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Showing results for 'Vehicles'.
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The quote at the bottom of your post is a valid point I was making. The Devs asked for a little money from individuals who would like to participate in a development which may take some time to come to reality. They didn't ask for unreasonable amounts for a finished product. So that being said "it being in Alpha" is every excuse for "stuff ups", bugs, lags, desync, hackers, broken gear, poor loot decisions etc. I don't think I'm being a white knight personally, I just go on clearly what is fact and told upfront. If you paid $60 plus for a beta product that resembled this state, I'd clearly understand the criticism. I just think there is a clear difference between, " anyone noticed this wrong or that's broken?", "I have an idea for the Devs, could we look at doing this before this or change that for something else perhaps, "I have concerns about the time it's taking to achieve certain goals in the alpha. and... "FFS what the F*@%* are the Devs doing", " I can't even play this laggy piece of s#@!% ", "Why the hell do we have this loot it's a waste" "god this game is such a failure , where the F@#!@ are all the vehicles?" " they just brought out a patch and it's worse than the old one, the devs are not focused on this project anymore" My original post was to perhaps spark some thought and a reminder about what the player is involved in when clicking that button before screaming blue murder at the forums. Not being able to enjoy the features of the game because it's still in development and keeps breaking can be frustrating as hell, but we have no choice except no longer participate and jump back in at beta time.
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Rename to DayB (Bandits are scarier than zombies)
Mancomb replied to Mancomb's topic in New Player Discussion
I agree with pretty much everything; I also try not to KoS, but, as you said, many people turn to it simply to defend themselves preemptively. I've only done it once (and I don't think the person I shot was necessarily a bandit OR KoSer), but the only reason was because I had been killed at least half a dozen times in 2 days, and was tired of people always managing to get the drop on me and not attempting to communicate, so I got fed up and joined a hi-pop server with the sole intention of shooting someone first. Granted, my goal as actually to try to find a bandit (or KoSer) camping out on Sniper Hill overlooking Electro, and ambush them, but when I didn't find anyone there, I waited to see if anyone would run by. Eventually, someone did, and I tried to ambush them. Unfortunately, they weren't alone, so I died after taking them down, and I'm not certain as to whether or not I actually killed them. Not that it matters, because I was satisfied simply to have dropped someone before they could drop me, and since then I've gone back to exploring, and even a bit of RPing (I currently have a character that has nothing but work gloves and a pipe wrench, and am running around Electro looking for people to ask if they have any plumbing that needs fixing). After reading through some posts here on the forums that basically say that nobody should get attached to their character or gear, and just to have fun with it in the state it's in, I've tried to do just that. Once the game progresses further (perhaps beta), and they've added more mechanics (hunting, cooking, camping, etc.) and gear (better weapons, thermal scopes, rangefinders, vehicles, etc.), I think we'll see a shift in how people play the game; as it is now, all there really is to do is gear up and kill other people (or help them), so that's what the majority of people end up doing. -
For what it's worth, I've played 120+ hours and maybe once saw something that /might/ have been a hacker but also could have just been lag. Since November, the game has gotten MUCH more playable. The devs have done a lot to address lag and desync while simultaneously adding on more features that may cause lag and desync. This is how development alpha works. Everything is in motion, so you should expect a basic cycle of +New Features -> Hot Fix to address lag -> +More New Features -> Another hotfix. Remember when you had to wait nearly a full minute for items you just dropped to appear on the ground? Now it's instant, or with a delay of a few seconds maximum. Remember when 75% of the time you couldn't even take out or put away a weapon/item without mashing the button 100 times? Nowadays that happens mabye 10% of the time. Oh here's an easy one: Remember when we didn't have hardcore mode and urban combat was completely retarded? Yeah, we've got hardcore mode now for those who don't want to deal with 3P cam bullshit. Then there's all the new content that's gone in; new gestures, new animations, new weapons, new food, new clothes, tons of new buildings and additions to the map. More recently they've reworked the zombies to be more aggressive, pathfind better, and spawn when you use loud weapons. It's not perfect, but it's certainly a major improvement. Soon we're to be getting even more weapons, and with the completion of the physics model, ragdoll bodies and throwable/projectile weapons. Eventually we'll get proper loot spawning, vehicles, and persistent objects. Really the only major gripe I have with the game so far is that I wish they would make the deviation on the weapons more inline with their real counterparts, and implement more sway based on your stamina and energy. Everything else has been progressing fairly well.
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You claim you want more "awesome" guns but don't support the customization on them which is basically the hearth to any weapon. This is not COD, BF or any of your regular looking and repetitive favourite shooters game, nor it is meant to be a DM fest. Go back to the mods' mods where you can DM all you want, spawn fully geared and are able to pay for more gears and 1000 vehicles. Yep, welcome to dayz, where the enviroment f**ks you in the back and everything is completely unfair. All of the times. You might have heard something similar about real life, unless you don't go out too often. You should read and investigate a bit more on the mod's origins and what it was supposed to be. SA is on the right track to those standards. 10/10 perfect troll.
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My idea for endgame is stashing pistols and stuff in the forest so when I die I'm not at a bad disadvantage to spawn killers etc. I also like the idea of ragtag bases with maybe some repaired vehicles stashed inside. Maybe big clans/groups can create some sort of new civilization as well.
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General Advanced Combat Environment (ACE) is a full conversion modification for Armed Assault. The overarching philosophy of ACE is to provide its users with a combat simulation that is both realistic and enjoyable. Our primary mission is to create a wide variety of real world weapons, vehicles, equipment, and tactics so that those playing the ACE modification will be able to better simulate combined arms combat on a modern battlefield. ACE is designed from the bottom up with the goal of encouraging its users to employ real world tactics and strategy (fighting as a team) in order to accomplish realistic military objectives. We strive to create hyper-realism without losing sight that the mod must be playable by the “advanced” user. Our focus is not only on creating coding and scripting which highlights realism but on creating realistic missions on which one may experience the full spectrum of virtual combat. Advanced Combat Environment (ACE) allows casual to hard-core gamers the opportunity to experience realistic military weapons, equipment, and tactics while still maintaining an environment that is enjoyable to play. Advanced Combat Environment (ACE) provides the most realistic, comprehensive, and tactical first-person military simulation available for the civilian PC market. Advanced Combat Environment (ACE) is a mod in progress for Armed Assault that is being done by the core crew that was responsible for the excellent Wargames League (WGL) mod for Operation Flashpoint (OFP).There are many exciting teamwork- and gameplay-enhancing features planned for ACE; it should be the mod-of-choice for any groups interested in increasing their realism, teamwork, and gameplay at the same time.
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That's right. The best you can do is try to be king of Chernaurus, and stash up as much tuna as possible. Bases and some vehicles. Or get everybody together and create a thriving post-apocalyptic democracy- or dicataorship. Major credit for anyone that does that.
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Dayz Epoch Sauerland 81.19.211.145:4302 With Mods And Friendly Admins
kejsii posted a topic in Mod Servers & Private Hives
Serwer With Map Sauerland.Mods: "Self Bloodbag", "DZAI", "Spawntext", "Heli Lift", "Take Clothes", "Anti-Theft", "AGN Safezone Commander",Auto Restart every 4 hours, "Cant lift/salvage locked Cars", "Elevator", "AI Convoys", "AI Sectors,Gold Mines,New Vehicles in shop,600+ vehicles,Deploy bike,Suicide,Admins missions and many many more ip:81.19.211.145:4302 -
*bump* added gemstones as high value currency added endgame vehicles to NATO and Russian traders added advanced epoch HeliLift script, chinook aka carry all, other helis can only carry reasonable sized vehicles (ie, lil birds dont lift SUVs or Busses ..) added vehiclekeychanger, one key for all your vehicles
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The M240s on the huey were mostly for suppression or mauling vehicles. Many a Huey was lost because pilots hit auto hover so a gunner can kill a man on foot, snipers make mince meat of the pilots. I'll be happy as a pig in mud if we get the Huey back.
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Versace Gaming's DayZ Epoch Chernarus | God Mode Trader Cities | More Barracks & Buildings | AI Missions | Tow & Lift | Auto Refuel | 500+ Vehicles |
Versace (DayZ) replied to Versace (DayZ)'s topic in Mod Servers & Private Hives
Versace Gaming's DayZ Epoch Chernarus | God Mode Trader Cities | No plot Pole Needed | More Barracks & Buildings | AI Missions | Tow & Lift | Auto Refuel | 500+ Vehicles | Full Moon Nights | 3 HR Restarts | Daily Updates! What can Versace Gaming Epoch give you? Versace Gaming's Epoch Server gives you a great taste of what Epoch can bring you. There are constantly Admin's online on the DayZ Epoch Server. You can bring your friends on to the server & one of the admins will give you a group starter pack for you & your group/friends. You help us out, we'll help you out This means if you play the server constantly we give out item's every week to the most consistent player on the server. Addon's to the server: Auto RefuelTow & LiftNo Plot Pole Needed to build!AI MissionsGod Mode trader CitiesMore Barracks + Buildings300+ VehiclesFull Moon NightsCustom Helicrashes+ More to come if the future! Epoch Server IP: 146.185.23.130:3340 Website: http://versace-gaming.enjin.com Play the server constantly? You may become a staff member. ;) The Owner "Versace Maxy" hopes you have a great time on the server & feel free to ask questions on here or on the server! DayZ Epoch brings a greater roleplay element to DayZ. Set in a future time on Chernarus, humanity is slowly returning to the wasteland and industrious survivors have begun to join together in small groups to rebuild society. Small camps of merchants have started to pop up to do business with survivors who collect goods from the wasted remnants of civilization. Wholesalers have landed on the shores offering imported goods to aid the rebuilding effort. Survive, explore, build wealth, make your way through the harsh environment and assist in the effort to rebuild, or burn it all down its your choice, live in the Epoch. -
What's up y'all I think boobytraps are a great concept idea, especially for when barricading/base-building & vehicles get implemented. Some examples of make-shift boobytraps that I have in mind would be: 1.) Tripwire Grenade: A craftable item that needs nothing more than fishing line & a grenade. Tie the string to the grenade's pin, & suspend the wire between 2 trees/fences/buildings/etc. Once a player trips the fishing line, the pin gets pulled, grenade goes of in 3-5 seconds. Players should also have the ability to snip the wire & take the grenade if they find one without setting it off. 2.) Spike Pit: These were used in Vietnam & were known as "Punji sticks". I'm thinking small scale for this one, because in Nam, they were pits as deep as 6 or more feet. For DayZ, I was thinking a small, camouflaged hole, that when stepped in, the player could succumb to broken legs, bleeding, or maybe even infection (in Vietnam sometimes the spikes were covered in fecal matter). For DayZ though, other hazardous substances could be used (poisonous berries, bleach, ammonia, etc.). Would be a craftable item that requires a shovel & wooden sticks & could be placed wherever the player is standing (given that it's in soft ground & not in the middle of a concrete road). 3.) Make-Shift Spike Strips: A craftable anti-vehicle item that could be made with some nails & rope, & could be deployed virtually anywhere on the map. I feel that this one is pretty self-explanatory. Deploy on a concrete or dirt road when a vehicle is approaching & immobilize it with a flat tire from the spikes. So there's my suggestion for the day. Feel free to add more examples of boobytraps if you support the idea, & also feel free to explain why you feel this couldn't work / shouldn't be implemented. All feedback welcome. -blunce
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im a bit disappointed that Frankie doesn't seem to get what an alpha means... Of course its not that great at the moment: You can't barricade, zombie AI is broken, you can't drive or repair vehicles, you can't hunt, you can't cook, loot spawning is messed up, damage and medical system is messed up, there are only 6 character models, there aren't many tree models, there's a very limited number of items.... in fact there's barely any standard zombie game content in it! So of course it doesn't play like a great zombie apocalypse game. All in good time
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Epoch Server Looking To Add to our Great Community!
f0twenty replied to f0twenty's topic in Clan / Group Recruitment
Come one come all! We are expanding our community and are offering building packages....locked vehicles and other goodies. Hope in our TS and find me for the details. -
Welcome. Some things to take into consideration before purchasing anything: 1) DayZ mod is almost dead. There is one patch on hold since December, and even if this gets released sometime it will be the last patch ever as r4z0r (dayz mod dev) stated. There are however some community mods of DayZ mod like Epoch, Origins which may have a longer lifespan. Note, some of these mods also have additions like buldings, base crafting, more weapons, more vehicles, different zombies. In a few words, more stuff than SA, some persistent bugs, not much of a future. 2) DayZ Standalone is in alpha stage, gets patched all the time, characters get wiped sometimes, doesn't have vehicles, it has a few weapons, very few zombies (if any, don't know the current status, look it up yourself) and lots of bugs. In a few words, less stuff than the mod for the time, more details (much more enterable buildings, character customization, clothes, crafting, etc), new stuff get added/fixed all the time, but it's still far from being a game, it's more of a testing ground. So, if you want to play right now a game with zombies and some bugs that will never get fixed, and will never get new stuff added (except for the 1.8.1 patch), go for the mod. Meaning you'll have to buy Arma 2 + Operation Arrowhead. Or you can buy them in a bundle as Arma: Combined Operations. If you want to experience bleeding edge stuff, help with testing, don't mind character wipes, and have patience to go through alpha > beta > stable (in a period of years) go for the SA. Just my 2c.
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You and your friend just logged in on the coast. You meet up somewhere near Kamyshovo and decide to press your luck and enter the big city of Elektro. You've been playing for a few days and understand the risks, but you figured why not, it's usually a fun time. After getting some food and water you begin your journey. On the outskirts of town you can hear a few gun shots. Your adrenaline starts to rush and you know you probably shouldn't enter..but you're going to anyway. You creep over sniper hill and lay prone. No one is on the hill. You look into town and can see zeds, lots and lots of zeds. No signs of any survivors, the firehouse appears to be empty so you decide to approach. A few zombies begin to chase you but you decide to sprint into the firehouse and let your trusty axe of justice bring down the retribution. You and your friend enter the firehouse and coordinate with each other to take these monsters down: "Watch out, don't get in my way im swinging" Zombie dead. After two or three more rounds of the hokey pokey they're all taken care of and you begin to examine your area. You look near the stair case and there's a man, wearing a mask, a lather jacket, and no pants pointing an M4 straight your way. You raise your hands to the sky and scream "Friendly! Friendly!" he approaches you slowly and another man enters the fire house with a shotgun, and one through the back with an sks. Your heart is really pounding now and you know you're done for. They're going to kill you and take your beans. "Get the FUCK down. GET ON THE GROUND!" One of them screams. The man with an sks approaches you from behind and begins to handcuff you. Your stomach grumbles. "Please don't kill us man come on. Take what we got, we just spawned." They say nothing as a red pickup truck pulls in front of the firehouse and honks the horn one time. A burlap sack is put over your head and they execute your friend on the spot. Your hearing is muffled and your screen is black. You seem to be in the back of the pickup truck as your screen is shaking slightly and you can't move. The truck stops and you hear laughter. They seem to be having a good time. As if your life is some kind of a joke, a game if you will to these psychopaths. You're removed from the truck and taken into a building where your burlap sack is removed. You're horrified. There are 5 other people there tied up. It appears one gave up on life and just logged out. He was handcuffed, dead, and had no signs of bullet wounds. "What the shit is going on here? What are you going to do with me?" One of them hits you with a bat and laughs a little. "Don't kill him we need them alive." "What?" One by one you see the survivors taken from the house to the truck and placed in the back. They come for you last and place the burlap sack back on your head and take you away. Your sack is removed again somewhere in the woods. Two fully equipped gentleman stand near you and you can see another off in the distance. You only assume they have this area locked down. Another vehicle begins to approach in front of you and now you're getting very nervous. I'm just going to log out, you think to your self, something very weird is going on here. The truck approaches and stop in front of you. It takes a couple of minutes for them to exit the vehicle but when they do it's a very fast transaction. The two gentleman you were worth are staring at the ground in front of them picking up what appears to be magazines and you are then shoved into the hands of these two strangers. You all of the sudden wish you could do nothing more than get back into that red pickup. TL;DR....When there are vehicles in this game I want to kidnap people and trade them for weapons.
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Solving problem of kill on sight - Vehicles.
bfisher replied to Outroduce's topic in General Discussion
Vehicles would discourage KoS? That's so cute! In the mod, vehicles were routinely used to: a) Run over people b) Rapidly assault places like the NWAF or Cherno c) Pick up new spawns on the coast, drive them to the middle of nowhere and either kill them or make them fight to the death. Or sometimes they'd just hit a rock and explode. -
Unless diverting resources to do this means eternally janky zombies going through walls, no vehicles, no decent base building, and no reasonable depth of play. Then everyone is unhappy. If this game is going to get its legs under it for the long haul, it needs to start progressing in the coming months. Messing with perspective is just a "nice to have" at this point. Giving players something to do other than find inventive ways to commit atrocities on each other is kind of critical in the very near future.
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You didn't find a DMR every time you looted the barracks either... But if you didn't one time, you may another.. The more you play and the more loot spawns you check, it becomes inevitable that you will eventually find one... then another, then another. It's just a matter of odds. Actually, 90% of my play time was spent on US264, which was a vanilla server. Again, you're wrong. Taken from DayZ DB... that's the spawn chance of a DMR in a single placeholder in a single barracks.. There are about 4(?) high value military spawn placeholders in each barracks. .90 x 4 = 3.6% There's 2 barracks on the airfield.. 3.6 x 2 = 7.2% So, each time you looted NWAF, you had about 7.2% chance of finding a DMR. Then consider that there are 3 Helicopter spawns at server restart, and 1 every hour after that.. Consider that Heli spawns usually had ~3? high value military loot placeholders.. And the % chance of one spawning at a heli crash was probably similar to a barracks. I think finding a DMR 1 in every 10 loot trips is a pretty conservative estimate.. Also, DMR ammo spawned in Ammo boxes, which would sometimes spawn in heli-crashes and barracks.. Which would give you 10 DMR mags. Then consider that we had helicopters and vehicles and could easily access all of these spawns in a matter of minutes.. Annnd, of course, you could just kill a DMR sniper and take his DMR.
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I disagree that it is important because there is a whole hive dedicated to providing a place to remove this facet entirely. That should be sufficient for the foreseeable future. Now get me my persistent storage, base building, and vehicles! Or at the very least, zombie collision, working stairs and ladders and player inventory persistence.
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Or the Gurza 9x21 pistol, designed to penetrate body armor and light vehicles (cars)... or the 9mm OTS-22 machine pistol. Or the Drotik 5.45mm machine pistol. There are lots of guns we want added. Wait for more important fundamentals to be completed, like the AK47.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
srgntpepper replied to SmashT's topic in General Discussion
You can still deal with those zombies in the same way, right now, if you run in a zig zag, they have a harder time hitting you and at some point will lose interest and stop chasing you. So you can still deal with zombies in the same way....barricade youself, shoot through windows, etc etc. (once they add in wall detection that is....) I dont think they should add in stamina as a factor for running until vehicles are added in. Otherwise being a freshspawn will be impossible to survive without help, since you spawn with no weapon and are hungry. Adding in stamina reminds me of State of Decay. Interesting idea, but we wanna keep things original in the DayZ SA. Maybe if they added in a spawn point in the woods, after hunting and berry picking are added in and working. -
About us: We are a small multi-gaming community around the two admins Kazume and Shisha. Together with some friendly guys and girls we are administrating our public DayZ: Epoch server. About the server: The game server is running on our own root server. The root server is running on an i7 with 32 GB ram, 2 x SSD hard-drives and a 1 GB connection/port. Therefore, we can guarantee best fps and a very good ping, as well as no desyncs or lags. The server is running DayZ: Epoch version 1.0.4.2. Restarts are daily at 12:00 a.m. / 4:00 a.m. / 8:00 a.m. / 12:00 p.m. / 4:00 p.m / 8:00 p.m. (CET) Server features: - Custom prices for high-end vehicles - 200+ vehicles - No plot-pole required - Trader safe-zones for Stary, Bash and Klen - Self-bloodbag (customized) - Tow&Lift (customized) - AI-missions (customized) - No vehicle-salvage for locked vehicles - Take clothes - Snap-build - Safes are locked with 6 numbers - Custom Chernarus Unique server scripts: - Cargo planes that drop boxes with loot - Custom crafting - Synchronized Earthquakes and more to come! Coming soon: - AI-Sector How to join: Just join the server using hrc-gaming.de as address. You can also visit our (German) forum at www.Hrc-Gaming.de There you'll also find a full server description and you can contact us by PM. You can also find us on our TS3 server at hrc-gaming.de or 5.45.98.73 Your Hrc-Gaming team
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We NEED some way to identify heros and bandits.
cgz_uk replied to 1S1K-Airborne's topic in General Discussion
Aight so I guess you wouldn't recognise any "known" mass murders if you saw them in street or barrack Obama / David Cameron if you saw them in the near distance......... At the end of the day, some of you people are just trying to remain 100% anonymous in order to grief because you know damn well if the system I mentioned was implemented proper hero's and anti bandits would keep hunting you criminals down. Lets go back to the previous example. You would definitely be able to recognise our hero Arnie Swartzenegger or Barrack Obama out and about because they have High Reputation / profiles as is the case with maJor criminals, they too get different high profile reputation for the terrible acts they commit. They end up all over the news and are thus recognisable to the general public and forced to go on the run if not already caught. This survival game should have these kind of mechanics if you will, using the humanity/ reputation system currently in game (which needs reworking as per my suggestion). As others have said, I'm not saying we should be able to tell who you are at 2000m unless scoping or using binoculars ^^ but it should be absolutely possible up to a certain range. Edit Lets go through it again. If for example a player has 5000+ Humanity (I prefer calling it reputation) this player would be declared as a hero and the name would be highlighted in Blue text if you see them at: 2m 20m 200m (with belt tools) 2000m (with belt tools) On the flip side a player who relentlessly kills will easily fall into the Bandit negative Reputation at -5000. A Hero ranked player would see this character at the ranges above and there name highlighted in Red and vise vera with hero spotted in blue. Anyone between -5000 and +5000 Humanity would be viewed by the system as a neutral player and would remain unrecognisable via the above (as players currently are when they "don't show name"). This will give hero and bandit more meaning in the game and not just hero trader perks. But to make sure people cannot abuse the humanity system to kill enough zombies to stay out the Bandit ranks. If someone is persistently murdering non bandit players they should face a persisting and increasing penalty to the amount of Humanity they earn back from killing zombie / other bandits. Hero's should also get a huge humanity bonus for killing Bandits and a massive drop in humanity if killing a neutral as defined above. The only thing i'm struggling with is a bonus system for Bandits. Maybe it could be access to totally unique vehicles/ clothing. It's only a suggestion though. -
To some people saying "hunting", its fun, who would argue with that, but it gets repetitive, more like vehicles and base building will be the things to keep people in the game.