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Showing results for 'Vehicles'.
Found 41868 results
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If they don't put in armed vehicles such as humvees and armed SUVs and the like they should at least make it so u can shoot from inside the car. It would be so cool to do a drive by in dayz lol
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I too, loved the vehicles from the mod. DayZ Origins even allowed you to attach sheet metal to certain vehicles to help make them more robust/armored. I believe they will be completely reworking all the vehicles, though some of the forms (or models) of vehicles will be similar. I would be surprised if they didn't include a bus and a utility truck. Quite frankly, the only vehicles I really care about being implemented in to the game are bicycles.
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Someone can tell me why is that funny?
nettles replied to hijacker1987's topic in New Player Discussion
Is that what you tell yourself whenever you or someone you know shoots somebody without giving them a chance? "They should know better?" "We're teaching them?" You can teach someone a lesson without violence. Now then, as for the CoD/Battlefield influence, I only bring it up because the ONLY objective to that game (and any other game involving weaponry it seems like) is to kill your opponent. Players have been brainwashed into thinking that destruction is the only way to play a game like this. Build your arsenal. Destroy theirs. Right? This game is meant to be a survival simulator. I'm not saying that PvP shouldn't have its place. I'm saying that DayZ shouldn't be an outright goddamned deathmatch. When loot-hopping countermeasures, hunting, less-than-lethal weaponry, vehicles, and sensible zombie mechanics get worked into the final product we're going to see a lot more teamwork and a little less of this KoS mentality. -
Possible Things For DayZ? Good and Bad Ideas Discussion
daniels posted a topic in General Discussion
So there's one main thing that I want to talk about here and it involves having to have something to be able to do something, like you have to have a can of food to eat, you have to have a gun to shoot, you have to have a backpack for space etc etc. One of those things I would like to come alive as end game content or at anytime as long as they can make it work along with everything else and itself too would be you would have to have a radio to hear missions, let me explain this. Now that Walkie Talkies work in game(yet no one gives a shit about them) it would be awesome to have a randomized message come over with a certain mission, it would not automatically be marked on the map, you would have to hear the coordinates it gives you and have a map to mark the location for yourself, it would be really hard, considering there are only 4 spawns for radios currently, and that you would have to be on the right channel at the right time, even though they could add this in anytime they wanted, I would have some specific things before they could add it in. 1. They would have to have base building and a working storage system(like tents) that would only reset when a server reset happens resetting everything, players, player-made bases, parked and fixed up cars, etc. They would need this so that the mission would be much more useful, instead of going there, getting some stuff, and leaving the rest. Instead you should be able to take the most important stuff and go store it at your base knowing that it is an unlikely chance of the stuff being stolen. 2. Vehicles would be extremely useful for being able to stash some of the stuff and get there fast having the advantage of getting the good stuff first and taking most of it away. 3. Servers would have to have better performance to be able to randomly spawn an ammo box or crashed vehicle, otherwise players would be lagging when they have no chance of finding the mission if they missed the messages. 4. Chernarus map as a whole would have to be made a little more bigger and have some ideal places for a good mission to spawn, sometimes with advantages and/or disadvantages. We will not talk about how these subjects should be or if they will be but I can bet you that all of them(especially 2 and 3) will be implemented. Now lets talk on how this would work Scenario 1 - So your somewhat geared up and have found a radio, you have plenty of batteries so you decided to keep the radio on a specific channel and browse through each every once and a while. You start heading to the awesome base you made from boarding up a secluded but nice house in the woods that has 2 vehicles, sadly out of fuel now, and quite a few storage tents there. You've gotten back and organize some of your gear, you don't have much, you're also quite low on ammo and food, but you do have a well outside for water, solid on that, you wait in your house for a while knowing that the closest possible place for food is 7 klicks out and you don't have enough energy to get you there and would die on the way, it would just be better to sit in your house, plus, there could be bandits or no food there. After waiting for a while you surf through the channels when you hear something on one, you hear a message saying "Any survivors out there! We've just crashed our truck at 111-222 and need some help, we have some supplies that we cou... BOOM!" Message lost? The truck probably exploded while they were transmitting, wait didn't they say supplies, I'm going to head there, *Looks at map and coordinates given* got it, Wow, only 3 klicks out, I must go there. *20 Minutes Later* Finally hear, oh wow, that crate is somewhat small, but enough for plenty of stuff, I could hall it back, but wait? Thats like 4 cans of fuel, I can probably lug those back and fuel my car. *30 minutes later* Damn, so hungry, well better fuel these up. *10 Minutes Later* Finally back, pew pew! Oh shit guy here. *5 Minutes Later* aha finally found him, PEW! One hit sniper kill, cha ching! *40 minutes later* Finally back after loading that stuff in, I'm stacked now. Only scenario i'm gonna do for now, I'll probably make up another one and put it in the comments sometime later. Oh BTW hope you liked my gun sounds. But anyways this should be the adventure of DayZ, maybe there could be NPC's in this, but from looking at the DayZ mod they need to make AI good, and by good I mean not aimbot and always know where you air, they should be survivors or ex military person ell that has forgotten much training from the passing time, as long as they are good I will approve. -WillPocalypse, Out! -
UnReal DayZ Epoch Chernarus [AI Missions&Side Chat][Fresh Server] [Active Admins] [24/7 Day]
IRHuntin replied to zach6844 (DayZ)'s topic in Mod Servers & Private Hives
We're going to be introducting a new admin event when we have about 20 people online! Polana factory will be converted into a military outpost and admins will defend (withut godmode) You can get: Guns that do not spawn Vehicles that do not spawn (Apache etc) Check us out this should be happening today -
A pretty simple system for taking fuel from a non-functioning vehicle and putting it in a jerry-can. Can be done as long as a player has a tube or hose in their inventory and a jerry-can in their hands. I would love to see vehicle parts become more rare as spawns but become salvagable off other vehicles.
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They are going to make the vehicles really complex, just look at some posts the devs made or look at the latest devblog video. I think it will have what you want and more in it. ^^
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Is it worth buying Dayz standalone yet? [With Developer responses]
cgz_uk replied to Blade4777980's topic in General Discussion
Hi guys I bought access to the alpha because having not played any of the versions nor any Arma games, this Stand Alone has got me completely hooked. So I would say it is definitely worth the money and well worth buying especially if you haven't played arma or arma mechanics and the various dayz mods. Having since switched to Arma II Dayz Epoch (to get the full expected content) it's clear that the standalone removes a hell of a lot of the issues with buying multiple games/ expansions and installing all the various mods. I'm now really looking forward to getting vehicles, more weapons etc and base building so I can switch back to Standalone. I know it lacks in content right now but the potential is UBER. They've done an amazing job with things such as open up buildings, shouldering / holstering of weapons, a much improved inventory, you just don't really appreciate all unless you've actuall played the arma II mod version which I hadn't until after getting SA. o7 -
Same question....why didn't they leave the AS 50 TWS in the mod? I want to see you complaining when vehicles are out and an idiot hacks the pump when you are fueling up. :rolleyes: *Waaah remove this shit ragequit*
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I remember those days DemonGroover, it was a real challenge to survive and created some of my most intense memories of the mod. I really do hope they take SA in that direction, it is way to easy at the moment even with the respawning zombies. I don't like to judge people but I do get the feeling that most people(not all) who complain about the Zombies, lack of vehicles and items not respawning are the guys/girls who have either started playing late in the mods development or played on 1000 vehicle/Loads of guns/self BB servers or even the other mods like epoch where you can buy guns and vehicles at traders. Again though, I would like to stress I am not tarnishing all these players with the same brush. As I do know a number of these guys won't be of the same opinion.
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If you can loot military bases, it only makes sense that you should find heavier weaponry as well. Mortars and big guns and what not. Also military vehicles, all the way up to tanks. I don't see why this wouldn't happen...
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You always get fuzz about a "big" gun. In the mod you'd have people dropping say an M14 whenever they found a .50 cal. If I got a penny for each one of those that was helpless with his big ass artillery piece vs an M4.... These weapons are not 'personal' weapons like an assault rifle. They serve a specific purpose and when used outside that role you will find a crapload of drawbacks to them. I'd like to have LMG's in though. Perfect to bring along when you and your mates are setting up an ambush. Especially versus fast moving targets such as vehicles.
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The patches don't happen at consistent rates. A patch can take a week to like 4 weeks because they just release them when they feel like its ready. So making a video in enough time can be hard to achieve, and having a new video out every week is a bit much. What I do want, is a new dev blog to come out after each goal is set. For example, right now BI wants to focus primarily on survival, like hunting and cooking, and a few other things that go along with that. I think after they achieve that goal, at least most of it(there will always be refining and little adjustments), they should create a new dev. blog that discusses their new goal and primary focus. Ex:next would be vehicles and persistent objects. I do like the weekly reports they do on tumblr, I think they should keep doing that.
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I'd like to see things like this only if they were: - Difficult to find - Not completely transportable by a single person - Not able to be overly abused by larger groups of players I'm not just talking about the mortar here. I'm talking about things like military vehicles, particularly the sort with mounted weapons, and other things like machine guns. These things should require a great deal of tools and searching and transporting parts and should ideally require multiple players to transport the components, unless some dedicated lone player felt like trekking back and forth across the map to assemble the pieces. I think that this would provide a great sort of end-game objective for many players and would encourage people to consider working together to assemble these things rather than murdering each other on sight all the time. Also I think that the fact that most of these weapons are cumbersome and not easy to transport or chase people down with would give them a degree of vulnerability to someone clever enough to flank them. As I'm sure most of you know, a standard mortar requires multiple people to transport and is not a fighting force in itself, it must be defended.
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Personally I would not want to see anything over a BRDM, if armor hasss to be added. I do agree with the rest of those vehicles though.
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When I try to log on it simply says "You were banned." The ban must have been issued sometime in the last 24 hours. Last night I was flying a helicopter (legit helicopter, I've never cheated in any way), and I got the "no message received" error. When I logged back on the helicopter has crashed and I was alive on the ground. I'm thinking the ban must have had something to do with that event, but I didn't do anything wrong. So, to recap, my player name is PCJake and I'm talking about US47. I have a few vehicles I'm repairing with a friend so I'd love to get back on rather than starting again on another server. Hopefully this post get's seen by the right people!
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You can't have it both ways, either most of the players want vanilla SA or most of the players want private modded servers. If the market is there for public-hive vanilla servers, this makes a clear place for BI or a third party to start up a subscription model, providing these servers to the people. If, on the other hand, most of the players want more access to guns and vehicles... well... things aren't going to work out the way you want them to.
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Ho ho ho there, I'm looking to do some casual medical work during the holidays. Fixing broken limbs, treating infections and sickness, blood and saline infusions. If you're stricken with an urgent case of greyscale vision, constant coughing and moaning or you're sure the reason you can't get up isn't a hangover but perhaps that shinbone sticking out your trouser leg, send me a note on Steam (http://steamcommunity.com/id/3365968/) and if I'm online and not too busy I might be able to help you. Call now and for only 6 convenient payments as low as 19.95 you can... kidding. First patients get a free gift can opener though (offer valid while stocks last). Please note that depending on demand and with the lack of vehicles in the game it's probably going to take quite a while to reach you though. Also note that I generally don't like going to PvP hotspots so don't expect me to drag you out of the NWAF air control tower. The same is true for people who just spawned off the coast, got clobbered by a screaming naked axeman and have nothing to lose by respawning. But if you've been surviving for a while, are proud of what you achieved so far and got yourself into a pickle, then I'd like to help you out. I know it's somewhat futile in this stage of the SA with rampant KOS, spontaneous character resets and possible wipes around every corner but I still prefer using disinfectant to sterilize syringes rather than the insides of throats and stomachs.
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Your in a firefight, your guns empty, bullets are firing over your head, you need to reload... you press r, and as you sit there panicking your character performs a reload that a veteran navy seal would be proud of... and you don't have to do any of the work. I find this makes reloading far to small a consideration during combat and more seriously spoils immersion as it builds up another barrier between you and your character. I suggest that this particular barrier is one that can actually be broken. The problem is that reloading is a procedure with multiple steps, and this is not well represented by only having to press r (or only have to drag ammo into gun if you don't have any snaploaders). The simple solution I suggest is to make the player explicitly instruct the character to perform each of these steps. I think this would make reload times more realistic, add another skill for the player to learn, make different weapons feel more unique, and mean that if the player is panicking it reflects in his character. I also just think it would be a lot of fun, here's an example: M4A1: 1. press magazine release 2. discard empty magazine 3. lock the charging handle 4. prepare new magazine 5. put in new magazine 6. release the bolt This is fairly simple but is much more complicated than it's represented to be in game, This could be implemented in game by assigning a 'weapon part' key, that when pressed prepares your character to receive commands relating to your weapon, (ie. it changes the assignments of other keys), you should then have to press each of these keys to reload, if you forget a step (for instance step 3.), get the order wrong, or try and perform the next step before your character has finished executing the last, your reload should fail or your gun should jam, depending on what you did wrong. Different weapons have different procedures so you would have to experiment in game to work out how to reload each, this also makes different weapons actually play significantly differently, and also makes a clip or speedloader a significant asset (just imagine having to put each of those SKS rounds in individually). I have always found reloading mechanics in games to be disappointing and am surprised that any game is yet to include a proper reloading system. I think that as a game with an emphasis on immersion and player skill that is also still in early access Dayz is well placed to introduce such a system. Thanks for reading, what do you guys think? EDIT: Reading the comments its clear that such a system shouldn't be as complex as illustrated above, and I agree I got a bit carried away. So here's the above example reworked (Thanks to Valadain for pointing out my mistakes): M4A1: Press R (weapon button) (if weapon is empty this automatically activates the weapon button) 1) Press Y (mag release) 2) Press T (Take out mag and put it away) 3) Press G (get and insert new mag) 4) Press B (release bolt) This only needs to be done if you were taking out an empty mag (Completing the reload automatically deactivates the weapon button.) You see that if the weapon is empty you only need to press 4 buttons to reload, all these buttons are near WASD and the reload button needn't affect the assignments of WASD so you can still move while reloading. I don't find this too complicated. Here's another example: Mosin-Nagant: Press R 1) Press B (Pull back bolt) 2) Press G (Get and insert bullet), repeat this as many times as you want. 3) Press B ( Push Bolt Forward) If the Rifle is already empty you only have to press 3 buttons and you have a bullet ready to go. I realise such a system would be difficult to implement but it would add another layer of immersion between the player and the character, it would also open up a whole range of actions you could perform on weapons (you could have a safety button, a switch mode button, a check chamber button etc.), and it would definitely give bohemia something to do after vehicles make an appearance :)
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CLW's DayZ Epoch Server! | EU/UK | HIGH LOOT & DAY LIGHT | NO PLOT POLE |
clw2012 posted a topic in Mod Servers & Private Hives
CLW's DayZ Epoch Server | EU/UK | HIGH LOOT & DAY LIGHT | NO PLOT POLE | Auto-Refuel | Debug Monitor | Take Clothes | Heli lift & Vehicle tow | Self Bloodbag | NPC/AI Patrols | High level AntiHack | Hello, My name is CLW2012 and I am the owner of CLW's DayZ Epoch Server. We have lots of fun staff, Good starting gear and Much more. What makes this server different? Our server is different to other servers because it has lots of vehicles (1500+), No Plot Pole, No lag and Military Cars and Chopper around the map Hope to see you on the server! Server IP : 81.19.211.144:2302 -CLW2012- -
ZeroSurvival.net | No Starting Loadouts or Donor Crap | Basebuilding | Vanilla DayzMod Chernarus | Rare Vehicles | Rare Loot | Free Hat
seaweeduk replied to seaweeduk's topic in Mod Servers & Private Hives
20/03/2014 (after 10pm restart) - Cleared roads - Great mod from here. The crap that spawned on the roads (often right into some peoples faces as they were driving) will no longer spawn. All non road debris should still be spawning. We plan to add our own roadblocks to some key locations soon to provide people with ambush spots for vehicles etc. For now though just put your foot down and enjoy the lack of washing machines spawning in your face :D -
Standalone Priorities - The Big One
Karmaterror replied to BadContrakt's topic in General Discussion
Id think it would go, add base content (things like hunting, cooking, vehicles things like that), then get them all working without conflicting. Next pile in the content (cloths items, weapons ect) and optimise till its playable. The last thing in beta is balancing, Bug fixing and major optimisation. That's when id guess stuff like a laggy toolbar would be fixed. That being said, I guess every team works differently :) -
theres alot of stuff in the classes as well that you can call in and spawn in certain vehicles
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""So why not make craftable?"" I'm trying to stay clear of minecraft style craftable items and want some actual skill and creativity involved. ""Traps were also suggested many times. Hand made ones, as well as bear-traps, booby-traps with rope+nade, etc. Bases will come. And vehicles (bikes) are surely on the way. I bet within 3-5 months from nao on ;)"" The question is not if they will be implemented, it is not even when they will be implemented, it is about what shape these features ought to take and whether you are willing to wait for quality. ""in a zombie-apo I wouldn't build a "ghillie-suit" as it now is."" I'm completely opposed to cloaks of invisibility.
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I did. Did even read my post? You said: I said: Bases will come. You said: I said: And vehicles (bikes) are surely on the way. I bet within 3-5 months from nao on Dean somewhere confirmed, that they made a step forward concerning the bikes. You said: "traps" You said: better ghillie suits Because I personally don't like, even hate the idiea of ghillie suits. but I understand, people want them and it's kinda needed. But make it A) really rare and b)not "OP", i.e. slower running speed, damaging/loosing camo over time, etc. so in fact, yes, i read your post ;)