am I the only one

    Even one chopper is enough to find all camps, vehicles, players, and when implemented; constructed camps, farming and whatever they are gonna implement. We don't need chopper... it's a survival game, not a military game. What is the purpose of a chopper in this game, except for finding camps and player and shoot everything you see? Yes it is fast to travel, that's why we only need car. I played my server without choppers, and like I said on a previous post, my camp lasted 1 month without anyone finding it. When choppers was on my server, 1 day after, every camp was destroyed, not only the camp of my clan.
  18. Steel Rat (DayZ)

    I think the map is too small for cars. Am I the only one

    I think bicycles would be great and would be pretty realistic. Another option I would like to see are pack animals and horses. Vehicles should be either very rare, or very difficult to keep running. Fuel levels at gas stations should be set at server restart and run out eventually until the next restart. Maybe even make people find components to be able to produce bio-diesel or Wood gas converters.... how far down the rabbit hole do we want to go with this? As far as the map, I think it's a decent size for what the game is at this time, but it would be cool if they added expansions down the road with other areas. All in all it matters little. As soon as people see a vehicle, they will kill it just to do so. The only vehicles I would really REALLY like to see are derelict emergency and military vehicles that spawn item drops. Let me get my fire axe off of the zombie fireman I killed near an overturned fire engine or handcuffs off a zombie prisoner in the back of a prison transport bus and I'll play this game till my eyes bleed.
  19. I had this idea about forming clans\Factions. its kinda long so I will briefly describe it and then if you want, read in full at the bottom. Brief Description: Right now we have clans such as medics of the wasteland and such. we also have hero player and bandit players. why not have an official community recognition, support and roles for those clans/Factions/player in the game? I know there was bandit skin in MOD. but i am talking much bigger! each Factions will have different perks and ways of playing game. for example: for "medics" Faction. - You can be recruited via meeting a medic and having an application code from him. you enter that code in the menu in the game... this will give you a link to recruiting site, you go thru probation period and you joined. (nothing really new here, apart from few integrated hyperlinks in game) - As part of this community you will be able to make choices that would directly affect the community. The choices you will be asked to make would be firstly the location of the main HQ for medic fraction, and later on the development of this HQ. eg. additional bed spaces, surgical tables... heli pads.. etc. every month community will vote on the developments that they would like to see in the camp. as a member you would also have exclusive access to medic spawns - the currency for the "buildings" will be items. The items that are stored in the camp will be logged and exported from all servers, converted to a list and "valued" . based on the value of the items collected in set time 1 building would be allowed to be built per month. - how would this work? The buildings would be added to the map directly integrated into the map just like any other building on the map right now, so no "bodge-job" tents.So they going to be on hive so when server restarts, or you change server everything stays the same. - the Medics HQ will contain initially small boxes with supplies (the default supplies are set by the community via forums). but as camp grows more sophisticated storage and supply will be available. Long Explanation: You have 4 fractions (haven't thought of any more) - Medics - Engineers - Law - Outlaw Medics: 3 roles: - Medic = the job is to heal people, they will not have any specific bonus (to keep the realism of the game, as a survivor wouldn't have any special abilities to heal). They will be taken to emergency sites where healing would be required, in return healed person would hand over some of the looted things... - Body Guard = their job to escort the medics throughout. - General staff = these guys are Pilots, drivers, scavengers, radio dispatch... etc. Medic fraction development. They would start in a small tent with 2 first aid kits and a box of supply that re-spawn at every server restart. but potential progression to abandoned hospital complex with heli pad, radio room.. etc. benefits to game - Stronger community - Introduction of Serious illnesses that can only be treated in hospital (blindness... etc) - additional roles to play as - never ending opportunity to do something after you "geared up" - would create market and barter system. Engineers 3 jobs - Engineer = fixing things. they would carry parts and tools to repair damaged vehicles or structures (other bases) - Body guard = same as medic - General staff = same as medic Engineers would be the first point of contact when it comes to repairing anything. only they with their tools would be able to get the items to "pristine" from "ruined" status again. They would start scrap yard, and progress to full on garage with tow truck and factory floor. benefits to game - Stronger community - Introduction of different mechanical problems - additional roles to play as - never ending opportunity to do something after you "geared up" - would create market and barter system. Law 2 roles - officer of the law = general staff + body guard. - detective = guy who investigates "murders", "thefts" etc... Rocket had mentioned that he was planning to take "finger prints" from people.. so this could be beneficial to investigations... eg, you come across a body, you inspect it and find that it was shot with a rifle round. you "dust for prints" and find 2 sets of prints in the inventory. you later find a guy in the area who carries Mosin and has matching finger prints... you arrest him and jail him. Law effectively be the police of the DayZ. and just like every other fraction they would start small and grow Outlaw Generally anything related to bandit stuff :\
  20. UK Epoch Survival Taviana Is a freshly started Taviana Epoch server. With active and friendly admins! IP: 94.23.152.27:2402 To launch it type -mod=@Taviana or -mod=@tavi_dayz_epoch in the launch parameters in your dayz commander settings. IMPORTANT: You have to download Dayztaviana.com version 2.0 from Dayzcommander or use Playwithsix to join the server. If you need any help troubleshooting join our ts3 server and have a chat. TS3 IP: london3.teamspeak.net:22565 Current mods installed: Roaming AI's Mission system More Helicopter Crashsites Fullmoon nights 300+ Vehicles Self Bloodbags Custom Loot Custom millitary camps [More Coming] Safe Trader zones Take Clothes Load Cargo feature in big planes and choppers Dynamic Weather [Coming soon] Supporting JSRS Rules: NO camping safe zones Don't destroy vehicles in secure bases Don't destroy bases(Only doors etc.) Don't build around high grade millitary loot spawns Don't steal from backpacks/vehicles in safe zones No safes in safe zone No voice in sidechat
  21. Traveler (DayZ)

    I think the map is too small for cars. Am I the only one

    I want to see Choppers, I mean BIKES, and by bikes i mean not BIKES, but the ones with an angine! Secondly, I want torn-up vehicles that look like Mad Max drove them around, and I want them to get stuck in the mud on an uphill drive through grass when it is raining, beacuase fu** you that is what my car would do IRL, as long as you don't have a 4x4 you should be 75% fu**ed! That should even the odds a bit. sticking to the roads for the 2x4 would be mandatory. And noone cmplain about that, try driving your car through 5" deep mud in a field...see?? NOPE. The map will get bigger, once they add stuff up north. That WILL make a difference, and you basicvally NEED a car around there ^^
  22. Vehicles needs to be rare and extremely complicated to repair. You should need a big toolbox with lots of different tools to repair and maintain a functional vehicle. I fully enjoy this particular time in development, where no one is hording all the vehicles outside of the map and not racing from crash site to crash site every time the server restarts.
  23. I support making vehicles extremely common, but like most of the other items I find in this game... they need to rarely be in top condition. Fuel would be a nice incentive to keep people looting constantly. Helicopters, tanks, etc are great end game toys to keep people entertained. I think they just need to be difficult to use and even more difficult to maintain. I really want to see some noob who got lucky just crash and burn in a helicopter accident.
  24. nicolasvei (DayZ)

    I think the map is too small for cars. Am I the only one

    I agree with you, vehicles should be common, but with some needs of repair. Fuel should be ''rarer'' than before. And helicopters, tanks or every war machine should'nt be implemented.
  25. People talking about vehicles being rare, I completely disagree with you. Vehicles should be very, very common. However, the majority should need some basic repairs from sitting and rusting for some time. The main problem with Vehicles should be fuel - which should be in very, very short supply and used incredibly realistically (thus massively decreasing use of vehicles like helicopters, tanks, large military vehicles and the likes.)
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