Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Search the Community

Showing results for 'Vehicles'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Author

Content Type


Forums

  • Official
    • News & Announcements
    • DayZ Badlands Expansion
    • DayZ Frostline Expansion
    • PC Updates
    • Console Updates
  • General
    • General Discussion
    • Gallery
    • Suggestions
    • Servers
  • DAYZ - GAME
    • PC
    • PS4
    • Xbox
  • DayZ Modding
    • General Discussion
    • Scripting
    • Terrain
    • Modelling
    • Misc
    • Official Tools
    • Community Made Tools
  • The Original DayZ Mod (Arma 2)
    • Mod Announcements & Info
    • New Player Discussion
    • DayZ Mod General Discussion
    • DayZ Mod Gallery
    • Mod Servers & Private Hives
    • DayZ Mod Suggestions
    • DayZ Mod Troubleshooting
  • MiniDayZ
    • MiniDayZ
  • DayZ Mod

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Steam


Twitter


Twitch


YouTube


Discord


Location


Interests


Bio

Found 41868 results

  1. Window Licker

    Future of Standalone and it's potential

    I didn't write anything about residential or vehicles as they are (imo) too far in the future to be overly concerned with, but that's just me. Considering the time and effort that's going into this product and the "stupid" design decision as far as the deathmatch with zombies crowd goes I say he's on the right track and isn't going to ruin this project at the last minute.
  2. Hi, This is yet another What I Want The Game To Be post. It will be concise and hopefully articulate, but you've been warned anyway. I really dig this game, I'm very excited by it's potential, and like many of you I have strong opinions on what the creators and devs focus should and should not be. 1) Scarcity & Survival My biggest point of emphasis for what I feel drives the gameplay and can make Dayz SA different / new / better than everything else out there. I see the two components as interdependent and equally important. How can it be done? There's already a bunch of suggestions on this very board and others, I wont bog down too much with repetition, stuff like- =deadlier and/or higher qty of zombies =less vital resources in general =environmental threats cold, wet, etc =hostile wildlife (unlikely anytime soon I know) 2) Residence / Vehicles I'm tying these two together because referring back to my Grand Vision of Scarcity they are all conceptually linked. VEHICLES - I see them as a necessarily evil, I'm not particularly excited about having them in game because it conflicts with how I (selfishly) want the game to be- about difficulty, survival, resource mgmt. and the excitement of threats to your life / time investment. But I recognize that without them traversing the map is just a giant pain in the ass and at some point after months of playing even the most masochistic hardcore Realism nuts of us would get disgusted with the idea of a 30 minute run from the Northwest to Coast regions. SO my hope is that in terms of vehicles they maintain a theme of rarity and undersupply. I'm hoping the most we ever see are bicycles, motorbikes, and potentially a couple old beaten Eastern Bloc cars. Nothing military grade. Also I hope that maintenance and acquisition would be legitimately difficult- keeping in line with verisimilitude and scarcity. Same principles for "player housing", except in this case I am not against in it in any way. What I'd like to see are: setting authenticity: keep it to tents, shacks, and/or boarding up existing infrastructure. NO grandiose forts / towers please scarcity: back in line with the above. let's make the resources for building these dwellings hard to get and let's make them somewhat hard to repair Ok at this point I'm in danger of violating my promise of being concise so I'll wrap up by saying I realize this entire post is both selfish and quite possibly a giant waste of time in terms of it being feedback that ever reaches anyone who has a say in the matter. Surprisingly I don't care about the latter, and for the former I just hope I'm not as completely in the minority as I think. Thanks for reading
  3. That's not how it works I'm afraid. xD Anyway, on topic - vanilla DayZ mod is the best IMO. Try and find a proper vanilla server that doesn't have a million and one vehicles and a load of custom scripts to make the game easier though.
  4. You know... honestly when I first heard of the hive system I thought it was kind of cool... however... when you really think about it... What is the benefit of having a hive based system? So you can join another server and have all your stuff...? Well with that comes the irrelevance of bases/barricading.The farming of items will pretty much subside once item spawning has been implemented properly. But having a base that you spend HOURS/DAYS barricading becomes irrelevant with the hive unless the bases are persistent. And the same applies to vehicles really... Really, the hive should be micro-hives. A host, such as vilayer or gameservers.com should have their own hive. Owners and operators of of their own hardware should probably be on their own hive as well. And really... I guess that's the way it was with the mod anyways, on a small scale. But having most general registered servers on a giant hive... I just don't see that being bandwidth and I/O smart... and they're already seeing that in testing. Not ranting or raving... just an opinion and am very curious how they're going to implement bases across a hive without making barricading irrelevant.
  5. Waylander The Origional

    Looking For Veteran Advice On Best Dayz Mods

    Namalsk is a PVP blast where most of the buildings are military loot. I've gone from zero to geared in 15 minutes there. Origins is very good, basically dayZ+extras on a very well designed Taviana Map. Taviana is the same as basic dayZ with some new vehicles. Epoch is the mod to go to apparently, but I never really played it much.
  6. Rocket said that vehicles will come after barricading.
  7. booshman_oraunj

    PsychologyMeter

    I think that, as well as having meters stating your current hydration and energy levels, it could be a good idea to have a psychology meter to keep the morale level of your character up. Things that I feel could affect your characters mental state would include, staying dry and warm, eating warm food from time to time and not just cold tinned food ,perhaps make a warm drink too, meeting with people, helping people (healing them), trading items and helping to repair vehicles, helping to build barricades and set up camps. Things that could effect you negatively could include shooting an unarmed person, cannibalism, robbing someone, handcuffing someone, poisoning someone, placing a sack on someone's head, not finding a tent or bed to log out with your character. Perhaps rather than log out randomly in the woods, in order to gain psychological benefits, finding a place for your character to rest ie: an abandoned house with a bed or a tent, would help bolster your psychology meter. If your psychology meter is not maintained you may eventually experience a kind of psychosis. This could manifest itself in-game like the current sound glitches that occur for everyone atm like you'd hear someone reload or drink near you. You character may also experience hallucinations like seeing players that aren't really there running off into the distance. Your player may also randomly shout and say things which could give you away in a fire fight and attract zombies. I think this could be a good solution to discourage people from unrealistically behaving like sociopaths. Any thoughts?
  8. ""In the more distant future we’re already planning for vehicles and barricading systems."" Is more known about these barricading systems? I sure hope it's not going to be cookie cutter or replace base building. This game needs creative features.
  9. real meatshield

    Xbox

    I think the fear, hate and insecurity are derived from past experience. Having seen what has befallen some AAA PC titles over the years, as they have made the transition from PC to console port, and then, over the years, development take the evil turn to development for console and then ported to PC, it makes perfect sense for PC gamers to bash consoles. Call of Duty was a stellar title when it came out, and really opened the door to the masses for FPS gaming. 2015, who later became Infinity Ward, set a tone that has yet to be changed, really. And DICE, with BF1942, took it to another level with vehicles and huge maps that no one thought possible at the time. But the lure of big money got to them both, and now, what remains of IW are now whoring for paychecks in the activision slave pit, and DICE has sold their own souls to EA. Both publishers focus mainly on providing console content because there are so many damn consoles out there, but capitulate to the PC crowd after the fact- console development always takes priority over PC nowadays, despite what the developers claim. We are no longer the primary audience for games, it seems.
  10. muffy_duffy

    Vehicle idea (Dayz Standalone)

    Or how about we keep dayz vehicles the way they should be.... accessible by everyone. C'mon, really? locking and unlocking of doors? i could easily just take my FireAxe, Smash the window, and hotwire the damn thing. :s Just saying.
  11. dontoraneko

    It's Dangerous Work For A Builder In DayZ

    Builder rawks! Hope there'll be caterpillars available when vehicles will be implemented.
  12. mgc

    Vehicle idea (Dayz Standalone)

    How about vehicles and bases are untouchable if the player(s) that own them are not online. That way you can log off without having to worry about Dayz and take full responsibility whenever you have time to play. Perhaps a 5 minute timer before invulnerability kicks in to avoid loot protection logging. Owning a vehicle is done by getting in the driver seat. edit: Ways to protect your vehicle and ways to negate protection are nice but atm not critical. Lets just say that if you leave your vehicle unattended, I should be able to find a way in. In case of death, ownership resets.
  13. Tom Foxxy

    Vehicle idea (Dayz Standalone)

    Well it's planned that you will be able to have a crazy amount of different parts to put on your car. Maybe you could put reinforced window panels on it? Also, that wouldn't give you the key to start the car. It would only let you in. The addition of military vehicles would also solve that issue.
  14. Damnyourdeadman

    Weekly Report: A step into survival

    The weekly report of upcoming implementations.Copy-pasted from: http://dayzdev.tumblr.com/post/79960438354/weekly-report-a-step-into-survival This post is intended for the people that missed the new info. Weekly Report: A step into survivalAnother week for the team pushing towards a stable release. We considered releasing a version to stable branch mid week during maintenance, however there were still two serious issues to fix. The first was related to the testing architecture not being suitable for the large number of servers we were supporting on experimental, and the second related to the invisible zombies and players. Invisible players and zombies Fixing the invisible players and zombies was a product of moving to the client/server architecture but retaining some legacy aspects of the architecture. To solve this we have been hard at work continuing to revise the way the game works. A workaround we have implemented is that when desynchronization occurs between client and server, now the server will enforce the players new location by ignoring the clients reported position and teleporting the player to it’s position. What occurred was that sometimes the straight path to a location was blocked due to desync on the server, i.e. the path on the server was different from the path on the client. This could result in players getting stuck in walls on the client (or server) and issues occurring. Fireplaces and Emissive Improvements One key area for our survival focus has been cooking and the ability to make fireplaces. In order to do this we have created a new system for dealing with “emissive” textures that allows us to implement a mask for emissive, as seen in the picture above the result can be very stunning. This has been combined with heat haze to produce some excellent results. Players will be able to make normal fireplaces, as well as upgrade them to makeshift ovens such as below: Our designers are now working with our art team to implement all these changes so that players are going to be able to hunt and cook in order to survive in the DayZ landscape. New towns in Chernarus Our map team has been very busy, here are some sneak previews of some new areas that are coming in the next update: New Weapon Content Our art team have been extremely busy while we work on fixing the bugs associated with our current build. Focus is currently on supporting the designers with their survival features, such as the craftable PVC bow, fireplaces, and cooking. However we have also continued the excellent work done with weapons models, here are a selection of pictures below showing progress. We’re nearing completion of the AKM and the model was a true labor of love by @artguyharry. We’re working on staging the model now so its compatible with the attachment system and we really hope to bring variety to the possible configurations. By default the AKM will have wood furniture but we also noticed a great deal of customization in the AK civilian market and wanted to bring some of that more modern flare as well. A side-mounted PSO scope is being developed in tandem which players will be able to mount AK-pattern weapons. Mouse acceleration and player control We have been changing the way the player controls their character to improve playability. There was an issue with mouse control that affected many users of high DPI mice which we have now fixed. Changes to character turning should now also be consistent with how freelook works, which was taken from ArmA3. So we hope that this will improve the situation for players although we have more work planned on this. Physics and Arrows Continued work on our physics engine means that not only is throwing now nearly complete (it is now functional at a basic level), but it also means that ragdoll is very close to being a reality in experimental branch. This will open up many areas of development. Work with the bow and arrow has come along very well. Bolts and arrows can now stick into their target, whether player or the ground, or an object. Additionally, animation changes means that we can now make the drawing and firing of a bow look better than ever before improving the versatility of our “gestures” based animation system. Animals, collisions and zombie pathfinding We now have an entire team, based in Bratislava, that are working on animals, collisions, and zombie pathfinding. This is a longer term task as it will require new thinking and new ways to fix the problem. We’re excited to see what the team can bring in the coming months. Persistent Loot and objects This was close to being implemented fully when we discovered some issues with the central server architecture that would becoming more serious for performance if we went live with it. These are being solved now and we expect to be trying some of those performance optimizations on the central server this Wednesday. Where is the new build? We are committed to not releasing builds onto stable to introduce new game breaking bugs. Now that we’ve fixed those bugs, we’re internally verifying and fixing any new bugs that have been introduced. We will do an unscheduled update the moment we are confident we have a suitable build to release What is next for the future? Once the current build is stabilized we want to finish up on our “survival” push for the month. This means hunting and cooking finished and process on our “survival combat” which involves the bow and arrow, crossbow, improvised weapons, and thrown items. In the more distant future we’re already planning for vehicles and barricading systems. We look forward to finishing our work on the current build and having it out on stable!
  15. meanwhile in breaking point we have constant zombies in hordes patrolling towns, numerous vehicles , respawning loot no mouse acceleration a better engine and better graphics and better fps and better map. and that's free ! :lol: love dayz but its fighting a losing battle. unless the Devs start picking up their game and start fixing stuff properly at a decent rate comparable with FREE mods ! :o then how can this game progress or even be finished. yesterday i was thinking about it and all we have basically done is pay for the fun we have had on the mod for the last two years cause that was good.
  16. LaughingJack (DayZ)

    Where are the updates? **crickets chirping**

    Wrong update buddy. The video is 2 weeks old now (it says 24.th feb...), this week there's no video in the tumblr devblog, neither last week blogentry had one. But good to see how you keep up with development while making thoughtful comments in the forum. Also, you clearly have no clue about developing or programming. e.g. "physics": It is quite a big deal if you dont use an existing engine for it. And it's needed for ragdoll, it's needed for vehicles, throwing etc. etc. etc. But you know what? read the whole devblog and watch some of the streams they made and after that we can have a nice and civilized conversation.
  17. Another week for the team pushing towards a stable release. We considered releasing a version to stable branch mid week during maintenance, however there were still two serious issues to fix. The first was related to the testing architecture not being suitable for the large number of servers we were supporting on experimental, and the second related to the invisible zombies and players. Invisible players and zombies Fixing the invisible players and zombies was a product of moving to the client/server architecture but retaining some legacy aspects of the architecture. To solve this we have been hard at work continuing to revise the way the game works. A workaround we have implemented is that when desynchronization occurs between client and server, now the server will enforce the players new location by ignoring the clients reported position and teleporting the player to it’s position. What occurred was that sometimes the straight path to a location was blocked due to desync on the server, i.e. the path on the server was different from the path on the client. This could result in players getting stuck in walls on the client (or server) and issues occurring. Fireplaces and Emissive Improvements One key area for our survival focus has been cooking and the ability to make fireplaces. In order to do this we have created a new system for dealing with “emissive” textures that allows us to implement a mask for emissive, as seen in the picture above the result can be very stunning. This has been combined with heat haze to produce some excellent results. Players will be able to make normal fireplaces, as well as upgrade them to makeshift ovens such as below: Our designers are now working with our art team to implement all these changes so that players are going to be able to hunt and cook in order to survive in the DayZ landscape. New towns in Chernarus Our map team has been very busy, here are some sneak previews of some new areas that are coming in the next update: New Weapon Content Our art team have been extremely busy while we work on fixing the bugs associated with our current build. Focus is currently on supporting the designers with their survival features, such as the craftable PVC bow, fireplaces, and cooking. However we have also continued the excellent work done with weapons models, here are a selection of pictures below showing progress. We’re nearing completion of the AKM and the model was a true labor of love by @artguyharry. We’re working on staging the model now so its compatible with the attachment system and we really hope to bring variety to the possible configurations. By default the AKM will have wood furniture but we also noticed a great deal of customization in the AK civilian market and wanted to bring some of that more modern flare as well. A side-mounted PSO scope is being developed in tandem which players will be able to mount AK-pattern weapons. Mouse acceleration and player control We have been changing the way the player controls their character to improve playability. There was an issue with mouse control that affected many users of high DPI mice which we have now fixed. Changes to character turning should now also be consistent with how freelook works, which was taken from ArmA3. So we hope that this will improve the situation for players although we have more work planned on this. Physics and Arrows Continued work on our physics engine means that not only is throwing now nearly complete (it is now functional at a basic level), but it also means that ragdoll is very close to being a reality in experimental branch. This will open up many areas of development. Work with the bow and arrow has come along very well. Bolts and arrows can now stick into their target, whether player or the ground, or an object. Additionally, animation changes means that we can now make the drawing and firing of a bow look better than ever before improving the versatility of our “gestures” based animation system. Animals, collisions and zombie pathfinding We now have an entire team, based in Bratislava, that are working on animals, collisions, and zombie pathfinding. This is a longer term task as it will require new thinking and new ways to fix the problem. We’re excited to see what the team can bring in the coming months. Persistent Loot and objects This was close to being implemented fully when we discovered some issues with the central server architecture that would becoming more serious for performance if we went live with it. These are being solved now and we expect to be trying some of those performance optimizations on the central server this Wednesday. Where is the new build? We are committed to not releasing builds onto stable to introduce new game breaking bugs. Now that we’ve fixed those bugs, we’re internally verifying and fixing any new bugs that have been introduced. We will do an unscheduled update the moment we are confident we have a suitable build to release What is next for the future? Once the current build is stabilized we want to finish up on our “survival” push for the month. This means hunting and cooking finished and process on our “survival combat” which involves the bow and arrow, crossbow, improvised weapons, and thrown items. In the more distant future we’re already planning for vehicles and barricading systems. We look forward to finishing our work on the current build and having it out on stable! Read on Tumblr
  18. 18/03/2014 Forgot to post this yesterday Additional Vehicles and Spawns - Eby added another 70 additional spawn points yesterday. We also found a few vehicles I was not previously spawning and added spawn points for those too. The current max vehicle count is 130, I would rather find a solution to the "vehicle hoarding problem" we seem to be having than continually increase this number though.
  19. I would personally like to see the vehicle part quality playing a role in driving the vehicle. Like if you picked up badly damaged tyres, you would be more likely to get a flat wheel or spin out in the rain. If you have a damaged gearbox the vehicle should jump out of gear into neutral sometimes etc etc I also hope the vehicles will have a manual transmission so I can drive around revving in first gear.
  20. Crazy_Spider

    I Would Like to See Spawns Across The Entire Coastline

    Am I the only one that absolutely loves the way they have it right now??? I don't want a bunch of fresh spawns gearing up at Balota 5 minutes after they spawn! I don't want bambis knocking me out when I'm in Stary and taking my loot! We don't need Devs to work on useless spawning areas, and instead they should devote all their time to making camps, vehicles, and fixing bugs/glitches! I know I sound quite aggressive right now, and I don't want you to think I'm being mean :p But seriously, I really don't think that it would be a good idea to change spawns. Cheers mate.
  21. JESUS LOVES EVERYBODY [JLE] EPOCH CHERNARUS 1.0.4.2 176.31.235.81:2312 Yes, to be totally fu%#! honest I have not added one billion vehicles, not have I added every custom script that is. I like the old DayZ spirit, and I hope there are more that does. So, please join my server and have fun playing DayZ Epoch! :beans: :beans: :beans: :beans: But of course, I'll listen to the people! If you want to play here on my server, please very much thank you so much cool much do that. And I'll do the changes that the people want! I'll also worship every now and then, join and stay tuned! **EDIT** I may also need a few moderators, let me know if you're interested. FOR THE NEXT 10 DAYS EVERY NEW PLAYER GETS A STARTER KIT, WITH BUILDING TOOLS AND MATERIALS AND SUCH! JOIN NOW ^_^
  22. All this talk about vehicles,....just how long do you expect to be driving or riding one before you see that infamous black screen of death ? Just give me a tent a campfire and some meat and I'll be happy.
  23. Vehicles should imo be the second creative feature (base building being the first). Specifically, I want to be able to redesign the superstructure from scratch with various materials of varying thickness with corresponding aggression negating capabilities. I also want to be able to upgrade mechanical parts (chassis permitting). Chassis should have weight limits for obvious reasons. I don't expect vehicles other than bicycles in the game any time soon.
  24. Add vehicles but add just a few making it rare to find, along with gas and car parts. If people don't like vehicles in-game, I'm sure there are going to be server admins who also don't like vehicles as well. So why not make vehicles a server option to allow or disallow vehicles.
  25. Hello there Nothing will be "rushed" nor will they add stuff like old arma vehicles "as its easy". All good things come to those who wait. Patience. Rgds LoK
×