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Showing results for 'Vehicles'.
Found 41868 results
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I Fucking hope not that they will add military vehicles with machine guns etc, just cars like buggy ones and off roads/regular one, and not alot. vehicles should be rare as fuck and be a key part.
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Cabinets and refrigerators in houses and vehicles? Will sys req change?
mjf6866 posted a topic in New Player Discussion
I'm new to the dayz universe and I did some searching but couldn't find exact answers... Can you open the cabinets or fridges in houses? Will cars and trucks or any other vehicles be added to the final game? Is there any other features that are not in the alpha that will be there later? Will the system requirements change down the road when other things get implemented? Thank you -
First Time Feedback and Suggestions/Ideas for the Future of the SA
ZeGentleman posted a topic in New Player Discussion
*DISCLAIMER* I am 100% aware of the alpha status of the game, I have only played the SA and am sure much of this will already be in the works, thank you! Initial Reaction and Feedback: Yesterday was my first experience in DayZ (SA or Mod). I had a few heart-pounding moments, few frustrating moments, had my life taken numerous times, and took a few myself. Player interaction seems to be well involved and often at times escalating very quickly into some intense moments, which I didn't mind in the slightest. Playing in first-person I truly felt immersed in the extreme survival experience and I have to say my time in game was genuinely enjoyable. Now, with that said I'd like to go into a little more detail with some feedback/suggestions for future implementation. I will start by giving a brief list of things in DayZ that are game breaking. Game Breaking: -Server Hopping (This is an easy fix I'm sure, but is the biggest issue I have with the game.) -Night Time (Night can be completely avoided by simply sliding gamma and brightness all the way up, making the game a black and white day time just about.) -Fall Damage (Much too dramatic, 3 feet should not break my legs) -Most Melee vs Zombies (Im not asking for a one hit kill with every melee weapon, but I feel I should be able to stab a Zed in the head with a kitchen knife at the very least...oh and if I'm empty handed, when a Zed gets knocked to the ground I should be able to stomp its head in) -Zombie Audio (This is a big immersion factor, I should't hear Zed audio from a rabbit or trash can.) Ok, lets delve a little deeper into the game with systems, mechanics, and UI... HUD/UI: -HUD(The minimalist HUD is definitely a keeper, what needs to be added are more audio and visual references to players status. The fading of color and blurred vision are a start, but can be improved by leaps and bounds.) -User Interface(I'm sure is a place-holder, inventory system could use some work but more on that later.) Systems/Mechanics: -Item Degradation(A must have in any realistic survival game, but I have issues with the current implementation which ties into the inventory system and the hitbox mechanics they use.) Items should decay over time and use, but never perma-break Not every item on a piece of gear should be destroyed if said gear takes damage in a finite area (Example: If a player is shot in the shoulder and dies only the items in the pockets around that area should be affected.) Must be a way to repair gear with loot-able materials and/or clean firearms with loot-able gun cleaning kits. The visual degradation of the items are awesome and needs to be expanded on. -Inventory Systems(A great start to say the least, needs work and I have a few idea that could make the realism stand out a bit more) To tie into the item degradation, each piece of gear should have left, right, and back pockets, with each having a corresponding hit box. Also, to elaborate a bit, if the gear is pants for example, the back pockets should only be able to fit items that could normally be stored in pant back pockets. I should not be able to carry a mosin in my pocket. Encumbrance, which calls for items to have weight associated with them. "Hands", an inventory feature that could be extremely useful for "end-game"(lack of a better word) content. I believe it would be beneficial to seperate the "hands" and make a "left-hand" and "right-hand" slot. This way Devs could add carry-able bags, such as sports bags or suitcases. (Imagine running to a town with two 50 pocket duffle bags, packing them full of supplies and sprinting back to camp as fast as possible, all the while you cant defend yourself unless you drop your loot and pull out a weapon.) To elaborate on the Handgun "chest holster", possible multi-gun holsters, back holster, waist holster, or even an ankle holster. -Movement Mechanics/Animations(Basic movement; W,A,S,D, crouch/prone, sprinting, and evasive maneuvering all seem pretty on key and responsive. Along with the added Head movement mechanic. Climbing and the vault/jump mechanic not so much, I will just assume they are place-holders.) I hope to see the vault/jump mechanic have many added features such as grabbing the edge of boxes/walls/fences, maybe a vault over cars while sprinting. Im sure animations will be touched up later down the line. Broken legs should be noticeable to the player which leg is injured via animations (while in crawling animation: Right leg not moving but left is = Broken right leg, opposite with the left, and no legs moving means you have broken both legs.) Climbing in general needs much work, I personally have fallen to my death 3 times in my short 10 hours logged because of poor climbing mechanics. Maybe evasive maneuvering could perform a roll while sprinting, unless of course that mechanic is already in the game somewhere else, I am still a rookie. -Player Interaction(Hands down, is my favorite part of this game. This game is revolutionizing the survival genre with its potential to completely obliterate the KoS mentality. Yes, it may be far off still from the alpha, but with what I've witnessed so far in game and then the videos I had to watch immediately after, I have hope...and ideas!) Being able to locally talk is a key feature in many survival games, but what if we could get whistles, horns, firecrackers, or other noise making items for player, and in some cases zombie, interaction. The ability to bind other players is pure awesomeness. What makes this mechanic so good though is that if you're bound you can struggle your way free if left alone too long. Which then makes me to think, "Hey, I have rope, why can't I bind people with this." Just makes sense to me. Hopefully, for the games sake, the Devs can implement a hot key voice over for those few players that have no mics. This way if they are a slow typer people wont bloody their face after a 3 seconds silence. I believe some system needs to be in place for bartering, more than, you throw your shit I'll throw mine while our buddies watch our backs. Tracking would be something that would bring so much immersion into player interaction and later down the line hunting when it gets implemented. Simply, if you are walking on a surface other then asphalt or concrete, you leave a trail of subtle footprints that vanish after while. Or if you are bleeding and don't tend to it you leave trails of blood behind. I could probably continue to ramble on about whats good, what needs work, and ideas/suggestions for pages, but I'll save you guys the eye strain and just conclude with a list of ideas for future implementation. Future Implementation Suggestions: -Beard growing/shaving mechanic(Give players the ability to grow their beards out the longer they survive, but also for players that want that clean cut look they can find a "razor" as loot to shave.) -Spray Paint/Graffiti(Being able to find cans of spray paint to either paint weapons and equipment or since this world is lawless tag up some walls with graffiti. Also, the idea of marking trees to find your way back to your forest camp came to mind.) -Transportation(I know that vehicles are coming and horses have been mentioned multiple times, but how about some alternatives such as; road bicycle, mountain bicycle, skateboard, mountain board, scooter.) -Farming(I'm sure this in coming anyways, but I thought I would mention it for discussion purposes and to use as a segue to my next idea.) -Mind/Body Altering Substances(The truth of the matter is, when the world has gone to shit and there really isnt much going on, you're going crazy of the same thing day to day, you and some buddies might want to sit by the camp fire and "unwind" as your moms might call it. Maybe, get cross-faded as hell and run into masses of Zeds swinging your fire axe like a mad man. Or grow it just for something to barter if seeds are that scarce. Regardless of what you do with the stuff, Its safe to say it can go a long way in this game...here's a quick list.) Alcohol- Blurred vision, loss of accuracy, increased energy/stamina, thin blood, etc. Marijuana- Increased accuracy, loss of energy/stamina, decreased mouse sensitivity for a slow-like effect. etc. Opiates- Loss of energy/stamina, possible loss of consciousness, etc. Cocaine- Short burst of increased energy, etc. Mushrooms- You can find all kinds of mushrooms across the map, some are poison, some psychedelic, and some edible. Players have to find "spore testing" loot item to identify them. LSD/Acid- Possibly be made in game, the effects of these and the shrooms would be pretty intense I would assume. Amphetamines- Can't sleep? Never tired or hungry? Much higher chance of sickness. -Identification(I read a post where someone suggested ID cards on survivors where you could collect them from players you kill or to just identify a corpse. I would like to expand upon it a little. First, if we were to get ID cards, they should be defaulted into one of the small pockets as I suggested above in the 1st bullet point under inventory systems. Next, if you are a bandit and/or a collector you have the option to loot some items (string and a hole punch) to store the ID cards free of inventory.... or slightly more elaborate, Dog-tags. A player could find a ball-bearing chain, metal scrap, engraver, and battery to "craft" Dog-tags. Other players that already have Dog-tags or ball-bearing chain can then collect tags and add to the chain.) I apologize for such a long drawn out post, I hope the structuring helped a little for those that read it, thanks, can't wait for the future of the DayZ SA. EDIT: Forgot one of the ideas I had. I've noticed many books throughout my wandering, what came to mind is to have small tutorial guides for players as some of the loot-able reading material (survival tactics, farming guide, "crafting" guide, and miscellaneous tips.) -
Let's keep the discussion about pro's and con's of 24hr cycles to the whine threads, shall we? All I'm interested is server names and IP's. 98% of the servers seem to have gone the way of 24 hr daylight and I'm sure yours will be fine if you do the same. I'll at least have a month or two of proper challenging gameplay until the standalone turns into the same daylight/clear skies/2000+ vehicles DMR/McGhillie snipefest that the mod turned into...
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Come and have a look at the League of Casual Gamers! Established in 2011, The League of Casual Gamers is an international gaming community with its roots in Aus/NZ and has branched out to UK/US/EU with many members from around the world, who all love gaming but don't take gaming so seriously. We are currently looking for new members as we rebuild with a new focus. Currently, LoCG supports rosters for PS3, PS4 and PC and has a strong focus on fun and friendly gaming. We play everything from the big AAA titles like Call Of Duty and Battlefield, to Minecraft and DayZ. So if you are looking for a fun group to co-op through the world of Chernarus, drive vehicles with in Battlefield or killstreaks/pointstreaks in Call Of Duty, come visit our friendly forums at http://locg.enjin.com and see what we are all about. :)
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League of Casual Gamers is recruiting for DayZ (Aus/NZ based)
squirrelbruhn posted a topic in General Discussion
Do you prefer gaming with people you know rather than random folk? Are you looking for a community that isn't interested in your K/D or has mandatory practices you have to attend? If the answer is yes to these questions, then the League of Casual Gamers is the place for you! Established in 2011, The League of Casual Gamers is an international gaming community with its roots in Aus/NZ and has branched out to UK/US/EU with many members from around the world, who all love gaming but don't take gaming so seriously. We are currently looking for new members as we rebuild with a new focus. Currently, LoCG supports rosters for PS3, PS4 and PC and has a strong focus on fun and friendly gaming. We play everything from the big AAA titles like Call Of Duty and Battlefield, to Minecraft and DayZ. So if you are looking for a fun group to co-op through the world of Chernarus, drive vehicles with in Battlefield or killstreaks/pointstreaks in Call Of Duty, come visit our friendly forums at http://locg.enjin.com and see what we are all about. :) -
Once the private hives are available it will just turn back to the way the mod was/is sadly. ULTRA DAYZ DEATHMATCH | MAX LOOT | 467865432445678 VEHICLES | NO ZEDS | SELFBB | SPAWN WITH A TANK
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Possible SPOILER alert! Here's the post I mentioned earlier: http://forums.dayzgame.com/index.php?/topic/155860-heres-a-full-list-guns-vehicles-items-etc-currently-in-sa-most-are-disabled-and-yet-to-be-enabled-in-the-current-build-spoiler/?hl=+item%20+list
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Say you, when you die, lose not only the gear on you but all stashed items in the future bases/tents/vehicles/etc. I think it makes sense as well since the "new you" have no idea where the stuff of your dead character is anyway. In this way we get around the whole "perks/skills"-system that some of you feel reluctant to implement.
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The goals of a group....Discussion.
ClassyPenguin replied to katana2665's topic in General Discussion
It's an interesting goal. I wonder exactly how it would be implemented though. My guess is that any bases which are established would need to be basically hidden campsites. Anything bigger or in a more prominent location is just going to get raided and trashed. I imagine once the game is complete there will be lots of clans stashing vehicles and items in the far north. I'm skeptical that anyone could set up something that resembles a "community" in DayZ, even with crafting systems fully implemented, etc. What I'd really like to see is more content that allows clans and groups to have unique goals and missions. I've suggested adding non-lethal ways of disabling players in other threads, which would create opportunities both for bandit groups and rescue groups to accomplish their goals in really interesting ways. I am also someone who thinks that when they implement helicopters, they should (a) make them civilian helicopters, and (b) not make them too rare, because I think once clans and groups get their hands on vehicles and helis things will get a lot more interesting (they'd actually be able to patrol large swaths of territory, for example). -
rocket said on twitter that vehicles were coming soon ! how soon is soon though? this was like a week ago.
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Me too, but i am one of the weird ones that likes getting around on foot. Vehicles are needed and i am glad they didn't just port over the hopeless wrecks from arma.
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vehicle damage is already in the mod. Any time spent on the mod around vehicles would show you that all the parts can be damaged and visibly changed to reflect this. However, this is DayZ not GTA. Also, as for veterans who think anything that is not from rocket is a bad idea? Sorry, but im calling BS on that one. Change is not only a good thing, but it is also a necessary one otherwise the game will stagnate. I myself suggested an idea for players to create their own guile suits in addition to finding them. The difference is, my idea is not leading away from what the core of DayZ is. Asking for TANKS, the ability to add turrets to cars, complaining about the PvP/KoS on site around hot spots on the map, the ability to have multiple characters and the plethora of other crap is moving away from the core of DayZ. Like i said, change is a good thing, but is only a good thing if the thing being changed is still recognizable after the changes.
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my name is John (BadVoodoo) i have been playing dayz and arma for about two years now. i am in the eastern time zone and currently employed by "fabulous" Marine Corps. I know a thing our two about tactics and how to take things seriously. i can deploy almost any weapon system the game has to offer with great effect, i can fly pretty much all the aircraft and am a decent driver with land vehicles. im looking for a group of people who are around the age of 20+ who play the game the way its meant to be played. i love pvp and role playing and would join a clan but most of them are located somewhere in Europe or they have to many people or they are just a bunch of kids killing everything they see. if you wanna talk or play hit me up on skype or pm me. skype:BadVoodoo
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I almost like it without vehicles...
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That would be due to the fact that DayZ is running on a modified Arma 2 engine, it's no surprise that they haven't taken out the base models and vehicles as of yet. The difference is, they can't be used, and more then likely will not be used as the Arma 2 vehicles are far to unreliable and unuseable in the DayZ world Rocket stated he wanted. Vehicles should be found with missing doors, panels and such as far as I remember and those base vehicles are not programmed for that kind of fixability and customization.
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Cracked server files shows a Tank, UAZ,Ural,Ural with Turret and some other civilian vehicles in the client right now.
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I am comfortable with a mid 2014 release of vehicles tbh.
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I agree. Can't wait to see some vehicles in. ;)
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Alpha is struggling with what we have now spawning into the servers i can only imagine the headache of tents+ gear being saved/kept on servers. I do hope we see these features soon, From what i can gather the Alpha is testing core mechanics and vehicles and the likes are in the client files thier just not "switched on".
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I agree. Even if only bicycles, vehicles are a huge of DayZ and the game is not the same without them. As for tents, I think they should just add some method of storage such as a case/bag you could place down somewhere that would stay after restart. But, as sad as it is.... Alpha!
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This is based off of the ArmA engine (though modified) so don't expect some GTA physics or anything like that. GTA is all about the cars. Here they are secondary. I just want most cars to be what we see on the roads already. Busted Betty vans, rusty GAZs, a few buses, Skodas and the generic crappy soviet cars that keep on chuggin'. GAZs and Urals being the military-esque type of vehicles that should imo, handle better offroad. No need for a T-90 or T-34. Personally I'd like to see a return of the AN-2 since it's not something you can just hide and take off in again without serious foresight. Maybe another plane, but that's me, nothing combative. As for helis, I'd be fine if they didn't exist here, but if they do, nothing crazy powerful and severe maintenance to keep them aloft. No need for M240s or PKMs here, you're already in the air flying faster than anything else can travel.
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Rocket created a thread titled "Confirmed Upcoming Features for DayZ." A great many things were talked about with estimated release dates (late 2013 and early 2014 being the common time table for most things), but some things that I personally deem exceptionally important, to where it should almost be a priority over most of the things listed on that thread, are not spoken of at all. The implementation of Vehicles and the incorporation of the Tent system being some of those things.
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I'm totally excited for the vehicles I hope that most from the mod are returning! And tanks... not a very good idea
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So we should not expect vehicles around early 2014?