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Showing results for 'Vehicles'.
Found 41868 results
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SURVIVAL INSTINCTZ Epoch 1.0.4.2 IP: 69.39.239.136:3119 **Added Bandit Island**
Gooober replied to Gooober's topic in Mod Servers & Private Hives
The group that trashed your base was getting even for your groups wall/door glitchin their base for 4 straight days..... then you guys complain when they finally find your base and trash your base legitly.... And when the bans appeared in red lettering... I actually received messages of "Why that take so long?", "FINALLY", and "I told you 4 days ago they were wall and door glitching with vehicles" .... Thanks for your input.... I also believe it was you two nights ago talking about how your group loves to get banned from servers..... So, I wish you guys the best on your next server...................... Other Server Admin...... See a Duane, Trader, Crackas and Kevin.... Don't be surprised you receive complaints................................. -
SURVIVAL INSTINCTZ Epoch 1.0.4.2 IP: 69.39.239.136:3119 **Added Bandit Island**
DuaneTheGreatest replied to Gooober's topic in Mod Servers & Private Hives
If I'm to be perfectly honest, this server does have some admin issues tied up in it. There is one group who seems to get constant VIP treatment (spawned things by admins) and they try to reign over other players. It's a group of about 5 people who are forgiven of anything they do (glitching, etc) and have an admin spawned base. I'm not sure about the legitimacy of their items, but their base is definitely admin spawned. (http://www.youtube.com/watch?v=VJkkMDdLGv8) <-- This is the base that was spawned. It appeared suddenly in Cherno today, following a successful raid of the groups past base. This is all while the server's population is slowly thinning out, likely due to this group. Seeing a new player even attempt to build a new base is rare, as they are constantly hunted by this group and their thermal vision vehicles. As far as admin treatment goes, they are very ignorant to their players. This is another reason the population appears to be dying. Anyone who is not a part of this group is usually considered not important, and therefore ignored 95% of the time. After about 3 months of playing on the server, I am at my end for tolerating the admins and this holier than thou group. The spawning of this base, after watching countless groups work hard to build their bases, is just too unfair to be tolerated. If you are considering playing on this server... don't. -Duane. Master of the Duane Jump. Wrecker of homes. -
(Rocket Stream) Did he say we can jump from public to private?
Deathlove replied to pacific_coast's topic in General Discussion
To be honest it sounds like Warz/Infestation all over again. Very very bad game changing meta. Ppl with private could easily pvp or loot on public than go to private without problems when things get hot. Thats not good it will hurt the whole survival feel of the game. Also ENCOURAGING ppl to hop for chopper parts is god awful. Hes literally encouraging ppl with a carrot on a stick. It will lead to a few strong clans with overpowered weapons and vehicles with weapons i can see it now. -
Hi all, this is a relatively new server and we are looking for folks to join us. We are friendly to PvP and role playing and we have AI for folks who want to just PvE. The map is chernarus and is set to a 24 hour time cycle based off GMT +10. Resets are every 3 hours, no admin abuse or hackers. Although the server is pretty much new I've worked really hard to make sure there is a lot of new content,scripts and a custom map with more then 200+ buildings added in. I will continue to work hard to maintain the server and keep it interesting for all who would come drop by. Here is some of the server info and features. Info: IP: 119.81.31.7:3119 Version: 1.0.4.2 Mod: Epoch Rules: No Hackers No Admin Abuse Have Fun Features: Self Blood Bag Heli Lift/Tow (R3F) Build on Roads Hero/Bandit/Survivor AI Base Building 1.3 Snap Building 1.6 Safe Zone Traders Select Spawn Location Select Class Load Outs Sleep at Tents Heals 100+ Vehicles over 200+ extra added buildings New Towns Full Moon Nights Custom Trader Prices All this +more and more being added every week Support: For Admin assistance visit www.projectproteus.guildportal.com (Forums >> Mountain Dew ! Chat >> Hero Vs Bandit Epochalypse Server) We try our best to be friendly to all players and we are open to folks from all around the world. We would really love some new folks on the server so please if you are looking for a server or just want to test it out please log in and game with us. This Server is supported by a large guild and I promise to do my best to maintain it and keep folks upto date on all bugs and changes. Well thats all I can really think of for now lol. Thanks for reading and I hope to see ya on the server some time. (Side note: are we allowed to post up server pictures and such?.. I could put up the load screen art as I think it looks baws lol.)
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Also once vehicles come into play, mags will be easyier to get as far as run time. Not sure if that fact will change the way I voted but it will get easyier.
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This thread makes me sad. The majority of this community is so cowardly and overly competitive that they almost always shoot armed players without even attempting to communicate. "He's armed and he's on the coast; must be a bandit... BAM!" Where is the fun in that? Play arma 3 wasteland. You won't have to deal with all of these bugs and I completed features. More guns. More vehicles. All of the things you beg for on these forums. "I KOS because there aren't enough features in this game to do anything else yet." This game was made for people willing to risk losing everything to engage in heart pounding interactions with potentially violent strangers. This is the only game where potential friend or foe can honestly only be distinguished by their ACTIONS; not by the color of the arrow floating over their head. "I tried being friendly. I got tired of getting killed so I don't even try anymore." This excuse is the worst. So many of you think the only two options are a.) kill or you will undoubtedly be killed. Or, B.) place your life into the hands of a complete stranger and hope that they are like-minded. The truly skilled survivors asses the stranger, place themselves in a superior position should a firefight erupt, and then you attempt to communicate. If you can learn to do this, not only will you increase your chances of survival (should you choose to interact with others), but when you ARE forced to kill someone in self-defense, it will be so much more rewarding KNOWING (not speculating) that they would have gladly done the same to you. Alas, this kind of tactical thinking (it's a fucking survival game for god's sake) is too much to ask for the majority of dayz's current community. And this post will be ignored and more excuses will be made to defend lazy play styles. If you are another man or woman who plays this game as I do, know that you are not alone. Know that if you continue to play honorably and not sink down to the level of the majority around you, you will be experiencing dayz how it is intended to play. Stay strong, true survivors of chernarus.
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Your server has admin base... Really? Do not play on that server, major admin abuse. Admins can move vehicles as they wish and I got banned from it for commenting on the fact that you spawn with a ton of gear.
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DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
methr1k2dop3 replied to SmashT's topic in General Discussion
Looking good so far. Havent really been playing until more zombies and vehicles are added. -
One Thing Needs To Be Addressed [ROADMAP]
IshFingers replied to Katana67's topic in General Discussion
I'd like to wait and see how their loot re-spawn system works before I think up alternative suggestions to killing off server-hopping (perhaps 'killing off' is too strong of a term. Let's say... Encourage players to remain on their home server.) And that sort of implies my response to your question - I like to think people will naturally, organically, favour one server or another and stick to it. Doesn't really need intervention. Sure there will be bugs [loot re-spawn] and it won't be flawless upon initial release, but knowing that loot could re-appear nearby will give the impetus to go and find it, rather than log of... Wait 5 minutes... Log on and hope. If fails, rinse & repeat. And the great thing? Once X amount has been looted in a designated area, it will re-appear. Meaning on a busier server, it will re-appear sooner (more people collecting more stuff etc. etc.) It could also dictate how people move about the map, adding new tactical aspects to the game. Similarly, I'm sure the barricading issue you touched upon will be at the front of their minds. It's a blindingly obvious potential 'break' which should be at the front of their minds. Though it would not surprise me if it was dealt with in stages; I.E. Release barricading feature, wait a few weeks, release patch addressing known issues. There's still a lot of work to be done across the board, both gameplay wise to server issues, gear/items/VEHICLES etc. and they will all need to be carefully balanced to fine-tune this game into fulfilling what potential we can see it has. We will have to wait and see... -
Let me be "that guy" here by saying this... It's alpha. You're calling the game glitchy, then saying that adding content will fix it. People don't seem to realize that the base game needs a massive improvement, and I see way too many people wanting more and more features; New guns, vehicles, crafting, hunting, etc. There is no point in concentrating on adding more and more into a game where people are still running through walls (on others' screen), where zombies are defying physics, and the servers are crowded with hackers.[1] Before worrying about new content, the base glitches need to be worked out. Why? "It's alpha." [1]People claim, "I have ___ hours on DayZ and have never seen a hacker, hackers aren't a problem, its alpha, lag or desync, deal with it." Well, I have only 200 hours but have experienced enough hackers to see the problem, as well as many other players have.
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Finally was able to watch it and agree 100%. Very promising update and builds a lot of confidence that we will see an outstanding product when we get to end of development. Very confidence inspiring and recommend everyone watch it if you haven't. http://www.twitch.tv/egx/c/3967056 Highlights: Guaranteed messaging Respawning loot Accelerated time possible (server side) Throwable items (code already running in background) Whole new system for player controls (Arma 3 developer working it) Q2 (short term) Ragdoll (incl dragging bodies, falling, blending body injuries) AI pathfinding - first iteration nearly complete - sometime in Q2 for stable 64-bit - initially server side Prototype Animals - 6 new types Persistent Objects - experimenting with everything saving Advanced weather effects - snow falling (not on ground) and fog World containers Q3 (medium term) AKM Multi thread / multi core Advanced animals - bears, dogs, wolves, etc. New Zombie Behavior - especially stealth Centralize Loot Economy Barricading - existing structures/ persistent server Basic vehicles - bicycle, motorcycle,a tv, maybe small car Modding support - probably tied with private hives along with steamworks support Player statistics (server generated) Horticulture - prototype likely earlier, actually be able to plant and harvest Q4 & beyond Advanced vehicles (incl the maligned/loved helo) Advanced animals - horses and animal husbandry Advanced social mechanics - faction identification methods (make your own armbands, etc), better UI for trading, spawn systems tied to controlled locations
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@OP yup.... I read it... "-This would deter KOS. Not eliminate, but "deter" (water it down). I believe KOS will never be eliminated, ever. But I absolutely do believe that it can be reduced. Now I'm not one to complain about KOS as it's truly a part of the game & I believe that it's the victims fault for getting into the shooters sight in the first place (this is survival), but I do believe that it's not the concept that drives this game. DayZ (the finished game on paper) is not a shooter. If ammo were a true rarity, players would think twice before wasting 1 of their 7 FXN45 rounds that took them a week to find on a worthless fresh spawn, or would try to apprehend a geared player by outplaying them. Not by gunning them down because they have 100+ rounds to waste because they're a dime a dozen. Every shot must count." It actually was your number one reason... Next was lessen firefights or make shots count???(by product of no ammo).... Hehehe then something to do??? Farming.... Hoarding of equip for your vehicles.... Hopefully, farming too. Base building... :) (:
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The main reasons people KOS are: 1) lack of endgame 'tasks' (vehicles, bases, more things to do and reasons to travel the map) 2) lack of real zombie threat (actually improved on last patch, but in broken fashion) 3) human nature. A lot of people see this game as 'military gear shooter with zombie apocalypse setting' rather than 'apocalypse survival simulator' and will PVP and KOS regardless. Reducing ammo spawn to nothing will not change things, granted it's too common at the moment, but hopefully this is just as the range of guns and ammo types are still quite small. With that said, do you pick up that 1911, 75 or FNX as things stand? Needing the right ammo and mags has made the choice harder - and this is choice/scarcity through variety that I can support.
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DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
SmashT replied to SmashT's topic in General Discussion
Here is the basic roadmap for 2014 from the slides, the formal roadmap is not yet complete, when it is it will be announced. Highlights for next update More robust process for testing / deliveryBow and arrow / crossbowFireplacesNetwork optimizationsNo spawn penalties for joining same serverWhen? Best case: two weeks Worst case: end of April Fireplaces Can cook things!Crafting fireplacesUpgrading them to ovensRespawning Loot Prototype World divided into quadrantsQuad resets when empty X timeIncludes resetting doorsDoor state randomly set on world startAccelerated Time Removed as part of lag / desync fixComfigurable by servers adminsUp to 64x faster day / night cycleRules for Hardcore t.b.d.Throwable ItemsEverything that can be held in handDifferent materials react differentlyUses "Bullet" physics SDkCalculated on serverPlayer Controls Mouse Acceleration issuesDexterityFreelookPhysics based movementJumping consideredShort-term (Q2) Ragdoll Nearly functionally completeBased on "Bullet" physics libIncludes falling charactersThe future?Dragging unconscious / bodiesBlended body injuriesNew AI pathfinding Animals and ZombiesTechniquesVoxelizationWalkable polygonsNavmesh optimizationObject AvoidanceFirst iteration nearly completehandles interiors, small objects64-bit Compiling!Server can use more memoryHelps withPhysics integrationVehicle physicsNew zombie AIPossibly much morePrototype Animals Prototype implementationAllow player "hunting"6 new animal typesStarting from scratchWanderingPersistent Objects All objects or just some?Save state of everythingDecide which to permanently useAdvanced Weather Effects Snow and fogWeather will affect playerBallistics affected by weatherWorld Containers RefrigeratorOvenCupboardsMedium-term (Q3) Multi-thread / Multi-core Multiple threads on Multiple coresMore zombies...More players...More animals...Probably more server focusedAdvanced Animals Hostile animalsNeutral animalsCompanion animalsNew Zombie Behaviour More responsiveRedeveloped "agro" systemMore benefits to stealthCentral Loot Economy Control loot numbers centrallySet for all servers per hiveBarricading Physics based constructionMainly focused on existing buildings.Basic Vehicles Small VehiclesBicycle / Motorcycles / ATVPossibly includes small carCustomizable / Configurable-like weaponsPhysics based ("bullet" Physics SDK )Modding Support Probably tied with private hivesFull support for modsSteam Workshop integrationPlayer Statistics Steam AchievementsDatabase interaction API for developersHorticulture Growing plantsPersistent to serverPrototype to come earlierLong-term (Q4/Qx) Advanced Vehicles Cars / Trucks / Planes / Helicopters / BoatsUpgradable componentsSimilar approach as weapon attachmentsExtended barricading Existing barricading to full constructionAllows players to create new structuresPersistent to that serverAdvanced Social Mechanics Faction identification methodsSpawn systems tied to controlled locationsBetter UI support for trading. -
Yeah, if anything, they're making helicopters MUCH HARDER to maintain/acquire. I don't think it's an issue of it being a "slippery slope" to other vehicles. The Rezzed presentation pretty much limits the scope of vehicles to that of the mod. Yet it makes them harder to maintain/find/repair. That part makes sense. However, the way in which we're supposed to gather loot for the helicopter is what is silly Helicopters provided a great bit of tension in DayZ. Everyone stopped in their tracks when they heard a helicopter chopping off in the distance. And hiding in a bush while the helicopter's searchlight looked for me was an incredibly memorable experience.
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Does Dayz Standalone have the worst zombies in any game ?
OrLoK replied to gibonez's topic in General Discussion
Hello there Crikey, I just dont know where to begin with this. In fact, Im not going to bother. @OP The title and slant of you post are flawed and give/make the assumption that the Zeds are the final product. That's just not fair. You may as well say that the vehicles are the worst in a game as they are completely unuseable. If you at least qualified your post with the fact that the Zeds are just placeholders and stated that you were judging them on that prospect alone then that would be fine. Or even if you were blissfully unaware that the zeds were being overhauled then we could just assume ignorance of the situation. Feedback, constructive critique and questioning are all wanted. This, to me, feels like a rant and flamebaiting. Now *if* these were the final Zeds then they would indeed be among the worst. But they are not. Rgds LoK -
~Zombies Unite DayZ Community~
Markokil321 replied to Markokil321's topic in Mod Servers & Private Hives
- NEW: Purchased vehicles (traders) that are left abandoned for over 2 weeks will loose their key and can then be taken by anyone. - FIXED: Building snapping. The hotkeys werent always working properly but this should be resolved. -
Books didn't get sick. Also all of our characters seem to be military men and women, their fitness, hair, movement and how they handle weapons all seem to suggest that, it wouldn't be out of place for a pilot to be amongst the survivor's ranks. There are... one, two... three? Airbases and military bases + chopper crashes and military vehicles scattered throughout the map, should be more than enough places to find things you'd need to get a chopper running, hell you'd probably find half of it in civ shipping places. I have to disagree, part of survival for me is the idea that one day, you could rebuild, or at least attempt to. That means *all* technology should be up for grabs for those with the willpower to attempt to recreate/retroengineer it. Also I want this to happen.
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TO MODS: What rules am I breaking? I'll take out the curse words I guess. I'm a bandit, why can only heroes post? Let's look at it from a realistic perspective. "kos is a permanent feature of game with gun." -our lord and savior, KoS There will always be high levels of KoS in DayZ. Helicopter, vehicles, and carebear hunting and whatnot is just going to INCREASE KoS. So I see a guy with a bow and arrow hunting or some guy cooking. DAS CUTE. Boom, HEADSHOT. Take stuff, run away, repeat. These upcoming features change nothing. DayZ will always be SURVIVAL OF THE FITTEST. Even with harder zombies and the "third enemy" of survival, bandits will find a way to CONQUER the third enemy quickly like we always do. We can hide from zombies or heck just axe them, quick with a group. We get hypothermia and whatnot? We find a way around it. People were friendly in the early stages of the mod because the game was HARD for them and they NEEDED each other. Nothing Dean will throw at us (esp with the new COD fanboys playing) will hurt us in the slightest anymore. A lot of us have been playing for a long time already. If we want to KoS, we will always KoS regardless of what features Dean is adding. REAL bandits don't give a crap about cooking or hunting. Our goal is to kill and loot, because it saves us lots of time and it's fun as hell. As for heros, we will always outnumber you, and we have a crucial advantage: you have to go into the open to do your job, we don't. We see you helping a person? Cool, double kill. Some of you will probably say "oh the amount of KoSers will definitely decrease with more stuff added." my response: yep, thank god. more kills for the ACTUAL bandits. I can promise you the AMOUNT killed will never go down, only the AMOUNT KILLING OTHERS. No change for you, carebears. Discuss.
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DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
sausagekingofchicago replied to SmashT's topic in General Discussion
Definitely not. It'll be "why didn't they get the new team to work on vehicles!?! even a bike! $)*#@(#@$)" or something along those lines. -
Like the mod, Helicopters, like all vehicles will be persistent objects that only remain on the server you find them on. I think the real problem was always that having a helicopter meant that you had access to everything quickly, and you could spot other vehicles easily from above. I don't mind heli's as a whole - they were always one of the best parts of the mods, but they need to be difficult to get working and maintain.
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To be honest, the "idea" of the SA is very cool, as is much of what has already been implemented. I like being able to enter nearly any building and the ability to coble together whatever character you like from whatever scraps you find. I also like how (theoretically) there is more interaction with the environment in that your equipment and clothes can wear out or get damaged, you can drink from ponds, collect rainwater, eat berries, can get sick from rotten fruit (which may be better than starving), you get wet (and can presumably eventually get sick)so on and so forth. Basically just staying alive should be a constant chore if there weren't zombies or psychotic players. That said, it still feels very much like a work in progress (ergo "alpha"). A lot of stuff from the mod doesn't exist yet - vehicles, tents and other storage, road flares, throwing shit, variety of weapons, hunting and fire building, and of course, zombies. And there's a lot of stuff they've talked about that was never in the Mod that probably needs to be in the SA to make it a more interesting game (base building, more map, whatever). Even the eating and drinking dynamic lacks that sense of urgency you used to have in the Mod where you felt like you really needed to constantly find food soon or die. Now it feels like once I stuff my face or fill up at the nearest pond, I'm basically set. So overall, my opinion is that the SA is off to a decent enough start, but still needs a lot of work.
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As long as they make vehicles like this super rare I will be happy. Unlike the mod where things like this are all over the place anymore
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DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
DemonGroover replied to SmashT's topic in General Discussion
At least now people know the plan, hopefully the calls for "Vehicles Now!" die down. Not likely though. -
I'de rather see an AT mine that only goes off for vehicles, and IED mines for players.