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Showing results for 'Vehicles'.
Found 41868 results
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For the game and KOS rampage: After Zombies will be increased in numbers in each town and their path-finding gets improvement, there will be huge difference in KOS numbers as you'll need a friend to loot or survive. Also after they implement vehicles and base building /tents and such , you'll be looking for groups to gather vehicle parts faster or to increase your own security at your base. All of these will promote "team-play" and reduce KOS.
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No vehicles in game yet. Check Announcements & Info subforum for future plans of DayZ
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There are no vehicles of any kind in the game as of now. Dean announced during his Rezzed panel, that basic vehicles are planned for Q3-Q4 of this year.
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What do you think full modding support will do to DayZ
dgeesio replied to Jex's topic in General Discussion
tbh its the best mod of what people want at this very moment. zombies chase you follow you there can be like a hundred after you sometimes. all vehicles in all guns in loot respawns on a better engine. so how is it waste of bandwidth ? by this logic dayz is unplayable :lol: less content in with more bugs and slower production. if you want to know what mods will do you just look at the mod itsself. whatever we cant have in SA at moment is the very first things modded in. this is why mods on Arma 3 are really getting a hold at the moment is because dayz isnt progressing where as they are on arma 3. 2017 breaking point Altis life wastelands survival games Dayz look at those ! then you wonder why Dayz SA is still just plodding along. while SA is trying to catch up the mods above have done and going on way beyond what we waiting for. its just a catch up 24/7 which standaline isnt catching up. atleast BI are happy because they cant lose ! arma 3 sales go up SA is still selling dean has his money so doesnt matter how SA goes now as all parties are paid up and can do whatever they want. -
What do you think full modding support will do to DayZ
scriptfactory replied to Jex's topic in General Discussion
This is a good point and I have taken it into consideration. Like everything else it seems that no one will be forced to use the survival aspects of the game. I mean, you shoot a bear, eat its meat, and then? Go murder some people in Elektro. The KoS mentality has to be attacked directly via game mechanics. I don't believe this will reduce griefing and KoS. In fact, it may lead to MORE of this behavior creating even more of a "deathmatch" environment. If I have a base up and running with vehicles and custom spawn points in my base. why would I care if my character dies? If you don't force players to utilize the survival aspects or give players an incentive NOT to KoS, the mentality will not change, in my opinion. I feel modding support will save the survival game by giving us all the ability to create the game we want to play. -
What do you think full modding support will do to DayZ
Capo replied to Jex's topic in General Discussion
So does that mean that private servers will have the ability to change the number of vehicles on the map? Because I think that's what people mean - I don't want to have the server list flooded with 1000 vehicles, spawn with weapon servers (or even increased weapon spawnrate, fuck off) private or public, I just don't want to be forced into playing those servers. "Don't play on those servers", only works when public or vanilla style private servers are available, and in my and many other peoples areas that simply wasn't a choice after a while, at least in the mod. I'm curious to see what happens, worst case scenario we end up with loads of scripts and some idiot importing arma 2 vehicles, and shitty admins adding extra barracks everywhere, creating an easy game in order to keep their server constantly populated (which is not the case for every admin, but it still happens). Best case scenario we end up with modders actually adding to the game and building upon the framework as a whole rather than focusing on one area, such as mindless PvP. But even though this happened with a few big reworks of the mod, admins still perverted them. All that being said, modded servers being in a different server list is a great idea. I don't think you've taken into consideration that it's likely that we will be forced to use the survival aspects, unless the team decides to just not finish their game. Meat will likely be the best source of health, and I wouldn't be surprised if the devs lowered the food spawns once respawning loot and hunting is implemented. Waterborne diseases - surely going to a well or a lake would be unavoidable at some point. Temperature, unless they half ass it, surely is going to play a role. Sure, nobody is going to stop you from going to elektro and hunting freshies, but anyone who wants to play more than 30 minute lives is going to have to engage with at least some of the survival aspects. What about hoarding gear? or creating barricades in order to protect that gear? Cars? The devs seem to be planning an in depth system to get cars running and keeping them running. This is all good stuff, and is definitely survival oriented, nobody is going to be forced to use any of those awesome things, but why wouldn't you? -
What do you think full modding support will do to DayZ
kichilron replied to Jex's topic in General Discussion
Just don't, then. "not good" would have sufficed. Also hidden a few comments, that didn't add anything to the discussion. Make sure to stay on topic. /moderatorHat off There is a lot of misinformed posting going in this thread and before I hear another person rambling on about 1,0000,000 vehicle servers, please - OH PLEASE - do some research! Read! Make sure you know what you're talking about! The vehicles, as they were on the mod, were controlled by the server's database, not by scripts, not by fancy mods added to the server. The mods might have come with more vehicles by default, but that's not because of the mod itself, it's because they have changed the database itself and were private hives (all of them). Now - this isn't going to happen with the Standalone, simply because Dean has announced that server-hosters will not have access to the database. This is what the shards are for - and the shards will still be hosted and controlled by the DayZ-Team. Not modding brought more vehicles in, it was the private hives, because they had full access to the database, as it was hosted locally, rather than a public-hive. Publichive servers still don't have access to the Database, it's still in R4Z0R49's hands. They can't add more vehicles. If you wish to have vanilla amount of vehicles (42, I think) - go out and find yourself a nice Public-Hive server. /moderatorHat on -
What do you think full modding support will do to DayZ
soulfirez replied to Jex's topic in General Discussion
Modders did not kill dayz players did lets be honest here these sort of servers came about because people wanted them they flocked to them... Some modders want to make the Dayz experience harder maybe add some features ( depends what the devs finish by release) will people play that maybe maybe not but i am still going to make it lol. You want vanillia to survive or the essence of dayz to survive easy vote with your server choice stick to the vanillia servers or the servers that have modded the game to add things that make it deeper game not an easier game. I hear screams of a rift in the community well guess what there already is one those who want to play pew pew with zeds and those who want to play survival in a world with zeds that requires some pew pew to protect yourself your base resources etc. Oh but all these people will go play the 1000 cars end gear load out on spawn servers well i say good to be quite frank they can go do that and fucken good riddence to them why cause there the ones hiding in a bush for hours to shoot anyone who walks past not loot them not rob them just to shoot them play pew pew. I enjoy a bit of PvP in Dayz but it is PvP that has meaning to it be it the desperate bandit the defender of your base fighting for the last fuel tank in the land etc not just teaming up and shooting anything that moves regardless of reason that is not Dayz to me and i dont want to play with that crowd. Ill be happy playing on my own private server running mods adding things i have modded that i believe add to the dayz experience with the difficulty cranked up will it be popular probably not but if i get to play with a good group of guys say 100 people over the 24 hours then it will be more than worth it to me to pay the costs of running the server, i will not give one shit about the 1 million players playing 24/7 1000 vehicles etc etc they can play there pew pew i want to play with dayz with people who want to play dayz that includes bandits survivours heroes etc who do what they do for a reason not for shitz and gigles of sniping etc... Stop pointing the finger at modders you as players killed Dayz you left good servers to play the diluted versions and never came back make a stand play servers that keep dayz alive even if pop goes low if you keep the lights on more will join .. People see a server with only a dozen people on they may join and try it out people see a server with no one and they go elsewhere keep the fucking lights on and own up in your OWN responsibilty for the death of true Dayz... -
What do you think full modding support will do to DayZ
alsmir replied to Jex's topic in General Discussion
Wow, these forums never stop to amaze me. Surprise of the day: the amount of unbelievable selfish people. Why the hell do you care so much about how others want to play the game? You won't even be on the same server, but for some reason you yell "No! They must play it my way or not at all." Why do you mind that someone is playing on a server with 10000 vehicles or starting weapons? Play on whatever settings you like and let others do the same. I don't mind if people choose servers with extremly easy settings. Whatever, at least they are happy and I don't have to listen to them complaining how default settings are too difficult. I stick to the servers and mods that I enjoy with people who like it aswell as opposed to playing with people that every day post suggestions and complains about server settings. On top of that I have an option, that if one day I'll get bored with current settings I can go an check many different mods that have been developed. Modding never did any harm to DayZ. Hell, it probably brought more players that were unhappy with standard mod. New mods have also showed us how much of work can be done by a group of dedicated people when we saw different issues getting fixed by moders that were supposed to be "unfixable". Moreover, I'd really like to see hum much progress can make modders with some free time compared to current team working on SA. Disappointed by community - Alsmir. -
What do you think full modding support will do to DayZ
Zeppa replied to Jex's topic in General Discussion
Server list will full of servers like: "1000 vehicles, custom spawn loadout, extra barracks, 24/7 day, autobloodbag, godmode" And you cant find decent "vanilla" server or one with a actually proper content, rather than COD deathmatch setting. Only way after this is to find some private hive closed community where you have to apply and get passwords, then its same faces days on end. -
What do you think full modding support will do to DayZ
Caboose187 (DayZ) replied to Jex's topic in General Discussion
DayZHell.com Chernarus | 500+ Vehicles | No Lag | AI Random Events | Improved Loot | Custom Map --WARPOCH-- Epoch Chernarus Jets/Tanks/1500+Veh/Spawn Loadouts & Vehicle/Deployable/Spawnpoint/Evac Hell-E Hunters NAPF�Extra Traders�Military Vehicles�Custom EMS�DZAI Heli Patrols�Safe Trad [bRS] DayZ Epoch Chernarus | 6 HR Restart | EXTRA Vehicles & Buildings | TS | Mature Active Admins | Knights Of Nom Dayz Epoch 1.0.4.2 | 500+Vehicles | Custom Locations | Self Bloodbag | Custom DZAI This is what modding is going to bring. I fully support modding "if" it brings the game to where it's suppose to be. Not this shit. WoW didn't get 13 million players because it got harder and more challenging. -
That is true, but somekind of middle ground should be found. IMO Items in persistent objects(tent etc) should start RNG to remove these items from the server, or move them to a spawn somewhere. (depending of the loot system) If someone in the group touches item inside the container after the person to be dead soon those items woudnt get deleted. IE: person A came from the loot run and brought can of beans, so those beans would be deleted when RNG(starts when person A dies) hits the spot if none else have touched it after A.. Other items woudnt be affected, also the RNG could be stopped if anyone else interacts with the object(tent etc) after the death of the person A, so items wont keep randomly disapearing from it till there is none of the persons A items(items that he interacted last). I woudnt start deleting persistent objects like tents, cars etc immediately. They could make somekind of log for the vehicles(who interacted with it). Like persons A and B have been in it last. If both dies the vehicle gets respawned. A dies hes removed from the log and only B is holding the vehicle saved, untill A touched it again and adds him self to the vehicle log or B dies and vehicle is spawned. This log should be cleared sometimes that person X woudnt bee holding the vehicle as he had been stealing beans from it. Log could count who has interacted with the item and how many times in last 2 days, person least interactions is cleared from the log etc. Also person who dies shoudnt be able to interact with items for day or so after his death so you coudnt regear from those immediately. Also would we count moving items inside the container as interaction or just adding or removing from it, I would say moving woudnt count..
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What do you think full modding support will do to DayZ
HIHBGaming replied to Jex's topic in General Discussion
Although we may get some cool things out of the Modding community like new maps, it will end up like the Mod if Modding is not controlled. A multitude of BS servers with a 1000 vehicles, pay to win features, easy mode, Admin cheat tools and whatever else. Modding is not all bad but it needs some kind of management and not be able to be done willy nilly. They also shouldn't add modding until the actual final release of the game. I really hope they keep tight reigns on modding of the SA because the path of least resistance mostly killed the Vanilla Mod. Some say modding will add features like base building and better Zeds but I think by the time they're finished with the game these will be implemented anyway so those points are kind of moot. -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
rickyspanish replied to SmashT's topic in General Discussion
Modding is not game development, pretty much everything in the standalone is original and made from scratch which takes time. If your waiting for quests and missions your going to be waiting a long time because hopefully they will never happen. Epoch is its own thing and doesn't resemble what dayz is or is trying to be. I've played epoch and while I got a few nights fun out of it, it soon became pointless. I was never afraid of players because I had so much loot hidden away in a safe only I had access to, vehicles were not difficult to obtain and everybody had one. All you need to do to survive is kill a bunch of dumbass ai soldiers and sell there guns for whatever you wanted. It feels like dayz with hacks, everybodys flying round in personal choppers and building ridiculous eyesore towers out of wood. I would like to see some dynamic things though like chopper crash sites or abandoned survivor camps. Oh and it hasn't been in alpha for 2 years, and this thread is about zombie feedback not what the many care bear dayz mod mods do. -
What do you think full modding support will do to DayZ
anothercynicalbrit replied to Jex's topic in General Discussion
Agreed, i think the difference with this will be that this is the 'standalone' and not a modded military sim, therefore i think it will be a lot more tamer with the excess's on guns and vehicles and stuff. One thing i know is that with this game i would not be straying to any servers that overdid it so i think we should be in safe hands and the modding wont be so overboard. -
As cool as that would be, considering the dev track record so far, the update will probably be something much more useful and content fulfilling like: Spray painting can openers, knives, and shovels Using shoelaces to craft a necklace The ability to walk or run while displaying a emo like thumbs up or high 5 The new weapon will be a Red Rider BB gun. You got to get fundamental core game content like this working before you tackle such trivial things as vehicles, hunting, camping, and base building
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So a week to a month? Oooh, I hope it's a month. That means they're doing something cool, like camping, or hunting, or vehicles, or submarines..
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Today Hastecase Gaming (HC) has launched their own DayZ Epoch Chernarus server! Our server is complete a new and improved antihack, ban system, and new active admins, as well as tons of scripts! We are a Hero/Bandit/Survivor friendly server, though we still have rules regarding base raiding and banditing in place, read the rules here : http://goo.gl/3c5Cgo . We are also looking for admins and moderators/teamspeak helpers! Apply within! Features : Self Blood Bag (6000+ Blood) Mission System (With custom Epoch AI Loadouts) Admin Missions (Convoys, KOTH, Attack/Defend, Races, Challenges, etc) Donor Packages (To help support the server and forums, completely optional) Armed AN2's (Gives AN2's M240's with 400 Rounds of ammo) Tow and Lift (W.I.P | Allows the user to tow and lift vehicles) Handcuff/Detain system (W.I.P) AntiHack (Custom) Debug Monitor (To show your stats!) Forums and Store for donation purchases! New Admins (Out with the old and in with the new!) Indestructable Bases (Cinder Block and Wood! To prevent griefers, but this does not mean that there isnt raiding!) Armoured Vehicles! (BMPs, LAVs, BTRs, hell, you name it!) [buyable and findable] Animated Heli Crashes (W.I.P) 1000+ Vehicles (Armed or not) Teamspeak (200+ Slots!) Clan Bonuses (Free Private TS Channel if you meet requirements!) Custom Locations and military bases! (W.I.P | First one will be up north!) and lastly, an entirely new, user friendly forum! IP's and such below! Cheers, LuckyMrGun We are also looking for admins and moderators/teamspeak helpers! Apply within! Teamspeak : hastecase.com DayZ Epoch : 66.55.148.60:2302 Forums @ http://hastecase.enjin.com/
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
Shingara replied to SmashT's topic in General Discussion
My point is there to busy patting themselves on the back. Who knows whats going on, maybe the mod just isnt able to stand on its own as a stand alone game. There are no objectives for players to compete or team together with beyond the sadistic natures it pulls out of people due to trying there hardest to find a reason to play. There are plenty of things they could have pulled out of the hat like putting basic vehicles in before now without the polish etc. And i know they are doing it but its like they had no plan on what todo with the game in a structured maner, the roadmap is more like a target to reach possibly maybe. We have been in alpha for 2 years and the mod was within arma before that. Even done badly would be good and would be acceptable because we are in an alpha. Just look at epoch and what activitys that gives to players and to suggest a group of modders can do it faster then a set up funded team is just no eligable. Even dynamic events would be good at this point just by utilising the zombies and nothing else. -
Several things. I think vehicles may help in the plausibility of carrying large objects, or perhaps wheelbarrows. But I've heard nothing to suggest that they view it as an issue. Some things just aren't going to be wholly realistic. The inventory system is just that. Again, this assumes that HESCOs cannot be vaulted over or dismantled. Barriers shouldn't be indefinite area denial tools, they should be impediments to incoming movement and should act as cover. That and if they were made suitably difficult to construct, then I doubt people would use them much for griefing. People got a bad taste in their mouth from the mod, because of how awful the construction was. Picket fences should be vaultable. High fences should be climbable. HESCOs should be scalable. Nevermind that they all should be destructible. I see no difference in terms of "griefing" potential in HESCOs than I do in lockable doors and barricades (which appear to be inbound).
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The assertion that larger = better isn't a fallacy, its an opinion to be held. One can assert that larger maps are better, based on personal taste (because "better", like most things... is entirely subjective). I take wholesale issue with the above statement. The current "state" of the map, whatever that means to you (I have tons of fun in the north and have for two years) can be explained by the things you dismiss as irrelevant. I'm not sure what it sacrificed to be bigger than everyone else's map either. I mean, can you name a large map that has near 100% enterable non-instanced buildings and all of the systems that go into DayZ (i.e. the basic FPS mechanic, survival mechanics, vehicles (inbound), coherent zombies (inbound) etc.) I think you're placing too much significance on the map and not taking a wholesome outlook as to the aspects which FACTOR IN TO HOW WE USE the map. I have yet to hear the map's size be used as an excuse for not doing X. Nevermind that aesthetically, the north has been upgraded SIGNIFICANTLY. Most of the forests have been improved, there is now a large city north of NEAF (and it looks like one will be going in north of NWAF as well). The towns inland have been completely revamped and are now much more substantial than in the mod. Most have high-value buildings. You said it yourself in the OP, people tend to hang around where they spawn. So why not diversify the spawns so that people hang around in more areas? I'm not sure how this could be done, as I don't want folks spawning inland. But I'm sure it could be addressed. Nevermind that people DO in fact move away from their spawns. But even then, why not give people incentive to move inland or away from their spawns? Loot balancing also plays a heavy role. It dictates, for now, where people travel. It's almost the sole determinant in this. Trouble is, there's too much loot around the coast. Why they thought it prudent to put in a barracks at Balota is beyond me. Moreover, the loot distribution system hasn't been implemented (which will place a finite amount of rare items on the server/hive). Plus, once the zombie numbers are upped and they can actually BALANCE the map, I suspect the large cities on the coast will be near suicidal for the unarmed player. The big thing that you're forgetting, and that has been the case since the mod, is that there's not much to do other than loot and kill people. Even when one is fully geared, there's nothing to do. Even something as simple as persistent storage worked wonders in moving people across the map, just to store equipment. The same can be said about vehicles, which both allow for storage AND allow for rapid movement across the map. Not to mention construction. Likewise, it would've been more prudent to argue that the size-to-player ratio is too low. Meaning that we need to add more players to increase the likelihood of people being in X location across the board. There are just so many competing factors which dictate how folks behave in DayZ that the size of the map is a non-issue when viewed in context. That and I don't have an issue with the coast being a clusterfuck. More loot and wide open space for me. With that said, I do think that in the future (like the next decade) they will have to look into procedurally generated maps.
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Ok so I want to make it emphatically clear that this topic is mostly my opinion and I am willing to accept that it may differ from yours, despite this I wish to keep things civil. Also I want to make it clear that despite some heavy criticism of the map, I do not hate DayZ, I am just thinking about how it could be improved in my opinion. Finally if you want to scream "alpha" you'll just get ignored, this is not about any features that are subject to changes that radically alter my criticisms, its about the map---which despite some minor changes will be pretty much as it is on release. Any changes that are made, unless they are ridiculously large and beyond the scope of the project do not invalidate any of my criticisms. Now that's out of the way, lets get to some of my thoughts. I think that defenders of Chernarus are often touting the fallacy that large = better. Whilst size is a factor in a good map, I think it needs to be balanced with a map that draws you in and makes you want to explore it. I hear some of you about to say "well I like exploring Chernarus" and that is fair enough, but it is evident that the majority of the player base are happy sticking to a few select areas, thus it would seem that for most the map does not call for exploration. Why doesn't Chernarus call for exploration? Firstly because the terrain lacks a great deal of variation, we do not see any mountains that call out for us to climb them for example. Secondly we know what to expect everywhere. What I mean by that is, we know what the buildings look like in every town on the map as they are just pasted everywhere and most of us do not feel an overt desire to see them in different configurations. We also know exactly what all the forests and fields look like from a glimpse of any of these areas. Even the potentially cool exploration points such as castles are just copy/pasted. Many people will protest that they only hang around the coast because there are no vehicles. But the thing is people will not use vehicles to explore they will use vehicles to drive around to specific copy/pasted buildings in search of specific items and this will be done in a very formulaic "there's a piano house in this town" manner. The distance is a chore that requires a car, not a pleasure that would be fun on foot. In my opinion Chernarus doesn't feel like the kind of map where I think "I just want to drive around and get lost" like say San Andreas did. Even if it were, if cars are made exceptionally hard to maintain this would not be plausible anyway. Another problem with having a larger map is that the larger the map the less chance you have of encountering other players. This is probably the main reason people hang around spawn points. No matter how the spawn system works, people will hang out where people are, that's what DayZ is about anyway. If the map size was reduced people would feel more like exploring because the chances that there will be someone else around that area will be increased. I know nothing will be done to change the map in DayZ, but that does not stop me from criticizing it or us from discussing it. In short I think DayZ could do with a smaller map with a much higher attention to detail. Whilst it is cool that BI used satellites and shit when making Chernarus, this data does not necessarily create a great game map. Really a new map could be designed with every aspect of gameplay considered, with enough wilderness, containing enough variation to satisfy explorers, with no copy/pasted buildings to remove the extremely formulaic looting process and encourage everyone to explore, that is not so big that people view it as a chore to traverse. An example of a good map would be Skyrim. When I am in that world I think "fuck the fast travel I'm walking everywhere" because it is so beautiful and fun to explore. When I am in Chernarus I feel no such inclination. My exploration is limited to, "there's a town, there's a chance of such and such an item in that house, lets take a look, ignore everything else. Fuck it I'm going to log out, I'm bored of hiking." Basically, despite being a really good concept pretty much all other areas, DayZ is let down by its map, which fallaciously assumes that larger is better, and in doing so sacrifices any inclination to explore because of its copy/pasted towns which make looting formulaic and boring and it lacks of places that call out for exploration. If you've been to Electro, you've basically seen every worthwhile building on the map, and if you've been in the trees around it you basically know what the rest of it is like. Players hanging around a small portion of the map is not a symptom of poor spawn mechanics, or loot balancing or anything, its because the map is poor and the map is poor because it sacrificed so much in order to be bigger than everyone else's map. TLDR? Find another topic.
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What do you think full modding support will do to DayZ
Irish. replied to Jex's topic in General Discussion
The vanilla mods are not a barometer for this.. that was all script based and is much easier for others to mod in just about anything they want. For the SA things will be much different. Just wait. You will have everything from RP servers to mods like how Breaking Point was when it came out with 1k+ vehicles, every weapon known to man in each loot spot, and more bugs than a Puerto Rican Sewer system. Things will get fractured as each new mod drops, but then people will start to fall into place. Find their home, and all will be well. I never, ever, ever had an issue finding great servers/mods/communities. I dont know anyone that did, that kept looking. I know many that said, "aw, that shit sucks.. fuck this!" and gave up right there. I never would have found great places like Z.nu or BMRF.me if I had those same sentiments. -
What do you think full modding support will do to DayZ
muddyraccoon replied to Jex's topic in General Discussion
Yes I did. And so did 12 other people that used the filters too. It was boring. So I had to play the others, which were all fun, just lacking a population willing to work for gear. Epoch. Epoch still has some good servers out there. But i prefer SA. And I wouldnt mind mods if they added depths of realism to the game. But I am guessing that more realism will be removed for vehicles, and others. I like the community, and don't want to see a rift come between it. It won't be a single rift, either. It will be many many rifts. But then again, i could be the crazy guy with THE END IS NIGH! written on a carboard sign standing on street corners shouting to nobody. -
What do you think full modding support will do to DayZ
muddyraccoon replied to Jex's topic in General Discussion
*gazes into crystal ball* I forsee cars, lots and lots, vehicles, everywhere. Easy to get. With storage, and weapons! I forsee weapons and ammo littering the streets. Most will complain openly, but still play the easy mode. This will be done with "improvements in mind, but will tear the heart out of the game, and let it sit twitching in the gutter as Helicopters are added, with more and more military loot/guns/vehicles/buildings! I see maps! Maps with coordinates automatically displayed, GPS maps, mini maps in an overlay! I see damage meters and health meters, and very few graphic or textural mods. The future of DayZ looks dark indeed.